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+3
-1
@@ -1,3 +1,5 @@
|
||||
foundry-*.js
|
||||
/foundry*.js
|
||||
artifact/
|
||||
wasm/
|
||||
*.lock
|
||||
.vscode/
|
||||
|
||||
@@ -0,0 +1,4 @@
|
||||
printWidth: 100
|
||||
trailingComma: "all"
|
||||
bracketSpacing: false
|
||||
arrowParens: "avoid"
|
||||
@@ -1,3 +1,78 @@
|
||||
## 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
|
||||
|
||||
@@ -9,7 +9,7 @@ This module shows a ruler when you drag a token or measurement template to infor
|
||||
|
||||
|
||||
## 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.
|
||||
|
||||

|
||||

|
||||
@@ -32,6 +32,16 @@ During combat, Drag Ruler will remember the path a token has taken during it's t
|
||||

|
||||
|
||||
|
||||
## 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.
|
||||
|
||||

|
||||
|
||||
|
||||
## 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.
|
||||
|
||||
@@ -39,6 +49,7 @@ The game systems that offer Drag Ruler integration are:
|
||||
- Cypher System (starting with version 1.13.0)
|
||||
- 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)
|
||||
- Hackmaster (starting with version 0.2.11)
|
||||
- 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))
|
||||
@@ -52,6 +63,7 @@ The game systems that offer Drag Ruler integration are:
|
||||
- Tagmar RPG (starting with version 1.1.4)
|
||||
- TheWitcherTRPG (starting with version 0.0.62)
|
||||
- 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)
|
||||
- Wasteland Ventures (starting with version 0.1.0)
|
||||
- WWII:OWB (starting with version 1.0.4)
|
||||
|
||||
@@ -1,50 +0,0 @@
|
||||
#!/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_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}")
|
||||
@@ -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}"])
|
||||
@@ -1,3 +0,0 @@
|
||||
#!/bin/sh
|
||||
cargo install cargo-watch
|
||||
cargo install wasm-pack
|
||||
@@ -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)
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -1,79 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
});
|
||||
@@ -1,187 +0,0 @@
|
||||
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);
|
||||
}
|
||||
-212
@@ -1,212 +0,0 @@
|
||||
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;
|
||||
}
|
||||
@@ -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
@@ -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;
|
||||
}
|
||||
+23
-15
@@ -4,7 +4,7 @@
|
||||
"ok": "OK",
|
||||
"terrain-ruler": {
|
||||
"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"
|
||||
},
|
||||
"socketlib": {
|
||||
@@ -21,7 +21,7 @@
|
||||
},
|
||||
"speedAttribute": {
|
||||
"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": {
|
||||
@@ -35,33 +35,33 @@
|
||||
"deleteWaypoint": "Wegpunkt löschen",
|
||||
"disableSnap": {
|
||||
"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": {
|
||||
"name": "Token animation deaktivieren",
|
||||
"name": "Tokenanimation 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"
|
||||
"hint": "Wenn diese Taste gedrückt gehalten wird, während ein Token gezogen wird, wird die Wegfindung vorübergehend aktiviert/deaktiviert."
|
||||
}
|
||||
},
|
||||
"settings": {
|
||||
"allowPathfinding": {
|
||||
"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": {
|
||||
"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": {
|
||||
"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": {
|
||||
"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": {
|
||||
"name": "Aktion bei Rechtsklick",
|
||||
@@ -74,7 +74,7 @@
|
||||
},
|
||||
"showGMRulerToPlayers": {
|
||||
"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": {
|
||||
"name": "Einstellungen zur Spielsystemintegration",
|
||||
@@ -87,20 +87,20 @@
|
||||
},
|
||||
"activeProvider": {
|
||||
"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": {
|
||||
"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": {
|
||||
"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": {
|
||||
"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": {
|
||||
"module": "Modul {name}",
|
||||
"native": "Generisch",
|
||||
@@ -111,6 +111,14 @@
|
||||
"useGridlessraster": {
|
||||
"name": "Geschwindigkeitsraster aktivieren",
|
||||
"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
@@ -4,7 +4,7 @@
|
||||
"ok": "OK",
|
||||
"terrain-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"
|
||||
},
|
||||
"socketlib": {
|
||||
@@ -12,7 +12,7 @@
|
||||
"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": {
|
||||
"settings": {
|
||||
"dashMultiplier": {
|
||||
@@ -35,15 +35,15 @@
|
||||
"deleteWaypoint": "Delete waypoint",
|
||||
"disableSnap": {
|
||||
"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": {
|
||||
"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": {
|
||||
"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": {
|
||||
@@ -53,7 +53,7 @@
|
||||
},
|
||||
"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."
|
||||
"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": {
|
||||
"name": "Automatically start measuring",
|
||||
@@ -61,15 +61,15 @@
|
||||
},
|
||||
"autoPathfinding": {
|
||||
"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": {
|
||||
"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": {
|
||||
"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": {
|
||||
"create": "Create waypoint",
|
||||
"delete": "Delete waypoint",
|
||||
@@ -78,7 +78,7 @@
|
||||
},
|
||||
"showGMRulerToPlayers": {
|
||||
"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": {
|
||||
"name": "Speed Provider Settings",
|
||||
@@ -90,21 +90,21 @@
|
||||
"speedProviderSettings": "Speed Provider specific settings"
|
||||
},
|
||||
"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."
|
||||
},
|
||||
"noSettings": "This speed provider doesn't offer any configuration options.",
|
||||
"color": {
|
||||
"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": {
|
||||
"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": {
|
||||
"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": {
|
||||
"module": "Module {name}",
|
||||
"native": "Generic",
|
||||
|
||||
+50
-14
@@ -4,7 +4,7 @@
|
||||
"ok": "OK",
|
||||
"terrain-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"
|
||||
},
|
||||
"socketlib": {
|
||||
@@ -16,19 +16,41 @@
|
||||
"genericSpeedProvider": {
|
||||
"settings": {
|
||||
"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."
|
||||
},
|
||||
"speedAttribute": {
|
||||
"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": {
|
||||
"walk": "marche",
|
||||
"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": {
|
||||
"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": {
|
||||
"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."
|
||||
@@ -37,13 +59,26 @@
|
||||
"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."
|
||||
},
|
||||
"autoPathfinding": {
|
||||
"name": "Recherche d'itinéraire par défaut",
|
||||
"hint": "Si activé, glisser un jeton utilisera automatiquement une recherche de l'itinéraire."
|
||||
},
|
||||
"enableMovementHistory": {
|
||||
"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."
|
||||
},
|
||||
"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": {
|
||||
"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": {
|
||||
"name": "Paramètres du système de vitesse",
|
||||
@@ -51,35 +86,36 @@
|
||||
"button": "Paramètres du système de vitesse",
|
||||
"windowTitle": "Paramètres du système de vitesse",
|
||||
"headers": {
|
||||
"speedProvider": "système de vitesse",
|
||||
"speedProvider": "Système de vitesse",
|
||||
"speedProviderSettings": "Paramètres spécifiques au système de vitesse"
|
||||
},
|
||||
"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."
|
||||
},
|
||||
"noSettings": "Ce système de vitesse n'offre aucune option de configuration.",
|
||||
"color": {
|
||||
"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": {
|
||||
"name": "injoignable",
|
||||
"hint": "La couleur des espaces qui ne sont pas accessibles par le jeton déplacé"
|
||||
"name": "inaccessible",
|
||||
"hint": "La couleur des cases qui ne sont pas accessibles pour le jeton déplacé."
|
||||
}
|
||||
},
|
||||
"speedProvider": {
|
||||
"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.",
|
||||
"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.",
|
||||
"choices": {
|
||||
"module": "Module {name}",
|
||||
"native": "Générique",
|
||||
"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": {
|
||||
"name": "Use speed based snapping",
|
||||
"hint": "On Gridless scenes, this makes tokens snap to the token's speed ranges. This can be temporarily disabled by pressing Shift during drag."
|
||||
"name": "Utilise l'interruption basée sur la vitesse",
|
||||
"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."
