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176 Commits

Author SHA1 Message Date
Manuel Vögele 605f4371e6 1.8.3-alpha1 2021-11-17 12:17:00 +01:00
Manuel Vögele 0ad03ad5f7 Create alpha branch 2021-11-17 12:17:00 +01:00
Manuel Vögele 035cfb8969 Add API function to receive the color for a given distance and token 2021-11-17 12:16:36 +01:00
Manuel Vögele 90a25f467b Add "TheWitcherTRPG" to the game system integration list 2021-11-17 11:48:18 +01:00
Manuel Vögele ab85b98a5c Add several new game system integrations to the list 2021-10-17 20:38:01 +02:00
Manuel Vögele 1669edf757 Release v1.8.2 2021-09-17 18:43:05 +02:00
Manuel Vögele d1b5f7c39b Verified to work with 0.8.9 2021-09-17 15:26:58 +02:00
Argonius-Angelus 24f1e78092 Updated getFlag behaviour (#114)
Updated getFlag behaviour to use Document#getFlag rather than the depreciated PlaceableObject#getFlag. Due to the min core version being marked as 0.8.5, this won't cause a 0.7 compatability issue.
2021-09-15 07:48:00 +02:00
Joe 854903a314 Add Lancer system integration info to README (#111)
Adds a link to the lancer-speed-provider module to the systems with integrations section.
2021-09-08 17:21:00 +02:00
Joe 232eca74de Update lancer settings to system v1.0 (#110) 2021-09-06 09:42:59 +02:00
Manuel Vögele 9c7d4ead50 Release v1.8.1 2021-08-03 10:41:56 +02:00
Manuel Vögele a91c3c1b8c setSnapParameterOnOptions was still using the old parameters here (fixes #102) 2021-08-03 10:17:13 +02:00
José E. Lozano 99d057bffc Updated Spanish (#103) 2021-08-03 10:01:28 +02:00
Manuel Vögele 792d644803 Release v1.8.0 2021-08-02 16:03:17 +02:00
Manuel Vögele 63b13cbb34 Abort the drag when pressing ESC (resolves #73) 2021-08-02 15:51:12 +02:00
Manuel Vögele f1a153a2eb Only execute "toLowerCase" once 2021-08-02 15:47:10 +02:00
Manuel Vögele 59c12d017b When Ctrl+Z undoes a movement, remove that movement form the movement history as well (resolves #64) 2021-08-02 15:43:22 +02:00
Manuel Vögele 9552c25e6e Add a setting that disables Drag Ruler by default and only activates it once the button to add a waypoint is being pressed 2021-08-02 15:23:49 +02:00
Manuel Vögele 461e1d0818 Cancel scheudled measurements then the ruler is being cleared 2021-07-30 12:40:32 +02:00
Michael Clavell e1265ad6fb Add support for the Toggle Snap To Grid module (#97) 2021-07-30 10:16:27 +02:00
Manuel Vögele 93f0bf6369 Create LICENSE 2021-07-28 17:57:15 +02:00
Manuel Vögele 07d0c37fe9 Release v1.7.7 2021-07-08 22:02:57 +02:00
Manuel Vögele b8b97ac27a Update generic speed provider default for swade (resolves #93) 2021-07-08 22:01:29 +02:00
Manuel Vögele 0e9215e8bb Release v1.7.6 2021-07-08 21:58:01 +02:00
Manuel Vögele dc4355e0de Add spanish translation to readme 2021-07-08 21:57:23 +02:00
José E. Lozano cf7f84d9e4 Add spanish translation (#94) 2021-07-08 21:22:01 +02:00
Manuel Vögele fe8a3b7b39 Verified to work with 0.8.8 2021-07-08 17:37:59 +02:00
Manuel Vögele be9535acd3 Add korean translation to manifest and readme 2021-07-08 17:32:17 +02:00
José E. Lozano 530a16ca5d CoC support (#92) 2021-07-08 17:27:34 +02:00
drdwing 3b9fbac80d Korean translation (#88)
by KLO (discord : KLO#1490)
2021-07-08 10:39:50 +02:00
Manuel Vögele 0456fb0849 Release v1.7.5 2021-06-22 23:20:36 +02:00
Manuel Vögele 01d01f9887 Movement speeds can be floats (fixes #85) 2021-06-22 23:14:53 +02:00
Manuel Vögele 9042b79967 Release v1.7.4 2021-06-18 13:58:54 +02:00
Manuel Vögele 4159d20e18 Verified to work with Foundry 0.8.7 2021-06-18 13:39:10 +02:00
Manuel Vögele 3897577756 Allow the "Monk's Active Tile Triggers" module to interrupt a token movement early 2021-06-18 13:37:26 +02:00
irbian 5c29f401d6 Support D&D 3.5 (#76) 2021-05-27 01:09:12 +02:00
Manuel Vögele 1328d52f94 Send the info whether the dragged entity is a token or a template to the other players (fixes a snapping issue in other players clients) 2021-05-26 16:17:23 +02:00
Manuel Vögele eef05553c0 Release v1.7.3 2021-05-22 22:00:46 +02:00
Manuel Vögele 7ba89e4229 Update code for Foundry 0.8.5 2021-05-22 21:57:59 +02:00
Manuel Vögele d11d6385e2 Release v1.7.2 2021-05-21 14:43:13 +02:00
Manuel Vögele 4d2e4b7715 Calculate the correct snappig for measured templates when placing a waypoint 2021-05-21 14:41:33 +02:00
Manuel Vögele 3cbe41e2be If a measurement is being skipped because of the ruler's rate limiting, schedule the measurement for later to ensure the ruler sticks to the token 2021-05-21 14:38:54 +02:00
Manuel Vögele 732802c579 Fix typo in readme 2021-05-20 11:41:19 +02:00
Manuel Vögele 8bbb11ddaa Update the readme to document all the features included in 1.7.0 2021-05-19 23:20:12 +02:00
Manuel Vögele e6cee3477a Release v1.7.1 2021-05-18 22:28:44 +02:00
Manuel Vögele 7cee1e7af0 Rename a function call that was forgotten during the the renaming from Token to Entity (fixes #74) 2021-05-18 22:25:19 +02:00
Manuel Vögele a7811d6894 Release v1.7.0 2021-05-18 15:28:19 +02:00
Manuel Vögele e637f8d28f Fix typo in changelog 2021-05-18 15:17:04 +02:00
Manuel Vögele acd2e74064 Implement measurement template support (resolves #13) 2021-05-18 14:11:24 +02:00
Manuel Vögele fd81833583 Rename Ruler.draggedToken to Ruler.draggedEntity in preparation of measurement template suppport 2021-05-18 13:03:42 +02:00
Manuel Vögele a413d44795 Don't re-measure when the shift key is being pressed while a token is following the currently active ruler 2021-05-18 13:03:04 +02:00
Manuel Vögele e63ee1988d Deprecate the old (prior to 1.3.0) Drag Ruler API 2021-05-18 12:57:55 +02:00
Manuel Vögele 4aab6eec95 Improve the positioning of labels aroud the ruler graphic 2021-05-18 12:57:51 +02:00
Manuel Vögele 38b7df0248 Don't set Token._noAnimate. It has no effect and will be removed in future foundry versions
https://gitlab.com/foundrynet/foundryvtt/-/issues/5094
2021-05-18 07:23:56 +02:00
Manuel Vögele bbd30be80e Add Wasteland Ventures to the list of game systems with Drag Ruler integration 2021-05-16 18:47:59 +02:00
Manuel Vögele 78c96f9059 Merge branch 'master' into develop 2021-05-16 18:43:59 +02:00
Manuel Vögele d1367aa82e Release v1.6.5 2021-05-15 20:05:50 +02:00
Manuel Vögele 9f70e5bc27 If not token is selected, use the dragged token as selected token (fixes #70) 2021-05-15 20:04:22 +02:00
Manuel Vögele d2876671cf Add default values for Starfinder to the Generic Speed Provider 2021-05-12 16:20:05 +02:00
Manuel Vögele 19abc9eedc Add ironclaw2e to list of game systems with Drag Ruler integration 2021-05-11 19:20:04 +02:00
Manuel Vögele 286aaf7ada Properly store terrain ruler's state in the movement history 2021-05-11 19:01:51 +02:00
Manuel Vögele 85e167af45 Allow difficult terrain measurements on girdless maps 2021-05-11 18:21:39 +02:00
Manuel Vögele 5f0849f12d Mention ba0012e in changelog 2021-05-11 01:47:15 +02:00
CarnVanBeck ba0012e875 spelling correction (#68) 2021-05-11 01:45:28 +02:00
Manuel Vögele 334ccbc0f1 Release v1.6.4 2021-05-10 09:13:32 +02:00
Manuel Vögele 1242035744 Catch all errors thrown by a Speed Provider's getCostForStep function 2021-05-10 09:11:29 +02:00
Manuel Vögele 49542a68e5 Simplify foundry fixes 2021-05-06 09:00:50 +02:00
Chris Sharp 27a6235cc1 Mention WWII:OWB Operation WhiteBox system support in the readme 2021-05-05 23:40:40 +02:00
Manuel Vögele c26b39c984 Release v1.6.3 2021-05-05 16:01:52 +02:00
Manuel Vögele e8ab77a62e Update active rulers when the movement history changes 2021-05-05 16:01:13 +02:00
Manuel Vögele 7bed5abd0a Add default settings for shadowrun 5e 2021-05-03 19:39:22 +02:00
Manuel Vögele 4a96348659 Add "Tagmar RPG" and "Shadow of the Demon Lord" to the List of game systems with Drag Ruler integration 2021-05-03 16:00:34 +02:00
Manuel Vögele bed16de575 Release v1.6.2 2021-05-03 10:53:53 +02:00
Manuel Vögele 891bb1b4d8 undefined cannot be transmitted via json, so we use null to reset the movement history instead 2021-05-03 10:52:57 +02:00
Manuel Vögele 43f26088b5 Release v1.6.1 2021-04-30 10:52:00 +02:00
Manuel Vögele 39a0787c79 Add documentation about what needs to be awaited in SpeedProvider.onMovementHistoryUpdate 2021-04-30 10:26:37 +02:00
Manuel Vögele 3be898e49c First move the token, then store it's path. This ensures that getMovedDistance always returns a valid result. 2021-04-30 09:53:53 +02:00
Manuel Vögele 817662bf30 Send a proper token to onMovementHistoryUpdate 2021-04-30 09:51:05 +02:00
Manuel Vögele 56527ccf75 Add a hook that's called when the movement history is updated to the API 2021-04-30 00:10:45 +02:00
Manuel Vögele 6bf8083f7a Add a function for resetting the movement history to the public api 2021-04-30 00:00:15 +02:00
Manuel Vögele b5ea1f2284 Release v1.6.0 2021-04-29 14:04:14 +02:00
Manuel Vögele 6d9870bedb Add reference to the github issue in changelog 2021-04-29 13:24:33 +02:00
Manuel Vögele afbe5f9473 Don't animate tokens when they are dropped with the alt key being pressed (resolves #3) 2021-04-29 13:18:35 +02:00
Manuel Vögele bae0e43b7b Document 70b166d8 in changelog 2021-04-29 12:46:25 +02:00
Manuel Vögele 1acc012d65 Cache the output of SpeedProvider.getRanges during a drag to increase speed provider performance 2021-04-29 12:40:17 +02:00
Manuel Vögele 4671e6de51 Only allow users to update the movement history for tokens they own 2021-04-29 00:20:24 +02:00
Manuel Vögele f0ef109658 Track the movement of all tokens that are moved simultaneously in one batch (huge performance bump if many tokens are moved) 2021-04-29 00:03:05 +02:00
Manuel Vögele f0d1ef9d48 There might not actually be a dragged token when trying to end the measurement 2021-04-28 23:25:22 +02:00
Manuel Vögele d04ea9b0b7 Remove leftover lines from a refactor that didn't do anything 2021-04-28 12:11:58 +02:00
Manuel Vögele ba8ab9d473 After moving a token only end the measurement if no new token is being dragged 2021-04-27 21:17:28 +02:00
Manuel Vögele 2691720090 Update all moved tokens at once (provides a huge performance bump) 2021-04-27 20:28:44 +02:00
Manuel Vögele 70b166d844 Add a context menu entry that the gm can use to reset the movement history 2021-04-26 11:09:56 +02:00
Manuel Vögele 908600bfa3 Release v1.5.4 2021-04-21 10:08:50 +02:00
Manuel Vögele 6472c1d5bd Don't include the movement history in collission checks (fixes #61) 2021-04-21 09:05:50 +02:00
Manuel Vögele 9151b45874 Release v1.5.3 2021-04-20 17:03:13 +02:00
Manuel Vögele d732f7ca17 Add defaults for dcc system 2021-04-20 17:02:37 +02:00
Manuel Vögele 4be6730fd5 Use parseInt on the speed attribute to increase compatibility with game systems (resolves #60) 2021-04-20 17:00:28 +02:00
Manuel Vögele 1faeda6f47 Release v1.5.2 2021-04-19 11:23:26 +02:00
Manuel Vögele 667259d5d6 If a token has no actor, use the user's color for highlighting grid spaces (fixes #58) 2021-04-19 11:22:13 +02:00
Manuel Vögele 4b68b82590 Release v1.5.1 2021-04-15 17:19:32 +02:00
Manuel Vögele 447995977b Don't show the difficult terrain measurement hint when no terrain module is enabled 2021-04-15 17:17:38 +02:00
Manuel Vögele 9e5b344b0d Release v1.5.0 2021-04-14 22:51:05 +02:00
Manuel Vögele 43c5df42d4 If a terrain module is installed, suggest installing Terrain Ruler to the user 2021-04-14 22:49:18 +02:00
Manuel Vögele d0ee47d551 Fix typo that made regular rulers not work 2021-04-14 19:45:17 +02:00
Manuel Vögele 27ffb2d8cb Don't return any value in _socketUpdateCombatantDragRulerFlags to reduce the amount of network traffic 2021-04-14 17:32:40 +02:00
Manuel Vögele b734257515 Check if all required dependencies are present and show an error if this is not the case 2021-04-14 16:37:46 +02:00
Manuel Vögele ff5d46ebbe Add a setting to disable the movement history 2021-04-14 16:10:11 +02:00
Manuel Vögele 8f896d9b82 Fix a bug that caused Drag Ruler to measure euclidic distance when Terrain Ruler isn't active 2021-04-14 15:54:59 +02:00
Manuel Vögele f7683e8945 Update the movement tracking flags in the GM client, becauase the user isn't allowed to modify them 2021-04-14 15:54:59 +02:00
Manuel Vögele 9787a41fd1 If Terran Ruler is enabled, store the length of the traveled path so changes to difficult terrain aren't reflected in the tokens movement history 2021-04-12 18:45:57 +02:00
Manuel Vögele 5d93c61f0c Merge branch 'master' into develop 2021-04-11 14:31:44 +02:00
Manuel Vögele 00e8a9781e Release v1.4.6 2021-04-11 14:27:09 +02:00
Manuel Vögele d2f2307e4d Update the ruler before dropping the token to get a more precise target location if the token has been moved very quickly (fixes #51) 2021-04-11 14:24:23 +02:00
Manuel Vögele 65912df989 Add support for the Enhanced Terrain Layer module (resolves #50) 2021-04-10 15:02:35 +02:00
Manuel Vögele 9ae9dae427 Add c66ec46 to changelog 2021-04-10 15:00:48 +02:00
Manuel Vögele 8cd5d7f276 Migrate Drag Ruler to Terrain Ruler's new API 2021-04-10 14:43:45 +02:00
Manuel Vögele 35624a37aa Add api endpoint to determine the distance that a token has moved already 2021-04-10 14:25:01 +02:00
Manuel Vögele c66ec46aed Track the path taken by tokens in combat and display it when reactivating DragRuler in the same turn 2021-04-08 09:35:04 +02:00
Manuel Vögele dec422fa3a Fix typo in changelog 2021-04-01 22:57:13 +02:00
Manuel Vögele 6ad1f4c522 Merge branch 'master' into develop 2021-04-01 22:36:06 +02:00
Manuel Vögele fb9a2ee60c Release v1.4.5 2021-04-01 22:35:23 +02:00
Manuel Vögele 57ed545e30 Snap tiny tokens (0.5x0.5 or smaller) to the corners of the grid squares like it is done in vanilla foundry (fixes #49) 2021-04-01 22:25:21 +02:00
