Compare commits
36 Commits
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| 8d243ce919 | |||
| b227d5073b |
@@ -2,3 +2,4 @@
|
||||
artifact/
|
||||
wasm/
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||||
*.lock
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||||
.vscode/
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||||
|
||||
@@ -1,3 +1,31 @@
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||||
## 1.12.8
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||||
### Bugfixes
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||||
- Fixed a bug that could cause grid cells to be highlighted in the wrong color
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||||
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||||
### Compatibility
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||||
- Fixed an interaction with the Wall Height module that could allow players to walk through walls
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||||
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||||
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||||
## 1.12.7
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### Bugfixes
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- 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)
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||||
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||||
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||||
## 1.12.6
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||||
### Bugfixes
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||||
- Measured templates no longer snap to a virtual grid on gridless scenes (this was a regression introduced in 1.12.5)
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||||
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||||
## 1.12.5
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### Compatibility
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- Drag Ruler is now compatible with DF Template Enhancements
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||||
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||||
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||||
## 1.12.4
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### Bugfixes
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||||
- Fixed a bug that could cause Drag Ruler to override the default ruler color on other player's clients
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||||
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||||
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||||
## 1.12.3
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### Bugfixes
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- Fixed a bug that could cause foundry to freeze indefinitely when trying to pathfind to an unreachalbe location (thanks to JDCalvert)
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@@ -2,7 +2,7 @@ import {measureDistances} from "./compatibility.js";
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import {getMovementHistory} from "./movement_tracking.js";
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import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js"
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import {settingsKey} from "./settings.js"
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import {getTokenShape} from "./util.js";
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import {getAreaFromPositionAndShape, getTokenShape} from "./util.js";
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export const availableSpeedProviders = {}
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export let currentSpeedProvider = undefined
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@@ -140,6 +140,10 @@ export function getMovedDistanceFromToken(token) {
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return distances.reduce((acc, val) => acc + val, 0);
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}
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export function buildCostFunction(token, shape) {
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return (x, y, costOptions={}) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), costOptions);
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}
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export function registerModule(moduleId, speedProvider) {
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// Check if a module with the given id exists and is currently enabled
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const module = game.modules.get(moduleId)
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+3
-3
@@ -1,6 +1,6 @@
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import {getCostFromSpeedProvider} from "./api.js";
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import {buildCostFunction} from "./api.js";
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import {settingsKey} from "./settings.js";
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import {getAreaFromPositionAndShape, highlightTokenShape} from "./util.js";
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import {highlightTokenShape} from "./util.js";
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export function getHexSizeSupportTokenGridCenter(token) {
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const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token)
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@@ -27,7 +27,7 @@ export function measureDistances(segments, entity, shape, options={}) {
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const newSegments = segments.slice(firstNewSegmentIndex);
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const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
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previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
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opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); }
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opts.costFunction = buildCostFunction(entity, shape);
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if (previousSegments.length > 0)
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opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
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return distances.concat(terrainRuler.measureDistances(newSegments, opts));
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@@ -0,0 +1,138 @@
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/**
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* A combination queue/set where the elements are ordered (in ascending order, according to the given priority function)
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* and unique (according to the given elementMatcher).
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*
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* If an element is added to the set and an equivalent element already exists, the lower-priority one is discarded.
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*/
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export class PriorityQueueSet {
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constructor(elementMatcher, priorityFunction) {
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this.first = null;
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this.elementMatcher = elementMatcher;
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this.priorityFunction = priorityFunction;
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}
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||||
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pushWithPriority(value) {
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const newNode = {value, priority: this.priorityFunction(value), next: null};
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||||
// If the queue is currently empty, we can just set this new node as the first and we're done
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if (!this.first) {
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this.first = newNode;
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return;
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||||
}
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||||
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||||
let inserted = false;
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let previous;
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||||
let current = this.first;
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||||
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||||
// Loop through the existing elements
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||||
while (current) {
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||||
if (this.elementMatcher(current.value, value)) {
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||||
// We've found an equivalent element before one with a lower priority. This one has at least
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||||
// the same priority as the new one, so don't bother inserting
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return;
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||||
} else if (newNode.priority <= current.priority) {
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||||
// We've found some element with lower priority than the new one, so insert the new one just before it
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||||
newNode.next = current;
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||||
if (previous) {
|
||||
previous.next = newNode;
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||||
} else {
|
||||
this.first = newNode;
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||||
}
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||||
inserted = true;
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||||
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||||
previous = current;
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||||
current = current.next;
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||||
break;
|
||||
}
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||||
previous = current;
|
||||
current = current.next;
|
||||
}
|
||||
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||||
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;
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||||
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
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||||
previous.next = newNode;
|
||||
}
|
||||
}
|
||||
|
||||
hasNext() {
|
||||
return !!this.first;
|
||||
}
|
||||
|
||||
pop() {
|
||||
const first = this.first;
|
||||
this.first = first?.next;
|
||||
return first?.value;
|
||||
}
|
||||
}
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||||
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||||
/**
|
||||
* 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;
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||||
this.last = null;
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||||
this.previouslyQueued = new Set();
|
||||
}
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||||
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||||
/**
|
||||
* Remove everything from the queue and forget all the previously-queued items
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||||
*/
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||||
reset() {
|
||||
this.first = null;
|
||||
this.last = null;
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||||
this.previouslyQueued.clear();
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||||
}
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||||
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||||
push(element) {
|
||||
if (this.previouslyQueued.has(element)) {
|
||||
return;
|
||||
}
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||||
this.previouslyQueued.add(element);
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||||
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||||
const newNode = {
|
||||
value: element,
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||||
next: null,
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||||
previous: null
|
||||
}
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||||
|
||||
if (!this.first) {
|
||||
this.first = newNode;
|
||||
this.last = newNode;
|
||||
} else {
|
||||
this.last.next = newNode;
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||||
newNode.previous = this.last;
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||||
this.last = newNode;
|
||||
}
|
||||
}
|
||||
|
||||
pop() {
|
||||
const node = this.first;
|
||||
this.first = node?.next;
|
||||
if (!node?.next) {
|
||||
this.last = null;
|
||||
}
|
||||
return node?.value;
|
||||
}
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||||
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||||
hasNext() {
|
||||
return !!this.first;
|
||||
}
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||||
}
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||||
+10
-3
@@ -28,6 +28,9 @@ export async function moveEntities(draggedEntity, selectedEntities) {
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||||
const hasCollision = selectedEntities.some(token => {
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||||
const offset = calculateEntityOffset(token, draggedEntity);
|
||||
const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
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||||
if (window.WallHeight) {
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||||
window.WallHeight.addBoundsToRays(offsetRays, draggedEntity);
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||||
}
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||||
return offsetRays.some(r => canvas.walls.checkCollision(r));
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||||
})
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||||
if (hasCollision) {
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||||
@@ -172,7 +175,9 @@ export function measure(destination, options={}) {
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||||
const from = getGridPositionFromPixelsObj(this.waypoints[this.waypoints.length - 1]);
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||||
const to = getGridPositionFromPixelsObj(destination);
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||||
let path = findPath(from, to, this.draggedEntity, this.waypoints);
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||||
if (path) {
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||||
if (path)
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||||
path.shift();
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||||
if (path && path.length > 0) {
|
||||
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
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||||
@@ -341,7 +346,8 @@ export function highlightMeasurementNative(ray, previousSegments, tokenShape=[{x
|
||||
if ( x0 === x1 && y0 === y1 ) continue;
|
||||
|
||||
// Highlight the grid position
|
||||
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
|
||||
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);
|
||||
@@ -355,7 +361,8 @@ export function highlightMeasurementNative(ray, previousSegments, tokenShape=[{x
|
||||
let th = tMax[i - 1] - (0.5 / nMax);
|
||||
let {x, y} = ray.project(th);
|
||||
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
|
||||
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
|
||||
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);
|
||||
|
||||
@@ -0,0 +1,93 @@
|
||||
/**
|
||||
* Functions taken directly from the hex-size-support module (https://github.com/Ourobor/Hex-Size-Support/releases/tag/1.1.0).
|
||||
* Unless otherwise stated, these functions are taken as-is.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Altered version of this function.
