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144 Commits

Author SHA1 Message Date
Crovaxon 0372b6a3b9 Removed duplicates from merging, fuck VS Code. 2025-05-11 16:43:52 +02:00
Crovaxon 3bd945b6e2 Merge branch 'develop' of https://gitea.crovaxon.de/crovaxon/foundryvtt-drag-ruler into develop 2025-05-11 16:42:37 +02:00
Crovaxon 63b946051a Updated URLs and prepared for test release. 2025-05-11 16:41:13 +02:00
Crovaxon 179cc73fa1 Merge branch 'develop' of https://gitea.crovaxon.de/crovaxon/foundryvtt-drag-ruler into develop 2025-05-11 16:39:19 +02:00
Crovaxon 9eed5d4245 Updated download URL for upcoming test release. 2025-05-11 16:38:27 +02:00
Crovaxon f31c2c0f8a Updated URLs
Updated the download URL
2025-05-11 16:36:44 +02:00
Crovaxon 72a646ab89 Updated URLs 2025-05-11 16:35:28 +02:00
Crovaxon e0c57ce78b Changed socketlib dependency to my own hosted instance and upped version compatibility so Foundry v13 will be able to install this. 2025-05-11 16:22:17 +02:00
Jonas Karlsson a21085ca5b Add dragonbane support (#333) 2024-08-03 21:19:05 +02:00
Joe 21533a0075 Update lancer speed attribute (#301) 2024-08-03 21:18:48 +02:00
Manuel Vögele 8d67ca01c3 Release v1.14.2 2024-07-28 23:26:33 +02:00
Manuel Vögele 80ff8832fd Add a word of warning about bugs to the readme 2024-07-28 23:24:40 +02:00
Manuel Vögele c787b18fcb Add 1 to hex positions before snapping to avoid rounding issues (fixes #334) 2024-07-28 23:13:23 +02:00
Manuel Vögele c03dbc09ff Always use the token's center as origin for gridless snapping (fixes #336) 2024-07-28 23:03:37 +02:00
Manuel Vögele 27a2b46a8a Revert "Restore rulerOffset for all uses except hex grids (fixes #332)"
This reverts commit ab1f5b4c9b.
2024-07-28 22:47:26 +02:00
Manuel Vögele 94a8e6f147 Release v1.14.1 2024-07-28 09:29:39 +02:00
Manuel Vögele ab1f5b4c9b Restore rulerOffset for all uses except hex grids (fixes #332)
This restores the functinality of gridless, but it is not a proper fix. Most likely all the functionality in foundry_imports.js has to be re-imported at this point
2024-07-28 09:28:13 +02:00
Manuel Vögele 1974e6e4a3 Revert to pre-v12 maeasureDistances to restore gridless functionality 2024-07-28 09:04:41 +02:00
Manuel Vögele cb40c8de50 Release v1.14.0 2024-07-27 23:18:55 +02:00
Manuel Vögele 6da3e65301 Fix some deprecation warnings 2024-07-27 23:14:40 +02:00
Manuel Vögele a7d06eaed3 Make use of new foundry functions for highlightMeasurementNative 2024-07-27 23:14:40 +02:00
Manuel Vögele 18cf63895c Remove v11 compatibility code 2024-07-27 22:03:48 +02:00
n0q 0e2ab35db7 fix hex calculations in v12 2024-07-27 21:55:29 +02:00
Nils 0808f17ee3 Update foundry for v12 2024-07-27 21:55:29 +02:00
Manuel Vögele b649dacdb5 Add World of Darkness 20th ed to supported Game System list 2024-03-25 16:38:38 +01:00
KitCat c490550ed9 Add Support for 5x5 Hex Tokens (#315) 2024-03-06 23:28:16 +01:00
Manuel Vögele f12dbf0e61 Update wall colission error string to it's new location (it's a foundry native string that was moved to a new key) 2024-03-06 22:31:57 +01:00
Manuel Vögele f1fcc52867 Remove v10 support code 2023-06-13 19:53:30 +02:00
Manuel Vögele af03341638 Use token.center instead of calculating the center manually 2023-06-13 18:25:42 +02:00
Manuel Vögele 79db620fc1 Release v1.13.8 2023-06-13 18:08:40 +02:00
Manuel Vögele 8bf075c2ce Use the token center as token position in getMovedDistanceFromToken on gridless scenes (fixes #200) 2023-06-13 18:04:14 +02:00
Manuel Vögele f0c6ce1bcc Release v1.13.7 2023-06-13 17:01:02 +02:00
Manuel Vögele 7b392e5c9d Update module.json to reflect the new discord name 2023-06-13 17:00:48 +02:00
YenBenGrey efe6eac5aa Add default values for the Crucible system (#283) 2023-06-13 09:53:18 +02:00
Manuel Vögele 52b64c3016 Release v1.13.6 2023-06-12 22:22:54 +02:00
Manuel Vögele 48d0d17628 Use canvas.scene.grid.type instead of cnavas.scene.gridType (which is undefined since v10) (fixes #272) 2023-06-12 22:21:19 +02:00
Manuel Vögele 8101381cc4 Remove redundant & broken code path in _computeDistance (fixes #280) 2023-06-12 21:40:04 +02:00
Manuel Vögele 844df150a6 Release v1.13.5 2023-06-12 19:52:33 +02:00
Manuel Vögele 47715e95f6 Replace newly private functions with public alternatives 2023-06-12 19:50:55 +02:00
Manuel Vögele 1dccbcb081 Reformat with prettier 2023-06-12 19:36:20 +02:00
Manuel Vögele 4c3d7ab42a Add .prettierignore 2023-06-12 19:26:44 +02:00
Manuel Vögele 61fc795f7b Correct a typo in a variable name (fixes #255) 2023-06-11 13:46:09 +02:00
Foundry Hub f10fa049b9 Translated using Weblate (Portuguese (Brazil)) (#268)
Currently translated at 100.0% (59 of 59 strings)

Translation: Drag Ruler/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/drag-ruler/main/pt_BR/

Co-authored-by: eunaumtenhoid <eunaumtenhoid@outlook.com>
2023-06-11 13:20:55 +02:00
Manuel Vögele c844318836 Update module.json to reflect v11 compatiblility 2023-06-11 13:20:11 +02:00
pkonshik 9af692566c Apply changes for v11 compatibility (#277) 2023-06-11 13:17:36 +02:00
Txus d08416777b Wfrp4e default values (#276) 2023-06-10 10:27:42 +02:00
Manuel Vögele 56f506bad2 Release v1.13.4 2023-03-14 16:27:36 +01:00
Manuel Vögele e1d54ed55d Use "cn" as language code for Simplified Chinese, as is done by foundry 2023-03-14 16:24:16 +01:00
eunaumtenhoid 504c242e86 Translated using Weblate (Portuguese (Brazil))
Currently translated at 100.0% (59 of 59 strings)

Translation: Drag Ruler/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/drag-ruler/main/pt_BR/
2023-03-14 16:22:01 +01:00
eunaumtenhoid a48c199863 Added translation using Weblate (Portuguese (Brazil)) 2023-03-14 16:22:01 +01:00
Manuel Vögele b7ace776d5 Release v1.13.3 2023-02-21 10:02:05 +01:00
bnp800 cf98287afd Translated using Weblate (Chinese (Simplified))
Currently translated at 100.0% (59 of 59 strings)

Translation: Drag Ruler/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/drag-ruler/main/zh_Hans/
2023-02-21 09:58:43 +01:00
bnp800 7a3b547741 Added translation using Weblate (Chinese (Simplified)) 2023-02-21 09:58:43 +01:00
Raul Castaño 5329a4056c Translated using Weblate (Spanish)
Currently translated at 100.0% (59 of 59 strings)

Translation: Drag Ruler/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/drag-ruler/main/es/
2022-11-18 14:17:56 +01:00
Manuel Vögele a65ff4ddb4 Release v1.13.2 2022-10-15 18:40:48 +02:00
Manuel Vögele c2aa47985b Take into account that the hex size support module may not be installed (fixes #241) 2022-10-15 18:39:44 +02:00
Manuel Vögele 4b5fea0763 Release v1.13.1 2022-10-15 17:54:15 +02:00
Manuel Vögele 26c3475db6 Repair regressions of a9c15d77 where square token highlighting would break 2022-10-15 16:48:07 +02:00
Manuel Vögele 2cf97e2804 Add comments about re-used code in routinglib 2022-10-15 16:37:47 +02:00
Manuel Vögele 7dcb8b5c71 Remove hex-size-support from readme, as it's no longer needed for hex support 2022-10-15 16:01:32 +02:00
Manuel Vögele a9c15d779b v10 compat: Make Drag Ruler play nice with Foundry v10's hex grid and the new hex-size-support module 2022-10-15 16:00:38 +02:00
Manuel Vögele 01b9941c16 Export getRangesFromSpeedProvider 2022-10-15 10:33:32 +02:00
vincent 7bd5ad3dad Translated using Weblate (French)
Currently translated at 100.0% (59 of 59 strings)

Translation: Drag Ruler/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/drag-ruler/main/fr/
2022-10-14 23:56:03 +02:00
Manuel Vögele 6b4965f507 Translated using Weblate (German)
Currently translated at 100.0% (59 of 59 strings)

Translation: Drag Ruler/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/drag-ruler/main/de/
2022-10-14 23:56:03 +02:00
Manuel Vögele e57829936e Translated using Weblate (English)
Currently translated at 100.0% (59 of 59 strings)

Translation: Drag Ruler/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/drag-ruler/main/en/
2022-10-14 23:56:03 +02:00
Manuel Vögele 1713380900 Make pathfinding demonstration loop 2022-10-14 22:21:24 +02:00
Manuel Vögele 0896265f87 Transmit the cost options to ETL properly (fixes #238) 2022-10-14 22:21:20 +02:00
Manuel Vögele 8a91c8843d v10 compat: Get rid of several deprecation warnings (fixes #237) 2022-10-14 11:17:27 +02:00
rectulo 4787ae5e12 Update fr.json (#234) 2022-10-14 09:19:25 +02:00
Manuel Vögele 6027735f4c Release v1.13.0 2022-10-13 10:33:53 +02:00
Manuel Vögele 84bce39043 Add documentation for the pathfinding feature 2022-10-13 10:28:25 +02:00
Manuel Vögele 46c504341c Remove getCostForStep SpedProvider function in favor or the Enhanced Terrain Layer API 2022-10-13 08:18:59 +02:00
Manuel Vögele ff9b187d90 v10 compat: Use the new way of checking a wall collision 2022-10-13 08:07:08 +02:00
n0q bd76c965a2 Update README.md (#232) 2022-10-13 07:45:17 +02:00
Rapunzel77 ee9ac14346 adding TDE5 support to the README.md (#231)
Co-authored-by: Feiertag, Nico <nfeiertag@gmx.net>
2022-10-11 22:38:45 +02:00
Manuel Vögele 7a00d6fcc2 Stop pathfinding if the measurement is canceled mid-pathfinding 2022-10-04 21:32:26 +02:00
Manuel Vögele 4957188630 If a previous pathfinding job is done, reset it to undefined 2022-10-04 10:25:55 +02:00
Manuel Vögele 944ff96a26 Add comment about identical an identical function in another module 2022-10-03 10:51:09 +02:00
Manuel Vögele 58565b7011 v10 compat: Update to new token animation name 2022-10-01 07:56:20 +02:00
Manuel Vögele 25fc6258e7 Cancel running pathfinding jobs before scheduling a new one 2022-09-30 22:47:51 +02:00
Manuel Vögele ac00aac85b Gracefully handle situations where no path exists 2022-09-30 22:36:48 +02:00
Manuel Vögele 8d5a6716e1 v10 compat: Migrate manifest 2022-09-30 22:07:55 +02:00
Manuel Vögele c43b0bfd64 Rename js/ to src/ since the rust component is now gone 2022-09-30 22:04:41 +02:00
Manuel Vögele c21e4c91d6 Move pathfinding into routinglib; call routinglib for pathfinding jobs 2022-09-30 21:52:48 +02:00
Manuel Vögele 4b30d52da1 Fix several issues with Terrain Ruler based measurements 2022-09-30 19:46:25 +02:00
Manuel Vögele 08c39b5683 Fix references to the Ruler class 2022-09-30 14:08:38 +02:00
Manuel Vögele 2e2353e1d1 v10 compat: migrate to new data paths 2022-09-30 14:03:59 +02:00
Manuel Vögele cf74a11f18 v10 compat: Split measure function into several subfunctions as suggested by Foundry v10 2022-09-30 14:03:47 +02:00
Manuel Vögele a1c10e088d Add documentation to keybinding globals 2022-09-30 14:00:34 +02:00
Manuel Vögele 626829e989 v10 compat: migrate to new data paths 2022-09-28 08:07:02 +02:00
Manuel Vögele b87e91b63c v10 compat: Reference CONFIG.Canvas.rulerClass instead of Ruler 2022-09-28 08:05:14 +02:00
Manuel Vögele ed10144cc6 Disable background caching in preparation for routinglib 2022-09-28 07:46:34 +02:00
Manuel Vögele 5e82049686 Reformat with prettier 2022-09-28 07:35:16 +02:00
gsterling 71424cd284 add splittermond with speed and dash multiplier (#223) 2022-09-28 07:31:20 +02:00
Manuel Vögele 445c03d29a Add difficult terrain support for pathfinding on gridded scenes 2022-05-10 08:39:19 +02:00
Manuel Vögele 5904efbdd5 Remove redundant first waypoint from path generated by pathfinder
This fixes a bug where gridless snapping would snap slightly below the target range
2022-05-07 08:12:30 +02:00
Manuel Vögele d325f8acee Don't attempt to start background caching on gridless scenes, as it's currently unsupported (fixes #196) 2022-05-06 20:22:42 +02:00
Jonathan Calvert 1577435a33 Fix issue caused by client setting moving from Levels to Wall Height (#195) 2022-05-06 20:16:52 +02:00
Cole Schultz 1b8b2328c6 Add the pathfinding radius setting (#194) 2022-04-29 10:41:05 +02:00
Manuel Vögele 0dba39b145 Merge branch 'master' into develop 2022-04-12 00:22:20 +02:00
Manuel Vögele c1b0e9d7fb Release v1.12.8 2022-04-12 00:13:34 +02:00
Manuel Vögele 9d227efcd1 Enusre that measurements to determine the highlight color are always done center to center (fixes #189) 2022-04-12 00:11:30 +02:00
Manuel Vögele a3d942c287 Apply wall height's bounds to the rays before doing colission checks (fixes #190) 2022-04-12 00:11:30 +02:00
Manuel Vögele bdbd4fde18 Merge branch 'master' into develop 2022-04-01 18:07:25 +02:00
Manuel Vögele 3afb1f30b7 Release v1.12.7 2022-04-01 18:06:46 +02:00
Manuel Vögele 654f8e3111 Fix a typo that caused measurement template snapping to be broken (fixes #185) 2022-04-01 18:04:25 +02:00
Jonathan Calvert 2979e86201 Improve Pathfinding: Add background caching (#175) 2022-03-09 18:40:43 +01:00
Manuel Vögele 8f81fd707e Merge branch 'master' into develop 2022-03-08 23:13:36 +01:00
Manuel Vögele 5f6e348bf0 Release v1.12.6 2022-03-08 23:12:17 +01:00
Manuel Vögele 82f2a885fb getSnappedPosition cannot be used on gridless to calculate the snap point for measured templates 2022-03-08 23:09:06 +01:00
Manuel Vögele d536ae8dfb Merge branch 'master' into develop 2022-03-08 22:07:43 +01:00
Manuel Vögele 5add0be393 Release v1.12.5 2022-03-08 22:06:14 +01:00
Manuel Vögele f77990420a Replace getSnapPointForMeasuredTemplate with foundry native function (fixes #181) 2022-03-08 20:17:25 +01:00
Manuel Vögele 44efabc656 Merge branch 'master' into develop 2022-03-08 12:50:16 +01:00
Manuel Vögele e84632c0d7 Release v1.12.4 2022-03-08 12:49:56 +01:00
Manuel Vögele 30bd3d33e0 If no dragged entity is being transmitted, unset it (fixes #179) 2022-03-08 12:48:17 +01:00
Manuel Vögele 6604e322bd Show diagnoal count in debug print 2022-03-08 11:49:27 +01:00
Manuel Vögele b68f3bbe29 Elevation also needs to be respected if only "wall-height" is enabled 2022-03-08 11:45:58 +01:00
Manuel Vögele 793e87bc2f Merge branch 'master' into develop 2022-03-08 09:56:03 +01:00
Manuel Vögele df4c515fcd Release v1.12.3 2022-03-07 16:53:48 +01:00
Manuel Vögele 02dfd8db0d Only reclaculate the ruler if it's a Drag Ruler (fixes #161) 2022-03-07 14:39:31 +01:00
Manuel Vögele 65911c11f0 Only reclaculate the ruler if it's a Drag Ruler (fixes #161) 2022-03-07 14:37:15 +01:00
Manuel Vögele ddf89f9499 Add support for the wall height module in the gridless pathfinder 2022-03-07 12:40:16 +01:00
Jonathan Calvert 0dfdb23bfb Levels Compatibility: Clear pathfinding cache after changing elevation (#173) 2022-03-07 12:39:16 +01:00
Jonathan Calvert 3f2e9e1a3e Fix one-way wall collision detection (fixes #167) (#172) 2022-03-07 12:38:30 +01:00
Jonathan Calvert 846e39d946 Pathfinding: Keep Multiple Caches (#177) 2022-03-05 21:36:56 +01:00
Manuel Vögele 26748ee234 Revert ebd0ee6ccf, which introduced a bug instead of fixing one 2022-03-04 08:40:04 +01:00
Manuel Vögele ebd0ee6ccf Fix the order of colission checks during pathfinding waypoint culling to make one-way-walls work properly 2022-03-02 22:33:42 +01:00
Jonathan Calvert 1d477094b8 Fix bug with diagonal movement (#174) 2022-03-01 14:28:01 +01:00
Jonathan Calvert bbfce2bb77 Pathfinding Improvements: Improve 5-10-5 Diagonal Handling (#170) 2022-02-28 23:08:56 +01:00
Manuel Vögele 54cee52eb2 Add support for the wall height module in the gridless pathfinder 2022-02-28 22:48:15 +01:00
Jonathan Calvert a967a03197 Levels Compatibility: Clear pathfinding cache after changing elevation (#173) 2022-02-28 21:17:54 +01:00
Jonathan Calvert 8d243ce919 Fix one-way wall collision detection (fixes #167) (#172) 2022-02-28 19:13:12 +01:00
Jonathan Calvert b227d5073b Pathfinding Improvements: Replace nextNodes array with PriorityQueueSet (#169) 2022-02-28 18:23:46 +01:00
Jonathan Calvert 576db2dc5a Pathfinding Improvements: Bound Algorithm to Canvas (#168) 2022-02-28 09:52:12 +01:00
EndlesNights b031acaa6e dnd 4e system support (#162) 2022-02-28 09:42:10 +01:00
Manuel Vögele ee956abd78 Update .gitignore 2022-02-17 11:15:40 +01:00
Manuel Vögele 1334703877 Release v1.12.2 2022-02-17 00:58:33 +01:00
Manuel Vögele d6cccf4466 Ensure pathfinding on gridless is possible by always generating a pathfinding point when a virtual wall is being inserted 2022-02-17 00:53:51 +01:00
Manuel Vögele 074d2f5052 Disable pathfinding when the hotkey for moving tokens without pathfinding is enabled (fixes #158) 2022-02-17 00:47:13 +01:00
Manuel Vögele e5b8f896f8 Release v1.12.1 2022-02-16 12:48:59 +01:00
Manuel Vögele 3de350d3e9 Remove wasm snippets from release builds 2022-02-16 12:47:23 +01:00
Manuel Vögele 8f97081236 Release v1.12.0 2022-02-16 11:57:33 +01:00
Manuel Vögele 18253dc42b Delay reload to make sure all settings are being applied 2022-02-16 11:46:46 +01:00
50 changed files with 2648 additions and 2930 deletions
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foundry-*.js /foundry*.js
artifact/ artifact/
wasm/ wasm/
*.lock
.vscode/
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*.md
*.html
*.json
foundry.js
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printWidth: 100
trailingComma: "all"
bracketSpacing: false
arrowParens: "avoid"
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## 1.14.2
### Bug fixes
- Fixed a bug where tokens would snap to inconsistent distances on gridless scenes
- Fixed a bug that caused the highlighted path on hex grids to be incorrect
## 1.14.1
### Bug fixes
- The functionality Drag Ruler on gridless has been restored
## 1.14.0
### New features
- Drag Ruler now supports hex tokens of size 5 (thanks KitCat!)
### Compatibility
- Drag Ruler has been updated to work with Foundry v12 (thanks TPNils and N0q!)
## 1.13.8
### Bugfixes
- `getMovedDistanceFromToken` no longer returns incorrect values on gridless maps
## 1.13.7
### Compatibility
- Drag Ruler's generic speed provider is now aware of good defaults for the Crucible game system
## 1.13.6
### Bugfixes
- Fixed a bug that caused no measurements to be shown next to the ruler
- Fixed a bug where diagonal paths would sometimes highlight squares that don't blong to the path on square maps
## 1.13.5
### Compatibility
- Drag Ruler is now compatible with Foundry VTT v11 (thanks to pkonshik for doing much of the porting work!)
- Drag Ruler's generic speed provider is now aware of good defaults for Warhammer Fantasy Roleplay 4th Edition
### Translations
- Updated Portugese (Brazil) translation (thanks eunaumtenhoid!)
## 1.13.4
### Translations
- New translation: Portuguese (Brazil) (thanks eunaumtenhoid!)
- Foundry should now be able to detect the Simplified Chenese translation properly
## 1.13.3
### Translations
- New translation: Chinese (Simplified) (thanks bnp800!)
## 1.13.2
### Bugfixes
- Fixed a bug that prevented pathfinding on hex to work when the hex size support module is not installed
## 1.13.1
### Bugfixes
- Fixed a bug that caused large hex tokens to not snap correctly
- Fixed a bug that prevented Drag Ruler from working on hex grids at all if the Hex Size Support module is enabled
- Fixed a bug that prevented Enhanced Terrain Layer from determining dragged moving token
- Fixed several deprecation warnings
### Translations
- Updated the english text for several UI items
- Updated the german translation
- Updated the french translation (thanks rectulo!)
## 1.13.0
### Breaking changes
- Drag Ruler's pathfinder has been extracted into a dedicated library module. If you'd like to continue to use Drag Ruler's pathfinding feature, please install [routinglib](https://foundryvtt.com/packages/routinglib) alongside Drag Ruler.
- Drag Ruler's API no longer supports the function `getCostForStep`. Instead, module authors are asked to use [Enhanced Terrain Layer's game system integration API](https://github.com/ironmonk88/enhanced-terrain-layer/blob/main/README.md#integrating-game-system-rules) to introduce game system specific terrain rules.
### New features
- Drag Ruler's pathfinding will now be running as a background task. This means that Foundry will no longer freeze while Drag Ruler is calculating a path.
- Drag Ruler's pathfinding will now take difficult terrain into account on griddes scenes
### Bug fixes
- Fixed a bug that would cause gridless snapping to snap slightly below the allowed range
### Compatibility
- Drag Ruler is now compatible with Foundry VTT v10
- Drag Ruler's compatibility with the Wall Height module is restored
## 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 ## 1.11.5
### Bugfixes ### 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) - Fixed a bug that was causing Drag Ruler to spam useless warnings into the console (this was a regression introduced in 1.11.4)
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@@ -1,15 +1,19 @@
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch) [![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch)
## Beware of bugs in v12 and onward
Foundry v12 has introduced significant changes to how the grid and the ruler are implemented. While Drag Ruler has now been updated to generally work with v12, quite a lot of bugs remain. This is espeically true for Hex grids, but some bugs affect all the grid types. Some of the issues require a large code rewrite to address them properly. Unfortunately this means that Drag Ruler will not provide the same quality experience (snappyness, bugfreeness) you're used to in v12 (and possibly onward). If you're planning to update to v12 and depend on Drag Ruler, proceed with caution.
# Drag Ruler # Drag Ruler
This module shows a ruler when you drag a token or measurement template to inform you how far you've dragged it from its start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. By default, three colors are being used: green for spaces that your token can reach by walking normally are colored green, spaces that can only be reached by dashing will be colored yellow and spaces that cannot be reached with the token's speed will be colored red. If you're using a gridless map the ruler color will change to convey this information. This module shows a ruler when you drag a token or measurement template to inform you how far you've dragged it from its start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. By default, three colors are being used: green for spaces that your token can reach by walking normally are colored green, spaces that can only be reached by dashing will be colored yellow and spaces that cannot be reached with the token's speed will be colored red. If you're using a gridless map the ruler color will change to convey this information.
![Drag Ruler being used on a square grids](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_square.webp) ![Drag Ruler being used on a square grids](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_square.webp)
![Drag Ruler being used on a gridless scene](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_gridless.webp) ![Drag Ruler being used on a gridless scene](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_gridless.webp)
![Drag Ruler while dragging a measurement template](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/measurement_template.webp) ![Drag Ruler while dragging a measurement template](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/measurement_template.webp)
## Supports Tokens of all sizes ## Supports Tokens of all sizes
Terrain ruler has excellent support for tokens of all sizes. The Ruler will always originate from the token's center and will always highlight all the squares that tokens move over. If the [Hex Token Size Support](https://foundryvtt.com/packages/hex-size-support) is installed this is also true for large tokens on hex scenes. Terrain ruler has excellent support for tokens of all sizes. The Ruler will always originate from the token's center and will always highlight all the squares that tokens move over.
![Drag Ruler being used with a large token on a square grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_square.webp) ![Drag Ruler being used with a large token on a square grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_square.webp)
![Drag Ruler being used with a large token on a hex grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_hex.webp) ![Drag Ruler being used with a large token on a hex grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_hex.webp)
@@ -32,6 +36,16 @@ During combat, Drag Ruler will remember the path a token has taken during it's t
![Demonstration of the Movement History](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/movement_history.webp) ![Demonstration of the Movement History](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/movement_history.webp)
## Pathfinding
**To use pathfinding you must install the [routinglib](https://foundryvtt.com/packages/routinglib) module**
When routinglib is installed, Drag Ruler can automatically place waypoints to walk around walls and terrain to reach the destination with the shortest possible movement. Pathfinding can be activated using a configurable key. Alternatively, Drag Ruler can be configured to always use pathfinding when a token is being dragged.
Pathfinding is restricted to GM users by default, since the pathfinding algorithm can create ways that lead through unexplored fog of war. If you want to allow your players to use Drag Ruler's pathfinding functionality, you need to enable the associated setting in Drag Ruler's module settings.
![Demonstration of pathfinding](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/a5de9bbf0a54a5bafaa53c786bed4379dc244253/media/pathfinding.webp)
## Game systems with Drag Ruler integration ## Game systems with Drag Ruler integration
Drag Ruler will work with all Foundry VTT game systems. However, some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration. Drag Ruler will work with all Foundry VTT game systems. However, some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration.
