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65 Commits

Author SHA1 Message Date
Manuel Vögele 7afb1e11de Merge branch 'develop' into pathfinding 2022-02-15 17:59:08 +01:00
Manuel Vögele 61c48dff5e Force tokens to keep some distance from the outer walls as well 2022-02-15 17:54:36 +01:00
Manuel Vögele 3c9a86647e Cargo fmt 2022-02-15 17:50:55 +01:00
Manuel Vögele c928f46f7c Make all angles be between 0 and 2*Pi, to ensure pathfinding points are laid out correctly 2022-02-15 17:50:04 +01:00
Manuel Vögele 09e8ca79b3 Support tokens of multiple sizes 2022-02-15 17:35:09 +01:00
Manuel Vögele 833aced2be Allow movement through etheral walls 2022-02-15 16:40:41 +01:00
Manuel Vögele 17d8db6c34 Remove debug graphics when pathfinding cache is being wiped 2022-02-15 09:44:39 +01:00
Manuel Vögele 466e5a36d1 Fix a memleak in the pathfinding debug rendering 2022-02-15 09:40:54 +01:00
Manuel Vögele 8e29cf186b Only wipe gridded pathfinding cache when the wall layout changes 2022-02-15 09:33:24 +01:00
Manuel Vögele dd9a7ecf68 Wipe gridless cache if the wall layout changes 2022-02-15 09:14:04 +01:00
Manuel Vögele 2bf52e62dd Simpler check for open doors 2022-02-14 17:20:18 +01:00
Manuel Vögele c11899fb17 Remove dynamic neighbor caching (more work is needed to adjust walls generated for keeping distance to the walls when opening and closing doors)
This partially reverts commit db7dd1c1c9.
2022-02-14 17:10:38 +01:00
Manuel Vögele e2afe05e4e Merge branch 'develop' into pathfinding 2022-02-12 18:30:31 +01:00
Manuel Vögele 8eb29a4dce Prevent creation of unnecessary waypoints 2022-02-09 21:08:28 +01:00
Manuel Vögele db7dd1c1c9 Allow walking through open doors 2022-02-09 20:54:05 +01:00
Manuel Vögele 0ccfc6ef2f Merge branch 'develop' into pathfinding 2022-02-09 11:00:08 +01:00
Manuel Vögele f5b0e145ac Merge branch 'develop' into pathfinding 2022-02-03 18:57:03 +01:00
Manuel Vögele 78b1e8cc4e Clippy 2022-02-02 10:51:30 +01:00
Manuel Vögele 4d6543174a Always keep tokenSize/2 distance from walls 2022-02-02 10:36:03 +01:00
Manuel Vögele b55af992ec Remove number of pathfinding nodes even further 2022-02-02 09:38:30 +01:00
Manuel Vögele 0f288b65d9 Remove number of pathfinidng nodes to improve performance 2022-02-01 20:23:38 +01:00
Manuel Vögele 9253f3decd Use an internal colission cecker for better performance 2022-02-01 17:58:06 +01:00
Manuel Vögele 188f6c15bf Cargo fmt 2022-02-01 13:57:14 +01:00
Manuel Vögele 6273f7f8a7 Merge branch 'develop' into pathfinding 2022-02-01 12:03:53 +01:00
Manuel Vögele 6ce076fa43 Merge branch 'develop' into pathfinding 2022-02-01 02:59:27 +01:00
Manuel Vögele 1f434b3f6b Cleanup edge to the last node when done with pathfinding 2022-02-01 01:58:59 +01:00
Manuel Vögele 1e14ff24b0 Implement more clippy suggestions 2022-01-31 23:31:29 +01:00
Manuel Vögele cd61aa948e Implement clippy suggestions 2022-01-31 23:29:01 +01:00
Manuel Vögele 8817775201 Several pathfinding bugfixes 2022-01-31 23:09:16 +01:00
Manuel Vögele 673fa42a20 Call gridless pathfinder from rust code 2022-01-31 22:33:02 +01:00
Manuel Vögele 1ee406a047 Include inline snippets in release archive 2022-01-31 22:00:39 +01:00
Manuel Vögele 08f41ed2ff Rust code for gridless pathfinding 2022-01-31 21:48:20 +01:00
Manuel Vögele dc85609a75 Wasm skeleton 2022-01-31 11:03:25 +01:00
Manuel Vögele 472b373f13 Merge branch 'develop' into pathfinding 2022-01-30 14:29:18 +01:00
Manuel Vögele 57ed4d2cc5 Rename src/ to js/ 2022-01-30 14:24:10 +01:00
Manuel Vögele 81acdc3e63 Merge branch 'develop' into pathfinding 2022-01-30 13:53:44 +01:00
Manuel Vögele 64bce387d1 Merge branch 'develop' into pathfinding 2022-01-30 00:42:00 +01:00
Manuel Vögele 6a5c96e425 Immediately re-measure when the pathfinding mode is changed 2022-01-30 00:06:14 +01:00
Manuel Vögele 43c05745c8 Don't try to paint debug info if debugging is disabled 2022-01-30 00:01:40 +01:00
Manuel Vögele efc3eb871c Hex support 2022-01-29 23:54:26 +01:00
Manuel Vögele 8f134a49ba Fix errors 2022-01-29 23:33:59 +01:00
Manuel Vögele e2c7fd992b Comment changes 2022-01-29 23:20:04 +01:00
Manuel Vögele 2e06a2440c Preparations for hex 2022-01-29 23:16:05 +01:00
Manuel Vögele 1c27f1a4a8 Small refactor 2022-01-29 23:04:34 +01:00
Manuel Vögele 5e96be458e Fix a regression in 5/5/5 2022-01-29 22:14:34 +01:00
Manuel Vögele b56d4fd14d On 5/10/5, start pathfinding on the correct layer 2022-01-29 22:03:15 +01:00
Manuel Vögele b822ada782 Re-check for grid settings everytime pathfinding is restarted 2022-01-29 13:40:55 +01:00
Manuel Vögele b610a00f0f Add note about a possible oversight 2022-01-29 12:01:42 +01:00
Manuel Vögele fe3efd7fe4 Proper waypoint deletion support while pathfinding 2022-01-29 11:41:00 +01:00
Manuel Vögele 5f971862e8 Better pathfinding enabling scheme 2022-01-29 00:14:23 +01:00
Manuel Vögele b8c29de841 Only enable pathfinding on square grids 2022-01-29 00:06:46 +01:00
Manuel Vögele a5b40382d7 Don't remove calculated path when a new waypoint is created 2022-01-28 23:59:51 +01:00
Manuel Vögele ce9bea14fc Show distance labels for points placed by pathfinding 2022-01-28 23:55:58 +01:00
Manuel Vögele a404353d38 5/10/5 support 2022-01-28 23:39:49 +01:00
Manuel Vögele a132ac2bf3 Rename functions to use snake case 2022-01-28 23:05:24 +01:00
Manuel Vögele e3a785d8fe Preparations for 5/10/5 2022-01-28 23:05:24 +01:00
Manuel Vögele 6e0571c565 Improve comment 2022-01-28 22:16:22 +01:00
Manuel Vögele 4c006d34c9 Add keybinding for the pathfinding feature 2022-01-27 23:58:51 +01:00
Manuel Vögele 9140ef3acf Add setting to forbid the usage of pathfinding 2022-01-27 23:29:08 +01:00
Manuel Vögele 7e19fb95b0 Don't do pathfinding by default 2022-01-27 23:16:32 +01:00
Manuel Vögele c9696f8725 Add an option to do pathfinding automatically 2022-01-27 23:07:58 +01:00
Manuel Vögele 54cebc3192 Reduce broken caching 2022-01-27 23:07:58 +01:00
Manuel Vögele 310014bb8a Broadcast pathfinding waypoints to other players 2022-01-27 23:07:58 +01:00
Manuel Vögele d53399fa1e Penalize diagonals minimally to disincentivise using unnecessary diagonals 2022-01-27 23:07:58 +01:00
Manuel Vögele 369159e6bb Initial working pathfinding impl 2022-01-27 23:07:28 +01:00
21 changed files with 173 additions and 996 deletions
+1 -3
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@@ -1,5 +1,3 @@
/foundry*.js
foundry-*.js
artifact/
wasm/
*.lock
.vscode/
-55
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@@ -1,58 +1,3 @@
## 1.12.8
### Bugfixes
- Fixed a bug that could cause grid cells to be highlighted in the wrong color
### Compatibility
- Fixed an interaction with the Wall Height module that could allow players to walk through walls
## 1.12.7
### Bugfixes
- Fixed a bug that caused measurement templates to only snap to the corners of the grid (this was a regression introduced in 1.12.5)
## 1.12.6
### Bugfixes
- Measured templates no longer snap to a virtual grid on gridless scenes (this was a regression introduced in 1.12.5)
## 1.12.5
### Compatibility
- Drag Ruler is now compatible with DF Template Enhancements
## 1.12.4
### Bugfixes
- Fixed a bug that could cause Drag Ruler to override the default ruler color on other player's clients
## 1.12.3
### Bugfixes
- Fixed a bug that could cause foundry to freeze indefinitely when trying to pathfind to an unreachalbe location (thanks to JDCalvert)
- Fixed a bug that caused the pathfinder to route through one-directional walls from the wrong direction (thanks to JDCalvert)
- Fixed a bug that could cause Drag Ruler to write errors into the JS console during regular usage
### Compatibility
- Drag Ruler's generic speed provider is now aware of good defaults for DnD 4th Edition
- Drag Ruler's pathfinder should now be compatible with the Wall Height and Levels modules (thanks to JDCalvert)
## 1.12.2
### Bugfixes
- Fixed a bug where the pathfinder on gridless scenes sometimes wasn't able to find a way around corners with specific angles
- Pathfinding will now be disabled when the hotkey to move tokens without animation is being pressed, to allow GMs to move their tokens through walls
