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@@ -0,0 +1,5 @@
|
||||
/foundry*.js
|
||||
artifact/
|
||||
wasm/
|
||||
*.lock
|
||||
.vscode/
|
||||
@@ -0,0 +1,4 @@
|
||||
*.md
|
||||
*.html
|
||||
*.json
|
||||
foundry.js
|
||||
@@ -0,0 +1,4 @@
|
||||
printWidth: 100
|
||||
trailingComma: "all"
|
||||
bracketSpacing: false
|
||||
arrowParens: "avoid"
|
||||
+439
-1
@@ -1,3 +1,441 @@
|
||||
## 1.13.6
|
||||
### Bugfixes
|
||||
- Fixed a bug that caused no measurements to be shown next to the ruler
|
||||
- Fixed a bug where diagonal paths would sometimes highlight squares that don't blong to the path on square maps
|
||||
|
||||
|
||||
## 1.13.5
|
||||
### Compatibility
|
||||
- Drag Ruler is now compatible with Foundry VTT v11 (thanks to pkonshik for doing much of the porting work!)
|
||||
- Drag Ruler's generic speed provider is now aware of good defaults for Warhammer Fantasy Roleplay 4th Edition
|
||||
|
||||
### Translations
|
||||
- Updated Portugese (Brazil) translation (thanks eunaumtenhoid!)
|
||||
|
||||
|
||||
## 1.13.4
|
||||
### Translations
|
||||
- New translation: Portuguese (Brazil) (thanks eunaumtenhoid!)
|
||||
- Foundry should now be able to detect the Simplified Chenese translation properly
|
||||
|
||||
|
||||
## 1.13.3
|
||||
### Translations
|
||||
- New translation: Chinese (Simplified) (thanks bnp800!)
|
||||
|
||||
|
||||
## 1.13.2
|
||||
### Bugfixes
|
||||
- Fixed a bug that prevented pathfinding on hex to work when the hex size support module is not installed
|
||||
|
||||
## 1.13.1
|
||||
### Bugfixes
|
||||
- Fixed a bug that caused large hex tokens to not snap correctly
|
||||
- Fixed a bug that prevented Drag Ruler from working on hex grids at all if the Hex Size Support module is enabled
|
||||
- Fixed a bug that prevented Enhanced Terrain Layer from determining dragged moving token
|
||||
- Fixed several deprecation warnings
|
||||
|
||||
### Translations
|
||||
- Updated the english text for several UI items
|
||||
- Updated the german translation
|
||||
- Updated the french translation (thanks rectulo!)
|
||||
|
||||
|
||||
## 1.13.0
|
||||
### Breaking changes
|
||||
- Drag Ruler's pathfinder has been extracted into a dedicated library module. If you'd like to continue to use Drag Ruler's pathfinding feature, please install [routinglib](https://foundryvtt.com/packages/routinglib) alongside Drag Ruler.
|
||||
- Drag Ruler's API no longer supports the function `getCostForStep`. Instead, module authors are asked to use [Enhanced Terrain Layer's game system integration API](https://github.com/ironmonk88/enhanced-terrain-layer/blob/main/README.md#integrating-game-system-rules) to introduce game system specific terrain rules.
|
||||
|
||||
### New features
|
||||
- Drag Ruler's pathfinding will now be running as a background task. This means that Foundry will no longer freeze while Drag Ruler is calculating a path.
|
||||
- Drag Ruler's pathfinding will now take difficult terrain into account on griddes scenes
|
||||
|
||||
### Bug fixes
|
||||
- Fixed a bug that would cause gridless snapping to snap slightly below the allowed range
|
||||
|
||||
### Compatibility
|
||||
- Drag Ruler is now compatible with Foundry VTT v10
|
||||
- Drag Ruler's compatibility with the Wall Height module is restored
|
||||
|
||||
|
||||
## 1.12.8
|
||||
### Bugfixes
|
||||
- Fixed a bug that could cause grid cells to be highlighted in the wrong color
|
||||
|
||||
### Compatibility
|
||||
- Fixed an interaction with the Wall Height module that could allow players to walk through walls
|
||||
|
||||
|
||||
## 1.12.7
|
||||
### Bugfixes
|
||||
- Fixed a bug that caused measurement templates to only snap to the corners of the grid (this was a regression introduced in 1.12.5)
|
||||
|
||||
|
||||
## 1.12.6
|
||||
### Bugfixes
|
||||
- Measured templates no longer snap to a virtual grid on gridless scenes (this was a regression introduced in 1.12.5)
|
||||
|
||||
|
||||
## 1.12.5
|
||||
### Compatibility
|
||||
- Drag Ruler is now compatible with DF Template Enhancements
|
||||
|
||||
|
||||
## 1.12.4
|
||||
### Bugfixes
|
||||
- Fixed a bug that could cause Drag Ruler to override the default ruler color on other player's clients
|
||||
|
||||
|
||||
## 1.12.3
|
||||
### Bugfixes
|
||||
- Fixed a bug that could cause foundry to freeze indefinitely when trying to pathfind to an unreachalbe location (thanks to JDCalvert)
|
||||
- Fixed a bug that caused the pathfinder to route through one-directional walls from the wrong direction (thanks to JDCalvert)
|
||||
- Fixed a bug that could cause Drag Ruler to write errors into the JS console during regular usage
|
||||
|
||||
### Compatibility
|
||||
- Drag Ruler's generic speed provider is now aware of good defaults for DnD 4th Edition
|
||||
- Drag Ruler's pathfinder should now be compatible with the Wall Height and Levels modules (thanks to JDCalvert)
|
||||
|
||||
|
||||
## 1.12.2
|
||||
### Bugfixes
|
||||
- Fixed a bug where the pathfinder on gridless scenes sometimes wasn't able to find a way around corners with specific angles
|
||||
- Pathfinding will now be disabled when the hotkey to move tokens without animation is being pressed, to allow GMs to move their tokens through walls
|
||||
|
||||
|
||||
## 1.12.1
|
||||
### Hotfix
|
||||
- Version 1.12.0 was incorrectly packaged, which caused it to fail to load
|
||||
|
||||
|
||||
## 1.12.0
|
||||
### New features
|
||||
- Pathfinding is now supported on gridless scenes
|
||||
|
||||
|
||||
## 1.11.5
|
||||
### Bugfixes
|
||||
- Fixed a bug that was causing Drag Ruler to spam useless warnings into the console (this was a regression introduced in 1.11.4)
|
||||
|
||||
|
||||
## 1.11.4
|
||||
### Bugfixes
|
||||
- When changing the measurement mode via a keybinding (toggle snaping or toggle pathfinding) the updated ruler will now be sent to other players immediately
|
||||
- Fixed a bug that incorrectly showed a ruler to be snapped to other players despite the ruler not being snapped
|
||||
- Fixed a bug that could cause a token to move to an incorrect location if the token was being dragged and dropped very rapidly
|
||||
- Drag Ruler's token movement animations can now be properly waited for (this improves the interaction with modules like sequencer)
|
||||
|
||||
### Translation
|
||||
- Updated Spanish translation (thanks to Viriato139ac#342)
|
||||
|
||||
|
||||
## 1.11.3
|
||||
### Bugfixes
|
||||
- The setting to automatically start pathfinding is now visible to players again (this was a regression introduced in 1.11.2)
|
||||
- Fixed a bug that would show the measurements of other players as if they were using the pathfinder, even if they were not using it.
|
||||
|
||||
|
||||
## 1.11.2
|
||||
### Bugfixes
|
||||
- Fixed a memory leak that could cause the rule to slow down after using the pathfinding functionality for a while
|
||||
|
||||
### Misc
|
||||
- GMs are now always allowed to use the pathfinding tool. The setting now only prevents players from using it.
|
||||
|
||||
### Compatibility
|
||||
- Drag Ruler's generic speed provider is now aware of good defaults for Dungeonslayers 4
|
||||
|
||||
|
||||
## 1.11.1
|
||||
### Bugfixes
|
||||
- Fixed a bug that would cause the pathfinding algorithm to make tokens of size 2 and 4 to take an unnecessary step
|
||||
|
||||
|
||||
## 1.11.0
|
||||
### New features
|
||||
- Drag Ruler now supports pathfinding. Pressing the assigned button will automatically calculate the shortest route to the point you're dragging your token to and add the necessary waypoints to the ruler.
|
||||
- This feature is only available for gridded maps
|
||||
- This feature can only be used if it's enabled by the GM in the module settings
|
||||
- The routing algorithm *does not* take difficult terrain into account
|
||||
|
||||
|
||||
## 1.10.3
|
||||
### Compatibility
|
||||
- This release contains changes required to be compatible with Foundry 9.245
|
||||
|
||||
|
||||
## 1.10.2
|
||||
### Bugfixes
|
||||
- Fixed a bug that could cause squares to be highlighted in the wrong color when using waypoints on a 5/10/5 gird
|
||||
- When using Token Drag Vision, the temporary vision is now correctly cleaned up when dropping the token (resolves a conflict with the "Perfect Vision" module)
|
||||
|
||||
|
||||
## 1.10.1
|
||||
### Bugfixes
|
||||
- Fixed a bug that caused keybindings to break if no scene is active
|
||||
|
||||
### Translation
|
||||
- Updated Spanish translation (thanks to Viriato139ac#342)
|
||||
|
||||
|
||||
## 1.10.0
|
||||
**BREAKING** Drag Ruler 1.10.0 and onward cannot update directly from Drag Ruler versions older than 1.3.0. If you've been using Drag Ruler 1.2.2 or earlier in your world make sure to update to any Version between (inclusive) Drag Ruler 1.3.0 and 1.9.1, launch your world and log in as GM at least once. After doing so you can safely update to v1.10.0 or newer versions. Updating directly from 1.2.2 or older to 1.10.0 or newer will cause Drag Ruler to forget your Speed Prover Settings.
|
||||
|
||||
### New features
|
||||
- Drag Ruler's key bindings can now be assigned to custom keys by the user
|
||||
- Measuring difficult terrain on gridded maps with euclidean grid rule is now supported (for this to work the `Terrain Ruler` module needs to be enabled)
|
||||
|
||||
### Compatibility
|
||||
- Drag Ruler now supports Foundry v9
|
||||
- Drag Ruler now utilizes libwrapper to increase interoperability with other modules
|
||||
|
||||
### Translation
|
||||
- Added french translation (thanks to Elfenduli)
|
||||
- Updated japanese translation (thanks to touge)
|
||||
|
||||
|
||||
## 1.9.1
|
||||
### Bugfixes
|
||||
- Fixed a bug that caused the ruler to misbehave or not show up at all if the speed provider isn't configured (this was a regression introduced in 1.9.0)
|
||||
|
||||
### Translation
|
||||
- Updated the spaish translation (thanks to Viriato139ac#342)
|
||||
|
||||
|
||||
## 1.9.0
|
||||
### New features
|
||||
- On Gridless scenes, tokens can now snap to their speed limits, to make full usage of a token's movement speed easier. This feature can be temporarily disabled by pressing Shift during drag and can be disabled completely in the settings.
|
||||
|
||||
### Bugfixes
|
||||
- Non-square tokens (e.g. 2x1) now work correctly on square grids
|
||||
- When modifying difficult terrain that a token has already moved over, this the movement history of the token won't change anymore (this was a regression introduced in 1.8.0)
|
||||
- Fixed a bug that prevented pausing/unpausing the game when no scene was active
|
||||
|
||||
### API
|
||||
- Added `dragRuler.getColorForDistanceAndToken` API endpoint that allows other modules to receive the highlight color for a specified distance with a given token.
|
||||
|
||||
|
||||
## 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)
|
||||
@@ -9,7 +447,7 @@
|
||||
|
||||
## 1.3.2
|
||||
### Translation
|
||||
- Updated japanese translation (thanks to togue)
|
||||
- Updated japanese translation (thanks to touge)
|
||||
|
||||
|
||||
## 1.3.1
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
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.
|
||||
@@ -1,41 +1,82 @@
|
||||
[](https://ko-fi.com/staebchenfisch)
|
||||
|
||||
# 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 inform you how far you've dragged it from its start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. By default, three colors are being used: green for spaces that your token can reach by walking normally are colored green, spaces that can only be reached by dashing will be colored yellow and spaces that cannot be reached with the token's speed will be colored red. If you're using a gridless map the ruler color will change to convey this information.
|
||||
|
||||

|
||||

|
||||

|
||||
|
||||
|
||||
## Path color
|
||||

|
||||
## Supports Tokens of all sizes
|
||||
Terrain ruler has excellent support for tokens of all sizes. The Ruler will always originate from the token's center and will always highlight all the squares that tokens move over.
|
||||
|
||||
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.
|
||||

|
||||

|
||||
|
||||
|
||||
## Waypoints
|
||||
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.
|
||||
## Difficult Terrain support
|
||||
**To use support for difficult terrain you must install the [Terrain Ruler](https://foundryvtt.com/packages/terrain-ruler) module**
|
||||
|
||||

|
||||
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.
|
||||
|
||||

|
||||

|
||||
|
||||
|
||||
## Why would I want to use this instead of ShowDragDistance?
|
||||
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.
|
||||
## Movement history (optional)
|
||||
*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.
|
||||
|
||||

|
||||
|
||||
|
||||
## Pathfinding
|
||||
**To use pathfinding you must install the [routinglib](https://foundryvtt.com/packages/routinglib) module**
|
||||
|
||||
When routinglib is installed, Drag Ruler can automatically place waypoints to walk around walls and terrain to reach the destination with the shortest possible movement. Pathfinding can be activated using a configurable key. Alternatively, Drag Ruler can be configured to always use pathfinding when a token is being dragged.
|
||||
|
||||
Pathfinding is restricted to GM users by default, since the pathfinding algorithm can create ways that lead through unexplored fog of war. If you want to allow your players to use Drag Ruler's pathfinding functionality, you need to enable the associated setting in Drag Ruler's module settings.
|
||||
|
||||

|
||||
|
||||
|
||||
## Game systems with Drag Ruler integration
|
||||
Drag Ruler will work with all Foundry VTT game systems. However some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration.