|
||||
* - Instead of taking a token as a parameter to retrieve the altOrientationFlag, receive the flag value directly
|
||||
* - Instead of taking a grid parameter, get the grid value from the globas canvas
|
||||
*/
|
||||
export function findVertexSnapPoint(x, y, altOrientationFlag) {
|
||||
const grid = canvas.grid.grid;
|
||||
if (grid.columns) {
|
||||
return findSnapPointCols(x, y, grid.h, grid.w, altOrientationFlag);
|
||||
} else {
|
||||
return findSnapPointRows(x, y, grid.h, grid.w, altOrientationFlag);
|
||||
}
|
||||
}
|
||||
|
||||
function findSnapPointRows(x, y, h, w, alt) {
|
||||
let xOffset = 0.0
|
||||
if (canvas.grid.grid.even) {
|
||||
xOffset = -0.5
|
||||
}
|
||||
|
||||
let yOffset1 = 0.75
|
||||
let yOffset2 = 0.00
|
||||
if (alt) {
|
||||
yOffset1 = 0.25
|
||||
yOffset2 = 1.00
|
||||
}
|
||||
|
||||
let row1 = calculateSnapPointsRows(x, y, h, w, 0.5 + xOffset, yOffset1);
|
||||
let row2 = calculateSnapPointsRows(x, y, h, w, 1.0 + xOffset, yOffset2);
|
||||
|
||||
let dist1 = Math.pow((row1.x - x), 2) + Math.pow((row1.y - y), 2)
|
||||
let dist2 = Math.pow((row2.x - x), 2) + Math.pow((row2.y - y), 2)
|
||||
|
||||
if (dist1 < dist2) {
|
||||
return row1
|
||||
}
|
||||
else {
|
||||
return row2
|
||||
}
|
||||
}
|
||||
|
||||
function calculateSnapPointsRows(x, y, h, w, xOff, yOff) {
|
||||
let c = Math.floor(((x + ((0.5 - xOff) * w)) / w) + 1)
|
||||
let r = Math.floor(((y + ((0.75 - yOff) * h)) / (1.5 * h)) + 1)
|
||||
|
||||
let snapX = (c * w) - ((1 - xOff) * w)
|
||||
let snapY = (r * h * 1.5) - ((1.5 - yOff) * h)
|
||||
|
||||
return {x: snapX, y: snapY}
|
||||
}
|
||||
|
||||
function findSnapPointCols(x, y, h, w, alt) {
|
||||
let yOffset = 0.0
|
||||
if (canvas.grid.grid.even) {
|
||||
yOffset = -0.5
|
||||
}
|
||||
|
||||
let xOffset1 = 0.25
|
||||
let xOffset2 = 1.00
|
||||
if (alt) {
|
||||
xOffset1 = 0.75
|
||||
xOffset2 = 0.00
|
||||
}
|
||||
|
||||
let row1 = calculateSnapPointsCols(x, y, h, w, xOffset1, 0.5 + yOffset);
|
||||
let row2 = calculateSnapPointsCols(x, y, h, w, xOffset2, 1.0 + yOffset);
|
||||
|
||||
let dist1 = Math.pow((row1.x - x), 2) + Math.pow((row1.y - y), 2)
|
||||
let dist2 = Math.pow((row2.x - x), 2) + Math.pow((row2.y - y), 2)
|
||||
|
||||
if (dist1 < dist2) {
|
||||
return row1
|
||||
}
|
||||
else {
|
||||
return row2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function calculateSnapPointsCols(x, y, h, w, xOff, yOff) {
|
||||
let c = Math.floor(((x + ((0.75 - xOff) * w)) / (1.5 * w)) + 1)
|
||||
let r = Math.floor(((y + ((0.5 - yOff) * h)) / h) + 1)
|
||||
|
||||
let snapX = (c * w * 1.5) - ((1.5 - xOff) * w)
|
||||
let snapY = (r * h) - ((1 - yOff) * h)
|
||||
|
||||
return {x: snapX, y: snapY}
|
||||
}
|
||||
+19
-1
@@ -7,7 +7,7 @@ import {disableSnap, registerKeybindings} from "./keybindings.js";
|
||||
import {libWrapper} from "./libwrapper_shim.js";
|
||||
import {performMigrations} from "./migration.js"
|
||||
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
|
||||
import {wipePathfindingCache, initializePathfinding} from "./pathfinding.js";
|
||||
import {wipePathfindingCache, initializePathfinding, startBackgroundCaching, terrainRulerWrapper} from "./pathfinding.js";
|
||||
import {extendRuler} from "./ruler.js";
|
||||
import {registerSettings, RightClickAction, settingsKey} from "./settings.js"
|
||||
import {recalculate} from "./socket.js";
|
||||
@@ -28,6 +28,21 @@ initGridlessPathfinding().then(() => {
|
||||
Hooks.on("createWall", wipePathfindingCache);
|
||||
Hooks.on("updateWall", wipePathfindingCache);
|
||||
Hooks.on("deleteWall", wipePathfindingCache);
|
||||
|
||||
// Whenever the current user selects a token, start caching
|
||||
Hooks.on("controlToken", (token, controlled) => {
|
||||
if (controlled) {
|
||||
startBackgroundCaching(token);
|
||||
}
|
||||
});
|
||||
|
||||
// Whenever a token the current user controls updates, start caching
|
||||
Hooks.on("updateToken", (document) => {
|
||||
const token = document.object;
|
||||
if (token._controlled) {
|
||||
startBackgroundCaching(token);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
Hooks.once("init", () => {
|
||||
@@ -47,6 +62,9 @@ Hooks.once("init", () => {
|
||||
registerSystem,
|
||||
recalculate,
|
||||
resetMovementHistory,
|
||||
private: {
|
||||
terrainRulerWrapper
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
|
||||
+393
-93
@@ -1,13 +1,238 @@
|
||||
import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
|
||||
import {getCenterFromGridPositionObj, getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
|
||||
import {moveWithoutAnimation, togglePathfinding} from "./keybindings.js";
|
||||
import {debugGraphics} from "./main.js";
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getSnapPointForTokenObj, iterPairs} from "./util.js";
|
||||
import {buildSnapPointTokenData, getSnapPointForTokenDataObj, getTokenShape, getTokenShapeForTokenData, isModuleActive, iterPairs} from "./util.js";
|
||||
|
||||
import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js"
|
||||
import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js";
|
||||
import {PriorityQueueSet, ProcessOnceQueue} from "./data_structures.js";
|
||||
import {buildCostFunction} from "./api.js";
|
||||
|
||||
class CacheLayer {
|
||||
constructor(tokenData, cacheId) {
|
||||
this.tokenData = tokenData;
|
||||
this.cacheId = cacheId;
|
||||
this.queue = new ProcessOnceQueue();
|
||||
|
||||
this.buildNodes();
|
||||
this.registerUse();
|
||||
}
|
||||
|
||||
buildNodes() {
|
||||
this.nodes = new Array(gridHeight);
|
||||
for (let y = 0; y < gridHeight; y++) {
|
||||
this.nodes[y] = new Array(gridWidth);
|
||||
for (let x = 0; x < gridWidth; x++) {
|
||||
this.nodes[y][x] = {x, y};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
registerUse() {
|
||||
this.lastUsed = Date.now();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Class to hold all the cached node data, and functions to deal with caching.
|
||||
*
|
||||
* Since pathfinding can depend on several factors, e.g. the token's size, we keep
|
||||
* several caches, keyed by all the data relevant to pathfinding. If we already have
|
||||
* the maximum number of caches and we need to create another one, we discard the
|
||||
* one not used for the longest.
|
||||
*
|
||||
* When we select a token, or a token we have selected updates, we start caching
|
||||
* in the background so, when we do start pathfinding, it's very performant.
|
||||
*
|
||||
* Background caching starts by trying to run an idle process (when the browser is
|
||||
* otherwise not busy), but if it can't do that after an amount of time (e.g. the
|
||||
* CPU is very slow and is busy) then we instead start caching a few nodes each
|
||||
* frame.