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+16
-11
@@ -1,10 +1,12 @@
|
||||
{
|
||||
"name": "drag-ruler",
|
||||
"id": "drag-ruler",
|
||||
"title": "Drag Ruler",
|
||||
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
|
||||
"version": "1.12.1",
|
||||
"minimumCoreVersion" : "9.245",
|
||||
"compatibleCoreVersion" : "9",
|
||||
"version": "1.13.1",
|
||||
"compatibility": {
|
||||
"minimum": "10",
|
||||
"verified": "10"
|
||||
},
|
||||
"authors": [
|
||||
{
|
||||
"name": "Manuel Vögele",
|
||||
@@ -13,9 +15,9 @@
|
||||
}
|
||||
],
|
||||
"esmodules": [
|
||||
"js/libwrapper_shim.js",
|
||||
"js/main.js",
|
||||
"js/socket.js"
|
||||
"src/libwrapper_shim.js",
|
||||
"src/main.js",
|
||||
"src/socket.js"
|
||||
],
|
||||
"templates": [
|
||||
"speed_provider_settings.html"
|
||||
@@ -57,15 +59,18 @@
|
||||
"path": "lang/zh-tw.json"
|
||||
}
|
||||
],
|
||||
"dependencies": [
|
||||
"relationships": {
|
||||
"requires": [
|
||||
{
|
||||
"name": "socketlib",
|
||||
"id": "socketlib",
|
||||
"type": "module",
|
||||
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-socketlib/master/module.json"
|
||||
}
|
||||
],
|
||||
]
|
||||
},
|
||||
"socket": true,
|
||||
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/releases/download/v1.12.1/drag-ruler-1.12.1.zip",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.13.1.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",
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
target/
|
||||
Generated
-154
@@ -1,154 +0,0 @@
|
||||
# This file is automatically @generated by Cargo.
|
||||
# It is not intended for manual editing.
|
||||
version = 3
|
||||
|
||||
[[package]]
|
||||
name = "bumpalo"
|
||||
version = "3.9.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "a4a45a46ab1f2412e53d3a0ade76ffad2025804294569aae387231a0cd6e0899"
|
||||
|
||||
[[package]]
|
||||
name = "cfg-if"
|
||||
version = "1.0.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
|
||||
|
||||
[[package]]
|
||||
name = "console_error_panic_hook"
|
||||
version = "0.1.7"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "a06aeb73f470f66dcdbf7223caeebb85984942f22f1adb2a088cf9668146bbbc"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
"wasm-bindgen",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "gridless-pathfinding"
|
||||
version = "1.12.1"
|
||||
dependencies = [
|
||||
"console_error_panic_hook",
|
||||
"js-sys",
|
||||
"rustc-hash",
|
||||
"wasm-bindgen",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "js-sys"
|
||||
version = "0.3.56"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "a38fc24e30fd564ce974c02bf1d337caddff65be6cc4735a1f7eab22a7440f04"
|
||||
dependencies = [
|
||||
"wasm-bindgen",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "lazy_static"
|
||||
version = "1.4.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "e2abad23fbc42b3700f2f279844dc832adb2b2eb069b2df918f455c4e18cc646"
|
||||
|
||||
[[package]]
|
||||
name = "log"
|
||||
version = "0.4.14"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "51b9bbe6c47d51fc3e1a9b945965946b4c44142ab8792c50835a980d362c2710"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "proc-macro2"
|
||||
version = "1.0.36"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "c7342d5883fbccae1cc37a2353b09c87c9b0f3afd73f5fb9bba687a1f733b029"
|
||||
dependencies = [
|
||||
"unicode-xid",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "quote"
|
||||
version = "1.0.15"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "864d3e96a899863136fc6e99f3d7cae289dafe43bf2c5ac19b70df7210c0a145"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rustc-hash"
|
||||
version = "1.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
|
||||
|
||||
[[package]]
|
||||
name = "syn"
|
||||
version = "1.0.86"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8a65b3f4ffa0092e9887669db0eae07941f023991ab58ea44da8fe8e2d511c6b"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"unicode-xid",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "unicode-xid"
|
||||
version = "0.2.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8ccb82d61f80a663efe1f787a51b16b5a51e3314d6ac365b08639f52387b33f3"
|
||||
|
||||
[[package]]
|
||||
name = "wasm-bindgen"
|
||||
version = "0.2.79"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "25f1af7423d8588a3d840681122e72e6a24ddbcb3f0ec385cac0d12d24256c06"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
"wasm-bindgen-macro",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "wasm-bindgen-backend"
|
||||
version = "0.2.79"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8b21c0df030f5a177f3cba22e9bc4322695ec43e7257d865302900290bcdedca"
|
||||
dependencies = [
|
||||
"bumpalo",
|
||||
"lazy_static",
|
||||
"log",
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn",
|
||||
"wasm-bindgen-shared",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "wasm-bindgen-macro"
|
||||
version = "0.2.79"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "2f4203d69e40a52ee523b2529a773d5ffc1dc0071801c87b3d270b471b80ed01"
|
||||
dependencies = [
|
||||
"quote",
|
||||
"wasm-bindgen-macro-support",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "wasm-bindgen-macro-support"
|
||||
version = "0.2.79"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "bfa8a30d46208db204854cadbb5d4baf5fcf8071ba5bf48190c3e59937962ebc"
|
||||
dependencies = [
|
||||
"proc-macro2",
|
||||
"quote",
|
||||
"syn",
|
||||
"wasm-bindgen-backend",
|
||||
"wasm-bindgen-shared",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "wasm-bindgen-shared"
|
||||
version = "0.2.79"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "3d958d035c4438e28c70e4321a2911302f10135ce78a9c7834c0cab4123d06a2"
|
||||
@@ -1,19 +0,0 @@
|
||||
[package]
|
||||
name = "gridless-pathfinding"
|
||||
version = "1.12.1"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[lib]
|
||||
crate-type = ["cdylib"]
|
||||
|
||||
[profile.release]
|
||||
lto = true
|
||||
#debug = true
|
||||
|
||||
[dependencies]
|
||||
console_error_panic_hook = "0.1.7"
|
||||
js-sys = "0.3.56"
|
||||
rustc-hash = "1.1.0"
|
||||
wasm-bindgen = "0.2.79"
|
||||
@@ -1 +0,0 @@
|
||||
hard_tabs = true
|
||||
@@ -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
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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));
|
||||
}
|
||||
@@ -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,
|
||||
}))
|
||||
}
|
||||
@@ -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())
|
||||
}
|
||||
}
|
||||
+198
@@ -0,0 +1,198 @@
|
||||
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);
|
||||
const segments = CONFIG.Canvas.rulerClass
|
||||
.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 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);
|
||||
}
|
||||
@@ -1,21 +1,21 @@
|
||||
import {getCostFromSpeedProvider} from "./api.js";
|
||||
import {buildCostFunction} from "./api.js";
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getAreaFromPositionAndShape, highlightTokenShape} from "./util.js";
|
||||
import {highlightTokenShape} from "./util.js";
|
||||
|
||||
export function getHexSizeSupportTokenGridCenter(token) {
|
||||
const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token)
|
||||
return {x: token.x + tokenCenterOffset.x, y: token.y + tokenCenterOffset.y}
|
||||
}
|
||||
|
||||
export function highlightMeasurementTerrainRuler(ray, 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()) {
|
||||
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={}) {
|
||||
const opts = duplicate(options)
|
||||
export function measureDistances(segments, entity, shape, options = {}) {
|
||||
const opts = duplicate(options);
|
||||
if (canvas.grid.diagonalRule === "EUCL") {
|
||||
opts.ignoreGrid = true;
|
||||
opts.gridSpaes = false;
|
||||
@@ -25,17 +25,23 @@ export function measureDistances(segments, entity, shape, options={}) {
