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DoorMaster.js
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/*
DoorMaster
A complex door management system for Roll20
On Github: https://github.com/blawson69
Contact me: https://app.roll20.net/users/1781274/ben-l
Like this script? Become a patron:
https://www.patreon.com/benscripts
*/
var DoorMaster = DoorMaster || (function () {
'use strict';
//---- INFO ----//
var version = '4.8.1',
timestamp = 1599594204104,
debugMode = false,
styles = {
box: 'background-color: #fff; border: 1px solid #000; padding: 6px 8px; border-radius: 6px;',
title: 'padding: 0 0 6px 0; color: ##591209; font-size: 1.5em; font-weight: bold; font-variant: small-caps; font-family: "Times New Roman",Times,serif;',
button: 'background-color: #000; border-width: 0px; border-radius: 5px; padding: 5px 8px; color: #fff; text-align: center;',
textButton: 'background-color: transparent; border: none; padding: 0; color: #591209; text-decoration: underline;',
buttonWrapper: 'text-align: center; margin: 10px 0; clear: both;',
resultBox: 'margin: 3px; padding: 2px 6px; border: 1px solid #c1c1c1; border-radius: 9px; font-variant: small-caps; color: #545454;',
result: 'font-size: 1.125em; font-weight: bold; cursor: pointer; font-family: "Lucida Console", Monaco, monospace;',
msg: 'padding: 4px 10px; color: #C91010; font-size: 1em; border: 1px solid #C91010; text-align: center;'
},
DOOR_CONDITIONS = ['Unlocked', 'Locked', 'Keyed', 'Barred', 'Obstructed', 'Stuck', 'Disabled', 'Broken'],
checkInstall = function () {
if (!_.has(state, 'DoorMaster')) state['DoorMaster'] = state['DoorMaster'] || {};
if (typeof state['DoorMaster'].doors == 'undefined') state['DoorMaster'].doors = [];
if (typeof state['DoorMaster'].doorCharID == 'undefined') state['DoorMaster'].doorCharID = '';
if (typeof state['DoorMaster'].doorKeyedCharID == 'undefined') state['DoorMaster'].doorKeyedCharID = '';
if (typeof state['DoorMaster'].switchCharID == 'undefined') state['DoorMaster'].switchCharID = '';
if (typeof state['DoorMaster'].lockCharID == 'undefined') state['DoorMaster'].lockCharID = '';
if (typeof state['DoorMaster'].trapCharID == 'undefined') state['DoorMaster'].trapCharID = '';
if (typeof state['DoorMaster'].trapKeyedCharID == 'undefined') state['DoorMaster'].trapKeyedCharID = '';
if (typeof state['DoorMaster'].lockedTokens == 'undefined') state['DoorMaster'].lockedTokens = [];
if (typeof state['DoorMaster'].allowFumbles == 'undefined') state['DoorMaster'].allowFumbles = true;
if (typeof state['DoorMaster'].trapFumbles == 'undefined') state['DoorMaster'].trapFumbles = true;
if (typeof state['DoorMaster'].showPlayersRolls == 'undefined') state['DoorMaster'].showPlayersRolls = false;
if (typeof state['DoorMaster'].whisper == 'undefined') state['DoorMaster'].whisper = false;
if (typeof state['DoorMaster'].useAura == 'undefined') state['DoorMaster'].useAura = true;
if (typeof state['DoorMaster'].doorAuraColor == 'undefined') state['DoorMaster'].doorAuraColor = '#666666';
if (typeof state['DoorMaster'].hiddenAuraColor == 'undefined') state['DoorMaster'].hiddenAuraColor = '#99cc99';
if (typeof state['DoorMaster'].obfuscateState == 'undefined') state['DoorMaster'].obfuscateState = true;
if (state['DoorMaster'].doorKeyedCharID == '' || state['DoorMaster'].switchCharID == '' || state['DoorMaster'].lockCharID == ''
|| state['DoorMaster'].trapCharID == '' || state['DoorMaster'].trapKeyedCharID == '') state['DoorMaster'].showInit = true;
runUpgrades();
log('--> DoorMaster v' + version + ' <-- Initialized');
if (debugMode) {
var d = new Date();
showDialog('Debug Mode', 'DoorMaster v' + version + ' loaded at ' + d.toLocaleTimeString() + ' (timestamp: ' + d.valueOf() + ')<br><a style=\'' + styles.textButton + '\' href="!door config">Show config</a>', 'GM');
}
if (createDoorChars()) {
var macro = createMacro();
showDialog('Welcome', 'Characters have been created for use by the DoorMaster script. <i>Do not</i> rename or delete them.' + (macro ? ' A macro has also been created to give easy acces to the Status, Create, and Destroy functions.' : '') + '<div style=\'' + styles.buttonWrapper + '\'><a style=\'' + styles.button + '\' href="!door config">Show config</a></div>', 'GM');
state['DoorMaster'].showInit = false;
}
},
//----- INPUT HANDLER -----//
handleInput = function (msg) {
if (msg.type == 'api' && msg.content.startsWith('!door')) {
var parms = msg.content.split(/\s+/i);
if (parms[1]) {
switch (parms[1]) {
case 'use':
commandUseDoor(msg);
break;
case 'pick':
commandUseDoor(msg, 'pick');
break;
case 'break':
commandUseDoor(msg, 'break');
break;
case 'key':
commandUseKey(msg);
break;
case 'disable-trap':
commandDisableTrap(msg);
break;
case 'help':
commandHelp(msg);
break;
case 'config':
if (playerIsGM(msg.playerid)) {
commandConfig(msg);
}
break;
case 'create':
if (playerIsGM(msg.playerid)) {
commandCreateDoor(msg);
}
break;
case 'destroy':
if (playerIsGM(msg.playerid)) {
commandDestroyDoor(msg);
}
break;
case 'status':
if (playerIsGM(msg.playerid)) {
commandDoorStatus(msg);
}
break;
case 'link':
if (playerIsGM(msg.playerid)) {
commandLinkDoors(msg);
}
break;
case 'ping':
if (playerIsGM(msg.playerid)) {
commandPingToken(msg);
}
break;
case 'macro':
if (playerIsGM(msg.playerid)) {
createMacro(msg.content);
}
break;
case 'purge':
if (playerIsGM(msg.playerid)) {
purgeOldDoors(msg);
}
break;
}
}
}
},
commandConfig = function (msg) {
var message = '', err = '', parms = msg.content.split(/\s*\-\-/i);
_.each(parms, function (x) {
var action = x.trim().split(/\s*\|\s*/i);
if (action[0] == 'aura-color') {
if (action[1].match(/^([0-9a-fA-F]{3}){1,2}$/) !== null) state['DoorMaster'].doorAuraColor = '#' + action[1];
else err = '⚠️ "' + action[1] + '" is not a valid hexadecimal color value!';
}
if (action[0] == 'hidden-color') {
if (action[1].match(/^([0-9a-fA-F]{3}){1,2}$/) !== null) state['DoorMaster'].hiddenAuraColor = '#' + action[1];
else err = '⚠️ "' + action[1] + '" is not a valid hexadecimal color value!';
}
if (action[0] == 'aura-toggle') state['DoorMaster'].useAura = !state['DoorMaster'].useAura;
if (action[0] == 'fumble-toggle') state['DoorMaster'].allowFumbles = !state['DoorMaster'].allowFumbles;
if (action[0] == 'trap-fumble-toggle') state['DoorMaster'].trapFumbles = !state['DoorMaster'].trapFumbles;
if (action[0] == 'show-toggle') state['DoorMaster'].showPlayersRolls = !state['DoorMaster'].showPlayersRolls;
if (action[0] == 'whisper-toggle') state['DoorMaster'].whisper = !state['DoorMaster'].whisper;
if (action[0] == 'obstate-toggle') state['DoorMaster'].obfuscateState = !state['DoorMaster'].obfuscateState;
});