|
||||
*/
|
||||
class Cache {
|
||||
static maxCacheLayers = 5;
|
||||
static maxBackgroundCachingMillis = 10;
|
||||
static maxAnimationCachingMillis = 5;
|
||||
static backgroundCachingTimeoutMillis = 200;
|
||||
|
||||
constructor() {
|
||||
this.layers = new Map();
|
||||
this.background = {
|
||||
nextJobId: null,
|
||||
nextTimeoutId: null,
|
||||
nextAnimationFrameId: null
|
||||
}
|
||||
}
|
||||
|
||||
clear() {
|
||||
this.layers.clear();
|
||||
if (this.background.nextJobId) {
|
||||
window.cancelIdleCallback(this.background.nextJobId);
|
||||
this.background.nextJobId = null;
|
||||
}
|
||||
this.cancelTimeout();
|
||||
this.cancelAnimationFrame();
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieve the cache layer for this token, using information that can make a difference to the pathfinding algorithm
|
||||
* If a layer that suits this token doesn't exist, create one
|
||||
*/
|
||||
getCacheLayer(token) {
|
||||
const tokenData = buildTokenData(token);
|
||||
// TODO Request this from the speed providers so they can set their own options
|
||||
let terrainData = canvas.terrain.listAllTerrain({token});
|
||||
terrainData = terrainData.map(data => {
|
||||
return {
|
||||
x: data.object.x,
|
||||
y: data.object.y,
|
||||
cost: data.cost,
|
||||
shape: data.shape,
|
||||
};
|
||||
});
|
||||
const cacheIdData = {tokenData, terrainData};
|
||||
const cacheId = GridlessPathfinding.sha1(JSON.stringify(cacheIdData));
|
||||
let cacheLayer = this.layers.get(cacheId);
|
||||
// If we don't already have a cache layer for this cache ID, create one now
|
||||
if (!cacheLayer) {
|
||||
// Check if we already have the max number of layers. If we do,
|
||||
// get rid of the one that hasn't been used for the longest
|
||||
if (this.layers.size >= Cache.maxCacheLayers) {
|
||||
const oldestCache = Array.from(this.layers.values())
|
||||
.reduce((layer1, layer2) => (layer1?.lastUsed < layer2.lastUsed) ? layer1 : layer2, null);
|
||||
this.layers.delete(oldestCache.cacheId);
|
||||
}
|
||||
|
||||
// Create the new cache
|
||||
cacheLayer = new CacheLayer(tokenData, cacheId);
|
||||
this.layers.set(cacheId, cacheLayer);
|
||||
} else {
|
||||
// Register that we're using this cache right now
|
||||
cacheLayer.registerUse();
|
||||
}
|
||||
|
||||
return cacheLayer;
|
||||
}
|
||||
|
||||
/**
|
||||
* Start background caching from the token's current position
|
||||
*/
|
||||
startBackgroundCaching(token) {
|
||||
const cacheLayer = this.getCacheLayer(token);
|
||||
const tokenPosition = getGridPositionFromPixelsObj(token.position)
|
||||
|
||||
cacheLayer.queue.push(cacheLayer.nodes[tokenPosition.y][tokenPosition.x]);
|
||||
|
||||
this.scheduleBackgroundCache();
|
||||
}
|
||||
|
||||
/**
|
||||
* Find if any of the caches have more nodes to background cache. If there is, then schedule a background
|
||||
* caching job for that queue
|
||||
*/
|
||||
scheduleBackgroundCache() {
|
||||
// If we already have a nextJobId, then don't start another one
|
||||
if (this.background.nextJobId) return;
|
||||
|
||||
// Find the latest-used cache that has nodes left to cache
|
||||
const latestCache = this.getLatestCacheWithNonEmptyQueue();
|
||||
if (latestCache) {
|
||||
this.background.nextJobId = window.requestIdleCallback(
|
||||
() => this.runBackgroundCache(latestCache)
|
||||
);
|
||||
this.resetAnimationFrameTimeout();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Start a timeout which, if we reach the timeout time, will schedule a small amount of caching
|
||||
* to be performed every frame. This timeout will be reset every time we perform background caching.
|
||||
*/
|
||||
resetAnimationFrameTimeout() {
|
||||
this.cancelTimeout();
|
||||
this.cancelAnimationFrame();
|
||||
|
||||
this.background.nextTimeoutId = window.setTimeout(
|
||||
() => {
|
||||
this.scheduleAnimationFrameCache();
|
||||
this.background.nextTimeoutId = null;
|
||||
},
|
||||
Cache.backgroundCachingTimeoutMillis
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Schedule a small amount of caching to be done just before the next frame renders
|
||||
*/
|
||||
scheduleAnimationFrameCache() {
|
||||
const latestCache = this.getLatestCacheWithNonEmptyQueue();
|
||||
if (latestCache) {
|
||||
this.background.nextAnimationFrameId = window.requestAnimationFrame(
|
||||
() => this.runAnimationCache(latestCache)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Find which cache was last used and get its cache ID
|
||||
*/
|
||||
getLatestCacheWithNonEmptyQueue() {
|
||||
return Array.from(this.layers.values())
|
||||
.filter(layer => layer.queue.hasNext())
|
||||
.reduce((layer1, layer2) => (layer1?.lastUsed > layer2.lastUsed) ? layer1 : layer2, null);
|
||||
}
|
||||
|
||||
/**
|
||||
* Cache nodes for a short time, and then schedule another idle job to cache more nodes
|
||||
*/
|
||||
runBackgroundCache(cacheLayer) {
|
||||
const endTime = performance.now() + Cache.maxBackgroundCachingMillis;
|
||||
while (cacheLayer.queue.hasNext() && performance.now() < endTime) {
|
||||
this.cacheNextNode(cacheLayer);
|
||||
}
|
||||
|
||||
this.background.nextJobId = null;
|
||||
this.scheduleBackgroundCache();
|
||||
}
|
||||
|
||||
/**
|
||||
* Cache nodes for a very short time, then schedule to cache more nodes next frame
|
||||
*/
|
||||
runAnimationCache(cacheLayer) {
|
||||
const endTime = performance.now() + Cache.maxAnimationCachingMillis;
|
||||
while (cacheLayer.queue.hasNext() && performance.now() < endTime) {
|
||||
this.cacheNextNode(cacheLayer);
|
||||
}
|
||||
|
||||
this.background.nextAnimationFrameId = null;
|
||||
this.scheduleAnimationFrameCache();
|
||||
}
|
||||
|
||||
cacheNextNode(cacheLayer) {
|
||||
let node = cacheLayer.queue.pop();
|
||||
getNode(node, cacheLayer);
|
||||
for (let edge of node.edges) {
|
||||
cacheLayer.queue.push(edge.target);
|
||||
}
|
||||
}
|
||||
|
||||
cancelTimeout() {
|
||||
if (this.background.nextTimeoutId) {
|
||||
window.clearTimeout(this.background.nextTimeoutId);
|
||||
this.background.nextTimeoutId = null;
|
||||
}
|
||||
}
|
||||
|
||||
cancelAnimationFrame() {
|
||||
if (this.background.nextAnimationFrameId) {
|
||||
window.cancelAnimationFrame(this.background.nextAnimationFrameId);
|
||||
this.background.nextAnimationFrameId = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const cache = new Cache();
|
||||
|
||||
let cachedNodes = undefined;
|
||||
let cacheElevation;
|
||||
let use5105 = false;
|
||||
let gridlessPathfinders = new Map();
|
||||
let gridWidth, gridHeight;
|
||||
@@ -23,72 +248,117 @@ export function isPathfindingEnabled() {
|
||||
}
|
||||
|
||||
export function findPath(from, to, token, previousWaypoints) {
|
||||
checkCacheValid(token);
|
||||
|
||||
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, token.data.elevation, Boolean(game.modules.get("levels")?.active));
|
||||
let radiusMultiplier = game.settings.get(settingsKey, "pathfindingRadius");
|
||||
// TODO Pass proper options to listAllTerrain
|
||||
// TODO Wipe caches when they become invalid
|
||||
// TODO Multiple caches, analog to gridded pathfinding
|
||||
pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, canvas.terrain.listAllTerrain(), tokenSize * radiusMultiplier, token.data.elevation, Boolean(game.modules.get("wall-height")?.active));
|
||||
gridlessPathfinders.set(tokenSize, pathfinder);
|
||||
}
|
||||
paintGridlessPathfindingDebug(pathfinder);
|
||||
return GridlessPathfinding.findPath(pathfinder, from, to);
|
||||
} else {
|
||||
const cacheLayer = cache.getCacheLayer(token);
|
||||
const firstNode = calculatePath(from, to, cacheLayer, previousWaypoints);
|
||||
if (!firstNode)
|
||||
return null;
|
||||
paintGriddedPathfindingDebug(firstNode, cacheLayer.tokenData);
|
||||
const path = [];
|
||||
let currentNode = firstNode;
|
||||
while (currentNode) {
|
||||
if (path.length >= 2 && !stepCollidesWithWall(path[path.length - 2], currentNode.node, cacheLayer.tokenData)) {
|
||||
// Replace last waypoint if the current waypoint leads to a valid path that isn't longer than the old path
|
||||
if (window.terrainRuler) {
|
||||
let startNode = getCenterFromGridPositionObj(path[path.length - 2]);
|
||||
let middleNode = getCenterFromGridPositionObj(path[path.length - 1]);
|
||||
let endNode = getCenterFromGridPositionObj(currentNode.node);
|
||||
let oldPath = [{ray: new Ray(startNode, middleNode)}, {ray: new Ray(middleNode, endNode)}];
|
||||
let newPath = [{ray: new Ray(startNode, endNode)}];
|
||||
let costFunction = buildCostFunction(token, getTokenShape(token));
|
||||
// TODO Cache the used measurement for use in the next loop to improve performance
|
||||
let oldDistance = terrainRuler.measureDistances(oldPath, {costFunction}).reduce((a, b) => a + b);
|
||||
let newDistance = terrainRuler.measureDistances(newPath, {costFunction})[0];
|
||||
|
||||
// TODO We might need to check if the diagonal count has increased on 5-10-5
|
||||
if (newDistance < oldDistance) {
|
||||
path.pop();
|
||||
}
|
||||
else if (newDistance === oldDistance) {
|
||||
let oldNoDiagonals = oldPath[1].ray.terrainRulerFinalState?.noDiagonals;
|
||||
let newNoDiagonals = newPath[0].ray.terrainRulerFinalState?.noDiagonals;
|
||||
// This uses === && < instead of <= because the variables might be undefined (which shall lead to a true result)
|
||||
if (oldNoDiagonals === newNoDiagonals || newNoDiagonals < oldNoDiagonals) {
|
||||
path.pop();
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
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(path[path.length - 2], currentNode.node, 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.pop();
|
||||
}
|
||||
}
|
||||
path.push({x: currentNode.node.x, y: currentNode.node.y});
|
||||
currentNode = currentNode.previous;
|
||||
currentNode = currentNode.next;
|
||||
}
|
||||
return path;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
export function terrainRulerWrapper(from, to) {
|
||||
// TODO Send list of terrain to terrain layer
|
||||
const ray = new Ray(from, to);
|
||||
return terrainRuler.measureDistances([{ray}])[0] / canvas.dimensions.distance * canvas.dimensions.size;
|
||||
}
|
||||
|
||||
function buildTokenData(token) {
|
||||
// Almost all the information we need is for calculating the snap point
|
||||
const tokenData = buildSnapPointTokenData(token);
|
||||
|
||||
// If Wall Height is enabled, which walls matter depends on the token's elevation.
