Rename js/ to src/ since the rust component is now gone

This commit is contained in:
Manuel Vögele
2022-09-30 22:04:41 +02:00
parent c21e4c91d6
commit c43b0bfd64
19 changed files with 3 additions and 3 deletions
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import {measureDistances} from "./compatibility.js";
import {getMovementHistory} from "./movement_tracking.js";
import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js";
import {settingsKey} from "./settings.js";
import {getAreaFromPositionAndShape, getTokenShape} from "./util.js";
export const availableSpeedProviders = {};
export let currentSpeedProvider = undefined;
function register(module, type, speedProvider) {
const id = `${type}.${module.id}`;
let providerInstance;
if (speedProvider.prototype instanceof SpeedProvider) {
providerInstance = new speedProvider(id);
} else {
console.warn(
`Drag Ruler | The ${type} '${module.id}' uses the old, deprecated version of the Drag Ruler API. ` +
"That old API will be removed in a future Drag Ruler version. " +
`Please update the ${type} ${module.id} to stay compatible with future Drag Ruler versions.`,
);
speedProvider.id = id;
speedProvider.usesRuler = () => true;
providerInstance = speedProvider;
}
setupProvider(providerInstance);
}
function setupProvider(speedProvider) {
if (speedProvider instanceof SpeedProvider) {
const unreachableColor = {
id: "unreachable",
default: speedProvider.defaultUnreachableColor,
name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name",
};
for (const color of speedProvider.colors.concat([unreachableColor])) {
game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.color.${color.id}`, {
config: false,
scope: "client",
type: Number,
default: color.default,
});
}
for (const setting of speedProvider.settings) {
setting.config = false;
game.settings.register(
settingsKey,
`speedProviders.${speedProvider.id}.setting.${setting.id}`,
setting,
);
}
}
availableSpeedProviders[speedProvider.id] = speedProvider;
game.settings.settings.get("drag-ruler.speedProvider").default = getDefaultSpeedProvider();
updateSpeedProvider();
}
export function getDefaultSpeedProvider() {
const providerIds = Object.keys(availableSpeedProviders);
// Game systems take the highest precedence for the being the default
const gameSystem = providerIds.find(key => key.startsWith("system."));
if (gameSystem) return gameSystem;
// If no game system is registered modules are next up.
// For lack of a method to select the best module we're just falling back to taking the next best module
// settingKeys should always be sorted the same way so this should achive a stable default
const module = providerIds.find(key => key.startsWith("module."));
if (module) return module;
// If neither a game system or a module is found fall back to the native implementation
return providerIds[0];
}
export function updateSpeedProvider() {
// If the configured provider is registered use that one. If not use the default provider
const configuredProvider = game.settings.get("drag-ruler", "speedProvider");
currentSpeedProvider =
availableSpeedProviders[configuredProvider] ??
availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default];
}
export function initApi() {
const genericSpeedProviderInstance = new GenericSpeedProvider("native");
setupProvider(genericSpeedProviderInstance);
}
export function getRangesFromSpeedProvider(token) {
try {
if (currentSpeedProvider instanceof Function) return currentSpeedProvider(token, 0x00ff00);
const ranges = currentSpeedProvider.getRanges(token);
for (const range of ranges) {
range.color = game.settings.get(
settingsKey,
`speedProviders.${currentSpeedProvider.id}.color.${range.color}`,
);
}
return ranges;
} catch (e) {
console.error(e);
return [];
}
}
export function getUnreachableColorFromSpeedProvider() {
if (currentSpeedProvider instanceof Function) return 0xff0000;
try {
return game.settings.get(
settingsKey,
`speedProviders.${currentSpeedProvider.id}.color.unreachable`,
);
} catch (e) {
console.error(e);
return 0xff0000;
}
}
export function getCostFromSpeedProvider(token, area, options) {
try {
if (currentSpeedProvider instanceof Function) {
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area, options);
}
return currentSpeedProvider.getCostForStep(token, area, options);
} catch (e) {
console.error(e);
return 1;
}
}
export function getColorForDistanceAndToken(distance, token, ranges = null) {
if (!ranges) {
ranges = getRangesFromSpeedProvider(token);
}
if (ranges.length === 0) return null;
const currentRange = ranges.reduce(
(minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange;
return minRange;
},
{range: Infinity, color: getUnreachableColorFromSpeedProvider()},
);
return currentRange.color;
}
export function getMovedDistanceFromToken(token) {
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const history = getMovementHistory(token);
const segments = CONFIG.Canvas.rulerClass
.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y})
.map(ray => {
return {ray};
});
const shape = getTokenShape(token);
const distances = measureDistances(segments, token, shape, {
enableTerrainRuler: terrainRulerAvailable,
});
// Sum up the distances
return distances.reduce((acc, val) => acc + val, 0);
}
export function buildCostFunction(token, shape) {
return (x, y, costOptions = {}) =>
getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), costOptions);
}
export function registerModule(moduleId, speedProvider) {
// Check if a module with the given id exists and is currently enabled
const module = game.modules.get(moduleId);
// If it doesn't the calling module did something wrong. Log a warning and ignore this module
if (!module) {
console.warn(
`Drag Ruler | A module tried to register with the id "${moduleId}". However no active module with this id was found.` +
"This api registration call was ignored. " +
"If you are the author of that module please check that the id passed to `registerModule` matches the id in your manifest exactly." +
"If this call was made form a game system instead of a module please use `registerSystem` instead.",
);
return;
}
// Using Drag Ruler's id is not allowed
if (moduleId === "drag-ruler") {
console.warn(
`Drag Ruler | A module tried to register with the id "${moduleId}", which is not allowed. This api registration call was ignored. ` +
"If you're the author of the module please use the id of your own module as it's specified in your manifest to register to this api. " +
"If this call was made form a game system instead of a module please use `registerSystem` instead.",
);
return;
}
register(module, "module", speedProvider);
}
export function registerSystem(systemId, speedProvider) {
const system = game.system;
// If the current system id doesn't match the provided id something went wrong. Log a warning and ignore this module
if (system.id != systemId) {
console.warn(
`Drag Ruler | A system tried to register with the id "${systemId}". However the active system has a different id.` +
"This api registration call was ignored. " +
"If you are the author of that system please check that the id passed to `registerSystem` matches the id in your manifest exactly." +
"If this call was made form a module instead of a game system please use `registerModule` instead.",
);
return;
}
register(system, "system", speedProvider);
}
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import {buildCostFunction} from "./api.js";
import {settingsKey} from "./settings.js";
import {highlightTokenShape} from "./util.js";
export function getHexSizeSupportTokenGridCenter(token) {
const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token);
return {x: token.x + tokenCenterOffset.x, y: token.y + tokenCenterOffset.y};
}
export function highlightMeasurementTerrainRuler(
ray,
startDistance,
tokenShape = [{x: 0, y: 0}],
alpha = 1,
) {
for (const space of ray.terrainRulerVisitedSpaces.reverse()) {
const color = this.dragRulerGetColorForDistance(startDistance + space.distance);
highlightTokenShape.call(this, space, tokenShape, color, alpha);
}
}
export function measureDistances(segments, entity, shape, options = {}) {
const opts = duplicate(options);
if (canvas.grid.diagonalRule === "EUCL") {
opts.ignoreGrid = true;
opts.gridSpaes = false;
}
if (opts.enableTerrainRuler) {
opts.gridSpaces = true;
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
const previousSegments = segments.slice(0, firstNewSegmentIndex);
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 = buildCostFunction(entity, shape);
if (previousSegments.length > 0)
opts.terrainRulerInitialState =
previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
return distances.concat(terrainRuler.measureDistances(newSegments, opts));
} else {
// If another module wants to enable grid measurements but disable grid highlighting,
// manually set the *duplicate* option's gridSpaces value to true for the Foundry logic to work properly
if (!opts.ignoreGrid) {
opts.gridSpaces = true;
}
return canvas.grid.measureDistances(segments, opts);
}
}
export function checkDependencies() {
if (!game.modules.get("socketlib")?.active) {
console.error(
"Drag Ruler | The `socketlib` module isn't enabled, but it's required for Drag Ruler to operate properly.",
);
if (game.user.isGM) {
new Dialog({
title: game.i18n.localize("drag-ruler.dependencies.socketlib.title"),
content: `<h2>${game.i18n.localize(
"drag-ruler.dependencies.socketlib.title",
)}</h2><p>${game.i18n.localize("drag-ruler.dependencies.socketlib.text")}</p>`,
buttons: {
ok: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("drag-ruler.dependencies.ok"),
},
},
}).render(true);
}
} else if (
!game.modules.get("terrain-ruler")?.active &&
game.user.isGM &&
!game.settings.get(settingsKey, "neverShowTerrainRulerHint")
) {
const lastHint = game.settings.get(settingsKey, "lastTerrainRulerHintTime");
if (Date.now() - lastHint > 604800000) {
// One week
let enabledTerrainModule;
if (game.modules.get("enhanced-terrain-layer")?.active) {
enabledTerrainModule = game.modules.get("enhanced-terrain-layer").data.title;
}
if (enabledTerrainModule) {
new Dialog({
title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"),
content: `<h2>${game.i18n.localize(
"drag-ruler.dependencies.terrain-ruler.title",
)}</h2><p>${game.i18n.format("drag-ruler.dependencies.terrain-ruler.text", {
moduleName: enabledTerrainModule,
})}</p>`,
buttons: {
ok: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("drag-ruler.dependencies.ok"),
callback: () =>
game.settings.set(settingsKey, "lastTerrainRulerHintTime", Date.now()),
},
neverShowAgain: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.neverShowAgain"),
callback: () => game.settings.set(settingsKey, "neverShowTerrainRulerHint", true),
},
},
close: () => game.settings.set(settingsKey, "lastTerrainRulerHintTime", Date.now()),
}).render(true);
}
}
}
}
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/**
* A combination queue/set where the elements are ordered (in ascending order, according to the given priority function)
* and unique (according to the given elementMatcher).
*
* If an element is added to the set and an equivalent element already exists, the lower-priority one is discarded.
*/
export class PriorityQueueSet {
constructor(elementMatcher, priorityFunction) {
this.first = null;
this.elementMatcher = elementMatcher;
this.priorityFunction = priorityFunction;
}
pushWithPriority(value) {
const newNode = {value, priority: this.priorityFunction(value), next: null};
// If the queue is currently empty, we can just set this new node as the first and we're done
if (!this.first) {
this.first = newNode;
return;
}
let inserted = false;
let previous;
let current = this.first;
// Loop through the existing elements
while (current) {
if (this.elementMatcher(current.value, value)) {
// We've found an equivalent element before one with a lower priority. This one has at least
// the same priority as the new one, so don't bother inserting
return;
} else if (newNode.priority <= current.priority) {
// We've found some element with lower priority than the new one, so insert the new one just before it
newNode.next = current;
if (previous) {
previous.next = newNode;
} else {
this.first = newNode;
}
inserted = true;
previous = current;
current = current.next;
break;
}
previous = current;
current = current.next;
}
if (inserted) {
// Go through the rest of the list and try to find an equivalent element to the new one.