if (err != '') {
message += '<p style=\'' + styles.msg + '\'>' + err + '</p>';
}
message += '<div style=\'' + styles.title + '\'>Door Indicator: ' + (state['DoorMaster'].useAura ? 'On' : 'Off') + '</div>';
if (!state['DoorMaster'].useAura) {
message += 'You are not using a Door Indicator aura to highlight your doors for players. ';
message += '<a style=\'' + styles.textButton + '\' href="!door config --aura-toggle">turn on</a><br>';
} else {
message += 'Enter a hexadecimal color value without the hash (#). ';
message += '<a style=\'' + styles.textButton + '\' href="!door config --aura-toggle">turn off</a><br>';
message += '<div style=\'' + styles.buttonWrapper + '\'><a style="' + styles.button + '; background-color: ' + state['DoorMaster'].doorAuraColor + '; color: ' + getContrastColor(state['DoorMaster'].doorAuraColor) + '" href="!door config --aura-color|?{Color|' + state['DoorMaster'].doorAuraColor.substr(1) + '}" title="Change the Door Indicator color">Change 🎨</a></div>';
}
message += '<hr style="margin: 4px 12px 8px;"><div style=\'' + styles.title + '\'>Hidden Door Indicator</div>';
message += 'Enter a hexadecimal color value without the hash (#).<br>';
message += '<div style=\'' + styles.buttonWrapper + '\'><a style="' + styles.button + '; background-color: ' + state['DoorMaster'].hiddenAuraColor + '; color: ' + getContrastColor(state['DoorMaster'].hiddenAuraColor) + '" href="!door config --hidden-color|?{Color|' + state['DoorMaster'].hiddenAuraColor.substr(1) + '}" title="Change the Hidden Door Indicator color">Change 🎨</a></div>';
message += '<hr style="margin: 4px 12px 8px;"><div style=\'' + styles.title + '\'>Fumbles</div>';
message += '<b>Lock Picking:</b> <a style=\'' + styles.textButton + '\' href="!door config --fumble-toggle" title="Turn lock picking fumbles ' + (state['DoorMaster'].allowFumbles ? 'off' : 'on') + '">' + (state['DoorMaster'].allowFumbles ? 'ON' : 'OFF') + '</a><br>';
message += 'On a natural 1, the lock will ' + (state['DoorMaster'].allowFumbles ? '' : '<i>not</i> ') + 'be rendered Disabled.<br><br>';
message += '<B>Trap Disabling:</b> <a style=\'' + styles.textButton + '\' href="!door config --trap-fumble-toggle" title="Turn trap disabling fumbles ' + (state['DoorMaster'].trapFumbles ? 'off' : 'on') + '">' + (state['DoorMaster'].trapFumbles ? 'ON' : 'OFF') + '</a><br>';
message += 'On a natural 1, the trap will ' + (state['DoorMaster'].trapFumbles ? '' : '<i>not</i> ') + 'be triggered.';
message += '<hr style="margin: 4px 12px 8px;"><div style=\'' + styles.title + '\'>Other Options</div>';
message += '<b>Show Results:</b> <a style=\'' + styles.textButton + '\' href="!door config --show-toggle" title="' + (state['DoorMaster'].showPlayersRolls ? 'Hide' : 'Show') + ' roll results to players">' + (state['DoorMaster'].showPlayersRolls ? 'ON' : 'OFF') + '</a><br>';
message += '<b>Whisper Actions:</b> <a style=\'' + styles.textButton + '\' href="!door config --whisper-toggle" title="Turn ' + (state['DoorMaster'].whisper ? 'OFF' : 'ON') + ' whispered door interaction dialog">' + (state['DoorMaster'].whisper ? 'ON' : 'OFF') + '</a><br>';
message += '<b>Obfuscate States:</b> <a style=\'' + styles.textButton + '\' href="!door config --obstate-toggle" title="Turn ' + (state['DoorMaster'].obfuscateState ? 'OFF' : 'ON') + ' door state obfuscation for players">' + (state['DoorMaster'].obfuscateState ? 'ON' : 'OFF') + '</a><br>';
message += '<hr style="margin: 4px 12px 8px;">You have created ' + (_.size(state['DoorMaster'].doors) == 0 ? 'no doors yet' : (_.size(state['DoorMaster'].doors) == 1 ? '1 door' : _.size(state['DoorMaster'].doors) + ' doors')) + '.<br>';
message += (_.size(findObjs({type: 'macro', name: 'DoorMaster'})) == 0 ? '<div style=\'' + styles.buttonWrapper + '\'><a style="' + styles.button + ';" href="!door macro config" title="Create macro for Status, Create, and Destroy commands">Create GM Macro</a></div>' : '<br>');
message += '<p>See the <a style="' + styles.textButton + '" href="https://github.com/blawson69/DoorMaster">documentation</a> for complete instructions.</p>';
showDialog('', message, 'GM');
},
commandHelp = function (msg) {
var message = '<p><b>Use</b><br>Use a door or switch. <i>Try this first.</i> If the door is unlocked, it will simply open or close the door. If the door is locked, stuck or anything else, you will notified.</p>';
message += '<p><b>Key</b><br>Use a passphrase to work the lock of a door.</p>';
message += '<p><b>Pick</b><br>Try to pick the lock of a locked door. If you control more than one character you will be asked to select which one is making the attempt. Then you will select the skill that character should use, and indicate if they have Advantage or Disadvantage on the roll.</p>';
if (state['DoorMaster'].allowFumbles) message += '<p>If you fumble in your attempt to pick the lock, it will be disabled and cannot be picked or unlocked thereafter.</p>';
message += '<p><b>Break</b><br>Attempt to open the door by brute force. If you control more than one character you will be asked to select which one is making the attempt. Then you will select the skill to use, and indicate if they have Advantage or Disadvantage.</p>';
message += '<p>Beware, you may break the door completely or destroy its lock, preventing it from being unlocked if the door gets closed.</p>';
message += '<p><b>Disable</b><br>Try to disable a trap. As above, you will select a character if neccessary, the skill to use, and if to use Advantage or Disadvantage on the roll.</p>';
if (state['DoorMaster'].trapFumbles) message += '<p>If you fumble in your attempt, you will trigger the trap.</p>';
showDialog('DoorMaster Help', message, msg.who);
},
commandCreateDoor = function (msg) {
var message = '', parms = msg.content.split(/\s*\-\-/i);
if (_.size(msg.selected) < 2) {
showDialog('Creation Error', 'You need at least 2 tokens selected to create a door.', 'GM');
return;
}
var paths = [], dials = [], tiles = [], decoys = [], now = new Date(), door_tokens = [],
new_door = {open: false, tokens_locked: false, created: now.valueOf()};
_.each(msg.selected, function (obj) {
var token = getObj(obj._type, obj._id);
if (token) {
if (token.get('type') == 'graphic') {
var token_name = token.get('name').trim();
switch (token_name) {
case 'Closed':
new_door.closed_id = token.get('id');
new_door.condition = (_.find(DOOR_CONDITIONS, function (x) { return x == token.get('bar1_value').trim(); }) && token.get('bar1_value').trim() != 'Broken') ? token.get('bar1_value').trim() : 'Unlocked';
new_door.visibility = (token.get('bar1_max') == 'Secret' || token.get('bar1_max') == 'Concealed') ? token.get('bar1_max') : 'Visible';