|
||||
// Depending on the settings in Wall Height, the height we care about is either their
|
||||
// foot height (elevation) or eye height (losHeight).
|
||||
if (isModuleActive("wall-height")) {
|
||||
const blockSightMovement = game.settings.get("wall-height", "blockSightMovement");
|
||||
tokenData.elevation = blockSightMovement ? token.losHeight : token.data.elevation;
|
||||
}
|
||||
|
||||
const node = cachedNodes[pos.layer][pos.y][pos.x];
|
||||
return tokenData;
|
||||
}
|
||||
|
||||
function getNode(pos, cacheLayer, initialize = true) {
|
||||
const node = cacheLayer.nodes[pos.y][pos.x];
|
||||
if (initialize && !node.edges) {
|
||||
node.edges = [];
|
||||
for (const neighborPos of canvas.grid.grid.getNeighbors(pos.y, pos.x).map(([y, x]) => {return {x, y};})) {
|
||||
if (neighborPos.x < 0 || neighborPos.y < 0 || neighborPos.x > gridWidth || neighborPos.y > gridHeight) {
|
||||
if (neighborPos.x < 0 || neighborPos.y < 0 || neighborPos.x >= gridWidth || neighborPos.y >= gridHeight) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// TODO Work with pixels instead of grid locations
|
||||
if (!stepCollidesWithWall(neighborPos, pos, token)) {
|
||||
if (!stepCollidesWithWall(pos, neighborPos, cacheLayer.tokenData)) {
|
||||
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;
|
||||
let edgeCost;
|
||||
if (window.terrainRuler) {
|
||||
let ray = new Ray(getCenterFromGridPositionObj(pos), getCenterFromGridPositionObj(neighborPos));
|
||||
let measuredDistance = terrainRuler.measureDistances([{ray}], {costFunction: buildCostFunction(cacheLayer.tokenData, getTokenShapeForTokenData(cacheLayer.tokenData))})[0];
|
||||
edgeCost = Math.round(measuredDistance / canvas.dimensions.distance);
|
||||
if (ray.terrainRulerFinalState?.noDiagonals === 1) {
|
||||
edgeCost = 1.5;
|
||||
}
|
||||
// Charge 1.0001 instead of 1 for diagonals to discourage unnecessary diagonals
|
||||
if (isDiagonal && edgeCost == 1) {
|
||||
edgeCost = 1.0001;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Count 5-10-5 diagonals as 1.5 (so two add up to 3) and 5-5-5 diagonals as 1.0001 (to discourage unnecessary diagonals)
|
||||
// TODO Account for difficult terrain
|
||||
edgeCost = isDiagonal ? (use5105 ? 1.5 : 1.0001) : 1;
|
||||
}
|
||||
const neighbor = getNode(neighborPos, cacheLayer, false);
|
||||
node.edges.push({target: neighbor, cost: edgeCost});
|
||||
}
|
||||
}
|
||||
@@ -96,44 +366,67 @@ function getNode(pos, token, initialize=true) {
|
||||
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;
|
||||
function calculatePath(from, to, cacheLayer, previousWaypoints) {
|
||||
use5105 = game.system.id === "pf2e" || canvas.grid.diagonalRule === "5105";
|
||||
let startCost = 0;
|
||||
if (use5105 && canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
|
||||
previousWaypoints = previousWaypoints.map(w => getGridPositionFromPixelsObj(w));
|
||||
startLayer = calcNoDiagonals(previousWaypoints) % 2;
|
||||
startCost = (calcNoDiagonals(previousWaypoints) % 2) * 0.5;
|
||||
}
|
||||
const nextNodes = [{node: getNode({...to, layer: startLayer}, token), cost: 0, estimated: estimateCost(to, from), previous: null}];
|
||||
|
||||
const nextNodes = new PriorityQueueSet((node1, node2) => node1.node === node2.node, node => node.estimated);
|
||||
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);
|
||||
|
||||
nextNodes.pushWithPriority(
|
||||
{
|
||||
node: getNode(from, cacheLayer),
|
||||
cost: startCost,
|
||||
estimated: startCost + estimateCost(from, to),
|
||||
previous: null
|
||||
}
|
||||
);
|
||||
|
||||
while (nextNodes.hasNext()) {
|
||||
// Get node with cheapest estimate
|
||||
const currentNode = nextNodes.pop();
|
||||
if (currentNode.node.x === from.x && currentNode.node.y === from.y)
|
||||
return currentNode;
|
||||
if (currentNode.node.x === to.x && currentNode.node.y === to.y) {
|
||||
return buildPathNodes(currentNode);
|
||||
}
|
||||
previousNodes.add(currentNode.node);
|
||||
for (const edge of currentNode.node.edges) {
|
||||
const neighborNode = getNode(edge.target, token);
|
||||
if (previousNodes.has(neighborNode))
|
||||
const neighborNode = getNode(edge.target, cacheLayer);
|
||||
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;
|
||||
}
|
||||
|
||||
const neighbor = {
|
||||
node: neighborNode,
|
||||
cost: currentNode.cost + edge.cost,
|
||||
estimated: currentNode.cost + edge.cost + estimateCost(neighborNode, to),
|
||||
previous: currentNode
|
||||
};
|
||||
nextNodes.pushWithPriority(neighbor);
|
||||
}
|
||||
}
|
||||
else {
|
||||
nextNodes.push(neighbor);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Now we've found the path, we know the final node, and each node links to the previous one.
