Initial commit
This commit is contained in:
@@ -0,0 +1,7 @@
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root = true
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[*]
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end_of_line = lf
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indent_style = tab
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insert_final_newline = true
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trim_trailing_whitespace = true
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@@ -0,0 +1,23 @@
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{
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"drag-ruler": {
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"settings": {
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"dashMultiplier": {
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"name": "Dash Multiplier",
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"hint": "This can be used to give tokens a secondary speed during coloring of the measured path. Set it to 0 to disable the secondary speed."
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},
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"speedAttribute": {
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"name": "Speed Attribute",
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"hint": "The attribute that defines a token's walking speed. This is used during coloring of the measured path."
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},
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"speedProvider": {
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"name": "Speed Settings Provider",
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"hint": "Select who provides speed information for tokens duing coloring. Using a game system or module may provide more flexible coloring than sticking to the options provided by Drag Ruler.",
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"choices": {
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"module": "Module",
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"native": "Drag Ruler",
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"system": "System"
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}
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}
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}
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}
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}
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+30
@@ -0,0 +1,30 @@
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{
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"name": "drag-ruler",
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"title": "Drag Ruler",
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"description": "When dragging a token displays a ruler showing how far you've moved that token.",
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"version": "0.0.1",
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"minimumCoreVersion" : "0.7.9",
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"compatibleCoreVersion" : "0.7.9",
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"authors": [
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{
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"name": "Manuel Vögele",
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"email": "develop@manuel-voegele.de",
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"discord": "Stäbchenfisch#5107"
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}
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],
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"esmodules": [
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"src/main.js"
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],
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"languages": [
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{
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"lang": "en",
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"name": "English",
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"path": "lang/en.json"
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}
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],
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"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
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"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/master.zip",
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"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
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"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
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"bugs": "https://github.com/manuelVo/foundryvtt-drag-ruler/issues"
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}
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+85
@@ -0,0 +1,85 @@
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export const availableSpeedProviders = {}
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export let currentSpeedProvider = undefined
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function register(module, type, speedProvider) {
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const providerSetting = game.settings.settings.get("drag-ruler.speedProvider")
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// Add the registered module to the settings entry
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providerSetting.config = true
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const moduleName = module.data.title
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const typeTitle = game.i18n.localize(`drag-ruler.settings.speedProvider.choices.${type}`)
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providerSetting.choices[`${type}.${module.id}`] = `${typeTitle} ${moduleName}`
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availableSpeedProviders[`${type}.${module.id}`] = speedProvider
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providerSetting.default = getDefaultSpeedProvider()
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updateSpeedProvider()
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}
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function getDefaultSpeedProvider() {
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const providerSetting = game.settings.settings.get("drag-ruler.speedProvider")
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const settingKeys = Object.keys(providerSetting.choices)
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// Game systems take the highest precedence for the being the default
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const gameSystem = settingKeys.find(key => key.startsWith("system."))
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if (gameSystem)
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return gameSystem
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// If no game system is registered modules are next up.
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// For lack of a method to select the best module we're just falling back to taking the next best module
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// settingKeys should always be sorted the same way so this should achive a stable default
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const module = settingKeys.find(key => key.startsWith("module."))
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if (module)
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return module
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// If neither a game system or a module is found fall back to the native implementation
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return settingKeys[0]
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}
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export function updateSpeedProvider() {
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// If the configured provider is registered use that one. If not use the default provider
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const configuredProvider = game.settings.get("drag-ruler", "speedProvider")
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currentSpeedProvider = availableSpeedProviders[configuredProvider] ?? availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default]
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}
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export function setCurrentSpeedProvider(newSpeedProvider) {
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currentSpeedProvider = newSpeedProvider
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}
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export function registerModule(moduleId, speedProvider) {
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// Check if a module with the given id exists and is currently enabled
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const module = game.modules.get(moduleId)
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// If it doesn't the calling module did something wrong. Log a warning and ignore this module
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if (!module) {
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console.warn(
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`Drag Ruler | A module tried to register with the id "${moduleId}". However no active module with this id was found.` +
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"This api registration call was ignored. " +
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"If you are the author of that module please check that the id passed to `registerModule` matches the id in your manifest exactly." +
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"If this call was made form a game system instead of a module please use `registerSystem` instead.")
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return
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}
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// Using Drag Ruler's id is not allowed
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if (moduleId === "drag-ruler") {
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console.warn(
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`Drag Ruler | A module tried to register with the id "${moduleId}", which is not allowed. This api registration call was ignored. ` +
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"If you're the author of the module please use the id of your own module as it's specified in your manifest to register to this api. " +
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"If this call was made form a game system instead of a module please use `registerSystem` instead."