## 1.12.1
### Hotfix
- Version 1.12.0 was incorrectly packaged, which caused it to fail to load
## 1.12.0
### New features
- Pathfinding is now supported on gridless scenes
## 1.11.5
### Bugfixes
- Fixed a bug that was causing Drag Ruler to spam useless warnings into the console (this was a regression introduced in 1.11.4)
+1 -1
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@@ -11,7 +11,7 @@ wasm_pack = Path("~/.cargo/bin/wasm-pack").expanduser()
root_files = ["module.json", "README.md", "CHANGELOG.md", "LICENSE"]
wasm_files = ["gridless_pathfinding_bg.wasm", "gridless_pathfinding.js"]
output_dir = Path("artifact")
copy_everything_directories = ["js", "lang", "templates"]
copy_everything_directories = ["js", "lang", "templates", "wasm/snippets"]
wasm_dir = Path("wasm")
root_dir = Path(".")
rust_dir = Path("rust")
+1 -5
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@@ -2,7 +2,7 @@ import {measureDistances} from "./compatibility.js";
import {getMovementHistory} from "./movement_tracking.js";
import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js"
import {settingsKey} from "./settings.js"
import {getAreaFromPositionAndShape, getTokenShape} from "./util.js";
import {getTokenShape} from "./util.js";
export const availableSpeedProviders = {}
export let currentSpeedProvider = undefined
@@ -140,10 +140,6 @@ export function getMovedDistanceFromToken(token) {
return distances.reduce((acc, val) => acc + val, 0);
}
export function buildCostFunction(token, shape) {
return (x, y, costOptions={}) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), costOptions);
}
export function registerModule(moduleId, speedProvider) {
// Check if a module with the given id exists and is currently enabled
const module = game.modules.get(moduleId)
+3 -3
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@@ -1,6 +1,6 @@
import {buildCostFunction} from "./api.js";
import {getCostFromSpeedProvider} from "./api.js";
import {settingsKey} from "./settings.js";
import {highlightTokenShape} from "./util.js";
import {getAreaFromPositionAndShape, highlightTokenShape} from "./util.js";
export function getHexSizeSupportTokenGridCenter(token) {
const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token)
@@ -27,7 +27,7 @@ export function measureDistances(segments, entity, shape, options={}) {
const newSegments = segments.slice(firstNewSegmentIndex);
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
opts.costFunction = buildCostFunction(entity, shape);
opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); }
if (previousSegments.length > 0)
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
return distances.concat(terrainRuler.measureDistances(newSegments, opts));
-138
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@@ -1,138 +0,0 @@
/**
* A combination queue/set where the elements are ordered (in ascending order, according to the given priority function)
* and unique (according to the given elementMatcher).
*
* If an element is added to the set and an equivalent element already exists, the lower-priority one is discarded.
*/
export class PriorityQueueSet {
constructor(elementMatcher, priorityFunction) {
this.first = null;
this.elementMatcher = elementMatcher;
this.priorityFunction = priorityFunction;
}
pushWithPriority(value) {
const newNode = {value, priority: this.priorityFunction(value), next: null};
// If the queue is currently empty, we can just set this new node as the first and we're done
if (!this.first) {
this.first = newNode;
return;
}
let inserted = false;
let previous;
let current = this.first;
// Loop through the existing elements
while (current) {
if (this.elementMatcher(current.value, value)) {
// We've found an equivalent element before one with a lower priority. This one has at least
// the same priority as the new one, so don't bother inserting
return;
} else if (newNode.priority <= current.priority) {
// We've found some element with lower priority than the new one, so insert the new one just before it
newNode.next = current;
if (previous) {
previous.next = newNode;
} else {
this.first = newNode;
}
inserted = true;
previous = current;
current = current.next;
break;
}
previous = current;
current = current.next;
}
if (inserted) {
// Go through the rest of the list and try to find an equivalent element to the new one.
// We know it has higher priority than the new one, so remove it.
while (current) {
if (this.elementMatcher(current.value, value)) {
if (previous) {
previous.next = current.next;
} else {
this.first = current.next;
}
return;
}
previous = current;
current = current.next;
}
} else {
// We reached the end of the queue without finding a lower-priority or existing element, so
// insert the new one at the end
previous.next = newNode;
}
}
hasNext() {
return !!this.first;
}
pop() {
const first = this.first;
this.first = first?.next;
return first?.value;
}
}
/**
* Queue that will only ever accept elements with a given value once. Elements must have a "value" field, the
* JSON representation of which will be used as the key to match
*/
export class ProcessOnceQueue {
constructor() {
this.first = null;
this.last = null;
this.previouslyQueued = new Set();
}
/**
* Remove everything from the queue and forget all the previously-queued items
*/
reset() {
this.first = null;
this.last = null;
this.previouslyQueued.clear();
}
push(element) {
if (this.previouslyQueued.has(element)) {
return;
}
this.previouslyQueued.add(element);
const newNode = {
value: element,
next: null,
previous: null
}
if (!this.first) {
this.first = newNode;
this.last = newNode;
} else {
this.last.next = newNode;
newNode.previous = this.last;
this.last = newNode;
}
}
pop() {
const node = this.first;
this.first = node?.next;
if (!node?.next) {
this.last = null;
}
return node?.value;
}
hasNext() {
return !!this.first;
}
}
+3 -10
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@@ -28,9 +28,6 @@ export async function moveEntities(draggedEntity, selectedEntities) {
const hasCollision = selectedEntities.some(token => {
const offset = calculateEntityOffset(token, draggedEntity);
const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
if (window.WallHeight) {
window.WallHeight.addBoundsToRays(offsetRays, draggedEntity);
}
return offsetRays.some(r => canvas.walls.checkCollision(r));
})
if (hasCollision) {
@@ -175,9 +172,7 @@ export function measure(destination, options={}) {
const from = getGridPositionFromPixelsObj(this.waypoints[this.waypoints.length - 1]);
const to = getGridPositionFromPixelsObj(destination);
let path = findPath(from, to, this.draggedEntity, this.waypoints);
if (path)
path.shift();
if (path && path.length > 0) {
if (path) {
path = path.map(point => getSnapPointForTokenObj(getPixelsFromGridPositionObj(point), this.draggedEntity));
// If the token is snapped to the grid, the first point of the path is already handled by the ruler
@@ -346,8 +341,7 @@ export function highlightMeasurementNative(ray, previousSegments, tokenShape=[{x
if ( x0 === x1 && y0 === y1 ) continue;
// Highlight the grid position
let [xgtl, ygtl] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
let [xg, yg] = canvas.grid.grid.getCenter(xgtl, ygtl);
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xg, y: yg})}]);
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
const color = this.dragRulerGetColorForDistance(distance);
@@ -361,8 +355,7 @@ export function highlightMeasurementNative(ray, previousSegments, tokenShape=[{x
let th = tMax[i - 1] - (0.5 / nMax);
let {x, y} = ray.project(th);
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
let [xghtl, yghtl] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
let [xgh, ygh] = canvas.grid.grid.getCenter(xghtl, yghtl);
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xgh, y: ygh})}]);
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
const color = this.dragRulerGetColorForDistance(distance);
-93
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@@ -1,93 +0,0 @@
/**
* Functions taken directly from the hex-size-support module (https://github.com/Ourobor/Hex-Size-Support/releases/tag/1.1.0).
