Add support for gridless pathfinding
This commit is contained in:
-181
@@ -1,181 +0,0 @@
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import {measureDistances} from "./compatibility.js";
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import {getMovementHistory} from "./movement_tracking.js";
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import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js"
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import {settingsKey} from "./settings.js"
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import {getTokenShape} from "./util.js";
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export const availableSpeedProviders = {}
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export let currentSpeedProvider = undefined
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function register(module, type, speedProvider) {
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const id = `${type}.${module.id}`
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let providerInstance
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if (speedProvider.prototype instanceof SpeedProvider) {
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providerInstance = new speedProvider(id)
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}
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else {
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console.warn(`Drag Ruler | The ${type} '${module.id}' uses the old, deprecated version of the Drag Ruler API. ` +
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"That old API will be removed in a future Drag Ruler version. " +
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`Please update the ${type} ${module.id} to stay compatible with future Drag Ruler versions.`);
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speedProvider.id = id
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speedProvider.usesRuler = () => true
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providerInstance = speedProvider
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}
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setupProvider(providerInstance)
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}
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function setupProvider(speedProvider) {
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if (speedProvider instanceof SpeedProvider) {
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const unreachableColor = {id: "unreachable", default: speedProvider.defaultUnreachableColor, name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name"}
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for (const color of speedProvider.colors.concat([unreachableColor])) {
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game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.color.${color.id}`, {
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config: false,
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scope: "client",
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type: Number,
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default: color.default,
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})
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}
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for (const setting of speedProvider.settings) {
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setting.config = false
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game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.setting.${setting.id}`, setting)
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}
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}
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availableSpeedProviders[speedProvider.id] = speedProvider
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game.settings.settings.get("drag-ruler.speedProvider").default = getDefaultSpeedProvider()
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updateSpeedProvider()
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}
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export function getDefaultSpeedProvider() {
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const providerIds = Object.keys(availableSpeedProviders)
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// Game systems take the highest precedence for the being the default
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const gameSystem = providerIds.find(key => key.startsWith("system."))
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if (gameSystem)
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return gameSystem
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// If no game system is registered modules are next up.
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// For lack of a method to select the best module we're just falling back to taking the next best module
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// settingKeys should always be sorted the same way so this should achive a stable default
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const module = providerIds.find(key => key.startsWith("module."))
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if (module)
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return module
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// If neither a game system or a module is found fall back to the native implementation
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return providerIds[0]
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}
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export function updateSpeedProvider() {
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// If the configured provider is registered use that one. If not use the default provider
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const configuredProvider = game.settings.get("drag-ruler", "speedProvider")
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currentSpeedProvider = availableSpeedProviders[configuredProvider] ?? availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default]
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}
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export function initApi() {
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const genericSpeedProviderInstance = new GenericSpeedProvider("native")
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setupProvider(genericSpeedProviderInstance)
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}
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export function getRangesFromSpeedProvider(token) {
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try {
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if (currentSpeedProvider instanceof Function)
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return currentSpeedProvider(token, 0x00FF00)
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const ranges = currentSpeedProvider.getRanges(token)
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for (const range of ranges) {
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range.color = game.settings.get(settingsKey, `speedProviders.${currentSpeedProvider.id}.color.${range.color}`)
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}
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return ranges
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}
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catch (e) {
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console.error(e)
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return []
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}
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}
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export function getUnreachableColorFromSpeedProvider() {
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if (currentSpeedProvider instanceof Function)
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return 0xFF0000
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try {
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return game.settings.get(settingsKey, `speedProviders.${currentSpeedProvider.id}.color.unreachable`)
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}
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catch (e) {
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console.error(e)
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return 0xFF0000
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}
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}
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export function getCostFromSpeedProvider(token, area, options) {
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try {
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if (currentSpeedProvider instanceof Function) {
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return SpeedProvider.prototype.getCostForStep.call(undefined, token, area, options);
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}
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return currentSpeedProvider.getCostForStep(token, area, options);
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}
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catch (e) {
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console.error(e);
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return 1;
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}
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}
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export function getColorForDistanceAndToken(distance, token, ranges=null) {
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if (!ranges) {
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ranges = getRangesFromSpeedProvider(token);
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}
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if (ranges.length === 0)
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return null;
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const currentRange = ranges.reduce((minRange, currentRange) => {
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if (distance <= currentRange.range && currentRange.range < minRange.range)
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return currentRange;
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return minRange;
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}, {range: Infinity, color: getUnreachableColorFromSpeedProvider()});
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return currentRange.color;
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}
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export function getMovedDistanceFromToken(token) {
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const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
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const history = getMovementHistory(token);
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const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}});
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const shape = getTokenShape(token);
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const distances = measureDistances(segments, token, shape, {enableTerrainRuler: terrainRulerAvailable});
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// Sum up the distances
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return distances.reduce((acc, val) => acc + val, 0);
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}
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export function registerModule(moduleId, speedProvider) {
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// Check if a module with the given id exists and is currently enabled
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const module = game.modules.get(moduleId)
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// If it doesn't the calling module did something wrong. Log a warning and ignore this module
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if (!module) {
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console.warn(
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`Drag Ruler | A module tried to register with the id "${moduleId}". However no active module with this id was found.` +
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"This api registration call was ignored. " +
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"If you are the author of that module please check that the id passed to `registerModule` matches the id in your manifest exactly." +
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"If this call was made form a game system instead of a module please use `registerSystem` instead.")
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return
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}
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// Using Drag Ruler's id is not allowed
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if (moduleId === "drag-ruler") {
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console.warn(
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`Drag Ruler | A module tried to register with the id "${moduleId}", which is not allowed. This api registration call was ignored. ` +
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"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. " +
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"If this call was made form a game system instead of a module please use `registerSystem` instead."
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)
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return
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}
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register(module, "module", speedProvider)
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}
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export function registerSystem(systemId, speedProvider) {
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const system = game.system
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// If the current system id doesn't match the provided id something went wrong. Log a warning and ignore this module
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if (system.id != systemId) {
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console.warn(
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`Drag Ruler | A system tried to register with the id "${systemId}". However the active system has a different id.` +
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"This api registration call was ignored. " +
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"If you are the author of that system please check that the id passed to `registerSystem` matches the id in your manifest exactly." +
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"If this call was made form a module instead of a game system please use `registerModule` instead.")
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return
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}
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register(system, "system", speedProvider)
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}
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