new_door.hidden = (token.get('bar1_max') == 'Secret' || token.get('bar1_max') == 'Concealed');
new_door.lockDC = (isNum(token.get('bar2_value'))) ? parseInt(token.get('bar2_value')) : 12;
new_door.breakDC = (isNum(token.get('bar2_max'))) ? parseInt(token.get('bar2_max')) : (new_door.condition == 'Obstructed' ? 30 : 15);
new_door.lock_passphrase = token.get('bar3_value').trim();
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Open':
new_door.open_id = token.get('id');
if (token.get('bar1_value') != '') {
new_door.trap = {triggers: [], disableDC: '', hidden: true, disabled: false, disable_after_trigger: true, break_door: false, effect: ''};
new_door.trap['triggers'] = getTriggers(token.get('bar1_value'));
new_door.trap['disableDC'] = (isNum(token.get('bar2_value'))) ? parseInt(token.get('bar2_value')) : 15;
new_door.trap['break_door'] = (_.find(['true', 'yes', '1', 'on'], function (x) { return x == token.get('bar3_value').trim().toLowerCase(); }) ? true : false);
new_door.trap['effect'] = processGMNotes(token.get('gmnotes'));
}
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Switch':
case 'Switch1':
new_door.switch_id = token.get('id');
if (token.get('bar1_value') == 'Hidden') new_door.switch_hidden = true;
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Switch2':
new_door.switch2_id = token.get('id');
if (token.get('bar1_value') == 'Hidden') new_door.switch_hidden = true;
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Broken':
new_door.broken_id = token.get('id');
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Lock':
new_door.lock_id = token.get('id');
if (token.get('bar1_value') == 'Hidden') new_door.lock_hidden = true;
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Trap':
new_door.trap_id = token.get('id');
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Dial':
dials.push({dial_id: token.get('id'), rotation: getRotation(token.get('rotation')), feedback: token.get('bar1_value')});
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Tile':
tiles.push({tile_id: token.get('id'), top: token.get('top'), left: token.get('left'), feedback: token.get('bar1_value')});
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
case 'Decoy':
decoys.push({decoy_id: token.get('id'), top: token.get('top'), left: token.get('left'), feedback: token.get('bar1_value')});
door_tokens.push({type: 'graphic', id: token.get('id')});
break;
}
} else if (token.get('type') == 'path') {
paths.push(token.get('id'));
door_tokens.push({type: 'path', id: token.get('id')});
}
}
});
new_door.paths = paths;
if (_.size(dials) > 0) new_door.dials = dials;
if (_.size(dials) == 0 && _.size(tiles) > 0) {
new_door.tiles = tiles;
if (_.size(decoys) > 0) new_door.decoys = decoys;
}
if (typeof new_door.open_id != 'undefined' && typeof new_door.closed_id != 'undefined') {
new_door.id = generateUniqueID();
if (new_door.condition == 'Keyed' || typeof new_door.lock_id != 'undefined') {
new_door.condition = 'Locked';
new_door.has_key = true;
new_door.case_sensitive = true;
new_door.key_char_id = state['DoorMaster'].doorCharID;
if (new_door.lock_passphrase == '') new_door.lock_passphrase = 'Open sesame';
if (typeof new_door.lock_id == 'undefined' && typeof new_door.trap != 'undefined') {
var new_triggers = [];
_.each(new_door.trap['triggers'], function (x) {
new_triggers.push(x == 'Touch-Locked' ? 'Touch' : x);
});
new_door.trap['triggers'] = new_triggers;
}
}
if (new_door.switch_hidden) new_door.switch_hidden = {original: true, current: true};
else new_door.switch_hidden = {original: false, current: false};
if (new_door.lock_hidden) new_door.lock_hidden = {original: true, current: true};
else new_door.lock_hidden = {original: false, current: false};
new_door.label = {door: 'door', switch: 'switch', dial: 'dial', tile: 'tile'};
_.each(door_tokens, function (obj) {
var token = getObj(obj.type, obj.id);
if (token) {
var aura_settings = {aura1_radius: '0.1', aura1_color: state['DoorMaster'].doorAuraColor, aura1_square: false};
var hidden_aura_settings = {aura2_radius: '0.1', aura2_color: state['DoorMaster'].hiddenAuraColor, aura2_square: false};
if (token.get('type') == 'graphic') {
// Set basics
token.set({name: new_door.id, playersedit_name: false, showname: false, bar1_value: '', bar1_max: '', bar2_value: '', bar2_max: '', bar3_value: '', bar3_max: '', showplayers_bar1: false, showplayers_bar2: false, showplayers_bar3: false, showplayers_aura1: true, showplayers_aura2: false, playersedit_bar1: false, playersedit_bar2: false, playersedit_bar3: false, playersedit_aura1: false, playersedit_aura2: false});
if (token.get('id') == new_door.open_id || token.get('id') == new_door.broken_id || token.get('id') == new_door.trap_id) token.set({layer: 'walls'});
if (typeof new_door.switch2_id != 'undefined' && token.get('id') == new_door.switch2_id) token.set({layer: 'walls'});
// Set auras & assign characters
if (token.get('id') == new_door.open_id || token.get('id') == new_door.closed_id) {
if (new_door.hidden) token.set(hidden_aura_settings);
else {
token.set({represents: state['DoorMaster'].doorCharID});
token.set(aura_settings);
}
}
if (token.get('id') == new_door.switch_id || token.get('id') == new_door.switch2_id) {
if (new_door.switch_hidden['current']) token.set(hidden_aura_settings);
else {
token.set({represents: state['DoorMaster'].switchCharID});
if (state['DoorMaster'].useAura) token.set(aura_settings);
}
}
if (token.get('id') == new_door.lock_id) {
if (new_door.lock_hidden['current']) token.set(hidden_aura_settings);
else {
token.set({represents: state['DoorMaster'].lockCharID});
if (state['DoorMaster'].useAura) token.set(aura_settings);
}
}
// Dials
if (typeof new_door.dials != 'undefined' && _.find(_.pluck(new_door.dials, 'dial_id'), function (x) { return x == token.get('id') })) {
token.set({controlledby: 'all', aura2_radius: '0.25', aura2_color: '#cc0000', aura2_square: false, rotation: 0});
}
// Tiles
var coords = getTokenOffset(token);
if (typeof new_door.tiles != 'undefined' && _.find(_.pluck(new_door.tiles, 'tile_id'), function (x) { return x == token.get('id') })) {
token.set({controlledby: 'all', aura2_radius: '0.25', aura2_color: '#cc0000', aura2_square: false, top: coords.top, left: coords.left});
}
if (typeof new_door.decoys != 'undefined' && _.find(_.pluck(new_door.decoys, 'decoy_id'), function (x) { return x == token.get('id') })) {
token.set({controlledby: 'all', aura2_radius: '', top: coords.top, left: coords.left});
}
}
if (token.get('type') == 'path') token.set({layer: 'walls'});
}
});
state['DoorMaster'].doors.push(new_door);