|
||||
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:
|
||||
- Cypher System (starting with version 1.13.0)
|
||||
- DnD5e (via the module [DnD5e Drag Ruler Integration](https://foundryvtt.com/packages/elevation-drag-ruler))
|
||||
- GURPS 4th Edition Game Aid (Unofficial) (starting with version 0.9.1)
|
||||
- Hackmaster (starting with version 0.2.11)
|
||||
- Ironclaw Second Edition (starting with version 0.2.2)
|
||||
- Lancer (via the module [Lancer Speed Provider](https://foundryvtt.com/packages/lancer-speed-provider))
|
||||
- Level Up: Advanced 5th Edition (Official) (via the module [A5E Drag Ruler Integration](https://foundryvtt.com/packages/a5edragruler))
|
||||
- Pathfinder 1 (starting with version 0.77.3)
|
||||
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
|
||||
- Shadowrun 5th Edition (via the module [Drag Ruler Integration for Shadowrun 5E](https://foundryvtt.com/packages/drag-ruler-integration-for-shadowrun-5e))
|
||||
- Shadow of the Demon Lord (starting with version 1.7.15)
|
||||
- Starfinder (via the module [Starfinder Drag Ruler Integration](https://foundryvtt.com/packages/starfinder-drag-ruler))
|
||||
- Stargate RPG (starting with version 1.6.0)
|
||||
- Symbaroum (via the module [Symbaroum drag ruler integration](https://foundryvtt.com/packages/symbaroum-drag-ruler-integration))
|
||||
- Tagmar RPG (starting with version 1.1.4)
|
||||
- TheWitcherTRPG (starting with version 0.0.62)
|
||||
- Tormenta20 (starting with version 1.1.37)
|
||||
- The Dark Eye 5 / Das Schwarze Auge 5 (via the module [TDE5/DSA5 Drag Ruler Integration](https://foundryvtt.com/packages/dsa5-drag-ruler))
|
||||
- Shadow of the Demon Lord (starting with version 1.7.15)
|
||||
- Wasteland Ventures (starting with version 0.1.0)
|
||||
- WWII:OWB (starting with version 1.0.4)
|
||||
|
||||
|
||||
## 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
|
||||
*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.*
|
||||
|
||||
+125
@@ -0,0 +1,125 @@
|
||||
{
|
||||
"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. Dieses Attribut wird während der Färbung des hervorgehobenen Pfads verwendet."
|
||||
}
|
||||
},
|
||||
"speeds": {
|
||||
"walk": "gehen",
|
||||
"dash": "sprinten"
|
||||
}
|
||||
},
|
||||
"keybindings": {
|
||||
"cancelDrag": "Ziehen beenden",
|
||||
"createWaypoint": "Wegpunkt erstellen",
|
||||
"deleteWaypoint": "Wegpunkt löschen",
|
||||
"disableSnap": {
|
||||
"name": "Raster deaktivieren",
|
||||
"hint": "Während diese Taste gedrückt ist, wird das Raster temporär deaktiviert."
|
||||
},
|
||||
"moveWithoutAnimation": {
|
||||
"name": "Tokenanimation deaktivieren",
|
||||
"hint": "Wenn diese Taste gedrückt wird, während ein Token fallen gelassen wird, bewegt es sich ohne Animation zum Zielort."
|
||||
},
|
||||
"togglePathfinding": {
|
||||
"name": "Wegfindung umschalten",
|
||||
"hint": "Wenn diese Taste gedrückt gehalten wird, während ein Token gezogen wird, wird die Wegfindung vorübergehend aktiviert/deaktiviert."
|
||||
}
|
||||
},
|
||||
"settings": {
|
||||
"allowPathfinding": {
|
||||
"name": "Wegfindung für Spieler erlauben",
|
||||
"hint": "Erlaubt es Spielern die Wegfindung zu benutzen. Bitte beachte, dass die Wegfindung Wege durch unerkundeten Nebel des Kriegs und ätherische Wände berechnen kann. Dies kann deinen Spielern Geheimnisse lüften, von denen sie noch nicht erfahren sollten."
|
||||
},
|
||||
"alwaysShowSpeedForPCs": {
|
||||
"name": "Geschwindigkeit von Spielercharakteren für jeden anzeigen",
|
||||
"hint": "Wenn diese Einstellung aktiviert ist, wird die Färbung der hervorgehobenen Felder bei Spielercharakteren allen Spielern angezeigt, selbst wenn diese keinen Zugriff auf den Charakterbogen haben."
|
||||
},
|
||||
"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 diese Option aktiviert ist, merkt sich Drag Ruler die Bewegungen, die während einer Runde eines Kampfes gemacht wurden und zeigt diese an, wenn das Token weiterbewegt wird."
|
||||
},
|
||||
"rightClickAction": {
|
||||
"name": "Aktion bei Rechtsklick",
|
||||
"hint": "Was soll getan werden, wenn die rechte Maustaste während des Ziehens gedrückt wird?",
|
||||
"choices": {
|
||||
"create": "Wegpunkt erstellen",
|
||||
"delete": "Wegpunkt löschen",
|
||||
"cancel": "Ziehen beenden"
|
||||
}
|
||||
},
|
||||
"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 Integration 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}"
|
||||
}
|
||||
}
|
||||
},
|
||||
"useGridlessraster": {
|
||||
"name": "Geschwindigkeitsraster aktivieren",
|
||||
"hint": "Lässt Spielfiguren auf gitterlosen Szenen an deren Geschwindigkeitsgrenzen einrasten."
|
||||
},
|
||||
"autoPathfinding": {
|
||||
"name": "Wegfindung grundsätzlich aktivieren",
|
||||
"hint": "Wenn diese Option aktiviert ist, wird beim Ziehen eines Tokens automatisch die Wegfindung verwendet."
|
||||
},
|
||||
"useGridlessRaster": {
|
||||
"name": "Geschwindigkeitsbasiertes Raster verwenden",
|
||||
"hint": "Dies lässt Spielfiguren auf gitterlosen Szenen an ihren Geschwindigkeitsgrenzen einrasten."
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+67
-8
@@ -1,5 +1,18 @@
|
||||
{
|
||||
"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 its 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": {
|
||||
@@ -16,10 +29,56 @@
|
||||
"dash": "dash"
|
||||
}
|
||||
},
|
||||
"keybindings": {
|
||||
"cancelDrag": "Cancel dragging",
|
||||
"createWaypoint": "Create waypoint",
|
||||
"deleteWaypoint": "Delete waypoint",
|
||||
"disableSnap": {
|
||||
"name": "Disable snapping",
|
||||
"hint": "Snapping will be temporarily disabled while this key is being held down."
|
||||
},
|
||||
"moveWithoutAnimation": {
|
||||
"name": "Disable token animation",
|
||||
"hint": "When being held while dropping a token, the token will move to the target location without animating."
|
||||
},
|
||||
"togglePathfinding": {
|
||||
"name": "Toggle pathfinding",
|
||||
"hint": "When being held while dragging a token, the pathfinding functionality will be temporarily enabled/disabled."
|
||||
}
|
||||
},
|
||||
"settings": {
|
||||
"allowPathfinding": {
|
||||
"name": "Allow pathfinding for players",
|
||||
"hint": "Allows players to use Drag Ruler's pathfinding functionality in this world. Be aware that pathfinding can route through unexplored fog of war and Ethereal Walls, which might reveal secrets to your players ahead of time."
|
||||
},
|
||||
"alwaysShowSpeedForPCs": {
|
||||
"name": "Show PC speed to everyone",
|
||||
"hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet."
|
||||
"hint": "If enabled, the coloring based on actor speed for player characters will be shown to everyone, even if they don't have observer permission for the character sheet."
|
||||
},
|
||||
"autoStartMeasurement": {
|
||||
"name": "Automatically start measuring",
|
||||
"hint": "If enabled, Drag Ruler will start measuring as soon as the token is being dragged. If disabled, Drag Ruler will remain inactive and will only start measuring once the button to add a waypoint is being pressed."
|
||||
},
|
||||
"autoPathfinding": {
|
||||
"name": "Pathfinding by default",
|
||||
"hint": "If enabled, dragging a token will automatically use a pathfinding ruler."
|
||||
},
|
||||
"enableMovementHistory": {
|
||||
"name": "Enable movement history during combat",
|
||||
"hint": "If enabled, Drag Ruler will remember the path a token took during its turn in combat and will display it when you pick the token back up."
|
||||
},
|
||||
"rightClickAction": {
|
||||
"name": "Right click action",
|
||||
"hint": "What action shall be performed when right-clicking while dragging a token?",
|
||||
"choices": {
|
||||
"create": "Create waypoint",
|
||||
"delete": "Delete waypoint",
|
||||
"cancel": "Cancel drag"
|
||||
}
|
||||
},
|
||||
"showGMRulerToPlayers": {
|
||||
"name": "Show GM ruler to players",
|
||||
"hint": "If disabled the ruler of GMs will not be shown for non-GM players."
|
||||
},
|
||||
"speedProviderSettings": {
|
||||
"name": "Speed Provider Settings",
|
||||
@@ -31,21 +90,21 @@
|
||||
"speedProviderSettings": "Speed Provider specific settings"
|
||||
},
|
||||
"activeProvider": {
|
||||
"name": "Currently active Speed Provider",
|
||||
"name": "Active Speed Provider",
|
||||
"hint": "The settings show below depend on the active speed provider. If the GM selects a different speed provider the available settings may change."
|
||||
},
|
||||
"noSettings": "This speed provider doesn't offer any configuration options.",
|
||||
"color": {
|
||||
"name": "Color for {colorName}",
|
||||
"hint": "The color that will be used to color squares that are within {colorName} range",
|
||||
"hint": "The color that will be used to color squares that are within {colorName} range.",
|
||||
"unreachable": {
|
||||
"name": "unreachable",
|
||||
"hint": "The color for spaces that aren't reachable by the dragged token"
|
||||
"hint": "The color for spaces that aren't reachable by the dragged token."
|
||||
}
|
||||
},
|
||||
"speedProvider": {
|
||||
"name": "Speed Settings Provider",
|
||||
"hint": "Select who provides speed information for tokens duing coloring. Drag Ruler offers a generic speed provider that provides basic functionality and should work for all game systems if configured correctly. More speed providers can be made available via game systems and installed modules. Selecting a different speed provider than the generic speed provider may offer a better integration into the rules of the game system you're using. The options below are dependent upon the speed provider selected here.",
|
||||
"hint": "Select who provides speed information for tokens during coloring. Drag Ruler offers a generic speed provider that provides basic functionality and should work for all game systems if configured correctly. More speed providers can be made available via game systems and installed modules. Selecting a different speed provider than the generic speed provider may offer a better integration into the rules of the game system you're using. The options below are dependent upon the speed provider selected here.",
|
||||
"choices": {
|
||||
"module": "Module {name}",
|
||||
"native": "Generic",
|
||||
@@ -53,9 +112,9 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
"swapSpacebarRightClick": {
|
||||
"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"
|
||||
"useGridlessRaster": {
|
||||
"name": "Use speed based snapping",
|
||||
"hint": "On Gridless scenes, this makes tokens snap to the token's speed ranges."
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+125
@@ -0,0 +1,125 @@
|
||||
{
|
||||
"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": "Tienes habilitado el módulo {moduleName}. Drag Ruler puede medir terrenos difíciles que se colocaron usando ese módulo. Para hacer esto posible, Drag Ruler utiliza el módulo Terrain Ruler. Si Terrain Ruler está instalado y activado, Drag Ruler automáticamente comenzará a respetar terrenos difíciles en sus medidas.",
|
||||
"neverShowAgain": "No volver a mostrar"
|
||||
},
|
||||
"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 el 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"
|
||||
}
|
||||
},
|
||||
"keybindings": {
|
||||
"cancelDrag": "Cancelar arrastre",
|
||||
"createWaypoint": "Crear punto de ruta",
|
||||
"deleteWaypoint": "Borrar punto de ruta",
|
||||
"disableSnap": {
|
||||
"name": "Deshabilitar ajuste",
|
||||
"hint": "El ajuste a la rejilla se deshabilitará temporalmente mientras se presione esta tecla."
|
||||
},
|
||||
"moveWithoutAnimation": {
|
||||
"name": "Deshabilitar animación de icono",
|
||||
"hint": "Si al soltar un icono se presiona esta tecla, se deshabilitará la animación del icono al moverse al destino."
|
||||
},
|
||||
"togglePathfinding": {
|
||||
"name": "Conmutar búsqueda de camino",
|
||||
"hint": "Cuando se presione al arrastrar un icono, la funcionalidad de búsqueda de camino será temporalmente habilitada/deshabilitada."
|
||||
}
|
||||
},
|
||||
"settings": {
|
||||
"allowPathfinding": {
|
||||
"name": "Permitir búsqueda de camino a los jugadores",
|
||||
"hint": "Permite a los jugadores usar en este mundo la funcionalidad de búsqueda de camino. Tenga cuidado porque la ruta puede transcurrir por lugares con niebla de guerra o muros invisibles, lo que podrá revelar algunos secretos a los jugadores antes de tiempo."
|
||||
},
|
||||
"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."
|
||||
},
|
||||
"autoPathfinding": {
|
||||
"name": "Búsqueda de camino por defecto",
|
||||
"hint": "Si se habilita, al arrastrar un icono se usará automáticamente la regla de búsqueda de camino."
|
||||
},
|
||||
"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 de combate y la mostrará al seleccionarlo de nuevo."
|
||||
},
|
||||
"rightClickAction": {
|
||||
"name": "Acción del botón derecho",
|
||||
"hint": "¿Qué acción se realizará al hacer clic derecho mientras se arrastra un icono?",
|
||||
"choices": {
|
||||
"create": "Crear punto de ruta",
|
||||
"delete": "Borrar punto de ruta",
|
||||
"cancel": "Cancelar arrastre"
|
||||
}
|
||||
},
|
||||
"showGMRulerToPlayers": {
|
||||
"name": "Mostrar regla del GM a los jugadores",
|
||||
"hint": "Si se deshabilita, no se mostrará la regla de medición de los GMs al resto de usuarios no-GMs."
|
||||
},
|
||||
"speedProviderSettings": {
|
||||
"name": "Proveedor de configuración de velocidad",
|
||||
"hint": "El Proveedor de Ajustes de Velocidad contiene todos los ajustes específicos de cada sistema de juego.",
|
||||
"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 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}"
|
||||
}
|
||||
}
|
||||
},
|
||||
"useGridlessRaster": {
|
||||
"name": "Usar ajuste a la velocidad",
|
||||
"hint": "Cuando no se use rejilla en la escena, este ajuste hace que los iconos se ajusten a sus rangos de velocidad."
