Add pathfinidng support for square and hex grids
This commit is contained in:
@@ -16,3 +16,21 @@ export function getGridPositionFromPixels(xPixel, yPixel) {
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return [y, x]
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return [x, y]
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}
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export function getGridPositionFromPixelsObj(o) {
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const r = {};
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[r.x, r.y] = getGridPositionFromPixels(o.x, o.y);
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return r;
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}
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export function getPixelsFromGridPositionObj(o) {
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const r = {};
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[r.x, r.y] = getPixelsFromGridPosition(o.x, o.y);
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return r;
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}
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export function getCenterFromGridPositionObj(o) {
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const r = getPixelsFromGridPositionObj(o);
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[r.x, r.y] = canvas.grid.getCenter(r.x, r.y);
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return r;
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}
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+33
-1
@@ -1,8 +1,10 @@
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import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
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import {getGridPositionFromPixels} from "./foundry_fixes.js";
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import {getCenterFromGridPositionObj, getGridPositionFromPixels, getGridPositionFromPixelsObj} from "./foundry_fixes.js";
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import {Line} from "./geometry.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 {findPath, isPathfindingEnabled} from "./pathfinding.js";
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import {settingsKey} from "./settings.js";
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import {recalculate} from "./socket.js";
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import {applyTokenSizeOffset, enumeratedZip, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, sum} from "./util.js";
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@@ -153,14 +155,44 @@ export function cancelScheduledMeasurement() {
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// This is a modified version of Ruler.measure form foundry 0.7.9
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export function measure(destination, options={}) {
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const isToken = this.draggedEntity instanceof Token;
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if (isToken && !this.draggedEntity.isVisible)
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return []
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options.snap = options.snap ?? !disableSnap;
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if (options.snap) {
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destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
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}
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this.dragRulerRemovePathfindingWaypoints();
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if (isToken && isPathfindingEnabled()) {
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let path = findPath(getGridPositionFromPixelsObj(this.waypoints[this.waypoints.length - 1]), getGridPositionFromPixelsObj(destination), this.waypoints);
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if (path) {
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path = path.map(point => getCenterFromGridPositionObj(point))
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// If the token is snapped to the grid, the first point of the path is already handled by the ruler
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if (path[0].x === this.waypoints[this.waypoints.length - 1].x && path[0].y === this.waypoints[this.waypoints.length - 1].y)
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path = path.slice(1);
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// If snapping is enabled, the last point of the path is already handled by the ruler
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if (options.snap)
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path = path.slice(0, path.length - 1);
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for (const point of path) {
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point.isPathfinding = true;
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this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
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}
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this.waypoints = this.waypoints.concat(path);
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}
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else {
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// Don't show a path if the pathfinding yields no result to show the user that the destination is unreachable
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destination = this.waypoints[this.waypoints.length - 1];
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}
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}
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if(options.gridSpaces === undefined) {
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options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
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}
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@@ -3,6 +3,7 @@ import {getMeasurePosition, setSnapParameterOnOptions} from "./util.js";
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export let disableSnap = false;
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export let moveWithoutAnimation = false;
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export let togglePathfinding = false;
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export function registerKeybindings() {
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game.keybindings.register(settingsKey, "cancelDrag", {
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@@ -50,6 +51,16 @@ export function registerKeybindings() {
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}],
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precedence: -1,
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});
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if (game.settings.get(settingsKey, "allowPathfinding")) {
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game.keybindings.register(settingsKey, "togglePathfinding", {
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name: "drag-ruler.keybindings.togglePathfinding.name",
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hint: "drag-ruler.keybindings.togglePathfinding.hint",
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onDown: handleTogglePathfinding,
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onUp: handleTogglePathfinding,
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precedence: -1,
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});
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}
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}
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function handleDeleteWaypoint() {
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@@ -103,3 +114,16 @@ function handleDisableSnap(event) {
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function handleMoveWithoutAnimation(event) {
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moveWithoutAnimation = !event.up;
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}
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function handleTogglePathfinding(event) {
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togglePathfinding = !event.up;
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const ruler = canvas.controls.ruler;
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if (!ruler?.isDragRuler)
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return false;
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if (ruler._state !== Ruler.STATES.MEASURING)
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return false;
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ruler.measure(getMeasurePosition(), {snap: !disableSnap});
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return false;
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}
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@@ -13,6 +13,9 @@ import {recalculate} from "./socket.js";
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import {SpeedProvider} from "./speed_provider.js"
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import {setSnapParameterOnOptions} from "./util.js";
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CONFIG.debug.dragRuler = false;
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export let debugGraphics = undefined;
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Hooks.once("init", () => {
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registerSettings()
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registerKeybindings()
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@@ -37,6 +40,8 @@ Hooks.once("ready", () => {
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performMigrations()
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checkDependencies();
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Hooks.callAll("dragRuler.ready", SpeedProvider)
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if (CONFIG.debug.dragRuler)
