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14 Commits

Author SHA1 Message Date
Manuel Vögele f3e1492edd Release v1.11.1 2022-01-30 10:55:10 +01:00
Manuel Vögele 7ac1c828b6 Perform pathfinding on grid-corner to grid-corner basis for tokens with size divisible by two (fixes #144) 2022-01-30 10:51:58 +01:00
Manuel Vögele 1972498b05 Avoid unnecessary diagonal calculation on hex grids 2022-01-30 10:16:19 +01:00
Manuel Vögele 4a5b9bbb11 Release v1.11.0 2022-01-30 00:22:43 +01:00
Manuel Vögele d467fe5bcf Add pathfinidng support for square and hex grids 2022-01-30 00:06:48 +01:00
Manuel Vögele 1f770f7597 Release v1.10.3 2022-01-27 14:00:29 +01:00
Manuel Vögele fa62e1d9c4 Resetting the token drag vision moved from token drop to token cancel in foundry 9.245 2022-01-27 12:47:39 +01:00
Manuel Vögele f18ce33779 Release v1.10.2 2022-01-17 21:24:15 +01:00
Manuel Vögele 34cead5cba Clean up vision of clones when dropping a token (fixes #140) 2022-01-17 13:42:48 +01:00
Manuel Vögele eeb6db76a6 Measure the full path to determine highlight color (fixes #142) 2022-01-17 12:50:05 +01:00
Manuel Vögele 9c44994fd2 Add "A5e Drag Ruler Integration" to the list of game system integrations 2022-01-14 12:58:38 +01:00
Manuel Vögele 23c1a903a0 Release v1.10.1 2022-01-07 15:12:24 +01:00
Manuel Vögele 1b3f563c4e Keybindings no longer break if no scene is active (fixes #113) 2022-01-07 15:10:17 +01:00
José Lozano c4595f408f Spanish updated (#141) 2022-01-07 15:07:54 +01:00
14 changed files with 388 additions and 19 deletions
+32
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@@ -1,3 +1,35 @@
## 1.11.1
### Bugfixes
- Fixed a bug that would cause the pathfinding algorithm to make tokens of size 2 and 4 to take an unnecessary step
## 1.11.0
### New features
- Drag Ruler now supports pathfinding. Pressing the assigned button will automatically calculate the shortest route to the point you're dragging your token to and add the necessary waypoints to the ruler.
- This feature is only available for gridded maps
- This feature can only be used if it's enabled by the GM in the module settings
- The routing algorithm *does not* take difficult terrain into account
## 1.10.3
### Compatibility
- This release contains changes required to be compatible with Foundry 9.245
## 1.10.2
### Bugfixes
- Fixed a bug that could cause squares to be highlighted in the wrong color when using waypoints on a 5/10/5 gird
- When using Token Drag Vision, the temporary vision is now correctly cleaned up when dropping the token (resolves a conflict with the "Perfect Vision" module)
## 1.10.1
### Bugfixes
- Fixed a bug that caused keybindings to break if no scene is active
### Translation
- Updated Spanish translation (thanks to Viriato139ac#342)
## 1.10.0
**BREAKING** Drag Ruler 1.10.0 and onward cannot update directly from Drag Ruler versions older than 1.3.0. If you've been using Drag Ruler 1.2.2 or earlier in your world make sure to update to any Version between (inclusive) Drag Ruler 1.3.0 and 1.9.1, launch your world and log in as GM at least once. After doing so you can safely update to v1.10.0 or newer versions. Updating directly from 1.2.2 or older to 1.10.0 or newer will cause Drag Ruler to forget your Speed Prover Settings.
+1
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@@ -40,6 +40,7 @@ The game systems that offer Drag Ruler integration are:
- GURPS 4th Edition Game Aid (Unofficial) (starting with version 0.9.1)
- Ironclaw Second Edition (starting with version 0.2.2)
- Lancer (via the module [Lancer Speed Provider](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))
- Pathfinder 1 (starting with version 0.77.3)
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
- Shadowrun 5th Edition (via the module [Drag Ruler Integration for Shadowrun 5E](https://foundryvtt.com/packages/drag-ruler-integration-for-shadowrun-5e))
+8
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@@ -40,9 +40,17 @@
"moveWithoutAnimation": {
"name": "Token animation deaktivieren",
"hint": "Wenn diese Taste gedrückt wird, während ein Token fallen gelassen wird, bewegt es sich ohne Animation zum Zielort."
},
"togglePathfinding": {
"name": "Wegfindung umschalten",
"hint": "Wenn diese Taste gedrückt gehalten wird, während ein Token gezogen wird, wird die Wegfindung vorübergehend aktiviert/deaktiviert"
}
},
"settings": {
"allowPathfinding": {
"name": "Wegfindung aktivieren",
"hint": "Aktiviert Drag Ruler's Wegfindungsfunktion. 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": {
"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."