commandDoorStatus({content: '!door status ' + new_door.id}, 'Your new ' + new_door.label['door'] + ' has been created.');
} else {
showDialog('Creation Error', 'You need at least one token named "Open" and one named "Closed" to create a door.', 'GM');
}
},
getTriggers = function (str) {
var triggers = [];
_.each(str.split(','), function (tmp) {
tmp = tmp.trim().toLowerCase();
if (tmp.match(/^(open|touch|touch-locked|pick|fail-pick|unlock|wrong-code|misdial|all-misdial|misplace|all-misplace|decoy)$/i) != null) triggers.push(initCap(tmp));
});
if (_.size(triggers) == 0) triggers = ['Open'];
return triggers;
},
triggeredTrap = function (door, action = ['Open']) {
if (door.trap && !door.trap['disabled']) {
if (_.size(_.intersection(action, door.trap['triggers'])) > 0) return true;
else return false;
} else return false;
},
commandUseDoor = function (msg, action = 'open/close') {
var parms = msg.content.replace('!door ', '').split(/\s+/i);
var char_id = (parms[1]) ? parms[1] : null;
var die_mod = (parms[2]) ? parms[2] : null;
var adv_dis = (parms[3]) ? parms[3] : null;
if (_.size(msg.selected) == 1) {
var token = getObj(msg.selected[0]._type, msg.selected[0]._id);
if (token) {
var title = '', message = '', triggered = false, door = _.find(state['DoorMaster'].doors, function (x) { return x.id == token.get('name'); });
if (door) {
var show_dialog = true, whispered = state['DoorMaster'].whisper;
var chars = getCharsFromPlayerID(msg.playerid, token.get('pageid'));
var char_name = _.size(chars) == 1 ? chars[0].get('name') : '';
if (triggeredTrap(door, ['Touch'])) {
executeTrap(door, char_name);
return;
}
if (triggeredTrap(door, ['Touch-Locked']) && door.condition == 'Locked' && token.get('id') == door.closed_id) {
executeTrap(door, char_name);
return;
}
if (action == 'break' && door.condition != 'Obstructed' && door.condition != 'Broken') {
if (die_mod != null && adv_dis != null) {
// If skill and adv/dis have been sent, attempt to break the door down
var char = getObj('character', char_id);
char_name = char.get('name');
var roll_result = rollSkillCheck(die_mod, adv_dis);
var roll_display = '<div style="' + styles.resultBox + '"><span style=\'' + styles.result + (roll_result.base == 1 ? 'color: red;' : (roll_result.base == 20 ? 'color: green;' : '')) + '\' title="' + roll_result.formula + '">' + roll_result.final + '</span> ' + roll_result.skill + (roll_result.adv_dis == '-1' ? ' <span style="cursor: pointer;" title="Disadvantage">[Dis]</span> ' : (roll_result.adv_dis == '+1' ? ' <span style="cursor: pointer;" title="Advantage">[Adv]</span>' : '')) + '</div>';
var gm_display = roll_display.replace('</div>', ' vs. DC ' + door.breakDC + '</div>');
if (roll_result.final >= door.breakDC) {
title = 'Success!';
message = char_name + ' has successfully broken the ' + door.label['door'] + ' open';
// Assess the damage...
var break_chance = randomInteger(100) + ((roll_result.final - door.breakDC) * 2);
if (break_chance >= 80) {
door.condition = 'Broken';
message += ', but has ruined it. The ' + door.label['door'] + ' will no longer close.';
if (state['DoorMaster'].showPlayersRolls) message += '<br>' + roll_display;
if (state['DoorMaster'].whisper || !state['DoorMaster'].showPlayersRolls) showDialog('', char_name + ' has successfully broken through the ' + door.label['door'] + ' but destroyed it.<br>' + gm_display, 'GM');
} else if (break_chance >= 70 && door.condition == 'Locked') {
door.condition = 'Disabled';
message += ', but has damaged the ' + (typeof door.lock_id != 'undefined' ? 'locking mechanism' : 'lock') + '.';
if (state['DoorMaster'].showPlayersRolls) message += '<br>' + roll_display;
if (state['DoorMaster'].whisper || !state['DoorMaster'].showPlayersRolls) showDialog('', char_name + ' has successfully broken through the ' + door.label['door'] + ' but damaged the ' + (typeof door.lock_id != 'undefined' ? 'locking mechanism' : 'lock') + '.<br>' + gm_display, 'GM');
} else {
door.condition = 'Unlocked';
message += '.';
if (state['DoorMaster'].showPlayersRolls) message += '<br>' + roll_display;
if (state['DoorMaster'].whisper || !state['DoorMaster'].showPlayersRolls) showDialog('', char_name + ' has successfully broken the ' + door.label['door'] + ' open.<br>' + gm_display, 'GM');
}
if (door.condition == 'Broken') breakDoor(door);
else toggleDoorOpen(door);
triggered = (door.open && triggeredTrap(door, ['Open']));
} else {
title = 'Fail!';
message = char_name + ' has not succeeded in breaking through the ' + door.label['door'] + '.';
if (door.condition == 'Unlocked') message += ' However, you could just try opening it...';
if (state['DoorMaster'].showPlayersRolls) message += '<br>' + roll_display;
if (state['DoorMaster'].whisper || !state['DoorMaster'].showPlayersRolls) showDialog('', char_name + ' has not succeeded in breaking through the ' + door.label['door'] + '.<br>' + gm_display, 'GM');
}
} else if (char_id || _.size(chars) == 1) {
// If one (or selected) character, give action for attempt to break
title = '', whispered = true;
char_id = (!char_id) ? chars[0].get('id') : char_id;
var char = (!char_id) ? chars[0].get('id') : getObj('character', char_id);
char_name = char.get('name');
message = '<div style="' + styles.buttonWrapper + '">' + char_name + ': <a style="' + styles.button + '" href="!door break ' + char_id + ' ?{Select skill' + getSkills(char_id, 'STR') + '} ?{Advantage or Disadvantage|Neither,0|Advantage,+1|Disadvantage,-1}" title="' + char_name + ' will attempt to break the ' + door.label['door'] + ' open.">Break Open</a></div>';
} else {
title = '', whispered = true;
if (_.size(chars) == 0) {
message = 'You have no playable characters with a token on this page.';
} else {
// If more than one character, make character selection
message = '<div style="' + styles.buttonWrapper + '"><a style="' + styles.button + '" href="!door break ?{Select character';
_.each(chars, function (char) {
message += '|' + char.get('name') + ',' + char.get('id');
});
message += '}" title="Please select which character is attempting to pick the lock.">Choose Character</a></div>';
}
}
} else {
// Ignore Pick Lock from a disabled yet still selected Lock token
if (typeof door.lock_id != 'undefined' && token.get('id') == door.lock_id && token.get('represents') == '') {
showDialog('', 'This lock no longer functions.', msg.who);
return;
}
switch (door.condition) {
case 'Unlocked':
if (typeof door.linked != 'undefined' && _.size(door.linked) != 0 && action == 'open/close') {
openLinkedDoors(door);
return;
}
if (typeof door.switch_id != 'undefined' && token.get('id') != door.switch_id && token.get('id') != door.switch2_id && action == 'open/close') {
