Rename js/ to src/ since the rust component is now gone
This commit is contained in:
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import {getGridPositionFromPixels} from "./foundry_fixes.js";
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import {disableSnap, moveWithoutAnimation} from "./keybindings.js";
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import {trackRays} from "./movement_tracking.js";
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import {recalculate} from "./socket.js";
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import {getSnapPointForToken, highlightTokenShape, sum} from "./util.js";
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// This is a modified version of Ruler.moveToken from foundry 0.7.9
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export async function moveEntities(draggedEntity, selectedEntities) {
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let wasPaused = game.paused;
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if (wasPaused && !game.user.isGM) {
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ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
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return false;
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}
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if (!this.visible || !this.destination) return false;
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if (!draggedEntity) return;
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// Wait until all scheduled measurements are done
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await this.deferredMeasurementPromise;
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// Get the movement rays and check collision along each Ray
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// These rays are center-to-center for the purposes of collision checking
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const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
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if (!game.user.isGM && draggedEntity instanceof Token) {
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const hasCollision = selectedEntities.some(token => {
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const offset = calculateEntityOffset(token, draggedEntity);
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const offsetRays = rays
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.filter(ray => !ray.isPrevious)
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.map(ray => applyOffsetToRay(ray, offset));
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if (window.WallHeight) {
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window.WallHeight.addBoundsToRays(offsetRays, draggedEntity);
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}
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return offsetRays.some(r => canvas.walls.checkCollision(r));
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});
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if (hasCollision) {
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ui.notifications.error(game.i18n.localize("ERROR.TokenCollide"));
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this._endMeasurement();
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return true;
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}
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}
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// Execute the movement path.
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// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
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this._state = Ruler.STATES.MOVING;
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await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
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// Once all animations are complete we can clear the ruler
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if (this.draggedEntity?.id === draggedEntity.id) this._endMeasurement();
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}
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// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
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async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
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const newRays = draggedRays.filter(r => !r.isPrevious);
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const entityAnimationData = entities.map(entity => {
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const entityOffset = calculateEntityOffset(entity, draggedEntity);
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const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
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// Determine offset relative to the Token top-left.
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// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
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const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
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const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
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let dx, dy;
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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dx = entity.x - origin[0];
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dy = entity.y - origin[1];
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} else {
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dx = entity.x - origin[0];
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dy = entity.y - origin[1];
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}
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return {entity, rays: offsetRays, dx, dy};
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});
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const isToken = draggedEntity instanceof Token;
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const animate = isToken && !moveWithoutAnimation;
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const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
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// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
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this.cancelMovement = false;
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for (let i = startWaypoint; i < entityAnimationData[0].rays.length; i++) {
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if (!wasPaused && game.paused) break;
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const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
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const ray = rays[i];
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const dest = [ray.B.x, ray.B.y];
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const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
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return {entity, path};
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});
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const updates = entityPaths.map(({entity, path}) => {
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return {x: path.B.x, y: path.B.y, _id: entity.id};
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});
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await draggedEntity.scene.updateEmbeddedDocuments(
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draggedEntity.constructor.embeddedName,
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updates,
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{animate},
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);
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if (animate)
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await Promise.all(
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entityPaths.map(
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({entity}) => CanvasAnimation.getAnimation(entity.movementAnimationName)?.promise,
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),
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);
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// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
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if (this.cancelMovement) {
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entityAnimationData.forEach(ead => (ead.rays = ead.rays.slice(0, i + 1)));
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break;
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}
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}
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if (isToken)
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trackRays(
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entities,
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entityAnimationData.map(({rays}) => rays),
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).then(() => recalculate(entities));
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}
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function calculateEntityOffset(entityA, entityB) {
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return {x: entityA.x - entityB.x, y: entityA.y - entityB.y};
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}
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function applyOffsetToRay(ray, offset) {
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const newRay = new Ray(
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{x: ray.A.x + offset.x, y: ray.A.y + offset.y},
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{x: ray.B.x + offset.x, y: ray.B.y + offset.y},
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);
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newRay.isPrevious = ray.isPrevious;
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return newRay;
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}
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// This is a modified version of Ruler._onMouseMove from foundry 0.7.9
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export function onMouseMove(event) {
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if (this._state === Ruler.STATES.MOVING) return;
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// Extract event data
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const destination = {
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x: event.data.destination.x + this.rulerOffset.x,
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y: event.data.destination.y + this.rulerOffset.y,
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};
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// Hide any existing Token HUD
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canvas.hud.token.clear();
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delete event.data.hudState;
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// Draw measurement updates
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scheduleMeasurement.call(this, destination, event);
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}
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function scheduleMeasurement(destination, event) {
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const measurementInterval = 50;
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const mt = event._measureTime || 0;
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const originalEvent = event.data.originalEvent;
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if (Date.now() - mt > measurementInterval) {
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this.measure(destination, {snap: !disableSnap});
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event._measureTime = Date.now();
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this._state = Ruler.STATES.MEASURING;
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cancelScheduledMeasurement.call(this);
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} else {
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this.deferredMeasurementData = {destination, event};
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if (!this.deferredMeasurementTimeout) {
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this.deferredMeasurementPromise = new Promise(
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(resolve, reject) => (this.deferredMeasurementResolve = resolve),
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);
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this.deferredMeasurementTimeout = window.setTimeout(
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() =>
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scheduleMeasurement.call(
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this,
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this.deferredMeasurementData.destination,
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this.deferredMeasurementData.event,
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),
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measurementInterval,
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);
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}
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}
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}
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export function cancelScheduledMeasurement() {
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window.clearTimeout(this.deferredMeasurementTimeout);
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this.deferredMeasurementTimeout = undefined;
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this.deferredMeasurementResolve?.();
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}
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export function highlightMeasurementNative(
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ray,
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previousSegments,
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tokenShape = [{x: 0, y: 0}],
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alpha = 1,
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) {
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const spacer = canvas.scene.gridType === CONST.GRID_TYPES.SQUARE ? 1.41 : 1;
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const nMax = Math.max(
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Math.floor(ray.distance / (spacer * Math.min(canvas.grid.w, canvas.grid.h))),
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1,
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);
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const tMax = Array.fromRange(nMax + 1).map(t => t / nMax);
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// Track prior position
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let prior = null;
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// Iterate over ray portions
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for (let [i, t] of tMax.reverse().entries()) {
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let {x, y} = ray.project(t);
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// Get grid position
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let [x0, y0] = i === 0 ? [null, null] : prior;
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let [x1, y1] = canvas.grid.grid.getGridPositionFromPixels(x, y);
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if (x0 === x1 && y0 === y1) continue;
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// Highlight the grid position
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let [xgtl, ygtl] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
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let [xg, yg] = canvas.grid.grid.getCenter(xgtl, ygtl);
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const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xg, y: yg})}]);
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const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
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const color = this.dragRulerGetColorForDistance(distance);
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const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
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const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
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prior = [x1, y1];
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// If the positions are not neighbors, also highlight their halfway point
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if (i > 0 && !canvas.grid.isNeighbor(x0, y0, x1, y1)) {
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let th = tMax[i - 1] - 0.5 / nMax;
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let {x, y} = ray.project(th);
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let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
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let [xghtl, yghtl] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
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let [xgh, ygh] = canvas.grid.grid.getCenter(xghtl, yghtl);
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const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xgh, y: ygh})}]);
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const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
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const color = this.dragRulerGetColorForDistance(distance);
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const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
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const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
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highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
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}
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highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
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}
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}
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