+12
View File
@@ -40,9 +40,17 @@
"moveWithoutAnimation": {
"name": "Disable token animation",
"hint": "When being held while dropping a token, the token will move to the target location without animating"
},
"togglePathfinding": {
"name": "Toggle pathfinding",
"hint": "When being held while dragging a token, the pathfinding functionality will be temporarily enabled/disabled"
}
},
"settings": {
"allowPathfinding": {
"name": "Enable pathfinding feature",
"hint": "Enables Drag Ruler's pathfinding functionality in this world. Be aware that pathfinding can route through unexplored fog of war and Ethereal Walls, which might reveal secrets to your players ahead of time."
},
"alwaysShowSpeedForPCs": {
"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."
@@ -51,6 +59,10 @@
"name": "Automatically start measuring",
"hint": "If enabled, Drag Ruler will start measuring as soon as the token is being dragged. If disabled, Drag Ruler will remain inactive and will only start measuring once the button to add a waypoint is being pressed."
},
"autoPathfinding": {
"name": "Pathfinding by default",
"hint": "If enabled, dragging a token will automatically use a pathfinding ruler"
},
"enableMovementHistory": {
"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."
+22
View File
@@ -33,6 +33,19 @@
"dash": "correr"
}
},
"keybindings": {
"cancelDrag": "Cancelar arrastre",
"createWaypoint": "Crear punto de ruta",
"deleteWaypoint": "Borrar punto de ruta",
"disableSnap": {
"name": "Deshabilitar ajuste",
"hint": "El ajuste a la rejilla se deshabilitará temporalmente mientras se presione esta tecla"
},
"moveWithoutAnimation": {
"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"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "Mostrar velocidad de los PJs a todo el mundo",
@@ -46,6 +59,15 @@
"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"
},
"rightClickAction": {
"name": "Acción del botón derecho",
"hint": "Qué acción se llevará a cabo cuando se haga clic derecho mientras se arrastra un icono",
"choices": {
"create": "Crear punto de ruta",
"delete": "Borrar punto de ruta",
"cancel": "Cancelar arrastre"
}
},
"showGMRulerToPlayers": {
"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"
+3 -3
View File
@@ -2,8 +2,8 @@
"name": "drag-ruler",
"title": "Drag Ruler",
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
"version": "1.10.0",
"minimumCoreVersion" : "9.238",
"version": "1.11.1",
"minimumCoreVersion" : "9.245",
"compatibleCoreVersion" : "9",
"authors": [
{
@@ -65,7 +65,7 @@
],
"socket": true,
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.10.0.zip",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.11.1.zip",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
+18
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@@ -16,3 +16,21 @@ export function getGridPositionFromPixels(xPixel, yPixel) {
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;
}
+50 -11
View File
@@ -1,10 +1,12 @@
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
import {getGridPositionFromPixels} from "./foundry_fixes.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, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.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) {
@@ -153,14 +155,46 @@ export function cancelScheduledMeasurement() {
// 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()) {
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;
}
@@ -237,7 +271,7 @@ export function measure(destination, options={}) {
rulerColor = this.dragRulerGetColorForDistance(totalDistance);
else
rulerColor = this.color
for (const [s, cs] of zip(segments.reverse(), centeredSegments.reverse())) {
for (const [i, s, cs] of enumeratedZip([...segments].reverse(), [...centeredSegments].reverse())) {
const { label, text, last } = cs;
// Draw line segment
@@ -270,10 +304,13 @@ export function measure(destination, options={}) {
// Highlight grid positions
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && options.gridSpaces) {
if (options.enableTerrainRuler)
if (options.enableTerrainRuler) {
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
else
highlightMeasurementNative.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);
}
}
}
@@ -286,7 +323,7 @@ export function measure(destination, options={}) {
return segments;
}
export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0, y: 0}], alpha=1) {
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);
@@ -305,8 +342,9 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
// Highlight the grid position
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
const color = this.dragRulerGetColorForDistance(startDistance + subDistance);
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);
@@ -318,8 +356,9 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
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 subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
const color = this.dragRulerGetColorForDistance(startDistance + subDistance);
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);
+27 -3
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@@ -3,6 +3,7 @@ import {getMeasurePosition, setSnapParameterOnOptions} from "./util.js";
export let disableSnap = false;
export let moveWithoutAnimation = false;
export let togglePathfinding = false;
export function registerKeybindings() {
game.keybindings.register(settingsKey, "cancelDrag", {
@@ -50,11 +51,21 @@ export function registerKeybindings() {
}],
precedence: -1,
});