|
||||
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
|
||||
const previousSegments = segments.slice(0, firstNewSegmentIndex);
|
||||
const newSegments = segments.slice(firstNewSegmentIndex);
|
||||
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
|
||||
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
|
||||
opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); }
|
||||
const distances = previousSegments.map(
|
||||
segment =>
|
||||
segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance,
|
||||
);
|
||||
previousSegments.forEach(
|
||||
segment =>
|
||||
(segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces)),
|
||||
);
|
||||
opts.costFunction = buildCostFunction(entity, shape);
|
||||
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));
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// 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
|
||||
if(!opts.ignoreGrid) {
|
||||
if (!opts.ignoreGrid) {
|
||||
opts.gridSpaces = true;
|
||||
}
|
||||
return canvas.grid.measureDistances(segments, opts);
|
||||
@@ -44,23 +50,31 @@ export function measureDistances(segments, entity, shape, options={}) {
|
||||
|
||||
export function checkDependencies() {
|
||||
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) {
|
||||
new Dialog({
|
||||
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>${game.i18n.localize("drag-ruler.dependencies.socketlib.text")}</p>`,
|
||||
buttons: {
|
||||
ok: {
|
||||
icon: '<i class="fas fa-check"></i>',
|
||||
label: game.i18n.localize("drag-ruler.dependencies.ok")
|
||||
}
|
||||
label: game.i18n.localize("drag-ruler.dependencies.ok"),
|
||||
},
|
||||
},
|
||||
}).render(true);
|
||||
}
|
||||
}
|
||||
else if (!game.modules.get("terrain-ruler")?.active && game.user.isGM && !game.settings.get(settingsKey, "neverShowTerrainRulerHint")) {
|
||||
} else if (
|
||||
!game.modules.get("terrain-ruler")?.active &&
|
||||
game.user.isGM &&
|
||||
!game.settings.get(settingsKey, "neverShowTerrainRulerHint")
|
||||
) {
|
||||
const lastHint = game.settings.get(settingsKey, "lastTerrainRulerHintTime");
|
||||
if (Date.now() - lastHint > 604800000) { // One week
|
||||
if (Date.now() - lastHint > 604800000) {
|
||||
// One week
|
||||
let enabledTerrainModule;
|
||||
if (game.modules.get("enhanced-terrain-layer")?.active) {
|
||||
enabledTerrainModule = game.modules.get("enhanced-terrain-layer").data.title;
|
||||
@@ -68,20 +82,25 @@ export function checkDependencies() {
|
||||
if (enabledTerrainModule) {
|
||||
new Dialog({
|
||||
title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"),
|
||||
content: `<h2>${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: {
|
||||
ok: {
|
||||
icon: '<i class="fas fa-check"></i>',
|
||||
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: {
|
||||
icon: '<i class="fas fa-times"></i>',
|
||||
label: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.neverShowAgain"),
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -3,18 +3,17 @@
|
||||
// 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(yGrid, xGrid);
|
||||
}
|
||||
return canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
|
||||
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]
|
||||
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) {
|
||||
@@ -0,0 +1,235 @@
|
||||
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("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.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.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?.();
|
||||
}
|
||||
|
||||
export function highlightMeasurementNative(
|
||||
ray,
|
||||
previousSegments,
|
||||
tokenShape = [{x: 0, y: 0}],
|
||||
alpha = 1,
|
||||
) {
|
||||
const spacer = canvas.scene.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 [xgtl, ygtl] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
|
||||
let [xg, yg] = canvas.grid.grid.getCenter(xgtl, ygtl);
|
||||
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 [xghtl, yghtl] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
|
||||
let [xgh, ygh] = canvas.grid.grid.getCenter(xghtl, yghtl);
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -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.grid;
|
||||
if (grid.columnar) {
|
||||
return findSnapPointCols(x, y, grid.h, grid.w, altOrientationFlag);
|
||||
} else {
|
||||
return findSnapPointRows(x, y, grid.h, grid.w, altOrientationFlag);
|
||||
}
|
||||
}
|
||||
|
||||
function findSnapPointRows(x, y, h, w, alt) {
|
||||
let xOffset = 0.0;
|
||||
if (canvas.grid.grid.even) {
|
||||
xOffset = -0.5;
|
||||
}
|
||||
|
||||
let yOffset1 = 0.75;
|
||||
let yOffset2 = 0.0;
|
||||
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};
|
||||
}
|
||||
@@ -1,26 +1,35 @@
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getMeasurePosition, setSnapParameterOnOptions} from "./util.js";
|
||||
|
||||
// Indicates whether the user is currently pressing the button to disable snapping
|
||||
export let disableSnap = false;
|
||||
|
||||
// Indicates whether the user is currently pressing the button to disable the movement animation
|
||||
export let moveWithoutAnimation = false;
|
||||
|
||||
// Indicates whether the user is pressing the pathfinding toggle button
|
||||
export let togglePathfinding = false;
|
||||
|
||||
export function registerKeybindings() {
|
||||
game.keybindings.register(settingsKey, "cancelDrag", {
|
||||
name: "drag-ruler.keybindings.cancelDrag",
|
||||
onDown: cancelDrag,
|
||||
uneditable: [{
|
||||
uneditable: [
|
||||
{
|
||||
key: "Escape",
|
||||
}],
|
||||
},
|
||||
],
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
game.keybindings.register(settingsKey, "createWaypoint", {
|
||||
name: "drag-ruler.keybindings.createWaypoint",
|
||||
onDown: handleCreateWaypoint,
|
||||
editable: [{
|
||||
key: "Space"
|
||||
}],
|
||||
editable: [
|
||||
{
|
||||
key: "Space",
|
||||
},
|
||||
],
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
@@ -35,9 +44,11 @@ export function registerKeybindings() {
|
||||
hint: "drag-ruler.keybindings.disableSnap.hint",
|
||||
onDown: handleDisableSnap,
|
||||
onUp: handleDisableSnap,
|
||||
editable: [{
|
||||
editable: [
|
||||
{
|
||||
key: "ShiftLeft",
|
||||
}],
|
||||
},
|
||||
],
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
@@ -46,12 +57,15 @@ export function registerKeybindings() {
|
||||
hint: "drag-ruler.keybindings.moveWithoutAnimation.hint",
|
||||
onDown: handleMoveWithoutAnimation,
|
||||
onUp: handleMoveWithoutAnimation,
|
||||
editable: [{
|
||||
editable: [
|
||||
{
|
||||
key: "AltLeft",
|
||||
}],
|
||||
},
|
||||
],
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
if (game.modules.get("routinglib")?.active) {
|
||||
game.keybindings.register(settingsKey, "togglePathfinding", {
|
||||
name: "drag-ruler.keybindings.togglePathfinding.name",
|
||||
hint: "drag-ruler.keybindings.togglePathfinding.hint",
|
||||
@@ -60,12 +74,12 @@ export function registerKeybindings() {
|
||||
precedence: -1,
|
||||
restricted: !game.settings.get(settingsKey, "allowPathfinding"),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function handleDeleteWaypoint() {
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.draggedEntity)
|
||||
return false;
|
||||
if (!ruler?.draggedEntity) return false;
|
||||
ruler.dragRulerDeleteWaypoint();
|
||||
return true;
|
||||
}
|
||||
@@ -74,16 +88,14 @@ function handleCreateWaypoint() {
|
||||
const ruler = canvas.controls.ruler;
|
||||
// .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
|
||||
if (!ruler?.draggedEntity)
|
||||
return false;
|
||||
if (!ruler?.draggedEntity) return false;
|
||||
|
||||
let options = {};
|
||||
setSnapParameterOnOptions(ruler, options);
|
||||
|
||||
if (ruler._state === Ruler.STATES.INACTIVE) {
|
||||
ruler.dragRulerStart(options);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