message = 'This door has a ' + door.label['switch'] + ' that must be used.';
whispered = true;
} else if (token.get('id') == door.lock_id && action == 'pick') {
message = 'This door is already unlocked and cannot be operated from here.';
whispered = true;
} else {
toggleDoorOpen(door);
triggered = (action == 'open/close' && door.open && triggeredTrap(door, ['Open']));
if (action == 'pick') {
message = 'Um... This ' + door.label['door'] + ' was already unlocked.';
whispered = true;
} else show_dialog = false;
}
break;
case 'Locked':
title = state['DoorMaster'].obfuscateState ? 'Unopened' : 'Locked';
message = (typeof door.lock_id == 'undefined' && typeof door.dials == 'undefined' && typeof door.tiles == 'undefined') ? 'You cannot open the ' + door.label['door'] + ' without a key... or try another method.' : 'The ' + door.label['door'] + ' will not open, yet there is no lock visible.';
if (typeof door.switch_id != 'undefined' && token.get('id') != door.switch_id && token.get('id') != door.switch2_id && action == 'open/close') {
title = '', whispered = true;
message = 'This ' + door.label['door'] + ' has a ' + door.label['switch'] + ' that must be used.';
break;
}
if (token.get('id') == door.switch_id || token.get('id') == door.switch2_id) {
message = 'The ' + door.label['switch'] + ' will not budge.';
break;
}
if (action == 'pick') {
if ((typeof door.lock_id != 'undefined' && token.get('id') != door.lock_id) || typeof door.dials != 'undefined' || typeof door.tiles != 'undefined') {
message = 'This ' + door.label['door'] + ' has no visible lock to pick...';
break;
}
if (die_mod != null && adv_dis != null) {
// If skill and adv/dis have been sent, attempt to pick the lock
var char = getObj('character', char_id);
char_name = char.get('name');
var roll_result = rollSkillCheck(die_mod, adv_dis);
var roll_display = '<div style="' + styles.resultBox + '"><span style=\'' + styles.result + (roll_result.base == 1 ? 'color: red;' : (roll_result.base == 20 ? 'color: green;' : '')) + '\' title="' + roll_result.formula + '">' + roll_result.final + '</span> ' + roll_result.skill + (roll_result.adv_dis == '-1' ? ' <span style="cursor: pointer;" title="Disadvantage">[Dis]</span>' : (roll_result.adv_dis == '+1' ? ' <span style="cursor: pointer;" title="Advantage">[Adv]</span>' : '')) + '</div>';
var gm_display = roll_display.replace('</div>', ' vs. DC ' + door.lockDC + '</div>');
if (roll_result.final >= door.lockDC) {
title = 'Success!';
message = char_name + ' has successfully picked the lock...';
door.condition = 'Unlocked';
if (state['DoorMaster'].showPlayersRolls) message += '<br>' + roll_display;
if (state['DoorMaster'].whisper || !state['DoorMaster'].showPlayersRolls) showDialog('', char_name + ' has successfully picked the lock.<br>' + gm_display, 'GM');
triggered = triggeredTrap(door, ['Pick', 'Unlock']);
} else if (roll_result.base == 1 && state['DoorMaster'].allowFumbles) {
title = 'Fumble!';
message = char_name + ' has broken the lock. No more attempts to pick it will succeed.';
door.condition = 'Disabled';
if (state['DoorMaster'].showPlayersRolls) message += '<br>' + roll_display;
if (state['DoorMaster'].whisper || !state['DoorMaster'].showPlayersRolls) showDialog('', char_name + ' has fumbled while picking the lock.<br>' + gm_display, 'GM');
triggered = triggeredTrap(door, ['Fail-Pick']);
} else {
title = 'Fail!';
message = char_name + ' has not succeeded in picking this lock.';
if (state['DoorMaster'].showPlayersRolls) message += '<br>' + roll_display;
if (state['DoorMaster'].whisper || !state['DoorMaster'].showPlayersRolls) showDialog('', char_name + ' has not succeeded in picking the lock.<br>' + gm_display, 'GM');
triggered = triggeredTrap(door, ['Fail-Pick']);
}
} else if (char_id != null || _.size(chars) == 1) {
// If one (or selected) character, give action for attempt to pick
char_id = (!char_id) ? chars[0].get('id') : char_id;
var char = (!char_id) ? chars[0] : getObj('character', char_id);
char_name = char.get('name');
title = '', whispered = true;
message = '<div style="' + styles.buttonWrapper + '">' + char_name + ': <a style="' + styles.button + '" href="!door pick ' + char_id + ' ?{Select skill' + getSkills(char_id, 'DEX') + '} ?{Advantage or Disadvantage|Neither,0|Advantage,+1|Disadvantage,-1}" title="' + char_name + ' will attempt to pick the lock.">Pick Lock</a></div>';
} else {
// If more than one character, make character selection
title = '', whispered = true;
if (_.size(chars) == 0) {
message = 'You have no playable characters with a token on this page.';
} else {
message = '<div style="' + styles.buttonWrapper + '"><a style="' + styles.button + '" href="!door pick ?{Select character';
_.each(chars, function (char) {
message += '|' + char.get('name') + ',' + char.get('id');
});
message += '}" title="Please select which character is attempting to pick the lock.">Choose Character</a></div>';
}
}
}
break;
case 'Disabled':
if (typeof door.switch_id != 'undefined' && token.get('id') != door.switch_id && token.get('id') != door.switch2_id && action == 'open/close') {
title = '', whispered = true;
message = 'This ' + door.label['door'] + ' has a ' + door.label['switch'] + ' that must be used.';
break;
}
if (door.open) {
toggleDoorOpen(door);
show_dialog = false;
} else {
title = state['DoorMaster'].obfuscateState ? 'Unsuccessful' : 'Lock Disabled';
message = 'This ' + door.label['door'] + '\'s lock has been broken and cannot be picked, nor will a key work.';
if (action == 'pick') message = 'This ' + door.label['door'] + '\'s lock has been broken and cannot be picked.' + (typeof door.lock_id != 'undefined' ? ' Plus, there is no lock visible on this ' + door.label['door'] + '.' : ' Your attempt to pick it is futile.');
if (token.get('id') == door.switch_id || token.get('id') == door.switch2_id) {
message = 'The ' + door.label['switch'] + ' will not budge.';
}
}
break;
case 'Barred':
title = state['DoorMaster'].obfuscateState ? 'Unopened' : 'Barred';
if (action == 'pick') message = 'You can lift the bar on this ' + door.label['door'] + '. No lock picking is neccessary.';
if (token.get('id') == door.switch_id || token.get('id') == door.switch2_id) {
message = 'The ' + door.label['switch'] + ' begins to move but cannot.';
}
if (typeof door.switch_id != 'undefined' && token.get('id') != door.switch_id && token.get('id') != door.switch2_id && action == 'open/close') {
title = '';
message = 'This ' + door.label['door'] + ' has a ' + door.label['switch'] + ' that must be used.';
}
if (!door.open && token.get('id') == door.closed_id && action == 'open/close') {
door.condition = 'Unlocked';