* Unless otherwise stated, these functions are taken as-is.
*/
/**
* Altered version of this function.
* - Instead of taking a token as a parameter to retrieve the altOrientationFlag, receive the flag value directly
* - Instead of taking a grid parameter, get the grid value from the globas canvas
*/
export function findVertexSnapPoint(x, y, altOrientationFlag) {
const grid = canvas.grid.grid;
if (grid.columns) {
return findSnapPointCols(x, y, grid.h, grid.w, altOrientationFlag);
} else {
return findSnapPointRows(x, y, grid.h, grid.w, altOrientationFlag);
}
}
function findSnapPointRows(x, y, h, w, alt) {
let xOffset = 0.0
if (canvas.grid.grid.even) {
xOffset = -0.5
}
let yOffset1 = 0.75
let yOffset2 = 0.00
if (alt) {
yOffset1 = 0.25
yOffset2 = 1.00
}
let row1 = calculateSnapPointsRows(x, y, h, w, 0.5 + xOffset, yOffset1);
let row2 = calculateSnapPointsRows(x, y, h, w, 1.0 + xOffset, yOffset2);
let dist1 = Math.pow((row1.x - x), 2) + Math.pow((row1.y - y), 2)
let dist2 = Math.pow((row2.x - x), 2) + Math.pow((row2.y - y), 2)
if (dist1 < dist2) {
return row1
}
else {
return row2
}
}
function calculateSnapPointsRows(x, y, h, w, xOff, yOff) {
let c = Math.floor(((x + ((0.5 - xOff) * w)) / w) + 1)
let r = Math.floor(((y + ((0.75 - yOff) * h)) / (1.5 * h)) + 1)
let snapX = (c * w) - ((1 - xOff) * w)
let snapY = (r * h * 1.5) - ((1.5 - yOff) * h)
return {x: snapX, y: snapY}
}
function findSnapPointCols(x, y, h, w, alt) {
let yOffset = 0.0
if (canvas.grid.grid.even) {
yOffset = -0.5
}
let xOffset1 = 0.25
let xOffset2 = 1.00
if (alt) {
xOffset1 = 0.75
xOffset2 = 0.00
}
let row1 = calculateSnapPointsCols(x, y, h, w, xOffset1, 0.5 + yOffset);
let row2 = calculateSnapPointsCols(x, y, h, w, xOffset2, 1.0 + yOffset);
let dist1 = Math.pow((row1.x - x), 2) + Math.pow((row1.y - y), 2)
let dist2 = Math.pow((row2.x - x), 2) + Math.pow((row2.y - y), 2)
if (dist1 < dist2) {
return row1
}
else {
return row2
}
}
function calculateSnapPointsCols(x, y, h, w, xOff, yOff) {
let c = Math.floor(((x + ((0.75 - xOff) * w)) / (1.5 * w)) + 1)
let r = Math.floor(((y + ((0.5 - yOff) * h)) / h) + 1)
let snapX = (c * w * 1.5) - ((1.5 - xOff) * w)
let snapY = (r * h) - ((1 - yOff) * h)
return {x: snapX, y: snapY}
}
-10
View File
@@ -113,16 +113,6 @@ function handleDisableSnap(event) {
function handleMoveWithoutAnimation(event) {
moveWithoutAnimation = !event.up;
const ruler = canvas.controls.ruler;
if (!ruler?.isDragRuler)
return false;
if (ruler._state !== Ruler.STATES.MEASURING)
return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
ruler.dragRulerSendState();
return false;
}
function handleTogglePathfinding(event) {
+2 -20
View File
@@ -7,7 +7,7 @@ import {disableSnap, registerKeybindings} from "./keybindings.js";
import {libWrapper} from "./libwrapper_shim.js";
import {performMigrations} from "./migration.js"
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {wipePathfindingCache, initializePathfinding, startBackgroundCaching} from "./pathfinding.js";
import {wipePathfindingCache} from "./pathfinding.js";
import {extendRuler} from "./ruler.js";
import {registerSettings, RightClickAction, settingsKey} from "./settings.js"
import {recalculate} from "./socket.js";
@@ -21,28 +21,10 @@ export let debugGraphics = undefined;
initGridlessPathfinding().then(() => {
Hooks.on("canvasInit", wipePathfindingCache);
Hooks.on("canvasReady", () => {
wipePathfindingCache();
initializePathfinding();
});
Hooks.on("canvasReady", wipePathfindingCache);
Hooks.on("createWall", wipePathfindingCache);
Hooks.on("updateWall", wipePathfindingCache);
Hooks.on("deleteWall", wipePathfindingCache);
// Whenever the current user selects a token, start caching
Hooks.on("controlToken", (token, controlled) => {
if (controlled) {
startBackgroundCaching(token);
}
});
// Whenever a token the current user controls updates, start caching
Hooks.on("updateToken", (document) => {
const token = document.object;
if (token._controlled) {
startBackgroundCaching(token);
}
});
});
Hooks.once("init", () => {
+85 -403
View File
@@ -1,249 +1,20 @@
import {getCenterFromGridPositionObj, getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {moveWithoutAnimation, togglePathfinding} from "./keybindings.js";
import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {togglePathfinding} from "./keybindings.js";
import {debugGraphics} from "./main.js";
import {settingsKey} from "./settings.js";
import {buildSnapPointTokenData, getSnapPointForTokenDataObj, getTokenShape, getTokenShapeForTokenData, isModuleActive, iterPairs} from "./util.js";
import {getSnapPointForTokenObj, iterPairs} from "./util.js";
import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js";
import {PriorityQueueSet, ProcessOnceQueue} from "./data_structures.js";
import {buildCostFunction} from "./api.js";
class CacheLayer {
constructor(tokenData, cacheId) {
this.tokenData = tokenData;
this.cacheId = cacheId;
this.queue = new ProcessOnceQueue();
this.buildNodes();
this.registerUse();
}
buildNodes() {
this.nodes = new Array(gridHeight);
for (let y = 0; y < gridHeight; y++) {
this.nodes[y] = new Array(gridWidth);
for (let x = 0; x < gridWidth; x++) {
this.nodes[y][x] = {x, y};
}
}
}
registerUse() {
this.lastUsed = Date.now();
}
}
/**
* Class to hold all the cached node data, and functions to deal with caching.
*
* Since pathfinding can depend on several factors, e.g. the token's size, we keep
* several caches, keyed by all the data relevant to pathfinding. If we already have
* the maximum number of caches and we need to create another one, we discard the
* one not used for the longest.
