Initial commit

This commit is contained in:
Manuel Vögele
2021-02-01 13:17:23 +01:00
commit 4b73cd93bf
7 changed files with 380 additions and 0 deletions
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export const availableSpeedProviders = {}
export let currentSpeedProvider = undefined
function register(module, type, speedProvider) {
const providerSetting = game.settings.settings.get("drag-ruler.speedProvider")
// Add the registered module to the settings entry
providerSetting.config = true
const moduleName = module.data.title
const typeTitle = game.i18n.localize(`drag-ruler.settings.speedProvider.choices.${type}`)
providerSetting.choices[`${type}.${module.id}`] = `${typeTitle} ${moduleName}`
availableSpeedProviders[`${type}.${module.id}`] = speedProvider
providerSetting.default = getDefaultSpeedProvider()
updateSpeedProvider()
}
function getDefaultSpeedProvider() {
const providerSetting = game.settings.settings.get("drag-ruler.speedProvider")
const settingKeys = Object.keys(providerSetting.choices)
// Game systems take the highest precedence for the being the default
const gameSystem = settingKeys.find(key => key.startsWith("system."))
if (gameSystem)
return gameSystem
// If no game system is registered modules are next up.
// For lack of a method to select the best module we're just falling back to taking the next best module
// settingKeys should always be sorted the same way so this should achive a stable default
const module = settingKeys.find(key => key.startsWith("module."))
if (module)
return module
// If neither a game system or a module is found fall back to the native implementation
return settingKeys[0]
}
export function updateSpeedProvider() {
// If the configured provider is registered use that one. If not use the default provider
const configuredProvider = game.settings.get("drag-ruler", "speedProvider")
currentSpeedProvider = availableSpeedProviders[configuredProvider] ?? availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default]
}
export function setCurrentSpeedProvider(newSpeedProvider) {
currentSpeedProvider = newSpeedProvider
}
export function registerModule(moduleId, speedProvider) {
// Check if a module with the given id exists and is currently enabled
const module = game.modules.get(moduleId)
// If it doesn't the calling module did something wrong. Log a warning and ignore this module
if (!module) {
console.warn(
`Drag Ruler | A module tried to register with the id "${moduleId}". However no active module with this id was found.` +
"This api registration call was ignored. " +
"If you are the author of that module please check that the id passed to `registerModule` matches the id in your manifest exactly." +
"If this call was made form a game system instead of a module please use `registerSystem` instead.")
return
}
// Using Drag Ruler's id is not allowed
if (moduleId === "drag-ruler") {
console.warn(
`Drag Ruler | A module tried to register with the id "${moduleId}", which is not allowed. This api registration call was ignored. ` +
"If you're the author of the module please use the id of your own module as it's specified in your manifest to register to this api. " +
"If this call was made form a game system instead of a module please use `registerSystem` instead."
)
return
}
register(module, "module", speedProvider)
}
export function registerSystem(systemId, speedProvider) {
const system = game.system
// If the current system id doesn't match the provided id something went wrong. Log a warning and ignore this module
if (system.id != systemId) {
console.warn(
`Drag Ruler | A system tried to register with the id "${systemId}". However the active system has a different id.` +
"This api registration call was ignored. " +
"If you are the author of that system please check that the id passed to `registerSystem` matches the id in your manifest exactly." +
"If this call was made form a module instead of a game system please use `registerModule` instead.")
return
}
register(system, "system", speedProvider)
}
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"use strict"
import {availableSpeedProviders, currentSpeedProvider, registerModule, registerSystem, setCurrentSpeedProvider} from "./api.js"
import {registerSettings, settingsKey} from "./settings.js"
Hooks.once("init", () => {
registerSettings()
hookTokenDragHandlers()
hookRulerHandlers()
patchRulerMeasure()
patchRulerHighlightMeasurement()
availableSpeedProviders["native"] = nativeSpeedProvider
setCurrentSpeedProvider(nativeSpeedProvider)
window.dragRuler = {
getColorForDistance,
registerModule,
registerSystem
}
})
Hooks.once("ready", () => {
Hooks.callAll("dragRuler.ready")
})
Hooks.on("canvasReady", () => {
canvas.controls.ruler.draggedToken = null
Object.defineProperty(canvas.controls.ruler, "isDragRuler", {
get: function isDragRuler() {
return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler
}
})
})
function hookTokenDragHandlers() {
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
Token.prototype._onDragLeftStart = function(event) {
originalDragLeftStartHandler.call(this, event)
onTokenLeftDragStart.call(this, event)
}
const originalDragLeftMoveHandler = Token.prototype._onDragLeftMove
Token.prototype._onDragLeftMove = function (event) {
originalDragLeftMoveHandler.call(this, event)
onTokenLeftDragMove.call(this, event)
}
const originalDragLeftDropHandler = Token.prototype._onDragLeftDrop
Token.prototype._onDragLeftDrop = function (event) {
const eventHandled = onTokenDragLeftDrop.call(this, event)
if (!eventHandled)
originalDragLeftDropHandler.call(this, event)
}
const originalDragLeftCancelHandler = Token.prototype._onDragLeftCancel