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)
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return
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}
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register(module, "module", speedProvider)
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}
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export function registerSystem(systemId, speedProvider) {
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const system = game.system
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// If the current system id doesn't match the provided id something went wrong. Log a warning and ignore this module
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if (system.id != systemId) {
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console.warn(
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`Drag Ruler | A system tried to register with the id "${systemId}". However the active system has a different id.` +
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"This api registration call was ignored. " +
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"If you are the author of that system please check that the id passed to `registerSystem` matches the id in your manifest exactly." +
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"If this call was made form a module instead of a game system please use `registerModule` instead.")
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return
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}
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register(system, "system", speedProvider)
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}
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+178
@@ -0,0 +1,178 @@
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"use strict"
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import {availableSpeedProviders, currentSpeedProvider, registerModule, registerSystem, setCurrentSpeedProvider} from "./api.js"
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import {registerSettings, settingsKey} from "./settings.js"
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Hooks.once("init", () => {
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registerSettings()
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hookTokenDragHandlers()
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hookRulerHandlers()
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patchRulerMeasure()
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patchRulerHighlightMeasurement()
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availableSpeedProviders["native"] = nativeSpeedProvider
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setCurrentSpeedProvider(nativeSpeedProvider)
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window.dragRuler = {
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getColorForDistance,
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registerModule,
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registerSystem
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}
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})
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Hooks.once("ready", () => {
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Hooks.callAll("dragRuler.ready")
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})
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Hooks.on("canvasReady", () => {
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canvas.controls.ruler.draggedToken = null
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Object.defineProperty(canvas.controls.ruler, "isDragRuler", {
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get: function isDragRuler() {
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return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler
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}
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})
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})
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function hookTokenDragHandlers() {
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const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
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Token.prototype._onDragLeftStart = function(event) {
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originalDragLeftStartHandler.call(this, event)
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onTokenLeftDragStart.call(this, event)
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}
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const originalDragLeftMoveHandler = Token.prototype._onDragLeftMove
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Token.prototype._onDragLeftMove = function (event) {
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originalDragLeftMoveHandler.call(this, event)
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onTokenLeftDragMove.call(this, event)
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}
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const originalDragLeftDropHandler = Token.prototype._onDragLeftDrop
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Token.prototype._onDragLeftDrop = function (event) {
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const eventHandled = onTokenDragLeftDrop.call(this, event)
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if (!eventHandled)
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originalDragLeftDropHandler.call(this, event)
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}
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const originalDragLeftCancelHandler = Token.prototype._onDragLeftCancel
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Token.prototype._onDragLeftCancel = function (event) {
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const eventHandled = onTokenDragLeftCancel.call(this, event)
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if (!eventHandled)
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originalDragLeftCancelHandler.call(this, event)
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}
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}
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function hookRulerHandlers() {
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const originalMoveTokenHandler = Ruler.prototype.moveToken
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Ruler.prototype.moveToken = function (event) {
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const eventHandled = onRulerMoveToken.call(this, event)
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if (!eventHandled)
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return originalMoveTokenHandler.call(this, event)
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return true
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}
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}
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function onTokenLeftDragStart(event) {
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canvas.controls.ruler._onDragStart(event)
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canvas.controls.ruler.draggedToken = this
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}
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function onTokenLeftDragMove(event) {
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if (canvas.controls.ruler.isDragRuler)
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canvas.controls.ruler._onMouseMove(event)
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}
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function onTokenDragLeftDrop(event) {
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if (!canvas.controls.ruler.isDragRuler)
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return false
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canvas.controls.ruler.draggedToken = null
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canvas.controls.ruler.moveToken(event)
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return true
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}
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function onTokenDragLeftCancel(event) {
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if (!canvas.controls.ruler.isDragRuler)
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return false
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if (canvas.controls.ruler._state === Ruler.STATES.MEASURING) {
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if (canvas.controls.ruler.waypoints.length > 1) {
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canvas.controls.ruler._removeWaypoint(canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens), {snap: !event.shiftKey})
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game.user.broadcastActivity({ruler: canvas.controls.ruler})
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event.preventDefault()
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}
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else {
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canvas.controls.ruler._endMeasurement()
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canvas.controls.ruler.draggedToken = null
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return false
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}
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}
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return true
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}
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function onRulerMoveToken(event) {
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if (!this.isDragRuler)
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return false
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this._addWaypoint(this.destination)