*
* When we select a token, or a token we have selected updates, we start caching
* in the background so, when we do start pathfinding, it's very performant.
*
* Background caching starts by trying to run an idle process (when the browser is
* otherwise not busy), but if it can't do that after an amount of time (e.g. the
* CPU is very slow and is busy) then we instead start caching a few nodes each
* frame.
*/
class Cache {
static maxCacheLayers = 5;
static maxBackgroundCachingMillis = 10;
static maxAnimationCachingMillis = 5;
static backgroundCachingTimeoutMillis = 200;
constructor() {
this.layers = new Map();
this.background = {
nextJobId: null,
nextTimeoutId: null,
nextAnimationFrameId: null
}
}
clear() {
this.layers.clear();
if (this.background.nextJobId) {
window.cancelIdleCallback(this.background.nextJobId);
this.background.nextJobId = null;
}
this.cancelTimeout();
this.cancelAnimationFrame();
}
/**
* Retrieve the cache layer for this token, using information that can make a difference to the pathfinding algorithm
* If a layer that suits this token doesn't exist, create one
*/
getCacheLayer(token) {
const tokenData = buildTokenData(token);
// TODO Request this from the speed providers so they can set their own options
let terrainData = canvas.terrain.listAllTerrain({token});
terrainData = terrainData.map(data => {
return {
x: data.object.x,
y: data.object.y,
cost: data.cost,
shape: data.shape,
};
});
const cacheIdData = {tokenData, terrainData};
const cacheId = GridlessPathfinding.sha1(JSON.stringify(cacheIdData));
let cacheLayer = this.layers.get(cacheId);
// If we don't already have a cache layer for this cache ID, create one now
if (!cacheLayer) {
// Check if we already have the max number of layers. If we do,
// get rid of the one that hasn't been used for the longest
if (this.layers.size >= Cache.maxCacheLayers) {
const oldestCache = Array.from(this.layers.values())
.reduce((layer1, layer2) => (layer1?.lastUsed < layer2.lastUsed) ? layer1 : layer2, null);
this.layers.delete(oldestCache.cacheId);
}
// Create the new cache
cacheLayer = new CacheLayer(tokenData, cacheId);
this.layers.set(cacheId, cacheLayer);
} else {
// Register that we're using this cache right now
cacheLayer.registerUse();
}
return cacheLayer;
}
/**
* Start background caching from the token's current position
*/
startBackgroundCaching(token) {
const cacheLayer = this.getCacheLayer(token);
const tokenPosition = getGridPositionFromPixelsObj(token.position)
cacheLayer.queue.push(cacheLayer.nodes[tokenPosition.y][tokenPosition.x]);
this.scheduleBackgroundCache();
}
/**
* Find if any of the caches have more nodes to background cache. If there is, then schedule a background
* caching job for that queue
*/
scheduleBackgroundCache() {
// If we already have a nextJobId, then don't start another one
if (this.background.nextJobId) return;
// Find the latest-used cache that has nodes left to cache
const latestCache = this.getLatestCacheWithNonEmptyQueue();
if (latestCache) {
this.background.nextJobId = window.requestIdleCallback(
() => this.runBackgroundCache(latestCache)
);
this.resetAnimationFrameTimeout();
}
}
/**
* Start a timeout which, if we reach the timeout time, will schedule a small amount of caching
* to be performed every frame. This timeout will be reset every time we perform background caching.
*/
resetAnimationFrameTimeout() {
this.cancelTimeout();
this.cancelAnimationFrame();
this.background.nextTimeoutId = window.setTimeout(
() => {
this.scheduleAnimationFrameCache();
this.background.nextTimeoutId = null;
},
Cache.backgroundCachingTimeoutMillis
);
}
/**
* Schedule a small amount of caching to be done just before the next frame renders
*/
scheduleAnimationFrameCache() {
const latestCache = this.getLatestCacheWithNonEmptyQueue();
if (latestCache) {
this.background.nextAnimationFrameId = window.requestAnimationFrame(
() => this.runAnimationCache(latestCache)
);
}
}
/**
* Find which cache was last used and get its cache ID
*/
getLatestCacheWithNonEmptyQueue() {
return Array.from(this.layers.values())
.filter(layer => layer.queue.hasNext())
.reduce((layer1, layer2) => (layer1?.lastUsed > layer2.lastUsed) ? layer1 : layer2, null);
}
/**
* Cache nodes for a short time, and then schedule another idle job to cache more nodes
*/
runBackgroundCache(cacheLayer) {
const endTime = performance.now() + Cache.maxBackgroundCachingMillis;
while (cacheLayer.queue.hasNext() && performance.now() < endTime) {
this.cacheNextNode(cacheLayer);
}
this.background.nextJobId = null;
this.scheduleBackgroundCache();
}
/**
* Cache nodes for a very short time, then schedule to cache more nodes next frame
*/
runAnimationCache(cacheLayer) {
const endTime = performance.now() + Cache.maxAnimationCachingMillis;
while (cacheLayer.queue.hasNext() && performance.now() < endTime) {
this.cacheNextNode(cacheLayer);
}
this.background.nextAnimationFrameId = null;
this.scheduleAnimationFrameCache();
}
cacheNextNode(cacheLayer) {
let node = cacheLayer.queue.pop();
getNode(node, cacheLayer);
for (let edge of node.edges) {
cacheLayer.queue.push(edge.target);
}
}
cancelTimeout() {
if (this.background.nextTimeoutId) {
window.clearTimeout(this.background.nextTimeoutId);
this.background.nextTimeoutId = null;
}
}
cancelAnimationFrame() {
if (this.background.nextAnimationFrameId) {
window.cancelAnimationFrame(this.background.nextAnimationFrameId);
this.background.nextAnimationFrameId = null;
}
}
}
const cache = new Cache();
import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js"
let cachedNodes = undefined;
let use5105 = false;
let gridlessPathfinders = new Map();
let gridWidth, gridHeight;
export function isPathfindingEnabled() {
if (this.user !== game.user)
return false;
if (!game.user.isGM && !game.settings.get(settingsKey, "allowPathfinding"))
return false;
if (moveWithoutAnimation)
return false;
return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
}
@@ -252,104 +23,74 @@ export function findPath(from, to, token, previousWaypoints) {
let tokenSize = Math.max(token.data.width, token.data.height) * canvas.dimensions.size;
let pathfinder = gridlessPathfinders.get(tokenSize);
if (!pathfinder) {
let radiusMultiplier = game.settings.get(settingsKey, "pathfindingRadius");
pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, tokenSize * radiusMultiplier, token.data.elevation, Boolean(game.modules.get("wall-height")?.active));
pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, tokenSize);
gridlessPathfinders.set(tokenSize, pathfinder);
}
paintGridlessPathfindingDebug(pathfinder);
return GridlessPathfinding.findPath(pathfinder, from, to);
} else {
const cacheLayer = cache.getCacheLayer(token);
const firstNode = calculatePath(from, to, cacheLayer, previousWaypoints);
if (!firstNode)
return null;
paintGriddedPathfindingDebug(firstNode, cacheLayer.tokenData);
const path = [];
let currentNode = firstNode;
while (currentNode) {
if (path.length >= 2 && !stepCollidesWithWall(path[path.length - 2], currentNode.node, cacheLayer.tokenData)) {
// Replace last waypoint if the current waypoint leads to a valid path that isn't longer than the old path
if (window.terrainRuler) {
let startNode = getCenterFromGridPositionObj(path[path.length - 2]);
let middleNode = getCenterFromGridPositionObj(path[path.length - 1]);
let endNode = getCenterFromGridPositionObj(currentNode.node);
let oldPath = [{ray: new Ray(startNode, middleNode)}, {ray: new Ray(middleNode, endNode)}];
let newPath = [{ray: new Ray(startNode, endNode)}];
let costFunction = buildCostFunction(token, getTokenShape(token));
// TODO Cache the used measurement for use in the next loop to improve performance
let oldDistance = terrainRuler.measureDistances(oldPath, {costFunction}).reduce((a, b) => a + b);
let newDistance = terrainRuler.measureDistances(newPath, {costFunction})[0];
// TODO We might need to check if the diagonal count has increased on 5-10-5
if (newDistance < oldDistance) {
path.pop();
}
else if (newDistance === oldDistance) {
let oldNoDiagonals = oldPath[1].ray.terrainRulerFinalState?.noDiagonals;
let newNoDiagonals = newPath[0].ray.terrainRulerFinalState?.noDiagonals;
// This uses === && < instead of <= because the variables might be undefined (which shall lead to a true result)
if (oldNoDiagonals === newNoDiagonals || newNoDiagonals < oldNoDiagonals) {
path.pop();
}
}
}
else {
path.pop();
}
}
const lastNode = calculatePath(from, to, token, previousWaypoints);
if (!lastNode)
return null;
paintGriddedPathfindingDebug(lastNode, token);
const path = [];
let currentNode = lastNode;
while (currentNode) {
// TODO Check if the distance doesn't change
if (path.length >= 2 && !stepCollidesWithWall(currentNode.node, path[path.length - 2], token))
// Replace last waypoint if the current waypoint leads to a valid path
path[path.length - 1] = {x: currentNode.node.x, y: currentNode.node.y};
else
path.push({x: currentNode.node.x, y: currentNode.node.y});
currentNode = currentNode.next;
currentNode = currentNode.previous;
}
return path;
}
}
function buildTokenData(token) {
// Almost all the information we need is for calculating the snap point
const tokenData = buildSnapPointTokenData(token);
// If Wall Height is enabled, which walls matter depends on the token's elevation.