|
||||
* Reverse this list and return the first node in the path, with each node linking to the next
|
||||
*/
|
||||
function buildPathNodes(lastNode) {
|
||||
let currentNode = lastNode;
|
||||
let previousNode = null;
|
||||
while (currentNode) {
|
||||
const pathNode = {
|
||||
node: currentNode.node,
|
||||
cost: currentNode.cost,
|
||||
next: previousNode
|
||||
}
|
||||
previousNode = pathNode;
|
||||
currentNode = currentNode.previous;
|
||||
}
|
||||
return previousNode;
|
||||
}
|
||||
|
||||
function calcNoDiagonals(waypoints) {
|
||||
@@ -144,18 +437,30 @@ function calcNoDiagonals(waypoints) {
|
||||
return diagonals;
|
||||
}
|
||||
|
||||
/**
|
||||
* Estimate the travel distance between two points, as the crow flies. Most of the time, this is 1
|
||||
* per space, but for a square grid using 5-10-5 diagonals, count each diagonal as an extra 0.5
|
||||
*/
|
||||
function estimateCost(pos, target) {
|
||||
return Math.max(Math.abs(pos.x - target.x), Math.abs(pos.y - target.y));
|
||||
const distX = Math.abs(pos.x - target.x);
|
||||
const distY = Math.abs(pos.y - target.y);
|
||||
return Math.max(distX, distY) + (use5105 ? Math.min(distX, distY) * 0.5 : 0);
|
||||
}
|
||||
|
||||
function stepCollidesWithWall(from, to, token) {
|
||||
const stepStart = getSnapPointForTokenObj(getPixelsFromGridPositionObj(from), token);
|
||||
const stepEnd = getSnapPointForTokenObj(getPixelsFromGridPositionObj(to), token);
|
||||
function stepCollidesWithWall(from, to, tokenData) {
|
||||
const stepStart = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(from), tokenData);
|
||||
const stepEnd = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(to), tokenData);
|
||||
if (isModuleActive("levels")) {
|
||||
stepStart.z = tokenData.elevation;
|
||||
stepEnd.z = tokenData.elevation;
|
||||
return _levels.testCollision(stepStart, stepEnd, "collision")
|
||||
} else {
|
||||
return canvas.walls.checkCollision(new Ray(stepStart, stepEnd));
|
||||
}
|
||||
}
|
||||
|
||||
export function wipePathfindingCache() {
|
||||
cachedNodes = undefined;
|
||||
cache.clear();
|
||||
for (const pathfinder of gridlessPathfinders.values()) {
|
||||
GridlessPathfinding.free(pathfinder);
|
||||
}
|
||||
@@ -164,39 +469,34 @@ export function wipePathfindingCache() {
|
||||
debugGraphics.removeChildren().forEach(c => c.destroy());
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the current cache is still suitable for the path we're about to find. If not, clear the cache
|
||||
*/
|
||||
function checkCacheValid(token) {
|
||||
// If levels is enabled, the cache is invalid if it was made for a
|
||||
if (game.modules.get("levels")?.active) {
|
||||
const tokenElevation = token.data.elevation;
|
||||
if (tokenElevation !== cacheElevation) {
|
||||
cacheElevation = tokenElevation;
|
||||
wipePathfindingCache();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function initializePathfinding() {
|
||||
gridWidth = Math.ceil(canvas.dimensions.width / canvas.grid.w);
|
||||
gridHeight = Math.ceil(canvas.dimensions.height / canvas.grid.h);
|
||||
}
|
||||
|
||||
function paintGriddedPathfindingDebug(lastNode, token) {
|
||||
export function startBackgroundCaching(token) {
|
||||
// Background caching isn't yet supported for gridless scenes
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
|
||||
return;
|
||||
if (game.user.isGM || game.settings.get(settingsKey, "allowPathfinding")) {
|
||||
cache.startBackgroundCaching(token);
|
||||
}
|
||||
}
|
||||
|
||||
function paintGriddedPathfindingDebug(firstNode, tokenData) {
|
||||
if (!CONFIG.debug.dragRuler)
|
||||
return;
|
||||
|
||||
debugGraphics.removeChildren().forEach(c => c.destroy());
|
||||
let currentNode = lastNode;
|
||||
let currentNode = firstNode;
|
||||
while (currentNode) {
|
||||
let text = new PIXI.Text(currentNode.cost.toFixed(0));
|
||||
let pixels = getSnapPointForTokenObj(getPixelsFromGridPositionObj(currentNode.node), token);
|
||||
let text = new PIXI.Text(currentNode.cost.toFixed(1));
|
||||
let pixels = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(currentNode.node), tokenData);
|
||||
text.anchor.set(0.5, 1.0);
|
||||
text.x = pixels.x;
|
||||
text.y = pixels.y;
|
||||
debugGraphics.addChild(text);
|
||||
currentNode = currentNode.previous;
|
||||
currentNode = currentNode.next;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -54,6 +54,9 @@ export function extendRuler() {
|
||||
else
|
||||
this.draggedEntity = canvas.templates.get(data.draggedEntity);
|
||||
}
|
||||
else {
|
||||
this.draggedEntity = undefined;
|
||||
}
|
||||
|
||||
super.update(data);
|
||||
}
|
||||
|
||||
+11
-2
@@ -1,5 +1,6 @@
|
||||
import {availableSpeedProviders, currentSpeedProvider, getDefaultSpeedProvider, updateSpeedProvider} from "./api.js";
|
||||
import {SpeedProvider} from "./speed_provider.js"
|
||||
import {wipePathfindingCache} from "./pathfinding.js"
|
||||
import { early_isGM } from "./util.js";
|
||||
|
||||
export const settingsKey = "drag-ruler";
|
||||
@@ -100,10 +101,18 @@ 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, "pathfindingRadius", {
|
||||
scope: "world",
|
||||
config: false,
|
||||
type: Number,
|
||||
default: 0.9,
|
||||
onChange: wipePathfindingCache,
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
|
||||
|
||||
+53
-36
@@ -1,5 +1,6 @@
|
||||
import {getPixelsFromGridPosition} from "./foundry_fixes.js"
|
||||
import { disableSnap } from "./keybindings.js";
|
||||
import {findVertexSnapPoint} from "./hex_support.js";
|
||||
import {disableSnap} from "./keybindings.js";
|
||||
|
||||
export function* zip(it1, it2) {
|
||||
for (let i = 0;i < Math.min(it1.length, it2.length);i++) {
|
||||
@@ -25,14 +26,38 @@ export function sum(arr) {
|
||||
return arr.reduce((a, b) => a + b, 0);
|
||||
}
|
||||
|
||||
export function buildSnapPointTokenData(token) {
|
||||
const tokenData = {
|
||||
width: token.data.width,
|
||||
height: token.data.height
|
||||
};
|
||||
|
||||
if (isModuleActive("hex-size-support")) {
|
||||
tokenData.hexSizeSupport = {};
|
||||
tokenData.hexSizeSupport.altSnappingFlag = CONFIG.hexSizeSupport.getAltSnappingFlag(token);
|
||||
tokenData.hexSizeSupport.altOrientationFlag = CONFIG.hexSizeSupport.getAltOrientationFlag(token);
|
||||
tokenData.hexSizeSupport.borderSize = token.document.getFlag("hex-size-support", "borderSize");
|
||||
}
|
||||
|
||||
return tokenData;
|
||||
}
|
||||
|
||||
export function getSnapPointForToken(x, y, token) {
|
||||
return getSnapPointForTokenData(x, y, buildSnapPointTokenData(token));
|
||||
}
|
||||
|
||||
export function getSnapPointForTokenDataObj(pos, tokenData) {
|
||||
return getSnapPointForTokenData(pos.x, pos.y, tokenData);
|
||||
}
|
||||
|
||||
function getSnapPointForTokenData(x, y, tokenData) {
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
return new PIXI.Point(x, y);
|
||||
}
|
||||
if (canvas.grid.isHex) {
|
||||
if (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)
|
||||
if (tokenData.hexSizeSupport?.altSnappingFlag) {
|
||||
if (tokenData.hexSizeSupport.borderSize % 2 === 0) {
|
||||
const snapPoint = findVertexSnapPoint(x, y, tokenData.hexSizeSupport.altOrientationFlag);
|
||||
return new PIXI.Point(snapPoint.x, snapPoint.y)
|
||||
}
|
||||
else {
|
||||
@@ -46,38 +71,38 @@ export function getSnapPointForToken(x, y, token) {
|
||||
|
||||
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
|
||||
let cellX, cellY;
|
||||
if (token.data.width % 2 === 0)
|
||||
if (tokenData.width % 2 === 0)
|
||||
cellX = x - canvas.grid.h / 2;
|
||||
else
|
||||
cellX = x;
|
||||
if (token.data.height % 2 === 0)
|
||||
if (tokenData.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) {
|
||||
if (tokenData.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) {
|
||||
else if (Math.round(tokenData.width) % 2 === 1 || tokenData.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) {
|
||||
if (tokenData.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) {
|
||||
else if (Math.round(tokenData.height) % 2 === 1 || tokenData.height < 1) {
|
||||
snapY = centerY;
|
||||
}
|
||||
else {
|
||||
@@ -94,23 +119,7 @@ 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);
|
||||
return canvas.grid.grid.getSnappedPosition(x, y, canvas.templates.gridPrecision);
|
||||
}
|
||||
|
||||
export function getSnapPointForEntity(x, y, entity) {
|
||||
@@ -158,15 +167,19 @@ export function getAreaFromPositionAndShape(position, shape) {
|
||||
}
|
||||
|
||||
export function getTokenShape(token) {
|
||||
if (token.scene.data.gridType === CONST.GRID_TYPES.GRIDLESS) {
|
||||
return getTokenShapeForTokenData(buildSnapPointTokenData(token), token.scene);
|
||||
}
|
||||
|
||||
export function getTokenShapeForTokenData(tokenData, scene=canvas.scene) {
|
||||
if (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)
|
||||
else if (scene.data.gridType === CONST.GRID_TYPES.SQUARE) {
|
||||
const topOffset = -Math.floor(tokenData.height / 2)
|
||||
const leftOffset = -Math.floor(tokenData.width / 2)
|
||||
const shape = []
|
||||
for (let y = 0;y < token.data.height;y++) {
|
||||
for (let x = 0;x < token.data.width;x++) {
|
||||
for (let y = 0;y < tokenData.height;y++) {
|
||||
for (let x = 0;x < tokenData.width;x++) {
|
||||
shape.push({x: x + leftOffset, y: y + topOffset})
|
||||
}
|
||||
}
|
||||
@@ -174,8 +187,8 @@ export function getTokenShape(token) {
|
||||
}
|
||||
else {
|
||||
// Hex grids
|
||||
if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
|
||||
const borderSize = token.data.flags["hex-size-support"].borderSize;
|
||||
if (game.modules.get("hex-size-support")?.active && tokenData.hexSizeSupport.altSnappingFlag) {
|
||||
const borderSize = tokenData.hexSizeSupport.borderSize;
|
||||
let shape = [{x: 0, y: 0}];
|
||||
if (borderSize >= 2)
|
||||
shape = shape.concat([{x: 0, y: -1}, {x: -1, y: -1}]);
|
||||
@@ -184,7 +197,7 @@ export function getTokenShape(token) {
|
||||
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)
|
||||
if (Boolean(tokenData.hexSizeSupport.altOrientationFlag) !== 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}});
|
||||
@@ -279,3 +292,7 @@ export function early_isGM() {
|
||||
const gmLevel = CONST.USER_ROLES.ASSISTANT;
|
||||
return level >= gmLevel;
|
||||
}
|
||||
|
||||
export function isModuleActive(moduleName) {
|
||||
return game.modules.get(moduleName)?.active
|
||||
}
|
||||
|
||||
+2
-2
@@ -2,7 +2,7 @@
|
||||
"name": "drag-ruler",
|
||||
"title": "Drag Ruler",
|
||||
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
|
||||
"version": "1.12.3",
|
||||
"version": "1.12.8",
|
||||
"minimumCoreVersion" : "9.245",
|
||||
"compatibleCoreVersion" : "9",
|
||||
"authors": [
|
||||
@@ -65,7 +65,7 @@
|
||||
],
|
||||
"socket": true,
|
||||
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/releases/download/v1.12.3/drag-ruler-1.12.3.zip",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/releases/download/v1.12.8/drag-ruler-1.12.8.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",