@@ -39,8 +53,9 @@ The game systems that offer Drag Ruler integration are:
- Cypher System (starting with version 1.13.0) - Cypher System (starting with version 1.13.0)
- DnD5e (via the module [DnD5e Drag Ruler Integration](https://foundryvtt.com/packages/elevation-drag-ruler)) - DnD5e (via the module [DnD5e Drag Ruler Integration](https://foundryvtt.com/packages/elevation-drag-ruler))
- GURPS 4th Edition Game Aid (Unofficial) (starting with version 0.9.1) - GURPS 4th Edition Game Aid (Unofficial) (starting with version 0.9.1)
- Hackmaster (starting with version 0.2.11)
- Ironclaw Second Edition (starting with version 0.2.2) - Ironclaw Second Edition (starting with version 0.2.2)
- Lancer (via the module [Lancer Speed Provider](https://foundryvtt.com/packages/lancer-speed-provider)) - Lancer (via the module [Lancer Ruler Integration](https://foundryvtt.com/packages/lancer-speed-provider))
- Level Up: Advanced 5th Edition (Official) (via the module [A5E Drag Ruler Integration](https://foundryvtt.com/packages/a5edragruler)) - Level Up: Advanced 5th Edition (Official) (via the module [A5E Drag Ruler Integration](https://foundryvtt.com/packages/a5edragruler))
- Pathfinder 1 (starting with version 0.77.3) - Pathfinder 1 (starting with version 0.77.3)
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/)) - Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
@@ -52,8 +67,10 @@ The game systems that offer Drag Ruler integration are:
- Tagmar RPG (starting with version 1.1.4) - Tagmar RPG (starting with version 1.1.4)
- TheWitcherTRPG (starting with version 0.0.62) - TheWitcherTRPG (starting with version 0.0.62)
- Tormenta20 (starting with version 1.1.37) - Tormenta20 (starting with version 1.1.37)
- The Dark Eye 5 / Das Schwarze Auge 5 (via the module [TDE5/DSA5 Drag Ruler Integration](https://foundryvtt.com/packages/dsa5-drag-ruler))
- Shadow of the Demon Lord (starting with version 1.7.15) - Shadow of the Demon Lord (starting with version 1.7.15)
- Wasteland Ventures (starting with version 0.1.0) - Wasteland Ventures (starting with version 0.1.0)
- World of Darkness 20th ed (starting with version 3.3.0)
- WWII:OWB (starting with version 1.0.4) - WWII:OWB (starting with version 1.0.4)
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#!/usr/bin/env python3
import json
from pathlib import PurePath, Path
import subprocess
import tempfile
import zipfile
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", "wasm/snippets"]
wasm_dir = Path("wasm")
root_dir = Path(".")
rust_dir = Path("rust")
build_dir_tmp = tempfile.TemporaryDirectory()
build_dir = Path(build_dir_tmp.name)
with open("module.json", "r") as file:
manifest = json.load(file)
zip_root = PurePath(f'{manifest["name"]}')
filename = f'{manifest["name"]}-{manifest["version"]}.zip'
result = subprocess.run([wasm_pack, "build", "--target", "web", "--out-dir", build_dir, root_dir / rust_dir])
if result.returncode != 0:
raise Exception("Wasm build failed")
output_dir.mkdir(parents=True, exist_ok=True)
def write_directory(archive, d):
for f in (root_dir / d).iterdir():
if f.is_dir():
write_directory(archive, f)
else:
assert(f.is_file())
archive.write(f, arcname=zip_root / d / f.name)
with zipfile.ZipFile(output_dir / filename, mode="w", compression=zipfile.ZIP_DEFLATED, compresslevel=9) as archive:
for f in root_files:
archive.write(root_dir / f, arcname=zip_root / f)
for d in copy_everything_directories:
write_directory(archive, d)
for f in wasm_files:
archive.write(build_dir / f, arcname=zip_root / wasm_dir / f)
print(f"Successfully built {output_dir / filename}")
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@@ -1,13 +0,0 @@
#!/usr/bin/env python3
import sys
import subprocess
from pathlib import Path
root_dir = Path(".")
wasm_dir = root_dir / Path("wasm")
rust_dir = root_dir / Path("rust")
debug = " --debug" if len(sys.argv) >= 2 and sys.argv[1] == "--debug" else ""
result = subprocess.run(["cargo", "watch", "-C" , rust_dir, "-s", f"wasm-pack build --target web --out-dir {wasm_dir.resolve()}{debug}"])
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@@ -1,3 +0,0 @@
#!/bin/sh
cargo install cargo-watch
cargo install wasm-pack
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@@ -1,181 +0,0 @@
import {measureDistances} from "./compatibility.js";
import {getMovementHistory} from "./movement_tracking.js";
import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js"
import {settingsKey} from "./settings.js"
import {getTokenShape} from "./util.js";
export const availableSpeedProviders = {}
export let currentSpeedProvider = undefined
function register(module, type, speedProvider) {
const id = `${type}.${module.id}`
let providerInstance
if (speedProvider.prototype instanceof SpeedProvider) {
providerInstance = new speedProvider(id)
}
else {
console.warn(`Drag Ruler | The ${type} '${module.id}' uses the old, deprecated version of the Drag Ruler API. ` +
"That old API will be removed in a future Drag Ruler version. " +
`Please update the ${type} ${module.id} to stay compatible with future Drag Ruler versions.`);
speedProvider.id = id
speedProvider.usesRuler = () => true
providerInstance = speedProvider
}
setupProvider(providerInstance)
}
function setupProvider(speedProvider) {
if (speedProvider instanceof SpeedProvider) {
const unreachableColor = {id: "unreachable", default: speedProvider.defaultUnreachableColor, name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name"}
for (const color of speedProvider.colors.concat([unreachableColor])) {
game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.color.${color.id}`, {
config: false,
scope: "client",
type: Number,
default: color.default,
})
}
for (const setting of speedProvider.settings) {
setting.config = false
game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.setting.${setting.id}`, setting)
}
}
availableSpeedProviders[speedProvider.id] = speedProvider
game.settings.settings.get("drag-ruler.speedProvider").default = getDefaultSpeedProvider()
updateSpeedProvider()
}
export function getDefaultSpeedProvider() {
const providerIds = Object.keys(availableSpeedProviders)
// Game systems take the highest precedence for the being the default
const gameSystem = providerIds.find(key => key.startsWith("system."))
if (gameSystem)
return gameSystem
// If no game system is registered modules are next up.
// For lack of a method to select the best module we're just falling back to taking the next best module
// settingKeys should always be sorted the same way so this should achive a stable default
const module = providerIds.find(key => key.startsWith("module."))
if (module)
return module
// If neither a game system or a module is found fall back to the native implementation
return providerIds[0]
}
export function updateSpeedProvider() {
// If the configured provider is registered use that one. If not use the default provider
const configuredProvider = game.settings.get("drag-ruler", "speedProvider")
currentSpeedProvider = availableSpeedProviders[configuredProvider] ?? availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default]
}
export function initApi() {
const genericSpeedProviderInstance = new GenericSpeedProvider("native")
setupProvider(genericSpeedProviderInstance)
}
export function getRangesFromSpeedProvider(token) {
try {
if (currentSpeedProvider instanceof Function)
return currentSpeedProvider(token, 0x00FF00)
const ranges = currentSpeedProvider.getRanges(token)
for (const range of ranges) {
range.color = game.settings.get(settingsKey, `speedProviders.${currentSpeedProvider.id}.color.${range.color}`)
}
return ranges
}
catch (e) {
console.error(e)
return []
}
}
export function getUnreachableColorFromSpeedProvider() {
if (currentSpeedProvider instanceof Function)
return 0xFF0000
try {
return game.settings.get(settingsKey, `speedProviders.${currentSpeedProvider.id}.color.unreachable`)
}
catch (e) {
console.error(e)
return 0xFF0000
}
}
export function getCostFromSpeedProvider(token, area, options) {
try {
if (currentSpeedProvider instanceof Function) {
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area, options);
}
return currentSpeedProvider.getCostForStep(token, area, options);
}
catch (e) {
console.error(e);
return 1;
}
}
export function getColorForDistanceAndToken(distance, token, ranges=null) {
if (!ranges) {
ranges = getRangesFromSpeedProvider(token);
}
if (ranges.length === 0)
return null;
const currentRange = ranges.reduce((minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange;
return minRange;
}, {range: Infinity, color: getUnreachableColorFromSpeedProvider()});
return currentRange.color;
}
export function getMovedDistanceFromToken(token) {
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const history = getMovementHistory(token);
const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}});
const shape = getTokenShape(token);
const distances = measureDistances(segments, token, shape, {enableTerrainRuler: terrainRulerAvailable});
// Sum up the distances
return distances.reduce((acc, val) => acc + val, 0);
}
export function registerModule(moduleId, speedProvider) {
// Check if a module with the given id exists and is currently enabled
const module = game.modules.get(moduleId)
// If it doesn't the calling module did something wrong. Log a warning and ignore this module
if (!module) {
console.warn(
`Drag Ruler | A module tried to register with the id "${moduleId}". However no active module with this id was found.` +
"This api registration call was ignored. " +
"If you are the author of that module please check that the id passed to `registerModule` matches the id in your manifest exactly." +
"If this call was made form a game system instead of a module please use `registerSystem` instead.")
return
}
// Using Drag Ruler's id is not allowed
if (moduleId === "drag-ruler") {
console.warn(
`Drag Ruler | A module tried to register with the id "${moduleId}", which is not allowed. This api registration call was ignored. ` +
"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. " +
"If this call was made form a game system instead of a module please use `registerSystem` instead."
)
return
}
register(module, "module", speedProvider)
}
export function registerSystem(systemId, speedProvider) {
const system = game.system
// If the current system id doesn't match the provided id something went wrong. Log a warning and ignore this module
if (system.id != systemId) {
console.warn(
`Drag Ruler | A system tried to register with the id "${systemId}". However the active system has a different id.` +
"This api registration call was ignored. " +
"If you are the author of that system please check that the id passed to `registerSystem` matches the id in your manifest exactly." +
"If this call was made form a module instead of a game system please use `registerModule` instead.")
return
}
register(system, "system", speedProvider)
}
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// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
export function getPixelsFromGridPosition(xGrid, yGrid) {
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
return canvas.grid.grid.getPixelsFromGridPosition(yGrid, xGrid)
}
return canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
}
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
export function getGridPositionFromPixels(xPixel, yPixel) {
const [x, y] = canvas.grid.grid.getGridPositionFromPixels(xPixel, yPixel)
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS)
return [y, x]
return [x, y]
}
export function getGridPositionFromPixelsObj(o) {
const r = {};
[r.x, r.y] = getGridPositionFromPixels(o.x, o.y);
return r;
}
export function getPixelsFromGridPositionObj(o) {
const r = {};
[r.x, r.y] = getPixelsFromGridPosition(o.x, o.y);
return r;
}
export function getCenterFromGridPositionObj(o) {
const r = getPixelsFromGridPositionObj(o);
[r.x, r.y] = canvas.grid.getCenter(r.x, r.y);
return r;
}
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@@ -1,369 +0,0 @@
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
import {getGridPositionFromPixels, getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {Line} from "./geometry.js";
import {disableSnap, moveWithoutAnimation} from "./keybindings.js";
import {trackRays} from "./movement_tracking.js"
import {findPath, isPathfindingEnabled} from "./pathfinding.js";
import {settingsKey} from "./settings.js";
import {recalculate} from "./socket.js";
import {applyTokenSizeOffset, enumeratedZip, getSnapPointForEntity, getSnapPointForToken, getSnapPointForTokenObj, getTokenShape, highlightTokenShape, sum} from "./util.js";
// This is a modified version of Ruler.moveToken from foundry 0.7.9
export async function moveEntities(draggedEntity, selectedEntities) {
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 (!draggedEntity) return;
// Wait until all scheduled measurements are done
await this.deferredMeasurementPromise;
// 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 && draggedEntity instanceof Token) {
const hasCollision = selectedEntities.some(token => {
const offset = calculateEntityOffset(token, draggedEntity);
const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
return offsetRays.some(r => canvas.walls.checkCollision(r));
})
if (hasCollision) {
ui.notifications.error(game.i18n.localize("ERROR.TokenCollide"));
this._endMeasurement();
return true;
}
}
// 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 animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
// Once all animations are complete we can clear the ruler
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 animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
const newRays = draggedRays.filter(r => !r.isPrevious);
const entityAnimationData = entities.map(entity => {
const entityOffset = calculateEntityOffset(entity, draggedEntity);
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
// Determine offset relative to the Token top-left.
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
let dx, dy;
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
dx = entity.data.x - origin[0];
dy = entity.data.y - origin[1];
}
else {
dx = entity.data.x - origin[0];
dy = entity.data.y - origin[1];
}
return {entity, rays: offsetRays, dx, dy};
});
const isToken = draggedEntity instanceof Token;
const animate = isToken && !moveWithoutAnimation;
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
this.cancelMovement = false;
for (let i = startWaypoint;i < entityAnimationData[0].rays.length; i++) {
if (!wasPaused && game.paused) break;
const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
const ray = rays[i];
const dest = [ray.B.x, ray.B.y];
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
return {entity, path};
});
const updates = entityPaths.map(({entity, path}) => {
return {x: path.B.x, y: path.B.y, _id: entity.id};
});
await draggedEntity.scene.updateEmbeddedDocuments(draggedEntity.constructor.embeddedName, updates, {animate});
if (animate)
await Promise.all(entityPaths.map(({entity}) => CanvasAnimation.getAnimation(entity.movementAnimationName)?.promise));
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
if (this.cancelMovement) {
entityAnimationData.forEach(ead => ead.rays = ead.rays.slice(0, i + 1));
break;
}
}
if (isToken)
trackRays(entities, entityAnimationData.map(({rays}) => rays)).then(() => recalculate(entities));
}
function calculateEntityOffset(entityA, entityB) {
return {x: entityA.data.x - entityB.data.x, y: entityA.data.y - entityB.data.y};
}
function applyOffsetToRay(ray, offset) {
const newRay = new Ray({x: ray.A.x + offset.x, y: ray.A.y + offset.y}, {x: ray.B.x + offset.x, y: ray.B.y + offset.y});
newRay.isPrevious = ray.isPrevious;
return newRay;
}
// This is a modified version of Ruler._onMouseMove from foundry 0.7.9
export function onMouseMove(event) {
if (this._state === Ruler.STATES.MOVING) return;
// Extract event data
const destination = {x: event.data.destination.x + this.rulerOffset.x, y: event.data.destination.y + this.rulerOffset.y}
// Hide any existing Token HUD
canvas.hud.token.clear();
delete event.data.hudState;
// Draw measurement updates
scheduleMeasurement.call(this, destination, event);
}
function scheduleMeasurement(destination, event) {
const measurementInterval = 50;
const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent;
if (Date.now() - mt > measurementInterval) {
this.measure(destination, {snap: !disableSnap});
event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING;
cancelScheduledMeasurement.call(this);
}
else {
this.deferredMeasurementData = {destination, event};
if (!this.deferredMeasurementTimeout) {
this.deferredMeasurementPromise = new Promise((resolve, reject) => this.deferredMeasurementResolve = resolve);
this.deferredMeasurementTimeout = window.setTimeout(() => scheduleMeasurement.call(this, this.deferredMeasurementData.destination, this.deferredMeasurementData.event), measurementInterval);
}
}
}
export function cancelScheduledMeasurement() {
window.clearTimeout(this.deferredMeasurementTimeout);
this.deferredMeasurementTimeout = undefined;
this.deferredMeasurementResolve?.();
}
// This is a modified version of Ruler.measure form foundry 0.7.9
export function measure(destination, options={}) {
const isToken = this.draggedEntity instanceof Token;
if (isToken && !this.draggedEntity.isVisible)
return []
options.snap = options.snap ?? !disableSnap;
if (options.snap) {
destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
}
this.dragRulerRemovePathfindingWaypoints();
if (isToken && isPathfindingEnabled.call(this)) {
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 = 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
if (path[0].x === this.waypoints[this.waypoints.length - 1].x && path[0].y === this.waypoints[this.waypoints.length - 1].y)
path = path.slice(1);
// If snapping is enabled, the last point of the path is already handled by the ruler
if (options.snap)
path = path.slice(0, path.length - 1);
for (const point of path) {
point.isPathfinding = true;
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
this.waypoints = this.waypoints.concat(path);
}
else {
// Don't show a path if the pathfinding yields no result to show the user that the destination is unreachable
destination = this.waypoints[this.waypoints.length - 1];
}
}
if(options.gridSpaces === undefined) {
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
}
if (canvas.grid.diagonalRule === "EUCL") {
options.gridSpaces = false;
options.ignoreGrid = true;
}
if(options.ignoreGrid === undefined) {
options.ignoreGrid = false;
}
options.enableTerrainRuler = isToken && game.modules.get("terrain-ruler")?.active;
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 = isToken ? applyTokenSizeOffset(waypoints, this.draggedEntity) : duplicate(waypoints);
// Foundries native ruler requires the waypoints to sit in the dead center of the square to work properly
if (!options.enableTerrainRuler && !options.ignoreGrid)
centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
const r = this.ruler;
this.destination = destination;
// Iterate over waypoints and construct segment rays
const segments = [];
const centeredSegments = []
for (let [i, dest] of waypoints.slice(1).entries()) {
const centeredDest = centeredWaypoints[i + 1]
const origin = waypoints[i];
const centeredOrigin = centeredWaypoints[i]
const label = this.labels.children[i];
const ray = new Ray(origin, dest);
const centeredRay = new Ray(centeredOrigin, centeredDest)
ray.isPrevious = Boolean(origin.isPrevious);
centeredRay.isPrevious = ray.isPrevious;
ray.dragRulerVisitedSpaces = origin.dragRulerVisitedSpaces;
centeredRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces;
ray.dragRulerFinalState = origin.dragRulerFinalState;
centeredRay.dragRulerFinalState = ray.dragRulerFinalState;
if (ray.distance < 10) {
if (label) label.visible = false;
continue;
}
segments.push({ ray, label });
centeredSegments.push({ray: centeredRay, label})
}
const shape = isToken ? getTokenShape(this.draggedEntity) : null;
// Compute measured distance
const distances = measureDistances(centeredSegments, this.draggedEntity, shape, options);
let totalDistance = 0;
for (let [i, d] of distances.entries()) {
let s = centeredSegments[i];
s.startDistance = totalDistance
totalDistance += d;
s.last = i === (centeredSegments.length - 1);
s.distance = d;
s.text = this._getSegmentLabel(d, totalDistance, s.last);
}
// Clear the grid highlight layer
const hlt = canvas.grid.highlightLayers[this.name] || canvas.grid.addHighlightLayer(this.name);
hlt.clear();
// Draw measured path
r.clear();
let rulerColor
if (!options.gridSpaces || canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
rulerColor = this.dragRulerGetColorForDistance(totalDistance);
else
rulerColor = this.color
for (const [i, s, cs] of enumeratedZip([...segments].reverse(), [...centeredSegments].reverse())) {
const { label, text, last } = cs;
// Draw line segment
const opacityMultiplier = s.ray.isPrevious ? 0.33 : 1;
r.lineStyle(6, 0x000000, 0.5 * opacityMultiplier).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y)
.lineStyle(4, rulerColor, 0.25 * opacityMultiplier).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y);
// Draw the distance label just after the endpoint of the segment
if (label) {
label.text = text;
label.alpha = last ? 1.0 : 0.5;
label.visible = true;
let labelPosition = {x: s.ray.x0, y: s.ray.y0};
labelPosition.x -= label.width / 2;
labelPosition.y -= label.height / 2;
const rayLine = Line.fromPoints(s.ray.A, s.ray.B);
const rayLabelXHitY = rayLine.calcY(labelPosition.x);
let innerDistance;
// If ray hits top or bottom side of label
if (rayLine.isVertical || rayLabelXHitY < labelPosition.y || rayLabelXHitY > labelPosition.y + label.height)
innerDistance = Math.abs((label.height / 2) / Math.sin(s.ray.angle));
// If ray hits left or right side of label
else
innerDistance = Math.abs((label.width / 2) / Math.cos(s.ray.angle));
labelPosition = s.ray.project((s.ray.distance + 50 + innerDistance) / s.ray.distance);
labelPosition.x -= label.width / 2;
labelPosition.y -= label.height / 2;
label.position.set(labelPosition.x, labelPosition.y);
}
// Highlight grid positions
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && options.gridSpaces) {
if (options.enableTerrainRuler) {
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
}
else {
const previousSegments = centeredSegments.slice(0, segments.length - 1 - i);
highlightMeasurementNative.call(this, cs.ray, previousSegments, shape, opacityMultiplier);
}
}
}
// Draw endpoints
for (let p of waypoints) {
r.lineStyle(2, 0x000000, 0.5).beginFill(rulerColor, 0.25).drawCircle(p.x, p.y, 8);
}
// Return the measured segments
return segments;
}
export function highlightMeasurementNative(ray, previousSegments, tokenShape=[{x: 0, y: 0}], alpha=1) {
const spacer = canvas.scene.data.gridType === CONST.GRID_TYPES.SQUARE ? 1.41 : 1;
const nMax = Math.max(Math.floor(ray.distance / (spacer * Math.min(canvas.grid.w, canvas.grid.h))), 1);
const tMax = Array.fromRange(nMax+1).map(t => t / nMax);
// Track prior position
let prior = null;
// Iterate over ray portions
for ( let [i, t] of tMax.reverse().entries() ) {
let {x, y} = ray.project(t);
// Get grid position
let [x0, y0] = (i === 0) ? [null, null] : prior;
let [x1, y1] = canvas.grid.grid.getGridPositionFromPixels(x, y);
if ( x0 === x1 && y0 === y1 ) continue;
// Highlight the grid position
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);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
prior = [x1, y1];
// If the positions are not neighbors, also highlight their halfway point
if (i > 0 && !canvas.grid.isNeighbor(x0, y0, x1, y1)) {
let th = tMax[i - 1] - (0.5 / nMax);
let {x, y} = ray.project(th);
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
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);
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);
}
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
}
}
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// SPDX-License-Identifier: MIT
// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
'use strict';
// A shim for the libWrapper library
export let libWrapper = undefined;
export const VERSIONS = [1,11,0];
export const TGT_SPLIT_RE = new RegExp("([^.[]+|\\[('([^'\\\\]|\\\\.)+?'|\"([^\"\\\\]|\\\\.)+?\")\\])", 'g');
export const TGT_CLEANUP_RE = new RegExp("(^\\['|'\\]$|^\\[\"|\"\\]$)", 'g');
// Main shim code
Hooks.once('init', () => {
// Check if the real module is already loaded - if so, use it
if(globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
libWrapper = globalThis.libWrapper;
return;
}
// Fallback implementation
libWrapper = class {
static get is_fallback() { return true };
static get WRAPPER() { return 'WRAPPER' };
static get MIXED() { return 'MIXED' };
static get OVERRIDE() { return 'OVERRIDE' };
static register(package_id, target, fn, type="MIXED", {chain=undefined}={}) {
const is_setter = target.endsWith('#set');
target = !is_setter ? target : target.slice(0, -4);
const split = target.match(TGT_SPLIT_RE).map((x)=>x.replace(/\\(.)/g, '$1').replace(TGT_CLEANUP_RE,''));
const root_nm = split.splice(0,1)[0];
let obj, fn_name;
if(split.length == 0) {
obj = globalThis;
fn_name = root_nm;
}
else {
const _eval = eval;
fn_name = split.pop();
obj = split.reduce((x,y)=>x[y], globalThis[root_nm] ?? _eval(root_nm));
}
let iObj = obj;
let descriptor = null;
while(iObj) {
descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
if(descriptor) break;
iObj = Object.getPrototypeOf(iObj);
}
if(!descriptor || descriptor?.configurable === false) throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
let original = null;
const wrapper = (chain ?? (type.toUpperCase?.() != 'OVERRIDE' && type != 3)) ? function() { return fn.call(this, original.bind(this), ...arguments); } : function() { return fn.apply(this, arguments); };
if(!is_setter) {
if(descriptor.value) {
original = descriptor.value;
descriptor.value = wrapper;
}
else {
original = descriptor.get;
descriptor.get = wrapper;
}
}
else {
if(!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
original = descriptor.set;
descriptor.set = wrapper;
}
descriptor.configurable = true;
Object.defineProperty(obj, fn_name, descriptor);
}
}
});
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import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {togglePathfinding} from "./keybindings.js";
import {debugGraphics} from "./main.js";
import {settingsKey} from "./settings.js";
import {getSnapPointForTokenObj, iterPairs} from "./util.js";
import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js"
let cachedNodes = undefined;
let use5105 = false;
let gridlessPathfinders = new Map();
export function isPathfindingEnabled() {
if (this.user !== game.user)
return false;
if (!game.user.isGM && !game.settings.get(settingsKey, "allowPathfinding"))
return false;
return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
}
export function findPath(from, to, token, previousWaypoints) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
let tokenSize = Math.max(token.data.width, token.data.height) * canvas.dimensions.size;
let pathfinder = gridlessPathfinders.get(tokenSize);
if (!pathfinder) {
pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, tokenSize);
gridlessPathfinders.set(tokenSize, pathfinder);
}
paintGridlessPathfindingDebug(pathfinder);
return GridlessPathfinding.findPath(pathfinder, from, to);
}
else {
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.previous;
}
return path;
}
}
export function wipePathfindingCache() {
cachedNodes = undefined;
for (const pathfinder of gridlessPathfinders.values()) {
GridlessPathfinding.free(pathfinder);
}
gridlessPathfinders.clear();
if (debugGraphics)
debugGraphics.removeChildren().forEach(c => c.destroy());
}
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)
continue;
// TODO Work with pixels instead of grid locations
if (!stepCollidesWithWall(pos, neighborPos, token)) {
const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE;
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;
}
node.edges.push({target: neighbor, cost: edgeCost});
}
}
}
return node;
}
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));
startLayer = calcNoDiagonals(previousWaypoints) % 2;
}
const nextNodes = [{node: getNode({...to, layer: startLayer}, token), cost: 0, estimated: estimateCost(to, from), previous: null}];
const previousNodes = new Set();
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 === 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, token);
if (previousNodes.has(neighborNode))
continue;
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;
}
}
else {
nextNodes.push(neighbor);
}
}
}
}
function calcNoDiagonals(waypoints) {
let diagonals = 0;
for (const [p1, p2] of iterPairs(waypoints)) {
diagonals += Math.min(Math.abs(p1.x - p2.x), Math.abs(p1.y - p2.y));
}
return diagonals;
}
function estimateCost(pos, target) {
return Math.max(Math.abs(pos.x - target.x), Math.abs(pos.y - target.y));
}
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));
}
function paintGriddedPathfindingDebug(lastNode, token) {
if (!CONFIG.debug.dragRuler)
return;
debugGraphics.removeChildren().forEach(c => c.destroy());
let currentNode = lastNode;
while (currentNode) {
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.previous;
}
}
function paintGridlessPathfindingDebug(pathfinder) {
if (!CONFIG.debug.dragRuler)
return;
debugGraphics.removeChildren().forEach(c => c.destroy());
let graphic = new PIXI.Graphics();
graphic.lineStyle(2, 0x440000);
for (const point of GridlessPathfinding.debugGetPathfindingPoints(pathfinder)) {
graphic.drawCircle(point.x, point.y, 5);
}
debugGraphics.addChild(graphic);
}
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import {currentSpeedProvider, getColorForDistanceAndToken, getRangesFromSpeedProvider} from "./api.js";
import {getHexSizeSupportTokenGridCenter} from "./compatibility.js";
import {cancelScheduledMeasurement, measure} from "./foundry_imports.js"
import {getMovementHistory} from "./movement_tracking.js";
import {settingsKey} from "./settings.js";
import {getSnapPointForEntity} from "./util.js";
export function extendRuler() {
class DragRulerRuler extends Ruler {
// Functions below are overridden versions of functions in Ruler
constructor(user, {color=null}={}) {
super(user, {color});
this.previousWaypoints = [];
this.previousLabels = this.addChild(new PIXI.Container());
}
clear() {
super.clear();
this.previousWaypoints = [];
this.previousLabels.removeChildren().forEach(c => c.destroy());
this.dragRulerRanges = undefined;
cancelScheduledMeasurement.call(this);
}
async moveToken(event) {
// Disable moveToken if Drag Ruler is active
if (!this.isDragRuler)
return await super.moveToken(event);
}
toJSON() {
const json = super.toJSON();
if (this.draggedEntity) {
const isToken = this.draggedEntity instanceof Token;
json.draggedEntityIsToken = isToken;
json.draggedEntity = this.draggedEntity.id;
json.waypoints = json.waypoints.map(old => {
let w = duplicate(old);
w.isPathfinding = undefined;
return w;
});
}
return json;
}
update(data) {
// Don't show a GMs drag ruler to non GM players
if (data.draggedEntity && this.user.isGM && !game.user.isGM && !game.settings.get(settingsKey, "showGMRulerToPlayers"))
return;
if (data.draggedEntity) {
if (data.draggedEntityIsToken)
this.draggedEntity = canvas.tokens.get(data.draggedEntity);
else
this.draggedEntity = canvas.templates.get(data.draggedEntity);
}
super.update(data);
}
measure(destination, options={}) {
if (this.isDragRuler) {
// If this is the ruler of a remote user take the waypoints as they were transmitted and don't apply any additional snapping to them
if (this.user !== game.user)
options.snap = false;
return measure.call(this, destination, options);
}
else {
return super.measure(destination, options);
}
}
_endMeasurement() {
super._endMeasurement();
this.draggedEntity = null;
}
// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
dragRulerAddWaypoint(point, options={}) {
options.snap = options.snap ?? true;
if (options.snap) {
point = getSnapPointForEntity(point.x, point.y, this.draggedEntity);
}
this.waypoints.push(new PIXI.Point(point.x, point.y));
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
this.waypoints.filter(waypoint => waypoint.isPathfinding).forEach(waypoint => waypoint.isPathfinding = false);
}
dragRulerAddWaypointHistory(waypoints) {
waypoints.forEach(waypoint => waypoint.isPrevious = true);
this.waypoints = this.waypoints.concat(waypoints);
for (const waypoint of waypoints) {
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
}
dragRulerClearWaypoints() {
this.waypoints = [];
this.labels.removeChildren().forEach(c => c.destroy());
}
dragRulerDeleteWaypoint(event={preventDefault: () => {return}}, options={}) {
this.dragRulerRemovePathfindingWaypoints();
options.snap = options.snap ?? true;
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
event.preventDefault();
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const rulerOffset = this.rulerOffset;
// Options are not passed to _removeWaypoint in vanilla Foundry.
