Improve Pathfinding: Add background caching (#175)

This commit is contained in:
Jonathan Calvert
2022-03-09 17:40:43 +00:00
committed by GitHub
parent 8f81fd707e
commit 2979e86201
5 changed files with 471 additions and 96 deletions
+56
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@@ -80,3 +80,59 @@ export class PriorityQueueSet {
return first?.value;
}
}
/**
* Queue that will only ever accept elements with a given value once. Elements must have a "value" field, the
* JSON representation of which will be used as the key to match
*/
export class ProcessOnceQueue {
constructor() {
this.first = null;
this.last = null;
this.previouslyQueued = new Set();
}
/**
* Remove everything from the queue and forget all the previously-queued items
*/
reset() {
this.first = null;
this.last = null;
this.previouslyQueued.clear();
}
push(element) {
if (this.previouslyQueued.has(element)) {
return;
}
this.previouslyQueued.add(element);
const newNode = {
value: element,
next: null,
previous: null
}
if (!this.first) {
this.first = newNode;
this.last = newNode;
} else {
this.last.next = newNode;
newNode.previous = this.last;
this.last = newNode;
}
}
pop() {
const node = this.first;
this.first = node?.next;
if (!node?.next) {
this.last = null;
}
return node?.value;
}
hasNext() {
return !!this.first;
}
}
+93
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@@ -0,0 +1,93 @@
/**
* Functions taken directly from the hex-size-support module (https://github.com/Ourobor/Hex-Size-Support/releases/tag/1.1.0).
* Unless otherwise stated, these functions are taken as-is.
*/
/**
* Altered version of this function.
* - Instead of taking a token as a parameter to retrieve the altOrientationFlag, receive the flag value directly
* - Instead of taking a grid parameter, get the grid value from the globas canvas
*/
export function findVertexSnapPoint(x, y, altOrientationFlag) {
const grid = canvas.grid.grid;
if (grid.columns) {
return findSnapPointCols(x, y, grid.h, grid.w, altOrientationFlag);
} else {
return findSnapPointRows(x, y, grid.h, grid.w, altOrientationFlag);
}
}
function findSnapPointRows(x, y, h, w, alt) {
let xOffset = 0.0
if (canvas.grid.grid.even) {
xOffset = -0.5
}
let yOffset1 = 0.75
let yOffset2 = 0.00
if (alt) {
yOffset1 = 0.25
yOffset2 = 1.00
}
let row1 = calculateSnapPointsRows(x, y, h, w, 0.5 + xOffset, yOffset1);
let row2 = calculateSnapPointsRows(x, y, h, w, 1.0 + xOffset, yOffset2);
let dist1 = Math.pow((row1.x - x), 2) + Math.pow((row1.y - y), 2)
let dist2 = Math.pow((row2.x - x), 2) + Math.pow((row2.y - y), 2)
if (dist1 < dist2) {
return row1
}
else {
return row2
}
}
function calculateSnapPointsRows(x, y, h, w, xOff, yOff) {
let c = Math.floor(((x + ((0.5 - xOff) * w)) / w) + 1)
let r = Math.floor(((y + ((0.75 - yOff) * h)) / (1.5 * h)) + 1)
let snapX = (c * w) - ((1 - xOff) * w)
let snapY = (r * h * 1.5) - ((1.5 - yOff) * h)
return {x: snapX, y: snapY}
}
function findSnapPointCols(x, y, h, w, alt) {
let yOffset = 0.0
if (canvas.grid.grid.even) {
yOffset = -0.5
}
let xOffset1 = 0.25
let xOffset2 = 1.00
if (alt) {
xOffset1 = 0.75
xOffset2 = 0.00
}
let row1 = calculateSnapPointsCols(x, y, h, w, xOffset1, 0.5 + yOffset);
let row2 = calculateSnapPointsCols(x, y, h, w, xOffset2, 1.0 + yOffset);
let dist1 = Math.pow((row1.x - x), 2) + Math.pow((row1.y - y), 2)
let dist2 = Math.pow((row2.x - x), 2) + Math.pow((row2.y - y), 2)
if (dist1 < dist2) {
return row1
}
else {
return row2
}
}
function calculateSnapPointsCols(x, y, h, w, xOff, yOff) {