|
||||
|
||||
Generated
+79
-1
@@ -2,6 +2,15 @@
|
||||
# It is not intended for manual editing.
|
||||
version = 3
|
||||
|
||||
[[package]]
|
||||
name = "block-buffer"
|
||||
version = "0.10.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "0bf7fe51849ea569fd452f37822f606a5cabb684dc918707a0193fd4664ff324"
|
||||
dependencies = [
|
||||
"generic-array",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "bumpalo"
|
||||
version = "3.9.1"
|
||||
@@ -24,13 +33,53 @@ dependencies = [
|
||||
"wasm-bindgen",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "cpufeatures"
|
||||
version = "0.2.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "59a6001667ab124aebae2a495118e11d30984c3a653e99d86d58971708cf5e4b"
|
||||
dependencies = [
|
||||
"libc",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crypto-common"
|
||||
version = "0.1.3"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "57952ca27b5e3606ff4dd79b0020231aaf9d6aa76dc05fd30137538c50bd3ce8"
|
||||
dependencies = [
|
||||
"generic-array",
|
||||
"typenum",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "digest"
|
||||
version = "0.10.3"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "f2fb860ca6fafa5552fb6d0e816a69c8e49f0908bf524e30a90d97c85892d506"
|
||||
dependencies = [
|
||||
"block-buffer",
|
||||
"crypto-common",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "generic-array"
|
||||
version = "0.14.5"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "fd48d33ec7f05fbfa152300fdad764757cbded343c1aa1cff2fbaf4134851803"
|
||||
dependencies = [
|
||||
"typenum",
|
||||
"version_check",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "gridless-pathfinding"
|
||||
version = "1.12.3"
|
||||
version = "1.12.8"
|
||||
dependencies = [
|
||||
"console_error_panic_hook",
|
||||
"js-sys",
|
||||
"rustc-hash",
|
||||
"sha1",
|
||||
"wasm-bindgen",
|
||||
]
|
||||
|
||||
@@ -49,6 +98,12 @@ version = "1.4.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "e2abad23fbc42b3700f2f279844dc832adb2b2eb069b2df918f455c4e18cc646"
|
||||
|
||||
[[package]]
|
||||
name = "libc"
|
||||
version = "0.2.125"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "5916d2ae698f6de9bfb891ad7a8d65c09d232dc58cc4ac433c7da3b2fd84bc2b"
|
||||
|
||||
[[package]]
|
||||
name = "log"
|
||||
version = "0.4.14"
|
||||
@@ -82,6 +137,17 @@ version = "1.1.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
|
||||
|
||||
[[package]]
|
||||
name = "sha1"
|
||||
version = "0.10.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "c77f4e7f65455545c2153c1253d25056825e77ee2533f0e41deb65a93a34852f"
|
||||
dependencies = [
|
||||
"cfg-if",
|
||||
"cpufeatures",
|
||||
"digest",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "syn"
|
||||
version = "1.0.86"
|
||||
@@ -93,12 +159,24 @@ dependencies = [
|
||||
"unicode-xid",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "typenum"
|
||||
version = "1.15.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "dcf81ac59edc17cc8697ff311e8f5ef2d99fcbd9817b34cec66f90b6c3dfd987"
|
||||
|
||||
[[package]]
|
||||
name = "unicode-xid"
|
||||
version = "0.2.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "8ccb82d61f80a663efe1f787a51b16b5a51e3314d6ac365b08639f52387b33f3"
|
||||
|
||||
[[package]]
|
||||
name = "version_check"
|
||||
version = "0.9.4"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "49874b5167b65d7193b8aba1567f5c7d93d001cafc34600cee003eda787e483f"
|
||||
|
||||
[[package]]
|
||||
name = "wasm-bindgen"
|
||||
version = "0.2.79"
|
||||
|
||||
+2
-1
@@ -1,6 +1,6 @@
|
||||
[package]
|
||||
name = "gridless-pathfinding"
|
||||
version = "1.12.3"
|
||||
version = "1.12.8"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
@@ -16,4 +16,5 @@ lto = true
|
||||
console_error_panic_hook = "0.1.7"
|
||||
js-sys = "0.3.56"
|
||||
rustc-hash = "1.1.0"
|
||||
sha1 = "0.10.1"
|
||||
wasm-bindgen = "0.2.79"
|
||||
|
||||
@@ -38,6 +38,11 @@ impl Point {
|
||||
let e = 0.000001;
|
||||
(self.x - other.x).abs() < e && (self.y - other.y).abs() < e
|
||||
}
|
||||
|
||||
pub fn is_in_rectangle(&self, rect: &Rectangle) -> bool {
|
||||
between(self.x, rect.left.p1.x, rect.right.p1.x)
|
||||
&& between(self.y, rect.top.p1.y, rect.bottom.p1.y)
|
||||
}
|
||||
}
|
||||
|
||||
impl Eq for Point {}
|
||||
@@ -179,9 +184,70 @@ impl LineSegment {
|
||||
}
|
||||
between(intersection.x, self.p1.x, self.p2.x)
|
||||
}
|
||||
|
||||
pub fn intersects_rect(&self, rect: &Rectangle) -> bool {
|
||||
if self.p1.is_in_rectangle(rect) {
|
||||
return true;
|
||||
}
|
||||
[rect.left, rect.top, rect.right, rect.bottom]
|
||||
.iter()
|
||||
.any(|edge| self.intersection(edge).is_some())
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
#[wasm_bindgen]
|
||||
extern "C" {
|
||||
pub type JsRectangle;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn left(this: &JsRectangle) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn top(this: &JsRectangle) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn right(this: &JsRectangle) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn bottom(this: &JsRectangle) -> f64;
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct Rectangle {
|
||||
pub left: LineSegment,
|
||||
pub top: LineSegment,
|
||||
pub right: LineSegment,
|
||||
pub bottom: LineSegment,
|
||||
}
|
||||
|
||||
impl Rectangle {
|
||||
pub fn new(left: f64, top: f64, right: f64, bottom: f64) -> Self {
|
||||
Self {
|
||||
left: LineSegment::new(Point::new(left, top), Point::new(left, bottom)),
|
||||
top: LineSegment::new(Point::new(left, top), Point::new(right, top)),
|
||||
right: LineSegment::new(Point::new(right, top), Point::new(right, bottom)),
|
||||
bottom: LineSegment::new(Point::new(left, bottom), Point::new(right, bottom)),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<&JsRectangle> for Rectangle {
|
||||
fn from(rect: &JsRectangle) -> Self {
|
||||
let left = rect.left();
|
||||
let top = rect.top();
|
||||
let right = rect.right();
|
||||
let bottom = rect.bottom();
|
||||
Self::new(left, top, right, bottom)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub struct Circle {
|
||||
pub center: Point,
|
||||
pub radius: f64,
|
||||
}
|
||||
|
||||
+130
-5
@@ -1,9 +1,11 @@
|
||||
use js_sys::Array;
|
||||
use sha1::{Digest, Sha1};
|
||||
use wasm_bindgen::prelude::*;
|
||||
|
||||
use crate::{
|
||||
geometry::Point,
|
||||
geometry::{Circle, LineSegment, Point, Rectangle},
|
||||
pathfinder::{DiscoveredNodePtr, Pathfinder},
|
||||
util::Windows,
|
||||
};
|
||||
|
||||
#[allow(unused)]
|
||||
@@ -17,6 +19,9 @@ macro_rules! log {
|
||||
extern "C" {
|
||||
#[wasm_bindgen(js_namespace = console, js_name=warn)]
|
||||
pub fn log(s: &str);