Manuel Vögele 94fe223529 Fix measurement errors when disabling token snapping while the Terrain Ruler module isn't enabled 2021-04-01 00:07:26 +02:00
Manuel Vögele 305a6116bc Refactor: Override ruler class instead of hooking each function individually 2021-03-31 17:19:12 +02:00
Manuel Vögele 942bfa04e8 Release v1.4.4 2021-03-25 01:57:41 +01:00
Manuel Vögele b4ac65e478 Fix snapping for tokens that are smaller than 1x1 (fixes #48) 2021-03-25 01:55:48 +01:00
Manuel Vögele 0de01379e9 Release v1.4.3 2021-03-24 12:35:40 +01:00
Manuel Vögele f6eb5eff9c Add german translation 2021-03-24 12:35:05 +01:00
Manuel Vögele fee0983841 Mention 3de044e in changelog 2021-03-24 12:08:10 +01:00
Brother Sharp 3de044ea45 Update japanese translation (#47) 2021-03-24 12:05:10 +01:00
Manuel Vögele e473fea121 Add defaults for swade game system to generic speed provider 2021-03-18 19:06:35 +01:00
Manuel Vögele 0aee541eb3 Release v1.4.2 2021-03-18 07:45:18 +01:00
Manuel Vögele 40dde08ddd Allow getTokenShape on gridless maps (fixes #44) 2021-03-18 07:41:30 +01:00
Manuel Vögele 8234aa566d Release v1.4.1 2021-03-17 09:26:46 +01:00
Manuel Vögele 2862643ba8 Add missing check for whether hex-size-support module is present (fixes #43) 2021-03-17 09:25:30 +01:00
Manuel Vögele e3abdeab3a Mention chinese translation in changelog 2021-03-16 09:27:51 +01:00
zeteticl 2ff4e98fe9 Add chinese localization (#39) 2021-03-16 09:02:32 +01:00
Manuel Vögele e0d0483722 Release v1.4.0 2021-03-15 20:52:52 +01:00
Manuel Vögele 4f1dec3089 Support for difficult terrain with tokens larger than 1x1 2021-03-15 20:52:52 +01:00
Manuel Vögele c4d089e8ff Always draw the ruler from the token's center for larger tokens (even on grids). Highlight all spaces occupied by larger tokens. 2021-03-15 20:17:09 +01:00
Manuel Vögele f8fe4ee971 Allow bug reporter 2021-03-15 18:05:14 +01:00
Manuel Vögele 378401b5bb Merge branch 'master' into develop 2021-03-10 11:55:22 +01:00
Manuel Vögele 0a54a47951 Release v1.3.5 2021-03-10 11:51:41 +01:00
Manuel Vögele 0b71504da3 Fix regression introduced in 6e745820 that made colors flicker during measurement 2021-03-10 11:50:55 +01:00
Manuel Vögele 5a7f5531f2 When multiple colors overlap on one square draw the one representing the furthest range with the highest priority 2021-03-09 14:51:55 +01:00
Manuel Vögele 862477c698 Add a setting that allows hiding the GM's drag ruler from non gm players (resolves #23) 2021-03-09 12:54:28 +01:00
Manuel Vögele 384de1a1b5 Add support for difficult terrain via Terrain Ruler module (resolves #1) 2021-03-09 10:08:51 +01:00
Manuel Vögele 0a7d8495c6 Release v1.3.4 2021-03-09 09:21:09 +01:00
Manuel Vögele 6e74582089 Stop patching _highlightMeasurement and import it instead to increase compatibility with other modules 2021-03-09 09:09:50 +01:00
Manuel Vögele 20e8713e30 Release v1.3.3 2021-03-03 09:51:01 +01:00
Manuel Vögele 544740b697 Pull current speed provider from game settings for non GM users (fixes #34) 2021-03-03 09:49:08 +01:00
Manuel Vögele 404e978377 Release v1.3.2 2021-03-02 08:30:41 +01:00
Manuel Vögele 4a56cdb0a4 Merge branch 'master' into develop 2021-03-02 08:30:03 +01:00
Manuel Vögele 48e6901b59 Add 15e9104 to the changelog 2021-03-02 08:28:57 +01:00
Brother Sharp 15e910424f update japanese localization (#32) 2021-03-02 08:24:04 +01:00
Manuel Vögele baba6e2986 Fix typo in english translation 2021-02-26 12:29:56 +01:00
Manuel Vögele 6f0a04c20f Add Tormenta20 to list of game systems with integration 2021-02-23 16:47:10 +01:00
Manuel Vögele 8522c9a811 Release v1.3.1 2021-02-22 05:34:08 +01:00
Manuel Vögele d5fd5e0d04 Dash multiplier 0 now works again 2021-02-22 05:29:00 +01:00
Manuel Vögele aabe9c75e8 Release v1.3.0 2021-02-21 12:48:26 +01:00
Manuel Vögele 0fb8aecfdd Refer to additional API capabilities in the readme 2021-02-21 12:41:12 +01:00
Manuel Vögele bb5fe94439 Allow speed providers to disable Drag Ruler on a per-token basis (resolves #24) 2021-02-21 12:13:14 +01:00
Manuel Vögele 6f6655009d Update readme to match the new api 2021-02-21 11:45:13 +01:00
Manuel Vögele 8110a1b78b Add setting migration 2021-02-18 00:38:55 +01:00
Manuel Vögele b84cdfd7c1 Fix a bug that prevented the Speed Provider Settings Dialog from being shown if an unavailable Speed Provider is configured 2021-02-18 00:13:15 +01:00
Manuel Vögele 75d59171d6 New API, allwing color configuration (resolves #7) and Speed Provider Settings 2021-02-17 16:25:17 +01:00
Manuel Vögele 6ea03579b9 Add Cipher System to the list of Systems with Drag Ruler integration 2021-02-16 18:03:47 +01:00
Manuel Vögele fd5b439ec2 Use foundries builin function to fetch selected tokens 2021-02-16 16:04:47 +01:00
Manuel Vögele 52118a6142 Mention b29a687 (defaults for lancer system) in changelog 2021-02-11 18:38:34 +01:00
Grygon b29a687fff Add Lancer to systems.js (#21) 2021-02-11 18:36:46 +01:00
Manuel Vögele d232335e90 Release v1.2.2 2021-02-11 16:08:46 +01:00
Manuel Vögele b309464c76 Add credit for japanese translation 2021-02-11 16:06:46 +01:00
Brother Sharp 9ce3cc5eb8 Add japanese translation (#19) 2021-02-11 16:03:38 +01:00
Manuel Vögele 10346a7dbc Release v1.2.1 2021-02-11 09:11:27 +01:00
Manuel Vögele 6adb69829e Make compatible with Hex Token Size Support (resolves #12) 2021-02-11 09:06:54 +01:00
Manuel Vögele 94f5a49263 Cache canvas.controls.ruler into local variable for readability and performance 2021-02-11 00:27:11 +01:00
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## 1.8.2
### Compatibility
- The generic speed provider defaults have been updated for lance 1.0 (thanks to BoltsJ!)
- Eliminated a deprecation warning when both Drag Ruler and Hex Size Support are enabled (thanks Argonius-Angelus!)
## 1.8.1
### Bugfixes
- Fixed a bug where the function that was bound to the spacebar key wouldn't work correctly when the "Toggle Snap To Grid" module was enabled
### Translation
- Updated Spanish translation (thanks to Viriato139ac#342)
## 1.8.0
### New features
- Pressing escape during a drag now cancels the drag
- Undoing a movement via Ctrl+Z will now also remove that movement from Drag Ruler's movement history
- Drag Ruler can now configured to stay disabled by default when a Token/Template is being dragged. In that case it will activate once the button to place a waypoint is being pressed.
### Bugfixes
- Fixed a bug that caused the ruler to snap to grid when a waypoint was deleted while shift was being pressed (thanks to Michael Clavell!)
- Fixed a bug that could leave behind a single waypoint on the canvas when canceling a dragging operation while moving the mouse
### Compatibility
- Drag Ruler is now compatible with the "Toggle Snap To Grid" module (thanks to Michael Clavell!)
## 1.7.7
### Compatibility
- Updated the default settings for the swade game system. The new default speed attribute points to a speed value that gets adjusted for wounds.
## 1.7.6
### Translation
- Added Korean translation (thanks to KLO#1490)
- Added Spanish translation (thanks to Viriato139ac#342)
### Compatibility
- Drag Ruler's Generic Speed Provider is now awar of good default values for the "Call of Cthulhu 7th edition (Unofficial)" game system
- Drag Ruler is now compatible with Foundry 0.8.8
## 1.7.5
### Bugfixes
- Decimal speeds (as often used in metric game systems) are no longer being rounded down (thanks to DarKDinDoN for diagnosing this bug)
## 1.7.4
### Bugfixes
- Fixed a bug where the ruler would wrongly snap to the grid center for other players when dragging a measurement template
### Compatibility
- Drag Ruler is now compatiblie with the "Monk's Active Tile Triggers" module
- Drag Ruler's Generic Speed Provider is now aware of good default values for the D&D 3.5 game system
- Drag Ruler is now compatible with Foundry 0.8.7
## 1.7.3
### Compatibility
- Drag Ruler is now compatible with Foundry 0.8.5
## 1.7.2
### Bugfixes
- Fixed a bug that prevented waypoints for measurement templates from snapping to any other point than a grid cell corner (or grid cell center on hex)
- Fixed a bug that could cause the ruler to not end up at the token's center (especially if the token is being moved very quickly and then stopped abruptly)
## 1.7.1
### Bugfixes
- Fixed a bug that prevented players from moving their tokens ([#74](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/74))
## 1.7.0
**BREAKING** This update is incompatible with previous Terrain Ruler versions. If you're using Terrain Ruler, make sure you update Terrain Ruler to at least version 1.3.0.
### New features
- A ruler will now be shown when dragging measurement templates over the map ([#13](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/13))
- Drag Ruler can now measure difficult terrain on gridless maps (if the Terrain Ruler module is installed and enabled)
- Improved the positioning of the labels around the ruler. The labels should now never overlap with the waypoint.
### Bugfixes
- Fixed a bug that sometimes measured diagonals incorrectly with the 5/10/5 grid rule
- Fixed a bug that would cause the ruler to re-measure when the shift key is being pressed or released while a token is moving
### Compatibility
- Drag Ruler's Generic Speed Provider is now aware of good default values for the Starfinder game system
### Translation
- Corrected typos in the german translation (thanks to CarnVanBeck!)
### API
- The old API that Drag Ruler offered prior to version 1.3.0 is now deprecated. Speed Providers that still use this API will continue to work for now, but will generate a warning in the console about the deprecation. All modules and game systems offered on the FoundryVTT website have already updated to the new API. If you see the deprecation warning, please consider updating to the current version of the respective system/module you're using.
## 1.6.5
### Bugfixes
- Drag Ruler no longer gets stuck if the user presses ESC during drag ([#70](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/70))
## 1.6.4
### Bugfixes
- Fixed a bug where a bug in a Speed Provider could lead to the ruler getting stuck, leaving the token immovable
## 1.6.3
### Bugfixes
- If the movement history for a token is being updated (for example by a history reset by the gm) while a player is currently measuring a distance for that token the history change is now being reflected in the active measurement.
### Compatibility
- Drag Ruler's Generic SpeedProvider is now aware of good default values for the Savage Worlds Adventure Edition game system
## 1.6.2
### Bugfixes
- The reset movement history button now resets the movement history for all players, not just for the GM
## 1.6.1
### API
- Added `onMovementHistoryUpdate` callback to Speed Providers, that allows them to perform game systems specific improvements to the movement history
- Added `dragRuler.resetMovementHistory` that clears the stored movement history for a token.
## 1.6.0
### Performance
- Greatly increased the performance when playing on huge maps and when moving many tokens at once.
- Huge performance improvements for speed providers. (Technical details: `getRanges` is now being called way less frequently)
### New features
- GMs now have an option to reset the movement history for individual tokens in the right click menu of the combat tracker
- When releasing a dragged token while pressing Alt the token will be moved to the target location without an animation ([#3](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/3))
### Bugfixes
- When starting to drag a new token while the previous one is still moving the ruler won't dissappear anymore when the previous token arrives at it's destination.
## 1.5.4
### Bugfixes
- Fixed a bug that prevented tokens from being moved when their movement history collides with a wall. ([#61](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/61))
## 1.5.3
### Compatiblilty
- Drag Ruler's Generic Speed Provider is now able to work with game systems that put non-number characters behind the tokens movement speed (like `30ft.`). One example for such a game system is Dungeon Crawl Classics. ([#60](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/60))
- The Generic Speed Provider now has good default settings for the Dungeon Crawl Classics (dcc) game system.
## 1.5.2
### Bugfixes
- Drag Ruler no longer prevents tokens that don't have an actor from being moved. ([#58](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/58))
- Grid highlighting now also works for tokens that don't have an actor.
## 1.5.1
### Bugfixes
- The hint that tells users how to enable difficult terrain measurement in Drag Ruler is no longer shown if no terrain layer module is installed.
## 1.5.0
### New features
- In combat Drag Ruler will now remember the path that was taken by a token during the turn. Picking the token up during the same turn will continue the previous measurement, taking steps that are already taken into account.
### Module compatibility
- Drag Ruler is now fully compatible with the `Enhanced Terrain Layer` module. ([#50](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/50))
## 1.4.6
### Bugfixes
- Fixed a bug where a token would move to the incorrect location if it is was dragged and released very quickly ([#51](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/51)) - thanks to Silver Raven for helping me track down this bug!