// We know it has higher priority than the new one, so remove it.
while (current) {
if (this.elementMatcher(current.value, value)) {
if (previous) {
previous.next = current.next;
} else {
this.first = current.next;
}
return;
}
previous = current;
current = current.next;
}
} else {
// We reached the end of the queue without finding a lower-priority or existing element, so
// insert the new one at the end
previous.next = newNode;
}
}
hasNext() {
return !!this.first;
}
pop() {
const first = this.first;
this.first = first?.next;
return first?.value;
}
}
/**
* Queue that will only ever accept elements with a given value once. Elements must have a "value" field, the
* JSON representation of which will be used as the key to match
*/
export class ProcessOnceQueue {
constructor() {
this.first = null;
this.last = null;
this.previouslyQueued = new Set();
}
/**
* Remove everything from the queue and forget all the previously-queued items
*/
reset() {
this.first = null;
this.last = null;
this.previouslyQueued.clear();
}
push(element) {
if (this.previouslyQueued.has(element)) {
return;
}
this.previouslyQueued.add(element);
const newNode = {
value: element,
next: null,
previous: null,
};
if (!this.first) {
this.first = newNode;
this.last = newNode;
} else {
this.last.next = newNode;
newNode.previous = this.last;
this.last = newNode;
}
}
pop() {
const node = this.first;
this.first = node?.next;
if (!node?.next) {
this.last = null;
}
return node?.value;
}
hasNext() {
return !!this.first;
}
}
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// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
export function getPixelsFromGridPosition(xGrid, yGrid) {
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
return canvas.grid.grid.getPixelsFromGridPosition(yGrid, xGrid);
}
return canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid);
}
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
export function getGridPositionFromPixels(xPixel, yPixel) {
const [x, y] = canvas.grid.grid.getGridPositionFromPixels(xPixel, yPixel);
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) return [y, x];
return [x, y];
}
export function getGridPositionFromPixelsObj(o) {
const r = {};
[r.x, r.y] = getGridPositionFromPixels(o.x, o.y);
return r;
}
export function getPixelsFromGridPositionObj(o) {
const r = {};
[r.x, r.y] = getPixelsFromGridPosition(o.x, o.y);
return r;
}
export function getCenterFromGridPositionObj(o) {
const r = getPixelsFromGridPositionObj(o);
[r.x, r.y] = canvas.grid.getCenter(r.x, r.y);
return r;
}
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import {getGridPositionFromPixels} from "./foundry_fixes.js";
import {disableSnap, moveWithoutAnimation} from "./keybindings.js";
import {trackRays} from "./movement_tracking.js";
import {recalculate} from "./socket.js";
import {getSnapPointForToken, highlightTokenShape, sum} from "./util.js";
// This is a modified version of Ruler.moveToken from foundry 0.7.9
export async function moveEntities(draggedEntity, selectedEntities) {
let wasPaused = game.paused;
if (wasPaused && !game.user.isGM) {
ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
return false;
}
if (!this.visible || !this.destination) return false;
if (!draggedEntity) return;
// Wait until all scheduled measurements are done
await this.deferredMeasurementPromise;
// Get the movement rays and check collision along each Ray
// These rays are center-to-center for the purposes of collision checking
const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
if (!game.user.isGM && draggedEntity instanceof Token) {
const hasCollision = selectedEntities.some(token => {
const offset = calculateEntityOffset(token, draggedEntity);
const offsetRays = rays
.filter(ray => !ray.isPrevious)
.map(ray => applyOffsetToRay(ray, offset));
if (window.WallHeight) {
window.WallHeight.addBoundsToRays(offsetRays, draggedEntity);
}
return offsetRays.some(r => canvas.walls.checkCollision(r));
});
if (hasCollision) {
ui.notifications.error(game.i18n.localize("ERROR.TokenCollide"));
this._endMeasurement();
return true;
}
}
// Execute the movement path.
// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
this._state = Ruler.STATES.MOVING;
await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
// Once all animations are complete we can clear the ruler
if (this.draggedEntity?.id === draggedEntity.id) this._endMeasurement();
}
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
const newRays = draggedRays.filter(r => !r.isPrevious);
const entityAnimationData = entities.map(entity => {
const entityOffset = calculateEntityOffset(entity, draggedEntity);
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
// Determine offset relative to the Token top-left.
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
let dx, dy;
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
dx = entity.x - origin[0];
dy = entity.y - origin[1];
} else {
dx = entity.x - origin[0];
dy = entity.y - origin[1];
}
return {entity, rays: offsetRays, dx, dy};
});
const isToken = draggedEntity instanceof Token;
const animate = isToken && !moveWithoutAnimation;
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
this.cancelMovement = false;
for (let i = startWaypoint; i < entityAnimationData[0].rays.length; i++) {
if (!wasPaused && game.paused) break;
const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
const ray = rays[i];
const dest = [ray.B.x, ray.B.y];
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
return {entity, path};
});
const updates = entityPaths.map(({entity, path}) => {
return {x: path.B.x, y: path.B.y, _id: entity.id};
});
await draggedEntity.scene.updateEmbeddedDocuments(
draggedEntity.constructor.embeddedName,
updates,
{animate},
);
if (animate)
await Promise.all(
entityPaths.map(
({entity}) => CanvasAnimation.getAnimation(entity.movementAnimationName)?.promise,
),
);
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
if (this.cancelMovement) {
entityAnimationData.forEach(ead => (ead.rays = ead.rays.slice(0, i + 1)));
break;
}
}
if (isToken)
trackRays(
entities,
entityAnimationData.map(({rays}) => rays),
).then(() => recalculate(entities));
}
function calculateEntityOffset(entityA, entityB) {
return {x: entityA.x - entityB.x, y: entityA.y - entityB.y};
}
function applyOffsetToRay(ray, offset) {
const newRay = new Ray(
{x: ray.A.x + offset.x, y: ray.A.y + offset.y},
{x: ray.B.x + offset.x, y: ray.B.y + offset.y},
);
newRay.isPrevious = ray.isPrevious;
return newRay;
}
// This is a modified version of Ruler._onMouseMove from foundry 0.7.9
export function onMouseMove(event) {
if (this._state === Ruler.STATES.MOVING) return;
// Extract event data
const destination = {
x: event.data.destination.x + this.rulerOffset.x,
y: event.data.destination.y + this.rulerOffset.y,
};
// Hide any existing Token HUD
canvas.hud.token.clear();
delete event.data.hudState;
// Draw measurement updates
scheduleMeasurement.call(this, destination, event);
}
function scheduleMeasurement(destination, event) {
const measurementInterval = 50;
const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent;
if (Date.now() - mt > measurementInterval) {
this.measure(destination, {snap: !disableSnap});
event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING;
cancelScheduledMeasurement.call(this);
} else {
this.deferredMeasurementData = {destination, event};
if (!this.deferredMeasurementTimeout) {
this.deferredMeasurementPromise = new Promise(
(resolve, reject) => (this.deferredMeasurementResolve = resolve),
);
this.deferredMeasurementTimeout = window.setTimeout(
() =>
scheduleMeasurement.call(
this,
this.deferredMeasurementData.destination,
this.deferredMeasurementData.event,
),
measurementInterval,
);
}
}
}
export function cancelScheduledMeasurement() {
window.clearTimeout(this.deferredMeasurementTimeout);
this.deferredMeasurementTimeout = undefined;
this.deferredMeasurementResolve?.();
}
export function highlightMeasurementNative(
ray,
previousSegments,
tokenShape = [{x: 0, y: 0}],
alpha = 1,
) {
const spacer = canvas.scene.gridType === CONST.GRID_TYPES.SQUARE ? 1.41 : 1;
const nMax = Math.max(
Math.floor(ray.distance / (spacer * Math.min(canvas.grid.w, canvas.grid.h))),
1,
);
const tMax = Array.fromRange(nMax + 1).map(t => t / nMax);
// Track prior position
let prior = null;
// Iterate over ray portions
for (let [i, t] of tMax.reverse().entries()) {
let {x, y} = ray.project(t);
// Get grid position
let [x0, y0] = i === 0 ? [null, null] : prior;
let [x1, y1] = canvas.grid.grid.getGridPositionFromPixels(x, y);
if (x0 === x1 && y0 === y1) continue;
// Highlight the grid position
let [xgtl, ygtl] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
let [xg, yg] = canvas.grid.grid.getCenter(xgtl, ygtl);
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xg, y: yg})}]);
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
const color = this.dragRulerGetColorForDistance(distance);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
prior = [x1, y1];
// If the positions are not neighbors, also highlight their halfway point
if (i > 0 && !canvas.grid.isNeighbor(x0, y0, x1, y1)) {
let th = tMax[i - 1] - 0.5 / nMax;
let {x, y} = ray.project(th);
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
let [xghtl, yghtl] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
let [xgh, ygh] = canvas.grid.grid.getCenter(xghtl, yghtl);
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xgh, y: ygh})}]);
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
const color = this.dragRulerGetColorForDistance(distance);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
}
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
}
}
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export class Line {
constructor(m, b) {
this.m = m;
this.b = b;
}
static fromPoints(p1, p2) {
// Bring line into y=mx+b form
const m = (p1.y - p2.y) / (p1.x - p2.x);
const b = p1.y - m * p1.x;
return new Line(m, b);
}
get isVertical() {
return !isFinite(this.m);
}
calcY(x) {
return this.m * x + this.b;
}
}
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/**
* Functions taken directly from the hex-size-support module (https://github.com/Ourobor/Hex-Size-Support/releases/tag/1.1.0).
* Unless otherwise stated, these functions are taken as-is.
*/
/**
* Altered version of this function.