// Depending on the settings in Wall Height, the height we care about is either their
// foot height (elevation) or eye height (losHeight).
if (isModuleActive("wall-height")) {
const blockSightMovement = game.settings.get("wall-height", "blockSightMovement");
tokenData.elevation = blockSightMovement ? token.losHeight : token.data.elevation;
export function wipePathfindingCache() {
cachedNodes = undefined;
for (const pathfinder of gridlessPathfinders.values()) {
GridlessPathfinding.free(pathfinder);
}
return tokenData;
gridlessPathfinders.clear();
if (debugGraphics)
debugGraphics.removeChildren().forEach(c => c.destroy());
}
function getNode(pos, cacheLayer, initialize = true) {
const node = cacheLayer.nodes[pos.y][pos.x];
function getNode(pos, token, initialize=true) {
pos = {layer: 0, ...pos}; // Copy pos and set pos.layer to the default value if it's unset
if (!cachedNodes)
cachedNodes = new Array(2);
if (!cachedNodes[pos.layer])
cachedNodes[pos.layer] = new Array(Math.ceil(canvas.dimensions.height / canvas.grid.h));
if (!cachedNodes[pos.layer][pos.y])
cachedNodes[pos.layer][pos.y] = new Array(Math.ceil(canvas.dimensions.width / canvas.grid.w));
if (!cachedNodes[pos.layer][pos.y][pos.x]) {
cachedNodes[pos.layer][pos.y][pos.x] = pos;
}
const node = cachedNodes[pos.layer][pos.y][pos.x];
if (initialize && !node.edges) {
node.edges = [];
for (const neighborPos of canvas.grid.grid.getNeighbors(pos.y, pos.x).map(([y, x]) => {return {x, y};})) {
if (neighborPos.x < 0 || neighborPos.y < 0 || neighborPos.x >= gridWidth || neighborPos.y >= gridHeight) {
if (neighborPos.x < 0 || neighborPos.y < 0)
continue;
}
// TODO Work with pixels instead of grid locations
if (!stepCollidesWithWall(pos, neighborPos, cacheLayer.tokenData)) {
if (!stepCollidesWithWall(pos, neighborPos, token)) {
const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE;
let edgeCost;
if (window.terrainRuler) {
let ray = new Ray(getCenterFromGridPositionObj(pos), getCenterFromGridPositionObj(neighborPos));
let measuredDistance = terrainRuler.measureDistances([{ray}], {costFunction: buildCostFunction(cacheLayer.tokenData, getTokenShapeForTokenData(cacheLayer.tokenData))})[0];
edgeCost = Math.round(measuredDistance / canvas.dimensions.distance);
if (ray.terrainRulerFinalState?.noDiagonals === 1) {
edgeCost = 1.5;
let targetLayer = pos.layer;
if (use5105 && isDiagonal)
targetLayer = 1 - targetLayer;
const neighbor = getNode({...neighborPos, layer: targetLayer}, token, false);
// TODO We currently assume a cost of one or two for all transitions. Change this for difficult terrain support
let edgeCost = 1;
if (isDiagonal) {
// We charge 0.0001 more for edges to avoid unnecessary diagonal steps
edgeCost = pos.layer === 1 && targetLayer === 0 ? 2 : 1.0001;
}
// Charge 1.0001 instead of 1 for diagonals to discourage unnecessary diagonals
if (isDiagonal && edgeCost == 1) {
edgeCost = 1.0001;
}
}
else {
// Count 5-10-5 diagonals as 1.5 (so two add up to 3) and 5-5-5 diagonals as 1.0001 (to discourage unnecessary diagonals)
// TODO Account for difficult terrain
edgeCost = isDiagonal ? (use5105 ? 1.5 : 1.0001) : 1;
}
const neighbor = getNode(neighborPos, cacheLayer, false);
node.edges.push({target: neighbor, cost: edgeCost});
}
}
@@ -357,67 +98,44 @@ function getNode(pos, cacheLayer, initialize = true) {
return node;
}
function calculatePath(from, to, cacheLayer, previousWaypoints) {
use5105 = game.system.id === "pf2e" || canvas.grid.diagonalRule === "5105";
let startCost = 0;
function calculatePath(from, to, token, previousWaypoints) {
if (game.system.id === "pf2e")
use5105 = true;
if (canvas.grid.diagonalRule === "5105")
use5105 = true;
let startLayer = 0;
if (use5105 && canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
previousWaypoints = previousWaypoints.map(w => getGridPositionFromPixelsObj(w));
startCost = (calcNoDiagonals(previousWaypoints) % 2) * 0.5;
startLayer = calcNoDiagonals(previousWaypoints) % 2;
}
const nextNodes = new PriorityQueueSet((node1, node2) => node1.node === node2.node, node => node.estimated);
const nextNodes = [{node: getNode({...to, layer: startLayer}, token), cost: 0, estimated: estimateCost(to, from), previous: null}];
const previousNodes = new Set();
nextNodes.pushWithPriority(
{
node: getNode(from, cacheLayer),
cost: startCost,
estimated: startCost + estimateCost(from, to),
previous: null
}
);
while (nextNodes.hasNext()) {
while (nextNodes.length > 0) {
// Sort by estimated cost, high to low
// TODO Re-sorting every iteration is expensive. Think of something better
nextNodes.sort((a, b) => b.estimated - a.estimated);
// Get node with cheapest estimate
const currentNode = nextNodes.pop();
if (currentNode.node.x === to.x && currentNode.node.y === to.y) {
return buildPathNodes(currentNode);
}
if (currentNode.node.x === from.x && currentNode.node.y === from.y)
return currentNode;
previousNodes.add(currentNode.node);
for (const edge of currentNode.node.edges) {
const neighborNode = getNode(edge.target, cacheLayer);
if (previousNodes.has(neighborNode)) {
const neighborNode = getNode(edge.target, token);
if (previousNodes.has(neighborNode))
continue;
}
const neighbor = {
node: neighborNode,
cost: currentNode.cost + edge.cost,
estimated: currentNode.cost + edge.cost + estimateCost(neighborNode, to),
previous: currentNode
};
nextNodes.pushWithPriority(neighbor);
const neighbor = {node: neighborNode, cost: currentNode.cost + edge.cost, estimated: currentNode.cost + edge.cost + estimateCost(neighborNode, from), previous: currentNode};
const neighborIndex = nextNodes.findIndex(node => node.node === neighbor.node);
if (neighborIndex >= 0) {
// If the neighbor is cheaper to reach via the current route than through previously discovered routes, replace it
if (nextNodes[neighborIndex].cost > neighbor.cost) {
nextNodes[neighborIndex] = neighbor;
}
}
}
/**
* Now we've found the path, we know the final node, and each node links to the previous one.