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debugGraphics = canvas.controls.addChild(new PIXI.Container());
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})
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Hooks.on("canvasReady", () => {
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@@ -0,0 +1,147 @@
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import {getCenterFromGridPositionObj, getGridPositionFromPixelsObj} from "./foundry_fixes.js";
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import {togglePathfinding} from "./keybindings.js";
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import {debugGraphics} from "./main.js";
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import {settingsKey} from "./settings.js";
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import {iterPairs} from "./util.js";
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let cachedNodes = undefined;
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let use5105 = false;
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export function isPathfindingEnabled() {
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
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return false;
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if (!game.settings.get(settingsKey, "allowPathfinding"))
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return false;
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return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
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}
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export function findPath(from, to, previousWaypoints) {
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const lastNode = calculatePath(from, to, previousWaypoints);
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if (!lastNode)
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return null;
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paintPathfindingDebug(lastNode);
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const path = [];
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let currentNode = lastNode;
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while (currentNode) {
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// TODO Check if the distance doesn't change
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if (path.length >= 2 && !canvas.walls.checkCollision(new Ray(getCenterFromGridPositionObj(currentNode.node), getCenterFromGridPositionObj(path[path.length - 2]))))
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// Replace last waypoint if the current waypoint leads to a valid path
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path[path.length - 1] = {x: currentNode.node.x, y: currentNode.node.y};
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else
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path.push({x: currentNode.node.x, y: currentNode.node.y});
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currentNode = currentNode.previous;
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}
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return path;
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}
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export function wipePathfindingCache() {
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cachedNodes = undefined;
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}
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function getNode(pos, initialize=true) {
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pos = {layer: 0, ...pos}; // Copy pos and set pos.layer to the default value if it's unset
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if (!cachedNodes)
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cachedNodes = new Array(2);
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if (!cachedNodes[pos.layer])
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cachedNodes[pos.layer] = new Array(Math.ceil(canvas.dimensions.height / canvas.grid.h));
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if (!cachedNodes[pos.layer][pos.y])
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cachedNodes[pos.layer][pos.y] = new Array(Math.ceil(canvas.dimensions.width / canvas.grid.w));
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if (!cachedNodes[pos.layer][pos.y][pos.x]) {
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cachedNodes[pos.layer][pos.y][pos.x] = pos;
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}
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const node = cachedNodes[pos.layer][pos.y][pos.x];
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if (initialize && !node.edges) {
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node.edges = [];
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for (const neighborPos of canvas.grid.grid.getNeighbors(pos.y, pos.x).map(([y, x]) => {return {x, y};})) {
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if (neighborPos.x < 0 || neighborPos.y < 0)
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continue;
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// TODO Work with pixels instead of grid locations
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if (!canvas.walls.checkCollision(new Ray(getCenterFromGridPositionObj(pos), getCenterFromGridPositionObj(neighborPos)))) {
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const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE;
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let targetLayer = pos.layer;
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if (use5105 && isDiagonal)
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targetLayer = 1 - targetLayer;
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const neighbor = getNode({...neighborPos, layer: targetLayer}, false);
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// TODO We currently assume a cost of one or two for all transitions. Change this for difficult terrain support
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let edgeCost = 1;
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if (isDiagonal) {
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// We charge 0.0001 more for edges to avoid unnecessary diagonal steps
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edgeCost = pos.layer === 1 && targetLayer === 0 ? 2 : 1.0001;
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}
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node.edges.push({target: neighbor, cost: edgeCost});
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}
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}
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}
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return node;
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}
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function calculatePath(from, to, previousWaypoints) {
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if (game.system.id === "pf2e")
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use5105 = true;
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if (canvas.grid.diagonalRule === "5105")
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use5105 = true;
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let startLayer = 0;
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if (use5105) {
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previousWaypoints = previousWaypoints.map(w => getGridPositionFromPixelsObj(w));
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startLayer = calcNoDiagonals(previousWaypoints) % 2;
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}
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const nextNodes = [{node: getNode({...to, layer: startLayer}), cost: 0, estimated: estimateCost(to, from), previous: null}];
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const previousNodes = new Set();
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while (nextNodes.length > 0) {
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// Sort by estimated cost, high to low
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// TODO Re-sorting every iteration is expensive. Think of something better
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nextNodes.sort((a, b) => b.estimated - a.estimated);
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// Get node with cheapest estimate
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const currentNode = nextNodes.pop();
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if (currentNode.node.x === from.x && currentNode.node.y === from.y)
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return currentNode;
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previousNodes.add(currentNode.node);
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for (const edge of currentNode.node.edges) {
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const neighborNode = getNode(edge.target);
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if (previousNodes.has(neighborNode))
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continue;
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const neighbor = {node: neighborNode, cost: currentNode.cost + edge.cost, estimated: currentNode.cost + edge.cost + estimateCost(neighborNode, from), previous: currentNode};
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const neighborIndex = nextNodes.findIndex(node => node.node === neighbor.node);
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if (neighborIndex >= 0) {
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// If the neighbor is cheaper to reach via the current route than through previously discovered routes, replace it
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if (nextNodes[neighborIndex].cost > neighbor.cost) {
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nextNodes[neighborIndex] = neighbor;
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}
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}
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else {