// Send them in case other modules have overriden that behavior and accept an options parameter (Toggle Snap to Grid)
this._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y}, options);
game.user.broadcastActivity({ruler: this});
}
else {
this.dragRulerAbortDrag(event);
}
}
dragRulerRemovePathfindingWaypoints() {
this.waypoints.filter(waypoint => waypoint.isPathfinding).forEach(_ => this.labels.removeChild(this.labels.children[this.labels.children.length - 1]).destroy());
this.waypoints = this.waypoints.filter(waypoint => !waypoint.isPathfinding);
}
dragRulerAbortDrag(event={preventDefault: () => {return}}) {
const token = this.draggedEntity;
this._endMeasurement();
// Deactivate the drag workflow in mouse
token.mouseInteractionManager._deactivateDragEvents();
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
// This will cancel the current drag operation
// Pass in a fake event that hopefully is enough to allow other modules to function
token._onDragLeftCancel(event);
}
async dragRulerRecalculate(tokenIds) {
if (this._state !== Ruler.STATES.MEASURING)
return;
if (tokenIds && !tokenIds.includes(this.draggedEntity.id))
return;
const waypoints = this.waypoints.filter(waypoint => !waypoint.isPrevious);
this.dragRulerClearWaypoints();
if (game.settings.get(settingsKey, "enableMovementHistory"))
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
for (const waypoint of waypoints) {
this.dragRulerAddWaypoint(waypoint, {snap: false});
}
this.measure(this.destination);
game.user.broadcastActivity({ruler: this});
}
static dragRulerGetRaysFromWaypoints(waypoints, destination) {
if ( destination )
waypoints = waypoints.concat([destination]);
return waypoints.slice(1).map((wp, i) => {
const ray = new Ray(waypoints[i], wp);
ray.isPrevious = Boolean(waypoints[i].isPrevious);
return ray;
});
}
dragRulerGetColorForDistance(distance) {
if (!this.isDragRuler)
return this.color;
if (!this.draggedEntity.actor) {
return this.color;
}
// Don't apply colors if the current user doesn't have at least observer permissions
if (this.draggedEntity.actor.permission < 2) {
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
if (!(this.draggedEntity.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
return this.color;
}
distance = Math.round(distance * 100) / 100;
if (!this.dragRulerRanges)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
return getColorForDistanceAndToken(distance, this.draggedEntity, this.dragRulerRanges) ?? this.color;
}
dragRulerStart(options, measureImmediately=true) {
const entity = this.draggedEntity;
const isToken = entity instanceof Token;
if (isToken && !currentSpeedProvider.usesRuler(entity))
return;
const ruler = canvas.controls.ruler;
ruler.clear();
ruler._state = Ruler.STATES.STARTING;
let entityCenter;
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(entity))
entityCenter = getHexSizeSupportTokenGridCenter(entity);
else
entityCenter = entity.center;
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
ruler.dragRulerAddWaypointHistory(getMovementHistory(entity));
ruler.dragRulerAddWaypoint(entityCenter, {snap: false});
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const destination = {x: mousePosition.x + ruler.rulerOffset.x, y: mousePosition.y + ruler.rulerOffset.y};
if (measureImmediately)
ruler.measure(destination, options);
}
dragRulerSendState() {
game.user.broadcastActivity({
ruler: this.toJSON()
});
}
}
Ruler = DragRulerRuler;
}
-43
View File
@@ -1,43 +0,0 @@
export function getDefaultSpeedAttribute() {
switch (game.system.id) {
case "CoC7":
return "actor.data.data.attribs.mov.value";
case "dcc":
return "actor.data.data.attributes.speed.value";
case "dnd5e":
return "actor.data.data.attributes.movement.walk"
case "lancer":
return "actor.data.data.derived.speed"
case "pf1":
case "D35E":
return "actor.data.data.attributes.speed.land.total"
case "sfrpg":
return "actor.data.data.attributes.speed.value";
case "shadowrun5e":
return "actor.data.data.movement.walk.value";
case "swade":
return "actor.data.data.stats.speed.adjusted";
case "ds4":
return "actor.data.data.combatValues.movement.total";
}
return ""
}
export function getDefaultDashMultiplier() {
switch (game.system.id) {
case "swade":
return 0
case "dcc":
case "dnd5e":
case "lancer":
case "pf1":
case "D35E":
case "sfrpg":
case "shadowrun5e":
case "ds4":
return 2
case "CoC7":
return 5;
}
return 0
}
-281
View File
@@ -1,281 +0,0 @@
import {getPixelsFromGridPosition} from "./foundry_fixes.js"
import { disableSnap } from "./keybindings.js";
export function* zip(it1, it2) {
for (let i = 0;i < Math.min(it1.length, it2.length);i++) {
yield [it1[i], it2[i]]
}
}
export function* enumeratedZip(it1, it2) {
let i = 0;
for (const [v1, v2] of zip(it1, it2)) {
yield [i, v1, v2];
i++;
}
}
export function* iterPairs(l) {
for (let i = 1;i < l.length;i++) {
yield [l[i - 1], l[i]];
}
}
export function sum(arr) {
return arr.reduce((a, b) => a + b, 0);
}
export function getSnapPointForToken(x, y, token) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
if (canvas.grid.isHex) {
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 {
return new PIXI.Point(...canvas.grid.getCenter(x, y))
}
}
else {
return new PIXI.Point(...canvas.grid.getCenter(x, y));
}
}
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
let cellX, cellY;
if (token.data.width % 2 === 0)
cellX = x - canvas.grid.h / 2;
else
cellX = x;
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 (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(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 (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(token.data.height) % 2 === 1 || token.data.height < 1) {
snapY = centerY;
}
else {
snapY = centerY + canvas.grid.h / 2;
}
return new PIXI.Point(snapX, snapY);
}
export function getSnapPointForTokenObj(pos, token) {
return getSnapPointForToken(pos.x, pos.y, token);
}
export function getSnapPointForMeasuredTemplate(x, y) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
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) {
const isToken = entity instanceof Token;
if (isToken)
return getSnapPointForToken(x, y, entity);
else
return getSnapPointForMeasuredTemplate(x, y);
}
export function highlightTokenShape(position, shape, color, alpha) {
const layer = canvas.grid.highlightLayers[this.name];
if ( !layer )
return false;
const area = getAreaFromPositionAndShape(position, shape);
for (const space of area) {
const [x, y] = getPixelsFromGridPosition(space.x, space.y);
canvas.grid.grid.highlightGridPosition(layer, {x, y, color, alpha: 0.25 * alpha});
}
}
export function getAreaFromPositionAndShape(position, shape) {
return shape.map(space => {
let x = position.x + space.x;
let y = position.y + space.y;
if (canvas.grid.isHex) {
let shiftedRow;
if (canvas.grid.grid.options.even)
shiftedRow = 1
else
shiftedRow = 0
if (canvas.grid.grid.options.columns) {
if (space.x % 2 !== 0 && position.x % 2 !== shiftedRow) {
y += 1;
}
}
else {
if (space.y % 2 !== 0 && position.y % 2 !== shiftedRow) {
x += 1;
}
}
}
return {x, y}
});
}
export function getTokenShape(token) {
if (token.scene.data.gridType === CONST.GRID_TYPES.GRIDLESS) {
return [{x: 0, y: 0}]
}
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 < token.data.height;y++) {
for (let x = 0;x < token.data.width;x++) {
shape.push({x: x + leftOffset, y: y + topOffset})
}
}
return shape
}
else {
// Hex grids
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}]);
if (borderSize >= 3)
shape = shape.concat([{x: 0, y: 1}, {x: -1, y: 1}, {x: -1, y: 0}, {x: 1, y: 0}]);
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(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}});
return shape;
}
else {
return [{x: 0, y: 0}];
}
}
}
export function getTokenSize(token) {
let w, h;
const hexSizeSupportBorderSize = token.data.flags["hex-size-support"]?.borderSize;
if (hexSizeSupportBorderSize > 0) {
w = h = hexSizeSupportBorderSize
}
else {
w = token.data.width
h = token.data.height
}
return {w, h};
}
// Tokens that have a size divisible by two (2x2, 4x4, 2x1) have their ruler at the edge of a cell.
// This function applies an offset to to the waypoints that will move the ruler from the edge to the center of the cell
export function applyTokenSizeOffset(waypoints, token) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return waypoints
}
const tokenSize = getTokenSize(token);
const waypointOffset = {x: 0, y: 0};
if (canvas.grid.isHex) {
if (game.modules.get("hex-size-support")?.active) {
const isAltOrientation = CONFIG.hexSizeSupport.getAltOrientationFlag(token);
if (canvas.grid.grid.options.columns) {
if (tokenSize.w % 2 === 0) {
waypointOffset.x = canvas.grid.w / 2;
if (!isAltOrientation)
waypointOffset.x *= -1;
}
}
else {
if (tokenSize.h % 2 === 0) {
waypointOffset.y = canvas.grid.h / 2;
if (isAltOrientation)
waypointOffset.y *= -1;
}
}
}
// If hex size support isn't active leave the waypoints like they are
}
else {
if (tokenSize.w % 2 === 0) {
waypointOffset.x = canvas.grid.w / 2;
}
if (tokenSize.h % 2 === 0) {
waypointOffset.y = canvas.grid.h / 2;
}
}
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y))
}
export function setSnapParameterOnOptions(sourceObject, options) {
// Allow outside modules to override snapping
if (sourceObject.snapOverride?.active) {
options.snapOverrideActive = true;
options.snap = sourceObject.snapOverride.snap;
sourceObject.snapOverride = undefined; // remove it to prevent any lingering data issues
}
else {
options.snap = !disableSnap;
}
}
export function isClose(a, b, delta) {
return Math.abs(a - b) <= delta;
}
export function getMeasurePosition() {
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const rulerOffset = canvas.controls.ruler.rulerOffset;
const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y};
return measurePosition;
}
// isGM function for use during loading when game.user isn't available yet
export function early_isGM() {
const level = game.data.users.find(u => u._id == game.data.userId).role;
const gmLevel = CONST.USER_ROLES.ASSISTANT;
return level >= gmLevel;
}
+22 -14
View File
@@ -4,7 +4,7 @@
"ok": "OK", "ok": "OK",
"terrain-ruler": { "terrain-ruler": {
"title": "Wie man schwieriges Gelände mit Drag Ruler misst", "title": "Wie man schwieriges Gelände mit Drag Ruler misst",
"text": "Du hast das {moduleName} Modul installiert. Drag Ruler kann schwieriges Gelände, das mit diesem Modul platziert wurde in seinen Messungen berücksichtigen. Hierzu greift Drag Ruler auf die Funktionalität von Terrain Ruler zurück. Wenn Terrain Ruler installiert und aktiviert ist wird Drag Ruler automatisch anfangen schwieriges Gelände in den Messungen zu berücksichtigen.", "text": "Du hast das {moduleName} Modul installiert. Drag Ruler kann schwieriges Gelände, das mit diesem Modul platziert wurde in seinen Messungen berücksichtigen. Hierzu greift Drag Ruler auf die Funktionalität von Terrain Ruler zurück. Wenn Terrain Ruler installiert und aktiviert ist, wird Drag Ruler automatisch anfangen schwieriges Gelände in den Messungen zu berücksichtigen.",
"neverShowAgain": "Zeige dies nie wieder an" "neverShowAgain": "Zeige dies nie wieder an"
}, },
"socketlib": { "socketlib": {
@@ -21,7 +21,7 @@
}, },
"speedAttribute": { "speedAttribute": {
"name": "Geschwindigkeitsattribut", "name": "Geschwindigkeitsattribut",
"hint": "Das Attribut, das die Gehgeschwindigkeit einer Spielfigur definiert. Diese Attribut wird während der Färbung des hervorgehobenen Pfads verwendet." "hint": "Das Attribut, das die Gehgeschwindigkeit einer Spielfigur definiert. Dieses Attribut wird während der Färbung des hervorgehobenen Pfads verwendet."
} }
}, },
"speeds": { "speeds": {
@@ -35,7 +35,7 @@
"deleteWaypoint": "Wegpunkt löschen", "deleteWaypoint": "Wegpunkt löschen",
"disableSnap": { "disableSnap": {
"name": "Raster deaktivieren", "name": "Raster deaktivieren",
"hint": "Während diese Taste gedrückt ist wird das Raster temporär deaktiviert" "hint": "Während diese Taste gedrückt ist, wird das Raster temporär deaktiviert."
}, },
"moveWithoutAnimation": { "moveWithoutAnimation": {
"name": "Tokenanimation deaktivieren", "name": "Tokenanimation deaktivieren",
@@ -43,25 +43,25 @@
}, },
"togglePathfinding": { "togglePathfinding": {
"name": "Wegfindung umschalten", "name": "Wegfindung umschalten",
"hint": "Wenn diese Taste gedrückt gehalten wird, während ein Token gezogen wird, wird die Wegfindung vorübergehend aktiviert/deaktiviert" "hint": "Wenn diese Taste gedrückt gehalten wird, während ein Token gezogen wird, wird die Wegfindung vorübergehend aktiviert/deaktiviert."
} }
}, },
"settings": { "settings": {
"allowPathfinding": { "allowPathfinding": {
"name": "Wegfindung für Spieler erlauben", "name": "Wegfindung für Spieler erlauben",
"hint": "Erlaubt es Spielern die Wegfindungs zu benutzen. Bitte beachte, dass die Wegfindung Wege durch unerkundeten Nebel des Kriegs und Ätherische Wände berechnen kann. Dies kann deinen Spielern Geheimnisse lüften, von denen sie noch nicht erfahren sollten." "hint": "Erlaubt es Spielern die Wegfindung zu benutzen. Bitte beachte, dass die Wegfindung Wege durch unerkundeten Nebel des Kriegs und ätherische Wände berechnen kann. Dies kann deinen Spielern Geheimnisse lüften, von denen sie noch nicht erfahren sollten."
}, },
"alwaysShowSpeedForPCs": { "alwaysShowSpeedForPCs": {
"name": "Geschwindigkeit von Spielercharakteren für jeden anzeigen", "name": "Geschwindigkeit von Spielercharakteren für jeden anzeigen",
"hint": "Wenn diese Einstellung aktiviert ist wird die Färbung der hervorgehobenen Felder bei Spielercharakteren allen Spielern angezeigt, selbst wenn diese keinen Zugriff auf den Charakterbogen haben." "hint": "Wenn diese Einstellung aktiviert ist, wird die Färbung der hervorgehobenen Felder bei Spielercharakteren allen Spielern angezeigt, selbst wenn diese keinen Zugriff auf den Charakterbogen haben."
}, },
"autoStartMeasurement": { "autoStartMeasurement": {
"name": "Automatisch mit Messen beginnen", "name": "Automatisch mit Messen beginnen",
"hint": "Wenn diese Option aktiviert ist beginnt Drag Ruler mit dem Messen sobald das Token bewegt wird. Wenn die Option deaktiviert ist bleibt Drag Ruler deaktiviert bis der Knopf zum platzieren eines Wegpunkts betätigt wird." "hint": "Wenn diese Option aktiviert ist beginnt Drag Ruler mit dem Messen, sobald das Token bewegt wird. Wenn die Option deaktiviert ist, bleibt Drag Ruler deaktiviert bis der Knopf zum Platzieren eines Wegpunkts betätigt wird."
}, },
"enableMovementHistory": { "enableMovementHistory": {
"name": "Bewegungsverlauf während des Kampfes aktivieren", "name": "Bewegungsverlauf während des Kampfes aktivieren",
"hint": "Wenn diesen Option aktiviert ist merkt sich Drag Ruler die Bewegungen, die während einer Runde eines Kampfes gemacht wurden und zeigt diese an, wenn das Token weiterbewegt wird." "hint": "Wenn diese Option aktiviert ist, merkt sich Drag Ruler die Bewegungen, die während einer Runde eines Kampfes gemacht wurden und zeigt diese an, wenn das Token weiterbewegt wird."
}, },
"rightClickAction": { "rightClickAction": {
"name": "Aktion bei Rechtsklick", "name": "Aktion bei Rechtsklick",
@@ -74,7 +74,7 @@
}, },
"showGMRulerToPlayers": { "showGMRulerToPlayers": {
"name": "Lineal des Spielleiters bei Spielern anzeigen", "name": "Lineal des Spielleiters bei Spielern anzeigen",
"hint": "Wenn diese Option deaktiviert ist wird das Lineal des Spielleiters bei den anderen Spielern nicht angezeigt." "hint": "Wenn diese Option deaktiviert ist, wird das Lineal des Spielleiters bei den anderen Spielern nicht angezeigt."
}, },
"speedProviderSettings": { "speedProviderSettings": {
"name": "Einstellungen zur Spielsystemintegration", "name": "Einstellungen zur Spielsystemintegration",
@@ -87,20 +87,20 @@
}, },
"activeProvider": { "activeProvider": {
"name": "Verwendete Spielsystemintegration", "name": "Verwendete Spielsystemintegration",
"hint": "Die unten angezeigten Einstellungen hängen von der verwendeten Spielsystemintegration ab. Wenn der Spielleiter eine andere Spielsystemintegration auswählt können sich die zur Verfügung stehenden Einstellungen ändern." "hint": "Die unten angezeigten Einstellungen hängen von der verwendeten Spielsystemintegration ab. Wenn der Spielleiter eine andere Spielsystemintegration auswählt, können sich die zur Verfügung stehenden Einstellungen ändern."
}, },
"noSettings": "Diese Spielsystemintegration hat keine Einstellmöglichkeiten", "noSettings": "Diese Spielsystemintegration hat keine Einstellmöglichkeiten.",
"color": { "color": {
"name": "Farbe für {colorName}", "name": "Farbe für {colorName}",
"hint": "Die Farbe mit der Felder in {colorName} Reichweite hervorgehoben werden", "hint": "Die Farbe mit der Felder in {colorName} Reichweite hervorgehoben werden.",
"unreachable": { "unreachable": {
"name": "unerreichbar", "name": "unerreichbar",
"hint": "Die Farbe für Felder, die von der bewegten Spielfigur nicht erreicht werden können" "hint": "Die Farbe für Felder, die von der bewegten Spielfigur nicht erreicht werden können."
} }
}, },
"speedProvider": { "speedProvider": {
"name": "Verwendete Spielsystemintegration", "name": "Verwendete Spielsystemintegration",
"hint": "Wähle aus, welche Spielsystemintegration für die farbliche Hervorhebung der Felder zuständig sein soll. Drag Ruler stellt eine generische Spielsystemintegration zur Verfügung, die grundlegende Funktionalität bietet und bei korrekter konfiguration mit allen Spielsystemen funktionieren sollte. Weitere Spielsystemintegrationen können durch Module und Spielsysteme angeboten werden. Eine andere Spielsystemintegration als die generische auszuwählen kann eine bessere Inegration in das verwendete Spielsystem bieten. Die Optionen unterhalb sind davon abhängig, welche Spielsystemintegration hier ausgewählt wurde.", "hint": "Wähle aus, welche Spielsystemintegration für die farbliche Hervorhebung der Felder zuständig sein soll. Drag Ruler stellt eine generische Spielsystemintegration zur Verfügung, die grundlegende Funktionalität bietet und bei korrekter Konfiguration mit allen Spielsystemen funktionieren sollte. Weitere Spielsystemintegrationen können durch Module und Spielsysteme angeboten werden. Eine andere Spielsystemintegration als die generische auszuwählen kann eine bessere Integration in das verwendete Spielsystem bieten. Die Optionen unterhalb sind davon abhängig, welche Spielsystemintegration hier ausgewählt wurde.",
"choices": { "choices": {
"module": "Modul {name}", "module": "Modul {name}",
"native": "Generisch", "native": "Generisch",
@@ -111,6 +111,14 @@
"useGridlessraster": { "useGridlessraster": {
"name": "Geschwindigkeitsraster aktivieren", "name": "Geschwindigkeitsraster aktivieren",
"hint": "Lässt Spielfiguren auf gitterlosen Szenen an deren Geschwindigkeitsgrenzen einrasten." "hint": "Lässt Spielfiguren auf gitterlosen Szenen an deren Geschwindigkeitsgrenzen einrasten."
},
"autoPathfinding": {
"name": "Wegfindung grundsätzlich aktivieren",
"hint": "Wenn diese Option aktiviert ist, wird beim Ziehen eines Tokens automatisch die Wegfindung verwendet."
},
"useGridlessRaster": {
"name": "Geschwindigkeitsbasiertes Raster verwenden",
"hint": "Dies lässt Spielfiguren auf gitterlosen Szenen an ihren Geschwindigkeitsgrenzen einrasten."
} }
} }
} }
+14 -14
View File
@@ -4,7 +4,7 @@
"ok": "OK", "ok": "OK",
"terrain-ruler": { "terrain-ruler": {
"title": "How to measure difficult terrain with Drag Ruler", "title": "How to measure difficult terrain with Drag Ruler",
"text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in it's measurements.", "text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in its measurements.",
"neverShowAgain": "Never show this again" "neverShowAgain": "Never show this again"
}, },
"socketlib": { "socketlib": {
@@ -12,7 +12,7 @@
"text": "Drag Ruler requires the socketlib module to work properly. Please activate the socketlib module in this world." "text": "Drag Ruler requires the socketlib module to work properly. Please activate the socketlib module in this world."
} }
}, },
"resetMovementHistory": "Reset Movement History", "resetMovementHistory": "Reset movement history",
"genericSpeedProvider": { "genericSpeedProvider": {
"settings": { "settings": {
"dashMultiplier": { "dashMultiplier": {
@@ -35,15 +35,15 @@
"deleteWaypoint": "Delete waypoint", "deleteWaypoint": "Delete waypoint",
"disableSnap": { "disableSnap": {
"name": "Disable snapping", "name": "Disable snapping",
"hint": "Snapping will be temporarily disabled while this key is being held down" "hint": "Snapping will be temporarily disabled while this key is being held down."
}, },
"moveWithoutAnimation": { "moveWithoutAnimation": {
"name": "Disable token animation", "name": "Disable token animation",
"hint": "When being held while dropping a token, the token will move to the target location without animating" "hint": "When being held while dropping a token, the token will move to the target location without animating."
}, },
"togglePathfinding": { "togglePathfinding": {
"name": "Toggle pathfinding", "name": "Toggle pathfinding",
"hint": "When being held while dragging a token, the pathfinding functionality will be temporarily enabled/disabled" "hint": "When being held while dragging a token, the pathfinding functionality will be temporarily enabled/disabled."
} }
}, },
"settings": { "settings": {
@@ -53,7 +53,7 @@
}, },
"alwaysShowSpeedForPCs": { "alwaysShowSpeedForPCs": {
"name": "Show PC speed to everyone", "name": "Show PC speed to everyone",
"hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet." "hint": "If enabled, the coloring based on actor speed for player characters will be shown to everyone, even if they don't have observer permission for the character sheet."
}, },
"autoStartMeasurement": { "autoStartMeasurement": {
"name": "Automatically start measuring", "name": "Automatically start measuring",
@@ -61,15 +61,15 @@
}, },
"autoPathfinding": { "autoPathfinding": {
"name": "Pathfinding by default", "name": "Pathfinding by default",
"hint": "If enabled, dragging a token will automatically use a pathfinding ruler" "hint": "If enabled, dragging a token will automatically use a pathfinding ruler."
}, },
"enableMovementHistory": { "enableMovementHistory": {
"name": "Enable movement history during combat", "name": "Enable movement history during combat",
"hint": "If enabled, Drag Ruler will remember the path a token took during it's turn in combat and will display it when you pick the token back up." "hint": "If enabled, Drag Ruler will remember the path a token took during its turn in combat and will display it when you pick the token back up."
}, },
"rightClickAction": { "rightClickAction": {
"name": "Right click action", "name": "Right click action",
"hint": "What action shall be performed when right clicking while dragging a token?", "hint": "What action shall be performed when right-clicking while dragging a token?",
"choices": { "choices": {
"create": "Create waypoint", "create": "Create waypoint",
"delete": "Delete waypoint", "delete": "Delete waypoint",
@@ -78,7 +78,7 @@
}, },
"showGMRulerToPlayers": { "showGMRulerToPlayers": {
"name": "Show GM ruler to players", "name": "Show GM ruler to players",
"hint": "If disabled the ruler of GMs will not be shown for non-GM players" "hint": "If disabled the ruler of GMs will not be shown for non-GM players."
}, },
"speedProviderSettings": { "speedProviderSettings": {
"name": "Speed Provider Settings", "name": "Speed Provider Settings",
@@ -90,21 +90,21 @@
"speedProviderSettings": "Speed Provider specific settings" "speedProviderSettings": "Speed Provider specific settings"
}, },
"activeProvider": { "activeProvider": {
"name": "Currently active Speed Provider", "name": "Active Speed Provider",
"hint": "The settings show below depend on the active speed provider. If the GM selects a different speed provider the available settings may change." "hint": "The settings show below depend on the active speed provider. If the GM selects a different speed provider the available settings may change."
}, },
"noSettings": "This speed provider doesn't offer any configuration options.", "noSettings": "This speed provider doesn't offer any configuration options.",
"color": { "color": {
"name": "Color for {colorName}", "name": "Color for {colorName}",
"hint": "The color that will be used to color squares that are within {colorName} range", "hint": "The color that will be used to color squares that are within {colorName} range.",
"unreachable": { "unreachable": {
"name": "unreachable", "name": "unreachable",
"hint": "The color for spaces that aren't reachable by the dragged token" "hint": "The color for spaces that aren't reachable by the dragged token."
} }
}, },
"speedProvider": { "speedProvider": {
"name": "Speed Settings Provider", "name": "Speed Settings Provider",
"hint": "Select who provides speed information for tokens duing coloring. Drag Ruler offers a generic speed provider that provides basic functionality and should work for all game systems if configured correctly. More speed providers can be made available via game systems and installed modules. Selecting a different speed provider than the generic speed provider may offer a better integration into the rules of the game system you're using. The options below are dependent upon the speed provider selected here.", "hint": "Select who provides speed information for tokens during coloring. Drag Ruler offers a generic speed provider that provides basic functionality and should work for all game systems if configured correctly. More speed providers can be made available via game systems and installed modules. Selecting a different speed provider than the generic speed provider may offer a better integration into the rules of the game system you're using. The options below are dependent upon the speed provider selected here.",
"choices": { "choices": {
"module": "Module {name}", "module": "Module {name}",
"native": "Generic", "native": "Generic",
+23 -23
View File
@@ -8,24 +8,24 @@
"ok": "OK", "ok": "OK",
"terrain-ruler": { "terrain-ruler": {
"title": "Cómo medir a través de terreno difícil con Drag Ruler", "title": "Cómo medir a través de terreno difícil con Drag Ruler",
"text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in it's measurements.", "text": "Tienes habilitado el módulo {moduleName}. Drag Ruler puede medir terrenos difíciles que se colocaron usando ese módulo. Para hacer esto posible, Drag Ruler utiliza el módulo Terrain Ruler. Si Terrain Ruler está instalado y activado, Drag Ruler automáticamente comenzará a respetar terrenos difíciles en sus medidas.",
"neverShowAgain": "No volver a mostrar" "neverShowAgain": "No volver a mostrar"
}, },
"socketlib": { "socketlib": {
"title": "El módulo Socketlib no está instalado", "title": "El módulo Socketlib no está instalado",
"text": "Drag Ruler necesita para su funcionamiento correcto que instale socketlib. Por favor, active socketlib en este mundo" "text": "Drag Ruler necesita para su funcionamiento correcto que instale socketlib. Por favor, active socketlib en este mundo."
} }
}, },
"resetMovementHistory": "Reiniciar historial de movimiento", "resetMovementHistory": "Reiniciar el historial de movimiento",
"genericSpeedProvider": { "genericSpeedProvider": {
"settings": { "settings": {
"dashMultiplier": { "dashMultiplier": {
"name": "Multiplicador por correr", "name": "Multiplicador por correr",
"hint": "Se puede usar para aplicar a los iconos una velocidad secundaria que use un color distinto en la medición de la ruta a seguir. Establece el valor a 0 para deshabilitar esta velocidad secundaria" "hint": "Se puede usar para aplicar a los iconos una velocidad secundaria que use un color distinto en la medición de la ruta a seguir. Establece el valor a 0 para deshabilitar esta velocidad secundaria."
}, },
"speedAttribute": { "speedAttribute": {
"name": "Attributo de velocidad", "name": "Attributo de velocidad",
"hint": "El atributo que define la velocidad de movimiento andando del icono. Se usa para los códigos de colores al medir la ruta a seguir" "hint": "El atributo que define la velocidad de movimiento andando del icono. Se usa para los códigos de colores al medir la ruta a seguir."
} }
}, },
"speeds": { "speeds": {
@@ -39,41 +39,41 @@
"deleteWaypoint": "Borrar punto de ruta", "deleteWaypoint": "Borrar punto de ruta",
"disableSnap": { "disableSnap": {
"name": "Deshabilitar ajuste", "name": "Deshabilitar ajuste",
"hint": "El ajuste a la rejilla se deshabilitará temporalmente mientras se presione esta tecla" "hint": "El ajuste a la rejilla se deshabilitará temporalmente mientras se presione esta tecla."
}, },
"moveWithoutAnimation": { "moveWithoutAnimation": {
"name": "Deshabilitar animación de icono", "name": "Deshabilitar animación de icono",
"hint": "Si al soltar un icono se presiona esta tecla, se deshabilitará la animación del icono al moverse al destino" "hint": "Si al soltar un icono se presiona esta tecla, se deshabilitará la animación del icono al moverse al destino."
}, },
"togglePathfinding": { "togglePathfinding": {
"name": "Conmutar búsqueda de camino", "name": "Conmutar búsqueda de camino",
"hint": "Cuando se presione al arrastrar un icono, la funcionalidad de búsqueda de camino será temporalmente habilitada/deshabilitada" "hint": "Cuando se presione al arrastrar un icono, la funcionalidad de búsqueda de camino será temporalmente habilitada/deshabilitada."
} }
}, },
"settings": { "settings": {
"allowPathfinding": { "allowPathfinding": {
"name": "Permitir búsqueda de camino a los jugadores", "name": "Permitir búsqueda de camino a los jugadores",
"hint": "Permite a los jugadores usar en este mundo la funcionalidad de búsqueda de camino. Tenga cuidado porque la ruta puede transcurrir por lugares con niebla de guerra o muros invisibles, lo que podrá revelar algunos secretos a los jugadores antes de tiempo" "hint": "Permite a los jugadores usar en este mundo la funcionalidad de búsqueda de camino. Tenga cuidado porque la ruta puede transcurrir por lugares con niebla de guerra o muros invisibles, lo que podrá revelar algunos secretos a los jugadores antes de tiempo."
}, },
"alwaysShowSpeedForPCs": { "alwaysShowSpeedForPCs": {
"name": "Mostrar velocidad de los PJs a todo el mundo", "name": "Mostrar velocidad de los PJs a todo el mundo",
"hint": "Si se habilita, se mostrará a todo el mundo los códigos de colores de las rutas de los PJs, incluso si no tienen permisos de observador para ese personaje" "hint": "Si se habilita, se mostrará a todo el mundo los códigos de colores de las rutas de los PJs, incluso si no tienen permisos de observador para ese personaje."
}, },
"autoStartMeasurement": { "autoStartMeasurement": {
"name": "Comenzar a medir automáticamente", "name": "Comenzar a medir automáticamente",
"hint": "Si se habilita, Drag Ruler comenzará a medir en cuanto se comience a arrastrar un icono. Si se deshabilita, Drag Ruler permanecerá inactivo y comenzará a medir únicamente cuando se presione el botón configurado para añadir un nuevo punto de ruta" "hint": "Si se habilita, Drag Ruler comenzará a medir en cuanto se comience a arrastrar un icono. Si se deshabilita, Drag Ruler permanecerá inactivo y comenzará a medir únicamente cuando se presione el botón configurado para añadir un nuevo punto de ruta."
}, },
"autoPathfinding": { "autoPathfinding": {
"name": "Búsqueda de camino por defecto", "name": "Búsqueda de camino por defecto",
"hint": "Si se habilita, al arrastrar un icono se usará automáticamente la regla de búsqueda de camino" "hint": "Si se habilita, al arrastrar un icono se usará automáticamente la regla de búsqueda de camino."
}, },
"enableMovementHistory": { "enableMovementHistory": {
"name": "Habilitar historial de movimiento durante el combate", "name": "Habilitar historial de movimiento durante el combate",
"hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno y la mostrará al seleccionarlo de nuevo" "hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno de combate y la mostrará al seleccionarlo de nuevo."