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+122
@@ -0,0 +1,122 @@
|
||||
{
|
||||
"drag-ruler": {
|
||||
"dependencies": {
|
||||
"ok": "OK",
|
||||
"terrain-ruler": {
|
||||
"title": "Comment mesurer un terrain difficile avec Drag Ruler",
|
||||
"text": "Vous avez le module {moduleName} activé. Drag Ruler est capable de mesurer un terrain difficile qui a été placé à l'aide de ce module. Pour rendre cela possible, Drag Ruler utilise le module Terrain Ruler. Si Terrain Ruler est installé et activé, Drag Ruler commencera automatiquement à respecter le terrain difficile lors de ses mesures.",
|
||||
"neverShowAgain": "Ne plus jamais afficher cela"
|
||||
},
|
||||
"socketlib": {
|
||||
"title": "Module Socketlib manquant",
|
||||
"text": "Drag Ruler nécessite que le module socketlib fonctionne correctement. Veuillez activer le module socketlib dans ce monde."
|
||||
}
|
||||
},
|
||||
"resetMovementHistory": "Réinitialiser l'historique des mouvements",
|
||||
"genericSpeedProvider": {
|
||||
"settings": {
|
||||
"dashMultiplier": {
|
||||
"name": "Multiplicateur de course",
|
||||
"hint": "Cela peut être utilisé pour donner aux jetons une vitesse secondaire pendant la coloration du chemin mesuré. Réglez-le sur 0 pour désactiver la vitesse secondaire."
|
||||
},
|
||||
"speedAttribute": {
|
||||
"name": "Attribut de vitesse",
|
||||
"hint": "L'attribut qui définit la vitesse de marche d'un jeton. Il est utilisé lors de la coloration du chemin mesuré."
|
||||
}
|
||||
},
|
||||
"speeds": {
|
||||
"walk": "marche",
|
||||
"dash": "course"
|
||||
}
|
||||
},
|
||||
"keybindings": {
|
||||
"cancelDrag": "Effacer glisser",
|
||||
"createWaypoint": "Créer un point de passage",
|
||||
"deleteWaypoint": "Effacer un point de passage",
|
||||
"disableSnap": {
|
||||
"name": "Désactiver l'interruption",
|
||||
"hint": "L'interruption sera temporairement désactivée tant que cette clé est maintenue enfoncée."
|
||||
},
|
||||
"moveWithoutAnimation": {
|
||||
"name": "Désactiver l'animation du jeton",
|
||||
"hint": "Lorsqu'elle est maintenue lorsque vous déposer un jeton, le jeton se déplacera vers le lieu ciblé sans s'animer."
|
||||
},
|
||||
"togglePathfinding": {
|
||||
"name": "Activer la recherche de l'itinéraire",
|
||||
"hint": "Lorsqu'elle est maintenue en glissant un jeton, la fonction de recherche de l'itinéraire sera temporairement activée/désactivée."
|
||||
}
|
||||
},
|
||||
"settings": {
|
||||
"allowPathfinding": {
|
||||
"name": "Autoriser la recherche de l'itinéraire pour les joueurs",
|
||||
"hint": "Permet aux joueurs d'utiliser la fonction de recherche de l'itinéraire de Drag Ruler dans ce monde. Soyez conscient que la recherche de l'itinéraire peut conduire à travers le brouillard de guerre inexploré et les murs éthérés, ce qui pourrait révéler des secrets à vos joueurs avant l'heure."
|
||||
},
|
||||
"alwaysShowSpeedForPCs": {
|
||||
"name": "Afficher la vitesse du PJ à tout le monde",
|
||||
"hint": "Si activé, la coloration basée sur la vitesse de l'acteur pour les personnages joueurs sera montrée à tout le monde, même s'ils n'ont pas la permission d'observateur pour la feuille de personnage."
|
||||
},
|
||||
"autoStartMeasurement": {
|
||||
"name": "Démarrer automatiquement la mesure",
|
||||
"hint": "Si activé, Drag Ruler commencera à mesurer dès que le jeton est glissé. S'il est désactivé, Drag Ruler restera inactif et ne commencera à mesurer qu'une fois que le bouton pour ajouter un waypoint est enfoncé."
|
||||
},
|
||||
"autoPathfinding": {
|
||||
"name": "Recherche d'itinéraire par défaut",
|
||||
"hint": "Si activé, glisser un jeton utilisera automatiquement une recherche de l'itinéraire."
|
||||
},
|
||||
"enableMovementHistory": {
|
||||
"name": "Activer l'historique des mouvements pendant le combat",
|
||||
"hint": "Si activé, Drag Ruler se souviendra du chemin emprunté par un jeton pendant son tour de combat et l'affichera lorsque vous récupérerez le jeton."
|
||||
},
|
||||
"rightClickAction": {
|
||||
"name": "action de Clic droit",
|
||||
"hint": "Quelle sera l'action accomplie lorsque vous ferez un clic droit en glissant un jeton ?",
|
||||
"choices": {
|
||||
"create": "Créer un point de passage",
|
||||
"delete": "Effacer un point de passage",
|
||||
"cancel": "Annuler le glisser"
|
||||
}
|
||||
},
|
||||
"showGMRulerToPlayers": {
|
||||
"name": "Afficher la règle MJ aux joueurs",
|
||||
"hint": "Si désactivé, la règle des MJ ne sera pas affichée pour les joueurs non MJ."
|
||||
},
|
||||
"speedProviderSettings": {
|
||||
"name": "Paramètres du système de vitesse",
|
||||
"hint": "Les paramètres du système de vitesse contiennent tous les paramètres spécifiques au système de jeu.",
|
||||
"button": "Paramètres du système de vitesse",
|
||||
"windowTitle": "Paramètres du système de vitesse",
|
||||
"headers": {
|
||||
"speedProvider": "Système de vitesse",
|
||||
"speedProviderSettings": "Paramètres spécifiques au système de vitesse"
|
||||
},
|
||||
"activeProvider": {
|
||||
"name": "Système de vitesse actuellement actif",
|
||||
"hint": "Les paramètres indiqués ci-dessous dépendent du système de vitesse actif. Si le MJ sélectionne un système de vitesse différent, les paramètres disponibles peuvent changer."
|
||||
},
|
||||
"noSettings": "Ce système de vitesse n'offre aucune option de configuration.",
|
||||
"color": {
|
||||
"name": "Couleur pour {colorName}",
|
||||
"hint": "La couleur qui sera utilisée pour colorier les carrés qui sont dans la portée {colorName}.",
|
||||
"unreachable": {
|
||||
"name": "inaccessible",
|
||||
"hint": "La couleur des cases qui ne sont pas accessibles pour le jeton déplacé."
|
||||
}
|
||||
},
|
||||
"speedProvider": {
|
||||
"name": "Système de paramètres de vitesse",
|
||||
"indice": "Sélectionnez qui fournit les informations de vitesse pour les jetons lors de la coloration. Drag Ruler offre un système de vitesse générique qui fournit des fonctionnalités de base et devrait fonctionner pour tous les systèmes de jeu s'il est correctement configuré. Plus de systèmes de vitesse peuvent être mis à disposition via les systèmes de jeu et les modules installés. La sélection d'un autre système de vitesse que le système de vitesse générique peut offrir une meilleure intégration dans les règles du système de jeu que vous utilisez. Les options ci-dessous dépendent du système de vitesse sélectionné ici.",
|
||||
"choices": {
|
||||
"module": "Module {name}",
|
||||
"native": "Générique",
|
||||
"system": "Systéme {name}"
|
||||
},
|
||||
"hint": "Choisissez qui fournit les informations de vitesse pour les jetons lors de la coloration. Drag Ruler propose un fournisseur de vitesse générique qui offre une fonctionnalité de base qui devrait fonctionner pour tous les systèmes de jeu s'il est correctement configuré. D'autres fournisseurs de vitesse peuvent être mis à disposition par les systèmes de jeu et les modules installés. Le choix d'un fournisseur de vitesse différent du fournisseur de vitesse générique peut offrir une meilleure intégration des règles du système de jeu que vous utilisez. Les options ci-dessous dépendent du fournisseur de vitesse sélectionné ici."
|
||||
}
|
||||
},
|
||||
"useGridlessRaster": {
|
||||
"name": "Utilise l'interruption basée sur la vitesse",
|
||||
"hint": "Sur des scènes sans grilles, cela permet aux jetons de s'interrompre à la portée de leur vitesse. Cela peut être temporairement désactivé en pressant Shift en faisant glisser."
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+29
-3
@@ -1,5 +1,19 @@
|
||||
{
|
||||
"Localization Provided By": "touge",
|
||||
"drag-ruler": {
|
||||
"dependencies": {
|
||||
"ok": "OK",
|
||||
"terrain-ruler": {
|
||||
"title": "Drag Rulerで移動困難地形を測定する",
|
||||
"text": "「{moduleName}」モジュールが有効化されました。Drag Rulerは、同モジュールによって設定された移動困難地形を測定できます。これには「Terrain Ruler」モジュールが必要です。有効化すると、自動的に移動困難地形を考慮した測定を行います",
|
||||
"neverShowAgain": "再表示しない"
|
||||
},
|
||||
"socketlib": {
|
||||
"title": "「Socketlib」が見つかりません",
|
||||
"text": "Drag Rulerの正常動作には「Socketlib」モジュールが必要です。このワールドで「Socketlib」を有効にしてください。"
|
||||
}
|
||||
},
|
||||
"resetMovementHistory": "移動履歴のリセット",
|
||||
"genericSpeedProvider": {
|
||||
"settings": {
|
||||
"dashMultiplier": {
|
||||
@@ -21,6 +35,18 @@
|
||||
"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。"
|
||||
},
|
||||
"autoStartMeasurement": {
|
||||
"name": "自動計測",
|
||||
"hint": "有効化時、Drag Rulerはトークンがドラッグされた時点で計測を初めます。無効化の場合、ドラッグしてもDrag Rulerは起動せず、中間地点をおいたときにのみ起動します。"
|
||||
},
|
||||
"enableMovementHistory": {
|
||||
"name": "戦闘中の移動履歴を有効にする",
|
||||
"hint": "有効にすると、Drag Rulerは戦闘ターン中にコマが辿った経路を記憶するようになります。これはコマの再選択時に再表示されます。"
|
||||
},
|
||||
"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。",
|
||||
@@ -53,9 +79,9 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
"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。"
|
||||
"useGridlessRaster": {
|
||||
"name": "移動速度制限",
|
||||
"hint": "グリッドの無いシーンでは、コマがドラッグできる範囲を移動速度ぶんまで制限します。Shiftキーを押すことで一時的にこの制限を無視できます。"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
{
|
||||
"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}"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+121
@@ -0,0 +1,121 @@
|
||||
{
|
||||
"drag-ruler": {
|
||||
"dependencies": {
|
||||
"ok": "Ok",
|
||||
"terrain-ruler": {
|
||||
"neverShowAgain": "Nunca mostre isso de novo",
|
||||
"title": "Como medir terrenos difíceis com o Drag Ruler",
|
||||
"text": "Você tem o módulo {moduleName} habilitado. Drag Ruler é capaz de medir terreno difícil que foi colocado para baixo usando esse módulo. Para tornar isto possível, Drag Ruler utiliza o módulo Terrain Ruler. Se o Terrain Ruler for instalado e ativado, o Drag Ruler começará automaticamente a respeitar o terreno difícil em suas medições."
|
||||
},
|
||||
"socketlib": {
|
||||
"title": "Módulo Socketlib ausente",
|
||||
"text": "Drag Ruler requer que o módulo socketlib funcione corretamente. Por favor, ative o módulo socketlib neste mundo."
|
||||
}
|
||||
},
|
||||
"resetMovementHistory": "Redefinir histórico de movimento",
|
||||
"genericSpeedProvider": {
|
||||
"settings": {
|
||||
"dashMultiplier": {
|
||||
"name": "Traço Multiplicador",
|
||||
"hint": "Isso pode ser usado para dar aos tokens uma velocidade secundária durante a coloração do caminho medido. Defina-o como 0 para desativar a velocidade secundária."
|
||||
},
|
||||
"speedAttribute": {
|
||||
"name": "Atributo de velocidade",
|
||||
"hint": "O atributo que define a velocidade de caminhada de um token. Isso é usado durante a coloração do caminho medido."
|
||||
}
|
||||
},
|
||||
"speeds": {
|
||||
"walk": "andar",
|
||||
"dash": "traço"
|
||||
}
|
||||
},
|
||||
"keybindings": {
|
||||
"cancelDrag": "Cancelar o arrasto",
|
||||
"disableSnap": {
|
||||
"name": "Desativar encaixe",
|
||||
"hint": "O encaixe será desativado temporariamente enquanto esta tecla estiver pressionada."
|
||||
},
|
||||
"createWaypoint": "Criar parada",
|
||||
"deleteWaypoint": "Apagar parada",
|
||||
"togglePathfinding": {
|
||||
"name": "Alternar localização de caminhos",
|
||||
"hint": "Ao ser segurado enquanto arrasta um token, a funcionalidade de localização de caminhos será temporariamente habilitada/desabilitada."
|
||||
},
|
||||
"moveWithoutAnimation": {
|
||||
"name": "Desativar animação de token",
|
||||
"hint": "Ao ser segurado ao soltar um token, o token se moverá para o local de destino sem animação."