## 1.4.5
### Bugfixes
- Tiny tokens (0.5x0.5 or smaller) now snap to the coners of a square like they do in vanilla foundry ([#49](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/49))
- Fixed a bug that could cause a meausred distance to be wrong when disabling token snapping using the shift key
- Fixed a bug where the highlighted path could have gaps when disabling token snapping using the shift key
## 1.4.4
### Bugfixes
- Fix snapping for tokens that are smaller than 1x1
## 1.4.3
### System compatibility
- Drag Ruler's Generic SpeedProvider is now aware of good default values for the Savage Worlds Adventure Edition game system
### Translation
- Added german translation
- Updated japanese translation (thanks to touge)
## 1.4.2
### Bugfixes
- Drag Ruler now works again on gridless maps
## 1.4.1
### Bugfixes
- Fixed a bug where Drag Ruler wouldn't work at all on hex grids when the Hex Token Size Support isn't installed
### Translation
- Added chinese translation (thanks to zeteticl)
## 1.4.0
### New features
- If the [Terrain Ruler module](https://foundryvtt.com/packages/terrain-ruler/) is installed and activated, Drag Ruler will now take difficult terrain that was placed with the [TerrainLayer module](https://foundryvtt.com/packages/TerrainLayer/) into account.
- The ruler will now always be drawn from the tokens center (even for tokens larger than 1x1) on all grid types (on Hex Grids this requires the Hex Token Size Support module).
- For tokens larger than 1x1 the highlighted path will now reflect the tokens size (on Hex Grids this requires the Hex Token Size Support module)
- The GM's Drag Ruler can now be hidden from non GM players via a setting.
- When multiple different colors apply to a single grid space because the path crosses itself the color representing ranges further away will take priortiy over colors representing closer ranges.
### API
- Speed providers can now selectively ignore difficult terrain and even implement their own cost functions, if the default Drag Ruler behavior doesn't fit the game system. This can be achieved by overriding the new, optional `SpeedProvider` function `getCostForStep`.
## 1.3.5
### Bugfixes
- Fixed a regression where spaces could suddenly change their color during measurement
## 1.3.4
### Module compatibility
- Increased compatiblility with other modules (namely Drag Ruler and Terrain Ruler are no longer incompatible)
## 1.3.3
### Bugfixes
- Speed Provider Settings are now being saved for non GM players
## 1.3.2
### Translation
- Updated japanese translation (thanks to touge)
## 1.3.1
### Bugfixes
- Fixed a bug where the coloring of ranges wouldn't work with the generic speed provider if the Dash Multiplier was set to 0
## 1.3.0
### New features
- The color used to indicate speed ranges is now configurable
- The settings dialog has been reworked
### System compatibility
- Drag Ruler's Generic SpeedProvider is now aware of good default values for the lancer game system (thanks to Grygon)
### API changes
This release introduces a new API that is incompatible with the old API. The new API offers more flexibility for users and Speed Providers alike and allows to add new features in the future without breaking compatibility again. The old API will continue to function, but to profit from any of the features below Speed Providers need to switch to the new API. For more details check out the API documentation.
The following things have changed with the new API:
- Colors used by speed providers can now be changed by the user via configuration
- Speed Providers can now offer settings to the user that will be integrated into Drag Ruler's settings menu
- Speed Providers can now conditionally disable Drag Ruler for some tokens
## 1.2.2
### Translation
- Added japanese translation (thanks to touge)
## 1.2.1
### Compatiblity
- Drag Ruler is now compatible with Hex Token Size Support. For compatibility Hex Token Size Support Version 0.5.4 or higher is required. Thanks to Ourobor for helping making this possible.
## 1.2.0 ## 1.2.0
### New features ### New features
- Right click and spacebar can now be swapped, allowing to place waypoints with right click and removing them with spacebar - Right click and spacebar can now be swapped, allowing to place waypoints with right click and removing them with spacebar
@@ -9,7 +274,7 @@
- Disabling snap to grid with shift now works as expected - Disabling snap to grid with shift now works as expected
- Fixed a bug where the ruler would sometimes jump to a different target location when deleting a waypoint - Fixed a bug where the ruler would sometimes jump to a different target location when deleting a waypoint
## v1.1.1 ## 1.1.1
### Bugfixes ### Bugfixes
- Fixed a bug where tokens wouldn't be moved to the corect end position on gridless maps - Fixed a bug where tokens wouldn't be moved to the corect end position on gridless maps
- Ruler now appears immediately when the token is being dragged - Ruler now appears immediately when the token is being dragged
@@ -17,7 +282,7 @@
- This change has no impact on the distance that is being measured - This change has no impact on the distance that is being measured
- In addition to the cosmetical aspect this also fixes a bug that allowed players to glitch through walls - In addition to the cosmetical aspect this also fixes a bug that allowed players to glitch through walls
## v1.1.0 ## 1.1.0
### New features ### New features
- The drag ruler will now be colored for other players than the dragging player as well (only if they have at least observer permissions for that token) - The drag ruler will now be colored for other players than the dragging player as well (only if they have at least observer permissions for that token)
- The drag ruler won't be shown to other players if they cannot see the dragged token - The drag ruler won't be shown to other players if they cannot see the dragged token
@@ -25,7 +290,7 @@
### Bugfixes ### Bugfixes
- Fixed a bug where Drag Ruler wouldn't work at all on some windows installations (specificially where the `foundry.js` has `CRLF` line endings) - Fixed a bug where Drag Ruler wouldn't work at all on some windows installations (specificially where the `foundry.js` has `CRLF` line endings)
## v1.0.1 ## 1.0.1
### Bugfixes ### Bugfixes
- The GM can now move tokens through walls - The GM can now move tokens through walls
- It is now possible to move multiple tokens with Drag Ruler enabled - It is now possible to move multiple tokens with Drag Ruler enabled
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MIT License
Copyright (c) 2021 Manuel Vögele
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch) [![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch)
# Drag Ruler # Drag Ruler
This module shows a ruler when you drag a token to infrom you how far you've dragged the token from it's start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. If you're using a gridless map the ruler color will change to convey this information. This module shows a ruler when you drag a token or measurement template to infrom you how far you've dragged it from it's start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. By default three colors are being used: green for spaces that your token can reach by walking normally are colored green, spaces that can only be reached by dashing will be colored red and spaces that cannot be reached with the token's speed will be colored red. If you're using a gridless map the ruler color will change to convey this information.
![Drag Ruler being used on a square grids](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_square.webp)
![Drag Ruler being used on a gridless scene](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_gridless.webp)
![Drag Ruler while dragging a measurement template](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/measurement_template.webp)
## Path color ## Supports Tokens of all sizes
![Drag Ruler demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/5177746fbb4edb28b6ba09137247d142af575c47/media/drag_ruler.webp) 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.
The token has a speed of 30ft. All squares on the path within that range are colored in the players color. If the token is running it can cover double that range (this can be changed in the settings). All Squares on the path that can only be reached while running are colored in yellow. Squares on the path that the token cannot possibly reached at regular speeds are colored red. This coloring behavior can be tweaked in the settings and can be overridden by modules and game systems to provide more granular, game system specific control. For more information on how to do this see the [API](#api) section of this document. ![Drag Ruler being used with a large token on a square grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_square.webp)
![Drag Ruler being used with a large token on a hex grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_hex.webp)
## Waypoints ## Difficult Terrain support
You can add waypoints to the path by pressing spacebar while you drag the token. To remove a placed waypoint press the right mouse button. **To use support for difficult terrain you must install the [Terrain Ruler](https://foundryvtt.com/packages/terrain-ruler) module**
![Demonstration of Waypoints](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/5177746fbb4edb28b6ba09137247d142af575c47/media/waypoints.webp) With the Terrain Ruler module installed, Drag Ruler is able to take difficult terrain that was placed down using the [Enhanced Terrain Layer](https://foundryvtt.com/packages/enhanced-terrain-layer) or [TerrainLayer](https://foundryvtt.com/packages/TerrainLayer) module into account.
![Drag Ruler being used to measure distances over difficult terrain on square grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/difficult_terrain_square.webp)
![Drag Ruler being used to measure distances over difficult terrain on gridless scenes](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/difficult_terrain_gridless.webp)
## Why would I want to use this instead of ShowDragDistance? ## Movement history (optional)
ShowDragDistance isn't maintained anymore. This means that it is at risk to stop working with every foundry update. In fact this process has already begun. As of Foundry Version 0.7.9 ShowDragDistance doesn't work anymore on gridless maps. Drag Ruler on the other hand is fully compatible with the current Foundry release and I'll continue updating it for future foundry releases for the forseeable future. *This feature can be disabled in the settings if you don't like it*
In addition Drag Ruler provides more flexibility for game systems and modules via it's api to provide an experience that fits the rules of the game system that you are playing best. During combat, Drag Ruler will remember the path a token has taken during it's turn. When the token is being picked up again, Drag Ruler will continue measuring where it has left off. The path of the previous movement will be dipslayed in a faded color.
![Demonstration of the Movement History](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/movement_history.webp)
## Game systems with Drag Ruler integration ## Game systems with Drag Ruler integration
Drag Ruler will work with all Foundry VTT game systems. However some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration. Drag Ruler will work with all Foundry VTT game systems. However some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration.
The game systems that offer Drag Ruler integration are: The game systems that offer Drag Ruler integration are:
- Cypher System (starting with version 1.13.0)
- GURPS 4th Edition Game Aid (Unofficial) (starting with version 0.9.1)
- Ironclaw Second Edition (starting with version 0.2.2)
- Lancer (via the module [Lancer Speed Provider](https://foundryvtt.com/packages/lancer-speed-provider))
- Pathfinder 1 (starting with version 0.77.3) - Pathfinder 1 (starting with version 0.77.3)
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/)) - Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
- Shadowrun 5th Edition (via the module [Drag Ruler Integration for Shadowrun 5E](https://foundryvtt.com/packages/drag-ruler-integration-for-shadowrun-5e))
- Starfinder (via the module [Starfinder Drag Ruler Integration](https://foundryvtt.com/packages/starfinder-drag-ruler))
- Stargate RPG (starting with version 1.6.0)
- Tagmar RPG (starting with version 1.1.4)
- TheWitcherTRPG (starting with version 0.0.62)
- Tormenta20 (starting with version 1.1.37)
- 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)
## Translations
Drag Ruler is available in the follwing languages:
- Chinese (thanks to zeteticl)
- English
- German
- Japanese (thanks to touge)
- Korean (thanks to KLO#1490)
- Spanish (thanks to Viriato139ac#342)
## API ## API
*Audience: This paragraph is intended for module and system devleopers that want to add more complex behavior to Drag Ruler. If you just want to use this plugins features skip this paragraph.* *Audience: This paragraph is intended for module and system devleopers that want to add more complex behavior to Drag Ruler. If you just want to use this plugins features skip this paragraph.*
The path coloring behavior of Drag Ruler can be altered by modules and systems to allow for for more complex coloring than provided by default. This allows specifying custom colors, using more different colors than offered by default and performing more calculations for determining the colors (for example a token may only be allowd to run if it isn't waring armor). Doing so is simple. This paragraph gives a short introduction on how to accomplish this, followed by a full example of how a call to the api might look like. The path coloring behavior of Drag Ruler can be altered by modules and systems to allow for for more complex coloring than provided by default. This allows specifying custom colors, using more different colors than offered by default and performing more calculations for determining the colors (for example a token may only be allowd to run if it isn't waring armor). Doing so is simple. This paragraph will provide an example by showing an implementation of the api for a fictional game system, that contains everything you need to get started. Afterwards the code will be dissected into small parts and explained.
### Registering your Module/System
*This section is written from the perspective of a module developer. If you're writing a game system the process is exactly the same, except that you need to invoke `registerSystem` instead of `registerModule` and need to use the id of your system instead of a module id.*
The first thing you'll have to do is to make your module known to Drag Ruler. To do this, you have to call the `dragRuler.registerModule` function after the `dragRuler.ready` hook has fired. This might look like this:
```javascript
Hooks.once("dragRuler.ready", () => {
dragRuler.registerModule("id-of-your-module", mySpeedProvider)
})
```
The function `registerModule` takes two parameters: The first parameter must be the ID of your module as specified in your manifest. The second parameter is a reference to the Speed Provider of your module. What that Speed Provider looks like will be detailed in the paragraph [Writing the Speed Provider](#writing-the-speed-provider)
### Writing the Speed Provider
The Speed Provider is a function that calculates the speeds that a token can reach and assigns a color to each of the speeds. That function receives two arguments. The first argument is the token for which the speed should be calculated. The second argument is the color of the player that is dragging the token.
The function should contain an array of objects in the format `{range: Integer, color: Integer}`. The range indicates a distance that the token can cover with a certain speed and the color indicates which color should be used for that range. Spaces that cannot be reached with any of the speeds provided by this function will be colored in red (`0xFF0000`). The returned array doesn't need to be sorted in any particular order. However the array is not allowe to contain two objects with an identical range, as that results in undefined behavior.
The Speed Provider will be called once for each square that will be colored. For this reason it is advisable to not perform any expensive calculations in the Speed Provider.
Here is an example of how a Speed Provider might look like:
```javascript
function mySpeedProvider(token, playerColor) {
const baseSpeed = token.actor.data.speed
const ranges = [{range: baseSpeed, color: playerColor}, {range: baseSpeed * 2, color: 0xFFFF00}]
if (!token.actor.data.isWearingArmor) {
ranges.push({range: baseSpeed * 3, color: 0xFF8000})
}
return ranges
}
```
With this speed provider, the fields reachable with the token's base speed will be colored in the color of the player that is dragging the token. Each token is able to dash, which allows it to run twice it's base speed. Spaces that are reachable by dashing will be colored yellow (`0xFFFF00`). If the token isn't wearing any armor it is also allowed to sprint, allowing it to cover a distance of 3 times it's base speed. Those squares will be colored in orange (`0xFF8000`). All spaces further away from the token will be colored in red. Tokens wearing armor aren't allowed to sprint and for them all spaces that exceed 2 times their base speed will be colored red.
### Full example ### Full example
This is a full example of how using the api might look like. It's built from the examples above. For a explanation to what is going on refer to the previous chapters. ```javascript
Hooks.once("dragRuler.ready", (SpeedProvider) => {
class FictionalGameSystemSpeedProvider extends SpeedProvider {
get colors() {
return [
{id: "walk", default: 0x00FF00, name: "my-module-id.speeds.walk"},
{id: "dash", default: 0xFFFF00, name: "my-module-id.speeds.dash"},
{id: "run", default: 0xFF8000, name: "my-module-id.speeds.run"}
]
}
getRanges(token) {
const baseSpeed = token.actor.data.speed
// A character can always walk it's base speed and dash twice it's base speed
const ranges = [
{range: baseSpeed, color: "walk"},
{range: baseSpeed * 2, color: "dash"}
]
// Characters that aren't wearing armor are allowed to run with three times their speed
if (!token.actor.data.isWearingArmor) {
ranges.push({range: baseSpeed * 3, color: "dash"})
}
return ranges
}
}
dragRuler.registerModule("my-module-id", FictionalGameSystemSpeedProvider)
})
```
### Exmplanation of the code
```javascript
Hooks.once("dragRuler.ready", (SpeedProvider) => {
class FictionalGameSystemSpeedProvider extends SpeedProvider {
```
After Drag Ruler has initialized and is ready to receive API calls it will fire the `dragRuler.ready` event. This is the signal for your module/gamesystem that it can now register itself in Drag Ruler. To do this you'll need to implement a Speed Provider. The Hook will provide you with one Argument: The class `SpeedProvider`, which serves as base class for all speed providers. To implement a Speed Provider you create a subclass of `SpeedProvider`. Within that class you override functions of the base class to implement the functionality you need. The functions `colors` and `getRanges` must be overridden by all Speed Provider implementations. Overriding other functions of the Speed Provider is optional and can be done if you need additional functionality for your speed provider.
