Allow difficult terrain measurements on girdless maps

This commit is contained in:
Manuel Vögele
2021-05-11 18:21:39 +02:00
parent 5f0849f12d
commit 85e167af45
4 changed files with 14 additions and 7 deletions
+5
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@@ -1,4 +1,9 @@
## In development
**BREAKING** This update is incompatible with previous Terrain Ruler versions. If you're using Terrain Ruler, make sure you update Terrain Ruler to at least version 1.3.0.
### New features
- Drag Ruler can now measure difficult terrain on gridless maps (if the Terrain Ruler module is installed and enabled)
### Translation
- Corrected typos in the german translation (thanks to CarnVanBeck!)
+1 -1
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@@ -18,7 +18,7 @@ export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=
export function measureDistances(segments, token, shape, gridSpaces=true, options={}) {
const opts = duplicate(options)
opts.gridSpaces = gridSpaces;
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
if (terrainRulerAvailable) {
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
const previousSegments = segments.slice(0, firstNewSegmentIndex);
+7 -5
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@@ -130,7 +130,7 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
if (snap)
destination = getSnapPointForToken(destination.x, destination.y, this.draggedToken)
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
const waypoints = this.waypoints.concat([destination]);
// Move the waypoints to the center of the grid if a size is used that measures from edge to edge
@@ -209,10 +209,12 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
}
// Highlight grid positions
if (terrainRulerAvailable)
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
else
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
if (terrainRulerAvailable)
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
else
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
}
}
// Draw endpoints
+1 -1
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@@ -49,7 +49,7 @@ function calculateUpdate(combat, token, rays) {
}
// Add the passed waypoints to the combatant
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
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 waypoints = dragRulerFlags.passedWaypoints;
for (const ray of rays) {