* Reverse this list and return the first node in the path, with each node linking to the next
*/
function buildPathNodes(lastNode) {
let currentNode = lastNode;
let previousNode = null;
while (currentNode) {
const pathNode = {
node: currentNode.node,
cost: currentNode.cost,
next: previousNode
else {
nextNodes.push(neighbor);
}
}
previousNode = pathNode;
currentNode = currentNode.previous;
}
return previousNode;
}
function calcNoDiagonals(waypoints) {
@@ -428,66 +146,30 @@ function calcNoDiagonals(waypoints) {
return diagonals;
}
/**
* Estimate the travel distance between two points, as the crow flies. Most of the time, this is 1
* per space, but for a square grid using 5-10-5 diagonals, count each diagonal as an extra 0.5
*/
function estimateCost(pos, target) {
const distX = Math.abs(pos.x - target.x);
const distY = Math.abs(pos.y - target.y);
return Math.max(distX, distY) + (use5105 ? Math.min(distX, distY) * 0.5 : 0);
return Math.max(Math.abs(pos.x - target.x), Math.abs(pos.y - target.y));
}
function stepCollidesWithWall(from, to, tokenData) {
const stepStart = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(from), tokenData);
const stepEnd = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(to), tokenData);
if (isModuleActive("levels")) {
stepStart.z = tokenData.elevation;
stepEnd.z = tokenData.elevation;
return _levels.testCollision(stepStart, stepEnd, "collision")
} else {
function stepCollidesWithWall(from, to, token) {
const stepStart = getSnapPointForTokenObj(getPixelsFromGridPositionObj(from), token);
const stepEnd = getSnapPointForTokenObj(getPixelsFromGridPositionObj(to), token);
return canvas.walls.checkCollision(new Ray(stepStart, stepEnd));
}
}
export function wipePathfindingCache() {
cache.clear();
for (const pathfinder of gridlessPathfinders.values()) {
GridlessPathfinding.free(pathfinder);
}
gridlessPathfinders.clear();
if (debugGraphics)
debugGraphics.removeChildren().forEach(c => c.destroy());
}
export function initializePathfinding() {
gridWidth = Math.ceil(canvas.dimensions.width / canvas.grid.w);
gridHeight = Math.ceil(canvas.dimensions.height / canvas.grid.h);
}
export function startBackgroundCaching(token) {
// Background caching isn't yet supported for gridless scenes
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
return;
if (game.user.isGM || game.settings.get(settingsKey, "allowPathfinding")) {
cache.startBackgroundCaching(token);
}
}
function paintGriddedPathfindingDebug(firstNode, tokenData) {
function paintGriddedPathfindingDebug(lastNode, token) {
if (!CONFIG.debug.dragRuler)
return;
debugGraphics.removeChildren().forEach(c => c.destroy());
let currentNode = firstNode;
let currentNode = lastNode;
while (currentNode) {
let text = new PIXI.Text(currentNode.cost.toFixed(1));
let pixels = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(currentNode.node), tokenData);
let text = new PIXI.Text(currentNode.cost.toFixed(0));
let pixels = getSnapPointForTokenObj(getPixelsFromGridPositionObj(currentNode.node), token);
text.anchor.set(0.5, 1.0);
text.x = pixels.x;
text.y = pixels.y;
debugGraphics.addChild(text);
currentNode = currentNode.next;
currentNode = currentNode.previous;
}
}
-3
View File
@@ -54,9 +54,6 @@ export function extendRuler() {
else
this.draggedEntity = canvas.templates.get(data.draggedEntity);
}
else {
this.draggedEntity = undefined;
}
super.update(data);
}
+3 -16
View File
@@ -1,6 +1,5 @@
import {availableSpeedProviders, currentSpeedProvider, getDefaultSpeedProvider, updateSpeedProvider} from "./api.js";
import {SpeedProvider} from "./speed_provider.js"
import {wipePathfindingCache} from "./pathfinding.js"
import { early_isGM } from "./util.js";
export const settingsKey = "drag-ruler";
@@ -11,10 +10,6 @@ export const RightClickAction = Object.freeze({
ABORT_DRAG:2,
});
function delayedReload() {
window.setTimeout(() => location.reload(), 500);
}
export function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
@@ -95,24 +90,16 @@ export function registerSettings() {
config: true,
type: Boolean,
default: false,
onChange: delayedReload,
onChange: () => location.reload(),
});
game.settings.register(settingsKey, "autoPathfinding", {
name: "drag-ruler.settings.autoPathfinding.name",
hint: "drag-ruler.settings.autoPathfinding.hint",
scope: "client",
scpoe: "client",
config: early_isGM() || game.settings.get(settingsKey, "allowPathfinding"),
type: Boolean,
default: false,
});
game.settings.register(settingsKey, "pathfindingRadius", {
scope: "world",
config: false,
type: Number,
default: 0.9,
onChange: wipePathfindingCache,
defualt: false,
});
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
+1 -3
View File
@@ -39,7 +39,5 @@ export function recalculate(tokens) {
}
function _socketRecalculate(tokenIds) {
const ruler = canvas.controls.ruler;
if (ruler.isDragRuler)
ruler.dragRulerRecalculate(tokenIds);
return canvas.controls.ruler.dragRulerRecalculate(tokenIds);
}
+5 -8
View File
@@ -4,15 +4,13 @@ export function getDefaultSpeedAttribute() {
return "actor.data.data.attribs.mov.value";
case "dcc":
return "actor.data.data.attributes.speed.value";
case "dnd4e":
return "actor.data.data.movement.walk.value";
case "dnd5e":
return "actor.data.data.attributes.movement.walk";
return "actor.data.data.attributes.movement.walk"
case "lancer":
return "actor.data.data.derived.speed";
return "actor.data.data.derived.speed"
case "pf1":
case "D35E":
return "actor.data.data.attributes.speed.land.total";
return "actor.data.data.attributes.speed.land.total"
case "sfrpg":
return "actor.data.data.attributes.speed.value";
case "shadowrun5e":
@@ -30,7 +28,6 @@ export function getDefaultDashMultiplier() {
case "swade":
return 0
case "dcc":
case "dnd4e":
case "dnd5e":
case "lancer":
case "pf1":
@@ -38,9 +35,9 @@ export function getDefaultDashMultiplier() {
case "sfrpg":
case "shadowrun5e":
case "ds4":
return 2;
return 2
case "CoC7":
return 5;
}
return 0;
return 0
}
+36 -53
View File
@@ -1,6 +1,5 @@
import {getPixelsFromGridPosition} from "./foundry_fixes.js"
import {findVertexSnapPoint} from "./hex_support.js";
import {disableSnap} from "./keybindings.js";
import { disableSnap } from "./keybindings.js";
export function* zip(it1, it2) {
for (let i = 0;i < Math.min(it1.length, it2.length);i++) {
@@ -26,38 +25,14 @@ export function sum(arr) {
return arr.reduce((a, b) => a + b, 0);
}