}, },
"rightClickAction": { "rightClickAction": {
"name": "Acción del botón derecho", "name": "Acción del botón derecho",
"hint": "Qué acción se llevará a cabo cuando se haga clic derecho mientras se arrastra un icono", "hint": "¿Qué acción se realizará al hacer clic derecho mientras se arrastra un icono?",
"choices": { "choices": {
"create": "Crear punto de ruta", "create": "Crear punto de ruta",
"delete": "Borrar punto de ruta", "delete": "Borrar punto de ruta",
@@ -82,11 +82,11 @@
}, },
"showGMRulerToPlayers": { "showGMRulerToPlayers": {
"name": "Mostrar regla del GM a los jugadores", "name": "Mostrar regla del GM a los jugadores",
"hint": "Si se deshabilita, no se mostrará la regla de medición de los GMs al resto de usuarios" "hint": "Si se deshabilita, no se mostrará la regla de medición de los GMs al resto de usuarios no-GMs."
}, },
"speedProviderSettings": { "speedProviderSettings": {
"name": "Proveedor de configuración de velocidad", "name": "Proveedor de configuración de velocidad",
"hint": "El proveedor de ajustes de velocidad contiene todos los ajustes específicos de cada sistema", "hint": "El Proveedor de Ajustes de Velocidad contiene todos los ajustes específicos de cada sistema de juego.",
"button": "Proveedor de configuración de velocidad", "button": "Proveedor de configuración de velocidad",
"windowTitle": "Proveedor de configuración de velocidad", "windowTitle": "Proveedor de configuración de velocidad",
"headers": { "headers": {
@@ -94,21 +94,21 @@
"speedProviderSettings": "Configuraciones específicas del proveedor de velocidad" "speedProviderSettings": "Configuraciones específicas del proveedor de velocidad"
}, },
"activeProvider": { "activeProvider": {
"name": "Proveedor de velocidad actualmente activo", "name": "Proveedor de Velocidad Activo",
"hint": "La configuración que se muestra más abajo depende del proveedor de velocidad activo. Si el GM selecciona un proveedor distinto, los ajustes disponibles puede que cambien" "hint": "La configuración que se muestra más abajo depende del proveedor de velocidad activo. Si el GM selecciona un proveedor distinto, los ajustes disponibles puede que cambien."
}, },
"noSettings": "Este proveedor de velocidad no dispone de ninguna opción de configuración", "noSettings": "Este proveedor de velocidad no dispone de ninguna opción de configuración.",
"color": { "color": {
"name": "Color para {colorName}", "name": "Color para {colorName}",
"hint": "Color que se usará para establecer el tono de las cuadrículas que se encuentran dentro del rango {colorName}", "hint": "Color que se usará para establecer el tono de las cuadrículas que se encuentran dentro del rango {colorName}.",
"unreachable": { "unreachable": {
"name": "inalcanzable", "name": "inalcanzable",
"hint": "Color que se usará para las cuadrículas más allá de la distancia máxima de movimiento del icono" "hint": "Color que se usará para las cuadrículas más allá de la distancia máxima de movimiento del icono."
} }
}, },
"speedProvider": { "speedProvider": {
"name": "Proveedor de configuración de velocidad", "name": "Proveedor de configuración de velocidad",
"hint": "Seleccione quien suministra la información de la velocidad de los iconos a la hora de colorear la ruta a seguir. Drag Ruler incluye un proveedor genérico que ofrece una funcionalidad básica y que probablemente funcione para casi todos los sistemas si se usa de forma correcta. Se pueden añadir otros proveedores de velocidad al instalar sistemas o módulos. Seleccionar un proveedor distinto al genérico asegurará una mejor integración con las reglas del sistema que está usando. Las opciones siguientes dependerán del proveedor que seleccione", "hint": "Seleccione quien suministra la información de la velocidad de los iconos a la hora de colorear la ruta a seguir. Drag Ruler incluye un proveedor genérico que ofrece una funcionalidad básica y que probablemente funcione para casi todos los sistemas si se usa de forma correcta. Se pueden añadir otros proveedores de velocidad al instalar sistemas o módulos. Seleccionar un proveedor distinto al genérico asegurará una mejor integración con las reglas del sistema que está usando. Las opciones siguientes dependerán del proveedor que seleccione.",
"choices": { "choices": {
"module": "Módulo {name}", "module": "Módulo {name}",
"native": "Genérico", "native": "Genérico",
@@ -118,7 +118,7 @@
}, },
"useGridlessRaster": { "useGridlessRaster": {
"name": "Usar ajuste a la velocidad", "name": "Usar ajuste a la velocidad",
"hint": "Cuando no se use rejilla en la escena, este ajuste hace que los iconos se ajusten a sus rangos de velocidad. Se puede deshabilitar temporalmente pulsando la tecla Mayús mientras se arrastra" "hint": "Cuando no se use rejilla en la escena, este ajuste hace que los iconos se ajusten a sus rangos de velocidad."
} }
} }
} }
+49 -13
View File
@@ -4,7 +4,7 @@
"ok": "OK", "ok": "OK",
"terrain-ruler": { "terrain-ruler": {
"title": "Comment mesurer un terrain difficile avec Drag Ruler", "title": "Comment mesurer un terrain difficile avec Drag Ruler",
"text": "Vous avez le module {moduleName} activé. Drag Ruler est capable de mesurer un terrain difficile qui a été placé à l'aide de ce module. Pour rendre cela possible, Drag Ruler utilise le module Terrain Ruler. Si Terrain Ruler est installé et activé Drag Ruler commencera automatiquement à respecter le terrain difficile dans ses mesures.", "text": "Vous avez le module {moduleName} activé. Drag Ruler est capable de mesurer un terrain difficile qui a été placé à l'aide de ce module. Pour rendre cela possible, Drag Ruler utilise le module Terrain Ruler. Si Terrain Ruler est installé et activé, Drag Ruler commencera automatiquement à respecter le terrain difficile lors de ses mesures.",
"neverShowAgain": "Ne plus jamais afficher cela" "neverShowAgain": "Ne plus jamais afficher cela"
}, },
"socketlib": { "socketlib": {
@@ -16,19 +16,41 @@
"genericSpeedProvider": { "genericSpeedProvider": {
"settings": { "settings": {
"dashMultiplier": { "dashMultiplier": {
"name": "Multiplicateur de courses", "name": "Multiplicateur de course",
"hint": "Cela peut être utilisé pour donner aux jetons une vitesse secondaire pendant la coloration du chemin mesuré. Réglez-le sur 0 pour désactiver la vitesse secondaire." "hint": "Cela peut être utilisé pour donner aux jetons une vitesse secondaire pendant la coloration du chemin mesuré. Réglez-le sur 0 pour désactiver la vitesse secondaire."
}, },
"speedAttribute": { "speedAttribute": {
"name": "Attribut de vitesse", "name": "Attribut de vitesse",
"hint": "L'attribut qui définit la vitesse de marche d'un jeton. Il est utilisé lors de la coloration du chemin mesuré." } "hint": "L'attribut qui définit la vitesse de marche d'un jeton. Il est utilisé lors de la coloration du chemin mesuré."
}
}, },
"speeds": { "speeds": {
"walk": "marche", "walk": "marche",
"dash": "course" "dash": "course"
} }
}, },
"keybindings": {
"cancelDrag": "Effacer glisser",
"createWaypoint": "Créer un point de passage",
"deleteWaypoint": "Effacer un point de passage",
"disableSnap": {
"name": "Désactiver l'interruption",
"hint": "L'interruption sera temporairement désactivée tant que cette clé est maintenue enfoncée."
},
"moveWithoutAnimation": {
"name": "Désactiver l'animation du jeton",
"hint": "Lorsqu'elle est maintenue lorsque vous déposer un jeton, le jeton se déplacera vers le lieu ciblé sans s'animer."
},
"togglePathfinding": {
"name": "Activer la recherche de l'itinéraire",
"hint": "Lorsqu'elle est maintenue en glissant un jeton, la fonction de recherche de l'itinéraire sera temporairement activée/désactivée."
}
},
"settings": { "settings": {
"allowPathfinding": {
"name": "Autoriser la recherche de l'itinéraire pour les joueurs",
"hint": "Permet aux joueurs d'utiliser la fonction de recherche de l'itinéraire de Drag Ruler dans ce monde. Soyez conscient que la recherche de l'itinéraire peut conduire à travers le brouillard de guerre inexploré et les murs éthérés, ce qui pourrait révéler des secrets à vos joueurs avant l'heure."
},
"alwaysShowSpeedForPCs": { "alwaysShowSpeedForPCs": {
"name": "Afficher la vitesse du PJ à tout le monde", "name": "Afficher la vitesse du PJ à tout le monde",
"hint": "Si activé, la coloration basée sur la vitesse de l'acteur pour les personnages joueurs sera montrée à tout le monde, même s'ils n'ont pas la permission d'observateur pour la feuille de personnage." "hint": "Si activé, la coloration basée sur la vitesse de l'acteur pour les personnages joueurs sera montrée à tout le monde, même s'ils n'ont pas la permission d'observateur pour la feuille de personnage."
@@ -37,13 +59,26 @@
"name": "Démarrer automatiquement la mesure", "name": "Démarrer automatiquement la mesure",
"hint": "Si activé, Drag Ruler commencera à mesurer dès que le jeton est glissé. S'il est désactivé, Drag Ruler restera inactif et ne commencera à mesurer qu'une fois que le bouton pour ajouter un waypoint est enfoncé." "hint": "Si activé, Drag Ruler commencera à mesurer dès que le jeton est glissé. S'il est désactivé, Drag Ruler restera inactif et ne commencera à mesurer qu'une fois que le bouton pour ajouter un waypoint est enfoncé."
}, },
"autoPathfinding": {
"name": "Recherche d'itinéraire par défaut",
"hint": "Si activé, glisser un jeton utilisera automatiquement une recherche de l'itinéraire."
},
"enableMovementHistory": { "enableMovementHistory": {
"name": "Activer l'historique des mouvements pendant le combat", "name": "Activer l'historique des mouvements pendant le combat",
"hint": "Si activé, Drag Ruler se souviendra du chemin emprunté par un jeton pendant son tour de combat et l'affichera lorsque vous récupérerez le jeton." "hint": "Si activé, Drag Ruler se souviendra du chemin emprunté par un jeton pendant son tour de combat et l'affichera lorsque vous récupérerez le jeton."
}, },
"rightClickAction": {
"name": "action de Clic droit",
"hint": "Quelle sera l'action accomplie lorsque vous ferez un clic droit en glissant un jeton ?",
"choices": {
"create": "Créer un point de passage",
"delete": "Effacer un point de passage",
"cancel": "Annuler le glisser"
}
},
"showGMRulerToPlayers": { "showGMRulerToPlayers": {
"name": "Afficher la règle MJ aux joueurs", "name": "Afficher la règle MJ aux joueurs",
"hint": "Si désactivé, la règle des MJ ne sera pas affichée pour les joueurs non-MJ" "hint": "Si désactivé, la règle des MJ ne sera pas affichée pour les joueurs non MJ."
}, },
"speedProviderSettings": { "speedProviderSettings": {
"name": "Paramètres du système de vitesse", "name": "Paramètres du système de vitesse",
@@ -51,35 +86,36 @@
"button": "Paramètres du système de vitesse", "button": "Paramètres du système de vitesse",
"windowTitle": "Paramètres du système de vitesse", "windowTitle": "Paramètres du système de vitesse",
"headers": { "headers": {
"speedProvider": "système de vitesse", "speedProvider": "Système de vitesse",
"speedProviderSettings": "Paramètres spécifiques au système de vitesse" "speedProviderSettings": "Paramètres spécifiques au système de vitesse"
}, },
"activeProvider": { "activeProvider": {
"name": "système de vitesse actuellement actif", "name": "Système de vitesse actuellement actif",
"hint": "Les paramètres indiqués ci-dessous dépendent du système de vitesse actif. Si le MJ sélectionne un système de vitesse différent, les paramètres disponibles peuvent changer." "hint": "Les paramètres indiqués ci-dessous dépendent du système de vitesse actif. Si le MJ sélectionne un système de vitesse différent, les paramètres disponibles peuvent changer."
}, },
"noSettings": "Ce système de vitesse n'offre aucune option de configuration.", "noSettings": "Ce système de vitesse n'offre aucune option de configuration.",
"color": { "color": {
"name": "Couleur pour {colorName}", "name": "Couleur pour {colorName}",
"hint": "La couleur qui sera utilisée pour colorier les carrés qui sont dans la plage {colorName}", "hint": "La couleur qui sera utilisée pour colorier les carrés qui sont dans la portée {colorName}.",
"unreachable": { "unreachable": {
"name": "injoignable", "name": "inaccessible",
"hint": "La couleur des espaces qui ne sont pas accessibles par le jeton déplacé" "hint": "La couleur des cases qui ne sont pas accessibles pour le jeton déplacé."
} }
}, },
"speedProvider": { "speedProvider": {
"name": "système de paramètres de vitesse", "name": "Système de paramètres de vitesse",
"indice": "Sélectionnez qui fournit les informations de vitesse pour les jetons lors de la coloration. Drag Ruler offre un système de vitesse générique qui fournit des fonctionnalités de base et devrait fonctionner pour tous les systèmes de jeu s'il est correctement configuré. Plus de systèmes de vitesse peuvent être mis à disposition via les systèmes de jeu et les modules installés. La sélection d'un autre système de vitesse que le système de vitesse générique peut offrir une meilleure intégration dans les règles du système de jeu que vous utilisez. Les options ci-dessous dépendent du système de vitesse sélectionné ici.", "indice": "Sélectionnez qui fournit les informations de vitesse pour les jetons lors de la coloration. Drag Ruler offre un système de vitesse générique qui fournit des fonctionnalités de base et devrait fonctionner pour tous les systèmes de jeu s'il est correctement configuré. Plus de systèmes de vitesse peuvent être mis à disposition via les systèmes de jeu et les modules installés. La sélection d'un autre système de vitesse que le système de vitesse générique peut offrir une meilleure intégration dans les règles du système de jeu que vous utilisez. Les options ci-dessous dépendent du système de vitesse sélectionné ici.",
"choices": { "choices": {
"module": "Module {name}", "module": "Module {name}",
"native": "Générique", "native": "Générique",
"system": "Systéme {name}" "system": "Systéme {name}"
} },
"hint": "Choisissez qui fournit les informations de vitesse pour les jetons lors de la coloration. Drag Ruler propose un fournisseur de vitesse générique qui offre une fonctionnalité de base qui devrait fonctionner pour tous les systèmes de jeu s'il est correctement configuré. D'autres fournisseurs de vitesse peuvent être mis à disposition par les systèmes de jeu et les modules installés. Le choix d'un fournisseur de vitesse différent du fournisseur de vitesse générique peut offrir une meilleure intégration des règles du système de jeu que vous utilisez. Les options ci-dessous dépendent du fournisseur de vitesse sélectionné ici."
} }
}, },
"useGridlessRaster": { "useGridlessRaster": {
"name": "Use speed based snapping", "name": "Utilise l'interruption basée sur la vitesse",
"hint": "On Gridless scenes, this makes tokens snap to the token's speed ranges. This can be temporarily disabled by pressing Shift during drag." "hint": "Sur des scènes sans grilles, cela permet aux jetons de s'interrompre à la portée de leur vitesse. Cela peut être temporairement désactivé en pressant Shift en faisant glisser."
} }
} }
} }
+121
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@@ -0,0 +1,121 @@
{
"drag-ruler": {
"dependencies": {
"ok": "Ok",
"terrain-ruler": {
"neverShowAgain": "Nunca mostre isso de novo",
"title": "Como medir terrenos difíceis com o Drag Ruler",
"text": "Você tem o módulo {moduleName} habilitado. Drag Ruler é capaz de medir terreno difícil que foi colocado para baixo usando esse módulo. Para tornar isto possível, Drag Ruler utiliza o módulo Terrain Ruler. Se o Terrain Ruler for instalado e ativado, o Drag Ruler começará automaticamente a respeitar o terreno difícil em suas medições."
},
"socketlib": {
"title": "Módulo Socketlib ausente",
"text": "Drag Ruler requer que o módulo socketlib funcione corretamente. Por favor, ative o módulo socketlib neste mundo."
}
},
"resetMovementHistory": "Redefinir histórico de movimento",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "Traço Multiplicador",
"hint": "Isso pode ser usado para dar aos tokens uma velocidade secundária durante a coloração do caminho medido. Defina-o como 0 para desativar a velocidade secundária."
},
"speedAttribute": {
"name": "Atributo de velocidade",
"hint": "O atributo que define a velocidade de caminhada de um token. Isso é usado durante a coloração do caminho medido."
}
},
"speeds": {
"walk": "andar",
"dash": "traço"
}
},
"keybindings": {
"cancelDrag": "Cancelar o arrasto",
"disableSnap": {
"name": "Desativar encaixe",
"hint": "O encaixe será desativado temporariamente enquanto esta tecla estiver pressionada."
},
"createWaypoint": "Criar parada",
"deleteWaypoint": "Apagar parada",
"togglePathfinding": {
"name": "Alternar localização de caminhos",
"hint": "Ao ser segurado enquanto arrasta um token, a funcionalidade de localização de caminhos será temporariamente habilitada/desabilitada."
},
"moveWithoutAnimation": {
"name": "Desativar animação de token",
"hint": "Ao ser segurado ao soltar um token, o token se moverá para o local de destino sem animação."
}
},
"settings": {
"allowPathfinding": {
"name": "Permitir localização de caminhos para jogadores",
"hint": "Permite que os jogadores usem a funcionalidade de localização de caminhos do Drag Ruler neste mundo. Esteja ciente de que a localização de caminhos pode passar por uma névoa de guerra inexplorada e paredes etéreas, que podem revelar segredos para seus jogadores antes do tempo."
},
"alwaysShowSpeedForPCs": {
"name": "Mostre a velocidade do PJ para todos",
"hint": "Se ativado, a coloração baseada na velocidade do ator para os personagens dos jogadores será mostrada a todos, mesmo que eles não tenham permissão de observador para a ficha de personagem."
},
"autoStartMeasurement": {
"name": "Iniciar a medição automaticamente",
"hint": "Se ativado, Drag Ruler começará a medir assim que o token estiver sendo arrastado. Se desativado, o Drag Ruler permanecerá inativo e só começará a medir quando o botão para adicionar uma parada for pressionado."
},
"autoPathfinding": {
"hint": "Se ativado, arrastar um token usará automaticamente uma régua de localização de caminho.",
"name": "localização de caminho por padrão"
},
"enableMovementHistory": {
"name": "Habilitar histórico de movimento durante o combate",
"hint": "Se ativado, o Drag Ruler lembrará o caminho que um token percorreu durante seu turno em combate e o exibirá quando você pegar o token de volta."
},
"rightClickAction": {
"name": "Ação do botão direito",
"hint": "Que ação deve ser executada ao clicar com o botão direito do mouse enquanto arrasta um token?",
"choices": {
"create": "Criar parada",
"delete": "Apagar parada",
"cancel": "Cancelar arrasto"
}
},
"showGMRulerToPlayers": {
"name": "Mostrar régua do GM aos jogadores",
"hint": "Se desativado, a régua dos GMs não será exibido para jogadores não-GM."
},
"speedProviderSettings": {
"name": "Configurações do provedor de velocidade",
"button": "Configurações do provedor de velocidade",
"windowTitle": "Configurações do provedor de velocidade",
"headers": {
"speedProvider": "Provedor de velocidade",
"speedProviderSettings": "Configurações específicas do provedor de velocidade"
},
"activeProvider": {
"name": "Provedor de velocidade ativo",
"hint": "As configurações mostradas abaixo dependem do provedor de velocidade ativo. Se o GM selecionar um provedor de velocidade diferente, as configurações disponíveis podem mudar."
},
"noSettings": "Este provedor de velocidade não oferece nenhuma opção de configuração.",
"color": {
"name": "Cor para {colorName}",
"hint": "A cor que será usada para colorir os quadrados que estão dentro do intervalo {colorName}.",
"unreachable": {
"name": "inacessível",
"hint": "A cor dos espaços que não podem ser acessados pelo token arrastado."
}
},
"speedProvider": {
"name": "Provedor de configurações de velocidade",
"hint": "Selecione quem fornece informações de velocidade para tokens durante a coloração. Drag Ruler oferece um provedor de velocidade genérico que fornece funcionalidade básica e deve funcionar para todos os sistemas de jogo se configurado corretamente. Mais provedores de velocidade podem ser disponibilizados por meio de sistemas de jogos e módulos instalados. Selecionar um provedor de velocidade diferente do provedor de velocidade genérico pode oferecer uma melhor integração com as regras do sistema de jogo que você está usando. As opções abaixo dependem do provedor de velocidade selecionado aqui.",
"choices": {
"module": "Módulo {name}",
"native": "Genérico",
"system": "Sistema {name}"
}
},
"hint": "As configurações do provedor de velocidade contêm todas as configurações específicas do sistema de jogo."
},
"useGridlessRaster": {
"name": "Use o ajuste baseado em velocidade",
"hint": "Em cenas sem grid, isso faz com que os tokens se encaixem nas faixas de velocidade do token."
}
}
}
}
+121
View File
@@ -0,0 +1,121 @@
{
"drag-ruler": {
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Drag Ruler 如何测量困难地形",
"text": "你已启用 {moduleName}。Drag Ruler 可以使用此模组测量放置的困难地形。为此,Drag Ruler 将使用 Terrain Ruler 模组。如果已经安装并启用了 Terrain RulerDrag Ruler 将自动开始在测量中反映困难地形的结果。",
"neverShowAgain": "不再显示此条"
},
"socketlib": {
"title": "Socketlib 模组未安装/启用",
"text": "Drag Ruler 依赖于 socketlib 模组以正常运行。请在该世界中激活 socketlib 模组。"
}
},
"resetMovementHistory": "重置移动历史",
"settings": {
"alwaysShowSpeedForPCs": {
"name": "向所有人展示 PC 的速度",
"hint": "启用后,基于 PC 速度的着色将会展示给所有人,即使并未对该角色有观察权限。"
},
"speedProviderSettings": {
"speedProvider": {
"choices": {
"native": "通用",
"system": "系统 {name}",
"module": "模组 {name}"
},
"name": "速度设置提供方",
"hint": "选择指示物移动着色时,速度信息的提供方。Drag Ruler 自带通用的速度提供方,提供基础功能并且在配置正确时,应对所有游戏系统都有效。游戏系统和安装的模组可能会提供可用的新速度提供方。选择其他速度提供方替换通用速度提供方可能会与正在使用的游戏系统的规则整合得更好。下列的选项依赖于此处选择的速度提供方。"
},
"name": "速度提供方设置",
"hint": "速度提供方设置内包含了所有游戏系统相关的设置。",
"button": "速度提供方设置",
"windowTitle": "速度提供方设置",
"headers": {
"speedProvider": "速度提供",
"speedProviderSettings": "速度提供方特定设置"
},
"activeProvider": {
"name": "激活的速度提供方",
"hint": "下方显示的此设置依赖于一个激活的速度提供方。如果 GM 选择了其他的速度提供方,可用的设置项可能会改变。"
},
"noSettings": "此速度提供方并不提供任何配置项。",
"color": {
"name": "颜色 {colorName}",
"hint": "将在 {colorName} 范围内的色彩格子内使用的颜色。",
"unreachable": {
"name": "不可抵达",
"hint": "拖拽指示物时显示的不可抵达的格子的颜色。"
}
}
},
"useGridlessRaster": {
"name": "使用基于速度的吸附",
"hint": "在无网格场景中,这使得指示物吸附至其速度范围。"
},
"allowPathfinding": {
"name": "允许玩家寻路",
"hint": "允许玩家在此世界中使用Drag Ruler的寻路功能。注意寻路可能经过未探索的战争迷雾和虚体墙,这可能提前向玩家暴露秘密。"
},
"autoStartMeasurement": {
"name": "自动测量",
"hint": "如果启用此选项,在你拖动棋子时标尺会自动显示,如果禁用,拖动棋子时将不会启用标尺,仅在按下显示路径按钮时显示。"
},
"autoPathfinding": {
"name": "默认寻路",
"hint": "若启用,拖动指示物会自动使用寻路标尺。"
},
"enableMovementHistory": {
"name": "在战斗时启用移动历史",
"hint": "启用后,Drag Ruler 将会记住指示物在战斗中其回合内行经的路径,并且会在拉起指示物时显示。"
},
"rightClickAction": {
"name": "右键点击动作",
"hint": "拖动指示物时点击右键应该执行什么动作?",
"choices": {
"create": "创建路径点",
"delete": "删除路径点",
"cancel": "取消拖动"
}
},
"showGMRulerToPlayers": {
"name": "向玩家展示 GM 尺子",
"hint": "禁用后,GM 的测量尺将不会向非 GM 玩家展示。"
}
},
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "疾跑倍数",
"hint": "此项可以赋予测量路径着色的指示物第二速度显示。将此项设置为 0 以禁用第二速度。"
},
"speedAttribute": {
"name": "速度字段",
"hint": "该字段定义了指示物的步行速度,用于测量路径的着色。"
}
},
"speeds": {
"walk": "步行",
"dash": "疾跑"
}
},
"keybindings": {
"cancelDrag": "取消拖动",
"createWaypoint": "创建路径点",
"deleteWaypoint": "删除路径点",
"disableSnap": {
"name": "禁用吸附",
"hint": "按下此键时吸附会被暂时禁用。"
},
"moveWithoutAnimation": {
"name": "禁用指示物动画",
"hint": "放置指示物时按住,则指示物将直接移动至目标地点。"
},
"togglePathfinding": {
"name": "寻路开关",
"hint": "拖动指示物时按住,寻路功能便会暂时启用/禁用。"
}
}
}
}
+35 -19
View File
@@ -1,21 +1,24 @@
{ {
"name": "drag-ruler", "id": "drag-ruler",
"title": "Drag Ruler", "title": "Drag Ruler",
"description": "When dragging a token displays a ruler showing how far you've moved that token.", "description": "When dragging a token displays a ruler showing how far you've moved that token.",
"version": "1.11.5", "version": "1.14.2",
"minimumCoreVersion" : "9.245", "compatibility": {
"compatibleCoreVersion" : "9", "minimum": "12",
"verified": "12",
"maximum": "13"
},
"authors": [ "authors": [
{ {
"name": "Manuel Vögele", "name": "Manuel Vögele",
"email": "develop@manuel-voegele.de", "email": "develop@manuel-voegele.de",
"discord": "Stäbchenfisch#5107" "discord": "stabchenfisch"
} }
], ],
"esmodules": [ "esmodules": [
"js/libwrapper_shim.js", "src/libwrapper_shim.js",
"js/main.js", "src/main.js",
"js/socket.js" "src/socket.js"
], ],
"templates": [ "templates": [
"speed_provider_settings.html" "speed_provider_settings.html"
@@ -55,20 +58,33 @@
"lang": "zh-tw", "lang": "zh-tw",
"name": "正體中文", "name": "正體中文",
"path": "lang/zh-tw.json" "path": "lang/zh-tw.json"
} },
],
"dependencies": [
{ {
"name": "socketlib", "lang": "cn",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-socketlib/master/module.json" "name": "中文(简体)",
"path": "lang/zh_Hans.json"
},
{
"lang": "pt-BR",
"name": "Português (Brasil)",
"path": "lang/pt_BR.json"
} }
], ],
"relationships": {
"requires": [
{
"id": "socketlib",
"type": "module",
"manifest": "https://gitea.crovaxon.de/crovaxon/foundryvtt-socketlib/raw/branch/develop/module.json"
}
]
},
"socket": true, "socket": true,
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler", "url": "https://gitea.crovaxon.de/crovaxon/foundryvtt-drag-ruler",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.11.5.zip", "download": "https://gitea.crovaxon.de/crovaxon/foundryvtt-drag-ruler/archive/v1.14.2-test.zip",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json", "manifest": "https://gitea.crovaxon.de/crovaxon/foundryvtt-drag-ruler/raw/branch/develop/module.json",
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md", "readme": "https://gitea.crovaxon.de/crovaxon/foundryvtt-drag-ruler/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md", "changelog": "https://gitea.crovaxon.de/crovaxon/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
"bugs": "https://github.com/manuelVo/foundryvtt-drag-ruler/issues", "bugs": "https://gitea.crovaxon.de/crovaxon/foundryvtt-drag-ruler/issues",
"allowBugReporter": true "allowBugReporter": true
} }
-1
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@@ -1 +0,0 @@
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@@ -1,154 +0,0 @@
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@@ -1 +0,0 @@
hard_tabs = true
-187
View File
@@ -1,187 +0,0 @@
use std::hash::{Hash, Hasher};
use wasm_bindgen::prelude::*;
#[wasm_bindgen]
extern "C" {
pub type JsPoint;
#[wasm_bindgen(method, getter)]
fn x(this: &JsPoint) -> f64;
#[wasm_bindgen(method, getter)]
fn y(this: &JsPoint) -> f64;
}
#[wasm_bindgen]
#[derive(Debug, Copy, Clone)]
pub struct Point {
pub x: f64,
pub y: f64,
}
impl Point {
pub fn new(x: f64, y: f64) -> Self {
Self { x, y }
}
pub fn from_line_x(line: &Line, x: f64) -> Self {
let y = line.calc_y(x);
Self { x, y }
}
pub fn distance_to(&self, to: Point) -> f64 {
(self.y - to.y).hypot(self.x - to.x)
}
pub fn is_same_as(&self, other: &Self) -> bool {
let e = 0.000001;
(self.x - other.x).abs() < e && (self.y - other.y).abs() < e
}
}
impl Eq for Point {}
impl PartialEq for Point {
fn eq(&self, other: &Self) -> bool {
self.x == other.x && self.y == other.y
}
}
impl Hash for Point {
fn hash<H: Hasher>(&self, hasher: &mut H) {
self.x.to_bits().hash(hasher);
self.y.to_bits().hash(hasher);
}
}
impl From<&JsPoint> for Point {
fn from(point: &JsPoint) -> Self {
Self::new(point.x(), point.y())
}
}
#[derive(Debug, Copy, Clone)]
pub struct Line {
pub m: f64,
pub b: f64,
pub p1: Point,
}
impl Line {
pub fn new(m: f64, b: f64, p1: Point) -> Self {
Self { m, b, p1 }
}
pub fn from_points(p1: Point, p2: Point) -> Self {
let m = (p1.y - p2.y) / (p1.x - p2.x);
let b = p1.y - m * p1.x;
Self { m, b, p1 }
}
pub fn from_point_and_angle(p1: Point, angle: f64) -> Self {
let p2 = Point {
x: p1.x - angle.cos(),
y: p1.y - angle.sin(),
};
Line::from_points(p1, p2)
}
pub fn is_vertical(&self) -> bool {
self.m.is_infinite()
}
pub fn is_horizontal(&self) -> bool {
self.m == 0.0
}
pub fn calc_x(&self, y: f64) -> f64 {
(y - self.b) / self.m
}
pub fn calc_y(&self, x: f64) -> f64 {
self.m * x + self.b
}
pub fn intersection(&self, other: &Line) -> Option<Point> {
// Are both lines vertical?