|
||||
}
|
||||
},
|
||||
"settings": {
|
||||
"allowPathfinding": {
|
||||
"name": "Permitir localização de caminhos para jogadores",
|
||||
"hint": "Permite que os jogadores usem a funcionalidade de localização de caminhos do Drag Ruler neste mundo. Esteja ciente de que a localização de caminhos pode passar por uma névoa de guerra inexplorada e paredes etéreas, que podem revelar segredos para seus jogadores antes do tempo."
|
||||
},
|
||||
"alwaysShowSpeedForPCs": {
|
||||
"name": "Mostre a velocidade do PJ para todos",
|
||||
"hint": "Se ativado, a coloração baseada na velocidade do ator para os personagens dos jogadores será mostrada a todos, mesmo que eles não tenham permissão de observador para a ficha de personagem."
|
||||
},
|
||||
"autoStartMeasurement": {
|
||||
"name": "Iniciar a medição automaticamente",
|
||||
"hint": "Se ativado, Drag Ruler começará a medir assim que o token estiver sendo arrastado. Se desativado, o Drag Ruler permanecerá inativo e só começará a medir quando o botão para adicionar uma parada for pressionado."
|
||||
},
|
||||
"autoPathfinding": {
|
||||
"hint": "Se ativado, arrastar um token usará automaticamente uma régua de localização de caminho.",
|
||||
"name": "localização de caminho por padrão"
|
||||
},
|
||||
"enableMovementHistory": {
|
||||
"name": "Habilitar histórico de movimento durante o combate",
|
||||
"hint": "Se ativado, o Drag Ruler lembrará o caminho que um token percorreu durante seu turno em combate e o exibirá quando você pegar o token de volta."
|
||||
},
|
||||
"rightClickAction": {
|
||||
"name": "Ação do botão direito",
|
||||
"hint": "Que ação deve ser executada ao clicar com o botão direito do mouse enquanto arrasta um token?",
|
||||
"choices": {
|
||||
"create": "Criar parada",
|
||||
"delete": "Apagar parada",
|
||||
"cancel": "Cancelar arrasto"
|
||||
}
|
||||
},
|
||||
"showGMRulerToPlayers": {
|
||||
"name": "Mostrar régua do GM aos jogadores",
|
||||
"hint": "Se desativado, a régua dos GMs não será exibido para jogadores não-GM."
|
||||
},
|
||||
"speedProviderSettings": {
|
||||
"name": "Configurações do provedor de velocidade",
|
||||
"button": "Configurações do provedor de velocidade",
|
||||
"windowTitle": "Configurações do provedor de velocidade",
|
||||
"headers": {
|
||||
"speedProvider": "Provedor de velocidade",
|
||||
"speedProviderSettings": "Configurações específicas do provedor de velocidade"
|
||||
},
|
||||
"activeProvider": {
|
||||
"name": "Provedor de velocidade ativo",
|
||||
"hint": "As configurações mostradas abaixo dependem do provedor de velocidade ativo. Se o GM selecionar um provedor de velocidade diferente, as configurações disponíveis podem mudar."
|
||||
},
|
||||
"noSettings": "Este provedor de velocidade não oferece nenhuma opção de configuração.",
|
||||
"color": {
|
||||
"name": "Cor para {colorName}",
|
||||
"hint": "A cor que será usada para colorir os quadrados que estão dentro do intervalo {colorName}.",
|
||||
"unreachable": {
|
||||
"name": "inacessível",
|
||||
"hint": "A cor dos espaços que não podem ser acessados pelo token arrastado."
|
||||
}
|
||||
},
|
||||
"speedProvider": {
|
||||
"name": "Provedor de configurações de velocidade",
|
||||
"hint": "Selecione quem fornece informações de velocidade para tokens durante a coloração. Drag Ruler oferece um provedor de velocidade genérico que fornece funcionalidade básica e deve funcionar para todos os sistemas de jogo se configurado corretamente. Mais provedores de velocidade podem ser disponibilizados por meio de sistemas de jogos e módulos instalados. Selecionar um provedor de velocidade diferente do provedor de velocidade genérico pode oferecer uma melhor integração com as regras do sistema de jogo que você está usando. As opções abaixo dependem do provedor de velocidade selecionado aqui.",
|
||||
"choices": {
|
||||
"module": "Módulo {name}",
|
||||
"native": "Genérico",
|
||||
"system": "Sistema {name}"
|
||||
}
|
||||
},
|
||||
"hint": "As configurações do provedor de velocidade contêm todas as configurações específicas do sistema de jogo."
|
||||
},
|
||||
"useGridlessRaster": {
|
||||
"name": "Use o ajuste baseado em velocidade",
|
||||
"hint": "Em cenas sem grid, isso faz com que os tokens se encaixem nas faixas de velocidade do token."
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
{
|
||||
"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}"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
{
|
||||
"drag-ruler": {
|
||||
"dependencies": {
|
||||
"ok": "OK",
|
||||
"terrain-ruler": {
|
||||
"title": "Drag Ruler 如何测量困难地形",
|
||||
"text": "你已启用 {moduleName}。Drag Ruler 可以使用此模组测量放置的困难地形。为此,Drag Ruler 将使用 Terrain Ruler 模组。如果已经安装并启用了 Terrain Ruler,Drag Ruler 将自动开始在测量中反映困难地形的结果。",
|
||||
"neverShowAgain": "不再显示此条"
|
||||
},
|
||||
"socketlib": {
|
||||
"title": "Socketlib 模组未安装/启用",
|
||||
"text": "Drag Ruler 依赖于 socketlib 模组以正常运行。请在该世界中激活 socketlib 模组。"
|
||||
}
|
||||
},
|
||||
"resetMovementHistory": "重置移动历史",
|
||||
"settings": {
|
||||
"alwaysShowSpeedForPCs": {
|
||||
"name": "向所有人展示 PC 的速度",
|
||||
"hint": "启用后,基于 PC 速度的着色将会展示给所有人,即使并未对该角色有观察权限。"
|
||||
},
|
||||
"speedProviderSettings": {
|
||||
"speedProvider": {
|
||||
"choices": {
|
||||
"native": "通用",
|
||||
"system": "系统 {name}",
|
||||
"module": "模组 {name}"
|
||||
},
|
||||
"name": "速度设置提供方",
|
||||
"hint": "选择指示物移动着色时,速度信息的提供方。Drag Ruler 自带通用的速度提供方,提供基础功能并且在配置正确时,应对所有游戏系统都有效。游戏系统和安装的模组可能会提供可用的新速度提供方。选择其他速度提供方替换通用速度提供方可能会与正在使用的游戏系统的规则整合得更好。下列的选项依赖于此处选择的速度提供方。"
|
||||
},
|
||||
"name": "速度提供方设置",
|
||||
"hint": "速度提供方设置内包含了所有游戏系统相关的设置。",
|
||||
"button": "速度提供方设置",
|
||||
"windowTitle": "速度提供方设置",
|
||||
"headers": {
|
||||
"speedProvider": "速度提供",
|
||||
"speedProviderSettings": "速度提供方特定设置"
|
||||
},
|
||||
"activeProvider": {
|
||||
"name": "激活的速度提供方",
|
||||
"hint": "下方显示的此设置依赖于一个激活的速度提供方。如果 GM 选择了其他的速度提供方,可用的设置项可能会改变。"
|
||||
},
|
||||
"noSettings": "此速度提供方并不提供任何配置项。",
|
||||
"color": {
|
||||
"name": "颜色 {colorName}",
|
||||
"hint": "将在 {colorName} 范围内的色彩格子内使用的颜色。",
|
||||
"unreachable": {
|
||||
"name": "不可抵达",
|
||||
"hint": "拖拽指示物时显示的不可抵达的格子的颜色。"
|
||||
}
|
||||
}
|
||||
},
|
||||
"useGridlessRaster": {
|
||||
"name": "使用基于速度的吸附",
|
||||
"hint": "在无网格场景中,这使得指示物吸附至其速度范围。"
|
||||
},
|
||||
"allowPathfinding": {
|
||||
"name": "允许玩家寻路",
|
||||
"hint": "允许玩家在此世界中使用Drag Ruler的寻路功能。注意寻路可能经过未探索的战争迷雾和虚体墙,这可能提前向玩家暴露秘密。"
|
||||
},
|
||||
"autoStartMeasurement": {
|
||||
"name": "自动测量",
|
||||
"hint": "如果启用此选项,在你拖动棋子时标尺会自动显示,如果禁用,拖动棋子时将不会启用标尺,仅在按下显示路径按钮时显示。"
|
||||
},
|
||||
"autoPathfinding": {
|
||||
"name": "默认寻路",
|
||||
"hint": "若启用,拖动指示物会自动使用寻路标尺。"
|
||||
},
|
||||
"enableMovementHistory": {
|
||||
"name": "在战斗时启用移动历史",
|
||||
"hint": "启用后,Drag Ruler 将会记住指示物在战斗中其回合内行经的路径,并且会在拉起指示物时显示。"
|
||||
},
|
||||
"rightClickAction": {
|
||||
"name": "右键点击动作",
|
||||
"hint": "拖动指示物时点击右键应该执行什么动作?",
|
||||
"choices": {
|
||||
"create": "创建路径点",
|
||||
"delete": "删除路径点",
|
||||
"cancel": "取消拖动"
|
||||
}
|
||||
},
|
||||
"showGMRulerToPlayers": {
|
||||
"name": "向玩家展示 GM 尺子",
|
||||
"hint": "禁用后,GM 的测量尺将不会向非 GM 玩家展示。"
|
||||
}
|
||||
},
|
||||
"genericSpeedProvider": {
|
||||
"settings": {
|
||||
"dashMultiplier": {
|
||||
"name": "疾跑倍数",
|
||||
"hint": "此项可以赋予测量路径着色的指示物第二速度显示。将此项设置为 0 以禁用第二速度。"
|
||||
},
|
||||
"speedAttribute": {
|
||||
"name": "速度字段",
|
||||
"hint": "该字段定义了指示物的步行速度,用于测量路径的着色。"
|
||||
}
|
||||
},
|
||||
"speeds": {
|
||||
"walk": "步行",
|
||||
"dash": "疾跑"
|
||||
}
|
||||
},
|
||||
"keybindings": {
|
||||
"cancelDrag": "取消拖动",
|
||||
"createWaypoint": "创建路径点",
|
||||
"deleteWaypoint": "删除路径点",
|
||||
"disableSnap": {
|
||||
"name": "禁用吸附",
|
||||
"hint": "按下此键时吸附会被暂时禁用。"
|
||||
},
|
||||
"moveWithoutAnimation": {
|
||||
"name": "禁用指示物动画",
|
||||
"hint": "放置指示物时按住,则指示物将直接移动至目标地点。"
|
||||
},
|
||||
"togglePathfinding": {
|
||||
"name": "寻路开关",
|
||||
"hint": "拖动指示物时按住,寻路功能便会暂时启用/禁用。"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+57
-7
@@ -1,10 +1,12 @@
|
||||
{
|
||||
"name": "drag-ruler",
|
||||
"id": "drag-ruler",
|
||||
"title": "Drag Ruler",
|
||||
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
|
||||
"version": "1.3.4",
|
||||
"minimumCoreVersion" : "0.7.9",
|
||||
"compatibleCoreVersion" : "0.7.9",
|
||||
"version": "1.13.6",
|
||||
"compatibility": {
|
||||
"minimum": "11",
|
||||
"verified": "11"
|
||||
},
|
||||
"authors": [
|
||||
{
|
||||
"name": "Manuel Vögele",
|
||||
@@ -13,27 +15,75 @@
|
||||
}
|
||||
],
|
||||
"esmodules": [
|
||||
"src/main.js"
|
||||
"src/libwrapper_shim.js",
|
||||
"src/main.js",
|
||||
"src/socket.js"
|
||||
],
|
||||
"templates": [
|
||||
"speed_provider_settings.html"
|
||||
],
|
||||
"languages": [
|
||||
{
|
||||
"lang": "de",
|
||||
"name": "Deutsch",
|
||||
"path": "lang/de.json"
|
||||
},
|
||||
{
|
||||
"lang": "en",
|
||||
"name": "English",
|
||||
"path": "lang/en.json"
|
||||
},
|
||||
{
|
||||
"lang": "es",
|
||||
"name": "Español",
|
||||
"path": "lang/es.json"
|
||||
},
|
||||
{
|
||||
"lang": "fr",
|
||||
"name": "Français",
|
||||
"path": "lang/fr.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": "cn",
|
||||
"name": "中文(简体)",
|
||||
"path": "lang/zh_Hans.json"
|
||||
},
|
||||
{
|
||||
"lang": "pt-BR",
|
||||
"name": "Português (Brasil)",
|
||||
"path": "lang/pt_BR.json"
|
||||
}
|
||||
],
|
||||
"relationships": {
|
||||
"requires": [
|
||||
{
|
||||
"id": "socketlib",
|
||||
"type": "module",
|
||||
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-socketlib/master/module.json"
|
||||
}
|
||||
]
|
||||
},
|
||||
"socket": true,
|
||||
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.3.4.zip",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.13.6.zip",
|
||||
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
|
||||
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
|
||||
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
|
||||
"bugs": "https://github.com/manuelVo/foundryvtt-drag-ruler/issues"
|
||||
"bugs": "https://github.com/manuelVo/foundryvtt-drag-ruler/issues",
|
||||
"allowBugReporter": true
|
||||
}
|
||||
|
||||
+118
-58
@@ -1,138 +1,198 @@
|
||||
import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js"
|
||||
import {settingsKey} from "./settings.js"
|
||||
import {measureDistances} from "./compatibility.js";
|
||||
import {getMovementHistory} from "./movement_tracking.js";
|
||||
import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js";
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getAreaFromPositionAndShape, getTokenShape} from "./util.js";
|
||||
|
||||
export const availableSpeedProviders = {}
|
||||
export let currentSpeedProvider = undefined
|
||||
export const availableSpeedProviders = {};
|
||||
export let currentSpeedProvider = undefined;
|
||||
|
||||
function register(module, type, speedProvider) {
|
||||
const id = `${type}.${module.id}`
|
||||
let providerInstance
|
||||
const id = `${type}.${module.id}`;
|
||||
let providerInstance;
|
||||
if (speedProvider.prototype instanceof SpeedProvider) {
|
||||
providerInstance = new speedProvider(id)
|
||||
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} ${module.id} to stay compatible with future Drag Ruler versions.`,
|
||||
);
|
||||
speedProvider.id = id;
|
||||
speedProvider.usesRuler = () => true;
|
||||
providerInstance = speedProvider;
|
||||
}
|
||||
else {
|
||||
speedProvider.id = id
|
||||
speedProvider.usesRuler = () => true
|
||||
providerInstance = speedProvider
|
||||
}
|
||||
setupProvider(providerInstance)
|
||||
setupProvider(providerInstance);
|
||||
}
|
||||
|
||||
function setupProvider(speedProvider) {
|
||||
if (speedProvider instanceof SpeedProvider) {
|
||||
const unreachableColor = {id: "unreachable", default: speedProvider.defaultUnreachableColor, name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name"}
|
||||
const unreachableColor = {
|
||||
id: "unreachable",
|
||||
default: speedProvider.defaultUnreachableColor,
|
||||
name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name",
|
||||
};
|
||||
for (const color of speedProvider.colors.concat([unreachableColor])) {
|
||||
game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.color.${color.id}`, {
|
||||
config: false,
|
||||
scope: "client",
|
||||
type: Number,
|
||||
default: color.default,
|
||||
})
|
||||
});
|
||||
}
|
||||
for (const setting of speedProvider.settings) {
|
||||
setting.config = false
|
||||
game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.setting.${setting.id}`, setting)
|
||||
setting.config = false;
|
||||
game.settings.register(
|
||||
settingsKey,
|
||||
`speedProviders.${speedProvider.id}.setting.${setting.id}`,
|
||||
setting,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
availableSpeedProviders[speedProvider.id] = speedProvider
|
||||
game.settings.settings.get("drag-ruler.speedProvider").default = getDefaultSpeedProvider()
|
||||
updateSpeedProvider()
|
||||
availableSpeedProviders[speedProvider.id] = speedProvider;
|
||||
game.settings.settings.get("drag-ruler.speedProvider").default = getDefaultSpeedProvider();
|
||||
updateSpeedProvider();
|
||||
}
|
||||
|
||||
export function getDefaultSpeedProvider() {
|
||||
const providerIds = Object.keys(availableSpeedProviders)
|
||||
const providerIds = Object.keys(availableSpeedProviders);
|
||||
// Game systems take the highest precedence for the being the default
|
||||
const gameSystem = providerIds.find(key => key.startsWith("system."))