export function buildSnapPointTokenData(token) {
const tokenData = {
width: token.data.width,
height: token.data.height
};
if (isModuleActive("hex-size-support")) {
tokenData.hexSizeSupport = {};
tokenData.hexSizeSupport.altSnappingFlag = CONFIG.hexSizeSupport.getAltSnappingFlag(token);
tokenData.hexSizeSupport.altOrientationFlag = CONFIG.hexSizeSupport.getAltOrientationFlag(token);
tokenData.hexSizeSupport.borderSize = token.document.getFlag("hex-size-support", "borderSize");
}
return tokenData;
}
export function getSnapPointForToken(x, y, token) {
return getSnapPointForTokenData(x, y, buildSnapPointTokenData(token));
}
export function getSnapPointForTokenDataObj(pos, tokenData) {
return getSnapPointForTokenData(pos.x, pos.y, tokenData);
}
function getSnapPointForTokenData(x, y, tokenData) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
if (canvas.grid.isHex) {
if (tokenData.hexSizeSupport?.altSnappingFlag) {
if (tokenData.hexSizeSupport.borderSize % 2 === 0) {
const snapPoint = findVertexSnapPoint(x, y, tokenData.hexSizeSupport.altOrientationFlag);
if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
if (token.document.getFlag("hex-size-support", "borderSize") % 2 === 0) {
const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
return new PIXI.Point(snapPoint.x, snapPoint.y)
}
else {
@@ -71,38 +46,38 @@ function getSnapPointForTokenData(x, y, tokenData) {
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
let cellX, cellY;
if (tokenData.width % 2 === 0)
if (token.data.width % 2 === 0)
cellX = x - canvas.grid.h / 2;
else
cellX = x;
if (tokenData.height % 2 === 0)
if (token.data.height % 2 === 0)
cellY = y - canvas.grid.h / 2;
else
cellY = y;
const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
let snapX, snapY;
// Tiny tokens can snap to the cells corners
if (tokenData.width <= 0.5) {
if (token.data.width <= 0.5) {
const offsetX = x - topLeftX;
const subGridWidth = Math.floor(canvas.grid.w / 2);
const subGridPosX = Math.floor(offsetX / subGridWidth);
snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
}
// Tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
else if (Math.round(tokenData.width) % 2 === 1 || tokenData.width < 1) {
else if (Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
snapX = centerX;
}
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
else {
snapX = centerX + canvas.grid.w / 2;
}
if (tokenData.height <= 0.5) {
if (token.data.height <= 0.5) {
const offsetY = y - topLeftY;
const subGridHeight = Math.floor(canvas.grid.h / 2);
const subGridPosY = Math.floor(offsetY / subGridHeight);
snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
}
else if (Math.round(tokenData.height) % 2 === 1 || tokenData.height < 1) {
else if (Math.round(token.data.height) % 2 === 1 || token.data.height < 1) {
snapY = centerY;
}
else {
@@ -119,7 +94,23 @@ export function getSnapPointForMeasuredTemplate(x, y) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
return canvas.grid.grid.getSnappedPosition(x, y, canvas.templates.gridPrecision);
let subgridWidth, subgridHeight;
if (canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
subgridWidth = subgridHeight = canvas.dimensions.size / 2;
}
else {
if (canvas.grid.grid.columns) {
subgridWidth = canvas.grid.w / 4;
subgridHeight = canvas.grid.h / 2;
}
else {
subgridWidth = canvas.grid.w / 2;
subgridHeight = canvas.grid.h / 4;
}
}
const snappedX = Math.round(x / subgridWidth) * subgridWidth;
const snappedY = Math.round(y / subgridHeight) * subgridHeight;
return new PIXI.Point(snappedX, snappedY);
}
export function getSnapPointForEntity(x, y, entity) {
@@ -167,19 +158,15 @@ export function getAreaFromPositionAndShape(position, shape) {
}
export function getTokenShape(token) {
return getTokenShapeForTokenData(buildSnapPointTokenData(token), token.scene);
}
export function getTokenShapeForTokenData(tokenData, scene=canvas.scene) {
if (scene.data.gridType === CONST.GRID_TYPES.GRIDLESS) {
if (token.scene.data.gridType === CONST.GRID_TYPES.GRIDLESS) {
return [{x: 0, y: 0}]
}
else if (scene.data.gridType === CONST.GRID_TYPES.SQUARE) {
const topOffset = -Math.floor(tokenData.height / 2)
const leftOffset = -Math.floor(tokenData.width / 2)
else if (token.scene.data.gridType === CONST.GRID_TYPES.SQUARE) {
const topOffset = -Math.floor(token.data.height / 2)
const leftOffset = -Math.floor(token.data.width / 2)
const shape = []
for (let y = 0;y < tokenData.height;y++) {
for (let x = 0;x < tokenData.width;x++) {
for (let y = 0;y < token.data.height;y++) {
for (let x = 0;x < token.data.width;x++) {
shape.push({x: x + leftOffset, y: y + topOffset})
}
}
@@ -187,8 +174,8 @@ export function getTokenShapeForTokenData(tokenData, scene=canvas.scene) {
}
else {
// Hex grids
if (game.modules.get("hex-size-support")?.active && tokenData.hexSizeSupport.altSnappingFlag) {
const borderSize = tokenData.hexSizeSupport.borderSize;
if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
const borderSize = token.data.flags["hex-size-support"].borderSize;
let shape = [{x: 0, y: 0}];
if (borderSize >= 2)
shape = shape.concat([{x: 0, y: -1}, {x: -1, y: -1}]);
@@ -197,7 +184,7 @@ export function getTokenShapeForTokenData(tokenData, scene=canvas.scene) {
if (borderSize >= 4)
shape = shape.concat([{x: -2, y: -1}, {x: 1, y: -1}, {x: -1, y: -2}, {x: 0, y: -2}, {x: 1, y: -2}])
if (Boolean(tokenData.hexSizeSupport.altOrientationFlag) !== canvas.grid.grid.options.columns)
if (Boolean(CONFIG.hexSizeSupport.getAltOrientationFlag(token)) !== canvas.grid.grid.options.columns)
shape.forEach(space => space.y *= -1);
if (canvas.grid.grid.options.columns)
shape = shape.map(space => {return {x: space.y, y: space.x}});
@@ -292,7 +279,3 @@ export function early_isGM() {
const gmLevel = CONST.USER_ROLES.ASSISTANT;
return level >= gmLevel;
}
export function isModuleActive(moduleName) {
return game.modules.get(moduleName)?.active
}
+2 -2
View File
@@ -2,7 +2,7 @@
"name": "drag-ruler",
"title": "Drag Ruler",
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
"version": "1.12.8",
"version": "1.11.5",
"minimumCoreVersion" : "9.245",
"compatibleCoreVersion" : "9",
"authors": [
@@ -65,7 +65,7 @@
],
"socket": true,
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/releases/download/v1.12.8/drag-ruler-1.12.8.zip",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.11.5.zip",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