if self.is_vertical() && other.is_vertical() {
return None;
}
// Are the lines paralell?
if (self.m - other.m).abs() < 0.00000005 {
return None;
}
// Is one of the lines vertical?
if self.is_vertical() || other.is_vertical() {
let vertical;
let regular;
if self.is_vertical() {
vertical = self;
regular = other;
} else {
vertical = other;
regular = self;
}
return Some(Point::from_line_x(regular, vertical.p1.x));
}
// Calculate x coordinate of intersection point between both lines
// Find intersection point: x * m1 + b1 = x * m2 + b2
// Solve for x: x = (b1 - b2) / (m2 - m1)
let x = (self.b - other.b) / (other.m - self.m);
if self.m.abs() < other.m.abs() {
Some(Point::from_line_x(self, x))
} else {
Some(Point::from_line_x(other, x))
}
}
pub fn get_perpendicular_through_point(&self, p: Point) -> Self {
let m = -1.0 / self.m;
let b = p.y - m * p.x;
Self { m, b, p1: p }
}
}
#[derive(Debug, Clone, Copy)]
pub struct LineSegment {
pub p1: Point,
pub p2: Point,
pub line: Line,
}
impl LineSegment {
pub fn new(p1: Point, p2: Point) -> Self {
Self {
p1,
p2,
line: Line::from_points(p1, p2),
}
}
pub fn intersection(&self, other: &LineSegment) -> Option<Point> {
let intersection = self.line.intersection(&other.line);
intersection.filter(|intersection| {
self.is_intersection_on_segment(*intersection)
&& other.is_intersection_on_segment(*intersection)
})
}
fn is_intersection_on_segment(&self, intersection: Point) -> bool {
if intersection.is_same_as(&self.p1) || intersection.is_same_as(&self.p2) {
return true;
}
if self.line.is_vertical() || self.line.m.abs() > 1.0 {
return between(intersection.y, self.p1.y, self.p2.y);
}
between(intersection.x, self.p1.x, self.p2.x)
}
}
pub fn between<T: Copy + PartialOrd>(num: T, a: T, b: T) -> bool {
let (min, max) = if a < b { (a, b) } else { (b, a) };
num >= min && num <= max
}
-237
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@@ -1,237 +0,0 @@
use js_sys::Array;
use wasm_bindgen::prelude::*;
use crate::{
geometry::Point,
pathfinder::{DiscoveredNodePtr, Pathfinder},
};
#[allow(unused)]
macro_rules! log {
( $( $t:tt )* ) => {
log(&format!( $( $t )* ));
};
}
#[wasm_bindgen]
extern "C" {
#[wasm_bindgen(js_namespace = console, js_name=warn)]
pub fn log(s: &str);
}
#[wasm_bindgen]
extern "C" {
pub type JsWall;
pub type JsWallData;
#[wasm_bindgen(method, getter)]
fn data(this: &JsWall) -> JsWallData;
#[wasm_bindgen(method, getter)]
fn c(this: &JsWallData) -> Vec<f64>;
#[wasm_bindgen(method, getter, js_name = "door")]
fn door_type(this: &JsWallData) -> DoorType;
#[wasm_bindgen(method, getter, js_name = "ds")]
fn door_state(this: &JsWallData) -> DoorState;
#[wasm_bindgen(method, getter, js_name = "move")]
fn move_type(this: &JsWallData) -> WallSenseType;
}
#[wasm_bindgen]
extern "C" {
pub type JsPoint;
#[wasm_bindgen(method, getter)]
fn x(this: &JsPoint) -> f64;
#[wasm_bindgen(method, getter)]
fn y(this: &JsPoint) -> f64;
}
impl From<JsPoint> for Point {
fn from(point: JsPoint) -> Self {
Point {
x: point.x(),
y: point.y(),
}
}
}
#[wasm_bindgen]
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum DoorState {
CLOSED = 0,
OPEN = 1,
LOCKED = 2,
}
impl TryFrom<usize> for DoorState {
type Error = ();
fn try_from(value: usize) -> Result<Self, Self::Error> {
match value {
x if x == Self::CLOSED as usize => Ok(Self::CLOSED),
x if x == Self::OPEN as usize => Ok(Self::OPEN),
x if x == Self::LOCKED as usize => Ok(Self::LOCKED),
_ => Err(()),
}
}
}
#[wasm_bindgen]
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum DoorType {
NONE = 0,
DOOR = 1,
SECRET = 2,
}
impl TryFrom<usize> for DoorType {
type Error = ();
fn try_from(value: usize) -> Result<Self, Self::Error> {
match value {
x if x == Self::NONE as usize => Ok(Self::NONE),
x if x == Self::DOOR as usize => Ok(Self::DOOR),
x if x == Self::SECRET as usize => Ok(Self::SECRET),
_ => Err(()),
}
}
}
#[wasm_bindgen]
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum WallSenseType {
NONE = 0,
LIMITED = 10,
NORMAL = 20,
}
impl TryFrom<usize> for WallSenseType {
type Error = ();
fn try_from(value: usize) -> Result<Self, Self::Error> {
match value {
x if x == Self::NONE as usize => Ok(Self::NONE),
x if x == Self::LIMITED as usize => Ok(Self::LIMITED),
x if x == Self::NORMAL as usize => Ok(Self::NORMAL),
_ => Err(()),
}
}
}
#[derive(Debug, Clone, Copy)]
pub struct Wall {
pub p1: Point,
pub p2: Point,
pub door_type: DoorType,
pub door_state: DoorState,
pub move_type: WallSenseType,
}
impl Wall {
pub fn new(
p1: Point,
p2: Point,
door_type: DoorType,
door_state: DoorState,
move_type: WallSenseType,
) -> Self {
Self {
p1,
p2,
door_type,
door_state,
move_type,
}
}
pub fn is_door(&self) -> bool {
self.door_type != DoorType::NONE
}
pub fn is_open(&self) -> bool {
self.door_state == DoorState::OPEN
}
}
impl Wall {
fn from_js(wall: &JsWall) -> Self {
let data = wall.data();
let mut c = data.c();
c.iter_mut().for_each(|val| *val = val.round());
Self::new(
Point::new(c[0], c[1]),
Point::new(c[2], c[3]),
data.door_type(),
data.door_state(),
data.move_type(),
)
}
}
#[allow(dead_code)]
#[wasm_bindgen]
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));
}
Pathfinder::initialize(walls, token_size)
}
#[allow(dead_code)]
#[wasm_bindgen]
pub fn free(pathfinder: Pathfinder) {
drop(pathfinder);
}
#[allow(dead_code)]
#[wasm_bindgen(js_name=findPath)]
pub fn find_path(pathfinder: &mut Pathfinder, from: JsPoint, to: JsPoint) -> Option<Array> {
pathfinder
.find_path(from.into(), to.into())
.map(|first_node| first_node.iter_path().map(JsValue::from).collect())
}
#[allow(dead_code)]
#[wasm_bindgen(js_name=debugGetPathfindingPoints)]
pub fn debug_get_pathfinding_points(pathfinder: &Pathfinder) -> Array {
pathfinder
.nodes
.iter()
.map(|node| node.borrow().point)
.map(JsValue::from)
.collect()
}
trait IteratePath {
fn iter_path(&self) -> PathIterator;
}
impl IteratePath for DiscoveredNodePtr {
fn iter_path(&self) -> PathIterator {
PathIterator {
current_node: Some(self.clone()),
}
}
}
struct PathIterator {
current_node: Option<DiscoveredNodePtr>,
}
impl Iterator for PathIterator {
type Item = Point;
fn next(&mut self) -> Option<Self::Item> {
if let Some(node) = self.current_node.clone() {
let point = node.borrow().node.borrow().point;
self.current_node = node.borrow().previous.clone();
Some(point)
} else {
None
}
}
}
-12
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@@ -1,12 +0,0 @@
mod geometry;
#[macro_use]
mod js_api;
mod pathfinder;
mod ptr_indexed_hash_set;
use wasm_bindgen::prelude::*;
#[wasm_bindgen(start)]
pub fn main() {
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
}
-334
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@@ -1,334 +0,0 @@
use std::{cell::RefCell, f64::consts::PI, rc::Rc};
use wasm_bindgen::prelude::*;
use rustc_hash::FxHashMap;
use crate::{
geometry::{LineSegment, Point},
js_api::{Wall, WallSenseType},
ptr_indexed_hash_set::PtrIndexedHashSet,
};
pub struct Edge {
target: NodePtr,
cost: f64,
}
pub struct Node {
pub point: Point,
edges: Option<Vec<Edge>>,
final_edge: Option<Option<Edge>>,
}
impl Node {
pub fn new(point: Point) -> Self {
Self {
point,
edges: None,
final_edge: None,
}
}
fn iter_edges(
&self,
) -> std::iter::Chain<std::slice::Iter<'_, Edge>, std::option::Iter<'_, Edge>> {
self.edges
.as_ref()
.unwrap()
.iter()
.chain(self.final_edge.as_ref().unwrap().iter())
}
}
type NodePtr = Rc<RefCell<Node>>;
impl From<Node> for NodePtr {
fn from(node: Node) -> Self {
Rc::new(RefCell::new(node))
}
}
pub struct DiscoveredNode {
pub node: NodePtr,
cost: f64,
estimated: f64,
pub previous: Option<DiscoveredNodePtr>,
}
pub type DiscoveredNodePtr = Rc<RefCell<DiscoveredNode>>;
impl From<DiscoveredNode> for DiscoveredNodePtr {
fn from(node: DiscoveredNode) -> Self {
Rc::new(RefCell::new(node))
}
}
#[derive(Default, Clone)]
pub struct NodeStorage {
regular_nodes: Vec<NodePtr>,
final_node: Option<NodePtr>,
}
pub type NodeStorageIterator<'a> = std::iter::Chain<
std::slice::Iter<'a, Rc<RefCell<Node>>>,
std::option::Iter<'a, Rc<RefCell<Node>>>,
>;
impl NodeStorage {
fn new() -> Self {
Self::default()
}
fn push(&mut self, node: NodePtr) {
self.regular_nodes.push(node);
}
fn initialize_edges(&mut self, node: &NodePtr, walls: &[LineSegment]) {
if node.borrow().final_edge.is_none() {
let final_edge = self
.final_node
.as_ref()
.filter(|neighbor| {
!self.collides_with_wall(
&LineSegment::new(node.borrow().point, neighbor.borrow().point),
walls,
)
})
.map(|neighbor| Edge {
target: neighbor.clone(),
cost: node.borrow().point.distance_to(neighbor.borrow().point),
});
node.borrow_mut().final_edge = Some(final_edge);
}
if node.borrow().edges.is_some() {
return;
}
let point = node.borrow().point;
let mut edges = Vec::new();
for neighbor in &self.regular_nodes {
if Rc::ptr_eq(neighbor, node) {
continue;
}
let neighbor_point = neighbor.borrow().point;
if !self.collides_with_wall(&LineSegment::new(point, neighbor_point), walls) {
let cost = point.distance_to(neighbor_point);
edges.push(Edge {
target: neighbor.clone(),
cost,
});
}
}
node.borrow_mut().edges = Some(edges);
}
fn collides_with_wall(&self, line: &LineSegment, walls: &[LineSegment]) -> bool {
walls.iter().any(|wall| line.intersection(wall).is_some())
}
pub fn cleanup_final_edges(&mut self) {
for node in &self.regular_nodes {
node.borrow_mut().final_edge = None;
}
}
pub fn iter(&self) -> NodeStorageIterator {
self.regular_nodes.iter().chain(self.final_node.iter())
}
}
#[wasm_bindgen]
pub struct Pathfinder {
#[wasm_bindgen(skip)]
pub nodes: NodeStorage,
#[wasm_bindgen(skip)]
pub walls: Vec<LineSegment>,
}
impl Pathfinder {
pub fn initialize<I>(walls: I, token_size: f64) -> Self
where
I: IntoIterator<Item = Wall>,
{
let distance_from_walls = token_size / 2.0;
let mut endpoints = FxHashMap::<Point, Vec<f64>>::default();
let mut line_segments = Vec::new();
for wall in walls {
if wall.move_type == WallSenseType::NONE {
continue;
}
if wall.is_door() && wall.is_open() {
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);
let p2_angle = (p1_angle + PI).rem_euclid(2.0 * PI);
for (point, angle) in [(wall.p1, p1_angle), (wall.p2, p2_angle)] {
let angles = endpoints.entry(point).or_insert_with(Vec::new);
angles.push(angle);
}
line_segments.push(LineSegment::new(wall.p1, wall.p2));
}
endpoints
.values_mut()
.for_each(|angles| angles.sort_by(|a, b| a.partial_cmp(b).unwrap()));
let mut nodes = NodeStorage::new();
for (point, angles) in endpoints {
assert!(!angles.is_empty());
for i in 1..angles.len() {
let angle1 = angles[i - 1];
let angle2 = angles[i];
if angle1 == angle2 {
continue;
}
let angle_diff = angle2 - angle1;
if angle_diff <= PI {
continue;
}
{
let angle_between = angle_diff / 2.0 + angle1;
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,
distance_from_walls,
&mut line_segments,
));
nodes.push(calc_pathfinding_node(
point,
angle2 - 0.5 * PI,
distance_from_walls,
&mut line_segments,
));
}
let angle1 = angles.last().unwrap();
let angle2 = angles.first().unwrap() + 2.0 * PI;
let angle_diff = angle2 - angle1;
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,
angle_between,
distance_from_walls,
&mut line_segments,
));
}
nodes.push(calc_pathfinding_node(
point,
angle1 + 0.5 * PI,
distance_from_walls,
&mut line_segments,
));
nodes.push(calc_pathfinding_node(
point,
angle2 - 0.5 * PI,
distance_from_walls,
&mut line_segments,
));
}
// TODO Eliminating nodes close to each other may improve performance
Self {
nodes,
walls: line_segments,
}
}
pub fn find_path(&mut self, from: Point, to: Point) -> Option<DiscoveredNodePtr> {
self.nodes.cleanup_final_edges();
let mut nodes = self.nodes.clone();
nodes.final_node = Some(NodePtr::from(Node::new(from)));
let to_node = NodePtr::from(Node::new(to));
nodes.initialize_edges(&to_node, &self.walls);
let to = DiscoveredNode {
node: to_node,
cost: 0.0,
estimated: to.distance_to(from),
previous: None,
};
// TODO Use a sorted set for next_nodes for better performance
let mut next_nodes = vec![DiscoveredNodePtr::from(to)];
let mut previous_nodes = PtrIndexedHashSet::new();
while !next_nodes.is_empty() {
// Sort by estimated cost, high to low
// TODO Maybe tere's a faster way to do this than re-sorting every iteration?
next_nodes.sort_by(|a, b| {
b.borrow()
.estimated
.partial_cmp(&a.borrow().estimated)
.unwrap()
});
// Get node with cheapest estimate
let current_node = next_nodes.pop().unwrap();
if current_node.borrow().node.borrow().point.x == from.x
&& current_node.borrow().node.borrow().point.y == from.y
{
return Some(current_node);
}
previous_nodes.insert(current_node.borrow().node.clone());
for edge in current_node.borrow().node.borrow().iter_edges() {
let neighbor = &edge.target;
if previous_nodes.contains(neighbor) {
continue;
}
nodes.initialize_edges(neighbor, &self.walls);
// Add a flat 0.00001 cost per node to discurage creation of unnecessary waypoints
let cost = current_node.borrow().cost + edge.cost + 0.00001;
let discovered_neighbor = DiscoveredNode {
node: neighbor.clone(),
cost,
estimated: cost + neighbor.borrow().point.distance_to(from),
previous: Some(current_node.clone()),
};
let neighbor_entry = next_nodes
.iter()
.find(|node| Rc::ptr_eq(&node.borrow().node, neighbor));
if let Some(entry) = neighbor_entry {
// If the neighbor is cheaper to reach via the current route than through previously discovered routes, replace it
if entry.borrow().cost > cost {
*entry.borrow_mut() = discovered_neighbor;
}
} else {
next_nodes.push(discovered_neighbor.into());
}
}
}
None
}
}
fn calc_pathfinding_node(
p: Point,
angle: f64,
distance_from_walls: f64,
line_segments: &mut Vec<LineSegment>,
) -> NodePtr {
let offset_x = angle.cos() * distance_from_walls;
let offset_y = angle.sin() * distance_from_walls;
line_segments.push(LineSegment::new(
p,
Point {
x: p.x + offset_x * 0.99,
y: p.y + offset_y * 0.99,
},
));
NodePtr::from(Node::new(Point {
x: p.x + offset_x,
y: p.y + offset_y,
}))
}
-68
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@@ -1,68 +0,0 @@
use rustc_hash::FxHashSet;
use std::collections::hash_set;
use std::hash::{Hash, Hasher};
use std::rc::Rc;
#[derive(Default)]
pub struct PtrIndexedHashSet<T>(FxHashSet<PtrIndexedRc<T>>);
impl<T> PtrIndexedHashSet<T> {
pub fn new() -> Self {
PtrIndexedHashSet(FxHashSet::default())
}
pub fn insert(&mut self, value: Rc<T>) -> bool {
self.0.insert(PtrIndexedRc(value))
}
pub fn remove(&mut self, value: &Rc<T>) -> bool {
self.0.remove(&PtrIndexedRc(Rc::clone(value)))
}
pub fn contains(&mut self, value: &Rc<T>) -> bool {
self.0.contains(&PtrIndexedRc(Rc::clone(value)))
}
}
impl<T: std::fmt::Debug> std::fmt::Debug for PtrIndexedHashSet<T> {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
f.debug_set().entries(self.0.iter().map(|e| &e.0)).finish()
}
}
struct PtrIndexedRc<T>(Rc<T>);
impl<T> Hash for PtrIndexedRc<T> {
fn hash<H: Hasher>(&self, state: &mut H) {
Rc::as_ptr(&self.0).hash(state)
}
}
impl<T> PartialEq for PtrIndexedRc<T> {
fn eq(&self, other: &Self) -> bool {
Rc::ptr_eq(&self.0, &other.0)
}
}
impl<T> Eq for PtrIndexedRc<T> {}
pub struct PtrIndexedHashSetIterator<'a, T>(hash_set::Iter<'a, PtrIndexedRc<T>>);
impl<'a, T> Iterator for PtrIndexedHashSetIterator<'a, T> {
type Item = &'a Rc<T>;
fn next(&mut self) -> Option<Self::Item> {
match self.0.next() {
Some(item) => Some(&item.0),
None => None,
}
}
}
impl<'a, T> IntoIterator for &'a PtrIndexedHashSet<T> {
type Item = &'a Rc<T>;
type IntoIter = PtrIndexedHashSetIterator<'a, T>;
fn into_iter(self) -> Self::IntoIter {
PtrIndexedHashSetIterator::<T>((&self.0).iter())
}
}
+202
View File
@@ -0,0 +1,202 @@
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";
export const availableSpeedProviders = {};
export let currentSpeedProvider = undefined;
function register(module, type, speedProvider) {
const id = `${type}.${module.id}`;
let providerInstance;
if (speedProvider.prototype instanceof SpeedProvider) {
providerInstance = new speedProvider(id);
} else {
console.warn(
`Drag Ruler | The ${type} '${module.id}' uses the old, deprecated version of the Drag Ruler API. ` +
"That old API will be removed in a future Drag Ruler version. " +
`Please update the ${type} ${module.id} to stay compatible with future Drag Ruler versions.`,
);
speedProvider.id = id;
speedProvider.usesRuler = () => true;
providerInstance = speedProvider;
}
setupProvider(providerInstance);
}
function setupProvider(speedProvider) {
if (speedProvider instanceof SpeedProvider) {
const unreachableColor = {
id: "unreachable",
default: speedProvider.defaultUnreachableColor,
name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name",
};
for (const color of speedProvider.colors.concat([unreachableColor])) {
game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.color.${color.id}`, {
config: false,
scope: "client",
type: Number,
default: color.default,
});
}
for (const setting of speedProvider.settings) {
setting.config = false;
game.settings.register(
settingsKey,
`speedProviders.${speedProvider.id}.setting.${setting.id}`,
setting,
);
}
}
availableSpeedProviders[speedProvider.id] = speedProvider;
game.settings.settings.get("drag-ruler.speedProvider").default = getDefaultSpeedProvider();
updateSpeedProvider();
}
export function getDefaultSpeedProvider() {
const providerIds = Object.keys(availableSpeedProviders);
// Game systems take the highest precedence for the being the default
const gameSystem = providerIds.find(key => key.startsWith("system."));
if (gameSystem) return gameSystem;
// If no game system is registered modules are next up.
// For lack of a method to select the best module we're just falling back to taking the next best module
// settingKeys should always be sorted the same way so this should achive a stable default
const module = providerIds.find(key => key.startsWith("module."));
if (module) return module;
// If neither a game system or a module is found fall back to the native implementation
return providerIds[0];
}
export function updateSpeedProvider() {
// If the configured provider is registered use that one. If not use the default provider
const configuredProvider = game.settings.get("drag-ruler", "speedProvider");
currentSpeedProvider =
availableSpeedProviders[configuredProvider] ??
availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default];
}
export function initApi() {
const genericSpeedProviderInstance = new GenericSpeedProvider("native");
setupProvider(genericSpeedProviderInstance);
}
export function getRangesFromSpeedProvider(token) {
try {
if (currentSpeedProvider instanceof Function) return currentSpeedProvider(token, 0x00ff00);
const ranges = currentSpeedProvider.getRanges(token);
for (const range of ranges) {
range.color = game.settings.get(
settingsKey,
`speedProviders.${currentSpeedProvider.id}.color.${range.color}`,
);
}
return ranges;
} catch (e) {
console.error(e);
return [];
}
}
export function getUnreachableColorFromSpeedProvider() {
if (currentSpeedProvider instanceof Function) return 0xff0000;
try {
return game.settings.get(
settingsKey,
`speedProviders.${currentSpeedProvider.id}.color.unreachable`,
);
} catch (e) {
console.error(e);
return 0xff0000;
}
}
export function getColorForDistanceAndToken(distance, token, ranges = null) {
if (!ranges) {
ranges = getRangesFromSpeedProvider(token);
}
if (ranges.length === 0) return null;
const currentRange = ranges.reduce(
(minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange;
return minRange;
},
{range: Infinity, color: getUnreachableColorFromSpeedProvider()},
);
return currentRange.color;
}
export function getMovedDistanceFromToken(token) {
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const history = getMovementHistory(token);
let tokenPos = {x: token.x, y: token.y};
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
tokenPos = token.center;
}
const segments = CONFIG.Canvas.rulerClass
.dragRulerGetRaysFromWaypoints(history, tokenPos)
.map(ray => {
return {ray};
});
const shape = getTokenShape(token);
const distances = measureDistances(segments, token, shape, {
enableTerrainRuler: terrainRulerAvailable,
});
// Sum up the distances
return distances.reduce((acc, val) => acc + val, 0);
}
export function buildCostFunction(token, shape) {
return (x, y, costOptions = {}) => {
costOptions.token = token;
const area = getAreaFromPositionAndShape({x, y}, shape);
const costs = area.map(space => canvas.terrain.cost({x: space.x, y: space.y}, costOptions));
return costs.reduce((max, current) => Math.max(max, current));
};
}
export function registerModule(moduleId, speedProvider) {
// Check if a module with the given id exists and is currently enabled
const module = game.modules.get(moduleId);
// If it doesn't the calling module did something wrong. Log a warning and ignore this module
if (!module) {
console.warn(
`Drag Ruler | A module tried to register with the id "${moduleId}". However no active module with this id was found.` +
"This api registration call was ignored. " +
"If you are the author of that module please check that the id passed to `registerModule` matches the id in your manifest exactly." +
"If this call was made form a game system instead of a module please use `registerSystem` instead.",
);
return;
}
// Using Drag Ruler's id is not allowed
if (moduleId === "drag-ruler") {
console.warn(
`Drag Ruler | A module tried to register with the id "${moduleId}", which is not allowed. This api registration call was ignored. ` +
"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. " +
"If this call was made form a game system instead of a module please use `registerSystem` instead.",
);
return;
}
register(module, "module", speedProvider);
}
export function registerSystem(systemId, speedProvider) {
const system = game.system;
// If the current system id doesn't match the provided id something went wrong. Log a warning and ignore this module
if (system.id != systemId) {
console.warn(
`Drag Ruler | A system tried to register with the id "${systemId}". However the active system has a different id.` +
"This api registration call was ignored. " +
"If you are the author of that system please check that the id passed to `registerSystem` matches the id in your manifest exactly." +
"If this call was made form a module instead of a game system please use `registerModule` instead.",
);
return;
}
register(system, "system", speedProvider);
}
+47 -28
View File
@@ -1,38 +1,44 @@
import {getCostFromSpeedProvider} from "./api.js"; import {buildCostFunction} from "./api.js";
import {settingsKey} from "./settings.js"; import {settingsKey} from "./settings.js";
import {getAreaFromPositionAndShape, highlightTokenShape} from "./util.js"; import {highlightTokenShape} from "./util.js";
export function getHexSizeSupportTokenGridCenter(token) { export function highlightMeasurementTerrainRuler(
const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token) ray,
return {x: token.x + tokenCenterOffset.x, y: token.y + tokenCenterOffset.y} startDistance,
} tokenShape = [{x: 0, y: 0}],
alpha = 1,
export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=[{x: 0, y: 0}], alpha=1) { ) {
for (const space of ray.terrainRulerVisitedSpaces.reverse()) { for (const space of ray.terrainRulerVisitedSpaces.reverse()) {
const color = this.dragRulerGetColorForDistance(startDistance + space.distance); const color = this.dragRulerGetColorForDistance(startDistance + space.distance);
highlightTokenShape.call(this, space, tokenShape, color, alpha) highlightTokenShape.call(this, space, tokenShape, color, alpha);
} }
} }
export function measureDistances(segments, entity, shape, options = {}) { export function measureDistances(segments, entity, shape, options = {}) {
const opts = duplicate(options) const opts = foundry.utils.duplicate(options);
if (canvas.grid.diagonalRule === "EUCL") { if (canvas.grid.diagonalRule === "EUCL") {
opts.ignoreGrid = true; opts.ignoreGrid = true;
opts.gridSpaes = false; opts.gridSpaces = false;
} }
if (opts.enableTerrainRuler) { if (opts.enableTerrainRuler) {
opts.gridSpaces = true; opts.gridSpaces = true;
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces); const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
const previousSegments = segments.slice(0, firstNewSegmentIndex); const previousSegments = segments.slice(0, firstNewSegmentIndex);
const newSegments = segments.slice(firstNewSegmentIndex); const newSegments = segments.slice(firstNewSegmentIndex);
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance); const distances = previousSegments.map(
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces)); segment =>
opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); } segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance,
);
previousSegments.forEach(
segment =>
(segment.ray.terrainRulerVisitedSpaces = foundry.utils.duplicate(segment.ray.dragRulerVisitedSpaces)),
);
opts.costFunction = buildCostFunction(entity, shape);
if (previousSegments.length > 0) if (previousSegments.length > 0)
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState; opts.terrainRulerInitialState =
previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
return distances.concat(terrainRuler.measureDistances(newSegments, opts)); return distances.concat(terrainRuler.measureDistances(newSegments, opts));
} } else {
else {
// If another module wants to enable grid measurements but disable grid highlighting, // If another module wants to enable grid measurements but disable grid highlighting,
// manually set the *duplicate* option's gridSpaces value to true for the Foundry logic to work properly // manually set the *duplicate* option's gridSpaces value to true for the Foundry logic to work properly
if (!opts.ignoreGrid) { if (!opts.ignoreGrid) {
@@ -44,23 +50,31 @@ export function measureDistances(segments, entity, shape, options={}) {
export function checkDependencies() { export function checkDependencies() {
if (!game.modules.get("socketlib")?.active) { if (!game.modules.get("socketlib")?.active) {
console.error("Drag Ruler | The `socketlib` module isn't enabled, but it's required for Drag Ruler to operate properly."); console.error(
"Drag Ruler | The `socketlib` module isn't enabled, but it's required for Drag Ruler to operate properly.",
);
if (game.user.isGM) { if (game.user.isGM) {
new Dialog({ new Dialog({
title: game.i18n.localize("drag-ruler.dependencies.socketlib.title"), title: game.i18n.localize("drag-ruler.dependencies.socketlib.title"),
content: `<h2>${game.i18n.localize("drag-ruler.dependencies.socketlib.title")}</h2><p>${game.i18n.localize("drag-ruler.dependencies.socketlib.text")}</p>`, content: `<h2>${game.i18n.localize(
"drag-ruler.dependencies.socketlib.title",
)}</h2><p>${game.i18n.localize("drag-ruler.dependencies.socketlib.text")}</p>`,
buttons: { buttons: {
ok: { ok: {
icon: '<i class="fas fa-check"></i>', icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("drag-ruler.dependencies.ok") label: game.i18n.localize("drag-ruler.dependencies.ok"),
} },
}, },
}).render(true); }).render(true);
} }
} } else if (
else if (!game.modules.get("terrain-ruler")?.active && game.user.isGM && !game.settings.get(settingsKey, "neverShowTerrainRulerHint")) { !game.modules.get("terrain-ruler")?.active &&
game.user.isGM &&
!game.settings.get(settingsKey, "neverShowTerrainRulerHint")
) {
const lastHint = game.settings.get(settingsKey, "lastTerrainRulerHintTime"); const lastHint = game.settings.get(settingsKey, "lastTerrainRulerHintTime");
if (Date.now() - lastHint > 604800000) { // One week if (Date.now() - lastHint > 604800000) {
// One week
let enabledTerrainModule; let enabledTerrainModule;
if (game.modules.get("enhanced-terrain-layer")?.active) { if (game.modules.get("enhanced-terrain-layer")?.active) {
enabledTerrainModule = game.modules.get("enhanced-terrain-layer").data.title; enabledTerrainModule = game.modules.get("enhanced-terrain-layer").data.title;
@@ -68,20 +82,25 @@ export function checkDependencies() {
if (enabledTerrainModule) { if (enabledTerrainModule) {
new Dialog({ new Dialog({
title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"), title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"),
content: `<h2>${game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title")}</h2><p>${game.i18n.format("drag-ruler.dependencies.terrain-ruler.text", {moduleName: enabledTerrainModule})}</p>`, content: `<h2>${game.i18n.localize(
"drag-ruler.dependencies.terrain-ruler.title",
)}</h2><p>${game.i18n.format("drag-ruler.dependencies.terrain-ruler.text", {
moduleName: enabledTerrainModule,
})}</p>`,
buttons: { buttons: {
ok: { ok: {
icon: '<i class="fas fa-check"></i>', icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("drag-ruler.dependencies.ok"), label: game.i18n.localize("drag-ruler.dependencies.ok"),
callback: () => game.settings.set(settingsKey, "lastTerrainRulerHintTime", Date.now()), callback: () =>
game.settings.set(settingsKey, "lastTerrainRulerHintTime", Date.now()),
}, },
neverShowAgain: { neverShowAgain: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.neverShowAgain"), label: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.neverShowAgain"),
callback: () => game.settings.set(settingsKey, "neverShowTerrainRulerHint", true), callback: () => game.settings.set(settingsKey, "neverShowTerrainRulerHint", true),
}
}, },
close: () => game.settings.set(settingsKey, "lastTerrainRulerHintTime", Date.now()) },
close: () => game.settings.set(settingsKey, "lastTerrainRulerHintTime", Date.now()),
}).render(true); }).render(true);
} }
} }
+138
View File
@@ -0,0 +1,138 @@
/**
* 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;
}
}
+30
View File
@@ -0,0 +1,30 @@
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
// This code could be phased out. The bug that caused the creation of these functions is now fixed, so this is only a wrapper function now
export function getPixelsFromGridPosition(xGrid, yGrid) {
let coord = getPixelsFromGridPositionObj({x: xGrid, y: yGrid});
return [coord.x, coord.y];
}
// This code could be phased out. The bug that caused the creation of these functions is now fixed, so this is only a wrapper function now
export function getGridPositionFromPixels(xPixel, yPixel) {
let coord = getGridPositionFromPixelsObj({x: xPixel, y: yPixel});
return [coord.x, coord.y];
}
// This code could be phased out. The bug that caused the creation of these functions is now fixed, so this is only a wrapper function now
export function getGridPositionFromPixelsObj(o) {
const coord = canvas.grid.getOffset(o);
return {x: coord.j, y: coord.i};
}
// This code could be phased out. The bug that caused the creation of these functions is now fixed, so this is only a wrapper function now
export function getPixelsFromGridPositionObj(o) {
return canvas.grid.getTopLeftPoint({j: o.x, i: o.y});
}
export function getCenterFromGridPositionObj(o) {
const r = getPixelsFromGridPositionObj(o);
[r.x, r.y] = canvas.grid.getCenter(r.x, r.y);
return r;
}
+202
View File
@@ -0,0 +1,202 @@
import {getGridPositionFromPixels} from "./foundry_fixes.js";
import {disableSnap, moveWithoutAnimation} from "./keybindings.js";
import {trackRays} from "./movement_tracking.js";
import {recalculate} from "./socket.js";
import {getSnapPointForToken, highlightTokenShape, sum} from "./util.js";
// This is a modified version of Ruler.moveToken from foundry 0.7.9
export async function moveEntities(draggedEntity, selectedEntities) {
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 (!draggedEntity) return;
// Wait until all scheduled measurements are done
await this.deferredMeasurementPromise;
// 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 && draggedEntity instanceof Token) {
const hasCollision = selectedEntities.some(token => {
const offset = calculateEntityOffset(token, draggedEntity);
const offsetRays = rays
.filter(ray => !ray.isPrevious)
.map(ray => applyOffsetToRay(ray, offset));
return offsetRays.some(r =>
token.checkCollision(r.B, {
origin: r.A,
mode: "any",
type: "move",
}),
);
});
if (hasCollision) {
ui.notifications.error(game.i18n.localize("RULER.MovementCollision"));
this._state = Ruler.STATES.MEASURING;
this._endMeasurement();
return true;
}
}
// 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 animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
// Once all animations are complete we can clear the ruler
if (this.draggedEntity?.id === draggedEntity.id) {
this._state = Ruler.STATES.MEASURING;
this._endMeasurement();
}
}
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
const newRays = draggedRays.filter(r => !r.isPrevious);
const entityAnimationData = entities.map(entity => {
const entityOffset = calculateEntityOffset(entity, draggedEntity);
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
// Determine offset relative to the Token top-left.
