If Terran Ruler is enabled, store the length of the traveled path so changes to difficult terrain aren't reflected in the tokens movement history

This commit is contained in:
Manuel Vögele
2021-04-12 16:11:29 +02:00
parent 5d93c61f0c
commit 9787a41fd1
4 changed files with 34 additions and 8 deletions
+18 -5
View File
@@ -14,10 +14,23 @@ export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=
} }
} }
export function measureDistances(segments, token, shape, gridSpaces=true) { 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 && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
if (terrainRulerAvailable) if (terrainRulerAvailable) {
return terrainRuler.measureDistances(segments, {costFunction: (x, y) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), {x, y})}); const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
else const previousSegments = segments.slice(0, firstNewSegmentIndex);
return canvas.grid.measureDistances(segments, { gridSpaces }); const newSegments = segments.slice(firstNewSegmentIndex);
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
opts.costFunction = (x, y) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), {x, y});
if (previousSegments.length > 0)
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1];
return distances.concat(terrainRuler.measureDistances(newSegments, opts));
}
else {
return canvas.grid.measureDistances(segments, options);
}
} }
+2
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@@ -136,6 +136,8 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
const centeredRay = new Ray(centeredOrigin, centeredDest) const centeredRay = new Ray(centeredOrigin, centeredDest)
ray.isPrevious = Boolean(origin.isPrevious); ray.isPrevious = Boolean(origin.isPrevious);
centeredRay.isPrevious = ray.isPrevious; centeredRay.isPrevious = ray.isPrevious;
ray.dragRulerVisitedSpaces = origin.dragRulerVisitedSpaces;
centeredRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces;
if (ray.distance < 10) { if (ray.distance < 10) {
if (label) label.visible = false; if (label) label.visible = false;
continue; continue;
+13 -2
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@@ -1,3 +1,6 @@
import {measureDistances} from "./compatibility.js";
import {getTokenShape} from "./util.js";
function initTrackingFlag(combatant) { function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0}; const initialFlag = {passedWaypoints: [], trackedRound: 0};
let dragRulerFlag = combatant.flags?.dragRuler; let dragRulerFlag = combatant.flags?.dragRuler;
@@ -37,12 +40,20 @@ export async function trackRays(token, rays) {
} }
// Add the passed waypoints to the combatant // Add the passed waypoints to the combatant
const waypoints = combatant.flags.dragRuler.passedWaypoints; const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
const dragRulerFlags = combatant.flags.dragRuler;
const waypoints = dragRulerFlags.passedWaypoints;
for (const ray of rays) { for (const ray of rays) {
// Ignore rays that have the same start and end coordinates // Ignore rays that have the same start and end coordinates
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
if (terrainRulerAvailable) {
measureDistances([{ray}], token, getTokenShape(token), true, {terrainRulerInitialState: dragRulerFlags.rulerState});
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
dragRulerFlags.rulerState = ray.terrainRulerFinalState;
}
waypoints.push(ray.A); waypoints.push(ray.A);
} }
}
await combat.updateEmbeddedEntity("Combatant", {_id: combatant._id, flags: combatant.flags}, {diff: false}); await combat.updateEmbeddedEntity("Combatant", {_id: combatant._id, flags: combatant.flags}, {diff: false});
} }
+1 -1
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@@ -70,7 +70,7 @@ export class DragRulerRuler extends Ruler {
} }
dragRulerAddWaypointHistory(waypoints) { dragRulerAddWaypointHistory(waypoints) {
waypoints = waypoints.map(waypoint => {return {x: waypoint.x, y: waypoint.y, isPrevious: true}}); waypoints.forEach(waypoint => waypoint.isPrevious = true);
this.waypoints = this.waypoints.concat(waypoints); this.waypoints = this.waypoints.concat(waypoints);
for (const waypoint of waypoints) { for (const waypoint of waypoints) {
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle)); this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));