Update code for Foundry 0.8.5

This commit is contained in:
Manuel Vögele
2021-05-22 21:57:59 +02:00
parent d11d6385e2
commit 7ba89e4229
7 changed files with 26 additions and 21 deletions
+12 -12
View File
@@ -4,19 +4,19 @@ import {getTokenShape, zip} from "./util.js";
function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0};
let dragRulerFlag = combatant.flags?.dragRuler;
let dragRulerFlag = combatant.data.flags.dragRuler;
if (dragRulerFlag) {
if (isNaN(dragRulerFlag.trackedRound)) {
mergeObject(dragRulerFlag, initialFlag);
}
}
else {
combatant.flags.dragRuler = initialFlag;
combatant.data.flags.dragRuler = initialFlag;
}
}
function getInitializedCombatant(token, combat) {
const combatant = combat.getCombatantByToken(token.data._id);
const combatant = combat.getCombatantByToken(token.id);
if (!combatant)
return undefined;
initTrackingFlag(combatant);
@@ -43,14 +43,14 @@ function calculateUpdate(combat, token, rays) {
return;
// Check if we have entered a new round. If so, remove the currently stored path
if (combat.data.round > combatant.flags.dragRuler.trackedRound) {
combatant.flags.dragRuler.passedWaypoints = [];
combatant.flags.dragRuler.trackedRound = combat.data.round;
if (combat.data.round > combatant.data.flags.dragRuler.trackedRound) {
combatant.data.flags.dragRuler.passedWaypoints = [];
combatant.data.flags.dragRuler.trackedRound = combat.data.round;
}
// Add the passed waypoints to the combatant
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
const dragRulerFlags = combatant.flags.dragRuler;
const dragRulerFlags = combatant.data.flags.dragRuler;
const waypoints = dragRulerFlags.passedWaypoints;
for (const ray of rays) {
// Ignore rays that have the same start and end coordinates
@@ -63,17 +63,17 @@ function calculateUpdate(combat, token, rays) {
waypoints.push(ray.A);
}
}
return {_id: combatant._id, dragRulerFlags};
return {_id: combatant.id, dragRulerFlags};
}
export function getMovementHistory(token) {
const combat = game.combat;
if (!combat)
return [];
const combatant = combat.getCombatantByToken(token.data._id);
const combatant = combat.getCombatantByToken(token.id);
if (!combatant)
return [];
const dragRulerFlags = combatant.flags.dragRuler;
const dragRulerFlags = combatant.data.flags.dragRuler;
if (!dragRulerFlags)
return [];
if (combat.data.round > dragRulerFlags.trackedRound)
@@ -82,8 +82,8 @@ export function getMovementHistory(token) {
}
export async function resetMovementHistory(combat, combatantId) {
const combatant = combat.getCombatant(combatantId);
const dragRulerFlags = combatant.flags.dragRuler;
const combatant = combat.combatants.get(combatantId);
const dragRulerFlags = combatant.data.flags.dragRuler;
if (!dragRulerFlags)
return;
dragRulerFlags.passedWaypoints = null;