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
let dx, dy;
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
dx = entity.x - origin[0];
dy = entity.y - origin[1];
} else {
dx = entity.x - origin[0];
dy = entity.y - origin[1];
}
return {entity, rays: offsetRays, dx, dy};
});
const isToken = draggedEntity instanceof Token;
const animate = isToken && !moveWithoutAnimation;
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
this.cancelMovement = false;
for (let i = startWaypoint; i < entityAnimationData[0].rays.length; i++) {
if (!wasPaused && game.paused) break;
const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
const ray = rays[i];
const dest = [ray.B.x, ray.B.y];
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
return {entity, path};
});
const updates = entityPaths.map(({entity, path}) => {
return {x: path.B.x, y: path.B.y, _id: entity.id};
});
await draggedEntity.scene.updateEmbeddedDocuments(
draggedEntity.constructor.embeddedName,
updates,
{animate},
);
if (animate)
await Promise.all(
entityPaths.map(({entity}) => CanvasAnimation.getAnimation(entity.animationName)?.promise),
);
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
if (this.cancelMovement) {
entityAnimationData.forEach(ead => (ead.rays = ead.rays.slice(0, i + 1)));
break;
}
}
if (isToken)
trackRays(
entities,
entityAnimationData.map(({rays}) => rays),
).then(() => recalculate(entities));
}
function calculateEntityOffset(entityA, entityB) {
return {x: entityA.x - entityB.x, y: entityA.y - entityB.y};
}
function applyOffsetToRay(ray, offset) {
const newRay = new Ray(
{x: ray.A.x + offset.x, y: ray.A.y + offset.y},
{x: ray.B.x + offset.x, y: ray.B.y + offset.y},
);
newRay.isPrevious = ray.isPrevious;
return newRay;
}
// This is a modified version of Ruler._onMouseMove from foundry 0.7.9
export function onMouseMove(event) {
if (this._state === Ruler.STATES.MOVING) return;
// Extract event data
const destination = {
x: event.interactionData.destination.x,
y: event.interactionData.destination.y,
};
// Hide any existing Token HUD
canvas.hud.token.clear();
delete event.data.hudState;
// Draw measurement updates
scheduleMeasurement.call(this, destination, event);
}
function scheduleMeasurement(destination, event) {
const measurementInterval = 50;
const mt = event._measureTime || 0;
const originalEvent = event.interactionData.originalEvent;
if (Date.now() - mt > measurementInterval) {
this.measure(destination, {snap: !disableSnap});
event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING;
cancelScheduledMeasurement.call(this);
} else {
this.deferredMeasurementData = {destination, event};
if (!this.deferredMeasurementTimeout) {
this.deferredMeasurementPromise = new Promise(
(resolve, reject) => (this.deferredMeasurementResolve = resolve),
);
this.deferredMeasurementTimeout = window.setTimeout(
() =>
scheduleMeasurement.call(
this,
this.deferredMeasurementData.destination,
this.deferredMeasurementData.event,
),
measurementInterval,
);
}
}
}
export function cancelScheduledMeasurement() {
window.clearTimeout(this.deferredMeasurementTimeout);
this.deferredMeasurementTimeout = undefined;
this.deferredMeasurementResolve?.();
}
export function highlightMeasurementNative(
ray,
previousSegments,
tokenShape = [{x: 0, y: 0}],
alpha = 1,
) {
for (const offset of canvas.grid.getDirectPath([ray.A, ray.B]).reverse()) {
const point = canvas.grid.getTopLeftPoint(offset);
const center = canvas.grid.getCenterPoint(offset);
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, center)}]);
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
const color = this.dragRulerGetColorForDistance(distance);
const snapPoint = getSnapPointForToken(point.x + 1, point.y + 1, this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
}
}
View File
+90
View File
@@ -0,0 +1,90 @@
/**
* 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;
if (grid.columnar) {
return findSnapPointCols(x, y, grid.sizeY, grid.sizeX, altOrientationFlag);
} else {
return findSnapPointRows(x, y, grid.sizeY, grid.sizeX, 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 = 0.0;
if (alt) {
yOffset1 = 0.25;
yOffset2 = 1.0;
}
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 = 0.75;
let xOffset2 = 0.0;
if (alt) {
xOffset1 = 0.25;
xOffset2 = 1.0;
}
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};
}
+40 -25
View File
@@ -1,26 +1,35 @@
import {settingsKey} from "./settings.js"; import {settingsKey} from "./settings.js";
import {getMeasurePosition, setSnapParameterOnOptions} from "./util.js"; import {getMeasurePosition, setSnapParameterOnOptions} from "./util.js";
// Indicates whether the user is currently pressing the button to disable snapping
export let disableSnap = false; export let disableSnap = false;
// Indicates whether the user is currently pressing the button to disable the movement animation
export let moveWithoutAnimation = false; export let moveWithoutAnimation = false;
// Indicates whether the user is pressing the pathfinding toggle button
export let togglePathfinding = false; export let togglePathfinding = false;
export function registerKeybindings() { export function registerKeybindings() {
game.keybindings.register(settingsKey, "cancelDrag", { game.keybindings.register(settingsKey, "cancelDrag", {
name: "drag-ruler.keybindings.cancelDrag", name: "drag-ruler.keybindings.cancelDrag",
onDown: cancelDrag, onDown: cancelDrag,
uneditable: [{ uneditable: [
{
key: "Escape", key: "Escape",
}], },
],
precedence: -1, precedence: -1,
}); });
game.keybindings.register(settingsKey, "createWaypoint", { game.keybindings.register(settingsKey, "createWaypoint", {
name: "drag-ruler.keybindings.createWaypoint", name: "drag-ruler.keybindings.createWaypoint",
onDown: handleCreateWaypoint, onDown: handleCreateWaypoint,
editable: [{ editable: [
key: "Space" {
}], key: "Space",
},
],
precedence: -1, precedence: -1,
}); });
@@ -35,9 +44,11 @@ export function registerKeybindings() {
hint: "drag-ruler.keybindings.disableSnap.hint", hint: "drag-ruler.keybindings.disableSnap.hint",
onDown: handleDisableSnap, onDown: handleDisableSnap,
onUp: handleDisableSnap, onUp: handleDisableSnap,
editable: [{ editable: [
{
key: "ShiftLeft", key: "ShiftLeft",
}], },
],
precedence: -1, precedence: -1,
}); });
@@ -46,12 +57,15 @@ export function registerKeybindings() {
hint: "drag-ruler.keybindings.moveWithoutAnimation.hint", hint: "drag-ruler.keybindings.moveWithoutAnimation.hint",
onDown: handleMoveWithoutAnimation, onDown: handleMoveWithoutAnimation,
onUp: handleMoveWithoutAnimation, onUp: handleMoveWithoutAnimation,
editable: [{ editable: [
{
key: "AltLeft", key: "AltLeft",
}], },
],
precedence: -1, precedence: -1,
}); });
if (game.modules.get("routinglib")?.active) {
game.keybindings.register(settingsKey, "togglePathfinding", { game.keybindings.register(settingsKey, "togglePathfinding", {
name: "drag-ruler.keybindings.togglePathfinding.name", name: "drag-ruler.keybindings.togglePathfinding.name",
hint: "drag-ruler.keybindings.togglePathfinding.hint", hint: "drag-ruler.keybindings.togglePathfinding.hint",
@@ -61,11 +75,11 @@ export function registerKeybindings() {
restricted: !game.settings.get(settingsKey, "allowPathfinding"), restricted: !game.settings.get(settingsKey, "allowPathfinding"),
}); });
} }
}
function handleDeleteWaypoint() { function handleDeleteWaypoint() {
const ruler = canvas.controls.ruler; const ruler = canvas.controls.ruler;
if (!ruler?.draggedEntity) if (!ruler?.draggedEntity) return false;
return false;
ruler.dragRulerDeleteWaypoint(); ruler.dragRulerDeleteWaypoint();
return true; return true;
} }
@@ -74,16 +88,14 @@ function handleCreateWaypoint() {
const ruler = canvas.controls.ruler; const ruler = canvas.controls.ruler;
// .draggedEntity is used here because .isDragRuler only returns true once the ruler started measuring // .draggedEntity is used here because .isDragRuler only returns true once the ruler started measuring
// Ruler can end up being undefined here if no canvas is active // Ruler can end up being undefined here if no canvas is active
if (!ruler?.draggedEntity) if (!ruler?.draggedEntity) return false;
return false;
let options = {}; let options = {};
setSnapParameterOnOptions(ruler, options); setSnapParameterOnOptions(ruler, options);
if (ruler._state === Ruler.STATES.INACTIVE) { if (ruler._state === Ruler.STATES.INACTIVE) {
ruler.dragRulerStart(options); ruler.dragRulerStart(options);
} } else {
else {
ruler.dragRulerAddWaypoint(getMeasurePosition(), options); ruler.dragRulerAddWaypoint(getMeasurePosition(), options);
} }
return true; return true;
@@ -91,8 +103,7 @@ function handleCreateWaypoint() {
function cancelDrag() { function cancelDrag() {
const ruler = canvas.controls.ruler; const ruler = canvas.controls.ruler;
if (!ruler?.draggedEntity) if (!ruler?.draggedEntity) return false;
return false;
ruler.dragRulerAbortDrag(); ruler.dragRulerAbortDrag();
return true; return true;
} }
@@ -101,10 +112,8 @@ function handleDisableSnap(event) {
disableSnap = !event.up; disableSnap = !event.up;
const ruler = canvas.controls.ruler; const ruler = canvas.controls.ruler;
if (!ruler?.isDragRuler) if (!ruler?.isDragRuler) return false;
return false; if (ruler._state !== Ruler.STATES.MEASURING) return false;
if (ruler._state !== Ruler.STATES.MEASURING)
return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap}); ruler.measure(getMeasurePosition(), {snap: !disableSnap});
ruler.dragRulerSendState(); ruler.dragRulerSendState();
@@ -113,16 +122,22 @@ function handleDisableSnap(event) {
function handleMoveWithoutAnimation(event) { function handleMoveWithoutAnimation(event) {
moveWithoutAnimation = !event.up; 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) { function handleTogglePathfinding(event) {
togglePathfinding = !event.up; togglePathfinding = !event.up;
const ruler = canvas.controls.ruler; const ruler = canvas.controls.ruler;
if (!ruler?.isDragRuler) if (!ruler?.isDragRuler) return false;
return false; if (ruler._state !== Ruler.STATES.MEASURING) return false;
if (ruler._state !== Ruler.STATES.MEASURING)
return false;
ruler.measure(getMeasurePosition(), {snap: !disableSnap}); ruler.measure(getMeasurePosition(), {snap: !disableSnap});
ruler.dragRulerSendState(); ruler.dragRulerSendState();
+96
View File
@@ -0,0 +1,96 @@
// SPDX-License-Identifier: MIT
// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
"use strict";
// A shim for the libWrapper library
export let libWrapper = undefined;
export const VERSIONS = [1, 11, 0];
export const TGT_SPLIT_RE = new RegExp(
"([^.[]+|\\[('([^'\\\\]|\\\\.)+?'|\"([^\"\\\\]|\\\\.)+?\")\\])",
"g",
);
export const TGT_CLEANUP_RE = new RegExp("(^\\['|'\\]$|^\\[\"|\"\\]$)", "g");
// Main shim code
Hooks.once("init", () => {
// Check if the real module is already loaded - if so, use it
if (globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
libWrapper = globalThis.libWrapper;
return;
}
// Fallback implementation
libWrapper = class {
static get is_fallback() {
return true;
}
static get WRAPPER() {
return "WRAPPER";
}
static get MIXED() {
return "MIXED";
}
static get OVERRIDE() {
return "OVERRIDE";
}
static register(package_id, target, fn, type = "MIXED", {chain = undefined} = {}) {
const is_setter = target.endsWith("#set");
target = !is_setter ? target : target.slice(0, -4);
const split = target
.match(TGT_SPLIT_RE)
.map(x => x.replace(/\\(.)/g, "$1").replace(TGT_CLEANUP_RE, ""));
const root_nm = split.splice(0, 1)[0];
let obj, fn_name;
if (split.length == 0) {
obj = globalThis;
fn_name = root_nm;
} else {
const _eval = eval;
fn_name = split.pop();
obj = split.reduce((x, y) => x[y], globalThis[root_nm] ?? _eval(root_nm));
}
let iObj = obj;
let descriptor = null;
while (iObj) {
descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
if (descriptor) break;
iObj = Object.getPrototypeOf(iObj);
}
if (!descriptor || descriptor?.configurable === false)
throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
let original = null;
const wrapper =
chain ?? (type.toUpperCase?.() != "OVERRIDE" && type != 3)
? function () {
return fn.call(this, original.bind(this), ...arguments);
}
: function () {
return fn.apply(this, arguments);
};
if (!is_setter) {
if (descriptor.value) {
original = descriptor.value;
descriptor.value = wrapper;
} else {
original = descriptor.get;
descriptor.get = wrapper;
}
} else {
if (!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
original = descriptor.set;
descriptor.set = wrapper;
}
descriptor.configurable = true;
Object.defineProperty(obj, fn_name, descriptor);
}
};
});
+110 -93
View File
@@ -1,59 +1,60 @@
"use strict" "use strict";
import {getColorForDistanceAndToken, getMovedDistanceFromToken, getRangesFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js"; import {
import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibility.js"; getColorForDistanceAndToken,
import {moveEntities, onMouseMove} from "./foundry_imports.js" getMovedDistanceFromToken,
getRangesFromSpeedProvider,
initApi,
registerModule,
registerSystem,
} from "./api.js";
import {checkDependencies} from "./compatibility.js";
import {moveEntities, onMouseMove} from "./foundry_imports.js";
import {disableSnap, registerKeybindings} from "./keybindings.js"; import {disableSnap, registerKeybindings} from "./keybindings.js";
import {libWrapper} from "./libwrapper_shim.js"; import {libWrapper} from "./libwrapper_shim.js";
import {performMigrations} from "./migration.js" import {performMigrations} from "./migration.js";
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js"; import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {wipePathfindingCache} from "./pathfinding.js";
import {extendRuler} from "./ruler.js"; import {extendRuler} from "./ruler.js";
import {registerSettings, RightClickAction, settingsKey} from "./settings.js" import {registerSettings, RightClickAction, settingsKey} from "./settings.js";
import {recalculate} from "./socket.js"; import {recalculate} from "./socket.js";
import {SpeedProvider} from "./speed_provider.js" import {SpeedProvider} from "./speed_provider.js";
import {setSnapParameterOnOptions} from "./util.js"; import {getEntityCenter, setSnapParameterOnOptions} from "./util.js";
import initGridlessPathfinding, * as GridlessPathfinding from "../wasm/gridless_pathfinding.js"
CONFIG.debug.dragRuler = false; CONFIG.debug.dragRuler = false;
export let debugGraphics = undefined; export let debugGraphics = undefined;
initGridlessPathfinding().then(() => {
Hooks.on("canvasInit", wipePathfindingCache);
Hooks.on("canvasReady", wipePathfindingCache);
Hooks.on("createWall", wipePathfindingCache);
Hooks.on("updateWall", wipePathfindingCache);
Hooks.on("deleteWall", wipePathfindingCache);
});
Hooks.once("init", () => { Hooks.once("init", () => {
registerSettings() registerSettings();
registerKeybindings() registerKeybindings();
initApi() initApi();
hookDragHandlers(Token); hookDragHandlers(Token);
hookDragHandlers(MeasuredTemplate); hookDragHandlers(MeasuredTemplate);
libWrapper.register("drag-ruler", "TokenLayer.prototype.undoHistory", tokenLayerUndoHistory, "WRAPPER"); libWrapper.register(
"drag-ruler",
"TokenLayer.prototype.undoHistory",
tokenLayerUndoHistory,
"WRAPPER",
);
extendRuler(); extendRuler();
window.dragRuler = { window.dragRuler = {
getRangesFromSpeedProvider,
getColorForDistanceAndToken, getColorForDistanceAndToken,
getMovedDistanceFromToken, getMovedDistanceFromToken,
registerModule, registerModule,
registerSystem, registerSystem,
recalculate, recalculate,
resetMovementHistory, resetMovementHistory,
} };
}) });
Hooks.once("ready", () => { Hooks.once("ready", () => {
performMigrations() performMigrations();
checkDependencies(); checkDependencies();
Hooks.callAll("dragRuler.ready", SpeedProvider) Hooks.callAll("dragRuler.ready", SpeedProvider);
if (CONFIG.debug.dragRuler) if (CONFIG.debug.dragRuler) debugGraphics = canvas.controls.addChild(new PIXI.Container());
debugGraphics = canvas.controls.addChild(new PIXI.Container()); });
})
Hooks.on("canvasReady", () => { Hooks.on("canvasReady", () => {
canvas.controls.rulers.children.forEach(ruler => { canvas.controls.rulers.children.forEach(ruler => {
@@ -61,16 +62,16 @@ Hooks.on("canvasReady", () => {
Object.defineProperty(ruler, "isDragRuler", { Object.defineProperty(ruler, "isDragRuler", {
get: function isDragRuler() { get: function isDragRuler() {
return Boolean(this.draggedEntity) && this._state !== Ruler.STATES.INACTIVE; return Boolean(this.draggedEntity) && this._state !== Ruler.STATES.INACTIVE;
} },
}) });
}) });
}) });
Hooks.on("getCombatTrackerEntryContext", function (html, menu) { Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
const entry = { const entry = {
name: "drag-ruler.resetMovementHistory", name: "drag-ruler.resetMovementHistory",
icon: '<i class="fas fa-undo-alt"></i>', icon: '<i class="fas fa-undo-alt"></i>',
callback: li => resetMovementHistory(ui.combat.viewed, li.data('combatant-id')), callback: li => resetMovementHistory(ui.combat.viewed, li.data("combatant-id")),
}; };
menu.splice(1, 0, entry); menu.splice(1, 0, entry);
}); });
@@ -78,20 +79,44 @@ Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
function forwardIfUnahndled(newFn) { function forwardIfUnahndled(newFn) {
return function (oldFn, ...args) { return function (oldFn, ...args) {
const eventHandled = newFn(...args); const eventHandled = newFn(...args);
if (!eventHandled) if (!eventHandled) oldFn(...args);
oldFn(...args);
}; };
} }
function hookDragHandlers(entityType) { function hookDragHandlers(entityType) {
const entityName = entityType.name const entityName = entityType.name;
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftStart`, onEntityLeftDragStart, "WRAPPER"); libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftStart`,
onEntityLeftDragStart,
"WRAPPER",
);
if (entityType === Token) if (entityType === Token)
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftMove`, onEntityLeftDragMoveSnap, "WRAPPER"); libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftMove`,
onEntityLeftDragMoveSnap,
"WRAPPER",
);
else else
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftMove`, onEntityLeftDragMove, "WRAPPER"); libWrapper.register(
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftDrop`, forwardIfUnahndled(onEntityDragLeftDrop), "MIXED"); "drag-ruler",
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftCancel`, forwardIfUnahndled(onEntityDragLeftCancel), "MIXED"); `${entityName}.prototype._onDragLeftMove`,
onEntityLeftDragMove,
"WRAPPER",
);
libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftDrop`,
forwardIfUnahndled(onEntityDragLeftDrop),
"MIXED",
);
libWrapper.register(
"drag-ruler",
`${entityName}.prototype._onDragLeftCancel`,
forwardIfUnahndled(onEntityDragLeftCancel),
"MIXED",
);
} }
async function tokenLayerUndoHistory(wrapped) { async function tokenLayerUndoHistory(wrapped) {
@@ -109,14 +134,9 @@ async function tokenLayerUndoHistory(wrapped) {
function onEntityLeftDragStart(wrapped, event) { function onEntityLeftDragStart(wrapped, event) {
wrapped(event); wrapped(event);
const isToken = this instanceof Token; const isToken = this instanceof Token;
const ruler = canvas.controls.ruler const ruler = canvas.controls.ruler;
ruler.draggedEntity = this; ruler.draggedEntity = this;
let entityCenter; const entityCenter = getEntityCenter(this);
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
entityCenter = getHexSizeSupportTokenGridCenter(this);
else
entityCenter = this.center;
ruler.rulerOffset = {x: entityCenter.x - event.data.origin.x, y: entityCenter.y - event.data.origin.y};
if (game.settings.get(settingsKey, "autoStartMeasurement")) { if (game.settings.get(settingsKey, "autoStartMeasurement")) {
let options = {}; let options = {};
setSnapParameterOnOptions(ruler, options); setSnapParameterOnOptions(ruler, options);
@@ -125,54 +145,48 @@ function onEntityLeftDragStart(wrapped, event) {
} }
function onEntityLeftDragMoveSnap(wrapped, event) { function onEntityLeftDragMoveSnap(wrapped, event) {
applyGridlessSnapping.call(this, event); applyGridlessSnapping.call(canvas.controls.ruler, event);
onEntityLeftDragMove.call(this, wrapped, event); onEntityLeftDragMove.call(this, wrapped, event);
} }
function onEntityLeftDragMove(wrapped, event) { function onEntityLeftDragMove(wrapped, event) {
wrapped(event); wrapped(event);
const ruler = canvas.controls.ruler const ruler = canvas.controls.ruler;
if (ruler.isDragRuler) if (ruler.isDragRuler) onMouseMove.call(ruler, event);
onMouseMove.call(ruler, event)
} }
function onEntityDragLeftDrop(event) { function onEntityDragLeftDrop(event) {
const ruler = canvas.controls.ruler const ruler = canvas.controls.ruler;
if (!ruler.isDragRuler) { if (!ruler.isDragRuler) {
ruler.draggedEntity = undefined; ruler.draggedEntity = undefined;
return false return false;
} }
// When we're dragging a measured template no token will ever be selected, // When we're dragging a measured template no token will ever be selected,
// resulting in only the dragged template to be moved as would be expected // resulting in only the dragged template to be moved as would be expected
const selectedTokens = canvas.tokens.controlled const selectedTokens = canvas.tokens.controlled;
// This can happen if the user presses ESC during drag (maybe there are other ways too) // This can happen if the user presses ESC during drag (maybe there are other ways too)
if (selectedTokens.length === 0) if (selectedTokens.length === 0) selectedTokens.push(ruler.draggedEntity);
selectedTokens.push(ruler.draggedEntity);
// This can happen if the ruler is being dragged so rapidly that the drag move handler hasn't been called before dropping // This can happen if the ruler is being dragged so rapidly that the drag move handler hasn't been called before dropping
if (ruler._state === Ruler.STATES.STARTING) if (ruler._state === Ruler.STATES.STARTING) onMouseMove.call(ruler, event);
onMouseMove.call(ruler, event); ruler._state = Ruler.STATES.MOVING;
ruler._state = Ruler.STATES.MOVING
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens); moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
return true return true;
} }
function onEntityDragLeftCancel(event) { function onEntityDragLeftCancel(event) {
// This function is invoked by right clicking // This function is invoked by right clicking
const ruler = canvas.controls.ruler const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING) if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING) return false;
return false
const rightClickAction = game.settings.get(settingsKey, "rightClickAction"); const rightClickAction = game.settings.get(settingsKey, "rightClickAction");
let options = {}; let options = {};
setSnapParameterOnOptions(ruler, options); setSnapParameterOnOptions(ruler, options);
if (ruler._state === Ruler.STATES.INACTIVE) { if (ruler._state === Ruler.STATES.INACTIVE) {
if (rightClickAction !== RightClickAction.CREATE_WAYPOINT) if (rightClickAction !== RightClickAction.CREATE_WAYPOINT) return false;
return false;
ruler.dragRulerStart(options); ruler.dragRulerStart(options);
event.preventDefault(); event.preventDefault();
} } else if (ruler._state === Ruler.STATES.MEASURING) {
else if (ruler._state === Ruler.STATES.MEASURING) {
switch (rightClickAction) { switch (rightClickAction) {
case RightClickAction.CREATE_WAYPOINT: case RightClickAction.CREATE_WAYPOINT:
event.preventDefault(); event.preventDefault();
@@ -191,24 +205,24 @@ function onEntityDragLeftCancel(event) {
function applyGridlessSnapping(event) { function applyGridlessSnapping(event) {
const ruler = canvas.controls.ruler; const ruler = canvas.controls.ruler;
if (!game.settings.get(settingsKey, "useGridlessRaster")) if (!game.settings.get(settingsKey, "useGridlessRaster")) return;
return; if (!ruler.isDragRuler) return;
if (!ruler.isDragRuler) if (disableSnap) return;
return; if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) return;
if (disableSnap)
return;
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS)
return;
const rasterWidth = 35 / canvas.stage.scale.x; const rasterWidth = 35 / canvas.stage.scale.x;
const tokenX = event.data.destination.x; const tokenX = event.interactionData.destination.x;
const tokenY = event.data.destination.y; const tokenY = event.interactionData.destination.y;
const destination = {x: tokenX + ruler.rulerOffset.x, y: tokenY + ruler.rulerOffset.y}; const destination = {x: tokenX, y: tokenY};
const ranges = getRangesFromSpeedProvider(ruler.draggedEntity); const ranges = getRangesFromSpeedProvider(ruler.draggedEntity);
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active; const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
if (terrainRulerAvailable) { if (terrainRulerAvailable) {
const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {return {ray}}); const segments = ruler.constructor
.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination)
.map(ray => {
return {ray};
});
const pinpointDistances = new Map(); const pinpointDistances = new Map();
for (const range of ranges) { for (const range of ranges) {
pinpointDistances.set(range.range, null); pinpointDistances.set(range.range, null);
@@ -216,26 +230,29 @@ function applyGridlessSnapping(event) {
terrainRuler.measureDistances(segments, {pinpointDistances}); terrainRuler.measureDistances(segments, {pinpointDistances});
const targetDistance = Array.from(pinpointDistances.entries()) const targetDistance = Array.from(pinpointDistances.entries())
.filter(([_key, val]) => val) .filter(([_key, val]) => val)