```javascript ```javascript
Hooks.once("dragRuler.ready", () => { get colors() {
dragRuler.registerModule("id-of-your-module", mySpeedProvider) return [
}) {id: "walk", default: 0x00FF00, name: "my-module-id.speeds.walk"},
{id: "dash", default: 0xFFFF00, name: "my-module-id.speeds.dash"},
function mySpeedProvider(token, playerColor) { {id: "run", default: 0xFF8000, name: "my-module-id.speeds.run"}
const baseSpeed = token.actor.data.speed ]
const ranges = [{range: baseSpeed, color: playerColor}, {range: baseSpeed * 2, color: 0xFFFF00}] }
if (!token.actor.data.isWearingArmor) {
ranges.push({range: baseSpeed * 3, color: 0xFF8000})
}
return ranges
}
``` ```
The getter `colors` is one of the two functions that must be overridden by all implementations of `SpeedProvider`. It must return an array of all colors, that may be used by this speed provider. Each color must be an object and has three attributes:
- *id*: A name for this color that identifies this color. It will be used in other functions within your speed provider to reference to this color. Ther must not be two colors with the same id.
- *default*: The default color value that should be used by this color.
- *name*: A human readable name for this color that will be used in the Speed Provider Settings dialog. Drag Ruler will try to internationalize this string. This field is optional, but it's highly recommended to use it.
```javascript
getRanges(token) {
const baseSpeed = token.actor.data.speed
// A character can always walk it's base speed and dash twice it's base speed
const ranges = [
{range: baseSpeed, color: "walk"},
{range: baseSpeed * 2, color: "dash"}
]
// Characters that aren't wearing armor are allowed to run with three times their speed
if (!token.actor.data.isWearingArmor) {
ranges.push({range: baseSpeed * 3, color: "dash"})
}
return ranges
}
```
The `getRanges` function is the second function that every Speed Provider must override. This function receives a token as a parameter and must return an array of all the ranges that this token can reach. Each range is represented by an object having these fields:
- *range*: The maximum distance a token is allowed to move within this range
- *color*: The id of the color that is used to represent this range. This id must match the id as defined in the `colors` getter.
```javascript
dragRuler.registerModule("my-module-id", FictionalGameSystemSpeedProvider)
```
This line registers the Speed Provider class that was just created with Drag Ruler. The paramter must be the id of the module you're writing. This id must exactly match the id specified in you manifest. As the second parameter the Speed Provider class that was just created is passed in.
If you're not writing a module but a game system use `dragRuler.registerSystem` instead of `dragRuler.registerModule.
### Additional capabilities of the API
In addition to the basic capabilities of the API presented in the example above, Drag Ruler's API offers more capabilities, like adding settings to your Speed Provider. To learn more about additional capabilities refer to the documentation of the `SpeedProvider` base class in [speed_provider.js](src/speed_provider.js).
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{
"drag-ruler": {
"dependencies": {
"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.",
"neverShowAgain": "Zeige dies nie wieder an"
},
"socketlib": {
"title": "Socketlib Modul fehlt",
"text": "Drag Ruler benötigt das socketlib-Modul, um korrekt zu funktionieren. Bitte aktiviere das socketlib-Modul in dieser Welt."
}
},
"resetMovementHistory": "Bewegungsverlauf zurücksetzen",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "Sprint Multiplikator",
"hint": "Diese Einstellung kann genutzt werden, um eine zweite Geschwindigkeitsfarbe im gemessenen Pfad zu erhalten. Die zweite Farbe wird deaktiviert, wenn diese Einstellung auf 0 gesetzt ist."
},
"speedAttribute": {
"name": "Geschwindigkeitsattribut",
"hint": "Das Attribut, das die Gehgeschwindigkeit einer Spielfigur definiert. Diese Attribut wird während der Färbung des hervorgehobenen Pfads verwendet."
}
},
"speeds": {
"walk": "gehen",
"dash": "sprinten"
}
},
"settings": {
"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."
},
"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."
},
"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."
},
"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."
},
"speedProviderSettings": {
"name": "Einstellungen zur Spielsystemintegration",
"hint": "In diesem Menü befinden sich alle spielsystemspezifischen Einstellungen.",
"button": "Einstellungen zur Spielsystemintegration",
"windowTitle": "Einstellungen zur Spielsystemintegration",
"headers": {
"speedProvider": "Spielsystemintegration",
"speedProviderSettings": "Integrationsspezifische Einstellungen"
},
"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."
},
"noSettings": "Diese Spielsystemintegration hat keine Einstellmöglichkeiten",
"color": {
"name": "Farbe für {colorName}",
"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"
}
},
"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.",
"choices": {
"module": "Modul {name}",
"native": "Generisch",
"system": "System {name}"
}
}
},
"swapSpacebarRightClick": {
"name": "Leertaste und Rechtsklick tauschen",
"hint": "Die Funktionen der Leertaste und des Rechtsklicks sind, während eine Spielfigur bewegt wird, vertauscht. Wenn diese Option aktiviert wird können mit Rechtsklick Wegpunkte gesetzt werden und mit der Leertaste werden sie wieder gelöscht."
}
}
}
}
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{ {
"drag-ruler": { "drag-ruler": {
"dependencies": {
"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.",
"neverShowAgain": "Never show this again"
},
"socketlib": {
"title": "Socketlib Module Missing",
"text": "Drag Ruler requires the socketlib module to work properly. Please activate the socketlib module in this world."
}
},
"resetMovementHistory": "Reset Movement History",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "Dash Multiplier",
"hint": "This can be used to give tokens a secondary speed during coloring of the measured path. Set it to 0 to disable the secondary speed."
},
"speedAttribute": {
"name": "Speed Attribute",
"hint": "The attribute that defines a token's walking speed. This is used during coloring of the measured path."
}
},
"speeds": {
"walk": "walk",
"dash": "dash"
}
},
"settings": { "settings": {
"alwaysShowSpeedForPCs": { "alwaysShowSpeedForPCs": {
"name": "Show PC speed to everyone", "name": "Show PC speed to everyone",
"hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet." "hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet."
}, },
"dashMultiplier": { "autoStartMeasurement": {
"name": "Dash Multiplier", "name": "Automatically start measuring",
"hint": "This can be used to give tokens a secondary speed during coloring of the measured path. Set it to 0 to disable the secondary speed." "hint": "If enabled, Drag Ruler will start measuring as soon as the token is being dragged. If disabled, Drag Ruler will remain inactive and will only start measuring once the button to add a waypoint is being pressed."
}, },
"speedAttribute": { "enableMovementHistory": {
"name": "Speed Attribute", "name": "Enable movement history during combat",
"hint": "The attribute that defines a token's walking speed. This is used during coloring of the measured path." "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."
}, },
"speedProvider": { "showGMRulerToPlayers": {
"name": "Speed Settings Provider", "name": "Show GM ruler to players",
"hint": "Select who provides speed information for tokens duing coloring. Using a game system or module may provide more flexible coloring than sticking to the options provided by Drag Ruler.", "hint": "If disabled the ruler of GMs will not be shown for non-GM players"
"choices": { },
"module": "Module", "speedProviderSettings": {
"native": "Drag Ruler", "name": "Speed Provider Settings",
"system": "System" "hint": "The Speed Provider Settings contain all the game system specific settings.",
"button": "Speed Provider Settings",
"windowTitle": "Speed Provider Settings",
"headers": {
"speedProvider": "Speed Provider",
"speedProviderSettings": "Speed Provider specific settings"
},
"activeProvider": {
"name": "Currently 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",
"unreachable": {
"name": "unreachable",
"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.",
"choices": {
"module": "Module {name}",
"native": "Generic",
"system": "System {name}"
}
} }
}, },
"staticFirstColor": {
"name": "Static First Color",
"hint": "Use a static color for the first movement range instead of the player color"
},
"swapSpacebarRightClick": { "swapSpacebarRightClick": {
"name": "Swap spacebar and right click", "name": "Swap spacebar and right click",
"hint": "Swaps the functions of spacebar and right click during dragging. If enabled right click will place waypoints and spacebar will delete them" "hint": "Swaps the functions of spacebar and right click during dragging. If enabled right click will place waypoints and spacebar will delete them"
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{
"drag-ruler": {
"I18N": {
"LANGUAGE": "Español",
"MAINTAINERS": "@Viriato139ac#0342"
},
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Cómo medir a través de terreno difícil con Drag Ruler",
"text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in it's measurements.",
"neverShowAgain": "No volver a mostrar"
},
"socketlib": {
"title": "El módulo Socketlib no está instalado",
"text": "Drag Ruler necesita para su funcionamiento correcto que instale socketlib. Por favor, active socketlib en este mundo"
}
},
"resetMovementHistory": "Reiniciar historial de movimiento",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "Multiplicador por correr",
"hint": "Se puede usar para aplicar a los iconos una velocidad secundaria que use un color distinto en la medición de la ruta a seguir. Establece el valor a 0 para deshabilitar esta velocidad secundaria"
},
"speedAttribute": {
"name": "Attributo de velocidad",
"hint": "El atributo que define la velocidad de movimiento andando del icono. Se usa para los códigos de colores al medir la ruta a seguir"
}
},
"speeds": {
"walk": "caminar",
"dash": "correr"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "Mostrar velocidad de los PJs a todo el mundo",
"hint": "Si se habilita, se mostrará a todo el mundo los códigos de colores de las rutas de los PJs, incluso si no tienen permisos de observador para ese personaje"
},
"autoStartMeasurement": {
"name": "Comenzar a medir automáticamente",
"hint": "Si se habilita, Drag Ruler comenzará a medir en cuanto se comience a arrastrar un icono. Si se deshabilita, Drag Ruler permanecerá inactivo y comenzará a medir únicamente cuando se presione el botón configurado para añadir un nuevo punto de ruta"
},
"enableMovementHistory": {
"name": "Habilitar historial de movimiento durante el combate",
"hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno y la mostrará al seleccionarlo de nuevo"
},
"showGMRulerToPlayers": {
"name": "Mostrar regla del GM a los jugadores",
"hint": "Si se deshabilita, no se mostrará la regla de medición de los GMs al resto de usuarios"
},
"speedProviderSettings": {
"name": "Proveedor de configuración de velocidad",
"hint": "El proveedor de ajustes de velocidad contiene todos los ajustes específicos de cada sistema",
"button": "Proveedor de configuración de velocidad",
"windowTitle": "Proveedor de configuración de velocidad",
"headers": {
"speedProvider": "Proveedor de velocidad",
"speedProviderSettings": "Configuraciones específicas del proveedor de velocidad"
},
"activeProvider": {
"name": "Proveedor de velocidad actualmente activo",
"hint": "La configuración que se muestra más abajo depende del proveedor de velocidad activo. Si el GM selecciona un proveedor distinto, los ajustes disponibles puede que cambien"
},
"noSettings": "Este proveedor de velocidad no dispone de ninguna opción de configuración",
"color": {
"name": "Color para {colorName}",
"hint": "Color que se usará para establecer el tono de las cuadrículas que se encuentran dentro del rango {colorName}",
"unreachable": {
"name": "inalcanzable",
"hint": "Color que se usará para las cuadrículas más allá de la distancia máxima de movimiento del icono"
}
},
"speedProvider": {
"name": "Proveedor de configuración de velocidad",
"hint": "Seleccione quien suministra la información de la velocidad de los iconos a la hora de colorear la ruta a seguir. Drag Ruler incluye un proveedor genérico que ofrece una funcionalidad básica y que probablemente funcione para casi todos los sistemas si se usa de forma correcta. Se pueden añadir otros proveedores de velocidad al instalar sistemas o módulos. Seleccionar un proveedor distinto al genérico asegurará una mejor integración con las reglas del sistema que está usando. Las opciones siguientes dependerán del proveedor que seleccione",
"choices": {
"module": "Módulo {name}",
"native": "Genérico",
"system": "Sistema {name}"
}
}
},
"swapSpacebarRightClick": {
"name": "Intercambiar barra espaciadora y clic-derecho",
"hint": "Cambia el funcionamiento de la barra espaciadora y el clic-derecho del ratón mientras se arrastra un icono. Si está habilitado, clic-derecho establecerá puntos en la ruta y la barra espaciadora los borrará"
}
}
}
}
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{
"drag-ruler": {
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "早足の倍率",
"hint": "設定すると、移動経路の測定中に第二の色分けが追加されます。0にすると第二速度が無効になります。"
},
"speedAttribute": {
"name": "移動速度の属性値",
"hint": "コマの移動速度が定義された属性値を指定します。移動範囲表示の色分けに使用されます。"
}
},
"speeds": {
"walk": "歩き",
"dash": "早足"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "プレイヤーキャラクターの移動速度を全員に公開する",
"hint": "有効にすると、アクターの観察者(Observer)権限を持たない人にも,移動範囲の色分けが表示されるようになります。"
},
"showGMRulerToPlayers": {
"name": "GMのルーラーをプレイヤーに見せる",
"hint": "無効の場合、GMのルーラーはプレイヤーに表示されません。"
},
"speedProviderSettings": {
"name": "移動速度の提供元",
"hint": "ゲームシステムに固有のすべての設定をここで行います。",
"button": "移動速度の提供元設定",
"windowTitle": "移動速度の提供元設定",
"headers": {
"speedProvider": "移動速度の提供元",
"speedProviderSettings": "提供元に固有の設定"
},
"activeProvider": {
"name": "現在有効な提供元",
"hint": "以下の設定は、現在有効な移動速度の提供元によって変化します。GMが別の提供元を選択すると、利用可能な項目が変更となる場合があります。"
},
"noSettings": "この移動速度提供元には、設定オプションがありません。",
"color": {
"name": "{colorName}の色",
"hint": "{colorName}の範囲に使用するセルの色を指定します。",
"unreachable": {
"name": "到達不能域",
"hint": "ドラッグしたコマが到達できない範囲の色を指定します。"
}
},
"speedProvider": {
"name": "移動速度の提供元",
"hint": "色分けに使用する速度情報の提供元を選択します。Drag Rulerは基本機能を備えた汎用の提供元を備えており、正しく設定すればすべてのゲームシステムで動作するはずです。しかしゲームシステムやモジュールを介することで、より多くの提供元を利用することもできます。こうした提供元を利用すると、ゲームルールとの統合がさらに向上するかもしれません。以下のオプションは、ここで選択した提供元によって変化します。",
"choices": {
"module": "モジュール {name}",
"native": "汎用",
"system": "システム {name}"
}
}
},
"swapSpacebarRightClick": {
"name": "スペースキーと右クリックを入れ替える",
"hint": "ドラッグ中のスペースキーと右クリックの機能を入れ替えます。有効にすると右クリックがウェイポイントの配置、スペースキーが削除になります。"
}
}
}
}
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{
"drag-ruler": {
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Drag Ruler를 사용한 험지 측정 방법",
"text": "{moduleName} 모듈을 활성화했습니다. Drag Ruler는 해당 모듈을 사용하여 험지를 측정할 수 있습니다. 이렇게 하려면 Terrain Ruler 모듈을 활성화하십시오. Terrain Ruler 모듈을 설치하고 Drag Ruler를 활성화하면 자동적으로 험지를 측정합니다.",
"neverShowAgain": "다시 표시하지 않음"
},
"socketlib": {
"title": "Socketlib 모듈 비탐지",
"text": "Drag Ruler는 Socketlib 모듈이 있어야 합니다. 이 월드에서 해당 모듈을 활성화하십시오."