|
||||
|
||||
#[wasm_bindgen(js_namespace = ["dragRuler", "private"], js_name=terrainRulerWrapper)]
|
||||
pub fn distance_with_terrain(a: Point, b: Point) -> f64;
|
||||
}
|
||||
|
||||
#[wasm_bindgen]
|
||||
@@ -74,6 +79,112 @@ impl From<JsPoint> for Point {
|
||||
}
|
||||
}
|
||||
|
||||
#[wasm_bindgen]
|
||||
extern "C" {
|
||||
pub type JsTerrainInfo;
|
||||
pub type JsTerrainObject;
|
||||
pub type JsTerrainShape;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn object(this: &JsTerrainInfo) -> JsTerrainObject;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn shape(this: &JsTerrainInfo) -> JsTerrainShape;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn x(this: &JsTerrainObject) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn y(this: &JsTerrainObject) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn width(this: &JsTerrainObject) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn height(this: &JsTerrainObject) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter, js_name = "type")]
|
||||
fn shape_type(this: &JsTerrainShape) -> u32;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn x(this: &JsTerrainShape) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn y(this: &JsTerrainShape) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn radius(this: &JsTerrainShape) -> f64;
|
||||
|
||||
#[wasm_bindgen(method, getter)]
|
||||
fn points(this: &JsTerrainShape) -> Vec<f64>;
|
||||
}
|
||||
|
||||
impl JsTerrainObject {
|
||||
fn to_bounding_rect(&self) -> Rectangle {
|
||||
let left = self.x();
|
||||
let top = self.y();
|
||||
let right = left + self.width();
|
||||
let bottom = top + self.height();
|
||||
Rectangle::new(left, top, right, bottom)
|
||||
}
|
||||
}
|
||||
|
||||
impl JsTerrainShape {
|
||||
fn to_segments(&self, x: f64, y: f64) -> Vec<LineSegment> {
|
||||
let points = self.points();
|
||||
assert!(points.len() % 2 == 0);
|
||||
points
|
||||
.chunks(2)
|
||||
.map(|coordinates| Point::new(coordinates[0] + x, coordinates[1] + y))
|
||||
.windows()
|
||||
.map(|(p1, p2)| LineSegment::new(p1, p2))
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn to_circle(&self, x: f64, y: f64) -> Circle {
|
||||
let center = Point::new(self.x() + x, self.y() + y);
|
||||
let radius = self.radius();
|
||||
Circle { center, radius }
|
||||
}
|
||||
}
|
||||
|
||||
impl From<&JsTerrainInfo> for TerrainShape {
|
||||
fn from(terrain: &JsTerrainInfo) -> Self {
|
||||
let shape = terrain.shape();
|
||||
let object = terrain.object();
|
||||
let x = object.x();
|
||||
let y = object.y();
|
||||
match shape.shape_type() {
|
||||
0 => TerrainShape::Polygon(shape.to_segments(x, y)),
|
||||
2 => TerrainShape::Circle(shape.to_circle(x, y)),
|
||||
_ => unimplemented!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum TerrainShape {
|
||||
Polygon(Vec<LineSegment>),
|
||||
Circle(Circle),
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Terrain {
|
||||
pub shape: TerrainShape,
|
||||
pub bounding_box: Rectangle,
|
||||
}
|
||||
|
||||
impl From<&JsTerrainInfo> for Terrain {
|
||||
fn from(terrain: &JsTerrainInfo) -> Self {
|
||||
let bounding_box = terrain.object().to_bounding_rect();
|
||||
let shape = terrain.into();
|
||||
Self {
|
||||
bounding_box,
|
||||
shape,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[wasm_bindgen]
|
||||
#[derive(Debug, Copy, Clone, PartialEq)]
|
||||
pub enum DoorState {
|
||||
@@ -211,8 +322,7 @@ impl Wall {
|
||||
c.iter_mut().for_each(|val| *val = val.round());
|
||||
let height = if enable_height {
|
||||
data.flags().wall_height().into()
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
WallHeight::default()
|
||||
};
|
||||
Self::new(
|
||||
@@ -228,13 +338,20 @@ impl Wall {
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[wasm_bindgen]
|
||||
pub fn initialize(js_walls: Vec<JsValue>, token_size: f64, token_elevation: f64, enable_height: bool) -> Pathfinder {
|
||||
pub fn initialize(
|
||||
js_walls: Vec<JsValue>,
|
||||
js_terrain: Vec<JsTerrainInfo>,
|
||||
token_size: f64,
|
||||
token_elevation: f64,
|
||||
enable_height: bool,
|
||||
) -> Pathfinder {
|
||||
let mut walls = Vec::with_capacity(js_walls.len());
|
||||
for wall in js_walls {
|
||||
let wall = JsWall::from(wall);
|
||||
walls.push(Wall::from_js(&wall, enable_height));
|
||||
}
|
||||
Pathfinder::initialize(walls, token_size, token_elevation)
|
||||
let terrain = js_terrain.iter().map(|terrain| terrain.into()).collect();
|
||||
Pathfinder::initialize(walls, terrain, token_size, token_elevation)
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
@@ -262,6 +379,14 @@ pub fn debug_get_pathfinding_points(pathfinder: &Pathfinder) -> Array {
|
||||
.collect()
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[wasm_bindgen]
|
||||
pub fn sha1(input: &str) -> String {
|
||||
let mut hasher = Sha1::new();
|
||||
hasher.update(input);
|
||||
format!("{:x}", hasher.finalize())
|
||||
}
|
||||
|
||||
trait IteratePath {
|
||||
fn iter_path(&self) -> PathIterator;
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ mod geometry;
|
||||
mod js_api;
|
||||
mod pathfinder;
|
||||
mod ptr_indexed_hash_set;
|
||||
mod util;
|
||||
|
||||
use wasm_bindgen::prelude::*;
|
||||
|
||||
|
||||
+86
-35
@@ -5,8 +5,8 @@ use wasm_bindgen::prelude::*;
|
||||
use rustc_hash::FxHashMap;
|
||||
|
||||
use crate::{
|
||||
geometry::{LineSegment, Point},
|
||||
js_api::{Wall, WallSenseType},
|
||||
geometry::{LineSegment, Point, Rectangle},
|
||||
js_api::{distance_with_terrain, Terrain, TerrainShape, Wall, WallSenseType, log},
|
||||
ptr_indexed_hash_set::PtrIndexedHashSet,
|
||||
};
|
||||
|
||||
@@ -84,7 +84,7 @@ impl NodeStorage {
|
||||
self.regular_nodes.push(node);
|
||||
}
|
||||
|
||||
fn initialize_edges(&mut self, node: &NodePtr, walls: &[LineSegment]) {
|
||||
fn initialize_edges(&mut self, node: &NodePtr, walls: &[LineSegment], terrain: &[Rectangle]) {
|
||||
if node.borrow().final_edge.is_none() {
|
||||
let final_edge = self
|
||||
.final_node
|
||||
@@ -97,7 +97,11 @@ impl NodeStorage {
|
||||
})
|
||||
.map(|neighbor| Edge {
|
||||
target: neighbor.clone(),
|
||||
cost: node.borrow().point.distance_to(neighbor.borrow().point),
|
||||
cost: Self::measure_distance(
|
||||
node.borrow().point,
|
||||
neighbor.borrow().point,
|
||||
terrain,
|
||||
),
|
||||
});
|
||||
node.borrow_mut().final_edge = Some(final_edge);
|
||||
}
|
||||
@@ -114,7 +118,8 @@ impl NodeStorage {
|
||||
}
|
||||
let neighbor_point = neighbor.borrow().point;
|
||||
if !self.collides_with_wall(&LineSegment::new(point, neighbor_point), walls) {
|
||||
let cost = point.distance_to(neighbor_point);
|
||||
let cost =
|
||||