.reduce((value, current) => value[0] > current[0] ? value : current, [0, null]); .reduce((value, current) => (value[0] > current[0] ? value : current), [0, null]);
const rasterLocation = targetDistance[1]; const rasterLocation = targetDistance[1];
if (rasterLocation) { if (rasterLocation) {
const deltaX = destination.x - rasterLocation.x; const deltaX = destination.x - rasterLocation.x;
const deltaY = destination.y - rasterLocation.y; const deltaY = destination.y - rasterLocation.y;
const rasterDistance = Math.hypot(deltaX, deltaY); const rasterDistance = Math.hypot(deltaX, deltaY);
if (rasterDistance < rasterWidth) { if (rasterDistance < rasterWidth) {
event.data.destination.x = rasterLocation.x - ruler.rulerOffset.x; event.interactionData.destination.x = rasterLocation.x;
event.data.destination.y = rasterLocation.y - ruler.rulerOffset.y; event.interactionData.destination.y = rasterLocation.y;
} }
} }
} } else {
else {
let waypointDistance = 0; let waypointDistance = 0;
let origin = event.data.origin; let origin = this.draggedEntity.getCenterPoint();
if (ruler.waypoints.length > 1) { if (ruler.waypoints.length > 1) {
const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {return {ray}}); const segments = ruler.constructor
.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination)
.map(ray => {
return {ray};
});
origin = segments.pop().ray.A; origin = segments.pop().ray.A;
waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b); waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y}; origin = {x: origin.x, y: origin.y};
} }
const deltaX = tokenX - origin.x; const deltaX = tokenX - origin.x;
@@ -245,13 +262,13 @@ function applyGridlessSnapping(event) {
let targetDistance = ranges let targetDistance = ranges
.map(range => range.range) .map(range => range.range)
.map(range => range - waypointDistance) .map(range => range - waypointDistance)
.map(range => range * canvas.dimensions.size / canvas.dimensions.distance) .map(range => (range * canvas.dimensions.size) / canvas.dimensions.distance)
.filter(range => range < distance) .filter(range => range < distance)
.reduce((a, b) => Math.max(a, b), 0); .reduce((a, b) => Math.max(a, b), 0);
if (targetDistance) { if (targetDistance) {
if (distance < targetDistance + rasterWidth) { if (distance < targetDistance + rasterWidth) {
event.data.destination.x = origin.x + deltaX * targetDistance / distance; event.interactionData.destination.x = origin.x + (deltaX * targetDistance) / distance;
event.data.destination.y = origin.y + deltaY * targetDistance / distance; event.interactionData.destination.y = origin.y + (deltaY * targetDistance) / distance;
} }
} }
} }
+12 -12
View File
@@ -1,26 +1,24 @@
import {RightClickAction, settingsKey} from "./settings.js" import {RightClickAction, settingsKey} from "./settings.js";
const currentDataVersion = "1.10.0" const currentDataVersion = "1.10.0";
export async function performMigrations() { export async function performMigrations() {
if (game.user.isGM) if (game.user.isGM) await performWorldMigraionts();
await performWorldMigraionts() await performClientMigrations();
await performClientMigrations()
} }
async function performWorldMigraionts() { async function performWorldMigraionts() {
let dataVersion = game.settings.get(settingsKey, "dataVersion"); let dataVersion = game.settings.get(settingsKey, "dataVersion");
if (dataVersion === currentDataVersion) if (dataVersion === currentDataVersion) return;
return;
if (dataVersion === "fresh install") { if (dataVersion === "fresh install") {
game.settings.set(settingsKey, "dataVersion", currentDataVersion) game.settings.set(settingsKey, "dataVersion", currentDataVersion);
return return;
} }
if (dataVersion === "1.3.0") { if (dataVersion === "1.3.0") {
dataVersion = "1.10.0" dataVersion = "1.10.0";
} }
game.settings.set(settingsKey, "dataVersion", dataVersion); game.settings.set(settingsKey, "dataVersion", dataVersion);
@@ -31,13 +29,15 @@ async function performClientMigrations() {
if (dataVersion === "fresh install") { if (dataVersion === "fresh install") {
// Start of migration from unnamed version (< 1.10.0). TODO Remove in a future version // Start of migration from unnamed version (< 1.10.0). TODO Remove in a future version
const swapSpacebarRightClick = game.settings.storage.get("client").getItem(`${settingsKey}.swapSpacebarRightClick`); const swapSpacebarRightClick = game.settings.storage
.get("client")
.getItem(`${settingsKey}.swapSpacebarRightClick`);
if (swapSpacebarRightClick) { if (swapSpacebarRightClick) {
game.settings.set(settingsKey, "rightClickAction", RightClickAction.CREATE_WAYPOINT); game.settings.set(settingsKey, "rightClickAction", RightClickAction.CREATE_WAYPOINT);
await game.keybindings.set(settingsKey, "createWaypoint", []); await game.keybindings.set(settingsKey, "createWaypoint", []);
await game.keybindings.set(settingsKey, "deleteWaypoint", [{key: "Space"}]); await game.keybindings.set(settingsKey, "deleteWaypoint", [{key: "Space"}]);
} }
// End of migration from unnamed version // End of migration from unnamed version
game.settings.set(settingsKey, "clientDataVersion", currentDataVersion) game.settings.set(settingsKey, "clientDataVersion", currentDataVersion);
} }
} }
@@ -4,59 +4,59 @@ import {getTokenShape, isClose, zip} from "./util.js";
function initTrackingFlag(combatant) { function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0}; const initialFlag = {passedWaypoints: [], trackedRound: 0};
let dragRulerFlag = combatant.data.flags.dragRuler; let dragRulerFlag = combatant.flags.dragRuler;
if (dragRulerFlag) { if (dragRulerFlag) {
if (isNaN(dragRulerFlag.trackedRound)) { if (isNaN(dragRulerFlag.trackedRound)) {
mergeObject(dragRulerFlag, initialFlag); mergeObject(dragRulerFlag, initialFlag);
} }
} } else {
else { combatant.flags.dragRuler = initialFlag;
combatant.data.flags.dragRuler = initialFlag;
} }
} }
function getInitializedCombatant(token, combat) { function getInitializedCombatant(token, combat) {
const combatant = combat.getCombatantByToken(token.id); const combatant = combat.getCombatantByToken(token.id);
if (!combatant) if (!combatant) return undefined;
return undefined;
initTrackingFlag(combatant); initTrackingFlag(combatant);
return combatant; return combatant;
} }
export async function trackRays(tokens, tokenRays) { export async function trackRays(tokens, tokenRays) {
const combat = game.combat; const combat = game.combat;
if (!combat) if (!combat) return;
return; if (!combat.started) return;
if (!combat.started)
return;
if (!(tokens instanceof Array)) { if (!(tokens instanceof Array)) {
tokens = [tokens]; tokens = [tokens];
tokenRays = [tokenRays]; tokenRays = [tokenRays];
} }
const updates = Array.from(zip(tokens, tokenRays)).map(([token, rays]) => calculateUpdate(combat, token, rays)).filter(Boolean); const updates = Array.from(zip(tokens, tokenRays))
.map(([token, rays]) => calculateUpdate(combat, token, rays))
.filter(Boolean);
await updateCombatantDragRulerFlags(combat, updates); await updateCombatantDragRulerFlags(combat, updates);
} }
function calculateUpdate(combat, token, rays) { function calculateUpdate(combat, token, rays) {
const combatant = getInitializedCombatant(token, combat); const combatant = getInitializedCombatant(token, combat);
if (!combatant) if (!combatant) return;
return;
// Check if we have entered a new round. If so, remove the currently stored path // Check if we have entered a new round. If so, remove the currently stored path
if (combat.data.round > combatant.data.flags.dragRuler.trackedRound) { if (combat.round > combatant.flags.dragRuler.trackedRound) {
combatant.data.flags.dragRuler.passedWaypoints = []; combatant.flags.dragRuler.passedWaypoints = [];
combatant.data.flags.dragRuler.trackedRound = combat.data.round; combatant.flags.dragRuler.trackedRound = combat.round;
} }
// Add the passed waypoints to the combatant // Add the passed waypoints to the combatant
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active; const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const dragRulerFlags = combatant.data.flags.dragRuler; const dragRulerFlags = combatant.flags.dragRuler;
const waypoints = dragRulerFlags.passedWaypoints; const waypoints = dragRulerFlags.passedWaypoints;
for (const ray of rays) { for (const ray of rays) {
// Ignore rays that have the same start and end coordinates // Ignore rays that have the same start and end coordinates
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) { if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
if (terrainRulerAvailable) { if (terrainRulerAvailable) {
measureDistances([{ray}], token, getTokenShape(token), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState, enableTerrainRuler: terrainRulerAvailable}); measureDistances([{ray}], token, getTokenShape(token), {
terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState,
enableTerrainRuler: terrainRulerAvailable,
});
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces; ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
ray.A.dragRulerFinalState = ray.terrainRulerFinalState; ray.A.dragRulerFinalState = ray.terrainRulerFinalState;
} }
@@ -68,23 +68,18 @@ function calculateUpdate(combat, token, rays) {
export function getMovementHistory(token) { export function getMovementHistory(token) {
const combat = game.combat; const combat = game.combat;
if (!combat) if (!combat) return [];
return [];
const combatant = combat.getCombatantByToken(token.id); const combatant = combat.getCombatantByToken(token.id);
if (!combatant) if (!combatant) return [];
return []; const dragRulerFlags = combatant.flags.dragRuler;
const dragRulerFlags = combatant.data.flags.dragRuler; if (!dragRulerFlags) return [];
if (!dragRulerFlags) if (combat.round > dragRulerFlags.trackedRound) return [];
return [];
if (combat.data.round > dragRulerFlags.trackedRound)
return [];
return dragRulerFlags.passedWaypoints ?? []; return dragRulerFlags.passedWaypoints ?? [];
} }
export async function removeLastHistoryEntryIfAt(token, x, y) { export async function removeLastHistoryEntryIfAt(token, x, y) {
const history = getMovementHistory(token); const history = getMovementHistory(token);
if (history.length === 0) if (history.length === 0) return;
return;
const entry = history[history.length - 1]; const entry = history[history.length - 1];
if (!isClose(x + token.w / 2, entry.x, 0.1) || !isClose(y + token.h / 2, entry.y, 0.1)) { if (!isClose(x + token.w / 2, entry.x, 0.1) || !isClose(y + token.h / 2, entry.y, 0.1)) {
return; return;
@@ -92,14 +87,15 @@ export async function removeLastHistoryEntryIfAt(token, x, y) {
history.pop(); history.pop();
const combat = game.combat; const combat = game.combat;
const combatant = combat.getCombatantByToken(token.id); const combatant = combat.getCombatantByToken(token.id);
await updateCombatantDragRulerFlags(combat, [{_id: combatant.id, dragRulerFlags: combatant.data.flags.dragRuler}]); await updateCombatantDragRulerFlags(combat, [
{_id: combatant.id, dragRulerFlags: combatant.flags.dragRuler},
]);
} }
export async function resetMovementHistory(combat, combatantId) { export async function resetMovementHistory(combat, combatantId) {
const combatant = combat.combatants.get(combatantId); const combatant = combat.combatants.get(combatantId);
const dragRulerFlags = combatant.data.flags.dragRuler; const dragRulerFlags = combatant.flags.dragRuler;
if (!dragRulerFlags) if (!dragRulerFlags) return;
return;
dragRulerFlags.passedWaypoints = null; dragRulerFlags.passedWaypoints = null;
dragRulerFlags.trackedRound = null; dragRulerFlags.trackedRound = null;
dragRulerFlags.rulerState = null; dragRulerFlags.rulerState = null;
+510
View File
@@ -0,0 +1,510 @@
import {
currentSpeedProvider,
getColorForDistanceAndToken,
getRangesFromSpeedProvider,
} from "./api.js";
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {cancelScheduledMeasurement, highlightMeasurementNative} from "./foundry_imports.js";
import {disableSnap} from "./keybindings.js";
import {getMovementHistory} from "./movement_tracking.js";
import {settingsKey} from "./settings.js";
import {
applyTokenSizeOffset,
getSnapPointForEntity,
getSnapPointForTokenObj,
getEntityCenter,
getTokenShape,
isPathfindingEnabled,
} from "./util.js";
import {getPointer} from "./util.js";
export function extendRuler() {
class DragRulerRuler extends CONFIG.Canvas.rulerClass {
// Functions below are overridden versions of functions in Ruler
constructor(user, {color = null} = {}) {
super(user, {color});
this.previousWaypoints = [];
this.previousLabels = this.addChild(new PIXI.Container());
}
clear() {
super.clear();
this.previousWaypoints = [];
this.previousLabels.removeChildren().forEach(c => c.destroy());
this.dragRulerRanges = undefined;
cancelScheduledMeasurement.call(this);
}
async moveToken(event) {
// Disable moveToken if Drag Ruler is active
if (!this.isDragRuler) return await super.moveToken(event);
}
_getMeasurementData() {
const json =
typeof super._getMeasurementData === "function"
? super._getMeasurementData()
: super.toJSON();
if (this.draggedEntity) {
const isToken = this.draggedEntity instanceof Token;
json.draggedEntityIsToken = isToken;
json.draggedEntity = this.draggedEntity.id;
json.waypoints = json.waypoints.map(old => {
let w = foundry.utils.duplicate(old);
w.isPathfinding = undefined;
return w;
});
}
return json;
}
/** @deprecated since V12 */
toJSON() {
return this._getMeasurementData();
}
update(data) {
if (!data || data.state === Ruler.STATES.INACTIVE) return this.clear();
// Don't show a GMs drag ruler to non GM players
if (
data.draggedEntity &&
this.user.isGM &&
!game.user.isGM &&
!game.settings.get(settingsKey, "showGMRulerToPlayers")
)
return;
if (data.draggedEntity) {
if (data.draggedEntityIsToken) this.draggedEntity = canvas.tokens.get(data.draggedEntity);
else this.draggedEntity = canvas.templates.get(data.draggedEntity);
} else {
this.draggedEntity = undefined;
}
super.update(data);
}
measure(destination, options = {}) {
if (!this.isDragRuler) {
return super.measure(destination, options);
}
if (options.gridSpaces === undefined) {
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
}
this.dragRulerGridSpaces = options.gridSpaces;
const isToken = this.draggedEntity instanceof Token;
if (isToken && !this.draggedEntity.isVisible) {
return [];
}
if (canvas.grid.diagonalRule === "EUCL") {
options.gridSpaces = false;
options.ignoreGrid = true;
}
if (options.ignoreGrid === undefined) {
options.ignoreGrid = false;
}
this.dragRulerIgnoreGrid = options.ignoreGrid;
// If this is the ruler of a remote user take the waypoints as they were transmitted and don't apply any additional snapping to them
if (this.user !== game.user) {
options.snap = false;
}
this.dragRulerSnap = options.snap ?? !disableSnap;
this.dragRulerEnableTerrainRuler = isToken && window.terrainRuler;
// Compute the measurement destination, segments, and distance
const d = this._getMeasurementDestination(destination);
if (this.destination && d.x === this.destination.x && d.y === this.destination.y) {
this.performPostPathfindingActions(options);
return;
}
this.destination = d;
// TODO Check if we can reuse the old path
this.dragRulerRemovePathfindingWaypoints();
if (this.pathfindingJob) {
routinglib.cancelPathfinding(this.pathfindingJob);
this.pathfindingJob = undefined;
}
if (isToken && isPathfindingEnabled.call(this)) {
// TODO Show a busy indicator
const from = getGridPositionFromPixelsObj(this.waypoints[this.waypoints.length - 1]);
const to = getGridPositionFromPixelsObj(destination);
const pathfindingJob = routinglib.calculatePath(from, to, {token: this.draggedEntity});
this.pathfindingJob = pathfindingJob;
return this.pathfindingJob.then(result => {
if (pathfindingJob === this.pathfindingJob) {
this.pathfindingJob = undefined;
this.addPathToWaypoints(result?.path);
return this.performPostPathfindingActions(options);
}
});
}
return this.performPostPathfindingActions(options);
}
addPathToWaypoints(path) {
if (!path) {
// TODO Show an indicator informing that there is no path
// Don't show a path if the pathfinding yields no result to show the user that the destination is unreachable
this.destination = this.waypoints[this.waypoints.length - 1];
return;
}
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
if (
path[0].x === this.waypoints[this.waypoints.length - 1].x &&
path[0].y === this.waypoints[this.waypoints.length - 1].y
) {
path = path.slice(1);
}
// If snapping is enabled, the last point of the path is already handled by the ruler
if (this.dragRulerSnap) {
path = path.slice(0, path.length - 1);
}
for (const point of path) {
point.isPathfinding = true;
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
this.waypoints = this.waypoints.concat(path);
}
performPostPathfindingActions(options) {
// TODO Clear pathfinding busy indicator
this.segments = this._getMeasurementSegments();
this._computeDistance(options.gridSpaces);
// Draw the ruler graphic
this.ruler.clear();
this._drawMeasuredPath();
// Draw grid highlight
this.highlightLayer.clear();
const isToken = this.draggedEntity instanceof Token;
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && this.dragRulerGridSpaces) {
const shape = getTokenShape(this.draggedEntity);
if (!this.dragRulerEnableTerrainRuler) {
for (const [i, segment] of [...this.segments].reverse().entries()) {
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
const previousSegments = this.segments.slice(0, this.segments.length - 1 - i);
highlightMeasurementNative.call(
this,
segment.ray,
previousSegments,
shape,
opacityMultiplier,
);
}
} else {
for (const segment of [...this.segments].reverse()) {
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
highlightMeasurementTerrainRuler.call(
this,
segment.ray,
segment.startDistance,
shape,
opacityMultiplier,
);
}
}
}
this.dragRulerSendState();
return this.segments;
}
_getMeasurementDestination(destination) {
if (this.isDragRuler) {
if (this.dragRulerSnap) {
return getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
} else {
return destination;
}
} else {
return super._getMeasurementDestination(destination);
}
}
_getMeasurementSegments() {
if (this.isDragRuler) {
const unsnappedWaypoints = this.waypoints.concat([this.destination]);
const waypoints =
this.draggedEntity instanceof Token
? applyTokenSizeOffset(unsnappedWaypoints, this.draggedEntity)
: foundry.utils.duplicate(unsnappedWaypoints);
const unsnappedSegments = [];
const segments = [];
for (const [i, p1] of waypoints.entries()) {
if (i === 0) continue;
const unsnappedP1 = unsnappedWaypoints[i];
const p0 = waypoints[i - 1];
const unsnappedP0 = unsnappedWaypoints[i - 1];
const label = this.labels.children[i - 1];
const ray = new Ray(p0, p1);
const unsnappedRay = new Ray(unsnappedP0, unsnappedP1);
ray.isPrevious = Boolean(unsnappedP0.isPrevious);
unsnappedRay.isPrevious = ray.isPrevious;
ray.dragRulerVisitedSpaces = unsnappedP0.dragRulerVisitedSpaces;
unsnappedRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces;
ray.dragRulerFinalState = unsnappedP0.dragRulerFinalState;
unsnappedRay.dragRulerFinalState = ray.dragRulerFinalState;
if (ray.distance < 10) {
if (label) label.visible = false;
continue;
}
segments.push({ray, label});
unsnappedSegments.push({ray: unsnappedRay, label});
}
this.dragRulerUnsnappedSegments = unsnappedSegments;
if (this.labels.children.length > segments.length) {
this.labels.removeChildren(segments.length).forEach(c => c.destroy());
}
return segments;
} else {
return super._getMeasurementSegments();
}
}
_computeDistance(gridSpaces) {
if (!this.isDragRuler) {
return super._computeDistance(gridSpaces);
}
const shape = this.draggedEntity ? getTokenShape(this.draggedEntity) : null;
const options = {
ignoreGrid: this.dragRulerIgnoreGrid,
gridSpaces,
enableTerrainRuler: this.dragRulerEnableTerrainRuler,
};
const distances = measureDistances(this.segments, this.draggedEntity, shape, options);
this.totalDistance = 0;
for (const [i, d] of distances.entries()) {
let s = this.segments[i];
s.startDistance = this.totalDistance;
this.totalDistance += d;
s.last = i === this.segments.length - 1;
s.distance = d;
s.text = this._getSegmentLabel(s);
}
for (const [i, segment] of this.segments.entries()) {
const unsnappedSegment = this.dragRulerUnsnappedSegments[i];
unsnappedSegment.startDistance = segment.startDistance;
unsnappedSegment.last = segment.last;
unsnappedSegment.distance = segment.distance;
unsnappedSegment.text = segment.text;
}
}
_drawMeasuredPath() {
if (!this.isDragRuler) {
return super._drawMeasuredPath();
}
let rulerColor = this.color;
if (!this.dragRulerGridSpaces || canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
const totalDistance = this.segments.reduce((total, current) => total + current.distance, 0);
rulerColor = this.dragRulerGetColorForDistance(totalDistance);
}
const r = this.ruler.beginFill(rulerColor, 0.25);
for (const segment of this.dragRulerUnsnappedSegments) {
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
const {ray, distance, label, text, last} = segment;
if (distance === 0) continue;
// Draw Line
r.moveTo(ray.A.x, ray.A.y)
.lineStyle(6, 0x000000, 0.5 * opacityMultiplier)
.lineTo(ray.B.x, ray.B.y)
.lineStyle(4, rulerColor, 0.25 * opacityMultiplier)
.moveTo(ray.A.x, ray.A.y)
.lineTo(ray.B.x, ray.B.y);
// Draw Waypoints
r.lineStyle(2, 0x000000, 0.5).drawCircle(ray.A.x, ray.A.y, 8);
if (last) r.drawCircle(ray.B.x, ray.B.y, 8);
// Draw Label
if (label) {
label.text = text;
label.alpha = last ? 1.0 : 0.5;
label.visible = true;
let labelPosition = ray.project((ray.distance + 50) / ray.distance);
label.position.set(labelPosition.x, labelPosition.y);
}
}
r.endFill();
}
_endMeasurement() {
super._endMeasurement();
this.draggedEntity = null;
if (this.pathfindingJob) {
routinglib.cancelPathfinding(this.pathfindingJob);
this.pathfindingJob = undefined;
}
}
// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
dragRulerAddWaypoint(point, options = {}) {
options.snap = options.snap ?? true;
if (options.snap) {
point = getSnapPointForEntity(point.x, point.y, this.draggedEntity);
}
this.waypoints.push(new PIXI.Point(point.x, point.y));
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
this.waypoints
.filter(waypoint => waypoint.isPathfinding)
.forEach(waypoint => (waypoint.isPathfinding = false));
}
dragRulerAddWaypointHistory(waypoints) {
waypoints.forEach(waypoint => (waypoint.isPrevious = true));
this.waypoints = this.waypoints.concat(waypoints);
for (const waypoint of waypoints) {
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
}
dragRulerClearWaypoints() {
this.waypoints = [];
this.labels.removeChildren().forEach(c => c.destroy());
}
dragRulerDeleteWaypoint(
event = {
preventDefault: () => {
return;
},
},
options = {},
) {
this.dragRulerRemovePathfindingWaypoints();
options.snap = options.snap ?? true;
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
event.preventDefault();
const mousePosition = getPointer().getLocalPosition(canvas.tokens);
// Options are not passed to _removeWaypoint in vanilla Foundry.
// Send them in case other modules have overriden that behavior and accept an options parameter (Toggle Snap to Grid)
this._removeWaypoint({x: mousePosition.x, y: mousePosition.y}, options);
this.performPostPathfindingActions(options);
} else {
this.dragRulerAbortDrag(event);
}
}
dragRulerRemovePathfindingWaypoints() {
this.waypoints
.filter(waypoint => waypoint.isPathfinding)
.forEach(_ =>
this.labels.removeChild(this.labels.children[this.labels.children.length - 1]).destroy(),
);
this.waypoints = this.waypoints.filter(waypoint => !waypoint.isPathfinding);
}
dragRulerAbortDrag(
event = {
preventDefault: () => {
return;
},
},
) {
const token = this.draggedEntity;
this._endMeasurement();
// Deactivate the drag workflow in mouse
token.mouseInteractionManager.cancel(event);
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
// This will cancel the current drag operation
// Pass in a fake event that hopefully is enough to allow other modules to function
token._onDragLeftCancel(event);
}
async dragRulerRecalculate(tokenIds) {
if (this._state !== Ruler.STATES.MEASURING) return;
if (tokenIds && !tokenIds.includes(this.draggedEntity.id)) return;
const waypoints = this.waypoints.filter(waypoint => !waypoint.isPrevious);
this.dragRulerClearWaypoints();
if (game.settings.get(settingsKey, "enableMovementHistory"))
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
for (const waypoint of waypoints) {
this.dragRulerAddWaypoint(waypoint, {snap: false});
}
this.measure(this.destination);
this.dragRulerSendState();
}
static dragRulerGetRaysFromWaypoints(waypoints, destination) {
if (destination) waypoints = waypoints.concat([destination]);
return waypoints.slice(1).map((wp, i) => {
const ray = new Ray(waypoints[i], wp);
ray.isPrevious = Boolean(waypoints[i].isPrevious);
return ray;
});
}
dragRulerGetColorForDistance(distance) {
if (!this.isDragRuler) return this.color;
if (!this.draggedEntity.actor) {
return this.color;
}
// Don't apply colors if the current user doesn't have at least observer permissions
if (this.draggedEntity.actor.permission < 2) {
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
if (
!(
this.draggedEntity.actor.type === "character" &&
game.settings.get(settingsKey, "alwaysShowSpeedForPCs")
)
)
return this.color;
}
distance = Math.round(distance * 100) / 100;
if (!this.dragRulerRanges)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
return (
getColorForDistanceAndToken(distance, this.draggedEntity, this.dragRulerRanges) ??