* - Instead of taking a token as a parameter to retrieve the altOrientationFlag, receive the flag value directly
* - Instead of taking a grid parameter, get the grid value from the globas canvas
*/
export function findVertexSnapPoint(x, y, altOrientationFlag) {
const grid = canvas.grid.grid;
if (grid.columns) {
return findSnapPointCols(x, y, grid.h, grid.w, altOrientationFlag);
} else {
return findSnapPointRows(x, y, grid.h, grid.w, altOrientationFlag);
}
}
function findSnapPointRows(x, y, h, w, alt) {
let xOffset = 0.0;
if (canvas.grid.grid.even) {
xOffset = -0.5;
}
let yOffset1 = 0.75;
let yOffset2 = 0.0;
if (alt) {
yOffset1 = 0.25;
yOffset2 = 1.0;
}
let row1 = calculateSnapPointsRows(x, y, h, w, 0.5 + xOffset, yOffset1);
let row2 = calculateSnapPointsRows(x, y, h, w, 1.0 + xOffset, yOffset2);
let dist1 = Math.pow(row1.x - x, 2) + Math.pow(row1.y - y, 2);
let dist2 = Math.pow(row2.x - x, 2) + Math.pow(row2.y - y, 2);
if (dist1 < dist2) {
return row1;
} else {
return row2;
}
}
function calculateSnapPointsRows(x, y, h, w, xOff, yOff) {
let c = Math.floor((x + (0.5 - xOff) * w) / w + 1);
let r = Math.floor((y + (0.75 - yOff) * h) / (1.5 * h) + 1);
let snapX = c * w - (1 - xOff) * w;
let snapY = r * h * 1.5 - (1.5 - yOff) * h;
return {x: snapX, y: snapY};
}
function findSnapPointCols(x, y, h, w, alt) {
let yOffset = 0.0;
if (canvas.grid.grid.even) {
yOffset = -0.5;
}
let xOffset1 = 0.25;
let xOffset2 = 1.0;
if (alt) {
xOffset1 = 0.75;
xOffset2 = 0.0;
}
let row1 = calculateSnapPointsCols(x, y, h, w, xOffset1, 0.5 + yOffset);
let row2 = calculateSnapPointsCols(x, y, h, w, xOffset2, 1.0 + yOffset);
let dist1 = Math.pow(row1.x - x, 2) + Math.pow(row1.y - y, 2);
let dist2 = Math.pow(row2.x - x, 2) + Math.pow(row2.y - y, 2);
if (dist1 < dist2) {
return row1;
} else {
return row2;
}
}
function calculateSnapPointsCols(x, y, h, w, xOff, yOff) {
let c = Math.floor((x + (0.75 - xOff) * w) / (1.5 * w) + 1);
let r = Math.floor((y + (0.5 - yOff) * h) / h + 1);
let snapX = c * w * 1.5 - (1.5 - xOff) * w;
let snapY = r * h - (1 - yOff) * h;
return {x: snapX, y: snapY};
}
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import {settingsKey} from "./settings.js";
import {getMeasurePosition, setSnapParameterOnOptions} from "./util.js";
// Indicates whether the user is currently pressing the button to disable snapping
export let disableSnap = false;
// Indicates whether the user is currently pressing the button to disable the movement animation
export let moveWithoutAnimation = false;
// Indicates whether the user is pressing the pathfinding toggle button
export let togglePathfinding = false;
export function registerKeybindings() {
game.keybindings.register(settingsKey, "cancelDrag", {
name: "drag-ruler.keybindings.cancelDrag",
onDown: cancelDrag,
uneditable: [
{
key: "Escape",
},
],
precedence: -1,
});
game.keybindings.register(settingsKey, "createWaypoint", {
name: "drag-ruler.keybindings.createWaypoint",
onDown: handleCreateWaypoint,
editable: [
{
key: "Space",
},
],
precedence: -1,
});
game.keybindings.register(settingsKey, "deleteWaypoint", {
name: "drag-ruler.keybindings.deleteWaypoint",
onDown: handleDeleteWaypoint,
precedence: -1,
});
game.keybindings.register(settingsKey, "disableSnap", {
name: "drag-ruler.keybindings.disableSnap.name",
hint: "drag-ruler.keybindings.disableSnap.hint",
onDown: handleDisableSnap,
onUp: handleDisableSnap,
editable: [
{
key: "ShiftLeft",
},
],
precedence: -1,
});
game.keybindings.register(settingsKey, "moveWithoutAnimation", {
name: "drag-ruler.keybindings.moveWithoutAnimation.name",
hint: "drag-ruler.keybindings.moveWithoutAnimation.hint",
onDown: handleMoveWithoutAnimation,
onUp: handleMoveWithoutAnimation,
editable: [
{
key: "AltLeft",
},
],
precedence: -1,
});
if (game.modules.get("routinglib")?.active) {
game.keybindings.register(settingsKey, "togglePathfinding", {
name: "drag-ruler.keybindings.togglePathfinding.name",
hint: "drag-ruler.keybindings.togglePathfinding.hint",
onDown: handleTogglePathfinding,
onUp: handleTogglePathfinding,
precedence: -1,
restricted: !game.settings.get(settingsKey, "allowPathfinding"),
});
}
}
function handleDeleteWaypoint() {
const ruler = canvas.controls.ruler;
if (!ruler?.draggedEntity) return false;
ruler.dragRulerDeleteWaypoint();
return true;
}
function handleCreateWaypoint() {
const ruler = canvas.controls.ruler;
// .draggedEntity is used here because .isDragRuler only returns true once the ruler started measuring
// Ruler can end up being undefined here if no canvas is active
if (!ruler?.draggedEntity) return false;
let options = {};
setSnapParameterOnOptions(ruler, options);
if (ruler._state === Ruler.STATES.INACTIVE) {
ruler.dragRulerStart(options);
} else {
ruler.dragRulerAddWaypoint(getMeasurePosition(), options);
}
return true;
}
function cancelDrag() {
const ruler = canvas.controls.ruler;
if (!ruler?.draggedEntity) return false;
ruler.dragRulerAbortDrag();
return true;
}
function handleDisableSnap(event) {
disableSnap = !event.up;
const ruler = canvas.controls.ruler;
if (!ruler?.isDragRuler) return false;
if (ruler._state !== Ruler.STATES.MEASURING) return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
ruler.dragRulerSendState();
return false;
}
function handleMoveWithoutAnimation(event) {
moveWithoutAnimation = !event.up;
const ruler = canvas.controls.ruler;
if (!ruler?.isDragRuler) return false;
if (ruler._state !== Ruler.STATES.MEASURING) return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
ruler.dragRulerSendState();
return false;
}
function handleTogglePathfinding(event) {
togglePathfinding = !event.up;
const ruler = canvas.controls.ruler;
if (!ruler?.isDragRuler) return false;
if (ruler._state !== Ruler.STATES.MEASURING) return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
ruler.dragRulerSendState();
return false;
}
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// SPDX-License-Identifier: MIT
// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
"use strict";
// A shim for the libWrapper library
export let libWrapper = undefined;
export const VERSIONS = [1, 11, 0];
export const TGT_SPLIT_RE = new RegExp(
"([^.[]+|\\[('([^'\\\\]|\\\\.)+?'|\"([^\"\\\\]|\\\\.)+?\")\\])",
"g",
);
export const TGT_CLEANUP_RE = new RegExp("(^\\['|'\\]$|^\\[\"|\"\\]$)", "g");
// Main shim code
Hooks.once("init", () => {
// Check if the real module is already loaded - if so, use it
if (globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
libWrapper = globalThis.libWrapper;
return;
}
// Fallback implementation
libWrapper = class {
static get is_fallback() {
return true;
}
static get WRAPPER() {
return "WRAPPER";
}
static get MIXED() {
return "MIXED";
}
static get OVERRIDE() {
return "OVERRIDE";
}
static register(package_id, target, fn, type = "MIXED", {chain = undefined} = {}) {
const is_setter = target.endsWith("#set");
target = !is_setter ? target : target.slice(0, -4);
const split = target
.match(TGT_SPLIT_RE)
.map(x => x.replace(/\\(.)/g, "$1").replace(TGT_CLEANUP_RE, ""));
const root_nm = split.splice(0, 1)[0];
let obj, fn_name;
if (split.length == 0) {
obj = globalThis;
fn_name = root_nm;
} else {
const _eval = eval;
fn_name = split.pop();
obj = split.reduce((x, y) => x[y], globalThis[root_nm] ?? _eval(root_nm));
}
let iObj = obj;
let descriptor = null;
while (iObj) {
descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
if (descriptor) break;
iObj = Object.getPrototypeOf(iObj);
}
if (!descriptor || descriptor?.configurable === false)
throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
let original = null;
const wrapper =
chain ?? (type.toUpperCase?.() != "OVERRIDE" && type != 3)
? function () {
return fn.call(this, original.bind(this), ...arguments);
}
: function () {
return fn.apply(this, arguments);
};
if (!is_setter) {
if (descriptor.value) {
original = descriptor.value;
descriptor.value = wrapper;
} else {
original = descriptor.get;
descriptor.get = wrapper;
}
} else {
if (!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
original = descriptor.set;
descriptor.set = wrapper;
}
descriptor.configurable = true;
Object.defineProperty(obj, fn_name, descriptor);
}
};
});
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"use strict";
import {
getColorForDistanceAndToken,
getMovedDistanceFromToken,
getRangesFromSpeedProvider,
initApi,
registerModule,
registerSystem,
} from "./api.js";
import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibility.js";
import {moveEntities, onMouseMove} from "./foundry_imports.js";
import {disableSnap, registerKeybindings} from "./keybindings.js";
import {libWrapper} from "./libwrapper_shim.js";
import {performMigrations} from "./migration.js";
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {extendRuler} from "./ruler.js";
import {registerSettings, RightClickAction, settingsKey} from "./settings.js";
import {recalculate} from "./socket.js";
import {SpeedProvider} from "./speed_provider.js";
import {setSnapParameterOnOptions} from "./util.js";
CONFIG.debug.dragRuler = false;
export let debugGraphics = undefined;
Hooks.once("init", () => {
registerSettings();
registerKeybindings();
initApi();
hookDragHandlers(Token);
hookDragHandlers(MeasuredTemplate);
libWrapper.register(
"drag-ruler",
"TokenLayer.prototype.undoHistory",
tokenLayerUndoHistory,
"WRAPPER",
);
extendRuler();
window.dragRuler = {
getColorForDistanceAndToken,
getMovedDistanceFromToken,
registerModule,
registerSystem,
recalculate,
resetMovementHistory,
};
});
Hooks.once("ready", () => {
performMigrations();
checkDependencies();
Hooks.callAll("dragRuler.ready", SpeedProvider);
if (CONFIG.debug.dragRuler) debugGraphics = canvas.controls.addChild(new PIXI.Container());
});
Hooks.on("canvasReady", () => {
canvas.controls.rulers.children.forEach(ruler => {
ruler.draggedEntity = null;
Object.defineProperty(ruler, "isDragRuler", {
get: function isDragRuler() {
return Boolean(this.draggedEntity) && this._state !== Ruler.STATES.INACTIVE;
},
});
});
});
Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
const entry = {
name: "drag-ruler.resetMovementHistory",
icon: '<i class="fas fa-undo-alt"></i>',
callback: li => resetMovementHistory(ui.combat.viewed, li.data("combatant-id")),
};
menu.splice(1, 0, entry);
});
function forwardIfUnahndled(newFn) {
return function (oldFn, ...args) {
const eventHandled = newFn(...args);
if (!eventHandled) oldFn(...args);
};
}
function hookDragHandlers(entityType) {
const entityName = entityType.name;
libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftStart`,
onEntityLeftDragStart,
"WRAPPER",
);
if (entityType === Token)
libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftMove`,
onEntityLeftDragMoveSnap,
"WRAPPER",
);
else
libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftMove`,
onEntityLeftDragMove,
"WRAPPER",
);
libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftDrop`,
forwardIfUnahndled(onEntityDragLeftDrop),
"MIXED",
);
libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftCancel`,
forwardIfUnahndled(onEntityDragLeftCancel),
"MIXED",
);
}
async function tokenLayerUndoHistory(wrapped) {
const historyEntry = this.history[this.history.length - 1];
const returnValue = await wrapped();
if (historyEntry.type === "update") {
for (const entry of historyEntry.data) {
const token = canvas.tokens.get(entry._id);
removeLastHistoryEntryIfAt(token, entry.x, entry.y);
}
}
return returnValue;
}
function onEntityLeftDragStart(wrapped, event) {
wrapped(event);
const isToken = this instanceof Token;
const ruler = canvas.controls.ruler;
ruler.draggedEntity = this;
let entityCenter;
if (
isToken &&
canvas.grid.isHex &&
game.modules.get("hex-size-support")?.active &&
CONFIG.hexSizeSupport.getAltSnappingFlag(this)
)
entityCenter = getHexSizeSupportTokenGridCenter(this);
else entityCenter = this.center;
ruler.rulerOffset = {
x: entityCenter.x - event.data.origin.x,
y: entityCenter.y - event.data.origin.y,
};
if (game.settings.get(settingsKey, "autoStartMeasurement")) {
let options = {};
setSnapParameterOnOptions(ruler, options);
ruler.dragRulerStart(options, false);
}
}
function onEntityLeftDragMoveSnap(wrapped, event) {
applyGridlessSnapping.call(this, event);
onEntityLeftDragMove.call(this, wrapped, event);
}
function onEntityLeftDragMove(wrapped, event) {
wrapped(event);
const ruler = canvas.controls.ruler;
if (ruler.isDragRuler) onMouseMove.call(ruler, event);
}
function onEntityDragLeftDrop(event) {
const ruler = canvas.controls.ruler;
if (!ruler.isDragRuler) {
ruler.draggedEntity = undefined;
return false;
}
// When we're dragging a measured template no token will ever be selected,
// resulting in only the dragged template to be moved as would be expected
const selectedTokens = canvas.tokens.controlled;
// This can happen if the user presses ESC during drag (maybe there are other ways too)
if (selectedTokens.length === 0) selectedTokens.push(ruler.draggedEntity);
// This can happen if the ruler is being dragged so rapidly that the drag move handler hasn't been called before dropping
if (ruler._state === Ruler.STATES.STARTING) onMouseMove.call(ruler, event);
ruler._state = Ruler.STATES.MOVING;
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
return true;
}
function onEntityDragLeftCancel(event) {
// This function is invoked by right clicking
const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING) return false;
const rightClickAction = game.settings.get(settingsKey, "rightClickAction");
let options = {};
setSnapParameterOnOptions(ruler, options);
if (ruler._state === Ruler.STATES.INACTIVE) {
if (rightClickAction !== RightClickAction.CREATE_WAYPOINT) return false;
ruler.dragRulerStart(options);
event.preventDefault();
} else if (ruler._state === Ruler.STATES.MEASURING) {
switch (rightClickAction) {
case RightClickAction.CREATE_WAYPOINT:
event.preventDefault();
ruler.dragRulerAddWaypoint(ruler.destination, options);
break;
case RightClickAction.DELETE_WAYPOINT:
ruler.dragRulerDeleteWaypoint(event, options);
break;
case RightClickAction.ABORT_DRAG:
ruler.dragRulerAbortDrag();
break;
}
}
return true;
}
function applyGridlessSnapping(event) {
const ruler = canvas.controls.ruler;
if (!game.settings.get(settingsKey, "useGridlessRaster")) return;
if (!ruler.isDragRuler) return;
if (disableSnap) return;
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) return;
const rasterWidth = 35 / canvas.stage.scale.x;
const tokenX = event.data.destination.x;
const tokenY = event.data.destination.y;
const destination = {x: tokenX + ruler.rulerOffset.x, y: tokenY + ruler.rulerOffset.y};
const ranges = getRangesFromSpeedProvider(ruler.draggedEntity);
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
if (terrainRulerAvailable) {
const segments = ruler.constructor
.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination)
.map(ray => {
return {ray};
});
const pinpointDistances = new Map();
for (const range of ranges) {
pinpointDistances.set(range.range, null);
}
terrainRuler.measureDistances(segments, {pinpointDistances});
const targetDistance = Array.from(pinpointDistances.entries())
.filter(([_key, val]) => val)
.reduce((value, current) => (value[0] > current[0] ? value : current), [0, null]);
const rasterLocation = targetDistance[1];
if (rasterLocation) {
const deltaX = destination.x - rasterLocation.x;
const deltaY = destination.y - rasterLocation.y;
const rasterDistance = Math.hypot(deltaX, deltaY);
if (rasterDistance < rasterWidth) {
event.data.destination.x = rasterLocation.x - ruler.rulerOffset.x;
event.data.destination.y = rasterLocation.y - ruler.rulerOffset.y;
}
}
} else {
let waypointDistance = 0;
let origin = event.data.origin;
if (ruler.waypoints.length > 1) {
const segments = ruler.constructor
.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination)
.map(ray => {
return {ray};
});
origin = segments.pop().ray.A;
waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y};
}
const deltaX = tokenX - origin.x;
const deltaY = tokenY - origin.y;
const distance = Math.hypot(deltaX, deltaY);
// targetRange will be the largest range that's still smaller than distance
let targetDistance = ranges
.map(range => range.range)
.map(range => range - waypointDistance)
.map(range => (range * canvas.dimensions.size) / canvas.dimensions.distance)
.filter(range => range < distance)
.reduce((a, b) => Math.max(a, b), 0);
if (targetDistance) {
if (distance < targetDistance + rasterWidth) {
event.data.destination.x = origin.x + (deltaX * targetDistance) / distance;
event.data.destination.y = origin.y + (deltaY * targetDistance) / distance;
}
}
}
}
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import {RightClickAction, settingsKey} from "./settings.js";
const currentDataVersion = "1.10.0";
export async function performMigrations() {
if (game.user.isGM) await performWorldMigraionts();
await performClientMigrations();
}
async function performWorldMigraionts() {
let dataVersion = game.settings.get(settingsKey, "dataVersion");
if (dataVersion === currentDataVersion) return;
if (dataVersion === "fresh install") {
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
return;
}
if (dataVersion === "1.3.0") {
dataVersion = "1.10.0";
}
game.settings.set(settingsKey, "dataVersion", dataVersion);
}
async function performClientMigrations() {
let dataVersion = game.settings.get(settingsKey, "clientDataVersion");
if (dataVersion === "fresh install") {
// Start of migration from unnamed version (< 1.10.0). TODO Remove in a future version
const swapSpacebarRightClick = game.settings.storage
.get("client")
.getItem(`${settingsKey}.swapSpacebarRightClick`);
if (swapSpacebarRightClick) {
game.settings.set(settingsKey, "rightClickAction", RightClickAction.CREATE_WAYPOINT);
await game.keybindings.set(settingsKey, "createWaypoint", []);
await game.keybindings.set(settingsKey, "deleteWaypoint", [{key: "Space"}]);
}
// End of migration from unnamed version
game.settings.set(settingsKey, "clientDataVersion", currentDataVersion);
}
}
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import {measureDistances} from "./compatibility.js";
import {recalculate, updateCombatantDragRulerFlags} from "./socket.js";
import {getTokenShape, isClose, zip} from "./util.js";
function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0};
let dragRulerFlag = combatant.data.flags.dragRuler;
if (dragRulerFlag) {
if (isNaN(dragRulerFlag.trackedRound)) {
mergeObject(dragRulerFlag, initialFlag);
}
} else {
combatant.data.flags.dragRuler = initialFlag;
}
}
function getInitializedCombatant(token, combat) {
const combatant = combat.getCombatantByToken(token.id);
if (!combatant) return undefined;
initTrackingFlag(combatant);
return combatant;
}
export async function trackRays(tokens, tokenRays) {
const combat = game.combat;
if (!combat) return;
if (!combat.started) return;
if (!(tokens instanceof Array)) {
tokens = [tokens];
tokenRays = [tokenRays];
}
const updates = Array.from(zip(tokens, tokenRays))
.map(([token, rays]) => calculateUpdate(combat, token, rays))
.filter(Boolean);
await updateCombatantDragRulerFlags(combat, updates);
}
function calculateUpdate(combat, token, rays) {
const combatant = getInitializedCombatant(token, combat);
if (!combatant) return;
// Check if we have entered a new round. If so, remove the currently stored path
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;
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
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
if (terrainRulerAvailable) {
measureDistances([{ray}], token, getTokenShape(token), {
terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState,
enableTerrainRuler: terrainRulerAvailable,
});
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
ray.A.dragRulerFinalState = ray.terrainRulerFinalState;
}
waypoints.push(ray.A);
}
}
return {_id: combatant.id, dragRulerFlags};
}
export function getMovementHistory(token) {
const combat = game.combat;
if (!combat) return [];
const combatant = combat.getCombatantByToken(token.id);
if (!combatant) return [];
const dragRulerFlags = combatant.flags.dragRuler;
if (!dragRulerFlags) return [];
if (combat.round > dragRulerFlags.trackedRound) return [];
return dragRulerFlags.passedWaypoints ?? [];
}
export async function removeLastHistoryEntryIfAt(token, x, y) {
const history = getMovementHistory(token);
if (history.length === 0) return;
const entry = history[history.length - 1];
if (!isClose(x + token.w / 2, entry.x, 0.1) || !isClose(y + token.h / 2, entry.y, 0.1)) {
return;
}
history.pop();
const combat = game.combat;
const combatant = combat.getCombatantByToken(token.id);
await updateCombatantDragRulerFlags(combat, [
{_id: combatant.id, dragRulerFlags: combatant.data.flags.dragRuler},
]);
}
export async function resetMovementHistory(combat, combatantId) {
const combatant = combat.combatants.get(combatantId);
const dragRulerFlags = combatant.data.flags.dragRuler;
if (!dragRulerFlags) return;
dragRulerFlags.passedWaypoints = null;
dragRulerFlags.trackedRound = null;
dragRulerFlags.rulerState = null;
await updateCombatantDragRulerFlags(combat, [{_id: combatantId, dragRulerFlags}]);
recalculate();
}
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import {
currentSpeedProvider,
getColorForDistanceAndToken,