let c = Math.floor(((x + ((0.75 - xOff) * w)) / (1.5 * w)) + 1)
let r = Math.floor(((y + ((0.5 - yOff) * h)) / h) + 1)
let snapX = (c * w * 1.5) - ((1.5 - xOff) * w)
let snapY = (r * h) - ((1 - yOff) * h)
return {x: snapX, y: snapY}
}
+16 -1
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@@ -7,7 +7,7 @@ import {disableSnap, registerKeybindings} from "./keybindings.js";
import {libWrapper} from "./libwrapper_shim.js";
import {performMigrations} from "./migration.js"
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {wipePathfindingCache, initializePathfinding} from "./pathfinding.js";
import {wipePathfindingCache, initializePathfinding, startBackgroundCaching} from "./pathfinding.js";
import {extendRuler} from "./ruler.js";
import {registerSettings, RightClickAction, settingsKey} from "./settings.js"
import {recalculate} from "./socket.js";
@@ -28,6 +28,21 @@ initGridlessPathfinding().then(() => {
Hooks.on("createWall", wipePathfindingCache);
Hooks.on("updateWall", wipePathfindingCache);
Hooks.on("deleteWall", wipePathfindingCache);
// Whenever the current user selects a token, start caching
Hooks.on("controlToken", (token, controlled) => {
if (controlled) {
startBackgroundCaching(token);
}
});
// Whenever a token the current user controls updates, start caching
Hooks.on("updateToken", (document) => {
const token = document.object;
if (token._controlled) {
startBackgroundCaching(token);
}
});
});
Hooks.once("init", () => {
+268 -86
View File
@@ -2,59 +2,220 @@ import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foun
import {moveWithoutAnimation, togglePathfinding} from "./keybindings.js";
import {debugGraphics} from "./main.js";
import {settingsKey} from "./settings.js";
import {getSnapPointForTokenObj, getTokenSize, iterPairs} from "./util.js";
import {buildSnapPointTokenData, getSnapPointForTokenDataObj, isModuleActive, iterPairs} from "./util.js";
import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js";
import {PriorityQueueSet} from "./data_structures.js";
import {PriorityQueueSet, ProcessOnceQueue} from "./data_structures.js";
class Cache {
static maxCacheIds = 5;
class CacheLayer {
constructor(tokenData, cacheId) {
this.tokenData = tokenData;
this.cacheId = cacheId;
this.queue = new ProcessOnceQueue();
constructor() {
this.nodes = new Map();
this.lastUsed = new Map();
this.buildNodes();
this.registerUse();
}
clear() {
this.nodes.clear();
this.lastUsed.clear();
buildNodes() {
this.nodes = new Array(gridHeight);
for (let y = 0; y < gridHeight; y++) {
this.nodes[y] = new Array(gridWidth);
for (let x = 0; x < gridWidth; x++) {
this.nodes[y][x] = {x, y};
}
}
}
registerUse() {
this.lastUsed = Date.now();
}
}
/**
* Get the cache associated with the given cache ID, creating a new one
* if we don't already have one
* Class to hold all the cached node data, and functions to deal with caching.
*
* Since pathfinding can depend on several factors, e.g. the token's size, we keep
* several caches, keyed by all the data relevant to pathfinding. If we already have
* the maximum number of caches and we need to create another one, we discard the
* one not used for the longest.
*
* When we select a token, or a token we have selected updates, we start caching
* in the background so, when we do start pathfinding, it's very performant.
*
* Background caching starts by trying to run an idle process (when the browser is
* otherwise not busy), but if it can't do that after an amount of time (e.g. the
* CPU is very slow and is busy) then we instead start caching a few nodes each
* frame.
