Properly store terrain ruler's state in the movement history
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@@ -15,10 +15,12 @@ export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=
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}
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}
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export function measureDistances(segments, token, shape, gridSpaces=true, options={}) {
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export function measureDistances(segments, token, shape, options={}) {
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const opts = duplicate(options)
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opts.gridSpaces = gridSpaces;
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if (!opts.gridSpaces)
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opts.gridSpaces = true;
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const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
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if (terrainRulerAvailable) {
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const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
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const previousSegments = segments.slice(0, firstNewSegmentIndex);
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@@ -27,7 +29,7 @@ export function measureDistances(segments, token, shape, gridSpaces=true, option
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previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
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opts.costFunction = (x, y) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), {x, y});
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if (previousSegments.length > 0)
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opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1];
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opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
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return distances.concat(terrainRuler.measureDistances(newSegments, opts));
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}
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else {
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@@ -83,4 +85,3 @@ export function checkDependencies() {
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}
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}
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}
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