getRangesFromSpeedProvider,
} from "./api.js";
import {
getHexSizeSupportTokenGridCenter,
highlightMeasurementTerrainRuler,
measureDistances,
} from "./compatibility.js";
import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {cancelScheduledMeasurement, highlightMeasurementNative} from "./foundry_imports.js";
import {disableSnap} from "./keybindings.js";
import {getMovementHistory} from "./movement_tracking.js";
import {settingsKey} from "./settings.js";
import {
applyTokenSizeOffset,
getSnapPointForEntity,
getSnapPointForTokenObj,
getTokenShape,
isPathfindingEnabled,
} from "./util.js";
export function extendRuler() {
class DragRulerRuler extends CONFIG.Canvas.rulerClass {
// Functions below are overridden versions of functions in Ruler
constructor(user, {color = null} = {}) {
super(user, {color});
this.previousWaypoints = [];
this.previousLabels = this.addChild(new PIXI.Container());
}
clear() {
super.clear();
this.previousWaypoints = [];
this.previousLabels.removeChildren().forEach(c => c.destroy());
this.dragRulerRanges = undefined;
cancelScheduledMeasurement.call(this);
}
async moveToken(event) {
// Disable moveToken if Drag Ruler is active
if (!this.isDragRuler) return await super.moveToken(event);
}
toJSON() {
const json = super.toJSON();
if (this.draggedEntity) {
const isToken = this.draggedEntity instanceof Token;
json.draggedEntityIsToken = isToken;
json.draggedEntity = this.draggedEntity.id;
json.waypoints = json.waypoints.map(old => {
let w = duplicate(old);
w.isPathfinding = undefined;
return w;
});
}
return json;
}
update(data) {
// Don't show a GMs drag ruler to non GM players
if (
data.draggedEntity &&
this.user.isGM &&
!game.user.isGM &&
!game.settings.get(settingsKey, "showGMRulerToPlayers")
)
return;
if (data.draggedEntity) {
if (data.draggedEntityIsToken) this.draggedEntity = canvas.tokens.get(data.draggedEntity);
else this.draggedEntity = canvas.templates.get(data.draggedEntity);
} else {
this.draggedEntity = undefined;
}
super.update(data);
}
measure(destination, options = {}) {
if (!this.isDragRuler) {
return super.measure(destination, options);
}
if (options.gridSpaces === undefined) {
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
}
this.dragRulerGridSpaces = options.gridSpaces;
const isToken = this.draggedEntity instanceof Token;
if (isToken && !this.draggedEntity.isVisible) {
return [];
}
if (canvas.grid.diagonalRule === "EUCL") {
options.gridSpaces = false;
options.ignoreGrid = true;
}
if (options.ignoreGrid === undefined) {
options.ignoreGrid = false;
}
this.dragRulerIgnoreGrid = options.ignoreGrid;
// If this is the ruler of a remote user take the waypoints as they were transmitted and don't apply any additional snapping to them
if (this.user !== game.user) {
options.snap = false;
}
this.dragRulerSnap = options.snap ?? !disableSnap;
this.dragRulerEnableTerrainRuler = isToken && window.terrainRuler;
// Compute the measurement destination, segments, and distance
const d = this._getMeasurementDestination(destination);
if (d.x === this.destination.x && d.y === this.destination.y) return;
this.destination = d;
// TODO Cancel running pathfinding operations
// TODO Check if we can reuse the old path
this.dragRulerRemovePathfindingWaypoints();
if (isToken && isPathfindingEnabled.call(this)) {
// TODO Show a busy indicator
const from = getGridPositionFromPixelsObj(this.waypoints[this.waypoints.length - 1]);
const to = getGridPositionFromPixelsObj(destination);
return routinglib
.calculatePath(from, to, {token: this.draggedEntity})
.then(result => this.addPathToWaypoints(result.path))
.then(() => this.performPostPathfindingActions(options));
}
return this.performPostPathfindingActions(options);
}
addPathToWaypoints(path) {
path = path.map(point =>
getSnapPointForTokenObj(getPixelsFromGridPositionObj(point), this.draggedEntity),
);
// If the token is snapped to the grid, the first point of the path is already handled by the ruler
if (
path[0].x === this.waypoints[this.waypoints.length - 1].x &&
path[0].y === this.waypoints[this.waypoints.length - 1].y
) {
path = path.slice(1);
}
// If snapping is enabled, the last point of the path is already handled by the ruler
if (this.dragRulerSnap) {
path = path.slice(0, path.length - 1);
}
for (const point of path) {
point.isPathfinding = true;
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
this.waypoints = this.waypoints.concat(path);
}
performPostPathfindingActions(options) {
// TODO Clear pathfinding busy indicator
this.segments = this._getMeasurementSegments();
this._computeDistance(options.gridSpaces);
// Draw the ruler graphic
this.ruler.clear();
this._drawMeasuredPath();
// Draw grid highlight
this.highlightLayer.clear();
const isToken = this.draggedEntity instanceof Token;
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && this.dragRulerGridSpaces) {
const shape = getTokenShape(this.draggedEntity);
if (!this.dragRulerEnableTerrainRuler) {
for (const [i, segment] of [...this.segments].reverse().entries()) {
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
const previousSegments = this.segments.slice(0, this.segments.length - 1 - i);
highlightMeasurementNative.call(
this,
segment.ray,
previousSegments,
shape,
opacityMultiplier,
);
}
} else {
for (const segment of [...this.segments].reverse()) {
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
highlightMeasurementTerrainRuler.call(
this,
segment.ray,
segment.startDistance,
shape,
opacityMultiplier,
);
}
}
}
return this.segments;
}
_getMeasurementDestination(destination) {
if (this.isDragRuler) {
if (this.dragRulerSnap) {
return getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
} else {
return destination;
}
} else {
return super._getMeasurementDestination(destination);
}
}
_getMeasurementSegments() {
if (this.isDragRuler) {
const unsnappedWaypoints = this.waypoints.concat([this.destination]);
const waypoints =
this.draggedEntity instanceof Token
? applyTokenSizeOffset(unsnappedWaypoints, this.draggedEntity)
: duplicate(unsnappedWaypoints);
const unsnappedSegments = [];
const segments = [];
for (const [i, p1] of waypoints.entries()) {
if (i === 0) continue;
const unsnappedP1 = unsnappedWaypoints[i];
const p0 = waypoints[i - 1];
const unsnappedP0 = unsnappedWaypoints[i - 1];
const label = this.labels.children[i - 1];
const ray = new Ray(p0, p1);
const unsnappedRay = new Ray(unsnappedP0, unsnappedP1);
ray.isPrevious = Boolean(unsnappedP0.isPrevious);
unsnappedRay.isPrevious = ray.isPrevious;
ray.dragRulerVisitedSpaces = unsnappedP0.dragRulerVisitedSpaces;
unsnappedRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces;
ray.dragRulerFinalState = unsnappedP0.dragRulerFinalState;
unsnappedRay.dragRulerFinalState = ray.dragRulerFinalState;
if (ray.distance < 10) {
if (label) label.visible = false;
continue;
}
segments.push({ray, label});
unsnappedSegments.push({ray: unsnappedRay, label});
}
this.dragRulerUnsnappedSegments = unsnappedSegments;
return segments;
} else {
return super._getMeasurementSegments();
}
}
_computeDistance(gridSpaces) {
if (!this.isDragRuler) {
return super._computeDistance(gridSpaces);
}
if (!this.dragRulerEnableTerrainRuler) {
if (!this.dragRulerIgnoreGrid) {
gridSpaces = true;
}
super._computeDistance(gridSpaces);
} else {
const shape = this.draggedEntity ? getTokenShape(this.draggedEntity) : null;
const options = {
ignoreGrid: this.dragRulerIgnoreGrid,
gridSpaces,
enableTerrainRuler: this.dragRulerEnableTerrainRuler,
};
const distances = measureDistances(this.segments, this.draggedEntity, shape, options);
let totalDistance = 0;
for (const [i, d] of distances.entries()) {
let s = this.segments[i];
s.startDistance = totalDistance;
totalDistance += d;
s.last = i === this.segments.length - 1;
s.distance = d;
s.text = this._getSegmentLabel(s, totalDistance);
}
}
for (const [i, segment] of this.segments.entries()) {
const unsnappedSegment = this.dragRulerUnsnappedSegments[i];
unsnappedSegment.startDistance = segment.startDistance;
unsnappedSegment.last = segment.last;
unsnappedSegment.distance = segment.distance;
unsnappedSegment.text = segment.text;
}
}
_drawMeasuredPath() {
if (!this.isDragRuler) {
return super._drawMeasuredPath();
}
let rulerColor = this.color;
if (!this.dragRulerGridSpaces || canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
const totalDistance = this.segments.reduce((total, current) => total + current.distance, 0);
rulerColor = this.dragRulerGetColorForDistance(totalDistance);
}
const r = this.ruler.beginFill(rulerColor, 0.25);
for (const segment of this.dragRulerUnsnappedSegments) {
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
const {ray, distance, label, text, last} = segment;
if (distance === 0) continue;
// Draw Line
r.moveTo(ray.A.x, ray.A.y)
.lineStyle(6, 0x000000, 0.5 * opacityMultiplier)
.lineTo(ray.B.x, ray.B.y)
.lineStyle(4, rulerColor, 0.25 * opacityMultiplier)
.moveTo(ray.A.x, ray.A.y)
.lineTo(ray.B.x, ray.B.y);
// Draw Waypoints
r.lineStyle(2, 0x000000, 0.5).drawCircle(ray.A.x, ray.A.y, 8);
if (last) r.drawCircle(ray.B.x, ray.B.y, 8);
// Draw Label
if (label) {
label.text = text;
label.alpha = last ? 1.0 : 0.5;
label.visible = true;
let labelPosition = ray.project((ray.distance + 50) / ray.distance);
label.position.set(labelPosition.x, labelPosition.y);
}
}
r.endFill();
}
_endMeasurement() {
super._endMeasurement();
this.draggedEntity = null;
}
// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
dragRulerAddWaypoint(point, options = {}) {
options.snap = options.snap ?? true;
if (options.snap) {
point = getSnapPointForEntity(point.x, point.y, this.draggedEntity);
}
this.waypoints.push(new PIXI.Point(point.x, point.y));
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
this.waypoints
.filter(waypoint => waypoint.isPathfinding)
.forEach(waypoint => (waypoint.isPathfinding = false));
}
dragRulerAddWaypointHistory(waypoints) {
waypoints.forEach(waypoint => (waypoint.isPrevious = true));
this.waypoints = this.waypoints.concat(waypoints);
for (const waypoint of waypoints) {
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
}
dragRulerClearWaypoints() {
this.waypoints = [];
this.labels.removeChildren().forEach(c => c.destroy());
}
dragRulerDeleteWaypoint(
event = {
preventDefault: () => {
return;
},
},
options = {},
) {
this.dragRulerRemovePathfindingWaypoints();
options.snap = options.snap ?? true;
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
event.preventDefault();
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(
canvas.tokens,
);
const rulerOffset = this.rulerOffset;
// Options are not passed to _removeWaypoint in vanilla Foundry.