ruler.dragRulerAddWaypoint(getMeasurePosition(), options);
|
||||
}
|
||||
return true;
|
||||
@@ -91,8 +103,7 @@ function handleCreateWaypoint() {
|
||||
|
||||
function cancelDrag() {
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.draggedEntity)
|
||||
return false;
|
||||
if (!ruler?.draggedEntity) return false;
|
||||
ruler.dragRulerAbortDrag();
|
||||
return true;
|
||||
}
|
||||
@@ -101,10 +112,8 @@ function handleDisableSnap(event) {
|
||||
disableSnap = !event.up;
|
||||
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.isDragRuler)
|
||||
return false;
|
||||
if (ruler._state !== Ruler.STATES.MEASURING)
|
||||
return false;
|
||||
if (!ruler?.isDragRuler) return false;
|
||||
if (ruler._state !== Ruler.STATES.MEASURING) return false;
|
||||
|
||||
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
|
||||
ruler.dragRulerSendState();
|
||||
@@ -113,16 +122,22 @@ function handleDisableSnap(event) {
|
||||
|
||||
function handleMoveWithoutAnimation(event) {
|
||||
moveWithoutAnimation = !event.up;
|
||||
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.isDragRuler) return false;
|
||||
if (ruler._state !== Ruler.STATES.MEASURING) return false;
|
||||
|
||||
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
|
||||
ruler.dragRulerSendState();
|
||||
return false;
|
||||
}
|
||||
|
||||
function handleTogglePathfinding(event) {
|
||||
togglePathfinding = !event.up;
|
||||
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.isDragRuler)
|
||||
return false;
|
||||
if (ruler._state !== Ruler.STATES.MEASURING)
|
||||
return false;
|
||||
if (!ruler?.isDragRuler) return false;
|
||||
if (ruler._state !== Ruler.STATES.MEASURING) return false;
|
||||
|
||||
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
|
||||
ruler.dragRulerSendState();
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
});
|
||||
+107
-86
@@ -1,59 +1,60 @@
|
||||
"use strict"
|
||||
"use strict";
|
||||
|
||||
import {getColorForDistanceAndToken, getMovedDistanceFromToken, getRangesFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js";
|
||||
import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibility.js";
|
||||
import {moveEntities, onMouseMove} from "./foundry_imports.js"
|
||||
import {
|
||||
getColorForDistanceAndToken,
|
||||
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 {libWrapper} from "./libwrapper_shim.js";
|
||||
import {performMigrations} from "./migration.js"
|
||||
import {performMigrations} from "./migration.js";
|
||||
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
|
||||
import {wipePathfindingCache} from "./pathfinding.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 {SpeedProvider} from "./speed_provider.js"
|
||||
import {setSnapParameterOnOptions} from "./util.js";
|
||||
|
||||
import initGridlessPathfinding, * as GridlessPathfinding from "../wasm/gridless_pathfinding.js"
|
||||
import {SpeedProvider} from "./speed_provider.js";
|
||||
import {getEntityCenter, setSnapParameterOnOptions} from "./util.js";
|
||||
|
||||
CONFIG.debug.dragRuler = false;
|
||||
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", () => {
|
||||
registerSettings()
|
||||
registerKeybindings()
|
||||
initApi()
|
||||
registerSettings();
|
||||
registerKeybindings();
|
||||
initApi();
|
||||
hookDragHandlers(Token);
|
||||
hookDragHandlers(MeasuredTemplate);
|
||||
libWrapper.register("drag-ruler", "TokenLayer.prototype.undoHistory", tokenLayerUndoHistory, "WRAPPER");
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
"TokenLayer.prototype.undoHistory",
|
||||
tokenLayerUndoHistory,
|
||||
"WRAPPER",
|
||||
);
|
||||
|
||||
extendRuler();
|
||||
|
||||
window.dragRuler = {
|
||||
getRangesFromSpeedProvider,
|
||||
getColorForDistanceAndToken,
|
||||
getMovedDistanceFromToken,
|
||||
registerModule,
|
||||
registerSystem,
|
||||
recalculate,
|
||||
resetMovementHistory,
|
||||
}
|
||||
})
|
||||
};
|
||||
});
|
||||
|
||||
Hooks.once("ready", () => {
|
||||
performMigrations()
|
||||
performMigrations();
|
||||
checkDependencies();
|
||||
Hooks.callAll("dragRuler.ready", SpeedProvider)
|
||||
if (CONFIG.debug.dragRuler)
|
||||
debugGraphics = canvas.controls.addChild(new PIXI.Container());
|
||||
})
|
||||
Hooks.callAll("dragRuler.ready", SpeedProvider);
|
||||
if (CONFIG.debug.dragRuler) debugGraphics = canvas.controls.addChild(new PIXI.Container());
|
||||
});
|
||||
|
||||
Hooks.on("canvasReady", () => {
|
||||
canvas.controls.rulers.children.forEach(ruler => {
|
||||
@@ -61,37 +62,61 @@ Hooks.on("canvasReady", () => {
|
||||
Object.defineProperty(ruler, "isDragRuler", {
|
||||
get: function isDragRuler() {
|
||||
return Boolean(this.draggedEntity) && this._state !== Ruler.STATES.INACTIVE;
|
||||
}
|
||||
})
|
||||
})
|
||||
})
|
||||
},
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
|
||||
const entry = {
|
||||
name: "drag-ruler.resetMovementHistory",
|
||||
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);
|
||||
});
|
||||
|
||||
function forwardIfUnahndled(newFn) {
|
||||
return function(oldFn, ...args) {
|
||||
return function (oldFn, ...args) {
|
||||
const eventHandled = newFn(...args);
|
||||
if (!eventHandled)
|
||||
oldFn(...args);
|
||||
if (!eventHandled) oldFn(...args);
|
||||
};
|
||||
}
|
||||
|
||||
function hookDragHandlers(entityType) {
|
||||
const entityName = entityType.name
|
||||
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftStart`, onEntityLeftDragStart, "WRAPPER");
|
||||
const entityName = entityType.name;
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftStart`,
|
||||
onEntityLeftDragStart,
|
||||
"WRAPPER",
|
||||
);
|
||||
if (entityType === Token)
|
||||
libWrapper.register("drag-ruler", `${entityName}.prototype._onDragLeftMove`, onEntityLeftDragMoveSnap, "WRAPPER");
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftMove`,
|
||||
onEntityLeftDragMoveSnap,
|
||||
"WRAPPER",
|
||||
);
|
||||
else
|
||||
libWrapper.register("drag-ruler", `${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");
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftMove`,
|
||||
onEntityLeftDragMove,
|
||||
"WRAPPER",
|
||||
);
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftDrop`,
|
||||
forwardIfUnahndled(onEntityDragLeftDrop),
|
||||
"MIXED",
|
||||
);
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftCancel`,
|
||||
forwardIfUnahndled(onEntityDragLeftCancel),
|
||||
"MIXED",
|
||||
);
|
||||
}
|
||||
|
||||
async function tokenLayerUndoHistory(wrapped) {
|
||||
@@ -109,14 +134,13 @@ async function tokenLayerUndoHistory(wrapped) {
|
||||
function onEntityLeftDragStart(wrapped, event) {
|
||||
wrapped(event);
|
||||
const isToken = this instanceof Token;
|
||||
const ruler = canvas.controls.ruler
|
||||
const ruler = canvas.controls.ruler;
|
||||
ruler.draggedEntity = this;
|
||||
let entityCenter;
|
||||
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};
|
||||
const entityCenter = getEntityCenter(this);
|
||||
ruler.rulerOffset = {
|
||||
x: entityCenter.x - event.data.origin.x,
|
||||
y: entityCenter.y - event.data.origin.y,
|
||||
};
|
||||
if (game.settings.get(settingsKey, "autoStartMeasurement")) {
|
||||
let options = {};
|
||||
setSnapParameterOnOptions(ruler, options);
|
||||
@@ -131,48 +155,42 @@ function onEntityLeftDragMoveSnap(wrapped, event) {
|
||||
|
||||
function onEntityLeftDragMove(wrapped, event) {
|
||||
wrapped(event);
|
||||
const ruler = canvas.controls.ruler
|
||||
if (ruler.isDragRuler)
|
||||
onMouseMove.call(ruler, event)
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (ruler.isDragRuler) onMouseMove.call(ruler, event);
|
||||
}
|
||||
|
||||
function onEntityDragLeftDrop(event) {
|
||||
const ruler = canvas.controls.ruler
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler.isDragRuler) {
|
||||
ruler.draggedEntity = undefined;
|
||||
return false
|
||||
return false;