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nextNodes.push(neighbor);
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}
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}
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}
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}
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function calcNoDiagonals(waypoints) {
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let diagonals = 0;
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for (const [p1, p2] of iterPairs(waypoints)) {
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diagonals += Math.min(Math.abs(p1.x - p2.x), Math.abs(p1.y - p2.y));
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}
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return diagonals;
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}
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function estimateCost(pos, target) {
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return Math.max(Math.abs(pos.x - target.x), Math.abs(pos.y - target.y));
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}
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function paintPathfindingDebug(lastNode) {
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if (!CONFIG.debug.dragRuler)
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return;
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debugGraphics.removeChildren();
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let currentNode = lastNode;
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while (currentNode) {
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let text = new PIXI.Text(currentNode.cost.toFixed(0));
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let pixels = getCenterFromGridPositionObj(currentNode.node);
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text.anchor.set(0.5, 1.0);
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text.x = pixels.x;
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text.y = pixels.y;
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debugGraphics.addChild(text);
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currentNode = currentNode.previous;
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}
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}
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+16
-2
@@ -2,6 +2,7 @@ import {currentSpeedProvider, getColorForDistanceAndToken, getRangesFromSpeedPro
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import {getHexSizeSupportTokenGridCenter} from "./compatibility.js";
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import {cancelScheduledMeasurement, measure} from "./foundry_imports.js"
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import {getMovementHistory} from "./movement_tracking.js";
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import {wipePathfindingCache} from "./pathfinding.js";
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import {settingsKey} from "./settings.js";
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import {getSnapPointForEntity} from "./util.js";
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@@ -32,8 +33,13 @@ export function extendRuler() {
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const json = super.toJSON();
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if (this.draggedEntity) {
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const isToken = this.draggedEntity instanceof Token;
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json["draggedEntityIsToken"] = isToken;
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json["draggedEntity"] = this.draggedEntity.id;
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json.draggedEntityIsToken = isToken;
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json.draggedEntity = this.draggedEntity.id;
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json.waypoints = json.waypoints.map(old => {
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let w = duplicate(old);
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w.isPathfinding = undefined;
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return w;
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});
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}
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return json;
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}
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@@ -75,6 +81,7 @@ export function extendRuler() {
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}
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this.waypoints.push(new PIXI.Point(point.x, point.y));
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this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
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this.waypoints.filter(waypoint => waypoint.isPathfinding).forEach(waypoint => waypoint.isPathfinding = false);
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}
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dragRulerAddWaypointHistory(waypoints) {
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@@ -91,6 +98,7 @@ export function extendRuler() {
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}
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dragRulerDeleteWaypoint(event={preventDefault: () => {return}}, options={}) {
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this.dragRulerRemovePathfindingWaypoints();
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options.snap = options.snap ?? true;
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if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
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event.preventDefault();
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@@ -107,6 +115,11 @@ export function extendRuler() {
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}
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}
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dragRulerRemovePathfindingWaypoints() {
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this.waypoints.filter(waypoint => waypoint.isPathfinding).forEach(_ => this.labels.removeChild(this.labels.children.pop()));
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this.waypoints = this.waypoints.filter(waypoint => !waypoint.isPathfinding);
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}
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dragRulerAbortDrag(event={preventDefault: () => {return}}) {
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const token = this.draggedEntity;
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this._endMeasurement();
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@@ -171,6 +184,7 @@ export function extendRuler() {
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return;
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const ruler = canvas.controls.ruler;
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ruler.clear();
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wipePathfindingCache();
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ruler._state = Ruler.STATES.STARTING;
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let entityCenter;
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if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(entity))
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@@ -82,6 +82,25 @@ export function registerSettings() {
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default: true,
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});
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game.settings.register(settingsKey, "allowPathfinding", {
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name: "drag-ruler.settings.allowPathfinding.name",
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hint: "drag-ruler.settings.allowPathfinding.hint",
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scope: "world",
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config: true,
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type: Boolean,
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default: false,
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onChange: () => location.reload(),
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});
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game.settings.register(settingsKey, "autoPathfinding", {
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name: "drag-ruler.settings.autoPathfinding.name",
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hint: "drag-ruler.settings.autoPathfinding.hint",
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scpoe: "client",
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config: true,
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type: Boolean,
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defualt: false,
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});
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game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
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config: false,
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type: Number,
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@@ -15,6 +15,12 @@ export function* enumeratedZip(it1, it2) {
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}
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}
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export function* iterPairs(l) {
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for (let i = 1;i < l.length;i++) {
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yield [l[i - 1], l[i]];
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}
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}
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export function sum(arr) {
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return arr.reduce((a, b) => a + b, 0);
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}
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Block a user