|
||||
if (gameSystem)
|
||||
return gameSystem
|
||||
const gameSystem = providerIds.find(key => key.startsWith("system."));
|
||||
if (gameSystem) return gameSystem;
|
||||
|
||||
// If no game system is registered modules are next up.
|
||||
// For lack of a method to select the best module we're just falling back to taking the next best module
|
||||
// settingKeys should always be sorted the same way so this should achive a stable default
|
||||
const module = providerIds.find(key => key.startsWith("module."))
|
||||
if (module)
|
||||
return module
|
||||
const module = providerIds.find(key => key.startsWith("module."));
|
||||
if (module) return module;
|
||||
|
||||
// If neither a game system or a module is found fall back to the native implementation
|
||||
return providerIds[0]
|
||||
return providerIds[0];
|
||||
}
|
||||
|
||||
export function updateSpeedProvider() {
|
||||
// If the configured provider is registered use that one. If not use the default provider
|
||||
const configuredProvider = game.settings.get("drag-ruler", "speedProvider")
|
||||
currentSpeedProvider = availableSpeedProviders[configuredProvider] ?? availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default]
|
||||
const configuredProvider = game.settings.get("drag-ruler", "speedProvider");
|
||||
currentSpeedProvider =
|
||||
availableSpeedProviders[configuredProvider] ??
|
||||
availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default];
|
||||
}
|
||||
|
||||
export function initApi() {
|
||||
const genericSpeedProviderInstance = new GenericSpeedProvider("native")
|
||||
setupProvider(genericSpeedProviderInstance)
|
||||
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)
|
||||
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.${range.color}`)
|
||||
range.color = game.settings.get(
|
||||
settingsKey,
|
||||
`speedProviders.${currentSpeedProvider.id}.color.${range.color}`,
|
||||
);
|
||||
}
|
||||
return ranges
|
||||
}
|
||||
catch (e) {
|
||||
console.error(e)
|
||||
return []
|
||||
return ranges;
|
||||
} catch (e) {
|
||||
console.error(e);
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
export function getUnreachableColorFromSpeedProvider() {
|
||||
if (currentSpeedProvider instanceof Function)
|
||||
return 0xFF0000
|
||||
if (currentSpeedProvider instanceof Function) return 0xff0000;
|
||||
try {
|
||||
return game.settings.get(settingsKey, `speedProviders.${currentSpeedProvider.id}.color.unreachable`)
|
||||
return game.settings.get(
|
||||
settingsKey,
|
||||
`speedProviders.${currentSpeedProvider.id}.color.unreachable`,
|
||||
);
|
||||
} catch (e) {
|
||||
console.error(e);
|
||||
return 0xff0000;
|
||||
}
|
||||
catch (e) {
|
||||
console.error(e)
|
||||
return 0xFF0000
|
||||
}
|
||||
|
||||
export function getColorForDistanceAndToken(distance, token, ranges = null) {
|
||||
if (!ranges) {
|
||||
ranges = getRangesFromSpeedProvider(token);
|
||||
}
|
||||
if (ranges.length === 0) return null;
|
||||
const currentRange = ranges.reduce(
|
||||
(minRange, currentRange) => {
|
||||
if (distance <= currentRange.range && currentRange.range < minRange.range)
|
||||
return currentRange;
|
||||
return minRange;
|
||||
},
|
||||
{range: Infinity, color: getUnreachableColorFromSpeedProvider()},
|
||||
);
|
||||
return currentRange.color;
|
||||
}
|
||||
|
||||
export function getMovedDistanceFromToken(token) {
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
|
||||
const history = getMovementHistory(token);
|
||||
const segments = CONFIG.Canvas.rulerClass
|
||||
.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y})
|
||||
.map(ray => {
|
||||
return {ray};
|
||||
});
|
||||
const shape = getTokenShape(token);
|
||||
const distances = measureDistances(segments, token, shape, {
|
||||
enableTerrainRuler: terrainRulerAvailable,
|
||||
});
|
||||
// Sum up the distances
|
||||
return distances.reduce((acc, val) => acc + val, 0);
|
||||
}
|
||||
|
||||
export function buildCostFunction(token, shape) {
|
||||
return (x, y, costOptions = {}) => {
|
||||
costOptions.token = token;
|
||||
const area = getAreaFromPositionAndShape({x, y}, shape);
|
||||
const costs = area.map(space => canvas.terrain.cost({x: space.x, y: space.y}, costOptions));
|
||||
return costs.reduce((max, current) => Math.max(max, current));
|
||||
};
|
||||
}
|
||||
|
||||
export function registerModule(moduleId, speedProvider) {
|
||||
// Check if a module with the given id exists and is currently enabled
|
||||
const module = game.modules.get(moduleId)
|
||||
const module = game.modules.get(moduleId);
|
||||
// If it doesn't the calling module did something wrong. Log a warning and ignore this module
|
||||
if (!module) {
|
||||
console.warn(
|
||||
`Drag Ruler | A module tried to register with the id "${moduleId}". However no active module with this id was found.` +
|
||||
"This api registration call was ignored. " +
|
||||
"If you are the author of that module please check that the id passed to `registerModule` matches the id in your manifest exactly." +
|
||||
"If this call was made form a game system instead of a module please use `registerSystem` instead.")
|
||||
return
|
||||
"If this call was made form a game system instead of a module please use `registerSystem` instead.",
|
||||
);
|
||||
return;
|
||||
}
|
||||
// Using Drag Ruler's id is not allowed
|
||||
if (moduleId === "drag-ruler") {
|
||||
console.warn(
|
||||
`Drag Ruler | A module tried to register with the id "${moduleId}", which is not allowed. This api registration call was ignored. ` +
|
||||
"If you're the author of the module please use the id of your own module as it's specified in your manifest to register to this api. " +
|
||||
"If this call was made form a game system instead of a module please use `registerSystem` instead."
|
||||
)
|
||||
return
|
||||
"If this call was made form a game system instead of a module please use `registerSystem` instead.",
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
register(module, "module", speedProvider)
|
||||
register(module, "module", speedProvider);
|
||||
}
|
||||
|
||||
export function registerSystem(systemId, speedProvider) {
|
||||
const system = game.system
|
||||
const system = game.system;
|
||||
// If the current system id doesn't match the provided id something went wrong. Log a warning and ignore this module
|
||||
if (system.id != systemId) {
|
||||
console.warn(
|
||||
`Drag Ruler | A system tried to register with the id "${systemId}". However the active system has a different id.` +
|
||||
"This api registration call was ignored. " +
|
||||
"If you are the author of that system please check that the id passed to `registerSystem` matches the id in your manifest exactly." +
|
||||
"If this call was made form a module instead of a game system please use `registerModule` instead.")
|
||||
return
|
||||
"If this call was made form a module instead of a game system please use `registerModule` instead.",
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
register(system, "system", speedProvider)
|
||||
register(system, "system", speedProvider);
|
||||
}
|
||||
|
||||
+106
-17
@@ -1,19 +1,108 @@
|
||||
export function getHexSizeSupportTokenGridCenter(token) {
|
||||
const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token)
|
||||
const tokenCenter = {x: token.x + tokenCenterOffset.x, y: token.y + tokenCenterOffset.y}
|
||||
if (token.getFlag("hex-size-support", "borderSize") % 2 === 1)
|
||||
return tokenCenter
|
||||
if (canvas.grid.grid.columns) {
|
||||
let hexOffset = canvas.grid.w / 2
|
||||
if (!CONFIG.hexSizeSupport.getAltOrientationFlag(token))
|
||||
hexOffset *= -1
|
||||
tokenCenter.x += hexOffset
|
||||
import {buildCostFunction} from "./api.js";
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {highlightTokenShape} from "./util.js";
|
||||
|
||||
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 (canvas.grid.diagonalRule === "EUCL") {
|
||||
opts.ignoreGrid = true;
|
||||
opts.gridSpaces = false;
|
||||
}
|
||||
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 = buildCostFunction(entity, shape);
|
||||
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;
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
let hexOffset = canvas.grid.h / 2
|
||||
if (CONFIG.hexSizeSupport.getAltOrientationFlag(token))
|
||||
hexOffset *= -1
|
||||
tokenCenter.y += hexOffset
|
||||
}
|
||||
return tokenCenter
|
||||
}
|
||||
|
||||
@@ -0,0 +1,138 @@
|
||||
/**
|
||||
* A combination queue/set where the elements are ordered (in ascending order, according to the given priority function)
|
||||
* and unique (according to the given elementMatcher).
|
||||
*
|
||||
* If an element is added to the set and an equivalent element already exists, the lower-priority one is discarded.
|
||||
*/
|
||||
export class PriorityQueueSet {
|
||||
constructor(elementMatcher, priorityFunction) {
|
||||
this.first = null;
|
||||
this.elementMatcher = elementMatcher;
|
||||
this.priorityFunction = priorityFunction;
|
||||
}
|
||||
|
||||
pushWithPriority(value) {
|
||||
const newNode = {value, priority: this.priorityFunction(value), next: null};
|
||||
|
||||
// If the queue is currently empty, we can just set this new node as the first and we're done
|
||||
if (!this.first) {
|
||||
this.first = newNode;
|
||||
return;
|
||||
}
|
||||
|
||||
let inserted = false;
|
||||
let previous;
|
||||
let current = this.first;
|
||||
|
||||
// Loop through the existing elements
|
||||
while (current) {
|
||||
if (this.elementMatcher(current.value, value)) {
|
||||
// We've found an equivalent element before one with a lower priority. This one has at least
|
||||
// the same priority as the new one, so don't bother inserting
|
||||
return;
|
||||
} else if (newNode.priority <= current.priority) {
|
||||
// We've found some element with lower priority than the new one, so insert the new one just before it
|
||||
newNode.next = current;
|
||||
if (previous) {
|
||||
previous.next = newNode;
|
||||
} else {
|
||||
this.first = newNode;
|
||||
}
|
||||
inserted = true;
|
||||
|
||||
previous = current;
|
||||
current = current.next;
|
||||
break;
|
||||
}
|
||||
previous = current;
|
||||
current = current.next;
|
||||
}
|
||||
|
||||
if (inserted) {
|
||||
// Go through the rest of the list and try to find an equivalent element to the new one.
|
||||
// We know it has higher priority than the new one, so remove it.