|
||||
}
|
||||
// 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
|
||||
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)
|
||||
if (selectedTokens.length === 0)
|
||||
selectedTokens.push(ruler.draggedEntity);
|
||||
if (selectedTokens.length === 0) 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
|
||||
if (ruler._state === Ruler.STATES.STARTING)
|
||||
onMouseMove.call(ruler, event);
|
||||
ruler._state = Ruler.STATES.MOVING
|
||||
if (ruler._state === Ruler.STATES.STARTING) onMouseMove.call(ruler, event);
|
||||
ruler._state = Ruler.STATES.MOVING;
|
||||
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
|
||||
return true
|
||||
return true;
|
||||
}
|
||||
|
||||
function onEntityDragLeftCancel(event) {
|
||||
// This function is invoked by right clicking
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING)
|
||||
return false
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING) return false;
|
||||
|
||||
const rightClickAction = game.settings.get(settingsKey, "rightClickAction");
|
||||
let options = {};
|
||||
setSnapParameterOnOptions(ruler, options);
|
||||
|
||||
if (ruler._state === Ruler.STATES.INACTIVE) {
|
||||
if (rightClickAction !== RightClickAction.CREATE_WAYPOINT)
|
||||
return false;
|
||||
if (rightClickAction !== RightClickAction.CREATE_WAYPOINT) return false;
|
||||
ruler.dragRulerStart(options);
|
||||
event.preventDefault();
|
||||
}
|
||||
else if (ruler._state === Ruler.STATES.MEASURING) {
|
||||
} else if (ruler._state === Ruler.STATES.MEASURING) {
|
||||
switch (rightClickAction) {
|
||||
case RightClickAction.CREATE_WAYPOINT:
|
||||
event.preventDefault();
|
||||
@@ -191,14 +209,10 @@ function onEntityDragLeftCancel(event) {
|
||||
|
||||
function applyGridlessSnapping(event) {
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!game.settings.get(settingsKey, "useGridlessRaster"))
|
||||
return;
|
||||
if (!ruler.isDragRuler)
|
||||
return;
|
||||
if (disableSnap)
|
||||
return;
|
||||
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS)
|
||||
return;
|
||||
if (!game.settings.get(settingsKey, "useGridlessRaster")) return;
|
||||
if (!ruler.isDragRuler) return;
|
||||
if (disableSnap) return;
|
||||
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) return;
|
||||
|
||||
const rasterWidth = 35 / canvas.stage.scale.x;
|
||||
const tokenX = event.data.destination.x;
|
||||
@@ -208,7 +222,11 @@ function applyGridlessSnapping(event) {
|
||||
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
|
||||
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();
|
||||
for (const range of ranges) {
|
||||
pinpointDistances.set(range.range, null);
|
||||
@@ -216,7 +234,7 @@ function applyGridlessSnapping(event) {
|
||||
terrainRuler.measureDistances(segments, {pinpointDistances});
|
||||
const targetDistance = Array.from(pinpointDistances.entries())
|
||||
.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];
|
||||
if (rasterLocation) {
|
||||
const deltaX = destination.x - rasterLocation.x;
|
||||
@@ -227,12 +245,15 @@ function applyGridlessSnapping(event) {
|
||||
event.data.destination.y = rasterLocation.y - ruler.rulerOffset.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
let waypointDistance = 0;
|
||||
let origin = event.data.origin;
|
||||
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;
|
||||
waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
|
||||
origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y};
|
||||
@@ -245,13 +266,13 @@ function applyGridlessSnapping(event) {
|
||||
let targetDistance = ranges
|
||||
.map(range => range.range)
|
||||
.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)
|
||||
.reduce((a, b) => Math.max(a, b), 0);
|
||||
if (targetDistance) {
|
||||
if (distance < targetDistance + rasterWidth) {
|
||||
event.data.destination.x = origin.x + deltaX * targetDistance / distance;
|
||||
event.data.destination.y = origin.y + deltaY * targetDistance / distance;
|
||||
event.data.destination.x = origin.x + (deltaX * targetDistance) / distance;
|
||||
event.data.destination.y = origin.y + (deltaY * targetDistance) / distance;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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() {
|
||||
if (game.user.isGM)
|
||||
await performWorldMigraionts()
|
||||
await performClientMigrations()
|
||||
if (game.user.isGM) await performWorldMigraionts();
|
||||
await performClientMigrations();
|
||||
}
|
||||
|
||||
async function performWorldMigraionts() {
|
||||
let dataVersion = game.settings.get(settingsKey, "dataVersion");
|
||||
|
||||
if (dataVersion === currentDataVersion)
|
||||
return;
|
||||
if (dataVersion === currentDataVersion) return;
|
||||
|
||||
if (dataVersion === "fresh install") {
|
||||
game.settings.set(settingsKey, "dataVersion", currentDataVersion)
|
||||
return
|
||||
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
|
||||
return;
|
||||
}
|
||||
|
||||
if (dataVersion === "1.3.0") {
|
||||
dataVersion = "1.10.0"
|
||||
dataVersion = "1.10.0";
|
||||
}
|
||||
|
||||
game.settings.set(settingsKey, "dataVersion", dataVersion);
|
||||
@@ -31,13 +29,15 @@ async function performClientMigrations() {
|
||||
|
||||
if (dataVersion === "fresh install") {
|
||||
// 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) {
|
||||
game.settings.set(settingsKey, "rightClickAction", RightClickAction.CREATE_WAYPOINT);
|
||||
await game.keybindings.set(settingsKey, "createWaypoint", []);
|
||||
await game.keybindings.set(settingsKey, "deleteWaypoint", [{key: "Space"}]);
|
||||
}
|
||||
// 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) {
|
||||
const initialFlag = {passedWaypoints: [], trackedRound: 0};
|
||||
let dragRulerFlag = combatant.data.flags.dragRuler;
|
||||
let dragRulerFlag = combatant.flags.dragRuler;
|
||||
if (dragRulerFlag) {
|
||||
if (isNaN(dragRulerFlag.trackedRound)) {
|
||||
mergeObject(dragRulerFlag, initialFlag);
|
||||
}
|
||||
}
|
||||
else {
|
||||
combatant.data.flags.dragRuler = initialFlag;
|
||||
} else {
|
||||
combatant.flags.dragRuler = initialFlag;
|
||||
}
|
||||
}
|
||||
|
||||
function getInitializedCombatant(token, combat) {
|
||||
const combatant = combat.getCombatantByToken(token.id);
|
||||
if (!combatant)
|
||||
return undefined;
|
||||
if (!combatant) return undefined;
|
||||
initTrackingFlag(combatant);
|
||||
return combatant;
|
||||
}
|
||||
|
||||
export async function trackRays(tokens, tokenRays) {
|
||||
const combat = game.combat;
|
||||
if (!combat)
|
||||
return;
|
||||
if (!combat.started)
|
||||
return;
|
||||
if (!combat) return;
|
||||
if (!combat.started) return;
|
||||
if (!(tokens instanceof Array)) {
|
||||
tokens = [tokens];
|
||||
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);
|
||||
}
|
||||
|
||||
function calculateUpdate(combat, token, rays) {
|
||||
const combatant = getInitializedCombatant(token, combat);
|
||||
if (!combatant)
|
||||
return;
|
||||
if (!combatant) return;
|
||||
|
||||
// Check if we have entered a new round. If so, remove the currently stored path
|
||||
if (combat.data.round > combatant.data.flags.dragRuler.trackedRound) {
|
||||
combatant.data.flags.dragRuler.passedWaypoints = [];
|
||||
combatant.data.flags.dragRuler.trackedRound = combat.data.round;
|
||||
if (combat.round > combatant.flags.dragRuler.trackedRound) {
|
||||
combatant.flags.dragRuler.passedWaypoints = [];
|
||||
combatant.flags.dragRuler.trackedRound = combat.round;
|
||||
}
|
||||
|
||||
// Add the passed waypoints to the combatant
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
|
||||
const dragRulerFlags = combatant.data.flags.dragRuler;
|
||||
const dragRulerFlags = combatant.flags.dragRuler;
|
||||
const waypoints = dragRulerFlags.passedWaypoints;
|
||||
for (const ray of rays) {
|
||||
// Ignore rays that have the same start and end coordinates
|
||||
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