Self::measure_distance(node.borrow().point, neighbor.borrow().point, terrain);
|
||||
edges.push(Edge {
|
||||
target: neighbor.clone(),
|
||||
cost,
|
||||
@@ -128,6 +133,15 @@ impl NodeStorage {
|
||||
walls.iter().any(|wall| line.intersection(wall).is_some())
|
||||
}
|
||||
|
||||
fn measure_distance(a: Point, b: Point, terrain: &[Rectangle]) -> f64 {
|
||||
let segment = LineSegment::new(a, b);
|
||||
if terrain.iter().any(|rect| segment.intersects_rect(rect)) {
|
||||
distance_with_terrain(a, b)
|
||||
} else {
|
||||
a.distance_to(b)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn cleanup_final_edges(&mut self) {
|
||||
for node in &self.regular_nodes {
|
||||
node.borrow_mut().final_edge = None;
|
||||
@@ -145,35 +159,51 @@ pub struct Pathfinder {
|
||||
pub nodes: NodeStorage,
|
||||
#[wasm_bindgen(skip)]
|
||||
pub walls: Vec<LineSegment>,
|
||||
#[wasm_bindgen(skip)]
|
||||
pub terrain: Vec<Rectangle>,
|
||||
}
|
||||
|
||||
impl Pathfinder {
|
||||
pub fn initialize<I>(walls: I, token_size: f64, token_elevation: f64) -> Self
|
||||
where
|
||||
I: IntoIterator<Item = Wall>,
|
||||
{
|
||||
pub fn initialize(
|
||||
walls: Vec<Wall>,
|
||||
terrain: Vec<Terrain>,
|
||||
token_size: f64,
|
||||
token_elevation: f64,
|
||||
) -> Self {
|
||||
log!("{:#?}", terrain);
|
||||
let distance_from_walls = token_size / 2.0;
|
||||
|
||||
// TODO Place pathfinding nodes around terrain edges
|
||||
let mut polygon_terrain = Vec::new();
|
||||
let mut circle_terrain = Vec::new();
|
||||
|
||||
for terrain in &terrain {
|
||||
match &terrain.shape {
|
||||
TerrainShape::Polygon(polygon) => polygon_terrain.append(&mut polygon.clone()),
|
||||
TerrainShape::Circle(circle) => circle_terrain.push(circle),
|
||||
}
|
||||
}
|
||||
|
||||
let mut walls = walls
|
||||
.into_iter()
|
||||
.filter(|wall| wall.move_type != WallSenseType::NONE)
|
||||
.filter(|wall| !(wall.is_door() && wall.is_open()))
|
||||
.filter(|wall| wall.height.contains(token_elevation))
|
||||
.map(|wall| LineSegment::new(wall.p1, wall.p2))
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
// TODO Generate points around difficult terrain
|
||||
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;
|
||||
}
|
||||
if !wall.height.contains(token_elevation) {
|
||||
continue;
|
||||
}
|
||||
let x_diff = wall.p2.x - wall.p1.x;
|
||||
let y_diff = wall.p2.y - wall.p1.y;
|
||||
|
||||
for segments in walls.iter().chain(polygon_terrain.iter()) {
|
||||
let x_diff = segments.p2.x - segments.p1.x;
|
||||
let y_diff = segments.p2.y - segments.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)] {
|
||||
for (point, angle) in [(segments.p1, p1_angle), (segments.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()
|
||||
@@ -196,19 +226,19 @@ impl Pathfinder {
|
||||
point,
|
||||
angle_between,
|
||||
distance_from_walls,
|
||||
&mut line_segments,
|
||||
&mut walls,
|
||||
));
|
||||
nodes.push(calc_pathfinding_node(
|
||||
point,
|
||||
angle1 + 0.5 * PI,
|
||||
distance_from_walls,
|
||||
&mut line_segments,
|
||||
&mut walls,
|
||||
));
|
||||
nodes.push(calc_pathfinding_node(
|
||||
point,
|
||||
angle2 - 0.5 * PI,
|
||||
distance_from_walls,
|
||||
&mut line_segments,
|
||||
&mut walls,
|
||||
));
|
||||
}
|
||||
let angle1 = angles.last().unwrap();
|
||||
@@ -222,25 +252,46 @@ impl Pathfinder {
|
||||
point,
|
||||
angle_between,
|
||||
distance_from_walls,
|
||||
&mut line_segments,
|
||||
&mut walls,
|
||||
));
|
||||
nodes.push(calc_pathfinding_node(
|
||||
point,
|
||||
angle1 + 0.5 * PI,
|
||||
distance_from_walls,
|
||||
&mut line_segments,
|
||||
&mut walls,
|
||||
));
|
||||
nodes.push(calc_pathfinding_node(
|
||||
point,
|
||||
angle2 - 0.5 * PI,
|
||||
distance_from_walls,
|
||||
&mut line_segments,
|
||||
&mut walls,
|
||||
));
|
||||
}
|
||||
|
||||
// TODO Check bounding box of circle terrain
|
||||
for circle in circle_terrain {
|
||||
let angle_step = f64::asin(token_size / 2.0 / circle.radius);
|
||||
let mut angle = 0.0;
|
||||
while angle < 2.0 * PI {
|
||||
let point = Point {
|
||||
x: circle.center.x + angle.cos() * circle.radius,
|
||||
y: circle.center.y + angle.sin() * circle.radius,
|
||||
};
|
||||
nodes.push(calc_pathfinding_node(
|
||||
point,
|
||||
angle,
|
||||
distance_from_walls,
|
||||
&mut walls,
|
||||
));
|
||||
angle += angle_step;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO Eliminating nodes close to each other may improve performance
|
||||
Self {
|
||||
nodes,
|
||||
walls: line_segments,
|
||||
walls,
|
||||
terrain: terrain.iter().map(|terrain| terrain.bounding_box).collect(),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -249,7 +300,7 @@ impl Pathfinder {
|
||||
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);
|
||||
nodes.initialize_edges(&to_node, &self.walls, &self.terrain);
|
||||
let to = DiscoveredNode {
|
||||
node: to_node,
|
||||
cost: 0.0,
|
||||
@@ -282,7 +333,7 @@ impl Pathfinder {
|
||||
if previous_nodes.contains(neighbor) {
|
||||
continue;
|
||||
}
|
||||
nodes.initialize_edges(neighbor, &self.walls);
|
||||
nodes.initialize_edges(neighbor, &self.walls, &self.terrain);
|
||||
// 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 {
|
||||
@@ -312,11 +363,11 @@ fn calc_pathfinding_node(
|
||||
p: Point,
|
||||
angle: f64,
|
||||
distance_from_walls: f64,
|
||||
line_segments: &mut Vec<LineSegment>,
|
||||
walls: &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(
|
||||
walls.push(LineSegment::new(
|
||||
p,
|
||||
Point {
|
||||
x: p.x + offset_x * 0.99,
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
pub struct WindowIterator<I: Iterator> {
|
||||
iterator: I,
|
||||
previous: Option<I::Item>,
|
||||
}
|
||||
|
||||
impl<I: Iterator> Iterator for WindowIterator<I>
|
||||
where
|
||||
I::Item: Copy,
|
||||
{
|
||||
type Item = (I::Item, I::Item);
|
||||
|
||||
fn next(&mut self) -> Option<Self::Item> {
|
||||
if self.previous.is_none() {
|
||||
self.previous = self.iterator.next();
|
||||
}
|
||||
let current = self.iterator.next();
|
||||
if current.is_none() {
|
||||
return None;
|
||||
}
|
||||
let current = current.unwrap();
|
||||
let previous = self.previous.unwrap();
|
||||
let result = (current, previous);
|
||||
self.previous = Some(current);
|
||||
Some(result)
|
||||
}
|
||||
}
|
||||
|
||||
pub trait Windows<T> {
|
||||
fn windows(self) -> WindowIterator<Self>
|
||||
where
|
||||
Self: Sized + Iterator;
|
||||
}
|
||||
|
||||
impl<I: Iterator> Windows<I> for I {
|
||||
fn windows(self) -> WindowIterator<Self>
|
||||
where
|
||||
Self: Sized + Iterator,
|
||||
{
|
||||
WindowIterator {
|
||||
iterator: self,
|
||||
previous: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user