Rename Ruler.draggedToken to Ruler.draggedEntity in preparation of measurement template suppport
This commit is contained in:
+15
-15
@@ -7,21 +7,21 @@ import {recalculate} from "./socket.js";
|
||||
import {applyTokenSizeOffset, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
|
||||
|
||||
// This is a modified version of Ruler.moveToken from foundry 0.7.9
|
||||
export async function moveTokens(draggedToken, selectedTokens) {
|
||||
export async function moveTokens(draggedEntity, selectedTokens) {
|
||||
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 (!draggedToken) return;
|
||||
if (!draggedEntity) return;
|
||||
|
||||
// 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) {
|
||||
const hasCollision = selectedTokens.some(token => {
|
||||
const offset = calculateTokenOffset(token, draggedToken)
|
||||
const offset = calculateTokenOffset(token, draggedEntity);
|
||||
const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
|
||||
return offsetRays.some(r => canvas.walls.checkCollision(r));
|
||||
})
|
||||
@@ -35,18 +35,18 @@ export async function moveTokens(draggedToken, selectedTokens) {
|
||||
// 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 animateTokens.call(this, selectedTokens, draggedToken, rays, wasPaused);
|
||||
await animateTokens.call(this, selectedTokens, draggedEntity, rays, wasPaused);
|
||||
|
||||
// Once all animations are complete we can clear the ruler
|
||||
if (this.draggedToken?.id === draggedToken.id)
|
||||
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 animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
|
||||
async function animateTokens(tokens, draggedEntity, draggedRays, wasPaused) {
|
||||
const newRays = draggedRays.filter(r => !r.isPrevious);
|
||||
const tokenAnimationData = tokens.map(token => {
|
||||
const tokenOffset = calculateTokenOffset(token, draggedToken);
|
||||
const tokenOffset = calculateTokenOffset(token, draggedEntity);
|
||||
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, tokenOffset));
|
||||
|
||||
// Determine offset relative to the Token top-left.
|
||||
@@ -79,7 +79,7 @@ async function animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
|
||||
const updates = tokenPaths.map(({token, path}) => {
|
||||
return {x: path.B.x, y: path.B.y, _id: token.id};
|
||||
});
|
||||
await draggedToken.scene.updateEmbeddedEntity(draggedToken.constructor.embeddedName, updates, {animate});
|
||||
await draggedEntity.scene.updateEmbeddedEntity(draggedEntity.constructor.embeddedName, updates, {animate});
|
||||
if (animate)
|
||||
await Promise.all(tokenPaths.map(({token, path}) => token.animateMovement(path)));
|
||||
}
|
||||
@@ -119,17 +119,17 @@ export function onMouseMove(event) {
|
||||
|
||||
// This is a modified version of Ruler.measure form foundry 0.7.9
|
||||
export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
if (this.isDragRuler && !this.draggedToken.isVisible)
|
||||
if (this.isDragRuler && !this.draggedEntity.isVisible)
|
||||
return []
|
||||
|
||||
if (snap)
|
||||
destination = getSnapPointForToken(destination.x, destination.y, this.draggedToken)
|
||||
destination = getSnapPointForToken(destination.x, destination.y, this.draggedEntity);
|
||||
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
|
||||
|
||||
const waypoints = this.waypoints.concat([destination]);
|
||||
// Move the waypoints to the center of the grid if a size is used that measures from edge to edge
|
||||
const centeredWaypoints = applyTokenSizeOffset(waypoints, this.draggedToken)
|
||||
const centeredWaypoints = applyTokenSizeOffset(waypoints, this.draggedEntity);
|
||||
// Foundries native ruler requires the waypoints to sit in the dead center of the square to work properly
|
||||
if (!terrainRulerAvailable)
|
||||
centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
|
||||
@@ -162,10 +162,10 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
}
|
||||
|
||||
|
||||
const shape = getTokenShape(this.draggedToken)
|
||||
const shape = getTokenShape(this.draggedEntity)
|
||||
|
||||
// Compute measured distance
|
||||
const distances = measureDistances(centeredSegments, this.draggedToken, shape, {gridSpaces});
|
||||
const distances = measureDistances(centeredSegments, this.draggedEntity, shape, {gridSpaces});
|
||||
|
||||
let totalDistance = 0;
|
||||
for (let [i, d] of distances.entries()) {
|
||||
@@ -258,7 +258,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
|
||||
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
|
||||
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
|
||||
const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
|
||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
|
||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
|
||||
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
|
||||
|
||||
prior = [x1, y1];
|
||||
@@ -271,7 +271,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
|
||||
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
|
||||
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
|
||||
const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
|
||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
|
||||
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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user