|
||||
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.dragRulerFinalState = ray.terrainRulerFinalState;
|
||||
}
|
||||
@@ -68,23 +68,18 @@ function calculateUpdate(combat, token, rays) {
|
||||
|
||||
export function getMovementHistory(token) {
|
||||
const combat = game.combat;
|
||||
if (!combat)
|
||||
return [];
|
||||
if (!combat) return [];
|
||||
const combatant = combat.getCombatantByToken(token.id);
|
||||
if (!combatant)
|
||||
return [];
|
||||
const dragRulerFlags = combatant.data.flags.dragRuler;
|
||||
if (!dragRulerFlags)
|
||||
return [];
|
||||
if (combat.data.round > dragRulerFlags.trackedRound)
|
||||
return [];
|
||||
if (!combatant) return [];
|
||||
const dragRulerFlags = combatant.flags.dragRuler;
|
||||
if (!dragRulerFlags) return [];
|
||||
if (combat.round > dragRulerFlags.trackedRound) return [];
|
||||
return dragRulerFlags.passedWaypoints ?? [];
|
||||
}
|
||||
|
||||
export async function removeLastHistoryEntryIfAt(token, x, y) {
|
||||
const history = getMovementHistory(token);
|
||||
if (history.length === 0)
|
||||
return;
|
||||
if (history.length === 0) return;
|
||||
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)) {
|
||||
return;
|
||||
@@ -92,14 +87,15 @@ export async function removeLastHistoryEntryIfAt(token, x, y) {
|
||||
history.pop();
|
||||
const combat = game.combat;
|
||||
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) {
|
||||
const combatant = combat.combatants.get(combatantId);
|
||||
const dragRulerFlags = combatant.data.flags.dragRuler;
|
||||
if (!dragRulerFlags)
|
||||
return;
|
||||
const dragRulerFlags = combatant.flags.dragRuler;
|
||||
if (!dragRulerFlags) return;
|
||||
dragRulerFlags.passedWaypoints = null;
|
||||
dragRulerFlags.trackedRound = null;
|
||||
dragRulerFlags.rulerState = null;
|
||||
+504
@@ -0,0 +1,504 @@
|
||||
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";
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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);
|
||||
} 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 (d.x === this.destination.x && d.y === this.destination.y) 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,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
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)
|
||||
: 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;
|
||||
return segments;
|
||||
} else {
|
||||
return super._getMeasurementSegments();
|
||||
}
|
||||
}
|
||||
|
||||
_computeDistance(gridSpaces) {
|
||||
if (!this.isDragRuler) {
|
||||
return super._computeDistance(gridSpaces);
|
||||
}
|
||||
if (!this.dragRulerEnableTerrainRuler) {
|
||||
if (!this.dragRulerIgnoreGrid) {
|
||||
gridSpaces = true;
|
||||
}
|
||||
super._computeDistance(gridSpaces);
|
||||
} else {
|
||||
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);
|
||||
let totalDistance = 0;
|
||||
for (const [i, d] of distances.entries()) {
|
||||
let s = this.segments[i];
|
||||
s.startDistance = totalDistance;
|
||||
totalDistance += d;
|
||||
s.last = i === this.segments.length - 1;
|
||||
s.distance = d;
|
||||
s.text = this._getSegmentLabel(s, totalDistance);
|
||||
}
|
||||
}
|
||||
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 = 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.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 = 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(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
CONFIG.Canvas.rulerClass = DragRulerRuler;
|
||||
}
|
||||
@@ -1,13 +1,18 @@
|
||||
import {availableSpeedProviders, currentSpeedProvider, getDefaultSpeedProvider, updateSpeedProvider} from "./api.js";
|
||||
import {SpeedProvider} from "./speed_provider.js"
|
||||
import { early_isGM } from "./util.js";
|
||||
import {
|
||||
availableSpeedProviders,
|
||||
currentSpeedProvider,
|
||||
getDefaultSpeedProvider,
|
||||
updateSpeedProvider,
|
||||
} from "./api.js";
|
||||
import {SpeedProvider} from "./speed_provider.js";
|
||||
import {early_isGM} from "./util.js";
|
||||
|
||||
export const settingsKey = "drag-ruler";
|
||||
|
||||
export const RightClickAction = Object.freeze({
|
||||
CREATE_WAYPOINT: 0,
|
||||
DELETE_WAYPOINT: 1,
|
||||
ABORT_DRAG:2,
|
||||
ABORT_DRAG: 2,
|
||||
});
|
||||
|
||||
function delayedReload() {
|
||||
@@ -19,14 +24,14 @@ export function registerSettings() {
|
||||
scope: "world",
|
||||
config: false,
|
||||
type: String,
|
||||
default: "fresh install"
|
||||
})
|
||||
default: "fresh install",
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "clientDataVersion", {
|
||||
scope: "client",
|
||||
config: false,
|
||||
type: String,
|
||||
default: "fresh install"
|
||||
default: "fresh install",
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "rightClickAction", {
|
||||
@@ -67,7 +72,7 @@ export function registerSettings() {
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: true,
|
||||
})
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "showGMRulerToPlayers", {
|
||||
name: "drag-ruler.settings.showGMRulerToPlayers.name",
|
||||
@@ -76,7 +81,7 @@ export function registerSettings() {
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: true,
|
||||
})
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "enableMovementHistory", {
|
||||
name: "drag-ruler.settings.enableMovementHistory.name",
|
||||
@@ -87,6 +92,7 @@ export function registerSettings() {
|
||||
default: true,
|
||||
});
|
||||
|
||||
if (game.modules.get("routinglib")?.active) {
|
||||
game.settings.register(settingsKey, "allowPathfinding", {
|
||||
name: "drag-ruler.settings.allowPathfinding.name",
|
||||
hint: "drag-ruler.settings.allowPathfinding.hint",
|
||||
@@ -100,11 +106,12 @@ export function registerSettings() {
|
||||
game.settings.register(settingsKey, "autoPathfinding", {
|
||||
name: "drag-ruler.settings.autoPathfinding.name",
|
||||
hint: "drag-ruler.settings.autoPathfinding.hint",
|
||||
scpoe: "client",
|
||||
scope: "client",
|
||||
config: early_isGM() || game.settings.get(settingsKey, "allowPathfinding"),
|
||||
type: Boolean,
|
||||
defualt: false,
|
||||
default: false,
|
||||
});
|
||||
}
|
||||
|
||||
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
|
||||
config: false,
|
||||
@@ -125,7 +132,7 @@ export function registerSettings() {
|
||||
type: String,
|
||||
default: getDefaultSpeedProvider(),
|
||||
onChange: updateSpeedProvider,
|
||||
})
|
||||
});
|
||||
|
||||
game.settings.registerMenu(settingsKey, "speedProviderSettings", {
|
||||
name: "drag-ruler.settings.speedProviderSettings.name",
|
||||
@@ -134,7 +141,7 @@ export function registerSettings() {
|
||||
icon: "fas fa-tachometer-alt",
|
||||
type: SpeedProviderSettings,
|
||||
restricted: false,
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
class SpeedProviderSettings extends FormApplication {
|
||||
@@ -144,43 +151,44 @@ class SpeedProviderSettings extends FormApplication {
|
||||
title: game.i18n.localize("drag-ruler.settings.speedProviderSettings.windowTitle"),
|
||||
template: "modules/drag-ruler/templates/speed_provider_settings.html",
|
||||
width: 600,
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
getData(options={}) {
|
||||
const data = {}
|
||||
data.isGM = game.user.isGM
|
||||
const selectedProvider = currentSpeedProvider.id
|
||||
getData(options = {}) {
|
||||
const data = {};
|
||||
data.isGM = game.user.isGM;
|
||||
const selectedProvider = currentSpeedProvider.id;
|
||||
|
||||
// Insert all speed providers into the template data
|
||||
data.providers = Object.values(availableSpeedProviders).map(speedProvider => {
|
||||
const provider = {}
|
||||
provider.id = speedProvider.id
|
||||
provider.hasSettings = speedProvider instanceof SpeedProvider
|
||||
if (provider.hasSettings)
|
||||
provider.settings = enumerateProviderSettings(speedProvider)
|
||||
let dotPosition = provider.id.indexOf(".")