|
||||
while (current) {
|
||||
if (this.elementMatcher(current.value, value)) {
|
||||
if (previous) {
|
||||
previous.next = current.next;
|
||||
} else {
|
||||
this.first = current.next;
|
||||
}
|
||||
return;
|
||||
}
|
||||
previous = current;
|
||||
current = current.next;
|
||||
}
|
||||
} else {
|
||||
// We reached the end of the queue without finding a lower-priority or existing element, so
|
||||
// insert the new one at the end
|
||||
previous.next = newNode;
|
||||
}
|
||||
}
|
||||
|
||||
hasNext() {
|
||||
return !!this.first;
|
||||
}
|
||||
|
||||
pop() {
|
||||
const first = this.first;
|
||||
this.first = first?.next;
|
||||
return first?.value;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Queue that will only ever accept elements with a given value once. Elements must have a "value" field, the
|
||||
* JSON representation of which will be used as the key to match
|
||||
*/
|
||||
export class ProcessOnceQueue {
|
||||
constructor() {
|
||||
this.first = null;
|
||||
this.last = null;
|
||||
this.previouslyQueued = new Set();
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove everything from the queue and forget all the previously-queued items
|
||||
*/
|
||||
reset() {
|
||||
this.first = null;
|
||||
this.last = null;
|
||||
this.previouslyQueued.clear();
|
||||
}
|
||||
|
||||
push(element) {
|
||||
if (this.previouslyQueued.has(element)) {
|
||||
return;
|
||||
}
|
||||
this.previouslyQueued.add(element);
|
||||
|
||||
const newNode = {
|
||||
value: element,
|
||||
next: null,
|
||||
previous: null,
|
||||
};
|
||||
|
||||
if (!this.first) {
|
||||
this.first = newNode;
|
||||
this.last = newNode;
|
||||
} else {
|
||||
this.last.next = newNode;
|
||||
newNode.previous = this.last;
|
||||
this.last = newNode;
|
||||
}
|
||||
}
|
||||
|
||||
pop() {
|
||||
const node = this.first;
|
||||
this.first = node?.next;
|
||||
if (!node?.next) {
|
||||
this.last = null;
|
||||
}
|
||||
return node?.value;
|
||||
}
|
||||
|
||||
hasNext() {
|
||||
return !!this.first;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
|
||||
|
||||
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
|
||||
export function getPixelsFromGridPosition(xGrid, yGrid) {
|
||||
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
|
||||
return canvas.grid.grid.getPixelsFromGridPosition(yGrid, xGrid);
|
||||
}
|
||||
return canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid);
|
||||
}
|
||||
|
||||
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
|
||||
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
|
||||
export function getGridPositionFromPixels(xPixel, yPixel) {
|
||||
const [x, y] = canvas.grid.grid.getGridPositionFromPixels(xPixel, yPixel);
|
||||
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) return [y, x];
|
||||
return [x, y];
|
||||
}
|
||||
|
||||
export function getGridPositionFromPixelsObj(o) {
|
||||
const r = {};
|
||||
[r.x, r.y] = getGridPositionFromPixels(o.x, o.y);
|
||||
return r;
|
||||
}
|
||||
|
||||
export function getPixelsFromGridPositionObj(o) {
|
||||
const r = {};
|
||||
[r.x, r.y] = getPixelsFromGridPosition(o.x, o.y);
|
||||
return r;
|
||||
}
|
||||
|
||||
export function getCenterFromGridPositionObj(o) {
|
||||
const r = getPixelsFromGridPositionObj(o);
|
||||
[r.x, r.y] = canvas.grid.getCenter(r.x, r.y);
|
||||
return r;
|
||||
}
|
||||
+156
-140
@@ -1,24 +1,39 @@
|
||||
import {getColorForDistance} from "./main.js"
|
||||
import {getGridPositionFromPixels} from "./foundry_fixes.js";
|
||||
import {disableSnap, moveWithoutAnimation} from "./keybindings.js";
|
||||
import {trackRays} from "./movement_tracking.js";
|
||||
import {recalculate} from "./socket.js";
|
||||
import {getSnapPointForToken, highlightTokenShape, sum} from "./util.js";
|
||||
|
||||
// This is a modified version of Ruler.moveToken from foundry 0.7.9
|
||||
export async function moveTokens(draggedToken, selectedTokens) {
|
||||
export async function moveEntities(draggedEntity, selectedEntities) {
|
||||
let wasPaused = game.paused;
|
||||
if (wasPaused && !game.user.isGM) {
|
||||
ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
|
||||
return false;
|
||||
}
|
||||
if (!this.visible || !this.destination) return false;
|
||||
if (!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
|
||||
// These rays are center-to-center for the purposes of collision checking
|
||||
const rays = this._getRaysFromWaypoints(this.waypoints, this.destination);
|
||||
if (!game.user.isGM) {
|
||||
const hasCollision = selectedTokens.some(token => {
|
||||
const offset = calculateTokenOffset(token, draggedToken)
|
||||
const offsetRays = rays.map(ray => applyOffsetToRay(ray, offset))
|
||||
return offsetRays.some(r => canvas.walls.checkCollision(r));
|
||||
})
|
||||
const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
|
||||
if (!game.user.isGM && draggedEntity instanceof Token) {
|
||||
const hasCollision = selectedEntities.some(token => {
|
||||
const offset = calculateEntityOffset(token, draggedEntity);
|
||||
const offsetRays = rays
|
||||
.filter(ray => !ray.isPrevious)
|
||||
.map(ray => applyOffsetToRay(ray, offset));
|
||||
return offsetRays.some(r =>
|
||||
token.checkCollision(r.B, {
|
||||
origin: r.A,
|
||||
mode: "any",
|
||||
type: "move",
|
||||
}),
|
||||
);
|
||||
});
|
||||
if (hasCollision) {
|
||||
ui.notifications.error(game.i18n.localize("ERROR.TokenCollide"));
|
||||
this._endMeasurement();
|
||||
@@ -29,50 +44,87 @@ export async function moveTokens(draggedToken, selectedTokens) {
|
||||
// Execute the movement path.
|
||||
// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
|
||||
this._state = Ruler.STATES.MOVING;
|
||||
await Promise.all(selectedTokens.map(token => {
|
||||
// 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)
|
||||
}))
|
||||
await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
|
||||
|
||||
// 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
|
||||
async function animateToken(token, rays, tokenOffset, wasPaused) {
|
||||
const offsetRays = rays.map(ray => applyOffsetToRay(ray, tokenOffset))
|
||||
async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
|
||||
const newRays = draggedRays.filter(r => !r.isPrevious);
|
||||
const entityAnimationData = entities.map(entity => {
|
||||
const entityOffset = calculateEntityOffset(entity, draggedEntity);
|
||||
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
|
||||
|
||||
// Determine offset relative to the Token top-left.
|
||||
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
|
||||
const origin = [this.waypoints[0].x + tokenOffset.x, this.waypoints[0].y + tokenOffset.y]
|
||||
let dx, dy
|
||||
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
|
||||
const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
|
||||
let dx, dy;
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
dx = token.data.x - origin[0]
|
||||
dy = token.data.y - origin[1]
|
||||
}
|
||||
else {
|
||||
dx = token.data.x - origin[0]
|
||||
dy = token.data.y - origin[1]
|
||||
dx = entity.x - origin[0];
|
||||
dy = entity.y - origin[1];
|
||||
} else {
|
||||
dx = entity.x - origin[0];
|
||||
dy = entity.y - origin[1];
|
||||
}
|
||||
|
||||
token._noAnimate = true;
|
||||
for (let r of offsetRays) {
|
||||
return {entity, rays: offsetRays, dx, dy};
|
||||
});
|
||||
|
||||
const isToken = draggedEntity instanceof Token;
|
||||
const animate = isToken && !moveWithoutAnimation;
|
||||
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
|
||||
|
||||
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
|
||||
this.cancelMovement = false;
|
||||
|
||||
for (let i = startWaypoint; i < entityAnimationData[0].rays.length; i++) {
|
||||
if (!wasPaused && game.paused) break;
|
||||
const dest = [r.B.x, r.B.y];
|
||||
const path = new Ray({ x: token.x, y: token.y }, { x: dest[0] + dx, y: dest[1] + dy });
|
||||
await token.update(path.B);
|
||||
await token.animateMovement(path);
|
||||
const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
|
||||
const ray = rays[i];
|
||||
const dest = [ray.B.x, ray.B.y];
|
||||
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
|
||||
return {entity, path};
|
||||
});
|
||||
const updates = entityPaths.map(({entity, path}) => {
|
||||
return {x: path.B.x, y: path.B.y, _id: entity.id};
|
||||
});
|
||||
await draggedEntity.scene.updateEmbeddedDocuments(
|
||||
draggedEntity.constructor.embeddedName,
|
||||
updates,
|
||||
{animate},
|
||||
);
|
||||
if (animate)
|
||||
await Promise.all(
|
||||
entityPaths.map(({entity}) => CanvasAnimation.getAnimation(entity.animationName)?.promise),
|
||||
);
|
||||
|
||||
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
|
||||
if (this.cancelMovement) {
|
||||
entityAnimationData.forEach(ead => (ead.rays = ead.rays.slice(0, i + 1)));
|
||||
break;
|
||||
}
|
||||
token._noAnimate = false;
|
||||
}
|
||||
if (isToken)
|
||||
trackRays(
|
||||
entities,
|
||||
entityAnimationData.map(({rays}) => rays),
|
||||
).then(() => recalculate(entities));
|
||||
}
|
||||
|
||||
function calculateTokenOffset(tokenA, tokenB) {
|
||||
return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y}
|
||||
function calculateEntityOffset(entityA, entityB) {
|
||||
return {x: entityA.x - entityB.x, y: entityA.y - entityB.y};
|
||||
}
|
||||
|
||||
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
|
||||
@@ -80,140 +132,104 @@ export function onMouseMove(event) {
|
||||
if (this._state === Ruler.STATES.MOVING) return;
|
||||
|
||||
// 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.interactionData.destination.x + this.rulerOffset.x,
|
||||
y: event.interactionData.destination.y + this.rulerOffset.y,
|
||||
};
|
||||
|
||||
// Hide any existing Token HUD
|
||||
canvas.hud.token.clear();
|
||||
delete event.data.hudState;
|
||||
|
||||
// Draw measurement updates
|
||||
if (Date.now() - mt > 50) {
|
||||
this.measure(destination, {snap: !originalEvent.shiftKey});
|
||||
scheduleMeasurement.call(this, destination, event);
|
||||
}
|
||||
|
||||
function scheduleMeasurement(destination, event) {
|
||||
const measurementInterval = 50;
|
||||
const mt = event._measureTime || 0;
|
||||
const originalEvent = event.interactionData.originalEvent;
|
||||
if (Date.now() - mt > measurementInterval) {
|
||||
this.measure(destination, {snap: !disableSnap});
|
||||
event._measureTime = Date.now();
|
||||
this._state = Ruler.STATES.MEASURING;
|
||||
cancelScheduledMeasurement.call(this);
|
||||
} else {
|
||||
this.deferredMeasurementData = {destination, event};
|
||||
if (!this.deferredMeasurementTimeout) {
|
||||
this.deferredMeasurementPromise = new Promise(
|
||||
(resolve, reject) => (this.deferredMeasurementResolve = resolve),
|
||||
);
|
||||
this.deferredMeasurementTimeout = window.setTimeout(
|
||||
() =>
|
||||
scheduleMeasurement.call(
|
||||
this,
|
||||
this.deferredMeasurementData.destination,
|
||||
this.deferredMeasurementData.event,
|
||||
),
|
||||
measurementInterval,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This is a modified version of Ruler.measure form foundry 0.7.9
|
||||
export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
if (this.isDragRuler && !this.draggedToken.isVisible)
|
||||
return []
|
||||
|
||||
if (snap)
|
||||
destination = new PIXI.Point(...canvas.grid.getCenter(destination.x, destination.y));
|
||||
const waypoints = this.waypoints.concat([destination]);
|
||||
const centeredWaypoints = waypoints.map(w => new PIXI.Point(...canvas.grid.getCenter(w.x, w.y)))
|
||||
const r = this.ruler;
|
||||
this.destination = destination;
|
||||
|
||||
// Iterate over waypoints and construct segment rays
|
||||
const segments = [];
|
||||
const centeredSegments = []
|
||||
for (let [i, dest] of waypoints.slice(1).entries()) {
|
||||
const centeredDest = centeredWaypoints[i + 1]
|
||||
const origin = waypoints[i];
|
||||
const centeredOrigin = centeredWaypoints[i]
|
||||
const label = this.labels.children[i];
|
||||
const ray = new Ray(origin, dest);
|
||||
const centeredRay = new Ray(centeredOrigin, centeredDest)
|
||||
if (ray.distance < 10) {
|
||||
if (label) label.visible = false;
|
||||
continue;
|
||||
}
|
||||
segments.push({ ray, label });
|
||||
centeredSegments.push({ray: centeredRay, label})
|
||||
}
|
||||
|
||||
// Compute measured distance
|
||||
const distances = canvas.grid.measureDistances(centeredSegments, { gridSpaces });
|
||||
let totalDistance = 0;
|
||||
for (let [i, d] of distances.entries()) {
|
||||
let s = segments[i];
|
||||
s.startDistance = totalDistance
|
||||
totalDistance += d;
|
||||
s.last = i === (segments.length - 1);
|
||||
s.distance = d;
|
||||
s.text = this._getSegmentLabel(d, totalDistance, s.last);
|
||||
}
|
||||
|
||||
// Clear the grid highlight layer
|
||||
const hlt = canvas.grid.highlightLayers[this.name] || canvas.grid.addHighlightLayer(this.name);
|
||||
hlt.clear();
|
||||
|
||||
// Draw measured path
|
||||
r.clear();
|
||||
let rulerColor
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
|
||||
rulerColor = getColorForDistance.call(this, totalDistance)
|
||||
else
|
||||
rulerColor = this.color
|
||||
for (let s of segments) {
|
||||
const { ray, label, text, last } = s;
|
||||
|
||||
// Draw line segment
|
||||
r.lineStyle(6, 0x000000, 0.5).moveTo(ray.A.x, ray.A.y).lineTo(ray.B.x, ray.B.y)
|
||||
.lineStyle(4, rulerColor, 0.25).moveTo(ray.A.x, ray.A.y).lineTo(ray.B.x, ray.B.y);
|
||||
|
||||
// Draw the distance label just after the endpoint of the segment
|
||||
if (label) {
|
||||
label.text = text;
|
||||
label.alpha = last ? 1.0 : 0.5;
|
||||
label.visible = true;
|
||||
let labelPosition = ray.project((ray.distance + 50) / ray.distance);
|
||||
label.position.set(labelPosition.x, labelPosition.y);
|
||||
}
|
||||
|
||||
// Highlight grid positions
|
||||
highlightMeasurementNative.call(this, ray, s.startDistance);
|
||||
}
|
||||
|
||||
// Draw endpoints
|
||||
for (let p of waypoints) {
|
||||
r.lineStyle(2, 0x000000, 0.5).beginFill(rulerColor, 0.25).drawCircle(p.x, p.y, 8);
|
||||
}
|
||||
|
||||
// Return the measured segments
|
||||
return segments;
|
||||
export function cancelScheduledMeasurement() {
|
||||
window.clearTimeout(this.deferredMeasurementTimeout);
|
||||
this.deferredMeasurementTimeout = undefined;
|
||||
this.deferredMeasurementResolve?.();
|
||||
}
|
||||
|
||||
export function highlightMeasurementNative(ray, startDistance) {
|
||||
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);
|
||||
export function highlightMeasurementNative(
|
||||
ray,
|
||||
previousSegments,
|
||||
tokenShape = [{x: 0, y: 0}],
|
||||
alpha = 1,
|
||||
) {
|
||||
const spacer = canvas.scene.grid.type === 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.entries() ) {
|
||||
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 [x0, y0] = i === 0 ? [null, null] : prior;
|
||||
let [x1, y1] = canvas.grid.grid.getGridPositionFromPixels(x, y);
|
||||
if ( x0 === x1 && y0 === y1 ) continue;
|
||||
if (x0 === x1 && y0 === y1) continue;
|
||||
|
||||
// Highlight the grid position
|
||||
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
|
||||
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)
|
||||
canvas.grid.highlightPosition(this.name, {x: xg, y: yg, color: color});
|
||||
let [xgtl, ygtl] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
|
||||
let [xg, yg] = canvas.grid.grid.getCenter(xgtl, ygtl);
|
||||
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xg, y: yg})}]);
|
||||
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
|
||||
const color = this.dragRulerGetColorForDistance(distance);
|
||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
|
||||
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
|
||||
|
||||
// Skip the first one
|
||||
prior = [x1, y1];
|
||||
if ( i === 0 ) continue;
|
||||
|
||||
// If the positions are not neighbors, also highlight their halfway point
|
||||
if ( !canvas.grid.isNeighbor(x0, y0, x1, y1) ) {
|
||||
let th = tMax[i - 1] + (0.5 / nMax);
|
||||
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);
|
||||
subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
|
||||
color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
|
||||
canvas.grid.highlightPosition(this.name, {x: xgh, y: ygh, color: color});
|
||||
let [xghtl, yghtl] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
|
||||
let [xgh, ygh] = canvas.grid.grid.getCenter(xghtl, yghtl);
|
||||
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xgh, y: ygh})}]);
|
||||
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
|
||||
const color = this.dragRulerGetColorForDistance(distance);
|
||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
|
||||
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
|
||||
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
|
||||
}
|
||||
|
||||
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,90 @@
|
||||
/**
|
||||
* Functions taken directly from the hex-size-support module (https://github.com/Ourobor/Hex-Size-Support/releases/tag/1.1.0).