message = 'You have removed the bar from this ' + door.label['door'] + '.';
}
break;
case 'Obstructed':
title = state['DoorMaster'].obfuscateState ? 'Unopened' : 'Obstructed';
message = 'This ' + door.label['door'] + ' seems to be blocked from the other side.';
if (action == 'pick') message += (typeof door.lock_id != 'undefined' ? ' Plus, there is no lock visible on this ' + door.label['door'] + '.' : ' Your attempt to pick it is ineffectual.');
if (action == 'break') message += ' You cannot hope to break through.';
if (token.get('id') == door.switch_id || token.get('id') == door.switch2_id) {
message = 'The ' + door.label['switch'] + ' begins to move but cannot.';
}
if (typeof door.switch_id != 'undefined' && token.get('id') != door.switch_id && token.get('id') != door.switch2_id && action == 'open/close') {
title = '';
message = 'This ' + door.label['door'] + ' has a ' + door.label['switch'] + ' that must be used.';
}
break;
case 'Stuck':
title = state['DoorMaster'].obfuscateState ? 'Unopened' : 'Stuck';
message = 'This ' + door.label['door'] + ' seems to be stuck and will not open easily.';
if (action == 'pick') message += (typeof door.lock_id != 'undefined' ? ' Plus, there is no lock visible on this ' + door.label['door'] + '.' : ' Your attempt to pick it is inconceivable.');
if (token.get('id') == door.switch_id || token.get('id') == door.switch2_id) {
message = 'The ' + door.label['switch'] + ' begins to move but cannot.';
}
if (typeof door.switch_id != 'undefined' && token.get('id') != door.switch_id && token.get('id') != door.switch2_id && action == 'open/close') {
title = '', whispered = true;
message = 'This ' + door.label['door'] + ' has a ' + door.label['switch'] + ' that must be used.';
}
break;
case 'Broken':
title = 'Broken';
message = 'This ' + door.label['door'] + ' is broken and cannot be opened or closed.';
if (action == 'pick') message += (typeof door.lock_id != 'undefined' ? ' Plus, there is no lock visible on this ' + door.label['door'] + '.' : ' Your attempt to pick it is absurd.');
if (action == 'break') message = 'Why are you attacking a broken ' + door.label['door'] + '?';
if (typeof door.switch_id != 'undefined' && token.get('id') != door.switch_id && token.get('id') != door.switch2_id && action == 'open/close') {
message = 'Why are you playing with the ' + door.label['switch'] + '?';
}
}
}
if (show_dialog) showDialog(title, message, (whispered ? msg.who : ''));
if (triggered) executeTrap(door, char_name);
} else showDialog('Door Use Error', 'Invalid ID.', msg.who);
} else showDialog('Door Use Error', 'Invalid token.', msg.who);
} else {
showDialog('Door Use Error', 'You must select a valid token.', msg.who);
}
},
toggleDoorOpen = function (door, flip_switch = true) {
if (flip_switch) flipSwitch(door);
var open_token = getObj('graphic', door.open_id);
open_token.set({layer: (open_token.get('layer') == 'objects' ? 'walls' : 'objects')});
var closed_token = getObj('graphic', door.closed_id);
closed_token.set({layer: (closed_token.get('layer') == 'objects' ? 'walls' : 'objects')});
_.each(door.paths, function (path_id) {
var path = getObj('path', path_id);
path.set({layer: (path.get('layer') == 'gmlayer' ? 'walls' : 'gmlayer')});
});
door.open = !door.open;
},
breakDoor = function (door) {
var open_token = getObj('graphic', door.open_id);
var closed_token = getObj('graphic', door.closed_id);
if (typeof door.broken_id != 'undefined') {
var broken_token = getObj('graphic', door.broken_id);
broken_token.set({layer: 'objects'});
open_token.set({layer: 'walls'});
closed_token.set({layer: 'walls'});
} else {
open_token.set({layer: 'objects'});
closed_token.set({layer: 'walls'});
}
_.each(door.paths, function (path_id) {
var path = getObj('path', path_id);
path.set({layer: 'gmlayer'});
});
door.condition = 'Broken';
door.open = true;
},
flipSwitch = function (door) {
if (typeof door.switch_id != 'undefined' && typeof door.switch2_id != 'undefined') {
var switch1_token = getObj('graphic', door.switch_id);
var switch2_token = getObj('graphic', door.switch2_id);
switch1_token.set({layer: (switch1_token.get('layer') == 'objects' ? 'walls' : 'objects')});
switch2_token.set({layer: (switch2_token.get('layer') == 'objects' ? 'walls' : 'objects')});
}
},
openLinkedDoors = function (door) {
var message = '';
if (door.condition == 'Unlocked') {
var doors = _.filter(state['DoorMaster'].doors, function (x) { return _.find(door.linked, function (y) { return y == x.id; }); });
var conditions = _.pluck(doors, 'condition');
var bad_doors = _.filter(conditions, function (cond) { return cond != 'Unlocked' && cond != 'Broken'; });
if (door.all_or_nothing && !_.find(conditions, function (cond) { return cond != 'Unlocked' && cond != 'Broken'; })) {
toggleDoorOpen(door);
_.each(doors, function (tmp_door) {
if (tmp_door.condition == 'Unlocked') toggleDoorOpen(tmp_door, false);
});
} else if (!door.all_or_nothing) {
toggleDoorOpen(door);
_.each(doors, function (tmp_door) {
if (tmp_door.condition == 'Unlocked') toggleDoorOpen(tmp_door, false);
});
if (_.size(bad_doors) > 0) {
message = 'There ' + (_.size(bad_doors) == 1 ? 'was an' : 'were') + ' ' + _.size(bad_doors) + ' unopenable linked ' + (_.size(bad_doors) == 1 ? 'door' : 'doors') + '.';
}
} else {
message = 'This door has ' + (_.size(bad_doors) == 1 ? 'an' : 'some') + ' unopenable linked ' + (_.size(bad_doors) == 1 ? 'door' : 'doors') + ' preventing its use.';
}
}
if (message != '') showDialog('', message, 'GM');
},
// Make a Secret or Concealed door available to the players
revealDoor = function (door) {
var aura_settings = {aura1_radius: '0.1', aura1_color: state['DoorMaster'].doorAuraColor, aura1_square: false};
var open_token = getObj('graphic', door.open_id);
var closed_token = getObj('graphic', door.closed_id);
open_token.set({represents: state['DoorMaster'].doorCharID, aura2_radius: ''});
closed_token.set({represents: state['DoorMaster'].doorCharID, aura2_radius: ''});
if (state['DoorMaster'].useAura) {
open_token.set(aura_settings);
closed_token.set(aura_settings);
}
door.hidden = false;
door.visibility = 'Visible';
},
// Make a hidden switch token available to the players
revealSwitch = function (door) {
var aura_settings = {aura1_radius: '0.1', aura1_color: state['DoorMaster'].doorAuraColor, aura1_square: false};
var switch1_token = getObj('graphic', door.switch_id);
var switch2_token = getObj('graphic', door.switch2_id);
if (switch1_token) switch1_token.set({represents: state['DoorMaster'].switchCharID, aura2_radius: ''});
if (switch2_token) switch2_token.set({represents: state['DoorMaster'].switchCharID, aura2_radius: ''});
if (state['DoorMaster'].useAura) {