if (game.settings.get(settingsKey, "allowPathfinding")) {
game.keybindings.register(settingsKey, "togglePathfinding", {
name: "drag-ruler.keybindings.togglePathfinding.name",
hint: "drag-ruler.keybindings.togglePathfinding.hint",
onDown: handleTogglePathfinding,
onUp: handleTogglePathfinding,
precedence: -1,
});
}
}
function handleDeleteWaypoint() {
const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity)
if (!ruler?.draggedEntity)
return false;
ruler.dragRulerDeleteWaypoint();
return true;
@@ -81,7 +92,7 @@ function handleCreateWaypoint() {
function cancelDrag() {
const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity)
if (!ruler?.draggedEntity)
return false;
ruler.dragRulerAbortDrag();
return true;
@@ -91,7 +102,7 @@ function handleDisableSnap(event) {
disableSnap = !event.up;
const ruler = canvas.controls.ruler;
if (!ruler.isDragRuler)
if (!ruler?.isDragRuler)
return false;
if (ruler._state !== Ruler.STATES.MEASURING)
return false;
@@ -103,3 +114,16 @@ function handleDisableSnap(event) {
function handleMoveWithoutAnimation(event) {
moveWithoutAnimation = !event.up;
}
function handleTogglePathfinding(event) {
togglePathfinding = !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});
return false;
}
+5
View File
@@ -13,6 +13,9 @@ import {recalculate} from "./socket.js";
import {SpeedProvider} from "./speed_provider.js"
import {setSnapParameterOnOptions} from "./util.js";
CONFIG.debug.dragRuler = false;
export let debugGraphics = undefined;
Hooks.once("init", () => {
registerSettings()
registerKeybindings()
@@ -37,6 +40,8 @@ Hooks.once("ready", () => {
performMigrations()
checkDependencies();
Hooks.callAll("dragRuler.ready", SpeedProvider)
if (CONFIG.debug.dragRuler)
debugGraphics = canvas.controls.addChild(new PIXI.Container());
})
Hooks.on("canvasReady", () => {
+153
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@@ -0,0 +1,153 @@
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";
let cachedNodes = undefined;
let use5105 = false;
export function isPathfindingEnabled() {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
return false;
if (!game.settings.get(settingsKey, "allowPathfinding"))
return false;
return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
}
export function findPath(from, to, token, previousWaypoints) {
const lastNode = calculatePath(from, to, token, previousWaypoints);
if (!lastNode)
return null;
paintPathfindingDebug(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;
}
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 paintPathfindingDebug(lastNode, token) {
if (!CONFIG.debug.dragRuler)
return;
debugGraphics.removeChildren();
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;
}
}
+16 -2
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@@ -2,6 +2,7 @@ import {currentSpeedProvider, getColorForDistanceAndToken, getRangesFromSpeedPro
import {getHexSizeSupportTokenGridCenter} from "./compatibility.js";
import {cancelScheduledMeasurement, measure} from "./foundry_imports.js"
import {getMovementHistory} from "./movement_tracking.js";
import {wipePathfindingCache} from "./pathfinding.js";
import {settingsKey} from "./settings.js";
import {getSnapPointForEntity} from "./util.js";
@@ -32,8 +33,13 @@ export function extendRuler() {
const json = super.toJSON();
if (this.draggedEntity) {
const isToken = this.draggedEntity instanceof Token;
json["draggedEntityIsToken"] = isToken;
json["draggedEntity"] = this.draggedEntity.id;
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;
}
@@ -75,6 +81,7 @@ export function extendRuler() {
}
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) {
@@ -91,6 +98,7 @@ export function extendRuler() {
}
dragRulerDeleteWaypoint(event={preventDefault: () => {return}}, options={}) {
this.dragRulerRemovePathfindingWaypoints();
options.snap = options.snap ?? true;
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
event.preventDefault();
@@ -107,6 +115,11 @@ export function extendRuler() {
}
}
dragRulerRemovePathfindingWaypoints() {
this.waypoints.filter(waypoint => waypoint.isPathfinding).forEach(_ => this.labels.removeChild(this.labels.children.pop()));
this.waypoints = this.waypoints.filter(waypoint => !waypoint.isPathfinding);
}
dragRulerAbortDrag(event={preventDefault: () => {return}}) {
const token = this.draggedEntity;
this._endMeasurement();
@@ -171,6 +184,7 @@ export function extendRuler() {
return;
const ruler = canvas.controls.ruler;
ruler.clear();
wipePathfindingCache();
ruler._state = Ruler.STATES.STARTING;
let entityCenter;
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(entity))
+19
View File
@@ -82,6 +82,25 @@ export function registerSettings() {
default: true,
});
game.settings.register(settingsKey, "allowPathfinding", {
name: "drag-ruler.settings.allowPathfinding.name",
hint: "drag-ruler.settings.allowPathfinding.hint",
scope: "world",
config: true,
type: Boolean,
default: false,
onChange: () => location.reload(),
});
game.settings.register(settingsKey, "autoPathfinding", {
name: "drag-ruler.settings.autoPathfinding.name",
hint: "drag-ruler.settings.autoPathfinding.hint",
scpoe: "client",
config: true,
type: Boolean,
defualt: false,
});
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
config: false,
type: Number,
+22
View File
@@ -7,6 +7,24 @@ export function* zip(it1, it2) {
}
}
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);
@@ -68,6 +86,10 @@ export function getSnapPointForToken(x, y, token) {
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);