*/
getCachedNodes(cacheId) {
// Track that we've last used this cache right now
this.lastUsed.set(cacheId, Date.now());
class Cache {
static maxCacheLayers = 5;
static maxBackgroundCachingMillis = 10;
static maxAnimationCachingMillis = 5;
static backgroundCachingTimeoutMillis = 200;
// Get the nodes for the cacheId. If we don't already have one, create one
let cachedNodes = this.nodes.get(cacheId);
if (!cachedNodes) {
cachedNodes = new Array(gridHeight);
for (let y = 0; y < gridHeight; y++) {
cachedNodes[y] = new Array(gridWidth);
for (let x = 0; x < gridWidth; x++) {
cachedNodes[y][x] = {x, y};
}
}
this.nodes.set(cacheId, cachedNodes);
// Since we're adding a new cache, check if we have too many and,
// if we do, get rid of the one that was last used longest ago
if (this.lastUsed.size > Cache.maxCacheIds) {
let oldest;
for (let entry of this.lastUsed) {
if (!oldest || oldest[1] > entry[1]) {
oldest = entry;
}
}
this.nodes.delete(oldest[0]);
this.lastUsed.delete(oldest[0]);
constructor() {
this.layers = new Map();
this.background = {
nextJobId: null,
nextTimeoutId: null,
nextAnimationFrameId: null
}
}
return cachedNodes;
clear() {
this.layers.clear();
if (this.background.nextJobId) {
window.cancelIdleCallback(this.background.nextJobId);
this.background.nextJobId = null;
}
this.cancelTimeout();
this.cancelAnimationFrame();
}
/**
* Retrieve the cache layer for this token, using information that can make a difference to the pathfinding algorithm
* If a layer that suits this token doesn't exist, create one
*/
getCacheLayer(token) {
const tokenData = buildTokenData(token);
const cacheId = JSON.stringify(tokenData);
let cacheLayer = this.layers.get(cacheId);
// If we don't already have a cache layer for this cache ID, create one now
if (!cacheLayer) {
// Check if we already have the max number of layers. If we do,
// get rid of the one that hasn't been used for the longest
if (this.layers.size >= Cache.maxCacheLayers) {
const oldestCache = Array.from(this.layers.values())
.reduce((layer1, layer2) => (layer1?.lastUsed < layer2.lastUsed) ? layer1 : layer2, null);
this.layers.delete(oldestCache.cacheId);
}
// Create the new cache
cacheLayer = new CacheLayer(tokenData, cacheId);
this.layers.set(cacheId, cacheLayer);
} else {
// Register that we're using this cache right now
cacheLayer.registerUse();
}
return cacheLayer;
}
/**
* Start background caching from the token's current position
*/
startBackgroundCaching(token) {
const cacheLayer = this.getCacheLayer(token);
const tokenPosition = getGridPositionFromPixelsObj(token.position)
cacheLayer.queue.push(cacheLayer.nodes[tokenPosition.y][tokenPosition.x]);
this.scheduleBackgroundCache();
}
/**
* Find if any of the caches have more nodes to background cache. If there is, then schedule a background
* caching job for that queue
*/
scheduleBackgroundCache() {
// If we already have a nextJobId, then don't start another one
if (this.background.nextJobId) return;
// Find the latest-used cache that has nodes left to cache
const latestCache = this.getLatestCacheWithNonEmptyQueue();
if (latestCache) {
this.background.nextJobId = window.requestIdleCallback(
() => this.runBackgroundCache(latestCache)
);
this.resetAnimationFrameTimeout();
}
}
/**
* Start a timeout which, if we reach the timeout time, will schedule a small amount of caching
* to be performed every frame. This timeout will be reset every time we perform background caching.
*/
resetAnimationFrameTimeout() {
this.cancelTimeout();
this.cancelAnimationFrame();
this.background.nextTimeoutId = window.setTimeout(
() => {
this.scheduleAnimationFrameCache();
this.background.nextTimeoutId = null;
},
Cache.backgroundCachingTimeoutMillis
);
}
/**
* Schedule a small amount of caching to be done just before the next frame renders
*/
scheduleAnimationFrameCache() {