// Send them in case other modules have overriden that behavior and accept an options parameter (Toggle Snap to Grid)
this._removeWaypoint(
{x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y},
options,
);
game.user.broadcastActivity({ruler: this});
} else {
this.dragRulerAbortDrag(event);
}
}
dragRulerRemovePathfindingWaypoints() {
this.waypoints
.filter(waypoint => waypoint.isPathfinding)
.forEach(_ =>
this.labels.removeChild(this.labels.children[this.labels.children.length - 1]).destroy(),
);
this.waypoints = this.waypoints.filter(waypoint => !waypoint.isPathfinding);
}
dragRulerAbortDrag(
event = {
preventDefault: () => {
return;
},
},
) {
const token = this.draggedEntity;
this._endMeasurement();
// Deactivate the drag workflow in mouse
token.mouseInteractionManager._deactivateDragEvents();
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
// This will cancel the current drag operation
// Pass in a fake event that hopefully is enough to allow other modules to function
token._onDragLeftCancel(event);
}
async dragRulerRecalculate(tokenIds) {
if (this._state !== Ruler.STATES.MEASURING) return;
if (tokenIds && !tokenIds.includes(this.draggedEntity.id)) return;
const waypoints = this.waypoints.filter(waypoint => !waypoint.isPrevious);
this.dragRulerClearWaypoints();
if (game.settings.get(settingsKey, "enableMovementHistory"))
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
for (const waypoint of waypoints) {
this.dragRulerAddWaypoint(waypoint, {snap: false});
}
this.measure(this.destination);
game.user.broadcastActivity({ruler: this});
}
static dragRulerGetRaysFromWaypoints(waypoints, destination) {
if (destination) waypoints = waypoints.concat([destination]);
return waypoints.slice(1).map((wp, i) => {
const ray = new Ray(waypoints[i], wp);
ray.isPrevious = Boolean(waypoints[i].isPrevious);
return ray;
});
}
dragRulerGetColorForDistance(distance) {
if (!this.isDragRuler) return this.color;
if (!this.draggedEntity.actor) {
return this.color;
}
// Don't apply colors if the current user doesn't have at least observer permissions
if (this.draggedEntity.actor.permission < 2) {
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
if (
!(
this.draggedEntity.actor.data.type === "character" &&
game.settings.get(settingsKey, "alwaysShowSpeedForPCs")
)
)
return this.color;
}
distance = Math.round(distance * 100) / 100;
if (!this.dragRulerRanges)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
return (
getColorForDistanceAndToken(distance, this.draggedEntity, this.dragRulerRanges) ??
this.color
);
}
dragRulerStart(options, measureImmediately = true) {
const entity = this.draggedEntity;
const isToken = entity instanceof Token;
if (isToken && !currentSpeedProvider.usesRuler(entity)) return;
const ruler = canvas.controls.ruler;
ruler.clear();
ruler._state = Ruler.STATES.STARTING;
let entityCenter;
if (
isToken &&
canvas.grid.isHex &&
game.modules.get("hex-size-support")?.active &&
CONFIG.hexSizeSupport.getAltSnappingFlag(entity)
)
entityCenter = getHexSizeSupportTokenGridCenter(entity);
else entityCenter = entity.center;
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
ruler.dragRulerAddWaypointHistory(getMovementHistory(entity));
ruler.dragRulerAddWaypoint(entityCenter, {snap: false});
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(
canvas.tokens,
);
const destination = {
x: mousePosition.x + ruler.rulerOffset.x,
y: mousePosition.y + ruler.rulerOffset.y,
};
if (measureImmediately) ruler.measure(destination, options);
}
dragRulerSendState() {
game.user.broadcastActivity({
ruler: this.toJSON(),
});
}
}
CONFIG.Canvas.rulerClass = DragRulerRuler;
}
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import {
availableSpeedProviders,
currentSpeedProvider,
getDefaultSpeedProvider,
updateSpeedProvider,
} from "./api.js";
import {SpeedProvider} from "./speed_provider.js";
import {early_isGM} from "./util.js";
export const settingsKey = "drag-ruler";
export const RightClickAction = Object.freeze({
CREATE_WAYPOINT: 0,
DELETE_WAYPOINT: 1,
ABORT_DRAG: 2,
});
function delayedReload() {
window.setTimeout(() => location.reload(), 500);
}
export function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
config: false,
type: String,
default: "fresh install",
});
game.settings.register(settingsKey, "clientDataVersion", {
scope: "client",
config: false,
type: String,
default: "fresh install",
});
game.settings.register(settingsKey, "rightClickAction", {
name: "drag-ruler.settings.rightClickAction.name",
hint: "drag-ruler.settings.rightClickAction.hint",
config: true,
type: Number,
default: RightClickAction.DELETE_WAYPOINT,
choices: {
0: "drag-ruler.settings.rightClickAction.choices.create",
1: "drag-ruler.settings.rightClickAction.choices.delete",
2: "drag-ruler.settings.rightClickAction.choices.cancel",
},
});
game.settings.register(settingsKey, "autoStartMeasurement", {
name: "drag-ruler.settings.autoStartMeasurement.name",
hint: "drag-ruler.settings.autoStartMeasurement.hint",
scope: "client",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "useGridlessRaster", {
name: "drag-ruler.settings.useGridlessRaster.name",
hint: "drag-ruler.settings.useGridlessRaster.hint",
scope: "client",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "alwaysShowSpeedForPCs", {
name: "drag-ruler.settings.alwaysShowSpeedForPCs.name",
hint: "drag-ruler.settings.alwaysShowSpeedForPCs.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "showGMRulerToPlayers", {
name: "drag-ruler.settings.showGMRulerToPlayers.name",
hint: "drag-ruler.settings.showGMRulerToPlayers.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "enableMovementHistory", {
name: "drag-ruler.settings.enableMovementHistory.name",
hint: "drag-ruler.settings.enableMovementHistory.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
});
if (game.modules.get("routinglib")?.active) {
game.settings.register(settingsKey, "allowPathfinding", {
name: "drag-ruler.settings.allowPathfinding.name",
hint: "drag-ruler.settings.allowPathfinding.hint",
scope: "world",
config: true,
type: Boolean,
default: false,
onChange: delayedReload,
});
game.settings.register(settingsKey, "autoPathfinding", {
name: "drag-ruler.settings.autoPathfinding.name",
hint: "drag-ruler.settings.autoPathfinding.hint",
scope: "client",
config: early_isGM() || game.settings.get(settingsKey, "allowPathfinding"),
type: Boolean,
default: false,
});
}
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
config: false,
type: Number,
default: 0,
});
game.settings.register(settingsKey, "neverShowTerrainRulerHint", {
config: false,
type: Boolean,
default: false,
});
// This setting will be modified by the api if modules register to it
game.settings.register(settingsKey, "speedProvider", {
scope: "world",
config: false,
type: String,
default: getDefaultSpeedProvider(),
onChange: updateSpeedProvider,
});
game.settings.registerMenu(settingsKey, "speedProviderSettings", {
name: "drag-ruler.settings.speedProviderSettings.name",
hint: "drag-ruler.settings.speedProviderSettings.hint",
label: "drag-ruler.settings.speedProviderSettings.button",
icon: "fas fa-tachometer-alt",
type: SpeedProviderSettings,
restricted: false,
});
}
class SpeedProviderSettings extends FormApplication {
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
id: "drag-ruler-speed-provider-settings",
title: game.i18n.localize("drag-ruler.settings.speedProviderSettings.windowTitle"),
template: "modules/drag-ruler/templates/speed_provider_settings.html",
width: 600,
});
}
getData(options = {}) {
const data = {};
data.isGM = game.user.isGM;
const selectedProvider = currentSpeedProvider.id;
// Insert all speed providers into the template data
data.providers = Object.values(availableSpeedProviders).map(speedProvider => {
const provider = {};
provider.id = speedProvider.id;
provider.hasSettings = speedProvider instanceof SpeedProvider;
if (provider.hasSettings) provider.settings = enumerateProviderSettings(speedProvider);
let dotPosition = provider.id.indexOf(".");
if (dotPosition === -1) dotPosition = provider.id.length;
const type = provider.id.substring(0, dotPosition);
const id = provider.id.substring(dotPosition + 1);
if (type === "native") {
provider.selectTitle = game.i18n.localize(
"drag-ruler.settings.speedProviderSettings.speedProvider.choices.native",
);
} else {
let name;
if (type === "module") {
name = game.modules.get(id).data.title;
} else {
name = game.system.data.title;
}
provider.selectTitle = game.i18n.format(
`drag-ruler.settings.speedProviderSettings.speedProvider.choices.${type}`,
{name},
);
}
provider.isSelected = provider.id === selectedProvider;
return provider;
});
data.selectedProviderName = data.providers.find(provider => provider.isSelected).selectTitle;
data.providerSelection = {
id: "speedProvider",
name: game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.name"),
hint: game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.hint"),
type: String,
choices: data.providers.reduce((choices, provider) => {
choices[provider.id] = provider.selectTitle;
return choices;
}, {}),
value: selectedProvider,
isCheckbox: false,
isSelect: true,
isRange: false,
};
return data;
}
async _updateObject(event, formData) {
const selectedSpeedProvider = game.user.isGM
? formData.speedProvider
: game.settings.get(settingsKey, "speedProvider");
for (let [key, value] of Object.entries(formData)) {
// Check if this is color, convert the value to an integer
const splitKey = key.split(".", 3);
if (splitKey[0] !== "native") splitKey.shift();
if (splitKey.length >= 2 && splitKey[1] == "color") {
value = parseInt(value.substring(1), 16);
}
// Don't change settings for speed providers that aren't currently active
if (key !== "speedProvider" && !key.startsWith(selectedSpeedProvider)) continue;
// Get the key for the current setting
let setting;