if (switch1_token) switch1_token.set(aura_settings);
if (switch2_token) switch2_token.set(aura_settings);
}
door.switch_hidden['current'] = false;
},
// Places all door elements back on the objects layer and deletes the door object
commandDestroyDoor = function (msg, silent = false) {
var door, parms = msg.content.split(/\s+/i);
if (parms[2] && parms[2] != '') {
door = _.find(state['DoorMaster'].doors, function (x) { return x.id == parms[2]; });
} else if (_.size(msg.selected) == 1) {
var token = getObj(msg.selected[0]._type, msg.selected[0]._id);
if (token) {
var token_id = token.get('id');
door =_.find(state['DoorMaster'].doors, function (x) { return x.id == token.get('name'); });
} else showDialog('Destruction Error', 'Invalid token.', 'GM');
} else showDialog('Destruction Error', 'You must select a token associated with a door.', 'GM');
if (door) {
// Backward compatability for door switches
if (!door.switch_hidden || typeof door.switch_hidden == 'boolean') door.switch_hidden = {original: door.switch_hidden, current: door.switch_hidden};
var closed_token = getObj('graphic', door.closed_id);
if (closed_token) closed_token.set({layer: 'objects', name: 'Closed', represents: '', aura1_radius: '', aura2_radius: '', bar1_value: (door.has_key ? 'Keyed' : door.condition), bar1_max: (door.visibility != 'Visible' ? door.visibility : ''), bar2_value: door.lockDC, bar2_max: door.breakDC, bar3_value: (door.lock_passphrase ? door.lock_passphrase : ''), bar3_max: ''});
var open_token = getObj('graphic', door.open_id);
if (open_token) open_token.set({layer: 'objects', name: 'Open', bar1_value: (door.trap ? door.trap['triggers'].join(',') : ''), bar2_value: (door.trap ? door.trap['disableDC'] : ''), represents: '', aura1_radius: '', aura2_radius: ''});
var switch_token = getObj('graphic', door.switch_id);
if (switch_token) switch_token.set({layer: 'objects', name: 'Switch', represents: '', bar1_value: (door.switch_hidden['original'] ? 'Hidden' : ''), aura1_radius: '', aura2_radius: ''});
var switch2_token = getObj('graphic', door.switch2_id);
if (switch2_token) switch2_token.set({layer: 'objects', name: 'Switch2', represents: '', bar1_value: '', aura1_radius: '', aura2_radius: ''});
var broken_token = getObj('graphic', door.broken_id);
if (broken_token) broken_token.set({layer: 'objects', name: 'Broken'});
var lock_token = getObj('graphic', door.lock_id);
if (lock_token) lock_token.set({name: 'Lock', represents: '', bar1_value: (door.lock_hidden['original'] ? 'Hidden' : ''), aura1_radius: '', aura2_radius: ''});
var trap_token = getObj('graphic', door.trap_id);
if (trap_token) trap_token.set({layer: 'objects', name: 'Trap'});
_.each(door.paths, function (path_id) {
var path = getObj('path', path_id);
if (path) path.set({layer: 'objects'});
});
_.each(door.dials, function (dial) {
var dial_token = getObj('graphic', dial.dial_id);
if (dial_token) dial_token.set({name: 'Dial', controlledby: '', aura2_radius: '', bar1_value: (dial.feedback ? dial.feedback : ''), rotation: dial.rotation});
});
_.each(door.tiles, function (tile) {
var tile_token = getObj('graphic', tile.tile_id);
if (tile_token) tile_token.set({name: 'Tile', controlledby: '', aura2_radius: '', bar1_value: (tile.feedback ? tile.feedback : ''), top: tile.top, left: tile.left});
});
_.each(door.decoys, function (decoy) {
var decoy_token = getObj('graphic', decoy.decoy_id);
if (decoy_token) decoy_token.set({name: 'Decoy', controlledby: '', aura2_radius: '', bar1_value: (decoy.feedback ? decoy.feedback : ''), top: decoy.top, left: decoy.left});
});
state['DoorMaster'].lockedTokens = _.reject(state['DoorMaster'].lockedTokens, function (x) { return x == door.open_id; });
state['DoorMaster'].lockedTokens = _.reject(state['DoorMaster'].lockedTokens, function (x) { return x == door.closed_id; });
if (typeof door.switch_id != 'undefined') state['DoorMaster'].lockedTokens = _.reject(state['DoorMaster'].lockedTokens, function (x) { return x == door.switch_id; });
if (typeof door.switch2_id != 'undefined') state['DoorMaster'].lockedTokens = _.reject(state['DoorMaster'].lockedTokens, function (x) { return x == door.switch2_id; });
if (typeof door.broken_id != 'undefined') state['DoorMaster'].lockedTokens = _.reject(state['DoorMaster'].lockedTokens, function (x) { return x == door.broken_id; });
if (typeof door.lock_id != 'undefined') state['DoorMaster'].lockedTokens = _.reject(state['DoorMaster'].lockedTokens, function (x) { return x == door.lock_id; });
if (typeof door.trap_id != 'undefined') state['DoorMaster'].lockedTokens = _.reject(state['DoorMaster'].lockedTokens, function (x) { return x == door.trap_id; });
state['DoorMaster'].doors = _.reject(state['DoorMaster'].doors, function (x) { return x.id == door.id; });
if (!silent) showDialog('Destruction Complete', 'The door tokens have all been unlocked and all pieces returned to the token layer.', 'GM');
} else showDialog('Destruction Error', (_.size(msg.selected) != 1 ? 'Too many tokens selected.' : 'Invalid ID.'), 'GM');
},
// Removes doors from state that have lost tokens
purgeOldDoors = function (msg) {
var door, parms = msg.content.split(/\s+/i);
if (parms[2] && parms[2].toLowerCase() == 'confirm') {
var count = 0, doors = state['DoorMaster'].doors;
_.each(doors, function (door) {
var closed = getObj('graphic', door.closed_id);
var open = getObj('graphic', door.open_id);
var switch1 = (typeof door.switch_id != 'undefined') ? getObj('graphic', door.switch_id) : {};
var switch2 = (typeof door.switch2_id != 'undefined') ? getObj('graphic', door.switch2_id) : {};
var broken = (typeof door.broken_id != 'undefined') ? getObj('graphic', door.broken_id) : {};
var lock = (typeof door.lock_id != 'undefined') ? getObj('graphic', door.lock_id) : {};
var trap = (typeof door.trap_id != 'undefined') ? getObj('graphic', door.trap_id) : {};
if (!closed || !open || !switch1 || !switch2 || !broken || !lock || !trap) {
commandDestroyDoor({content: '!door destroy ' + door.id}, true);
count++;
}
});
showDialog('Purge Complete', (count == 1 ? '1 door' : count + ' doors') + ' have been purged.', 'GM');
} else {
showDialog('Purge Doors', 'This function <b>destroys all doors</b> that have missing tokens (missing paths are ignored). If you wish to proceed, click the button below.<div style=\'' + styles.buttonWrapper + '\'><a style=\'' + styles.button + '\' href="!door purge confirm">PURGE</a></div>', 'GM');
}
},
// Links selected doors to the indicated Master door
commandLinkDoors = function (msg) {
var door, parms = msg.content.split(/\s+/i);
if (parms[2] && parms[2] != '') {
door = _.find(state['DoorMaster'].doors, function (x) { return x.id == parms[2]; });
