Pass enableTerrainRuler option to all measureDistances calls

This fixes a regression introduced with e1265ad6fb
This commit is contained in:
Manuel Vögele
2021-11-21 20:57:26 +01:00
parent a3be4ceb03
commit 39f7bab4b6
2 changed files with 3 additions and 2 deletions
+2 -1
View File
@@ -131,10 +131,11 @@ export function getColorForDistanceAndToken(distance, token, ranges=null) {
} }
export function getMovedDistanceFromToken(token) { export function getMovedDistanceFromToken(token) {
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const history = getMovementHistory(token); const history = getMovementHistory(token);
const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}}); const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}});
const shape = getTokenShape(token); const shape = getTokenShape(token);
const distances = measureDistances(segments, token, shape); const distances = measureDistances(segments, token, shape, {enableTerrainRuler: terrainRulerAvailable});
// Sum up the distances // Sum up the distances
return distances.reduce((acc, val) => acc + val, 0); return distances.reduce((acc, val) => acc + val, 0);
} }
+1 -1
View File
@@ -56,7 +56,7 @@ 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), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState}); measureDistances([{ray}], token, getTokenShape(token), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState, enableTerrainRuler: terrainRulerAvailable});
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces; ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
ray.A.dragRulerFinalState = ray.terrainRulerFinalState; ray.A.dragRulerFinalState = ray.terrainRulerFinalState;
} }