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return true
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}
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function strInsertAfter(haystack, needle, strToInsert) {
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const pos = haystack.indexOf(needle) + needle.length
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return haystack.slice(0, pos) + strToInsert + haystack.slice(pos)
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}
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// These patches were written with foundry-0.7.9.js as reference
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function patchRulerMeasure() {
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let code = Ruler.prototype.measure.toString()
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// Remove function signature and closing curly bracket (those are on the first and last line)
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code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
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code = strInsertAfter(code, "for ( let [i, d] of distances.entries() ) {\n", "segments[i].startDistance = totalDistance\n")
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code = strInsertAfter(code, "this._highlightMeasurement(ray", ", s.startDistance")
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Ruler.prototype.measure = new Function("destination", "{gridSpaces=true}={}", code)
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}
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function nativeSpeedProvider(token, playercolor) {
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const speedAttribute = game.settings.get(settingsKey, "speedAttribute")
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if (!speedAttribute)
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return []
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const tokenSpeed = getProperty(token, speedAttribute)
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if (tokenSpeed === undefined) {
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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).`)
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return []
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}
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const dashMultiplier = game.settings.get(settingsKey, "dashMultiplier")
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if (!dashMultiplier)
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return [{range: tokenSpeed, color: playercolor}]
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return [{range: tokenSpeed, color: playercolor}, {range: tokenSpeed * dashMultiplier, color: 0xFFFF00}]
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}
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function getColorForDistance(startDistance, subDistance) {
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if (!this.isDragRuler)
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return this.color
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const distance = startDistance + subDistance
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const ranges = currentSpeedProvider(this.draggedToken, this.color)
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if (ranges.length === 0)
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return this.color
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const currentRange = ranges.reduce((minRange, currentRange) => {
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if (distance <= currentRange.range && currentRange.range < minRange.range)
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return currentRange
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return minRange
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}, {range: Infinity, color: 0xFF0000})
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return currentRange.color
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}
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// These patches were written with foundry-0.7.9.js as reference
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function patchRulerHighlightMeasurement() {
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let code = Ruler.prototype._highlightMeasurement.toString()
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// Remove function signature and closing curly bracket (those are on the first and last line)
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code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
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const calcColorCode = `
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let subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
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let color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
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`
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code = strInsertAfter(code, "Position(x1, y1);\n", calcColorCode)
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code = strInsertAfter(code, "Position(x1h, y1h);\n", calcColorCode.replace("x: xg, y: yg", "x: xgh, y: ygh"))
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code = code.replace(/color: this\.color\}/g, "color}")
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Ruler.prototype._highlightMeasurement = new Function("ray", "startDistance=undefined", code)
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}
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@@ -0,0 +1,38 @@
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import {updateSpeedProvider} from "./api.js";
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import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js"
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export const settingsKey = "drag-ruler";
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export function registerSettings() {
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// This setting will be modified by the api if modules register to it
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game.settings.register(settingsKey, "speedProvider", {
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name: "drag-ruler.settings.speedProvider.name",
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hint: "drag-ruler.settings.speedProvider.hint",
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scope: "world",
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config: false,
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type: Object,
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choices: {
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"native": game.i18n.localize("drag-ruler.settings.speedProvider.choices.native")
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},
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default: "native",
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onChange: updateSpeedProvider,
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})
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game.settings.register(settingsKey, "speedAttribute", {
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name: "drag-ruler.settings.speedAttribute.name",
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hint: "drag-ruler.settings.speedAttribute.hint",
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scope: "world",
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config: true,
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type: String,
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default: getDefaultSpeedAttribute(),
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})
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game.settings.register(settingsKey, "dashMultiplier", {
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name: "drag-ruler.settings.dashMultiplier.name",
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hint: "drag-ruler.settings.dashMultiplier.hint",
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scope: "world",
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config: true,
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type: Number,
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default: getDefaultDashMultiplier(),
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})
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}
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@@ -0,0 +1,19 @@
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export function getDefaultSpeedAttribute() {
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switch (game.system.id) {
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case "dnd5e":
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return "actor.data.data.attributes.movement.walk"
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case "pf1":
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return "actor.data.data.attributes.speed.land.total"
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}
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return ""
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}
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export function getDefaultDashMultiplier() {
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switch (game.system.id) {
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case "dnd5e":
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case "pf1":
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return 2
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}
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return 0
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}
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Reference in New Issue
Block a user