} else {
showDialog('Door Link Error', 'You must send a valid door ID.', 'GM');
return;
}
if (door) {
if (_.size(msg.selected) < 1) {
commandDoorStatus({content: '!door status ' + door.id}, '⚠️ No tokens selected.');
return;
}
var door_ids = (typeof door.linked != 'undefined' ? door.linked : []), message = '';
_.each(msg.selected, function (obj) {
var token = getObj(obj._type, obj._id);
if (token) {
var door_id = token.get('name');
var tmp_door =_.find(state['DoorMaster'].doors, function (x) { return x.id == door_id && x.id != door.id; });
if (tmp_door) door_ids.push(door_id);
}
});
door_ids = _.uniq(door_ids);
if (_.size(door_ids) > 0) {
door.linked = door_ids;
door.all_or_nothing = false;
door.master_lock = false;
commandDoorStatus({content: '!door status ' + door.id}, (_.size(door_ids) == 1 ? '1 door was linked.' : _.size(door_ids) + ' doors were linked.'));
} else commandDoorStatus({content: '!door status ' + door.id}, '⚠️ No door tokens were selected.');
} else showDialog('Door Link Error', 'You must send a valid door ID.', 'GM');
},
// Make a hidden lock token available to the players
enableLock = function (door, reset = false) {
var aura_settings = {aura2_radius: '', aura1_radius: '0.1', aura1_color: state['DoorMaster'].doorAuraColor, aura1_square: false};
var hidden_aura_settings = {aura1_radius: '', aura2_radius: '0.1', aura2_color: state['DoorMaster'].hiddenAuraColor, aura2_square: false};
var lock_token = getObj('graphic', door.lock_id);
if (reset) {
lock_token.set({represents: '', aura1_radius: ''});
lock_token.set(hidden_aura_settings);
door.lock_hidden['current'] = true;
} else {
lock_token.set({represents: state['DoorMaster'].lockCharID, aura2_radius: ''});
if (state['DoorMaster'].useAura) lock_token.set(aura_settings);
door.lock_hidden['current'] = false;
}
},
// Make door tokens able to accept a key
enableKey = function (door, reset = false) {
var aura_settings = {aura2_radius: '', aura1_radius: '0.1', aura1_color: state['DoorMaster'].doorAuraColor, aura1_square: false};
var hidden_aura_settings = {aura1_radius: '', aura2_radius: '0.1', aura2_color: state['DoorMaster'].hiddenAuraColor, aura2_square: false};
door.key_char_id = reset ? state['DoorMaster'].doorCharID : state['DoorMaster'].doorKeyedCharID;
var char_id;
if (typeof door.trap != 'undefined') {
char_id = !door.trap['hidden'] ? (reset ? state['DoorMaster'].trapCharID : state['DoorMaster'].trapKeyedCharID) : door.key_char_id;
} else char_id = door.key_char_id;
if (typeof door.lock_id == 'undefined') {
var open_token = getObj('graphic', door.open_id);
var closed_token = getObj('graphic', door.closed_id);
if (reset) {
open_token.set({represents: char_id});
if (door.hidden) open_token.set(hidden_aura_settings);
closed_token.set({represents: char_id});
if (door.hidden) closed_token.set(hidden_aura_settings);
} else {
open_token.set({represents: char_id});
closed_token.set({represents: char_id});
if (state['DoorMaster'].useAura) open_token.set(aura_settings);
if (state['DoorMaster'].useAura) closed_token.set(aura_settings);
}
}
},
commandUseKey = function (msg) {
var passphrase = msg.content.replace('!door key ', '');
if (_.size(msg.selected) == 1) {
var token = getObj(msg.selected[0]._type, msg.selected[0]._id);
if (token) {
var door = _.find(state['DoorMaster'].doors, function (x) { return x.id == token.get('name'); });
if (door) {
// Ignore input from a disabled yet still selected Lock token
if (typeof door.lock_id != 'undefined' && token.get('id') == door.lock_id && token.get('represents') == '') {
showDialog('', 'This lock no longer functions.', msg.who);
return;
}
if (token.get('id') != door.lock_id && triggeredTrap(door, ['Touch'])) {
executeTrap(door, (_.size(chars) == 1 ? chars[0].get('name') : ''));
return;
}
var chars = getCharsFromPlayerID(msg.playerid, token.get('pageid'));
var correctPassphrase = door.case_sensitive ? passphrase == door.lock_passphrase : passphrase.toLowerCase() == door.lock_passphrase.toLowerCase();
if (correctPassphrase) {
switch (door.condition) {
case 'Locked':
door.condition = 'Unlocked';
if (door.auto_open) toggleDoorOpen(door);
if (door.key_reset) {
if (typeof door.lock_id == 'undefined') enableKey(door, true);
else enableLock(door, true);
}
if (door.master_lock) {
_.each(door.linked, function (id) {
var tmpDoor = _.find(state['DoorMaster'].doors, function (x) { return x.id == id; });
if (tmpDoor.condition == 'Locked') tmpDoor.condition = 'Unlocked';
});
}
showDialog('', 'Success! The door is now unlocked' + (door.open ? ' and open' : '') + '.', (state['DoorMaster'].whisper ? msg.who : ''));
if (triggeredTrap(door, ['Unlock'])) executeTrap(door, (_.size(chars) == 1 ? chars[0].get('name') : ''));
break;
case 'Unlocked':
if (door.open) toggleDoorOpen(door);
door.condition = 'Locked';
showDialog('', 'This door is now locked.', (state['DoorMaster'].whisper ? msg.who : ''));
break;
default:
showDialog('', 'Using a key on this door makes no sense right now.', (state['DoorMaster'].whisper ? msg.who : ''));
}
} else {
var message = 'Passphrase "' + passphrase + '" is incorrect. The door remains ' + (door.condition == 'Locked' ? 'locked' : 'unlocked') + '.';
if (door.condition != 'Locked' && door.condition != 'Unlocked') message = 'Using a key on this door makes no sense right now.';
showDialog('Key Used', message, (state['DoorMaster'].whisper ? msg.who : ''));
if (triggeredTrap(door, ['Wrong-Code'])) executeTrap(door, (_.size(chars) == 1 ? chars[0].get('name') : ''));
}
} else showDialog('Key Use Error', 'Invalid door ID.', msg.who);
} else showDialog('Key Use Error', 'Invalid token.', msg.who);
} else {
showDialog('Key Use Error', 'You must select a door or lock token.', msg.who);
}
},
executeTrap = function (door, char_name = '') {
var victim = (char_name != '') ? char_name : 'Victim';
if (door.trap['effect'] != '') {
var diceExp, effect = _.clone(door.trap['effect']);
effect = effect.replace(/\[WHO\]/g, victim);
if (door.trap['effect'].startsWith('&{template')) sendChat('DoorMaster', effect);
else {
// Check for die roll expressions
while (effect.search('@') != -1) {
diceExp = effect.replace(/.*\@(.+)\@.*/i, '$1');
effect = effect.replace('@' + diceExp + '@', '<span style=\'' + styles.result + '\' title="' + diceExp + '">' + rollDice(diceExp) + '</span>');
}
showDialog('It\'s a Trap!', effect);
}
} else {
showDialog('It\'s a Trap!', victim + ', your action triggered a trap!');
showDialog('Trap Effect Needed', 'There is no effect stored, so you must deliver the trap\'s effect manually.', 'GM');
}
if (door.trap['break_door']) breakDoor(door);
if (door.trap['hidden']) revealDisableTrap(door);