}
},
"resetMovementHistory": "이동 내역 리셋",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "질주 승수",
"hint": "측정된 경로에 색을 입힐 때 추가 속도를 제공하는 데 사용할 수 있다. 추가 속도를 비활성화하려면 이 값을 0으로 설정한다."
},
"speedAttribute": {
"name": "속도 어트리뷰트",
"hint": "토큰의 이동속도를 정의하는 속성이다. 측정 경로에 색을 입힐 때 사용한다."
}
},
"speeds": {
"walk": "보행",
"dash": "질주"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "PC 속도를 모두에게 표시",
"hint": "활성화시 플레이어 캐릭터에 대한 관찰자 권한이 없더라도 액터 속도에 따라 색상이 모든 유저에게 표시된다."
},
"enableMovementHistory": {
"name": "전투 중 이동 기록 사용",
"hint": "활성화시 Drag Ruler는 해당 턴에 토큰이 이동한 경로를 기억하고 다시 이동시킬 때 표시한다."
},
"showGMRulerToPlayers": {
"name": "GM 측정자를 플레이어에게 표시",
"hint": "비활성화 시 GM이 아닌 유저에게는 GM의 측정자가 표시되지 않는다."
},
"speedProviderSettings": {
"name": "속도 공급자 설정",
"hint": "속도 공급자 설정은 게임 시스템별 설정을 모두 포함한다.",
"button": "속도 공급자 설정",
"windowTitle": "속도 공급자 설정",
"headers": {
"speedProvider": "속도 공급자",
"speedProviderSettings": "속도 공급자 관련 설정"
},
"activeProvider": {
"name": "현재 활성화된 속도 공급자",
"hint": "아래에 표시된 설정은 활성화된 속도 공급자를 보여준다. GM이 다른 속도 공급자를 선택하면 사용 가능한 설정이 변경될 수 있다."
},
"noSettings": "이 속도 공급자는 구성 옵션을 제공하지 않습니다.",
"color": {
"name": "{colorName} 색상",
"hint": "{colorName} 범위 내에서의 칸의 색상을 지정하는데 사용할 색상.",
"unreachable": {
"name": "도달 불가",
"hint": "드래그한 토큰으로 도달할 수 없는 공간의 색상"
}
},
"speedProvider": {
"name": "속도 설정 공급자",
"hint": "색을 입힐 동안 사용할 토큰에 대한 속도 정보 제공자를 선택한다. Drag Ruler는 기본 기능을 제공하며 올바르게 구성된 경우 모든 게임 시스템에서 작동하는 일반적 속도 공급자를 제공한다. 게임 시스템과 설치된 모듈을 통해 더 많은 속도 공급자를 이용할 수 있다. 일반 속도 공급자와는 다른 속도 공급자를 선택하면 사용 중인 게임 시스템의 규칙에 더 잘 통합될 수 있다.아래 옵션은 여기에서 선택한 속도 공급자에 따라 다르다.",
"choices": {
"module": "모듈 {name}",
"native": "포괄적",
"system": "시스템 {name}"
}
}
},
"swapSpacebarRightClick": {
"name": "스페이스바와 우클릭 스왑",
"hint": "드래그 도중 스페이스바의 기능을 우클릭 기능과 바꾼다. 활성화된 경우 드래그시 우클릭을 사용하면 경유지가 배치되고, 스페이스바가 해당 경유지를 삭제한다."
}
}
}
}
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{
"drag-ruler": {
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "快步 倍數",
"hint": "這可用於在對測量路徑進行著色的過程中為棋子賦予第二速度。將其設定為0可禁用第二速度。"
},
"speedAttribute": {
"name": "速度屬性",
"hint": "定義棋子的行走速度的屬性。在對測量路徑進行著色時使用。"
}
},
"speeds": {
"walk": "走路",
"dash": "快步"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "向所有人顯示PC速度",
"hint": "如果啟用, 玩家的角色(actor)的速度將顯示給所有人,即使他們沒有角色表的觀察者(Observer)權限也是如此。"
},
"showGMRulerToPlayers": {
"name": "向玩家顯示GM標尺",
"hint": "如果禁用,則不為非GM玩家顯示GM的標尺"
},
"speedProviderSettings": {
"name": "速度提供者設定",
"hint": "速度提供者設定 包括 所有遊戲系統特定的設定。",
"button": "速度提供者設定",
"windowTitle": "速度提供者設定",
"headers": {
"speedProvider": "速度提供者設定",
"speedProviderSettings": "特定於速度提供者的設定"
},
"activeProvider": {
"name": "當前活動的速度提供者",
"hint": "下面顯示的設定 取決於活動的 速度提供者。如果GM選擇其他速度提供者,則可用的設定可能會更改。"
},
"noSettings": "該速度提供者不提供任何配置選項。",
"color": {
"name": "{colorName}的顏色",
"hint": "將用於為{colorName}範圍內的正方形上色的顏色",
"unreachable": {
"name": "無法到達",
"hint": "指定拖動棋子無法到達的範圍的顏色"
}
},
"speedProvider": {
"name": "速度設定的提供者",
"hint": "選擇在著色期間為棋子提供速度信息的人。DragRuler提供了一個通用速度提供程序, 該提供程序提供了基本功能, 並且如果配置正確,則可以在所有遊戲系統上使用。可以通過遊戲系統和已安裝的Mod來提供更多速度提供程序。選擇與 標準速度提供者 不同的速度提供者可以更好地集成到您所使用的遊戲系統規則中。以下選項取決於此處選擇的速度提供者。",
"choices": {
"module": "Mod {name}",
"native": "一般",
"system": "系統 {name}"
}
}
},
"swapSpacebarRightClick": {
"name": "交換空格鍵並鼠標右鍵",
"hint": "交換空格鍵和右鍵點擊在拖動過程中的功能。如果啟用,右鍵單擊將放置航點,空格鍵將刪除它們。"
}
}
}
}
+48 -11
View File
@@ -1,10 +1,10 @@
{ {
"name": "drag-ruler", "name": "drag-ruler-alpha",
"title": "Drag Ruler", "title": "Drag Ruler (Alpha Branch)",
"description": "When dragging a token displays a ruler showing how far you've moved that token.", "description": "When dragging a token displays a ruler showing how far you've moved that token.",
"version": "1.2.0", "version": "1.8.3-alpha1",
"minimumCoreVersion" : "0.7.9", "minimumCoreVersion" : "0.8.5",
"compatibleCoreVersion" : "0.7.9", "compatibleCoreVersion" : "0.8.9",
"authors": [ "authors": [
{ {
"name": "Manuel Vögele", "name": "Manuel Vögele",
@@ -13,19 +13,56 @@
} }
], ],
"esmodules": [ "esmodules": [
"src/main.js" "src/main.js",
"src/socket.js"
],
"templates": [
"speed_provider_settings.html"
], ],
"languages": [ "languages": [
{
"lang": "de",
"name": "Deutsch",
"path": "lang/de.json"
},
{ {
"lang": "en", "lang": "en",
"name": "English", "name": "English",
"path": "lang/en.json" "path": "lang/en.json"
},
{
"lang": "ja",
"name": "日本語",
"path": "lang/ja.json"
},
{
"lang": "ko",
"name": "한국어",
"path": "lang/ko.json"
},
{
"lang": "zh-tw",
"name": "正體中文",
"path": "lang/zh-tw.json"
},
{
"lang": "es",
"name": "Español",
"path": "lang/es.json"
} }
], ],
"dependencies": [
{
"name": "socketlib",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-socketlib/master/module.json"
}
],
"socket": true,
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler", "url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.2.0.zip", "download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/alpha.zip",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json", "manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/alpha/module.json",
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md", "readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/alpha/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md", "changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/alpha/CHANGELOG.md",
"bugs": "https://github.com/manuelVo/foundryvtt-drag-ruler/issues" "bugs": "https://github.com/manuelVo/foundryvtt-drag-ruler/issues",
"allowBugReporter": false
} }
+111 -16
View File
@@ -1,37 +1,67 @@
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 const availableSpeedProviders = {}
export let currentSpeedProvider = undefined export let currentSpeedProvider = undefined
function register(module, type, speedProvider) { function register(module, type, speedProvider) {
const providerSetting = game.settings.settings.get("drag-ruler.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} ${module.id} to stay compatible with future Drag Ruler versions.`);
speedProvider.id = id
speedProvider.usesRuler = () => true
providerInstance = speedProvider
}
setupProvider(providerInstance)
}
// Add the registered module to the settings entry function setupProvider(speedProvider) {
providerSetting.config = true if (speedProvider instanceof SpeedProvider) {
const moduleName = module.data.title const unreachableColor = {id: "unreachable", default: speedProvider.defaultUnreachableColor, name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name"}
const typeTitle = game.i18n.localize(`drag-ruler.settings.speedProvider.choices.${type}`) for (const color of speedProvider.colors.concat([unreachableColor])) {
providerSetting.choices[`${type}.${module.id}`] = `${typeTitle} ${moduleName}` game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.color.${color.id}`, {
availableSpeedProviders[`${type}.${module.id}`] = speedProvider config: false,
providerSetting.default = getDefaultSpeedProvider() scope: "client",
type: Number,
default: color.default,
})
}
for (const setting of speedProvider.settings) {
setting.config = false
game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.setting.${setting.id}`, setting)
}
}
availableSpeedProviders[speedProvider.id] = speedProvider
game.settings.settings.get("drag-ruler.speedProvider").default = getDefaultSpeedProvider()
updateSpeedProvider() updateSpeedProvider()
} }
function getDefaultSpeedProvider() { export function getDefaultSpeedProvider() {
const providerSetting = game.settings.settings.get("drag-ruler.speedProvider") const providerIds = Object.keys(availableSpeedProviders)
const settingKeys = Object.keys(providerSetting.choices)
// Game systems take the highest precedence for the being the default // Game systems take the highest precedence for the being the default
const gameSystem = settingKeys.find(key => key.startsWith("system.")) const gameSystem = providerIds.find(key => key.startsWith("system."))
if (gameSystem) if (gameSystem)
return gameSystem return gameSystem
// If no game system is registered modules are next up. // 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 // 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 // settingKeys should always be sorted the same way so this should achive a stable default
const module = settingKeys.find(key => key.startsWith("module.")) const module = providerIds.find(key => key.startsWith("module."))
if (module) if (module)
return module return module
// If neither a game system or a module is found fall back to the native implementation // If neither a game system or a module is found fall back to the native implementation
return settingKeys[0] return providerIds[0]
} }
export function updateSpeedProvider() { export function updateSpeedProvider() {
@@ -40,8 +70,73 @@ export function updateSpeedProvider() {
currentSpeedProvider = availableSpeedProviders[configuredProvider] ?? availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default] currentSpeedProvider = availableSpeedProviders[configuredProvider] ?? availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default]
} }
export function setCurrentSpeedProvider(newSpeedProvider) { export function initApi() {
currentSpeedProvider = newSpeedProvider 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 this.color;
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 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);
// Sum up the distances
return distances.reduce((acc, val) => acc + val, 0);
} }
export function registerModule(moduleId, speedProvider) { export function registerModule(moduleId, speedProvider) {
+89
View File
@@ -0,0 +1,89 @@
import {getCostFromSpeedProvider} from "./api.js";
import {settingsKey} from "./settings.js";
import {getAreaFromPositionAndShape, 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) {
for (const space of ray.terrainRulerVisitedSpaces.reverse()) {
const color = this.dragRulerGetColorForDistance(startDistance + space.distance);
highlightTokenShape.call(this, space, tokenShape, color, alpha)
}
}
export function measureDistances(segments, entity, shape, options={}) {
const opts = duplicate(options)
if (opts.enableTerrainRuler) {
opts.gridSpaces = true;
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); }
if (previousSegments.length > 0)
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
return distances.concat(terrainRuler.measureDistances(newSegments, opts));
}
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) {
opts.gridSpaces = true;
}
return canvas.grid.measureDistances(segments, opts);
}
}
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.");
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>`,
buttons: {
ok: {
icon: '<i class="fas fa-check"></i>',
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")) {
const lastHint = game.settings.get(settingsKey, "lastTerrainRulerHintTime");
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;
}
else if (game.modules.get("TerrainLayer")?.active) {
enabledTerrainModule = game.modules.get("TerrainLayer").data.title;
}
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>`,
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()),
},
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())
}).render(true);
}
}
}
}
+18
View File
@@ -0,0 +1,18 @@
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
export function getPixelsFromGridPosition(xGrid, yGrid) {
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
return canvas.grid.grid.getPixelsFromGridPosition(yGrid, xGrid)
}
return canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
}
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
export function getGridPositionFromPixels(xPixel, yPixel) {
const [x, y] = canvas.grid.grid.getGridPositionFromPixels(xPixel, yPixel)
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS)
return [y, x]
return [x, y]
}
+202 -57
View File
@@ -1,22 +1,30 @@
import {getColorForDistance} from "./main.js" import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
import {getGridPositionFromPixels} from "./foundry_fixes.js";
import {Line} from "./geometry.js";
import {trackRays} from "./movement_tracking.js"
import {recalculate} from "./socket.js";
import {applyTokenSizeOffset, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
// This is a modified version of Ruler.moveToken from foundry 0.7.9 // This is a modified version of Ruler.moveToken from foundry 0.7.9
export async function moveTokens(draggedToken, selectedTokens) { export async function moveEntities(draggedEntity, selectedEntities) {
let wasPaused = game.paused; let wasPaused = game.paused;
if (wasPaused && !game.user.isGM) { if (wasPaused && !game.user.isGM) {
ui.notifications.warn(game.i18n.localize("GAME.PausedWarning")); ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
return false; return false;
} }
if (!this.visible || !this.destination) return false; if (!this.visible || !this.destination) return false;
if (!draggedToken) return; if (!draggedEntity) return;
// Wait until all scheduled measurements are done
await this.deferredMeasurementPromise;
// Get the movement rays and check collision along each Ray // Get the movement rays and check collision along each Ray
// These rays are center-to-center for the purposes of collision checking // These rays are center-to-center for the purposes of collision checking
const rays = this._getRaysFromWaypoints(this.waypoints, this.destination); const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
if (!game.user.isGM) { if (!game.user.isGM && draggedEntity instanceof Token) {
const hasCollision = selectedTokens.some(token => { const hasCollision = selectedEntities.some(token => {
const offset = calculateTokenOffset(token, draggedToken) const offset = calculateEntityOffset(token, draggedEntity);
const offsetRays = rays.map(ray => applyOffsetToRay(ray, offset)) const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
return offsetRays.some(r => canvas.walls.checkCollision(r)); return offsetRays.some(r => canvas.walls.checkCollision(r));
}) })
if (hasCollision) { if (hasCollision) {
@@ -29,50 +37,77 @@ export async function moveTokens(draggedToken, selectedTokens) {
// Execute the movement path. // Execute the movement path.
// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets. // Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
this._state = Ruler.STATES.MOVING; this._state = Ruler.STATES.MOVING;
await Promise.all(selectedTokens.map(token => { await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
// Return the promise so we can wait for it outside the loop
const offset = calculateTokenOffset(token, draggedToken)
return animateToken.call(this, token, rays, offset, wasPaused)
}))
// Once all animations are complete we can clear the ruler // Once all animations are complete we can clear the ruler
this._endMeasurement(); if (this.draggedEntity?.id === draggedEntity.id)
this._endMeasurement();
} }
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9 // This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
async function animateToken(token, rays, tokenOffset, wasPaused) { async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
const offsetRays = rays.map(ray => applyOffsetToRay(ray, tokenOffset)) 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. // 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. // This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
const origin = [this.waypoints[0].x + tokenOffset.x, this.waypoints[0].y + tokenOffset.y] const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
let dx, dy const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) { let dx, dy;
dx = token.data.x - origin[0] if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
dy = token.data.y - origin[1] dx = entity.data.x - origin[0];
} dy = entity.data.y - origin[1];
else { }
dx = token.data.x - origin[0] else {
dy = token.data.y - origin[1] dx = entity.data.x - origin[0];
} dy = entity.data.y - origin[1];
}
token._noAnimate = true; return {entity, rays: offsetRays, dx, dy};
for (let r of offsetRays) { });
const isToken = draggedEntity instanceof Token;
const animate = isToken && !game.keyboard.isDown("Alt");
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; if (!wasPaused && game.paused) break;
const dest = [r.B.x, r.B.y]; const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
const path = new Ray({ x: token.x, y: token.y }, { x: dest[0] + dx, y: dest[1] + dy }); const ray = rays[i];
await token.update(path.B); const dest = [ray.B.x, ray.B.y];
await token.animateMovement(path); 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, path}) => entity.animateMovement(path)));
// 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;
}
} }
token._noAnimate = false; if (isToken)
trackRays(entities, entityAnimationData.map(({rays}) => rays)).then(() => recalculate(entities));
} }
function calculateTokenOffset(tokenA, tokenB) { function calculateEntityOffset(entityA, entityB) {
return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y} return {x: entityA.data.x - entityB.data.x, y: entityA.data.y - entityB.data.y};
} }
function applyOffsetToRay(ray, offset) { function applyOffsetToRay(ray, offset) {
return 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}) 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 // This is a modified version of Ruler._onMouseMove from foundry 0.7.9
@@ -80,8 +115,6 @@ export function onMouseMove(event) {
if (this._state === Ruler.STATES.MOVING) return; if (this._state === Ruler.STATES.MOVING) return;
// Extract event data // Extract event data
const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent;
const destination = {x: event.data.destination.x + this.rulerOffset.x, y: event.data.destination.y + this.rulerOffset.y} const destination = {x: event.data.destination.x + this.rulerOffset.x, y: event.data.destination.y + this.rulerOffset.y}
// Hide any existing Token HUD // Hide any existing Token HUD
@@ -89,22 +122,61 @@ export function onMouseMove(event) {
delete event.data.hudState; delete event.data.hudState;
// Draw measurement updates // Draw measurement updates
if (Date.now() - mt > 50) { 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: !originalEvent.shiftKey}); this.measure(destination, {snap: !originalEvent.shiftKey});
event._measureTime = Date.now(); event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING; 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 // This is a modified version of Ruler.measure form foundry 0.7.9
export function measure(destination, {gridSpaces=true, snap=false} = {}) { export function measure(destination, options={}) {
if (this.isDragRuler && !this.draggedToken.isVisible) const isToken = this.draggedEntity instanceof Token;
if (isToken && !this.draggedEntity.isVisible)
return [] return []
if (snap) if (options.snap) {
destination = new PIXI.Point(...canvas.grid.getCenter(destination.x, destination.y)); destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
}
if(options.gridSpaces === undefined) {
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
}
if(options.ignoreGrid === undefined) {
options.ignoreGrid = false;
}
options.enableTerrainRuler = isToken && game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
const waypoints = this.waypoints.concat([destination]); const waypoints = this.waypoints.concat([destination]);
const centeredWaypoints = waypoints.map(w => new PIXI.Point(...canvas.grid.getCenter(w.x, w.y))) // 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; const r = this.ruler;
this.destination = destination; this.destination = destination;
@@ -118,6 +190,12 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
const label = this.labels.children[i]; const label = this.labels.children[i];
const ray = new Ray(origin, dest); const ray = new Ray(origin, dest);
const centeredRay = new Ray(centeredOrigin, centeredDest) 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 (ray.distance < 10) {
if (label) label.visible = false; if (label) label.visible = false;
continue; continue;
@@ -126,14 +204,18 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
centeredSegments.push({ray: centeredRay, label}) centeredSegments.push({ray: centeredRay, label})
} }
const shape = isToken ? getTokenShape(this.draggedEntity) : null;
// Compute measured distance // Compute measured distance
const distances = canvas.grid.measureDistances(centeredSegments, { gridSpaces }); const distances = measureDistances(centeredSegments, this.draggedEntity, shape, options);
let totalDistance = 0; let totalDistance = 0;
for (let [i, d] of distances.entries()) { for (let [i, d] of distances.entries()) {
let s = segments[i]; let s = centeredSegments[i];
s.startDistance = totalDistance s.startDistance = totalDistance
totalDistance += d; totalDistance += d;
s.last = i === (segments.length - 1); s.last = i === (centeredSegments.length - 1);
s.distance = d; s.distance = d;
s.text = this._getSegmentLabel(d, totalDistance, s.last); s.text = this._getSegmentLabel(d, totalDistance, s.last);
} }
@@ -145,28 +227,48 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
// Draw measured path // Draw measured path
r.clear(); r.clear();
let rulerColor let rulerColor
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) if (!options.gridSpaces || canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
rulerColor = getColorForDistance.call(this, totalDistance) rulerColor = this.dragRulerGetColorForDistance(totalDistance);
else else
rulerColor = this.color rulerColor = this.color
for (let s of segments) { for (const [s, cs] of zip(segments.reverse(), centeredSegments.reverse())) {
const { ray, label, text, last } = s; const { label, text, last } = cs;
// Draw line segment // Draw line segment
r.lineStyle(6, 0x000000, 0.5).moveTo(ray.A.x, ray.A.y).lineTo(ray.B.x, ray.B.y) const opacityMultiplier = s.ray.isPrevious ? 0.33 : 1;
.lineStyle(4, rulerColor, 0.25).moveTo(ray.A.x, ray.A.y).lineTo(ray.B.x, ray.B.y); 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 // Draw the distance label just after the endpoint of the segment
if (label) { if (label) {
label.text = text; label.text = text;
label.alpha = last ? 1.0 : 0.5; label.alpha = last ? 1.0 : 0.5;
label.visible = true; label.visible = true;
let labelPosition = ray.project((ray.distance + 50) / ray.distance); 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); label.position.set(labelPosition.x, labelPosition.y);
} }
// Highlight grid positions // Highlight grid positions
this._highlightMeasurement(ray, s.startDistance); if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && options.gridSpaces) {
if (options.enableTerrainRuler)
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
else
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
}
} }
// Draw endpoints // Draw endpoints
@@ -177,3 +279,46 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
// Return the measured segments // Return the measured segments
return segments; return segments;
} }
export function highlightMeasurementNative(ray, startDistance, 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 subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
const color = this.dragRulerGetColorForDistance(startDistance + subDistance);
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 subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
const color = this.dragRulerGetColorForDistance(startDistance + subDistance);
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);
}
}
+21
View File
@@ -0,0 +1,21 @@
export class Line {
constructor(m, b) {
this.m = m;
this.b = b;
}
static fromPoints(p1, p2) {
// Bring line into y=mx+b form
const m = (p1.y - p2.y) / (p1.x - p2.x);
const b = p1.y - m * p1.x;
return new Line(m, b);
}
get isVertical() {
return !isFinite(this.m);
}
calcY(x) {
return this.m * x + this.b;
}
}
+187 -199
View File
@@ -1,106 +1,98 @@
"use strict" "use strict"
import {availableSpeedProviders, currentSpeedProvider, registerModule, registerSystem, setCurrentSpeedProvider} from "./api.js" import {currentSpeedProvider, getColorForDistanceAndToken, getMovedDistanceFromToken, initApi, registerModule, registerSystem} from "./api.js";
import {measure, moveTokens, onMouseMove} from "./foundry_imports.js" import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibility.js";
import {moveEntities, onMouseMove} from "./foundry_imports.js"
import {performMigrations} from "./migration.js"
import {DragRulerRuler} from "./ruler.js";
import {getMovementHistory, removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {registerSettings, settingsKey} from "./settings.js" import {registerSettings, settingsKey} from "./settings.js"
import {recalculate} from "./socket.js";
import {SpeedProvider} from "./speed_provider.js"
import {isClose, setSnapParameterOnOptions} from "./util.js";
Hooks.once("init", () => { Hooks.once("init", () => {
registerSettings() registerSettings()
hookTokenDragHandlers() initApi()
hookRulerFunctions() hookDragHandlers(Token);
hookDragHandlers(MeasuredTemplate);
hookKeyboardManagerFunctions() hookKeyboardManagerFunctions()
patchRulerHighlightMeasurement() hookLayerFunctions();
availableSpeedProviders["native"] = nativeSpeedProvider Ruler = DragRulerRuler;
setCurrentSpeedProvider(nativeSpeedProvider)
window.dragRuler = { window.dragRuler = {
getColorForDistance, getColorForDistanceAndToken,
getMovedDistanceFromToken,
registerModule, registerModule,
registerSystem registerSystem,
recalculate,
resetMovementHistory,
} }
}) })
Hooks.once("ready", () => { Hooks.once("ready", () => {
Hooks.callAll("dragRuler.ready") {
const alphaWarning = "You are using the alpha branch of Drag Ruler. DO NOT USE IT IN PRODUCTION ENVIRONMENTS. This branch is used for pre-release testing. As a result this branch will only be updated sporadically and may be siginificantly newer (or even older) than the main Drag Ruler release branch. In addition this branch is likely to be likely to contain more bugs.";
console.warn(alphaWarning)
ui.notifications.warn(alphaWarning)
if (game.modules.get("drag-ruler")?.active) {
ui.notification.error("You have both the release version and the alpha version of Drag Ruler enabled. Doing so prevents the module from working properly. Please disable either the release or the alpha version of Drag Ruler.", {permanent: true});
}
}
performMigrations()
checkDependencies();
Hooks.callAll("dragRuler.ready", SpeedProvider)
}) })
Hooks.on("canvasReady", () => { Hooks.on("canvasReady", () => {
canvas.controls.rulers.children.forEach(ruler => { canvas.controls.rulers.children.forEach(ruler => {
ruler.draggedToken = null ruler.draggedEntity = null;
Object.defineProperty(ruler, "isDragRuler", { Object.defineProperty(ruler, "isDragRuler", {
get: function isDragRuler() { get: function isDragRuler() {
return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler return Boolean(this.draggedEntity) && this._state !== Ruler.STATES.INACTIVE;
} }
}) })
}) })
}) })
function hookTokenDragHandlers() { Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart const entry = {
Token.prototype._onDragLeftStart = function(event) { name: "drag-ruler.resetMovementHistory",
icon: '<i class="fas fa-undo-alt"></i>',
callback: li => resetMovementHistory(ui.combat.viewed, li.data('combatant-id')),
};
menu.splice(1, 0, entry);
});
function hookDragHandlers(entityType) {
const originalDragLeftStartHandler = entityType.prototype._onDragLeftStart
entityType.prototype._onDragLeftStart = function(event) {
originalDragLeftStartHandler.call(this, event) originalDragLeftStartHandler.call(this, event)
onTokenLeftDragStart.call(this, event) onEntityLeftDragStart.call(this, event)
} }
const originalDragLeftMoveHandler = Token.prototype._onDragLeftMove const originalDragLeftMoveHandler = entityType.prototype._onDragLeftMove
Token.prototype._onDragLeftMove = function (event) { entityType.prototype._onDragLeftMove = function (event) {
originalDragLeftMoveHandler.call(this, event) originalDragLeftMoveHandler.call(this, event)
onTokenLeftDragMove.call(this, event) onEntityLeftDragMove.call(this, event)
} }
const originalDragLeftDropHandler = Token.prototype._onDragLeftDrop const originalDragLeftDropHandler = entityType.prototype._onDragLeftDrop
Token.prototype._onDragLeftDrop = function (event) { entityType.prototype._onDragLeftDrop = function (event) {
const eventHandled = onTokenDragLeftDrop.call(this, event) const eventHandled = onEntityDragLeftDrop.call(this, event)
if (!eventHandled) if (!eventHandled)
originalDragLeftDropHandler.call(this, event) originalDragLeftDropHandler.call(this, event)
} }
const originalDragLeftCancelHandler = Token.prototype._onDragLeftCancel const originalDragLeftCancelHandler = entityType.prototype._onDragLeftCancel
Token.prototype._onDragLeftCancel = function (event) { entityType.prototype._onDragLeftCancel = function (event) {
const eventHandled = onTokenDragLeftCancel.call(this, event) const eventHandled = onEntityDragLeftCancel.call(this, event)
if (!eventHandled) if (!eventHandled)
originalDragLeftCancelHandler.call(this, event) originalDragLeftCancelHandler.call(this, event)
} }
} }
function hookRulerFunctions() {
const originalMoveTokenHandler = Ruler.prototype.moveToken
Ruler.prototype.moveToken = function (event) {
const eventHandled = onRulerMoveToken.call(this, event)
if (!eventHandled)
return originalMoveTokenHandler.call(this, event)
return true
}
const originalToJSON = Ruler.prototype.toJSON
Ruler.prototype.toJSON = function () {
const json = originalToJSON.call(this)
if (this.draggedToken)
json["draggedToken"] = this.draggedToken.data._id
return json
}
const originalUpdate = Ruler.prototype.update
Ruler.prototype.update = function (data) {
if (data.draggedToken) {
this.draggedToken = canvas.tokens.get(data.draggedToken)
}
originalUpdate.call(this, data)
}
const originalMeasure = Ruler.prototype.measure
Ruler.prototype.measure = function (destination, options={}) {
if (this.isDragRuler) {
return measure.call(this, destination, options)
}
else {
return originalMeasure.call(this, destination, options)
}
}
}
function hookKeyboardManagerFunctions() { function hookKeyboardManagerFunctions() {
const originalHandleKeys = KeyboardManager.prototype._handleKeys const originalHandleKeys = KeyboardManager.prototype._handleKeys
KeyboardManager.prototype._handleKeys = function (event, key, up) { KeyboardManager.prototype._handleKeys = function (event, key, up) {
@@ -110,178 +102,174 @@ function hookKeyboardManagerFunctions() {
} }
} }
function hookLayerFunctions() {