+1 -79
View File
@@ -2,15 +2,6 @@
# It is not intended for manual editing.
version = 3
[[package]]
name = "block-buffer"
version = "0.10.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0bf7fe51849ea569fd452f37822f606a5cabb684dc918707a0193fd4664ff324"
dependencies = [
"generic-array",
]
[[package]]
name = "bumpalo"
version = "3.9.1"
@@ -33,53 +24,13 @@ dependencies = [
"wasm-bindgen",
]
[[package]]
name = "cpufeatures"
version = "0.2.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "59a6001667ab124aebae2a495118e11d30984c3a653e99d86d58971708cf5e4b"
dependencies = [
"libc",
]
[[package]]
name = "crypto-common"
version = "0.1.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "57952ca27b5e3606ff4dd79b0020231aaf9d6aa76dc05fd30137538c50bd3ce8"
dependencies = [
"generic-array",
"typenum",
]
[[package]]
name = "digest"
version = "0.10.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f2fb860ca6fafa5552fb6d0e816a69c8e49f0908bf524e30a90d97c85892d506"
dependencies = [
"block-buffer",
"crypto-common",
]
[[package]]
name = "generic-array"
version = "0.14.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fd48d33ec7f05fbfa152300fdad764757cbded343c1aa1cff2fbaf4134851803"
dependencies = [
"typenum",
"version_check",
]
[[package]]
name = "gridless-pathfinding"
version = "1.12.8"
version = "0.1.0"
dependencies = [
"console_error_panic_hook",
"js-sys",
"rustc-hash",
"sha1",
"wasm-bindgen",
]
@@ -98,12 +49,6 @@ version = "1.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e2abad23fbc42b3700f2f279844dc832adb2b2eb069b2df918f455c4e18cc646"
[[package]]
name = "libc"
version = "0.2.125"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5916d2ae698f6de9bfb891ad7a8d65c09d232dc58cc4ac433c7da3b2fd84bc2b"
[[package]]
name = "log"
version = "0.4.14"
@@ -137,17 +82,6 @@ version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
[[package]]
name = "sha1"
version = "0.10.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c77f4e7f65455545c2153c1253d25056825e77ee2533f0e41deb65a93a34852f"
dependencies = [
"cfg-if",
"cpufeatures",
"digest",
]
[[package]]
name = "syn"
version = "1.0.86"
@@ -159,24 +93,12 @@ dependencies = [
"unicode-xid",
]
[[package]]
name = "typenum"
version = "1.15.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dcf81ac59edc17cc8697ff311e8f5ef2d99fcbd9817b34cec66f90b6c3dfd987"
[[package]]
name = "unicode-xid"
version = "0.2.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8ccb82d61f80a663efe1f787a51b16b5a51e3314d6ac365b08639f52387b33f3"
[[package]]
name = "version_check"
version = "0.9.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "49874b5167b65d7193b8aba1567f5c7d93d001cafc34600cee003eda787e483f"
[[package]]
name = "wasm-bindgen"
version = "0.2.79"
+1 -2
View File
@@ -1,6 +1,6 @@
[package]
name = "gridless-pathfinding"
version = "1.12.8"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
@@ -16,5 +16,4 @@ lto = true
console_error_panic_hook = "0.1.7"
js-sys = "0.3.56"
rustc-hash = "1.1.0"
sha1 = "0.10.1"
wasm-bindgen = "0.2.79"
+4 -69
View File
@@ -1,5 +1,4 @@
use js_sys::Array;
use sha1::{Sha1, Digest};
use wasm_bindgen::prelude::*;
use crate::{
@@ -24,8 +23,6 @@ extern "C" {
extern "C" {
pub type JsWall;
pub type JsWallData;
pub type JsWallFlags;
pub type JsWallHeight;
#[wasm_bindgen(method, getter)]
fn data(this: &JsWall) -> JsWallData;
@@ -41,18 +38,6 @@ extern "C" {
#[wasm_bindgen(method, getter, js_name = "move")]
fn move_type(this: &JsWallData) -> WallSenseType;
#[wasm_bindgen(method, getter)]
fn flags(this: &JsWallData) -> JsWallFlags;
#[wasm_bindgen(method, getter, js_name = "wallHeight")]
fn wall_height(this: &JsWallFlags) -> Option<JsWallHeight>;
#[wasm_bindgen(method, getter, js_name = "wallHeightTop")]
fn top(this: &JsWallHeight) -> Option<f64>;
#[wasm_bindgen(method, getter, js_name = "wallHeightBottom")]
fn bottom(this: &JsWallHeight) -> Option<f64>;
}
#[wasm_bindgen]
@@ -135,38 +120,6 @@ impl TryFrom<usize> for WallSenseType {
}
}
#[derive(Debug, Copy, Clone)]
pub struct WallHeight {
pub top: f64,
pub bottom: f64,
}
impl Default for WallHeight {
fn default() -> Self {
Self {
top: f64::INFINITY,
bottom: f64::NEG_INFINITY,
}
}
}
impl From<Option<JsWallHeight>> for WallHeight {
fn from(height: Option<JsWallHeight>) -> Self {
let height = height
.map(|height| (height.top(), height.bottom()))
.unwrap_or((None, None));
let top = height.0.unwrap_or(WallHeight::default().top);
let bottom = height.1.unwrap_or(WallHeight::default().bottom);
Self { top, bottom }
}
}
impl WallHeight {
pub fn contains(&self, height: f64) -> bool {
self.top >= height && self.bottom <= height
}
}
#[derive(Debug, Clone, Copy)]
pub struct Wall {
pub p1: Point,
@@ -174,7 +127,6 @@ pub struct Wall {
pub door_type: DoorType,
pub door_state: DoorState,
pub move_type: WallSenseType,
pub height: WallHeight,
}
impl Wall {
@@ -184,7 +136,6 @@ impl Wall {
door_type: DoorType,
door_state: DoorState,
move_type: WallSenseType,
height: WallHeight,
) -> Self {
Self {
p1,
@@ -192,7 +143,6 @@ impl Wall {
door_type,
door_state,
move_type,
height,
}
}
@@ -206,36 +156,29 @@ impl Wall {
}
impl Wall {
fn from_js(wall: &JsWall, enable_height: bool) -> Self {
fn from_js(wall: &JsWall) -> Self {
let data = wall.data();
let mut c = data.c();
c.iter_mut().for_each(|val| *val = val.round());
let height = if enable_height {
data.flags().wall_height().into()
}
else {
WallHeight::default()
};
Self::new(
Point::new(c[0], c[1]),
Point::new(c[2], c[3]),
data.door_type(),
data.door_state(),
data.move_type(),
height,
)
}
}
#[allow(dead_code)]
#[wasm_bindgen]
pub fn initialize(js_walls: Vec<JsValue>, token_size: f64, token_elevation: f64, enable_height: bool) -> Pathfinder {
pub fn initialize(js_walls: Vec<JsValue>, token_size: f64) -> Pathfinder {
let mut walls = Vec::with_capacity(js_walls.len());
for wall in js_walls {
let wall = JsWall::from(wall);
walls.push(Wall::from_js(&wall, enable_height));
walls.push(Wall::from_js(&wall));
}
Pathfinder::initialize(walls, token_size, token_elevation)
Pathfinder::initialize(walls, token_size)
}
#[allow(dead_code)]
@@ -263,14 +206,6 @@ pub fn debug_get_pathfinding_points(pathfinder: &Pathfinder) -> Array {
.collect()
}
#[allow(dead_code)]
#[wasm_bindgen]
pub fn sha1(input: &str) -> String {
let mut hasher = Sha1::new();
hasher.update(input);
format!("{:x}", hasher.finalize())
}
trait IteratePath {
fn iter_path(&self) -> PathIterator;
}
+10 -6
View File
@@ -148,7 +148,7 @@ pub struct Pathfinder {
}
impl Pathfinder {
pub fn initialize<I>(walls: I, token_size: f64, token_elevation: f64) -> Self
pub fn initialize<I>(walls: I, token_size: f64) -> Self
where
I: IntoIterator<Item = Wall>,
{
@@ -162,9 +162,6 @@ impl Pathfinder {
if wall.is_door() && wall.is_open() {
continue;
}
if !wall.height.contains(token_elevation) {
continue;
}
let x_diff = wall.p2.x - wall.p1.x;
let y_diff = wall.p2.y - wall.p1.y;
let p1_angle = y_diff.atan2(x_diff).rem_euclid(2.0 * PI);
@@ -191,13 +188,18 @@ impl Pathfinder {
if angle_diff <= PI {
continue;
}
{
let angle_between = angle_diff / 2.0 + angle1;
nodes.push(calc_pathfinding_node(
let pathfinding_node = calc_pathfinding_node(
point,
angle_between,
distance_from_walls,
&mut line_segments,
));
);
if angle_diff > 1.5 * PI {
nodes.push(pathfinding_node);
}
}
nodes.push(calc_pathfinding_node(
point,
angle1 + 0.5 * PI,
@@ -217,6 +219,7 @@ impl Pathfinder {
if angle_diff <= PI {
continue;
}
if angle_diff > 1.5 * PI {
let angle_between = angle_diff / 2.0 + angle1;
nodes.push(calc_pathfinding_node(
point,
@@ -224,6 +227,7 @@ impl Pathfinder {
distance_from_walls,
&mut line_segments,
));
}
nodes.push(calc_pathfinding_node(
point,
angle1 + 0.5 * PI,