|
||||
if (dotPosition === -1)
|
||||
dotPosition = provider.id.length
|
||||
const type = provider.id.substring(0, dotPosition)
|
||||
const id = provider.id.substring(dotPosition + 1)
|
||||
const provider = {};
|
||||
provider.id = speedProvider.id;
|
||||
provider.hasSettings = speedProvider instanceof SpeedProvider;
|
||||
if (provider.hasSettings) provider.settings = enumerateProviderSettings(speedProvider);
|
||||
let dotPosition = provider.id.indexOf(".");
|
||||
if (dotPosition === -1) dotPosition = provider.id.length;
|
||||
const type = provider.id.substring(0, dotPosition);
|
||||
const id = provider.id.substring(dotPosition + 1);
|
||||
if (type === "native") {
|
||||
provider.selectTitle = game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.choices.native")
|
||||
}
|
||||
else {
|
||||
let name
|
||||
provider.selectTitle = game.i18n.localize(
|
||||
"drag-ruler.settings.speedProviderSettings.speedProvider.choices.native",
|
||||
);
|
||||
} else {
|
||||
let name;
|
||||
if (type === "module") {
|
||||
name = game.modules.get(id).data.title
|
||||
name = game.modules.get(id).title;
|
||||
} else {
|
||||
name = game.system.title;
|
||||
}
|
||||
else {
|
||||
name = game.system.data.title
|
||||
provider.selectTitle = game.i18n.format(
|
||||
`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
|
||||
})
|
||||
data.selectedProviderName = data.providers.find(provider => provider.isSelected).selectTitle
|
||||
provider.isSelected = provider.id === selectedProvider;
|
||||
return provider;
|
||||
});
|
||||
data.selectedProviderName = data.providers.find(provider => provider.isSelected).selectTitle;
|
||||
|
||||
data.providerSelection = {
|
||||
id: "speedProvider",
|
||||
@@ -188,122 +196,126 @@ class SpeedProviderSettings extends FormApplication {
|
||||
hint: game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.hint"),
|
||||
type: String,
|
||||
choices: data.providers.reduce((choices, provider) => {
|
||||
choices[provider.id] = provider.selectTitle
|
||||
return choices
|
||||
choices[provider.id] = provider.selectTitle;
|
||||
return choices;
|
||||
}, {}),
|
||||
value: selectedProvider,
|
||||
isCheckbox: false,
|
||||
isSelect: true,
|
||||
isRange: false,
|
||||
}
|
||||
return data
|
||||
};
|
||||
return data;
|
||||
}
|
||||
|
||||
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)) {
|
||||
// Check if this is color, convert the value to an integer
|
||||
const splitKey = key.split(".", 3)
|
||||
if (splitKey[0] !== "native")
|
||||
splitKey.shift()
|
||||
const splitKey = key.split(".", 3);
|
||||
if (splitKey[0] !== "native") splitKey.shift();
|
||||
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
|
||||
if (key !== "speedProvider" && !key.startsWith(selectedSpeedProvider))
|
||||
continue
|
||||
if (key !== "speedProvider" && !key.startsWith(selectedSpeedProvider)) continue;
|
||||
|
||||
// Get the key for the current setting
|
||||
let setting
|
||||
if (key === "speedProvider")
|
||||
setting = "speedProvider"
|
||||
else
|
||||
setting = `speedProviders.${key}`
|
||||
let setting;
|
||||
if (key === "speedProvider") setting = "speedProvider";
|
||||
else setting = `speedProviders.${key}`;
|
||||
|
||||
// Get the old setting value
|
||||
const oldValue = game.settings.get(settingsKey, setting)
|
||||
const oldValue = game.settings.get(settingsKey, setting);
|
||||
|
||||
// Only update the setting if it has been changed (this leaves the default in place if it hasn't been touched)
|
||||
if (value !== oldValue)
|
||||
game.settings.set(settingsKey, setting, value)
|
||||
if (value !== oldValue) game.settings.set(settingsKey, setting, value);
|
||||
}
|
||||
|
||||
// Activate the configured speed provider
|
||||
updateSpeedProvider()
|
||||
updateSpeedProvider();
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html)
|
||||
html.find("select[name=speedProvider]").change(this.onSpeedProviderChange.bind(this))
|
||||
super.activateListeners(html);
|
||||
html.find("select[name=speedProvider]").change(this.onSpeedProviderChange.bind(this));
|
||||
}
|
||||
|
||||
onSpeedProviderChange(event) {
|
||||
// Hide all module settings
|
||||
document.querySelectorAll(".drag-ruler-provider-settings").forEach(element => element.style.display = "none")
|
||||
document
|
||||
.querySelectorAll(".drag-ruler-provider-settings")
|
||||
.forEach(element => (element.style.display = "none"));
|
||||
// Show the settings block for the currently selected module
|
||||
document.getElementById(`drag-ruler.provider.${event.currentTarget.value}`).style.display = ""
|
||||
document.getElementById(`drag-ruler.provider.${event.currentTarget.value}`).style.display = "";
|
||||
|
||||
// Recalculate window height
|
||||
this.element[0].style.height = null
|
||||
this.position.height = undefined
|
||||
this.element[0].style.height = null;
|
||||
this.position.height = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
function toDomHex(value) {
|
||||
const hex = value.toString(16)
|
||||
return "#" + "0".repeat(Math.max(0, 6 - hex.length)) + hex
|
||||
const hex = value.toString(16);
|
||||
return "#" + "0".repeat(Math.max(0, 6 - hex.length)) + hex;
|
||||
}
|
||||
|
||||
function enumerateProviderSettings(provider) {
|
||||
const colorSettings = []
|
||||
const unreachableColor = {id: "unreachable", name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name"}
|
||||
const colorSettings = [];
|
||||
const unreachableColor = {
|
||||
id: "unreachable",
|
||||
name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name",
|
||||
};
|
||||
|
||||
// Resolve settings for the colors
|
||||
for (const color of provider.colors.concat([unreachableColor])) {
|
||||
// Localize the name, if avaliable. If no name is available use the id as name
|
||||
const colorName = color.name ? game.i18n.localize(color.name) : color.id
|
||||
let hint
|
||||
const colorName = color.name ? game.i18n.localize(color.name) : color.id;
|
||||
let hint;
|
||||
if (color === unreachableColor)
|
||||
hint = game.i18n.localize("drag-ruler.settings.speedProviderSettings.color.unreachable.hint")
|
||||
hint = game.i18n.localize("drag-ruler.settings.speedProviderSettings.color.unreachable.hint");
|
||||
else
|
||||
hint = game.i18n.format("drag-ruler.settings.speedProviderSettings.color.hint", {colorName})
|
||||
hint = game.i18n.format("drag-ruler.settings.speedProviderSettings.color.hint", {colorName});
|
||||
colorSettings.push({
|
||||
id: `${provider.id}.color.${color.id}`,
|
||||
name: game.i18n.format("drag-ruler.settings.speedProviderSettings.color.name", {colorName}),
|
||||
hint: hint,
|
||||
type: Number,
|
||||
value: toDomHex(game.settings.get(settingsKey, `speedProviders.${provider.id}.color.${color.id}`)),
|
||||
value: toDomHex(
|
||||
game.settings.get(settingsKey, `speedProviders.${provider.id}.color.${color.id}`),
|
||||
),
|
||||
isCheckbox: false,
|
||||
isSelect: false,
|
||||
isRange: false,
|
||||
isColor: true,
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
// Prepare regular settings
|
||||
const settings = []
|
||||
const settings = [];
|
||||
for (const setting of provider.settings) {
|
||||
try {
|
||||
if (setting.scope === "world" && !game.user.isGM)
|
||||
continue
|
||||
const s = duplicate(setting)
|
||||
s.id = `${provider.id}.setting.${s.id}`
|
||||
s.name = game.i18n.localize(s.name)
|
||||
s.hint = game.i18n.localize(s.hint)
|
||||
s.value = provider.getSetting(setting.id)
|
||||
s.type = setting.type instanceof Function ? setting.type.name : "String"
|
||||
s.isCheckbox = setting.type === Boolean
|
||||
s.isSelect = s.choices !== undefined
|
||||
s.isRange = (setting.type === Number) && s.range
|
||||
s.isColor = false
|
||||
settings.push(s)
|
||||
}
|
||||
catch (e) {
|
||||
console.warn(`Drag Ruler | The following error occured while rendering setting "${setting.id}" of module/system "${this.id}. It won't be displayed.`)
|
||||
console.error(e)
|
||||
if (setting.scope === "world" && !game.user.isGM) continue;
|
||||
const s = duplicate(setting);
|
||||
s.id = `${provider.id}.setting.${s.id}`;
|
||||
s.name = game.i18n.localize(s.name);
|
||||
s.hint = game.i18n.localize(s.hint);
|
||||
s.value = provider.getSetting(setting.id);
|
||||