if (key === "speedProvider") setting = "speedProvider";
else setting = `speedProviders.${key}`;
// Get the old setting value
const oldValue = game.settings.get(settingsKey, setting);
// Only update the setting if it has been changed (this leaves the default in place if it hasn't been touched)
if (value !== oldValue) game.settings.set(settingsKey, setting, value);
}
// Activate the configured speed provider
updateSpeedProvider();
}
activateListeners(html) {
super.activateListeners(html);
html.find("select[name=speedProvider]").change(this.onSpeedProviderChange.bind(this));
}
onSpeedProviderChange(event) {
// Hide all module settings
document
.querySelectorAll(".drag-ruler-provider-settings")
.forEach(element => (element.style.display = "none"));
// Show the settings block for the currently selected module
document.getElementById(`drag-ruler.provider.${event.currentTarget.value}`).style.display = "";
// Recalculate window height
this.element[0].style.height = null;
this.position.height = undefined;
}
}
function toDomHex(value) {
const hex = value.toString(16);
return "#" + "0".repeat(Math.max(0, 6 - hex.length)) + hex;
}
function enumerateProviderSettings(provider) {
const colorSettings = [];
const unreachableColor = {
id: "unreachable",
name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name",
};
// Resolve settings for the colors
for (const color of provider.colors.concat([unreachableColor])) {
// Localize the name, if avaliable. If no name is available use the id as name
const colorName = color.name ? game.i18n.localize(color.name) : color.id;
let hint;
if (color === unreachableColor)
hint = game.i18n.localize("drag-ruler.settings.speedProviderSettings.color.unreachable.hint");
else
hint = game.i18n.format("drag-ruler.settings.speedProviderSettings.color.hint", {colorName});
colorSettings.push({
id: `${provider.id}.color.${color.id}`,
name: game.i18n.format("drag-ruler.settings.speedProviderSettings.color.name", {colorName}),
hint: hint,
type: Number,
value: toDomHex(
game.settings.get(settingsKey, `speedProviders.${provider.id}.color.${color.id}`),
),
isCheckbox: false,
isSelect: false,
isRange: false,
isColor: true,
});
}
// Prepare regular settings
const settings = [];
for (const setting of provider.settings) {
try {
if (setting.scope === "world" && !game.user.isGM) continue;
const s = duplicate(setting);
s.id = `${provider.id}.setting.${s.id}`;
s.name = game.i18n.localize(s.name);
s.hint = game.i18n.localize(s.hint);
s.value = provider.getSetting(setting.id);
s.type = setting.type instanceof Function ? setting.type.name : "String";
s.isCheckbox = setting.type === Boolean;
s.isSelect = s.choices !== undefined;
s.isRange = setting.type === Number && s.range;
s.isColor = false;
settings.push(s);
} catch (e) {
console.warn(
`Drag Ruler | The following error occured while rendering setting "${setting.id}" of module/system "${this.id}. It won't be displayed.`,
);
console.error(e);
}
}
return settings.concat(colorSettings);
}
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import {currentSpeedProvider} from "./api.js";
let socket;
Hooks.once("socketlib.ready", () => {
socket = socketlib.registerModule("drag-ruler");
socket.register("updateCombatantDragRulerFlags", _socketUpdateCombatantDragRulerFlags);
socket.register("recalculate", _socketRecalculate);
});
export function updateCombatantDragRulerFlags(combat, updates) {
const combatId = combat.id;
// TODO Check if canvas.tokens.get is still neccessary in future foundry versions
return socket
.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates)
.then(() =>
currentSpeedProvider.onMovementHistoryUpdate(
updates.map(update => canvas.tokens.get(combat.combatants.get(update._id).token.id)),
),
);
}
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
const user = game.users.get(this.socketdata.userId);
const combat = game.combats.get(combatId);
const requestedUpdates = updates.length;
updates = updates.filter(update => {
const actor = combat.combatants.get(update._id).actor;
if (!actor) return false;
return actor.testUserPermission(user, "OWNER");
});
if (updates.length !== requestedUpdates) {
console.warn(
`Some of the movement history updates requested by user '${
game.users.get(this.socketdata.userId).name
}' were not performed because the user lacks owner permissions for those tokens`,
);
}
updates = updates.map(update => {
return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}};
});
await combat.updateEmbeddedDocuments("Combatant", updates, {diff: false});
}
export function recalculate(tokens) {
socket.executeForEveryone(_socketRecalculate, tokens ? tokens.map(token => token.id) : undefined);
}
function _socketRecalculate(tokenIds) {
const ruler = canvas.controls.ruler;
if (ruler.isDragRuler) ruler.dragRulerRecalculate(tokenIds);
}
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import {settingsKey} from "./settings.js";
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js";
/**
* Base class for all speed providers.
* If you want to offer a speed provider in your system/module you must derive this class.
* Each speed provider must at least implement
*/
export class SpeedProvider {
/**
* Returns an array of colors used by this speed provider. Each color corresponds to one speed that a token may have.
* Each color must be an object with the following properties:
* - id: A value that identfies the color. Must be unique for each color returned.
* - default: The color that is used to highlight that speed by default.
* - name: A user readable name for the speed represented by the color. This name is used in the color configuration dialog. Drag Ruler will attempt to localize this string using `game.i18n`
*
* Of these properties, id and defaultColor are required. name is optional, but it's recommended to set it
*
* Implementing this method is required for all speed providers
*/
get colors() {
throw new Error("A SpeedProvider must implement the colors function");
}
/**
* Returns an array of speeds that the token passed in the arguments this token can reach.
* Each range is an object that with the following properties:
* - range: A number indicating the distance that the token can travel with this speed
* - color: The id (as defined in the `colors` getter) of the color that should be used to represent this range
*
* Implementing this method is required for all speed providers
*/
getRanges(token) {
throw new Error("A SpeedProvider must implement the getRanges function");
}
/**
* Returns an array of configuration options for this module. The settings will be shown in the Speed Provider Settings of Drag Ruler.
* Each configuration option is an object that has the same attributes as a native foundry setting passed to `game.settings.register`,
* except for these exceptions:
* - id: A string that identifies the setting. Must be unique for each setting returned. This id will be used to fetch the setting.
* - config: This property is not supported by Drag Ruler module settings. Use foundries native settings instead if you need settings that don't show up in the configuration dialog.
*
* Implementing this method is optional and only needs to be done if you want to provide custom provider settings
*/
get settings() {
return [];
}
/**
* Returns the default color for ranges that a token cannot reach.
*
* Implementing this method is optional and only needs to be done if you want to provide a custom default for that color.
*/
get defaultUnreachableColor() {
return 0xff0000;
}
/**
* Returns the cost for a token to step into the specificed area.
* The area indicates the whole area that the token will occupy (for tokens larger than 1x1) the array will more than one entry.
* The return value should be an integer indicating a multiplicator by that the cost of that step should be increased.
* (1 is regular cost, 2 costs double, 3 costs triple, ...)
*
* Parameters:
* - options: An object used to configure Enhanced Terrain Layer's cost calculation. Ex: If options.ignoreGrid is set to true, then Euclidean measurement can be forced on a gridded map.
*
* This function is only called if the Enhanced Terrain Layer and Terrain Ruler modules are enabled.
*
* Implementing this method is optional and only needs to be done if you want to provide a custom cost function (for example to allow tokens to ignore difficult terrain)
*/
getCostForStep(token, area, options = {}) {
// Lookup the cost for each square occupied by the token
options.token = token;
const costs = area.map(space => terrainRuler.getCost(space.x, space.y, options));
// Return the maximum of the costs
return costs.reduce((max, current) => Math.max(max, current));
}
/**
* Returns a boolean indicating whether this token will use a Ruler or not.
* If this is returns `false` for a token Drag Ruler will be disabled for that token. Dragging a token for which this function
* returns false will behave as if Drag Ruler wasn't installed.
* If usesRuler returns `false` it's guranteed that the `getRanges` function won't be called for that token.
*
* Implementing this method is optional and only needs to be done if you want to disable Drag Ruler for some tokens.
*/
usesRuler(token) {
return true;
}
/**
* This hook is being called after Drag Ruler has updated the movement history for one or more tokens.
* It'll receive an array of tokens that have been updated.
* If your speed provider is storing any additional values that are relevant for the movement history, this function should
* await until those updates have completed inside foundry.
*/
async onMovementHistoryUpdate(tokens) {}
/**
* Returns the value that is currently set for the setting registered with the provided settingId.
*
* This function shouldn't be overridden by speed provider implementations. It can be called to fetch speed provider specific settings.
