Fix references to the Ruler class
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@@ -145,11 +145,11 @@ export function getColorForDistanceAndToken(distance, token, ranges = null) {
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export function getMovedDistanceFromToken(token) {
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export function getMovedDistanceFromToken(token) {
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const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
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const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
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const history = getMovementHistory(token);
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const history = getMovementHistory(token);
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const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(
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const segments = CONFIG.Canvas.rulerClass
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ray => {
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.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y})
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.map(ray => {
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return {ray};
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return {ray};
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},
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});
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);
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const shape = getTokenShape(token);
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const shape = getTokenShape(token);
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const distances = measureDistances(segments, token, shape, {
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const distances = measureDistances(segments, token, shape, {
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enableTerrainRuler: terrainRulerAvailable,
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enableTerrainRuler: terrainRulerAvailable,
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+7
-5
@@ -243,7 +243,9 @@ function applyGridlessSnapping(event) {
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const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
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const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
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if (terrainRulerAvailable) {
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if (terrainRulerAvailable) {
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const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {
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const segments = ruler.constructor
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.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination)
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.map(ray => {
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return {ray};
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return {ray};
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});
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});
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const pinpointDistances = new Map();
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const pinpointDistances = new Map();
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@@ -268,11 +270,11 @@ function applyGridlessSnapping(event) {
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let waypointDistance = 0;
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let waypointDistance = 0;
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let origin = event.data.origin;
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let origin = event.data.origin;
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if (ruler.waypoints.length > 1) {
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if (ruler.waypoints.length > 1) {
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const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(
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const segments = ruler.constructor
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ray => {
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.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination)
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.map(ray => {
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return {ray};
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return {ray};
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},
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});
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);
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origin = segments.pop().ray.A;
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origin = segments.pop().ray.A;
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waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
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waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
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origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y};
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origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y};
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