Properly store terrain ruler's state in the movement history

This commit is contained in:
Manuel Vögele
2021-05-11 19:01:51 +02:00
parent 85e167af45
commit 286aaf7ada
4 changed files with 13 additions and 7 deletions
+3
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@@ -4,6 +4,9 @@
### New features ### New features
- Drag Ruler can now measure difficult terrain on gridless maps (if the Terrain Ruler module is installed and enabled) - Drag Ruler can now measure difficult terrain on gridless maps (if the Terrain Ruler module is installed and enabled)
### Bugfixes
- Fixed a bug that sometimes measured diagonals incorrectly with the 5/10/5 grid rule
### Translation ### Translation
- Corrected typos in the german translation (thanks to CarnVanBeck!) - Corrected typos in the german translation (thanks to CarnVanBeck!)
+5 -4
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@@ -15,10 +15,12 @@ export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=
} }
} }
export function measureDistances(segments, token, shape, gridSpaces=true, options={}) { export function measureDistances(segments, token, shape, options={}) {
const opts = duplicate(options) const opts = duplicate(options)
opts.gridSpaces = gridSpaces; if (!opts.gridSpaces)
opts.gridSpaces = true;
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS); const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
if (terrainRulerAvailable) { if (terrainRulerAvailable) {
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces); const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
const previousSegments = segments.slice(0, firstNewSegmentIndex); const previousSegments = segments.slice(0, firstNewSegmentIndex);
@@ -27,7 +29,7 @@ export function measureDistances(segments, token, shape, gridSpaces=true, option
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces)); previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
opts.costFunction = (x, y) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), {x, y}); opts.costFunction = (x, y) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), {x, y});
if (previousSegments.length > 0) if (previousSegments.length > 0)
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1]; opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
return distances.concat(terrainRuler.measureDistances(newSegments, opts)); return distances.concat(terrainRuler.measureDistances(newSegments, opts));
} }
else { else {
@@ -83,4 +85,3 @@ export function checkDependencies() {
} }
} }
} }
+3 -1
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@@ -156,6 +156,8 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
centeredRay.isPrevious = ray.isPrevious; centeredRay.isPrevious = ray.isPrevious;
ray.dragRulerVisitedSpaces = origin.dragRulerVisitedSpaces; ray.dragRulerVisitedSpaces = origin.dragRulerVisitedSpaces;
centeredRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces; centeredRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces;
ray.dragRulerFinalState = origin.dragRulerFinalState;
centeredRay.dragRulerFinalState = ray.dragRulerFinalState;
if (ray.distance < 10) { if (ray.distance < 10) {
if (label) label.visible = false; if (label) label.visible = false;
continue; continue;
@@ -168,7 +170,7 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
const shape = getTokenShape(this.draggedToken) const shape = getTokenShape(this.draggedToken)
// Compute measured distance // Compute measured distance
const distances = measureDistances(centeredSegments, this.draggedToken, shape, gridSpaces); const distances = measureDistances(centeredSegments, this.draggedToken, shape, {gridSpaces});
let totalDistance = 0; let totalDistance = 0;
for (let [i, d] of distances.entries()) { for (let [i, d] of distances.entries()) {
+2 -2
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@@ -56,9 +56,9 @@ function calculateUpdate(combat, token, rays) {
// Ignore rays that have the same start and end coordinates // Ignore rays that have the same start and end coordinates
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) { if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
if (terrainRulerAvailable) { if (terrainRulerAvailable) {
measureDistances([{ray}], token, getTokenShape(token), true, {terrainRulerInitialState: dragRulerFlags.rulerState}); measureDistances([{ray}], token, getTokenShape(token), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState});
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces; ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
dragRulerFlags.rulerState = ray.terrainRulerFinalState; ray.A.dragRulerFinalState = ray.terrainRulerFinalState;
} }
waypoints.push(ray.A); waypoints.push(ray.A);
} }