*/
getSetting(settingId) {
try {
return game.settings.get(settingsKey, `speedProviders.${this.id}.setting.${settingId}`);
} catch (e) {
if (this.settings.some(setting => setting.id === settingId)) {
throw e;
}
throw new Error(
`Drag Ruler | "${settingId}" is not a registered setting for "${this.id}". If you're the module/system developer, please add it to the return values of your Speed Providers "get settings()" function.`,
);
}
}
/**
* Constructs a new instance of he speed provider
*
* This function should neither be called or overridden by speed provider implementations
*/
constructor(id) {
this.id = id;
}
}
export class GenericSpeedProvider extends SpeedProvider {
get colors() {
return [
{id: "walk", default: 0x00ff00, name: "drag-ruler.genericSpeedProvider.speeds.walk"},
{id: "dash", default: 0xffff00, name: "drag-ruler.genericSpeedProvider.speeds.dash"},
];
}
getRanges(token) {
const speedAttribute = this.getSetting("speedAttribute");
if (!speedAttribute) return [];
const tokenSpeed = parseFloat(getProperty(token, speedAttribute));
if (tokenSpeed === undefined) {
console.warn(
`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`,
);
return [];
}
const dashMultiplier = this.getSetting("dashMultiplier");
if (!dashMultiplier) return [{range: tokenSpeed, color: "walk"}];
return [
{range: tokenSpeed, color: "walk"},
{range: tokenSpeed * dashMultiplier, color: "dash"},
];
}
get settings() {
return [
{
id: "speedAttribute",
name: "drag-ruler.genericSpeedProvider.settings.speedAttribute.name",
hint: "drag-ruler.genericSpeedProvider.settings.speedAttribute.hint",
scope: "world",
config: true,
type: String,
default: getDefaultSpeedAttribute(),
},
{
id: "dashMultiplier",
name: "drag-ruler.genericSpeedProvider.settings.dashMultiplier.name",
hint: "drag-ruler.genericSpeedProvider.settings.dashMultiplier.hint",
scope: "world",
config: true,
type: Number,
default: getDefaultDashMultiplier(),
},
];
}
}
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export function getDefaultSpeedAttribute() {
switch (game.system.id) {
case "CoC7":
return "actor.system.attribs.mov.value";
case "dcc":
return "actor.system.attributes.speed.value";
case "dnd4e":
return "actor.system.movement.walk.value";
case "dnd5e":
return "actor.system.attributes.movement.walk";
case "lancer":
return "actor.system.derived.speed";
case "pf1":
case "D35E":
return "actor.system.attributes.speed.land.total";
case "sfrpg":
return "actor.system.attributes.speed.value";
case "shadowrun5e":
return "actor.system.movement.walk.value";
case "swade":
return "actor.system.stats.speed.adjusted";
case "ds4":
return "actor.system.combatValues.movement.total";
case "splittermond":
return "actor.derivedValues.speed.value";
}
return "";
}
export function getDefaultDashMultiplier() {
switch (game.system.id) {
case "swade":
return 0;
case "dcc":
case "dnd4e":
case "dnd5e":
case "lancer":
case "pf1":
case "D35E":
case "sfrpg":
case "shadowrun5e":
case "ds4":
return 2;
case "CoC7":
return 5;
case "splittermond":
return 3;
}
return 0;
}
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import {getPixelsFromGridPosition} from "./foundry_fixes.js";
import {findVertexSnapPoint} from "./hex_support.js";
import {disableSnap, moveWithoutAnimation, togglePathfinding} from "./keybindings.js";
import {settingsKey} from "./settings.js";
export function* zip(it1, it2) {
for (let i = 0; i < Math.min(it1.length, it2.length); i++) {
yield [it1[i], it2[i]];
}
}
export function* enumeratedZip(it1, it2) {
let i = 0;
for (const [v1, v2] of zip(it1, it2)) {
yield [i, v1, v2];
i++;
}
}
export function* iterPairs(l) {
for (let i = 1; i < l.length; i++) {
yield [l[i - 1], l[i]];
}
}
export function sum(arr) {
return arr.reduce((a, b) => a + b, 0);
}
export function buildSnapPointTokenData(token) {
const tokenData = {
width: token.document.width,
height: token.document.height,
};
if (isModuleActive("hex-size-support")) {
tokenData.hexSizeSupport = {};
tokenData.hexSizeSupport.altSnappingFlag = CONFIG.hexSizeSupport.getAltSnappingFlag(token);
tokenData.hexSizeSupport.altOrientationFlag =
CONFIG.hexSizeSupport.getAltOrientationFlag(token);
tokenData.hexSizeSupport.borderSize = token.document.getFlag("hex-size-support", "borderSize");
}
return tokenData;
}
export function getSnapPointForToken(x, y, token) {
return getSnapPointForTokenData(x, y, buildSnapPointTokenData(token));
}
export function getSnapPointForTokenDataObj(pos, tokenData) {
return getSnapPointForTokenData(pos.x, pos.y, tokenData);
}
function getSnapPointForTokenData(x, y, tokenData) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
if (canvas.grid.isHex) {
if (tokenData.hexSizeSupport?.altSnappingFlag) {
if (tokenData.hexSizeSupport.borderSize % 2 === 0) {
const snapPoint = findVertexSnapPoint(x, y, tokenData.hexSizeSupport.altOrientationFlag);
return new PIXI.Point(snapPoint.x, snapPoint.y);
} else {
return new PIXI.Point(...canvas.grid.getCenter(x, y));
}
} else {
return new PIXI.Point(...canvas.grid.getCenter(x, y));
}
}
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
let cellX, cellY;
if (tokenData.width % 2 === 0) cellX = x - canvas.grid.h / 2;
else cellX = x;
if (tokenData.height % 2 === 0) cellY = y - canvas.grid.h / 2;
else cellY = y;
const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
let snapX, snapY;
// Tiny tokens can snap to the cells corners
if (tokenData.width <= 0.5) {
const offsetX = x - topLeftX;
const subGridWidth = Math.floor(canvas.grid.w / 2);
const subGridPosX = Math.floor(offsetX / subGridWidth);
snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
}
// Tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
else if (Math.round(tokenData.width) % 2 === 1 || tokenData.width < 1) {
snapX = centerX;
}
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
else {
snapX = centerX + canvas.grid.w / 2;
}
if (tokenData.height <= 0.5) {
const offsetY = y - topLeftY;
const subGridHeight = Math.floor(canvas.grid.h / 2);
const subGridPosY = Math.floor(offsetY / subGridHeight);
snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
} else if (Math.round(tokenData.height) % 2 === 1 || tokenData.height < 1) {
snapY = centerY;
} else {
snapY = centerY + canvas.grid.h / 2;
}
return new PIXI.Point(snapX, snapY);
}
export function getSnapPointForTokenObj(pos, token) {
return getSnapPointForToken(pos.x, pos.y, token);
}
export function getSnapPointForMeasuredTemplate(x, y) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
return canvas.grid.grid.getSnappedPosition(x, y, canvas.templates.gridPrecision);
}
export function getSnapPointForEntity(x, y, entity) {
const isToken = entity instanceof Token;
if (isToken) return getSnapPointForToken(x, y, entity);
else return getSnapPointForMeasuredTemplate(x, y);
}
export function highlightTokenShape(position, shape, color, alpha) {
const layer = canvas.grid.highlightLayers[this.name];
if (!layer) return false;
const area = getAreaFromPositionAndShape(position, shape);
for (const space of area) {
const [x, y] = getPixelsFromGridPosition(space.x, space.y);
canvas.grid.grid.highlightGridPosition(layer, {x, y, color, alpha: 0.25 * alpha});
}
}
export function getAreaFromPositionAndShape(position, shape) {
return shape.map(space => {
let x = position.x + space.x;
let y = position.y + space.y;
if (canvas.grid.isHex) {
let shiftedRow;
if (canvas.grid.grid.options.even) shiftedRow = 1;
else shiftedRow = 0;
if (canvas.grid.grid.options.columns) {
if (space.x % 2 !== 0 && position.x % 2 !== shiftedRow) {
y += 1;
}
} else {
if (space.y % 2 !== 0 && position.y % 2 !== shiftedRow) {
x += 1;
}
}
}
return {x, y};
});
}
export function getTokenShape(token) {
return getTokenShapeForTokenData(buildSnapPointTokenData(token), token.scene);
}
export function getTokenShapeForTokenData(tokenData, scene = canvas.scene) {
if (scene.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return [{x: 0, y: 0}];
} else if (scene.grid.type === CONST.GRID_TYPES.SQUARE) {
const topOffset = -Math.floor(tokenData.height / 2);
const leftOffset = -Math.floor(tokenData.width / 2);
const shape = [];
for (let y = 0; y < tokenData.height; y++) {
for (let x = 0; x < tokenData.width; x++) {
shape.push({x: x + leftOffset, y: y + topOffset});
}
}
return shape;
} else {
// Hex grids
if (game.modules.get("hex-size-support")?.active && tokenData.hexSizeSupport.altSnappingFlag) {
const borderSize = tokenData.hexSizeSupport.borderSize;
let shape = [{x: 0, y: 0}];
if (borderSize >= 2)
shape = shape.concat([
{x: 0, y: -1},
{x: -1, y: -1},
]);
if (borderSize >= 3)
shape = shape.concat([
{x: 0, y: 1},
{x: -1, y: 1},
{x: -1, y: 0},
{x: 1, y: 0},
]);
if (borderSize >= 4)
shape = shape.concat([
{x: -2, y: -1},
{x: 1, y: -1},
{x: -1, y: -2},
{x: 0, y: -2},
{x: 1, y: -2},
]);
if (Boolean(tokenData.hexSizeSupport.altOrientationFlag) !== canvas.grid.grid.options.columns)
shape.forEach(space => (space.y *= -1));
if (canvas.grid.grid.options.columns)
shape = shape.map(space => {
return {x: space.y, y: space.x};
});
return shape;
} else {
return [{x: 0, y: 0}];
}
}
}
export function getTokenSize(token) {
let w, h;
const hexSizeSupportBorderSize = token.document.flags["hex-size-support"]?.borderSize;
if (hexSizeSupportBorderSize > 0) {
w = h = hexSizeSupportBorderSize;
} else {
w = token.document.width;
h = token.document.height;
}
return {w, h};
}
// Tokens that have a size divisible by two (2x2, 4x4, 2x1) have their ruler at the edge of a cell.
// This function applies an offset to to the waypoints that will move the ruler from the edge to the center of the cell
export function applyTokenSizeOffset(waypoints, token) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return waypoints;
}
const tokenSize = getTokenSize(token);
const waypointOffset = {x: 0, y: 0};
if (canvas.grid.isHex) {
if (game.modules.get("hex-size-support")?.active) {
const isAltOrientation = CONFIG.hexSizeSupport.getAltOrientationFlag(token);
if (canvas.grid.grid.options.columns) {
if (tokenSize.w % 2 === 0) {
waypointOffset.x = canvas.grid.w / 2;
if (!isAltOrientation) waypointOffset.x *= -1;
}
} else {
if (tokenSize.h % 2 === 0) {
waypointOffset.y = canvas.grid.h / 2;
if (isAltOrientation) waypointOffset.y *= -1;
}
}
}
// If hex size support isn't active leave the waypoints like they are
} else {
if (tokenSize.w % 2 === 0) {
waypointOffset.x = canvas.grid.w / 2;
}
if (tokenSize.h % 2 === 0) {
waypointOffset.y = canvas.grid.h / 2;
}
}
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y));
}
export function setSnapParameterOnOptions(sourceObject, options) {
// Allow outside modules to override snapping
if (sourceObject.snapOverride?.active) {
options.snapOverrideActive = true;
options.snap = sourceObject.snapOverride.snap;
sourceObject.snapOverride = undefined; // remove it to prevent any lingering data issues
} else {
options.snap = !disableSnap;
}
}
export function isClose(a, b, delta) {
return Math.abs(a - b) <= delta;
}
export function getMeasurePosition() {
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(
canvas.tokens,
);
const rulerOffset = canvas.controls.ruler.rulerOffset;
const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y};
return measurePosition;
}
// isGM function for use during loading when game.user isn't available yet
export function early_isGM() {
const level = game.data.users.find(u => u._id == game.data.userId).role;
const gmLevel = CONST.USER_ROLES.ASSISTANT;
return level >= gmLevel;
}
export function isModuleActive(moduleName) {
return game.modules.get(moduleName)?.active;
}
export function isPathfindingEnabled() {
if (!window.routinglib) return false;
if (this.user !== game.user) return false;
if (!game.user.isGM && !game.settings.get(settingsKey, "allowPathfinding")) return false;
if (moveWithoutAnimation) return false;
return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
}