s.type = setting.type instanceof Function ? setting.type.name : "String";
|
||||
s.isCheckbox = setting.type === Boolean;
|
||||
s.isSelect = s.choices !== undefined;
|
||||
s.isRange = setting.type === Number && s.range;
|
||||
s.isColor = false;
|
||||
settings.push(s);
|
||||
} catch (e) {
|
||||
console.warn(
|
||||
`Drag Ruler | The following error occured while rendering setting "${setting.id}" of module/system "${this.id}. It won't be displayed.`,
|
||||
);
|
||||
console.error(e);
|
||||
}
|
||||
}
|
||||
|
||||
return settings.concat(colorSettings)
|
||||
return settings.concat(colorSettings);
|
||||
}
|
||||
@@ -11,8 +11,13 @@ Hooks.once("socketlib.ready", () => {
|
||||
export function updateCombatantDragRulerFlags(combat, updates) {
|
||||
const combatId = combat.id;
|
||||
// TODO Check if canvas.tokens.get is still neccessary in future foundry versions
|
||||
return socket.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates)
|
||||
.then(() => currentSpeedProvider.onMovementHistoryUpdate(updates.map(update => canvas.tokens.get(combat.combatants.get(update._id).token.id))));
|
||||
return socket
|
||||
.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates)
|
||||
.then(() =>
|
||||
currentSpeedProvider.onMovementHistoryUpdate(
|
||||
updates.map(update => canvas.tokens.get(combat.combatants.get(update._id).token.id)),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
|
||||
@@ -21,12 +26,15 @@ async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
|
||||
const requestedUpdates = updates.length;
|
||||
updates = updates.filter(update => {
|
||||
const actor = combat.combatants.get(update._id).actor;
|
||||
if (!actor)
|
||||
return false;
|
||||
if (!actor) return false;
|
||||
return actor.testUserPermission(user, "OWNER");
|
||||
});
|
||||
if (updates.length !== requestedUpdates) {
|
||||
console.warn(`Some of the movement history updates requested by user '${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 => {
|
||||
return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}};
|
||||
@@ -39,5 +47,6 @@ export function recalculate(tokens) {
|
||||
}
|
||||
|
||||
function _socketRecalculate(tokenIds) {
|
||||
return canvas.controls.ruler.dragRulerRecalculate(tokenIds);
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (ruler.isDragRuler) ruler.dragRulerRecalculate(tokenIds);
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
import {settingsKey} from "./settings.js"
|
||||
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js"
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js";
|
||||
|
||||
/**
|
||||
* Base class for all speed providers.
|
||||
@@ -19,7 +19,7 @@ export class SpeedProvider {
|
||||
* Implementing this method is required for all speed providers
|
||||
*/
|
||||
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
|
||||
*/
|
||||
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
|
||||
*/
|
||||
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.
|
||||
*/
|
||||
get defaultUnreachableColor() {
|
||||
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))
|
||||
return 0xff0000;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -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.
|
||||
*/
|
||||
usesRuler(token) {
|
||||
return true
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -104,13 +83,14 @@ export class SpeedProvider {
|
||||
*/
|
||||
getSetting(settingId) {
|
||||
try {
|
||||
return game.settings.get(settingsKey, `speedProviders.${this.id}.setting.${settingId}`)
|
||||
}
|
||||
catch (e) {
|
||||
return game.settings.get(settingsKey, `speedProviders.${this.id}.setting.${settingId}`);
|
||||
} catch (e) {
|
||||
if (this.settings.some(setting => setting.id === settingId)) {
|
||||
throw e
|
||||
throw e;
|
||||
}
|
||||
throw new Error(`Drag Ruler | "${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 "${this.id}". If you're the module/system developer, please add it to the return values of your Speed Providers "get settings()" function.`,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -120,32 +100,34 @@ export class SpeedProvider {
|
||||
* This function should neither be called or overridden by speed provider implementations
|
||||
*/
|
||||
constructor(id) {
|
||||
this.id = id
|
||||
this.id = id;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
export class GenericSpeedProvider extends SpeedProvider {
|
||||
get colors() {
|
||||
return [
|
||||
{id: "walk", default: 0x00FF00, name: "drag-ruler.genericSpeedProvider.speeds.walk"},
|
||||
{id: "dash", default: 0xFFFF00, name: "drag-ruler.genericSpeedProvider.speeds.dash"}
|
||||
]
|
||||
{id: "walk", default: 0x00ff00, name: "drag-ruler.genericSpeedProvider.speeds.walk"},
|
||||
{id: "dash", default: 0xffff00, name: "drag-ruler.genericSpeedProvider.speeds.dash"},
|
||||
];
|
||||
}
|
||||
|
||||
getRanges(token) {
|
||||
const speedAttribute = this.getSetting("speedAttribute")
|
||||
if (!speedAttribute)
|
||||
return []
|
||||
const speedAttribute = this.getSetting("speedAttribute");
|
||||
if (!speedAttribute) return [];
|
||||
const tokenSpeed = parseFloat(getProperty(token, speedAttribute));
|
||||
if (tokenSpeed === undefined) {
|
||||
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${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).`)
|
||||
return []
|
||||
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).`,
|
||||
);
|
||||
return [];
|
||||
}
|
||||
const dashMultiplier = this.getSetting("dashMultiplier")
|
||||
if (!dashMultiplier)
|
||||
return [{range: tokenSpeed, color: "walk"}]
|
||||
return [{range: tokenSpeed, color: "walk"}, {range: tokenSpeed * dashMultiplier, color: "dash"}]
|
||||
const dashMultiplier = this.getSetting("dashMultiplier");
|
||||
if (!dashMultiplier) return [{range: tokenSpeed, color: "walk"}];
|
||||
return [
|
||||
{range: tokenSpeed, color: "walk"},
|
||||
{range: tokenSpeed * dashMultiplier, color: "dash"},
|
||||
];
|
||||
}
|
||||
|
||||
get settings() {
|
||||
@@ -167,7 +149,7 @@ export class GenericSpeedProvider extends SpeedProvider {
|
||||
config: true,
|
||||
type: Number,
|
||||
default: getDefaultDashMultiplier(),
|
||||
}
|
||||
]
|
||||
},
|
||||
];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
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.derived.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";
|
||||
}
|
||||
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":
|
||||
return 2;
|
||||
case "CoC7":
|
||||
return 5;
|
||||
case "splittermond":
|
||||
return 3;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
+314
@@ -0,0 +1,314 @@
|
||||
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 && canvas.grid.isHex) {
|
||||
const center = token.center;
|
||||
const size = getHexTokenSize(token);
|
||||
if (size % 2 === 0) {
|
||||
let offset;
|
||||
if (canvas.grid.grid.columnar) {
|
||||
offset = canvas.grid.grid.w - canvas.grid.grid.h;
|
||||
} else {
|
||||
offset = canvas.grid.grid.h - canvas.grid.grid.w;
|
||||
}
|
||||
if (getAltOrientationFlagForToken(token, size)) {
|
||||
offset *= -1;
|
||||
}
|
||||
if (canvas.grid.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 (canvas.grid.isHex) {
|
||||
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 cellX, cellY;
|
||||
if (token.document.width % 2 === 0) cellX = x - canvas.grid.h / 2;
|
||||
else cellX = x;
|
||||
if (token.document.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.document.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.document.width) % 2 === 1 || token.document.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.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 = centerY;
|
||||
} else {
|
||||
snapY = centerY + canvas.grid.h / 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.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.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 (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 (canvas.grid.isHex) {
|
||||
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 (canvas.grid.isHex) {
|
||||
const isAltOrientation = getAltOrientationFlagForToken(token, getHexTokenSize(token));
|
||||
if (canvas.grid.grid.columnar) {
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user