const originalTokenLayerUndoHistory = TokenLayer.prototype.undoHistory;
TokenLayer.prototype.undoHistory = function () {
const historyEntry = this.history[this.history.length - 1];
return originalTokenLayerUndoHistory.call(this).then((returnValue) => {
if (historyEntry.type === "update") {
for (const entry of historyEntry.data) {
const token = canvas.tokens.get(entry._id);
removeLastHistoryEntryIfAt(token, entry.x, entry.y);
}
}
return returnValue;
});
}
}
function handleKeys(event, key, up) { function handleKeys(event, key, up) {
if (event.repeat || this.hasFocus) if (event.repeat || this.hasFocus)
return false return false
if (key.toLowerCase() === "x") return onKeyX(up) const lowercaseKey = key.toLowerCase();
if (key.toLowerCase() === "shift") return onKeyShift(up)
if (lowercaseKey === "x") return onKeyX(up)
if (lowercaseKey === "shift") return onKeyShift(up)
if (lowercaseKey === "space") return onKeySpace(up);
if (lowercaseKey === "escape") return onKeyEscape(up);
return false return false
} }
function onKeyX(up) { function onKeyX(up) {
if (up) if (up)
return false return false
if (!canvas.controls.ruler.isDragRuler) const ruler = canvas.controls.ruler;
if (!ruler.isDragRuler)
return false return false
deleteWaypoint() ruler.dragRulerDeleteWaypoint();
return true return true
} }
function onKeyShift(up) { function onKeyShift(up) {
if (!canvas.controls.ruler.isDragRuler) const ruler = canvas.controls.ruler
if (!ruler.isDragRuler)
return false return false
if (ruler._state !== Ruler.STATES.MEASURING)
return false;
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens) const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
const rulerOffset = canvas.controls.ruler.rulerOffset const rulerOffset = ruler.rulerOffset
const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y} const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y}
canvas.controls.ruler.measure(measurePosition, {snap: up}) ruler.measure(measurePosition, {snap: up})
} }
function onTokenLeftDragStart(event) { function onKeySpace(up) {
canvas.controls.ruler.draggedToken = this const ruler = canvas.controls.ruler;
const tokenCenter = {x: this.x + canvas.grid.grid.w / 2, y: this.y + canvas.grid.grid.h / 2} if (!ruler.draggedEntity)
canvas.controls.ruler.clear(); return false;
canvas.controls.ruler._state = Ruler.STATES.STARTING;
canvas.controls.ruler.rulerOffset = {x: tokenCenter.x - event.data.origin.x, y: tokenCenter.y - event.data.origin.y} if (ruler._state !== Ruler.STATES.INACTIVE)
addWaypoint.call(canvas.controls.ruler, tokenCenter, false); return false;
const swapSpacebarRightClick = game.settings.get(settingsKey, "swapSpacebarRightClick");
let options = {};
setSnapParameterOnOptions(ruler, options);
if (!up) {
if (swapSpacebarRightClick)
ruler.dragRulerAbortDrag();
else
startDragRuler.call(ruler.draggedEntity, options);
}
return true;
} }
function onTokenLeftDragMove(event) { function onKeyEscape(up) {
if (canvas.controls.ruler.isDragRuler) const ruler = canvas.controls.ruler;
onMouseMove.call(canvas.controls.ruler, event) if (!ruler.draggedEntity)
return false;
if (!up)
ruler.dragRulerAbortDrag();
return true;
} }
function onTokenDragLeftDrop(event) { function onEntityLeftDragStart(event) {
if (!canvas.controls.ruler.isDragRuler) const isToken = this instanceof Token;
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};
if (game.settings.get(settingsKey, "autoStartMeasurement")) {
let options = {};
setSnapParameterOnOptions(ruler, options);
startDragRuler.call(this, options, false);
}
}
function startDragRuler(options, measureImmediately=true) {
const isToken = this instanceof Token;
if (isToken && !currentSpeedProvider.usesRuler(this))
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(this))
entityCenter = getHexSizeSupportTokenGridCenter(this);
else
entityCenter = this.center;
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
ruler.dragRulerAddWaypointHistory(getMovementHistory(this));
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);
}
function onEntityLeftDragMove(event) {
const ruler = canvas.controls.ruler
if (ruler.isDragRuler)
onMouseMove.call(ruler, event)
}
function onEntityDragLeftDrop(event) {
const ruler = canvas.controls.ruler
if (!ruler.isDragRuler) {
ruler.draggedEntity = undefined;
return false return false
const selectedTokens = canvas.tokens.placeables.filter(token => token._controlled) }
moveTokens.call(canvas.controls.ruler, canvas.controls.ruler.draggedToken, selectedTokens) // When we're dragging a measured template no token will ever be selected,
canvas.controls.ruler.draggedToken = null // resulting in only the dragged template to be moved as would be expected
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);
ruler._state = Ruler.STATES.MOVING
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
return true return true
} }
function onTokenDragLeftCancel(event) { function onEntityDragLeftCancel(event) {
// This function is invoked by right clicking // This function is invoked by right clicking
if (!canvas.controls.ruler.isDragRuler) const ruler = canvas.controls.ruler
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING)
return false return false
if (canvas.controls.ruler._state === Ruler.STATES.MEASURING) {
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) { const swapSpacebarRightClick = game.settings.get(settingsKey, "swapSpacebarRightClick");
if (canvas.controls.ruler.waypoints.length > 1) let options = {};
event.preventDefault() setSnapParameterOnOptions(ruler, options);
deleteWaypoint()
if (ruler._state === Ruler.STATES.INACTIVE) {
if (!swapSpacebarRightClick)
return false;
startDragRuler.call(this, options);
event.preventDefault();
}
else if (ruler._state === Ruler.STATES.MEASURING) {
if (!swapSpacebarRightClick) {
ruler.dragRulerDeleteWaypoint(event, options);
} }
else { else {
event.preventDefault() event.preventDefault();
const snap = !event.shiftKey ruler.dragRulerAddWaypoint(ruler.destination, options);
addWaypoint.call(canvas.controls.ruler, canvas.controls.ruler.destination, snap)
} }
} }
return true return true
} }
function onRulerMoveToken(event) {
// This function is invoked by left clicking
if (!this.isDragRuler)
return false
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
const snap = !event.shiftKey
addWaypoint.call(this, this.destination, snap)
}
else
deleteWaypoint()
return true
}
function addWaypoint(point, snap=true) {
if (snap)
point = canvas.grid.getCenter(point.x, point.y);
else
point = [point.x, point.y]
this.waypoints.push(new PIXI.Point(point[0], point[1]));
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
function deleteWaypoint() {
if (canvas.controls.ruler.waypoints.length > 1) {
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
const rulerOffset = canvas.controls.ruler.rulerOffset
canvas.controls.ruler._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y})
game.user.broadcastActivity({ruler: canvas.controls.ruler})
}
else {
const token = canvas.controls.ruler.draggedToken
canvas.controls.ruler._endMeasurement()
canvas.controls.ruler.draggedToken = null
// 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({preventDefault: () => {return}})
}
}
function strInsertAfter(haystack, needle, strToInsert) {
const pos = haystack.indexOf(needle) + needle.length
return haystack.slice(0, pos) + strToInsert + haystack.slice(pos)
}
function nativeSpeedProvider(token, playercolor) {
const speedAttribute = game.settings.get(settingsKey, "speedAttribute")
if (!speedAttribute)
return []
const tokenSpeed = getProperty(token, speedAttribute)
if (tokenSpeed === undefined) {
console.warn(`Drag Ruler | 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 = game.settings.get(settingsKey, "dashMultiplier")
if (!dashMultiplier)
return [{range: tokenSpeed, color: playercolor}]
return [{range: tokenSpeed, color: playercolor}, {range: tokenSpeed * dashMultiplier, color: 0xFFFF00}]
}
export function getColorForDistance(startDistance, subDistance=0) {
if (!this.isDragRuler)
return this.color
// Don't apply colors if the current user doesn't have at least observer permissions
if (this.draggedToken.actor.permission < 2) {
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
if (!(this.draggedToken.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
return this.color
}
const distance = startDistance + subDistance
const firstColor = game.settings.get(settingsKey, "staticFirstColor") ? 0x00FF00 : this.color
const ranges = currentSpeedProvider(this.draggedToken, firstColor)
if (ranges.length === 0)
return this.color
const currentRange = ranges.reduce((minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange
return minRange
}, {range: Infinity, color: 0xFF0000})
return currentRange.color
}
// These patches were written with foundry-0.7.9.js as reference
function patchRulerHighlightMeasurement() {
let code = Ruler.prototype._highlightMeasurement.toString()
// Replace CRLF with LF in case foundry.js has CRLF for some reason
code = code.replace(/\r\n/g, "\n")
// Remove function signature and closing curly bracket (those are on the first and last line)
code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n"))
const calcColorCode = `
let subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
let color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
`
code = strInsertAfter(code, "Position(x1, y1);\n", calcColorCode)
code = strInsertAfter(code, "Position(x1h, y1h);\n", calcColorCode.replace("x: xg, y: yg", "x: xgh, y: ygh"))
code = code.replace(/color: this\.color\}/g, "color}")
Ruler.prototype._highlightMeasurement = new Function("ray", "startDistance=undefined", code)
}
+27
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@@ -0,0 +1,27 @@
import {settingsKey} from "./settings.js"
const currentDataVersion = "1.3.0"
export function performMigrations() {
if (!game.user.isGM)
return
let dataVersion = game.settings.get(settingsKey, "dataVersion")
if (dataVersion === "fresh install") {
// Migration from unnamed version. TODO Remove this in a future version
let speedAttribute = game.settings.storage.get("world").get(`${settingsKey}.speedAttribute`)
if (speedAttribute)
speedAttribute = speedAttribute.slice(1, speedAttribute.length - 1)
const speedAttributeDefault = game.settings.get(settingsKey, "speedProviders.native.setting.speedAttribute")
if (speedAttribute !== speedAttributeDefault)
game.settings.set(settingsKey, "speedProviders.native.setting.speedAttribute", speedAttribute)
let dashMultiplier = game.settings.storage.get("world").get(`${settingsKey}.dashMultiplier`)
const dashMultiplierDefault = game.settings.get(settingsKey, "speedProviders.native.setting.dashMultiplier")
if (dashMultiplier !== dashMultiplierDefault)
game.settings.set(settingsKey, "speedProviders.native.setting.dashMultiplier", dashMultiplier)
// End of unnamed version migration code
game.settings.set(settingsKey, "dataVersion", currentDataVersion)
return
}
}
+108
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@@ -0,0 +1,108 @@
import {measureDistances} from "./compatibility.js";
import {recalculate, updateCombatantDragRulerFlags} from "./socket.js";
import {getTokenShape, isClose, zip} from "./util.js";
function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0};
let dragRulerFlag = combatant.data.flags.dragRuler;
if (dragRulerFlag) {
if (isNaN(dragRulerFlag.trackedRound)) {
mergeObject(dragRulerFlag, initialFlag);
}
}
else {
combatant.data.flags.dragRuler = initialFlag;
}
}
function getInitializedCombatant(token, combat) {
const combatant = combat.getCombatantByToken(token.id);
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 (!(tokens instanceof Array)) {
tokens = [tokens];
tokenRays = [tokenRays];
}
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;
// 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;
}
// Add the passed waypoints to the combatant
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
const dragRulerFlags = combatant.data.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});
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
ray.A.dragRulerFinalState = ray.terrainRulerFinalState;
}
waypoints.push(ray.A);
}
}
return {_id: combatant.id, dragRulerFlags};
}
export function getMovementHistory(token) {
const combat = game.combat;
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 [];
return dragRulerFlags.passedWaypoints ?? [];
}
export async function removeLastHistoryEntryIfAt(token, x, y) {
const history = getMovementHistory(token);
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;
}
history.pop();
const combat = game.combat;
const combatant = combat.getCombatantByToken(token.id);
await updateCombatantDragRulerFlags(combat, [{_id: combatant.id, dragRulerFlags: combatant.data.flags.dragRuler}]);
}
export async function resetMovementHistory(combat, combatantId) {
const combatant = combat.combatants.get(combatantId);
const dragRulerFlags = combatant.data.flags.dragRuler;
if (!dragRulerFlags)
return;
dragRulerFlags.passedWaypoints = null;
dragRulerFlags.trackedRound = null;
dragRulerFlags.rulerState = null;
await updateCombatantDragRulerFlags(combat, [{_id: combatantId, dragRulerFlags}]);
recalculate();
}
+173
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@@ -0,0 +1,173 @@
import {getColorForDistanceAndToken, getRangesFromSpeedProvider} from "./api.js";
import {cancelScheduledMeasurement, measure} from "./foundry_imports.js"
import {getMovementHistory} from "./movement_tracking.js";
import {settingsKey} from "./settings.js";
import {getSnapPointForEntity, setSnapParameterOnOptions} from "./util.js";
export 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) {
// This function is invoked by left clicking
if (!this.isDragRuler)
return await super.moveToken(event);
let options = {};
setSnapParameterOnOptions(this, options);
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
this.dragRulerAddWaypoint(this.destination, options);
}
else {
this.dragRulerDeleteWaypoint(event, options);
}
}
toJSON() {
const json = super.toJSON();
if (this.draggedEntity) {
const isToken = this.draggedEntity instanceof Token;
json["draggedEntityIsToken"] = isToken;
json["draggedEntity"] = this.draggedEntity.id;
}
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) {
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));
}
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={}) {
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);
}
}
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;
}
if (!this.dragRulerRanges)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
return getColorForDistanceAndToken(distance, this.draggedEntity, this.dragRulerRanges);
}
}
+231 -37
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@@ -1,9 +1,25 @@
import {updateSpeedProvider} from "./api.js"; import {availableSpeedProviders, currentSpeedProvider, getDefaultSpeedProvider, updateSpeedProvider} from "./api.js";
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js" import {SpeedProvider} from "./speed_provider.js"
export const settingsKey = "drag-ruler"; export const settingsKey = "drag-ruler";
export function registerSettings() { export function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
config: false,
type: String,
default: "fresh install"
})
game.settings.register(settingsKey, "autoStartMeasurement", {
name: "drag-ruler.settings.autoStartMeasurement.name",
hint: "drag-ruler.settings.autoStartMeasurement.hint",
scope: "client",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "swapSpacebarRightClick", { game.settings.register(settingsKey, "swapSpacebarRightClick", {
name: "drag-ruler.settings.swapSpacebarRightClick.name", name: "drag-ruler.settings.swapSpacebarRightClick.name",
hint: "drag-ruler.settings.swapSpacebarRightClick.hint", hint: "drag-ruler.settings.swapSpacebarRightClick.hint",
@@ -22,44 +38,222 @@ export function registerSettings() {
default: true, default: true,
}) })
// This setting will be modified by the api if modules register to it game.settings.register(settingsKey, "showGMRulerToPlayers", {
game.settings.register(settingsKey, "speedProvider", { name: "drag-ruler.settings.showGMRulerToPlayers.name",
name: "drag-ruler.settings.speedProvider.name", hint: "drag-ruler.settings.showGMRulerToPlayers.hint",
hint: "drag-ruler.settings.speedProvider.hint",
scope: "world",
config: false,
