Add support for the Toggle Snap To Grid module (#97)
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@@ -16,24 +16,26 @@ export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=
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}
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export function measureDistances(segments, entity, shape, options={}) {
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const isToken = entity instanceof Token;
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const opts = duplicate(options)
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if (!opts.gridSpaces)
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opts.gridSpaces = true;
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const terrainRulerAvailable = isToken && game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
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if (terrainRulerAvailable) {
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if (opts.enableTerrainRuler) {
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opts.gridSpaces = true;
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const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
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const previousSegments = segments.slice(0, firstNewSegmentIndex);
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const newSegments = segments.slice(firstNewSegmentIndex);
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const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
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previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
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opts.costFunction = (x, y) => getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), {x, y});
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opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); }
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if (previousSegments.length > 0)
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opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
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return distances.concat(terrainRuler.measureDistances(newSegments, opts));
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}
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else {
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// If another module wants to enable grid measurements but disable grid highlighting,
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// manually set the *duplicate* option's gridSpaces value to true for the Foundry logic to work properly
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if(!opts.ignoreGrid) {
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opts.gridSpaces = true;
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}
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return canvas.grid.measureDistances(segments, opts);
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}
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}
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