const latestCache = this.getLatestCacheWithNonEmptyQueue();
if (latestCache) {
this.background.nextAnimationFrameId = window.requestAnimationFrame(
() => this.runAnimationCache(latestCache)
);
}
}
/**
* Find which cache was last used and get its cache ID
*/
getLatestCacheWithNonEmptyQueue() {
return Array.from(this.layers.values())
.filter(layer => layer.queue.hasNext())
.reduce((layer1, layer2) => (layer1?.lastUsed > layer2.lastUsed) ? layer1 : layer2, null);
}
/**
* Cache nodes for a short time, and then schedule another idle job to cache more nodes
*/
runBackgroundCache(cacheLayer) {
const endTime = performance.now() + Cache.maxBackgroundCachingMillis;
while (cacheLayer.queue.hasNext() && performance.now() < endTime) {
this.cacheNextNode(cacheLayer);
}
this.background.nextJobId = null;
this.scheduleBackgroundCache();
}
/**
* Cache nodes for a very short time, then schedule to cache more nodes next frame
*/
runAnimationCache(cacheLayer) {
const endTime = performance.now() + Cache.maxAnimationCachingMillis;
while (cacheLayer.queue.hasNext() && performance.now() < endTime) {
this.cacheNextNode(cacheLayer);
}
this.background.nextAnimationFrameId = null;
this.scheduleAnimationFrameCache();
}
cacheNextNode(cacheLayer) {
let node = cacheLayer.queue.pop();
getNode(node, cacheLayer);
for (let edge of node.edges) {
cacheLayer.queue.push(edge.target);
}
}
cancelTimeout() {
if (this.background.nextTimeoutId) {
window.clearTimeout(this.background.nextTimeoutId);
this.background.nextTimeoutId = null;
}
}
cancelAnimationFrame() {
if (this.background.nextAnimationFrameId) {
window.cancelAnimationFrame(this.background.nextAnimationFrameId);
this.background.nextAnimationFrameId = null;
}
}
}
@@ -85,54 +246,44 @@ export function findPath(from, to, token, previousWaypoints) {
paintGridlessPathfindingDebug(pathfinder);
return GridlessPathfinding.findPath(pathfinder, from, to);
} else {
const cachedNodes = getCachedNodes(token);
const lastNode = calculatePath(from, to, cachedNodes, token, previousWaypoints);
if (!lastNode)
const cacheLayer = cache.getCacheLayer(token);
const firstNode = calculatePath(from, to, cacheLayer, previousWaypoints);
if (!firstNode)
return null;
paintGriddedPathfindingDebug(lastNode, token);
paintGriddedPathfindingDebug(firstNode, cacheLayer.tokenData);
const path = [];
let currentNode = lastNode;
let currentNode = firstNode;
while (currentNode) {
// TODO Check if the distance doesn't change
if (path.length >= 2 && !stepCollidesWithWall(path[path.length - 2], currentNode.node, token))
if (path.length >= 2 && !stepCollidesWithWall(path[path.length - 2], currentNode.node, cacheLayer.tokenData)) {
// Replace last waypoint if the current waypoint leads to a valid path
path[path.length - 1] = {x: currentNode.node.x, y: currentNode.node.y};
else
} else {
path.push({x: currentNode.node.x, y: currentNode.node.y});
currentNode = currentNode.previous;
}
currentNode = currentNode.next;
}
return path;
}
}
/**
* Build a cache ID based on the current token's data and then retrieve the cache to use from that
*/
function getCachedNodes(token) {
const cacheData = {};
function buildTokenData(token) {
// Almost all the information we need is for calculating the snap point
const tokenData = buildSnapPointTokenData(token);
// Different-sized tokens snap to different points on the grid,
// so they might follow a different path to other tokens
cacheData.tokenSize = getTokenSize(token);
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active) {
cacheData.hexConfig = {
altOrientation: CONFIG.hexSizeSupport.getAltOrientationFlag(token),
altSnapping: CONFIG.hexSizeSupport.getAltSnappingFlag(token)
}
// If levels is enabled, which walls matter depends on the token's elevation.
// Depending on the settings in levels, the height we care about is either their
// Foot height (elevation) or eye height (losHeight).