|
||||
* Unless otherwise stated, these functions are taken as-is.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Altered version of this function.
|
||||
* - Instead of taking a token as a parameter to retrieve the altOrientationFlag, receive the flag value directly
|
||||
* - Instead of taking a grid parameter, get the grid value from the globas canvas
|
||||
*/
|
||||
export function findVertexSnapPoint(x, y, altOrientationFlag) {
|
||||
const grid = canvas.grid.grid;
|
||||
if (grid.columnar) {
|
||||
return findSnapPointCols(x, y, grid.h, grid.w, altOrientationFlag);
|
||||
} else {
|
||||
return findSnapPointRows(x, y, grid.h, grid.w, altOrientationFlag);
|
||||
}
|
||||
}
|
||||
|
||||
function findSnapPointRows(x, y, h, w, alt) {
|
||||
let xOffset = 0.0;
|
||||
if (canvas.grid.grid.even) {
|
||||
xOffset = -0.5;
|
||||
}
|
||||
|
||||
let yOffset1 = 0.75;
|
||||
let yOffset2 = 0.0;
|
||||
if (alt) {
|
||||
yOffset1 = 0.25;
|
||||
yOffset2 = 1.0;
|
||||
}
|
||||
|
||||
let row1 = calculateSnapPointsRows(x, y, h, w, 0.5 + xOffset, yOffset1);
|
||||
let row2 = calculateSnapPointsRows(x, y, h, w, 1.0 + xOffset, yOffset2);
|
||||
|
||||
let dist1 = Math.pow(row1.x - x, 2) + Math.pow(row1.y - y, 2);
|
||||
let dist2 = Math.pow(row2.x - x, 2) + Math.pow(row2.y - y, 2);
|
||||
|
||||
if (dist1 < dist2) {
|
||||
return row1;
|
||||
} else {
|
||||
return row2;
|
||||
}
|
||||
}
|
||||
|
||||
function calculateSnapPointsRows(x, y, h, w, xOff, yOff) {
|
||||
let c = Math.floor((x + (0.5 - xOff) * w) / w + 1);
|
||||
let r = Math.floor((y + (0.75 - yOff) * h) / (1.5 * h) + 1);
|
||||
|
||||
let snapX = c * w - (1 - xOff) * w;
|
||||
let snapY = r * h * 1.5 - (1.5 - yOff) * h;
|
||||
|
||||
return {x: snapX, y: snapY};
|
||||
}
|
||||
|
||||
function findSnapPointCols(x, y, h, w, alt) {
|
||||
let yOffset = 0.0;
|
||||
if (canvas.grid.grid.even) {
|
||||
yOffset = -0.5;
|
||||
}
|
||||
|
||||
let xOffset1 = 0.75;
|
||||
let xOffset2 = 0.0;
|
||||
if (alt) {
|
||||
xOffset1 = 0.25;
|
||||
xOffset2 = 1.0;
|
||||
}
|
||||
|
||||
let row1 = calculateSnapPointsCols(x, y, h, w, xOffset1, 0.5 + yOffset);
|
||||
let row2 = calculateSnapPointsCols(x, y, h, w, xOffset2, 1.0 + yOffset);
|
||||
|
||||
let dist1 = Math.pow(row1.x - x, 2) + Math.pow(row1.y - y, 2);
|
||||
let dist2 = Math.pow(row2.x - x, 2) + Math.pow(row2.y - y, 2);
|
||||
|
||||
if (dist1 < dist2) {
|
||||
return row1;
|
||||
} else {
|
||||
return row2;
|
||||
}
|
||||
}
|
||||
|
||||
function calculateSnapPointsCols(x, y, h, w, xOff, yOff) {
|
||||
let c = Math.floor((x + (0.75 - xOff) * w) / (1.5 * w) + 1);
|
||||
let r = Math.floor((y + (0.5 - yOff) * h) / h + 1);
|
||||
|
||||
let snapX = c * w * 1.5 - (1.5 - xOff) * w;
|
||||
let snapY = r * h - (1 - yOff) * h;
|
||||
|
||||
return {x: snapX, y: snapY};
|
||||
}
|
||||
@@ -0,0 +1,145 @@
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getMeasurePosition, setSnapParameterOnOptions} from "./util.js";
|
||||
|
||||
// Indicates whether the user is currently pressing the button to disable snapping
|
||||
export let disableSnap = false;
|
||||
|
||||
// Indicates whether the user is currently pressing the button to disable the movement animation
|
||||
export let moveWithoutAnimation = false;
|
||||
|
||||
// Indicates whether the user is pressing the pathfinding toggle button
|
||||
export let togglePathfinding = false;
|
||||
|
||||
export function registerKeybindings() {
|
||||
game.keybindings.register(settingsKey, "cancelDrag", {
|
||||
name: "drag-ruler.keybindings.cancelDrag",
|
||||
onDown: cancelDrag,
|
||||
uneditable: [
|
||||
{
|
||||
key: "Escape",
|
||||
},
|
||||
],
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
game.keybindings.register(settingsKey, "createWaypoint", {
|
||||
name: "drag-ruler.keybindings.createWaypoint",
|
||||
onDown: handleCreateWaypoint,
|
||||
editable: [
|
||||
{
|
||||
key: "Space",
|
||||
},
|
||||
],
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
game.keybindings.register(settingsKey, "deleteWaypoint", {
|
||||
name: "drag-ruler.keybindings.deleteWaypoint",
|
||||
onDown: handleDeleteWaypoint,
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
game.keybindings.register(settingsKey, "disableSnap", {
|
||||
name: "drag-ruler.keybindings.disableSnap.name",
|
||||
hint: "drag-ruler.keybindings.disableSnap.hint",
|
||||
onDown: handleDisableSnap,
|
||||
onUp: handleDisableSnap,
|
||||
editable: [
|
||||
{
|
||||
key: "ShiftLeft",
|
||||
},
|
||||
],
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
game.keybindings.register(settingsKey, "moveWithoutAnimation", {
|
||||
name: "drag-ruler.keybindings.moveWithoutAnimation.name",
|
||||
hint: "drag-ruler.keybindings.moveWithoutAnimation.hint",
|
||||
onDown: handleMoveWithoutAnimation,
|
||||
onUp: handleMoveWithoutAnimation,
|
||||
editable: [
|
||||
{
|
||||
key: "AltLeft",
|
||||
},
|
||||
],
|
||||
precedence: -1,
|
||||
});
|
||||
|
||||
if (game.modules.get("routinglib")?.active) {
|
||||
game.keybindings.register(settingsKey, "togglePathfinding", {
|
||||
name: "drag-ruler.keybindings.togglePathfinding.name",
|
||||
hint: "drag-ruler.keybindings.togglePathfinding.hint",
|
||||
onDown: handleTogglePathfinding,
|
||||
onUp: handleTogglePathfinding,
|
||||
precedence: -1,
|
||||
restricted: !game.settings.get(settingsKey, "allowPathfinding"),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function handleDeleteWaypoint() {
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.draggedEntity) return false;
|
||||
ruler.dragRulerDeleteWaypoint();
|
||||
return true;
|
||||
}
|
||||
|
||||
function handleCreateWaypoint() {
|
||||
const ruler = canvas.controls.ruler;
|
||||
// .draggedEntity is used here because .isDragRuler only returns true once the ruler started measuring
|
||||
// Ruler can end up being undefined here if no canvas is active
|
||||
if (!ruler?.draggedEntity) return false;
|
||||
|
||||
let options = {};
|
||||
setSnapParameterOnOptions(ruler, options);
|
||||
|
||||
if (ruler._state === Ruler.STATES.INACTIVE) {
|
||||
ruler.dragRulerStart(options);
|
||||
} else {
|
||||
ruler.dragRulerAddWaypoint(getMeasurePosition(), options);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function cancelDrag() {
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.draggedEntity) return false;
|
||||
ruler.dragRulerAbortDrag();
|
||||
return true;
|
||||
}
|
||||
|
||||
function handleDisableSnap(event) {
|
||||
disableSnap = !event.up;
|
||||
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.isDragRuler) return false;
|
||||
if (ruler._state !== Ruler.STATES.MEASURING) return false;
|
||||
|
||||
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
|
||||
ruler.dragRulerSendState();
|
||||
return false;
|
||||
}
|
||||
|
||||
function handleMoveWithoutAnimation(event) {
|
||||
moveWithoutAnimation = !event.up;
|
||||
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.isDragRuler) return false;
|
||||
if (ruler._state !== Ruler.STATES.MEASURING) return false;
|
||||
|
||||
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
|
||||
ruler.dragRulerSendState();
|
||||
return false;
|
||||
}
|
||||
|
||||
function handleTogglePathfinding(event) {
|
||||
togglePathfinding = !event.up;
|
||||
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler?.isDragRuler) return false;
|
||||
if (ruler._state !== Ruler.STATES.MEASURING) return false;
|
||||
|
||||
ruler.measure(getMeasurePosition(), {snap: !disableSnap});
|
||||
ruler.dragRulerSendState();
|
||||
return false;
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
// SPDX-License-Identifier: MIT
|
||||
// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
|
||||
|
||||
"use strict";
|
||||
|
||||
// A shim for the libWrapper library
|
||||
export let libWrapper = undefined;
|
||||
|
||||
export const VERSIONS = [1, 11, 0];
|
||||
export const TGT_SPLIT_RE = new RegExp(
|
||||
"([^.[]+|\\[('([^'\\\\]|\\\\.)+?'|\"([^\"\\\\]|\\\\.)+?\")\\])",
|
||||
"g",
|
||||
);
|
||||
export const TGT_CLEANUP_RE = new RegExp("(^\\['|'\\]$|^\\[\"|\"\\]$)", "g");
|
||||
|
||||
// Main shim code
|
||||
Hooks.once("init", () => {
|
||||
// Check if the real module is already loaded - if so, use it
|
||||
if (globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
|
||||
libWrapper = globalThis.libWrapper;
|
||||
return;
|
||||
}
|
||||
|
||||
// Fallback implementation
|
||||
libWrapper = class {
|
||||
static get is_fallback() {
|
||||
return true;
|
||||
}
|
||||
|
||||
static get WRAPPER() {
|
||||
return "WRAPPER";
|
||||
}
|
||||
static get MIXED() {
|
||||
return "MIXED";
|
||||
}
|
||||
static get OVERRIDE() {
|
||||
return "OVERRIDE";
|
||||
}
|
||||
|
||||
static register(package_id, target, fn, type = "MIXED", {chain = undefined} = {}) {
|
||||
const is_setter = target.endsWith("#set");
|
||||
target = !is_setter ? target : target.slice(0, -4);
|
||||
const split = target
|
||||
.match(TGT_SPLIT_RE)
|
||||
.map(x => x.replace(/\\(.)/g, "$1").replace(TGT_CLEANUP_RE, ""));
|
||||
const root_nm = split.splice(0, 1)[0];
|
||||
|
||||
let obj, fn_name;
|
||||
if (split.length == 0) {
|
||||
obj = globalThis;
|
||||
fn_name = root_nm;
|
||||
} else {
|
||||
const _eval = eval;
|
||||
fn_name = split.pop();
|
||||
obj = split.reduce((x, y) => x[y], globalThis[root_nm] ?? _eval(root_nm));
|
||||
}
|
||||
|
||||
let iObj = obj;
|
||||
let descriptor = null;
|
||||
while (iObj) {
|
||||
descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
|
||||
if (descriptor) break;
|
||||
iObj = Object.getPrototypeOf(iObj);
|
||||
}
|
||||
if (!descriptor || descriptor?.configurable === false)
|
||||
throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
|
||||
|
||||
let original = null;
|
||||
const wrapper =
|
||||
chain ?? (type.toUpperCase?.() != "OVERRIDE" && type != 3)
|
||||
? function () {
|
||||
return fn.call(this, original.bind(this), ...arguments);
|
||||
}
|
||||
: function () {
|
||||
return fn.apply(this, arguments);
|
||||
};
|
||||
|
||||
if (!is_setter) {
|
||||
if (descriptor.value) {
|
||||
original = descriptor.value;
|
||||
descriptor.value = wrapper;
|
||||
} else {
|
||||
original = descriptor.get;
|
||||
descriptor.get = wrapper;
|
||||
}
|
||||
} else {
|
||||
if (!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
|
||||
original = descriptor.set;
|
||||
descriptor.set = wrapper;
|
||||
}
|
||||
|
||||
descriptor.configurable = true;
|
||||
Object.defineProperty(obj, fn_name, descriptor);
|
||||
}
|
||||
};
|
||||
});
|
||||
+247
-227
@@ -1,259 +1,279 @@
|
||||
"use strict"
|
||||
"use strict";
|
||||
|
||||
import {currentSpeedProvider, getRangesFromSpeedProvider, getUnreachableColorFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js"
|
||||
import {getHexSizeSupportTokenGridCenter} from "./compatibility.js"
|
||||
import {measure, moveTokens, onMouseMove} from "./foundry_imports.js"
|
||||
import {performMigrations} from "./migration.js"
|
||||
import {registerSettings, settingsKey} from "./settings.js"
