Initial difficult terrain support

This commit is contained in:
Manuel Vögele
2022-03-02 00:23:45 +01:00
parent 26748ee234
commit aec11f9f79
3 changed files with 26 additions and 10 deletions
+18 -6
View File
@@ -1,4 +1,4 @@
import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {getCenterFromGridPositionObj, getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {moveWithoutAnimation, togglePathfinding} from "./keybindings.js";
import {debugGraphics} from "./main.js";
import {settingsKey} from "./settings.js";
@@ -6,6 +6,8 @@ import {getSnapPointForTokenObj, iterPairs} from "./util.js";
import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js";
import {PriorityQueueSet} from "./data_structures.js";
import { buildCostFunction } from "./api.js";
import { measure } from "./foundry_imports.js";
let cachedNodes = undefined;
let cacheElevation;
@@ -74,12 +76,22 @@ function getNode(pos, token, initialize=true) {
// TODO Work with pixels instead of grid locations
if (!stepCollidesWithWall(neighborPos, pos, token)) {
const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE;
const neighbor = getNode(neighborPos, token, false);
let edgeCost;
if (window.terrainRuler) {
// TODO Additional cache for each token shape
// TODO Use the correct token shape
let ray = new Ray(getCenterFromGridPositionObj(neighborPos), getCenterFromGridPositionObj(pos));
let measuredDistance = terrainRuler.measureDistances([{ray}], {costFunction: buildCostFunction(token, [{x: 0, y: 0}])})[0];
edgeCost = Math.round(measuredDistance / canvas.dimensions.distance);
}
else {
const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE;
// Count 5-10-5 diagonals as 1.5 (so two add up to 3) and 5-5-5 diagonals as 1.0001 (to discourage unnecessary diagonals)
// TODO Account for difficult terrain
let edgeCost = isDiagonal ? (use5105 ? 1.5 : 1.0001) : 1;
// Count 5-10-5 diagonals as 1.5 (so two add up to 3) and 5-5-5 diagonals as 1.0001 (to discourage unnecessary diagonals)
// TODO Account for difficult terrain
edgeCost = isDiagonal ? (use5105 ? 1.5 : 1.0001) : 1;
}
const neighbor = getNode(neighborPos, token, false);
node.edges.push({target: neighbor, cost: edgeCost});
}
}