if (isModuleActive("levels")) {
const blockSightMovement = game.settings.get(_levelsModuleName, "blockSightMovement");
tokenData.elevation = blockSightMovement ? token.data.elevation : token.losHeight;
}
// If levels is enabled, the token's elevation can affect which walls
// they need to worry about
if (game.modules.get("levels")?.active) {
cacheData.elevation = token.data.elevation;
return tokenData;
}
const cacheId = JSON.stringify(cacheData);
return cache.getCachedNodes(cacheId);
}
function getNode(pos, cachedNodes, token, initialize = true) {
const node = cachedNodes[pos.y][pos.x];
function getNode(pos, cacheLayer, initialize = true) {
const node = cacheLayer.nodes[pos.y][pos.x];
if (initialize && !node.edges) {
node.edges = [];
for (const neighborPos of canvas.grid.grid.getNeighbors(pos.y, pos.x).map(([y, x]) => {return {x, y};})) {
@@ -141,9 +292,9 @@ function getNode(pos, cachedNodes, token, initialize = true) {
}
// TODO Work with pixels instead of grid locations
if (!stepCollidesWithWall(neighborPos, pos, token)) {
if (!stepCollidesWithWall(pos, neighborPos, cacheLayer.tokenData)) {
const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE;
const neighbor = getNode(neighborPos, cachedNodes, token, false);
const neighbor = getNode(neighborPos, cacheLayer, false);
// Count 5-10-5 diagonals as 1.5 (so two add up to 3) and 5-5-5 diagonals as 1.0001 (to discourage unnecessary diagonals)
// TODO Account for difficult terrain
@@ -155,7 +306,7 @@ function getNode(pos, cachedNodes, token, initialize = true) {
return node;
}
function calculatePath(from, to, cachedNodes, token, previousWaypoints) {
function calculatePath(from, to, cacheLayer, previousWaypoints) {
use5105 = game.system.id === "pf2e" || canvas.grid.diagonalRule === "5105";
let startCost = 0;
if (use5105 && canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
@@ -168,9 +319,9 @@ function calculatePath(from, to, cachedNodes, token, previousWaypoints) {
nextNodes.pushWithPriority(
{
node: getNode(to, cachedNodes, token),
node: getNode(from, cacheLayer),
cost: startCost,
estimated: startCost + estimateCost(to, from),
estimated: startCost + estimateCost(from, to),
previous: null
}
);
@@ -178,12 +329,12 @@ function calculatePath(from, to, cachedNodes, token, previousWaypoints) {
while (nextNodes.hasNext()) {
// Get node with cheapest estimate
const currentNode = nextNodes.pop();
if (currentNode.node.x === from.x && currentNode.node.y === from.y) {
return currentNode;
if (currentNode.node.x === to.x && currentNode.node.y === to.y) {
return buildPathNodes(currentNode);
}
previousNodes.add(currentNode.node);
for (const edge of currentNode.node.edges) {
const neighborNode = getNode(edge.target, cachedNodes, token);
const neighborNode = getNode(edge.target, cacheLayer);
if (previousNodes.has(neighborNode)) {
continue;
}
@@ -191,7 +342,7 @@ function calculatePath(from, to, cachedNodes, token, previousWaypoints) {
const neighbor = {
node: neighborNode,
cost: currentNode.cost + edge.cost,
estimated: currentNode.cost + edge.cost + estimateCost(neighborNode, from),
estimated: currentNode.cost + edge.cost + estimateCost(neighborNode, to),
previous: currentNode
};
nextNodes.pushWithPriority(neighbor);
@@ -199,6 +350,25 @@ function calculatePath(from, to, cachedNodes, token, previousWaypoints) {
}
}
/**
* Now we've found the path, we know the final node, and each node links to the previous one.
* Reverse this list and return the first node in the path, with each node linking to the next
*/
function buildPathNodes(lastNode) {
let currentNode = lastNode;
let previousNode = null;
while (currentNode) {
const pathNode = {
node: currentNode.node,
cost: currentNode.cost,
next: previousNode
}
previousNode = pathNode;
currentNode = currentNode.previous;
}
return previousNode;
}
function calcNoDiagonals(waypoints) {
let diagonals = 0;
for (const [p1, p2] of iterPairs(waypoints)) {
@@ -217,11 +387,17 @@ function estimateCost(pos, target) {
return Math.max(distX, distY) + (use5105 ? Math.min(distX, distY) * 0.5 : 0);
}
function stepCollidesWithWall(from, to, token) {
const stepStart = getSnapPointForTokenObj(getPixelsFromGridPositionObj(from), token);
const stepEnd = getSnapPointForTokenObj(getPixelsFromGridPositionObj(to), token);
function stepCollidesWithWall(from, to, tokenData) {
const stepStart = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(from), tokenData);
const stepEnd = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(to), tokenData);
if (isModuleActive("levels")) {
stepStart.z = tokenData.elevation;