type: Object,
choices: {
"native": game.i18n.localize("drag-ruler.settings.speedProvider.choices.native")
},
default: "native",
onChange: updateSpeedProvider,
})
game.settings.register(settingsKey, "speedAttribute", {
name: "drag-ruler.settings.speedAttribute.name",
hint: "drag-ruler.settings.speedAttribute.hint",
scope: "world",
config: true,
type: String,
default: getDefaultSpeedAttribute(),
})
game.settings.register(settingsKey, "dashMultiplier", {
name: "drag-ruler.settings.dashMultiplier.name",
hint: "drag-ruler.settings.dashMultiplier.hint",
scope: "world",
config: true,
type: Number,
default: getDefaultDashMultiplier(),
})
game.settings.register(settingsKey, "staticFirstColor", {
name: "drag-ruler.settings.staticFirstColor.name",
hint: "drag-ruler.settings.staticFirstColor.hint",
scope: "world", scope: "world",
config: true, config: true,
type: Boolean, type: Boolean,
default: true,
})
game.settings.register(settingsKey, "enableMovementHistory", {
name: "drag-ruler.settings.enableMovementHistory.name",
hint: "drag-ruler.settings.enableMovementHistory.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
config: false,
type: Number,
default: 0,
});
game.settings.register(settingsKey, "neverShowTerrainRulerHint", {
config: false,
type: Boolean,
default: false, default: false,
});
// This setting will be modified by the api if modules register to it
game.settings.register(settingsKey, "speedProvider", {
scope: "world",
config: false,
type: String,
default: getDefaultSpeedProvider(),
onChange: updateSpeedProvider,
})
game.settings.registerMenu(settingsKey, "speedProviderSettings", {
name: "drag-ruler.settings.speedProviderSettings.name",
hint: "drag-ruler.settings.speedProviderSettings.hint",
label: "drag-ruler.settings.speedProviderSettings.button",
icon: "fas fa-tachometer-alt",
type: SpeedProviderSettings,
restricted: false,
}) })
} }
class SpeedProviderSettings extends FormApplication {
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
id: "drag-ruler-speed-provider-settings",
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
// 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)
if (type === "native") {
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
}
else {
name = game.system.data.title
}
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
data.providerSelection = {
id: "speedProvider",
name: game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.name"),
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
}, {}),
value: selectedProvider,
isCheckbox: false,
isSelect: true,
isRange: false,
}
return data
}
async _updateObject(event, formData) {
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()
if (splitKey.length >= 2 && splitKey[1] == "color") {
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
// Get the key for the current setting
let setting
if (key === "speedProvider")
setting = "speedProvider"
else
setting = `speedProviders.${key}`
// Get the old setting value
const oldValue = game.settings.get(settingsKey, setting)
// Only update the setting if it has been changed (this leaves the default in place if it hasn't been touched)
if (value !== oldValue)
game.settings.set(settingsKey, setting, value)
}
// Activate the configured speed provider
updateSpeedProvider()
}
activateListeners(html) {
super.activateListeners(html)
html.find("select[name=speedProvider]").change(this.onSpeedProviderChange.bind(this))
}
onSpeedProviderChange(event) {
// Hide all module settings
document.querySelectorAll(".drag-ruler-provider-settings").forEach(element => element.style.display = "none")
// Show the settings block for the currently selected module
document.getElementById(`drag-ruler.provider.${event.currentTarget.value}`).style.display = ""
// Recalculate window height
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
}
function enumerateProviderSettings(provider) {
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
if (color === unreachableColor)
hint = game.i18n.localize("drag-ruler.settings.speedProviderSettings.color.unreachable.hint")
else
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}`)),
isCheckbox: false,
isSelect: false,
isRange: false,
isColor: true,
})
}
// Prepare regular 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)
}
}
return settings.concat(colorSettings)
}
+43
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@@ -0,0 +1,43 @@
import {currentSpeedProvider} from "./api.js";
let socket;
Hooks.once("socketlib.ready", () => {
socket = socketlib.registerModule("drag-ruler-alpha");
socket.register("updateCombatantDragRulerFlags", _socketUpdateCombatantDragRulerFlags);
socket.register("recalculate", _socketRecalculate);
});
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))));
}
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
const user = game.users.get(this.socketdata.userId);
const combat = game.combats.get(combatId);
const requestedUpdates = updates.length;
updates = updates.filter(update => {
const actor = combat.combatants.get(update._id).actor;
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`);
}
updates = updates.map(update => {
return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}};
});
await combat.updateEmbeddedDocuments("Combatant", updates, {diff: false});
}
export function recalculate(tokens) {
socket.executeForEveryone(_socketRecalculate, tokens ? tokens.map(token => token.id) : undefined);
}
function _socketRecalculate(tokenIds) {
return canvas.controls.ruler.dragRulerRecalculate(tokenIds);
}
+173
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import {settingsKey} from "./settings.js"
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js"
/**
* Base class for all speed providers.
* If you want to offer a speed provider in your system/module you must derive this class.
* Each speed provider must at least implement
*/
export class SpeedProvider {
/**
* Returns an array of colors used by this speed provider. Each color corresponds to one speed that a token may have.
* Each color must be an object with the following properties:
* - id: A value that identfies the color. Must be unique for each color returned.
* - default: The color that is used to highlight that speed by default.
* - name: A user readable name for the speed represented by the color. This name is used in the color configuration dialog. Drag Ruler will attempt to localize this string using `game.i18n`
*
* Of these properties, id and defaultColor are required. name is optional, but it's recommended to set it
*
* Implementing this method is required for all speed providers
*/
get colors() {
throw new Error("A SpeedProvider must implement the colors function")
}
/**
* Returns an array of speeds that the token passed in the arguments this token can reach.
* Each range is an object that with the following properties:
* - range: A number indicating the distance that the token can travel with this speed
* - color: The id (as defined in the `colors` getter) of the color that should be used to represent this range
*
* Implementing this method is required for all speed providers
*/
getRanges(token) {
throw new Error("A SpeedProvider must implement the getRanges function")
}
/**
* Returns an array of configuration options for this module. The settings will be shown in the Speed Provider Settings of Drag Ruler.
* Each configuration option is an object that has the same attributes as a native foundry setting passed to `game.settings.register`,
* except for these exceptions:
* - id: A string that identifies the setting. Must be unique for each setting returned. This id will be used to fetch the setting.
* - config: This property is not supported by Drag Ruler module settings. Use foundries native settings instead if you need settings that don't show up in the configuration dialog.
*
* Implementing this method is optional and only needs to be done if you want to provide custom provider settings
*/
get settings() {
return []
}
/**
* Returns the default color for ranges that a token cannot reach.
*
* 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 TerrainLayer'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 TerrainLayer and TerrainRuler 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))
}
/**
* Returns a boolean indicating whether this token will use a Ruler or not.
* If this is returns `false` for a token Drag Ruler will be disabled for that token. Dragging a token for which this function
* returns false will behave as if Drag Ruler wasn't installed.
* If usesRuler returns `false` it's guranteed that the `getRanges` function won't be called for that token.
*
* 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
}
/**
* This hook is being called after Drag Ruler has updated the movement history for one or more tokens.
* It'll receive an array of tokens that have been updated.
* If your speed provider is storing any additional values that are relevant for the movement history, this function should
* await until those updates have completed inside foundry.
*/
async onMovementHistoryUpdate(tokens) {}
/**
* Returns the value that is currently set for the setting registered with the provided settingId.
*
* This function shouldn't be overridden by speed provider implementations. It can be called to fetch speed provider specific settings.
*/
getSetting(settingId) {
try {
return game.settings.get(settingsKey, `speedProviders.${this.id}.setting.${settingId}`)
}
catch (e) {
if (this.settings.some(setting => setting.id === settingId)) {
throw e
}
throw new Error(`Drag Ruler | "${settingId}" is not a registered setting for "${this.id}". If you're the module/system developer, please add it to the return values of your Speed Providers "get settings()" function.`)
}
}
/**
* Constructs a new instance of he speed provider
*
* This function should neither be called or overridden by speed provider implementations
*/
constructor(id) {
this.id = id
}
}
export class GenericSpeedProvider extends SpeedProvider {
get colors() {
return [
{id: "walk", default: 0x00FF00, name: "drag-ruler.genericSpeedProvider.speeds.walk"},
{id: "dash", default: 0xFFFF00, name: "drag-ruler.genericSpeedProvider.speeds.dash"}
]
}
getRanges(token) {
const speedAttribute = this.getSetting("speedAttribute")
if (!speedAttribute)
return []
const tokenSpeed = parseFloat(getProperty(token, speedAttribute));
if (tokenSpeed === undefined) {
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${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 []
}
const dashMultiplier = this.getSetting("dashMultiplier")
if (!dashMultiplier)
return [{range: tokenSpeed, color: "walk"}]
return [{range: tokenSpeed, color: "walk"}, {range: tokenSpeed * dashMultiplier, color: "dash"}]
}
get settings() {
return [
{
id: "speedAttribute",
name: "drag-ruler.genericSpeedProvider.settings.speedAttribute.name",
hint: "drag-ruler.genericSpeedProvider.settings.speedAttribute.hint",
scope: "world",
config: true,
type: String,
default: getDefaultSpeedAttribute(),
},
{
id: "dashMultiplier",
name: "drag-ruler.genericSpeedProvider.settings.dashMultiplier.name",
hint: "drag-ruler.genericSpeedProvider.settings.dashMultiplier.hint",
scope: "world",
config: true,
type: Number,
default: getDefaultDashMultiplier(),
}
]
}
}
+22
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@@ -1,19 +1,41 @@
export function getDefaultSpeedAttribute() { export function getDefaultSpeedAttribute() {
switch (game.system.id) { switch (game.system.id) {
case "CoC7":
return "actor.data.data.attribs.mov.value";
case "dcc":
return "actor.data.data.attributes.speed.value";
case "dnd5e": case "dnd5e":
return "actor.data.data.attributes.movement.walk" return "actor.data.data.attributes.movement.walk"
case "lancer":
return "actor.data.data.derived.speed"
case "pf1": case "pf1":
case "D35E":
return "actor.data.data.attributes.speed.land.total" return "actor.data.data.attributes.speed.land.total"
case "sfrpg":
return "actor.data.data.attributes.speed.value";
case "shadowrun5e":
return "actor.data.data.movement.walk.value";
case "swade":
return "actor.data.data.stats.speed.adjusted";
} }
return "" return ""
} }
export function getDefaultDashMultiplier() { export function getDefaultDashMultiplier() {
switch (game.system.id) { switch (game.system.id) {
case "swade":
return 0
case "dcc":
case "dnd5e": case "dnd5e":
case "lancer":
case "pf1": case "pf1":
case "D35E":
case "sfrpg":
case "shadowrun5e":
return 2 return 2
case "CoC7":
return 5;
} }
return 0 return 0
} }
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import {getPixelsFromGridPosition} from "./foundry_fixes.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 getSnapPointForToken(x, y, token) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y);
}
if (canvas.grid.isHex && 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))
}
}
// Tiny tokens can snap to the cells corners
if (!canvas.grid.isHex && token.data.width <= 0.5) {
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
const offsetX = x - topLeftX;
const offsetY = y - topLeftY;
const subGridWidth = Math.floor(canvas.grid.w / 2);
const subGridHeight = Math.floor(canvas.grid.h / 2);
const subGridPosX = Math.floor(offsetX / subGridWidth);
const subGridPosY = Math.floor(offsetY / subGridHeight);
return new PIXI.Point(topLeftX + (subGridPosX + 0.5) * subGridWidth, topLeftY + (subGridPosY + 0.5) * subGridHeight);
}
// Hex tokens, 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
if (canvas.grid.isHex || Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
return new PIXI.Point(...canvas.grid.getCenter(x, y))
}
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
const [snappedX, snappedY] = canvas.grid.getCenter(x - canvas.grid.w / 2, y - canvas.grid.h / 2)
return new PIXI.Point(snappedX + canvas.grid.w / 2, snappedY + canvas.grid.h / 2)
}
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 = !game.keyboard._downKeys.has("Shift");
}
}
export function isClose(a, b, delta) {
return Math.abs(a - b) <= delta;
}
+63
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{{! This partial is based on the foundry settings partial}}
{{#*inline "settingPartial"}}
<div class="form-group">
<label>{{this.name}}</label>
<div class="form-fields">
{{#if this.isCheckbox}}
<input type="checkbox" name="{{this.id}}" data-dtype="Boolean" {{checked this.value}} />
{{else if this.isSelect}}
<select name="{{this.id}}">
{{#select this.value}}
{{#each this.choices as |name k|}}
<option value="{{k}}">{{localize name}}</option>
{{/each}}
{{/select}}
</select>
{{else if this.isRange}}
<input type="range" name="{{this.id}}" data-dtype="Number" value="{{ this.value }}"
min="{{ this.range.min }}" max="{{ this.range.max }}" step="{{ this.range.step }}" />
<span class="range-value">{{this.value}}</span>
{{else if this.isColor}}
<input type="color" name="{{this.id}}" value="{{this.value}}" data-dtype="{{this.type}}" />
{{else}}
<input type="text" name="{{this.id}}" value="{{this.value}}" data-dtype="{{this.type}}" />
{{/if}}
</div>
<p class="notes">{{this.hint}}</p>
</div>
{{/inline}}
<form class="flexcol" autocomplete="off">
<section class="content">
<div class="settings-list">
<h2 class="module-header">{{localize "drag-ruler.settings.speedProviderSettings.headers.speedProvider"}}</h2>
{{#if this.isGM}}
{{#with this.providerSelection}}
{{> settingPartial}}
{{/with}}
{{else}}
<div class="form-group"><label>{{localize "drag-ruler.settings.speedProviderSettings.activeProvider.name"}}</label><div class="form-fields" style="justify-content: flex-start;"><b>{{this.selectedProviderName}}</b></div></div>
<p class="notes">{{localize "drag-ruler.settings.speedProviderSettings.activeProvider.hint"}}</p>
{{/if}}
<h2 class="module-header">{{localize "drag-ruler.settings.speedProviderSettings.headers.speedProviderSettings"}}</h2>
{{#each this.providers}}
<div class="drag-ruler-provider-settings" id="drag-ruler.provider.{{this.id}}" {{#unless this.isSelected}}style="display:none"{{/unless}}>
{{#if this.hasSettings}}
{{#each settings}}
{{> settingPartial}}
{{/each}}
{{else}}
<p>{{localize "drag-ruler.settings.speedProviderSettings.noSettings"}}</p>
{{/if}}
</div>
{{/each}}
</section>
<footer class="sheet-footer flexrow">
<button type="submit" name="submit">
<i class="far fa-save"></i> {{localize 'SETTINGS.Save'}}
</button>
</footer>
</form>