Add custom implementation of Ruler.moveToken
This allows us to move multiple tokens at a time and allows the gm to move tokens through walls again
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@@ -0,0 +1,69 @@
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// This is a modified version of Ruler.moveToken from foundry 0.7.9
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export async function moveTokens(selectedTokens) {
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let wasPaused = game.paused;
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if (wasPaused && !game.user.isGM) {
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ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
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return false;
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}
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if (!this.visible || !this.destination) return false;
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const draggedToken = this._getMovementToken();
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if (!draggedToken) return;
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// Get the movement rays and check collision along each Ray
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// These rays are center-to-center for the purposes of collision checking
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const rays = this._getRaysFromWaypoints(this.waypoints, this.destination);
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if (!game.user.isGM) {
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const hasCollision = selectedTokens.some(token => {
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const offset = calculateTokenOffset(token, draggedToken)
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const offsetRays = rays.map(ray => applyOffsetToRay(ray, offset))
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return offsetRays.some(r => canvas.walls.checkCollision(r));
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})
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if (hasCollision) {
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ui.notifications.error(game.i18n.localize("ERROR.TokenCollide"));
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this._endMeasurement();
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return true;
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}
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}
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// Execute the movement path.
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// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
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this._state = Ruler.STATES.MOVING;
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await Promise.all(selectedTokens.map(token => {
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// Return the promise so we can wait for it outside the loop
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const offset = calculateTokenOffset(token, draggedToken)
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return animateToken.call(this, token, rays, offset, wasPaused)
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}))
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// Once all animations are complete we can clear the ruler
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this._endMeasurement();
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}
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// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
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async function animateToken(token, rays, tokenOffset, wasPaused) {
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const offsetRays = rays.map(ray => applyOffsetToRay(ray, tokenOffset))
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// Determine offset relative to the Token top-left.
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// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
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const origin = canvas.grid.getTopLeft(this.waypoints[0].x + tokenOffset.x, this.waypoints[0].y + tokenOffset.y);
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const s2 = canvas.dimensions.size / 2;
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const dx = Math.round((token.data.x - origin[0]) / s2) * s2;
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const dy = Math.round((token.data.y - origin[1]) / s2) * s2;
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token._noAnimate = true;
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for (let r of offsetRays) {
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if (!wasPaused && game.paused) break;
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const dest = canvas.grid.getTopLeft(r.B.x, r.B.y);
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const path = new Ray({ x: token.x, y: token.y }, { x: dest[0] + dx, y: dest[1] + dy });
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await token.update(path.B);
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await token.animateMovement(path);
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}
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token._noAnimate = false;
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}
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function calculateTokenOffset(tokenA, tokenB) {
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return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y}
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}
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function applyOffsetToRay(ray, offset) {
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return new Ray({x: ray.A.x + offset.x, y: ray.A.y + offset.y}, {x: ray.B.x + offset.x, y: ray.B.y + offset.y})
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}
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+3
-1
@@ -1,6 +1,7 @@
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"use strict"
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import {availableSpeedProviders, currentSpeedProvider, registerModule, registerSystem, setCurrentSpeedProvider} from "./api.js"
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import {moveTokens} from "./foundry_imports.js"
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import {registerSettings, settingsKey} from "./settings.js"
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Hooks.once("init", () => {
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@@ -86,7 +87,8 @@ 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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const selectedTokens = canvas.tokens.placeables.filter(token => token._controlled)
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moveTokens.call(canvas.controls.ruler, selectedTokens)
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return true
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}
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