Token.prototype._onDragLeftCancel = function (event) {
const eventHandled = onTokenDragLeftCancel.call(this, event)
if (!eventHandled)
originalDragLeftCancelHandler.call(this, event)
}
}
function hookRulerHandlers() {
const originalMoveTokenHandler = Ruler.prototype.moveToken
Ruler.prototype.moveToken = function (event) {
const eventHandled = onRulerMoveToken.call(this, event)
if (!eventHandled)
return originalMoveTokenHandler.call(this, event)
return true
}
}
function onTokenLeftDragStart(event) {
canvas.controls.ruler._onDragStart(event)
canvas.controls.ruler.draggedToken = this
}
function onTokenLeftDragMove(event) {
if (canvas.controls.ruler.isDragRuler)
canvas.controls.ruler._onMouseMove(event)
}
function onTokenDragLeftDrop(event) {
if (!canvas.controls.ruler.isDragRuler)
return false
canvas.controls.ruler.draggedToken = null
canvas.controls.ruler.moveToken(event)
return true
}
function onTokenDragLeftCancel(event) {
if (!canvas.controls.ruler.isDragRuler)
return false
if (canvas.controls.ruler._state === Ruler.STATES.MEASURING) {
if (canvas.controls.ruler.waypoints.length > 1) {
canvas.controls.ruler._removeWaypoint(canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens), {snap: !event.shiftKey})
game.user.broadcastActivity({ruler: canvas.controls.ruler})
event.preventDefault()
}
else {
canvas.controls.ruler._endMeasurement()
canvas.controls.ruler.draggedToken = null
return false
}
}
return true
}
function onRulerMoveToken(event) {
if (!this.isDragRuler)
return false
this._addWaypoint(this.destination)
return true
}
function strInsertAfter(haystack, needle, strToInsert) {
const pos = haystack.indexOf(needle) + needle.length
return haystack.slice(0, pos) + strToInsert + haystack.slice(pos)
}
// These patches were written with foundry-0.7.9.js as reference
function patchRulerMeasure() {
let code = Ruler.prototype.measure.toString()
// Remove function signature and closing curly bracket (those are on the first and last line)
code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
code = strInsertAfter(code, "for ( let [i, d] of distances.entries() ) {\n", "segments[i].startDistance = totalDistance\n")
code = strInsertAfter(code, "this._highlightMeasurement(ray", ", s.startDistance")
Ruler.prototype.measure = new Function("destination", "{gridSpaces=true}={}", code)
}
function nativeSpeedProvider(token, playercolor) {
const speedAttribute = game.settings.get(settingsKey, "speedAttribute")
if (!speedAttribute)
return []
const tokenSpeed = getProperty(token, speedAttribute)
if (tokenSpeed === undefined) {
console.warn(`Drag Ruler | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`)
return []
}
const dashMultiplier = game.settings.get(settingsKey, "dashMultiplier")
if (!dashMultiplier)
return [{range: tokenSpeed, color: playercolor}]
return [{range: tokenSpeed, color: playercolor}, {range: tokenSpeed * dashMultiplier, color: 0xFFFF00}]
}
function getColorForDistance(startDistance, subDistance) {
if (!this.isDragRuler)
return this.color
const distance = startDistance + subDistance
const ranges = currentSpeedProvider(this.draggedToken, this.color)
if (ranges.length === 0)
return this.color
const currentRange = ranges.reduce((minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange
return minRange
}, {range: Infinity, color: 0xFF0000})
return currentRange.color
}
// These patches were written with foundry-0.7.9.js as reference
function patchRulerHighlightMeasurement() {
let code = Ruler.prototype._highlightMeasurement.toString()
// Remove function signature and closing curly bracket (those are on the first and last line)
code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
const calcColorCode = `
let subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
let color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
`
code = strInsertAfter(code, "Position(x1, y1);\n", calcColorCode)
code = strInsertAfter(code, "Position(x1h, y1h);\n", calcColorCode.replace("x: xg, y: yg", "x: xgh, y: ygh"))
code = code.replace(/color: this\.color\}/g, "color}")
Ruler.prototype._highlightMeasurement = new Function("ray", "startDistance=undefined", code)
}
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import {updateSpeedProvider} from "./api.js";
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js"
export const settingsKey = "drag-ruler";
export function registerSettings() {
// This setting will be modified by the api if modules register to it
game.settings.register(settingsKey, "speedProvider", {
name: "drag-ruler.settings.speedProvider.name",
hint: "drag-ruler.settings.speedProvider.hint",
scope: "world",
config: false,
type: Object,
choices: {
"native": game.i18n.localize("drag-ruler.settings.speedProvider.choices.native")
},
default: "native",
onChange: updateSpeedProvider,
})
game.settings.register(settingsKey, "speedAttribute", {
name: "drag-ruler.settings.speedAttribute.name",
hint: "drag-ruler.settings.speedAttribute.hint",
scope: "world",
config: true,
type: String,
default: getDefaultSpeedAttribute(),
})
game.settings.register(settingsKey, "dashMultiplier", {
name: "drag-ruler.settings.dashMultiplier.name",
hint: "drag-ruler.settings.dashMultiplier.hint",
scope: "world",
config: true,
type: Number,
default: getDefaultDashMultiplier(),
})
}
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export function getDefaultSpeedAttribute() {
switch (game.system.id) {
case "dnd5e":
return "actor.data.data.attributes.movement.walk"
case "pf1":
return "actor.data.data.attributes.speed.land.total"
}
return ""
}
export function getDefaultDashMultiplier() {
switch (game.system.id) {
case "dnd5e":
case "pf1":
return 2
}
return 0
}