stepEnd.z = tokenData.elevation;
return _levels.testCollision(stepStart, stepEnd, "collision")
} else {
return canvas.walls.checkCollision(new Ray(stepStart, stepEnd));
}
}
export function wipePathfindingCache() {
cache.clear();
@@ -238,20 +414,26 @@ export function initializePathfinding() {
gridHeight = Math.ceil(canvas.dimensions.height / canvas.grid.h);
}
function paintGriddedPathfindingDebug(lastNode, token) {
export function startBackgroundCaching(token) {
if (game.user.isGM || game.settings.get(settingsKey, "allowPathfinding")) {
cache.startBackgroundCaching(token);
}
}
function paintGriddedPathfindingDebug(firstNode, tokenData) {
if (!CONFIG.debug.dragRuler)
return;
debugGraphics.removeChildren().forEach(c => c.destroy());
let currentNode = lastNode;
let currentNode = firstNode;
while (currentNode) {
let text = new PIXI.Text(currentNode.cost.toFixed(1));
let pixels = getSnapPointForTokenObj(getPixelsFromGridPositionObj(currentNode.node), token);
let pixels = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(currentNode.node), tokenData);
text.anchor.set(0.5, 1.0);
text.x = pixels.x;
text.y = pixels.y;
debugGraphics.addChild(text);
currentNode = currentNode.previous;
currentNode = currentNode.next;
}
}
+38 -9
View File
@@ -1,4 +1,5 @@
import {getPixelsFromGridPosition} from "./foundry_fixes.js"
import {findVertexSnapPoint} from "./hex_support.js";
import {disableSnap} from "./keybindings.js";
export function* zip(it1, it2) {
@@ -25,14 +26,38 @@ export function sum(arr) {
return arr.reduce((a, b) => a + b, 0);
}
export function buildSnapPointTokenData(token) {
const tokenData = {
width: token.data.width,
height: token.data.height
};
if (isModuleActive("hex-size-support")) {
tokenData.hexSizeSupport = {};
tokenData.hexSizeSupport.altSnappingFlag = CONFIG.hexSizeSupport.getAltSnappingFlag(token);
tokenData.hexSizeSupport.altOrientationFlag = CONFIG.hexSizeSupport.getAltOrientationFlag(token);
tokenData.hexSizeSupport.borderSize = token.document.getFlag("hex-size-support", "borderSize");
}
return tokenData;
}
export function getSnapPointForToken(x, y, token) {
return getSnapPointForTokenData(x, y, buildSnapPointTokenData(token));
}
export function getSnapPointForTokenDataObj(pos, tokenData) {
return getSnapPointForTokenData(pos.x, pos.y, tokenData);
}
function getSnapPointForTokenData(x, y, tokenData) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
if (canvas.grid.isHex) {
if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
if (token.document.getFlag("hex-size-support", "borderSize") % 2 === 0) {
const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
if (tokenData.hexSizeSupport?.altSnappingFlag) {
if (tokenData.hexSizeSupport.borderSize % 2 === 0) {
const snapPoint = findVertexSnapPoint(x, y, tokenData.hexSizeSupport.altOrientationFlag);
return new PIXI.Point(snapPoint.x, snapPoint.y)
}
else {
@@ -46,38 +71,38 @@ export function getSnapPointForToken(x, y, token) {
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
let cellX, cellY;
if (token.data.width % 2 === 0)
if (tokenData.width % 2 === 0)
cellX = x - canvas.grid.h / 2;
else
cellX = x;
if (token.data.height % 2 === 0)
if (tokenData.height % 2 === 0)
cellY = y - canvas.grid.h / 2;
else
cellY = y;
const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
let snapX, snapY;
// Tiny tokens can snap to the cells corners
if (token.data.width <= 0.5) {
if (tokenData.width <= 0.5) {
const offsetX = x - topLeftX;
const subGridWidth = Math.floor(canvas.grid.w / 2);
const subGridPosX = Math.floor(offsetX / subGridWidth);
snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
}
// 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
else if (Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
else if (Math.round(tokenData.width) % 2 === 1 || tokenData.width < 1) {
snapX = centerX;
}
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
else {
snapX = centerX + canvas.grid.w / 2;
}
if (token.data.height <= 0.5) {
if (tokenData.height <= 0.5) {
const offsetY = y - topLeftY;
const subGridHeight = Math.floor(canvas.grid.h / 2);
const subGridPosY = Math.floor(offsetY / subGridHeight);
snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
}
else if (Math.round(token.data.height) % 2 === 1 || token.data.height < 1) {
else if (Math.round(tokenData.height) % 2 === 1 || tokenData.height < 1) {
snapY = centerY;
}
else {
@@ -263,3 +288,7 @@ export function early_isGM() {
const gmLevel = CONST.USER_ROLES.ASSISTANT;
return level >= gmLevel;
}
export function isModuleActive(moduleName) {
return game.modules.get(moduleName)?.active
}