Improve Pathfinding: Add background caching (#175)
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+39
-10
@@ -1,5 +1,6 @@
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import {getPixelsFromGridPosition} from "./foundry_fixes.js"
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import { disableSnap } from "./keybindings.js";
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import {findVertexSnapPoint} from "./hex_support.js";
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import {disableSnap} from "./keybindings.js";
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export function* zip(it1, it2) {
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for (let i = 0;i < Math.min(it1.length, it2.length);i++) {
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@@ -25,14 +26,38 @@ export function sum(arr) {
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return arr.reduce((a, b) => a + b, 0);
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}
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export function buildSnapPointTokenData(token) {
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const tokenData = {
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width: token.data.width,
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height: token.data.height
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};
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if (isModuleActive("hex-size-support")) {
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tokenData.hexSizeSupport = {};
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tokenData.hexSizeSupport.altSnappingFlag = CONFIG.hexSizeSupport.getAltSnappingFlag(token);
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tokenData.hexSizeSupport.altOrientationFlag = CONFIG.hexSizeSupport.getAltOrientationFlag(token);
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tokenData.hexSizeSupport.borderSize = token.document.getFlag("hex-size-support", "borderSize");
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}
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return tokenData;
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}
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export function getSnapPointForToken(x, y, token) {
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return getSnapPointForTokenData(x, y, buildSnapPointTokenData(token));
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}
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export function getSnapPointForTokenDataObj(pos, tokenData) {
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return getSnapPointForTokenData(pos.x, pos.y, tokenData);
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}
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function getSnapPointForTokenData(x, y, tokenData) {
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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return new PIXI.Point(x, y);
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}
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if (canvas.grid.isHex) {
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if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
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if (token.document.getFlag("hex-size-support", "borderSize") % 2 === 0) {
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const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
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if (tokenData.hexSizeSupport?.altSnappingFlag) {
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if (tokenData.hexSizeSupport.borderSize % 2 === 0) {
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const snapPoint = findVertexSnapPoint(x, y, tokenData.hexSizeSupport.altOrientationFlag);
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return new PIXI.Point(snapPoint.x, snapPoint.y)
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}
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else {
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@@ -46,38 +71,38 @@ export function getSnapPointForToken(x, y, token) {
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const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
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let cellX, cellY;
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if (token.data.width % 2 === 0)
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if (tokenData.width % 2 === 0)
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cellX = x - canvas.grid.h / 2;
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else
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cellX = x;
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if (token.data.height % 2 === 0)
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if (tokenData.height % 2 === 0)
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cellY = y - canvas.grid.h / 2;
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else
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cellY = y;
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const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
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let snapX, snapY;
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// Tiny tokens can snap to the cells corners
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if (token.data.width <= 0.5) {
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if (tokenData.width <= 0.5) {
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const offsetX = x - topLeftX;
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const subGridWidth = Math.floor(canvas.grid.w / 2);
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const subGridPosX = Math.floor(offsetX / subGridWidth);
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snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
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}
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// Tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
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else if (Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
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else if (Math.round(tokenData.width) % 2 === 1 || tokenData.width < 1) {
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snapX = centerX;
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}
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// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
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else {
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snapX = centerX + canvas.grid.w / 2;
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}
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if (token.data.height <= 0.5) {
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if (tokenData.height <= 0.5) {
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const offsetY = y - topLeftY;
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const subGridHeight = Math.floor(canvas.grid.h / 2);
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const subGridPosY = Math.floor(offsetY / subGridHeight);
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snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
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}
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else if (Math.round(token.data.height) % 2 === 1 || token.data.height < 1) {
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else if (Math.round(tokenData.height) % 2 === 1 || tokenData.height < 1) {
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snapY = centerY;
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}
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else {
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@@ -263,3 +288,7 @@ export function early_isGM() {
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const gmLevel = CONST.USER_ROLES.ASSISTANT;
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return level >= gmLevel;
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}
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export function isModuleActive(moduleName) {
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return game.modules.get(moduleName)?.active
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}
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