Don't include the movement history in collission checks (fixes #61)
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@@ -1,3 +1,8 @@
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## In development
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### Bugfixes
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- Fixed a bug that prevented tokens from being moved when their movement history collides with a wall. ([#61](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/61))
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## 1.5.3
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## 1.5.3
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### Compatiblilty
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### Compatiblilty
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- Drag Ruler's Generic Speed Provider is now able to work with game systems that put non-number characters behind the tokens movement speed (like `30ft.`). One example for such a game system is Dungeon Crawl Classics. ([#60](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/60))
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- Drag Ruler's Generic Speed Provider is now able to work with game systems that put non-number characters behind the tokens movement speed (like `30ft.`). One example for such a game system is Dungeon Crawl Classics. ([#60](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/60))
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@@ -20,7 +20,7 @@ export async function moveTokens(draggedToken, selectedTokens) {
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if (!game.user.isGM) {
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if (!game.user.isGM) {
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const hasCollision = selectedTokens.some(token => {
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const hasCollision = selectedTokens.some(token => {
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const offset = calculateTokenOffset(token, draggedToken)
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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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const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
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return offsetRays.some(r => canvas.walls.checkCollision(r));
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return offsetRays.some(r => canvas.walls.checkCollision(r));
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})
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})
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if (hasCollision) {
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if (hasCollision) {
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