this.color
);
}
dragRulerStart(options, measureImmediately = true) {
const entity = this.draggedEntity;
const isToken = entity instanceof Token;
if (isToken && !currentSpeedProvider.usesRuler(entity)) return;
const ruler = canvas.controls.ruler;
ruler.clear();
ruler._state = Ruler.STATES.STARTING;
const entityCenter = getEntityCenter(this.draggedEntity);
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
ruler.dragRulerAddWaypointHistory(getMovementHistory(entity));
ruler.dragRulerAddWaypoint(entityCenter, {snap: false});
const mousePosition = getPointer().getLocalPosition(canvas.tokens);
const destination = {
x: mousePosition.x,
y: mousePosition.y,
};
if (measureImmediately) ruler.measure(destination, options);
}
dragRulerSendState() {
if (this.user !== game.user) {
return;
}
game.user.broadcastActivity({
ruler: this._getMeasurementData(),
});
}
}
CONFIG.Canvas.rulerClass = DragRulerRuler;
}
+110 -94
View File
@@ -1,5 +1,10 @@
import {availableSpeedProviders, currentSpeedProvider, getDefaultSpeedProvider, updateSpeedProvider} from "./api.js"; import {
import {SpeedProvider} from "./speed_provider.js" availableSpeedProviders,
currentSpeedProvider,
getDefaultSpeedProvider,
updateSpeedProvider,
} from "./api.js";
import {SpeedProvider} from "./speed_provider.js";
import {early_isGM} from "./util.js"; import {early_isGM} from "./util.js";
export const settingsKey = "drag-ruler"; export const settingsKey = "drag-ruler";
@@ -10,19 +15,23 @@ export const RightClickAction = Object.freeze({
ABORT_DRAG: 2, ABORT_DRAG: 2,
}); });
function delayedReload() {
window.setTimeout(() => location.reload(), 500);
}
export function registerSettings() { export function registerSettings() {
game.settings.register(settingsKey, "dataVersion", { game.settings.register(settingsKey, "dataVersion", {
scope: "world", scope: "world",
config: false, config: false,
type: String, type: String,
default: "fresh install" default: "fresh install",
}) });
game.settings.register(settingsKey, "clientDataVersion", { game.settings.register(settingsKey, "clientDataVersion", {
scope: "client", scope: "client",
config: false, config: false,
type: String, type: String,
default: "fresh install" default: "fresh install",
}); });
game.settings.register(settingsKey, "rightClickAction", { game.settings.register(settingsKey, "rightClickAction", {
@@ -63,7 +72,7 @@ export function registerSettings() {
config: true, config: true,
type: Boolean, type: Boolean,
default: true, default: true,
}) });
game.settings.register(settingsKey, "showGMRulerToPlayers", { game.settings.register(settingsKey, "showGMRulerToPlayers", {
name: "drag-ruler.settings.showGMRulerToPlayers.name", name: "drag-ruler.settings.showGMRulerToPlayers.name",
@@ -72,7 +81,7 @@ export function registerSettings() {
config: true, config: true,
type: Boolean, type: Boolean,
default: true, default: true,
}) });
game.settings.register(settingsKey, "enableMovementHistory", { game.settings.register(settingsKey, "enableMovementHistory", {
name: "drag-ruler.settings.enableMovementHistory.name", name: "drag-ruler.settings.enableMovementHistory.name",
@@ -83,6 +92,7 @@ export function registerSettings() {
default: true, default: true,
}); });
if (game.modules.get("routinglib")?.active) {
game.settings.register(settingsKey, "allowPathfinding", { game.settings.register(settingsKey, "allowPathfinding", {
name: "drag-ruler.settings.allowPathfinding.name", name: "drag-ruler.settings.allowPathfinding.name",
hint: "drag-ruler.settings.allowPathfinding.hint", hint: "drag-ruler.settings.allowPathfinding.hint",
@@ -90,17 +100,18 @@ export function registerSettings() {
config: true, config: true,
type: Boolean, type: Boolean,
default: false, default: false,
onChange: () => location.reload(), onChange: delayedReload,
}); });
game.settings.register(settingsKey, "autoPathfinding", { game.settings.register(settingsKey, "autoPathfinding", {
name: "drag-ruler.settings.autoPathfinding.name", name: "drag-ruler.settings.autoPathfinding.name",
hint: "drag-ruler.settings.autoPathfinding.hint", hint: "drag-ruler.settings.autoPathfinding.hint",
scpoe: "client", scope: "client",
config: early_isGM() || game.settings.get(settingsKey, "allowPathfinding"), config: early_isGM() || game.settings.get(settingsKey, "allowPathfinding"),
type: Boolean, type: Boolean,
defualt: false, default: false,
}); });
}
game.settings.register(settingsKey, "lastTerrainRulerHintTime", { game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
config: false, config: false,
@@ -121,7 +132,7 @@ export function registerSettings() {
type: String, type: String,
default: getDefaultSpeedProvider(), default: getDefaultSpeedProvider(),
onChange: updateSpeedProvider, onChange: updateSpeedProvider,
}) });
game.settings.registerMenu(settingsKey, "speedProviderSettings", { game.settings.registerMenu(settingsKey, "speedProviderSettings", {
name: "drag-ruler.settings.speedProviderSettings.name", name: "drag-ruler.settings.speedProviderSettings.name",
@@ -130,7 +141,7 @@ export function registerSettings() {
icon: "fas fa-tachometer-alt", icon: "fas fa-tachometer-alt",
type: SpeedProviderSettings, type: SpeedProviderSettings,
restricted: false, restricted: false,
}) });
} }
class SpeedProviderSettings extends FormApplication { class SpeedProviderSettings extends FormApplication {
@@ -140,43 +151,44 @@ class SpeedProviderSettings extends FormApplication {
title: game.i18n.localize("drag-ruler.settings.speedProviderSettings.windowTitle"), title: game.i18n.localize("drag-ruler.settings.speedProviderSettings.windowTitle"),
template: "modules/drag-ruler/templates/speed_provider_settings.html", template: "modules/drag-ruler/templates/speed_provider_settings.html",
width: 600, width: 600,
}) });
} }
getData(options = {}) { getData(options = {}) {
const data = {} const data = {};
data.isGM = game.user.isGM data.isGM = game.user.isGM;
const selectedProvider = currentSpeedProvider.id const selectedProvider = currentSpeedProvider.id;
// Insert all speed providers into the template data // Insert all speed providers into the template data
data.providers = Object.values(availableSpeedProviders).map(speedProvider => { data.providers = Object.values(availableSpeedProviders).map(speedProvider => {
const provider = {} const provider = {};
provider.id = speedProvider.id provider.id = speedProvider.id;
provider.hasSettings = speedProvider instanceof SpeedProvider provider.hasSettings = speedProvider instanceof SpeedProvider;
if (provider.hasSettings) if (provider.hasSettings) provider.settings = enumerateProviderSettings(speedProvider);
provider.settings = enumerateProviderSettings(speedProvider) let dotPosition = provider.id.indexOf(".");
let dotPosition = provider.id.indexOf(".") if (dotPosition === -1) dotPosition = provider.id.length;
if (dotPosition === -1) const type = provider.id.substring(0, dotPosition);
dotPosition = provider.id.length const id = provider.id.substring(dotPosition + 1);
const type = provider.id.substring(0, dotPosition)
const id = provider.id.substring(dotPosition + 1)
if (type === "native") { if (type === "native") {
provider.selectTitle = game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.choices.native") provider.selectTitle = game.i18n.localize(
} "drag-ruler.settings.speedProviderSettings.speedProvider.choices.native",
else { );
let name } else {
let name;
if (type === "module") { if (type === "module") {
name = game.modules.get(id).data.title name = game.modules.get(id).title;
} else {
name = game.system.title;
} }
else { provider.selectTitle = game.i18n.format(
name = game.system.data.title `drag-ruler.settings.speedProviderSettings.speedProvider.choices.${type}`,
{name},
);
} }
provider.selectTitle = game.i18n.format(`drag-ruler.settings.speedProviderSettings.speedProvider.choices.${type}`, {name}) provider.isSelected = provider.id === selectedProvider;
} return provider;
provider.isSelected = provider.id === selectedProvider });
return provider data.selectedProviderName = data.providers.find(provider => provider.isSelected).selectTitle;
})
data.selectedProviderName = data.providers.find(provider => provider.isSelected).selectTitle
data.providerSelection = { data.providerSelection = {
id: "speedProvider", id: "speedProvider",
@@ -184,122 +196,126 @@ class SpeedProviderSettings extends FormApplication {
hint: game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.hint"), hint: game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.hint"),
type: String, type: String,
choices: data.providers.reduce((choices, provider) => { choices: data.providers.reduce((choices, provider) => {
choices[provider.id] = provider.selectTitle choices[provider.id] = provider.selectTitle;
return choices return choices;
}, {}), }, {}),
value: selectedProvider, value: selectedProvider,
isCheckbox: false, isCheckbox: false,
isSelect: true, isSelect: true,
isRange: false, isRange: false,
} };
return data return data;
} }
async _updateObject(event, formData) { async _updateObject(event, formData) {
const selectedSpeedProvider = game.user.isGM ? formData.speedProvider : game.settings.get(settingsKey, "speedProvider") const selectedSpeedProvider = game.user.isGM
? formData.speedProvider
: game.settings.get(settingsKey, "speedProvider");
for (let [key, value] of Object.entries(formData)) { for (let [key, value] of Object.entries(formData)) {
// Check if this is color, convert the value to an integer // Check if this is color, convert the value to an integer
const splitKey = key.split(".", 3) const splitKey = key.split(".", 3);
if (splitKey[0] !== "native") if (splitKey[0] !== "native") splitKey.shift();
splitKey.shift()
if (splitKey.length >= 2 && splitKey[1] == "color") { if (splitKey.length >= 2 && splitKey[1] == "color") {
value = parseInt(value.substring(1), 16) value = parseInt(value.substring(1), 16);
} }
// Don't change settings for speed providers that aren't currently active // Don't change settings for speed providers that aren't currently active
if (key !== "speedProvider" && !key.startsWith(selectedSpeedProvider)) if (key !== "speedProvider" && !key.startsWith(selectedSpeedProvider)) continue;
continue
// Get the key for the current setting // Get the key for the current setting
let setting let setting;
if (key === "speedProvider") if (key === "speedProvider") setting = "speedProvider";
setting = "speedProvider" else setting = `speedProviders.${key}`;
else
setting = `speedProviders.${key}`
// Get the old setting value // Get the old setting value
const oldValue = game.settings.get(settingsKey, setting) const oldValue = game.settings.get(settingsKey, setting);
// Only update the setting if it has been changed (this leaves the default in place if it hasn't been touched) // Only update the setting if it has been changed (this leaves the default in place if it hasn't been touched)
if (value !== oldValue) if (value !== oldValue) game.settings.set(settingsKey, setting, value);
game.settings.set(settingsKey, setting, value)
} }
// Activate the configured speed provider // Activate the configured speed provider
updateSpeedProvider() updateSpeedProvider();
} }
activateListeners(html) { activateListeners(html) {
super.activateListeners(html) super.activateListeners(html);
html.find("select[name=speedProvider]").change(this.onSpeedProviderChange.bind(this)) html.find("select[name=speedProvider]").change(this.onSpeedProviderChange.bind(this));
} }
onSpeedProviderChange(event) { onSpeedProviderChange(event) {
// Hide all module settings // Hide all module settings
document.querySelectorAll(".drag-ruler-provider-settings").forEach(element => element.style.display = "none") document
.querySelectorAll(".drag-ruler-provider-settings")
.forEach(element => (element.style.display = "none"));
// Show the settings block for the currently selected module // Show the settings block for the currently selected module
document.getElementById(`drag-ruler.provider.${event.currentTarget.value}`).style.display = "" document.getElementById(`drag-ruler.provider.${event.currentTarget.value}`).style.display = "";
// Recalculate window height // Recalculate window height
this.element[0].style.height = null this.element[0].style.height = null;
this.position.height = undefined this.position.height = undefined;
} }
} }
function toDomHex(value) { function toDomHex(value) {
const hex = value.toString(16) const hex = value.toString(16);
return "#" + "0".repeat(Math.max(0, 6 - hex.length)) + hex return "#" + "0".repeat(Math.max(0, 6 - hex.length)) + hex;
} }
function enumerateProviderSettings(provider) { function enumerateProviderSettings(provider) {
const colorSettings = [] const colorSettings = [];
const unreachableColor = {id: "unreachable", name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name"} const unreachableColor = {
id: "unreachable",
name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name",
};
// Resolve settings for the colors // Resolve settings for the colors
for (const color of provider.colors.concat([unreachableColor])) { for (const color of provider.colors.concat([unreachableColor])) {
// Localize the name, if avaliable. If no name is available use the id as name // Localize the name, if avaliable. If no name is available use the id as name
const colorName = color.name ? game.i18n.localize(color.name) : color.id const colorName = color.name ? game.i18n.localize(color.name) : color.id;
let hint let hint;
if (color === unreachableColor) if (color === unreachableColor)
hint = game.i18n.localize("drag-ruler.settings.speedProviderSettings.color.unreachable.hint") hint = game.i18n.localize("drag-ruler.settings.speedProviderSettings.color.unreachable.hint");
else else
hint = game.i18n.format("drag-ruler.settings.speedProviderSettings.color.hint", {colorName}) hint = game.i18n.format("drag-ruler.settings.speedProviderSettings.color.hint", {colorName});
colorSettings.push({ colorSettings.push({
id: `${provider.id}.color.${color.id}`, id: `${provider.id}.color.${color.id}`,
name: game.i18n.format("drag-ruler.settings.speedProviderSettings.color.name", {colorName}), name: game.i18n.format("drag-ruler.settings.speedProviderSettings.color.name", {colorName}),
hint: hint, hint: hint,
type: Number, type: Number,
value: toDomHex(game.settings.get(settingsKey, `speedProviders.${provider.id}.color.${color.id}`)), value: toDomHex(
game.settings.get(settingsKey, `speedProviders.${provider.id}.color.${color.id}`),
),
isCheckbox: false, isCheckbox: false,
isSelect: false, isSelect: false,
isRange: false, isRange: false,
isColor: true, isColor: true,
}) });
} }
// Prepare regular settings // Prepare regular settings
const settings = [] const settings = [];
for (const setting of provider.settings) { for (const setting of provider.settings) {
try { try {
if (setting.scope === "world" && !game.user.isGM) if (setting.scope === "world" && !game.user.isGM) continue;
continue const s = foundry.utils.duplicate(setting);
const s = duplicate(setting) s.id = `${provider.id}.setting.${s.id}`;
s.id = `${provider.id}.setting.${s.id}` s.name = game.i18n.localize(s.name);
s.name = game.i18n.localize(s.name) s.hint = game.i18n.localize(s.hint);
s.hint = game.i18n.localize(s.hint) s.value = provider.getSetting(setting.id);
s.value = provider.getSetting(setting.id) s.type = setting.type instanceof Function ? setting.type.name : "String";
s.type = setting.type instanceof Function ? setting.type.name : "String" s.isCheckbox = setting.type === Boolean;
s.isCheckbox = setting.type === Boolean s.isSelect = s.choices !== undefined;
s.isSelect = s.choices !== undefined s.isRange = setting.type === Number && s.range;
s.isRange = (setting.type === Number) && s.range s.isColor = false;
s.isColor = false settings.push(s);
settings.push(s) } catch (e) {
} console.warn(
catch (e) { `Drag Ruler | The following error occured while rendering setting "${setting.id}" of module/system "${this.id}. It won't be displayed.`,
console.warn(`Drag Ruler | The following error occured while rendering setting "${setting.id}" of module/system "${this.id}. It won't be displayed.`) );
console.error(e) console.error(e);
} }
} }
return settings.concat(colorSettings) return settings.concat(colorSettings);
} }
+15 -6
View File
@@ -11,8 +11,13 @@ Hooks.once("socketlib.ready", () => {
export function updateCombatantDragRulerFlags(combat, updates) { export function updateCombatantDragRulerFlags(combat, updates) {
const combatId = combat.id; const combatId = combat.id;
// TODO Check if canvas.tokens.get is still neccessary in future foundry versions // TODO Check if canvas.tokens.get is still neccessary in future foundry versions
return socket.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates) return socket
.then(() => currentSpeedProvider.onMovementHistoryUpdate(updates.map(update => canvas.tokens.get(combat.combatants.get(update._id).token.id)))); .executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates)
.then(() =>
currentSpeedProvider.onMovementHistoryUpdate(
updates.map(update => canvas.tokens.get(combat.combatants.get(update._id).token.id)),
),
);
} }
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) { async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
@@ -21,12 +26,15 @@ async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
const requestedUpdates = updates.length; const requestedUpdates = updates.length;
updates = updates.filter(update => { updates = updates.filter(update => {
const actor = combat.combatants.get(update._id).actor; const actor = combat.combatants.get(update._id).actor;
if (!actor) if (!actor) return false;
return false;
return actor.testUserPermission(user, "OWNER"); return actor.testUserPermission(user, "OWNER");
}); });
if (updates.length !== requestedUpdates) { if (updates.length !== requestedUpdates) {
console.warn(`Some of the movement history updates requested by user '${game.users.get(this.socketdata.userId).name}' were not performed because the user lacks owner permissions for those tokens`); console.warn(
`Some of the movement history updates requested by user '${
game.users.get(this.socketdata.userId).name
}' were not performed because the user lacks owner permissions for those tokens`,
);
} }
updates = updates.map(update => { updates = updates.map(update => {
return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}}; return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}};
@@ -39,5 +47,6 @@ export function recalculate(tokens) {
} }
function _socketRecalculate(tokenIds) { function _socketRecalculate(tokenIds) {
return canvas.controls.ruler.dragRulerRecalculate(tokenIds); const ruler = canvas.controls.ruler;
if (ruler.isDragRuler) ruler.dragRulerRecalculate(tokenIds);
} }
+32 -50
View File
@@ -1,5 +1,5 @@
import {settingsKey} from "./settings.js" import {settingsKey} from "./settings.js";
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js" import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js";
/** /**
* Base class for all speed providers. * Base class for all speed providers.
@@ -19,7 +19,7 @@ export class SpeedProvider {
* Implementing this method is required for all speed providers * Implementing this method is required for all speed providers
*/ */
get colors() { get colors() {
throw new Error("A SpeedProvider must implement the colors function") throw new Error("A SpeedProvider must implement the colors function");
} }
/** /**
@@ -31,7 +31,7 @@ export class SpeedProvider {
* Implementing this method is required for all speed providers * Implementing this method is required for all speed providers
*/ */
getRanges(token) { getRanges(token) {
throw new Error("A SpeedProvider must implement the getRanges function") throw new Error("A SpeedProvider must implement the getRanges function");
} }
/** /**
@@ -44,7 +44,7 @@ export class SpeedProvider {
* Implementing this method is optional and only needs to be done if you want to provide custom provider settings * Implementing this method is optional and only needs to be done if you want to provide custom provider settings
*/ */
get settings() { get settings() {
return [] return [];
} }
/** /**
@@ -53,28 +53,7 @@ export class SpeedProvider {
* Implementing this method is optional and only needs to be done if you want to provide a custom default for that color. * Implementing this method is optional and only needs to be done if you want to provide a custom default for that color.
*/ */
get defaultUnreachableColor() { get defaultUnreachableColor() {
return 0xFF0000 return 0xff0000;
}
/**
* Returns the cost for a token to step into the specificed area.
* The area indicates the whole area that the token will occupy (for tokens larger than 1x1) the array will more than one entry.
* The return value should be an integer indicating a multiplicator by that the cost of that step should be increased.
* (1 is regular cost, 2 costs double, 3 costs triple, ...)
*
* Parameters:
* - options: An object used to configure Enhanced Terrain Layer's cost calculation. Ex: If options.ignoreGrid is set to true, then Euclidean measurement can be forced on a gridded map.
*
* This function is only called if the Enhanced Terrain Layer and Terrain Ruler modules are enabled.
*
* Implementing this method is optional and only needs to be done if you want to provide a custom cost function (for example to allow tokens to ignore difficult terrain)
*/
getCostForStep(token, area, options={}) {
// Lookup the cost for each square occupied by the token
options.token = token;
const costs = area.map(space => terrainRuler.getCost(space.x, space.y, options));
// Return the maximum of the costs
return costs.reduce((max, current) => Math.max(max, current))
} }
/** /**
@@ -86,7 +65,7 @@ export class SpeedProvider {
* Implementing this method is optional and only needs to be done if you want to disable Drag Ruler for some tokens. * Implementing this method is optional and only needs to be done if you want to disable Drag Ruler for some tokens.
*/ */
usesRuler(token) { usesRuler(token) {
return true return true;
} }
/** /**
@@ -104,13 +83,14 @@ export class SpeedProvider {
*/ */
getSetting(settingId) { getSetting(settingId) {
try { try {
return game.settings.get(settingsKey, `speedProviders.${this.id}.setting.${settingId}`) return game.settings.get(settingsKey, `speedProviders.${this.id}.setting.${settingId}`);
} } catch (e) {
catch (e) {
if (this.settings.some(setting => setting.id === settingId)) { if (this.settings.some(setting => setting.id === settingId)) {
throw e throw e;
} }
throw new Error(`Drag Ruler | "${settingId}" is not a registered setting for "${this.id}". If you're the module/system developer, please add it to the return values of your Speed Providers "get settings()" function.`) throw new Error(
`Drag Ruler | "${settingId}" is not a registered setting for "${this.id}". If you're the module/system developer, please add it to the return values of your Speed Providers "get settings()" function.`,
);
} }
} }
@@ -120,32 +100,34 @@ export class SpeedProvider {
* This function should neither be called or overridden by speed provider implementations * This function should neither be called or overridden by speed provider implementations
*/ */
constructor(id) { constructor(id) {
this.id = id this.id = id;
} }
} }
export class GenericSpeedProvider extends SpeedProvider { export class GenericSpeedProvider extends SpeedProvider {
get colors() { get colors() {
return [ return [
{id: "walk", default: 0x00FF00, name: "drag-ruler.genericSpeedProvider.speeds.walk"}, {id: "walk", default: 0x00ff00, name: "drag-ruler.genericSpeedProvider.speeds.walk"},
{id: "dash", default: 0xFFFF00, name: "drag-ruler.genericSpeedProvider.speeds.dash"} {id: "dash", default: 0xffff00, name: "drag-ruler.genericSpeedProvider.speeds.dash"},
] ];
} }
getRanges(token) { getRanges(token) {
const speedAttribute = this.getSetting("speedAttribute") const speedAttribute = this.getSetting("speedAttribute");
if (!speedAttribute) if (!speedAttribute) return [];
return [] const tokenSpeed = parseFloat(foundry.utils.getProperty(token, speedAttribute));
const tokenSpeed = parseFloat(getProperty(token, speedAttribute));
if (tokenSpeed === undefined) { if (tokenSpeed === undefined) {
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`) console.warn(
return [] `Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`,
);
return [];
} }
const dashMultiplier = this.getSetting("dashMultiplier") const dashMultiplier = this.getSetting("dashMultiplier");
if (!dashMultiplier) if (!dashMultiplier) return [{range: tokenSpeed, color: "walk"}];
return [{range: tokenSpeed, color: "walk"}] return [
return [{range: tokenSpeed, color: "walk"}, {range: tokenSpeed * dashMultiplier, color: "dash"}] {range: tokenSpeed, color: "walk"},
{range: tokenSpeed * dashMultiplier, color: "dash"},
];
} }
get settings() { get settings() {
@@ -167,7 +149,7 @@ export class GenericSpeedProvider extends SpeedProvider {
config: true, config: true,
type: Number, type: Number,
default: getDefaultDashMultiplier(), default: getDefaultDashMultiplier(),
} },
] ];
} }
} }
+61
View File
@@ -0,0 +1,61 @@
export function getDefaultSpeedAttribute() {
switch (game.system.id) {
case "CoC7":
return "actor.system.attribs.mov.value";
case "dcc":
return "actor.system.attributes.speed.value";
case "dnd4e":
return "actor.system.movement.walk.value";
case "dnd5e":
return "actor.system.attributes.movement.walk";
case "lancer":
return "actor.system.speed";
case "pf1":
case "D35E":
return "actor.system.attributes.speed.land.total";
case "sfrpg":
return "actor.system.attributes.speed.value";
case "shadowrun5e":
return "actor.system.movement.walk.value";
case "swade":
return "actor.system.stats.speed.adjusted";
case "ds4":
return "actor.system.combatValues.movement.total";
case "splittermond":
return "actor.derivedValues.speed.value";
case "wfrp4e":
return "actor.system.details.move.walk";
case "crucible":
return "actor.system.movement.stride";
case "dragonbane":
return "actor.system.movement.value";
}
return "";
}
export function getDefaultDashMultiplier() {
switch (game.system.id) {
case "swade":
return 0;
case "dcc":
case "dnd4e":
case "dnd5e":
case "lancer":
case "pf1":
case "D35E":
case "sfrpg":
case "shadowrun5e":
case "ds4":
case "dragonbane":
return 2;
case "CoC7":
return 5;
case "splittermond":
return 3;
case "wfrp4e":
return 2;
case "crucible":
return 0;
}
return 0;
}
+329
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@@ -0,0 +1,329 @@
import {getPixelsFromGridPosition} from "./foundry_fixes.js";
import {findVertexSnapPoint} from "./hex_support.js";
import {disableSnap, moveWithoutAnimation, togglePathfinding} from "./keybindings.js";
import {settingsKey} from "./settings.js";
export function* zip(it1, it2) {
for (let i = 0; i < Math.min(it1.length, it2.length); i++) {
yield [it1[i], it2[i]];
}
}
export function* enumeratedZip(it1, it2) {
let i = 0;
for (const [v1, v2] of zip(it1, it2)) {
yield [i, v1, v2];
i++;
}
}
export function* iterPairs(l) {
for (let i = 1; i < l.length; i++) {
yield [l[i - 1], l[i]];
}
}
export function sum(arr) {
return arr.reduce((a, b) => a + b, 0);
}
// A copy of this function lives in the routinglib module
export function getHexTokenSize(token) {
const size = token.document.width;
if (token.document.height !== size) {
return 1;
}
return size;
}
export function getEntityCenter(token) {
if (token instanceof Token && isCanvasHex()) {
const center = token.center;
const size = getHexTokenSize(token);
if (size % 2 === 0) {
let offset;
if (canvas.grid.columnar) {
offset = canvas.grid.sizeX - canvas.grid.sizeY;
} else {
offset = canvas.grid.sizeY - canvas.grid.sizeX;
}
if (getAltOrientationFlagForToken(token, size)) {
offset *= -1;
}
if (canvas.grid.columnar) {
center.x -= offset;
return center;
} else {
center.y -= offset;
return center;
}
}
}
return token.center;
}
// A copy of this function lives in the routinglib module
export function getAltOrientationFlagForToken(token, size) {
const hexSizeSupport = game.modules.get("hex-size-support")?.api;
if (hexSizeSupport) {
return hexSizeSupport.isAltOrientation(token);
}
// In native foundry, tokens of size 2 are oriented like the "alt orientation" from hex-size-support
// Tokens of size 4 are oriented like alt orientation wasn't set
return size === 2;
}
// A copy of this function lives in the librouting module
export function getSnapPointForToken(x, y, token) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return {x, y};
}
if (isCanvasHex()) {
const size = getHexTokenSize(token);
if (size % 2 === 0) {
return findVertexSnapPoint(x, y, getAltOrientationFlagForToken(token, size));
}
const [snapX, snapY] = canvas.grid.getCenter(x, y);
return {x: snapX, y: snapY};
}
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
let cell = {};
if (token.document.width % 2 === 0) cell.x = x - canvas.grid.sizeY / 2;
else cell.x = x;
if (token.document.height % 2 === 0) cell.y = y - canvas.grid.sizeY / 2;
else cell.y = y;
const center = canvas.grid.getCenterPoint(cell);
let snapX, snapY;
// Tiny tokens can snap to the cells corners
if (token.document.width <= 0.5) {
const offsetX = x - topLeftX;
const subGridWidth = Math.floor(canvas.grid.sizeX / 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(token.document.width) % 2 === 1 || token.document.width < 1) {
snapX = center.x;
}
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
else {
snapX = center.x + canvas.grid.sizeX / 2;
}
if (token.document.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(token.document.height) % 2 === 1 || token.document.height < 1) {
snapY = center.y;
} else {
snapY = center.y + canvas.grid.sizeY / 2;
}
return {x: snapX, y: snapY};
}
export function getSnapPointForTokenObj(pos, token) {
return getSnapPointForToken(pos.x, pos.y, token);
}
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);
}
export function getSnapPointForEntity(x, y, entity) {
const isToken = entity instanceof Token;
if (isToken) return getSnapPointForToken(x, y, entity);
else return getSnapPointForMeasuredTemplate(x, y);
}
export function highlightTokenShape(position, shape, color, alpha) {
const layer = canvas.grid.highlightLayers[this.name];
if (!layer) return false;
const area = getAreaFromPositionAndShape(position, shape);
for (const space of area) {
const [x, y] = getPixelsFromGridPosition(space.x, space.y);
canvas.grid.highlightGridPosition(layer, {x, y, color, alpha: 0.25 * alpha});
}
}
export function getAreaFromPositionAndShape(position, shape) {
return shape.map(space => {
let x = position.x + space.x;
let y = position.y + space.y;
if (isCanvasHex()) {
let shiftedRow;
if (canvas.grid?.even) shiftedRow = 1;
else shiftedRow = 0;
if (canvas.grid.grid.columnar) {
if (space.x % 2 !== 0 && position.x % 2 !== shiftedRow) {
y += 1;
}
} else {
if (space.y % 2 !== 0 && position.y % 2 !== shiftedRow) {
x += 1;
}
}
}
return {x, y};
});
}
// A copy of this function lives in the routinglib module
export function getTokenShape(token) {
let scene = canvas.scene;
if (scene.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return [{x: 0, y: 0}];
} else if (scene.grid.type === CONST.GRID_TYPES.SQUARE) {
const topOffset = -Math.floor(token.document.height / 2);
const leftOffset = -Math.floor(token.document.width / 2);
const shape = [];
for (let y = 0; y < token.document.height; y++) {
for (let x = 0; x < token.document.width; x++) {
shape.push({x: x + leftOffset, y: y + topOffset});
}
}
return shape;
} else {
// Hex grids
const size = getHexTokenSize(token);
let shape = [{x: 0, y: 0}];
if (size >= 2)
shape = shape.concat([
{x: 0, y: -1},
{x: -1, y: -1},
]);
if (size >= 3)
shape = shape.concat([
{x: 0, y: 1},
{x: -1, y: 1},
{x: -1, y: 0},
{x: 1, y: 0},
]);
if (size >= 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 (size >= 5)
shape = shape.concat([
{x: -2, y: 0},
{x: 1, y: 1},
{x: -1, y: 2},
{x: 0, y: 2},
{x: 1, y: 2},
{x: -2, y: 1},
{x: 2, y: 0},
]);
if (getAltOrientationFlagForToken(token, size)) {
shape.forEach(space => (space.y *= -1));
}
if (canvas.grid.grid.columnar)
shape = shape.map(space => {
return {x: space.y, y: space.x};
});
return shape;
}
}
export function getTokenSize(token) {
let w, h;
if (isCanvasHex()) {
w = h = getHexTokenSize(token);
} else {
w = token.document.width;
h = token.document.height;
}
return {w, h};
}
// Tokens that have a size divisible by two (2x2, 4x4, 2x1) have their ruler at the edge of a cell.
// This function applies an offset to to the waypoints that will move the ruler from the edge to the center of the cell
export function applyTokenSizeOffset(waypoints, token) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return waypoints;
}
const tokenSize = getTokenSize(token);
const waypointOffset = {x: 0, y: 0};
if (isCanvasHex()) {
const isAltOrientation = getAltOrientationFlagForToken(token, getHexTokenSize(token));
if (canvas.grid.grid.columnar) {
if (tokenSize.w % 2 === 0) {
waypointOffset.x = canvas.grid.sizeX / 2;
if (isAltOrientation) waypointOffset.x *= -1;
}
} else {
if (tokenSize.h % 2 === 0) {
waypointOffset.y = canvas.grid.sizeY / 2;
if (isAltOrientation) waypointOffset.y *= -1;
}
}
// If hex size support isn't active leave the waypoints like they are
} else {
if (tokenSize.w % 2 === 0) {
waypointOffset.x = canvas.grid.sizeX / 2;
}
if (tokenSize.h % 2 === 0) {
waypointOffset.y = canvas.grid.sizeY / 2;
}
}
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y));
}
export function setSnapParameterOnOptions(sourceObject, options) {
// Allow outside modules to override snapping
if (sourceObject.snapOverride?.active) {
options.snapOverrideActive = true;
options.snap = sourceObject.snapOverride.snap;
sourceObject.snapOverride = undefined; // remove it to prevent any lingering data issues
} else {
options.snap = !disableSnap;
}
}
export function isClose(a, b, delta) {
return Math.abs(a - b) <= delta;
}
export function getPointer() {
return canvas.app.renderer.events.pointer;
}
export function getMeasurePosition() {
const mousePosition = getPointer().getLocalPosition(canvas.tokens);
const measurePosition = {x: mousePosition.x, y: mousePosition.y};
return measurePosition;
}
// isGM function for use during loading when game.user isn't available yet
export function early_isGM() {
const level = game.data.users.find(u => u._id == game.data.userId).role;
const gmLevel = CONST.USER_ROLES.ASSISTANT;
return level >= gmLevel;
}
export function isModuleActive(moduleName) {
return game.modules.get(moduleName)?.active;
}
export function isPathfindingEnabled() {
if (!window.routinglib) return false;
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;
}
function isCanvasHex() {
return canvas.grid.isHexagonal;
}