|
||||
import {SpeedProvider} from "./speed_provider.js"
|
||||
|
||||
Hooks.once("init", () => {
|
||||
registerSettings()
|
||||
initApi()
|
||||
hookTokenDragHandlers()
|
||||
hookRulerFunctions()
|
||||
hookKeyboardManagerFunctions()
|
||||
|
||||
window.dragRuler = {
|
||||
getColorForDistance,
|
||||
import {
|
||||
getColorForDistanceAndToken,
|
||||
getMovedDistanceFromToken,
|
||||
getRangesFromSpeedProvider,
|
||||
initApi,
|
||||
registerModule,
|
||||
registerSystem,
|
||||
}
|
||||
})
|
||||
} from "./api.js";
|
||||
import {checkDependencies} from "./compatibility.js";
|
||||
import {moveEntities, onMouseMove} from "./foundry_imports.js";
|
||||
import {disableSnap, registerKeybindings} from "./keybindings.js";
|
||||
import {libWrapper} from "./libwrapper_shim.js";
|
||||
import {performMigrations} from "./migration.js";
|
||||
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
|
||||
import {extendRuler} from "./ruler.js";
|
||||
import {registerSettings, RightClickAction, settingsKey} from "./settings.js";
|
||||
import {recalculate} from "./socket.js";
|
||||
import {SpeedProvider} from "./speed_provider.js";
|
||||
import {getEntityCenter, setSnapParameterOnOptions} from "./util.js";
|
||||
|
||||
CONFIG.debug.dragRuler = false;
|
||||
export let debugGraphics = undefined;
|
||||
|
||||
Hooks.once("init", () => {
|
||||
registerSettings();
|
||||
registerKeybindings();
|
||||
initApi();
|
||||
hookDragHandlers(Token);
|
||||
hookDragHandlers(MeasuredTemplate);
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
"TokenLayer.prototype.undoHistory",
|
||||
tokenLayerUndoHistory,
|
||||
"WRAPPER",
|
||||
);
|
||||
|
||||
extendRuler();
|
||||
|
||||
window.dragRuler = {
|
||||
getRangesFromSpeedProvider,
|
||||
getColorForDistanceAndToken,
|
||||
getMovedDistanceFromToken,
|
||||
registerModule,
|
||||
registerSystem,
|
||||
recalculate,
|
||||
resetMovementHistory,
|
||||
};
|
||||
});
|
||||
|
||||
Hooks.once("ready", () => {
|
||||
performMigrations()
|
||||
Hooks.callAll("dragRuler.ready", SpeedProvider)
|
||||
})
|
||||
performMigrations();
|
||||
checkDependencies();
|
||||
Hooks.callAll("dragRuler.ready", SpeedProvider);
|
||||
if (CONFIG.debug.dragRuler) debugGraphics = canvas.controls.addChild(new PIXI.Container());
|
||||
});
|
||||
|
||||
Hooks.on("canvasReady", () => {
|
||||
canvas.controls.rulers.children.forEach(ruler => {
|
||||
ruler.draggedToken = null
|
||||
ruler.draggedEntity = null;
|
||||
Object.defineProperty(ruler, "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() {
|
||||
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
|
||||
Token.prototype._onDragLeftStart = function(event) {
|
||||
originalDragLeftStartHandler.call(this, event)
|
||||
onTokenLeftDragStart.call(this, event)
|
||||
}
|
||||
Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
|
||||
const entry = {
|
||||
name: "drag-ruler.resetMovementHistory",
|
||||
icon: '<i class="fas fa-undo-alt"></i>',
|
||||
callback: li => resetMovementHistory(ui.combat.viewed, li.data("combatant-id")),
|
||||
};
|
||||
menu.splice(1, 0, entry);
|
||||
});
|
||||
|
||||
const originalDragLeftMoveHandler = Token.prototype._onDragLeftMove
|
||||
Token.prototype._onDragLeftMove = function (event) {
|
||||
originalDragLeftMoveHandler.call(this, event)
|
||||
onTokenLeftDragMove.call(this, event)
|
||||
}
|
||||
|
||||
const originalDragLeftDropHandler = Token.prototype._onDragLeftDrop
|
||||
Token.prototype._onDragLeftDrop = function (event) {
|
||||
const eventHandled = onTokenDragLeftDrop.call(this, event)
|
||||
if (!eventHandled)
|
||||
originalDragLeftDropHandler.call(this, event)
|
||||
}
|
||||
|
||||
const originalDragLeftCancelHandler = Token.prototype._onDragLeftCancel
|
||||
Token.prototype._onDragLeftCancel = function (event) {
|
||||
const eventHandled = onTokenDragLeftCancel.call(this, event)
|
||||
if (!eventHandled)
|
||||
originalDragLeftCancelHandler.call(this, event)
|
||||
}
|
||||
function forwardIfUnahndled(newFn) {
|
||||
return function (oldFn, ...args) {
|
||||
const eventHandled = newFn(...args);
|
||||
if (!eventHandled) oldFn(...args);
|
||||
};
|
||||
}
|
||||
|
||||
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() {
|
||||
const originalHandleKeys = KeyboardManager.prototype._handleKeys
|
||||
KeyboardManager.prototype._handleKeys = function (event, key, up) {
|
||||
const eventHandled = handleKeys.call(this, event, key, up)
|
||||
if (!eventHandled)
|
||||
originalHandleKeys.call(this, event, key, up)
|
||||
}
|
||||
}
|
||||
|
||||
function handleKeys(event, key, up) {
|
||||
if (event.repeat || this.hasFocus)
|
||||
return false
|
||||
|
||||
if (key.toLowerCase() === "x") return onKeyX(up)
|
||||
if (key.toLowerCase() === "shift") return onKeyShift(up)
|
||||
return false
|
||||
}
|
||||
|
||||
function onKeyX(up) {
|
||||
if (up)
|
||||
return false
|
||||
if (!canvas.controls.ruler.isDragRuler)
|
||||
return false
|
||||
|
||||
deleteWaypoint()
|
||||
return true
|
||||
}
|
||||
|
||||
function onKeyShift(up) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.isDragRuler)
|
||||
return false
|
||||
|
||||
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
|
||||
const rulerOffset = ruler.rulerOffset
|
||||
const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y}
|
||||
ruler.measure(measurePosition, {snap: up})
|
||||
}
|
||||
|
||||
function onTokenLeftDragStart(event) {
|
||||
if (!currentSpeedProvider.usesRuler(this))
|
||||
return
|
||||
const ruler = canvas.controls.ruler
|
||||
ruler.draggedToken = this
|
||||
let tokenCenter
|
||||
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
|
||||
tokenCenter = getHexSizeSupportTokenGridCenter(this)
|
||||
function hookDragHandlers(entityType) {
|
||||
const entityName = entityType.name;
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftStart`,
|
||||
onEntityLeftDragStart,
|
||||
"WRAPPER",
|
||||
);
|
||||
if (entityType === Token)
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftMove`,
|
||||
onEntityLeftDragMoveSnap,
|
||||
"WRAPPER",
|
||||
);
|
||||
else
|
||||
tokenCenter = {x: this.x + canvas.grid.grid.w / 2, y: this.y + canvas.grid.grid.h / 2}
|
||||
ruler.clear();
|
||||
ruler._state = Ruler.STATES.STARTING;
|
||||
ruler.rulerOffset = {x: tokenCenter.x - event.data.origin.x, y: tokenCenter.y - event.data.origin.y}
|
||||
addWaypoint.call(ruler, tokenCenter, false)
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftMove`,
|
||||
onEntityLeftDragMove,
|
||||
"WRAPPER",
|
||||
);
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftDrop`,
|
||||
forwardIfUnahndled(onEntityDragLeftDrop),
|
||||
"MIXED",
|
||||
);
|
||||
libWrapper.register(
|
||||
"drag-ruler",
|
||||
`${entityName}.prototype._onDragLeftCancel`,
|
||||
forwardIfUnahndled(onEntityDragLeftCancel),
|
||||
"MIXED",
|
||||
);
|
||||
}
|
||||
|
||||
function onTokenLeftDragMove(event) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (ruler.isDragRuler)
|
||||
onMouseMove.call(ruler, event)
|
||||
async function tokenLayerUndoHistory(wrapped) {
|
||||
const historyEntry = this.history[this.history.length - 1];
|
||||
const returnValue = await wrapped();
|
||||
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 onTokenDragLeftDrop(event) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.isDragRuler)
|
||||
return false
|
||||
const selectedTokens = canvas.tokens.controlled
|
||||
moveTokens.call(ruler, ruler.draggedToken, selectedTokens)
|
||||
ruler.draggedToken = null
|
||||
return true
|
||||
function onEntityLeftDragStart(wrapped, event) {
|
||||
wrapped(event);
|
||||
const isToken = this instanceof Token;
|
||||
const ruler = canvas.controls.ruler;
|
||||
ruler.draggedEntity = this;
|
||||
const entityCenter = getEntityCenter(this);
|
||||
ruler.rulerOffset = {
|
||||
x: entityCenter.x - event.interactionData.origin.x,
|
||||
y: entityCenter.y - event.interactionData.origin.y,
|
||||
};
|
||||
if (game.settings.get(settingsKey, "autoStartMeasurement")) {
|
||||
let options = {};
|
||||
setSnapParameterOnOptions(ruler, options);
|
||||
ruler.dragRulerStart(options, false);
|
||||
}
|
||||
}
|
||||
|
||||
function onTokenDragLeftCancel(event) {
|
||||
function onEntityLeftDragMoveSnap(wrapped, event) {
|
||||
applyGridlessSnapping.call(this, event);
|
||||
onEntityLeftDragMove.call(this, wrapped, event);
|
||||
}
|
||||
|
||||
function onEntityLeftDragMove(wrapped, event) {
|
||||
wrapped(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;
|
||||
}
|
||||
// When we're dragging a measured template no token will ever be selected,
|
||||
// resulting in only the dragged template to be moved as would be expected
|
||||
const selectedTokens = canvas.tokens.controlled;
|
||||
// This can happen if the user presses ESC during drag (maybe there are other ways too)
|
||||
if (selectedTokens.length === 0) selectedTokens.push(ruler.draggedEntity);
|
||||
// This can happen if the ruler is being dragged so rapidly that the drag move handler hasn't been called before dropping
|
||||
if (ruler._state === Ruler.STATES.STARTING) onMouseMove.call(ruler, event);
|
||||
ruler._state = Ruler.STATES.MOVING;
|
||||
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
|
||||
return true;
|
||||
}
|
||||
|
||||
function onEntityDragLeftCancel(event) {
|
||||
// This function is invoked by right clicking
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.isDragRuler)
|
||||
return false
|
||||
if (ruler._state === Ruler.STATES.MEASURING) {
|
||||
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
|
||||
if (ruler.waypoints.length > 1)
|
||||
event.preventDefault()
|
||||
deleteWaypoint()
|
||||
}
|
||||
else {
|
||||
event.preventDefault()
|
||||
const snap = !event.shiftKey
|
||||
addWaypoint.call(ruler, ruler.destination, snap)
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING) return false;
|
||||
|
||||
const rightClickAction = game.settings.get(settingsKey, "rightClickAction");
|
||||
let options = {};
|
||||
setSnapParameterOnOptions(ruler, options);
|
||||
|
||||
if (ruler._state === Ruler.STATES.INACTIVE) {
|
||||
if (rightClickAction !== RightClickAction.CREATE_WAYPOINT) return false;
|
||||
ruler.dragRulerStart(options);
|
||||
event.preventDefault();
|
||||
} else if (ruler._state === Ruler.STATES.MEASURING) {
|
||||
switch (rightClickAction) {
|
||||
case RightClickAction.CREATE_WAYPOINT:
|
||||
event.preventDefault();
|
||||
ruler.dragRulerAddWaypoint(ruler.destination, options);
|
||||
break;
|
||||
case RightClickAction.DELETE_WAYPOINT:
|
||||
ruler.dragRulerDeleteWaypoint(event, options);
|
||||
break;
|
||||
case RightClickAction.ABORT_DRAG:
|
||||
ruler.dragRulerAbortDrag();
|
||||
break;
|
||||
}
|
||||
}
|
||||
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)
|
||||
function applyGridlessSnapping(event) {
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (!game.settings.get(settingsKey, "useGridlessRaster")) return;
|
||||
if (!ruler.isDragRuler) return;
|
||||
if (disableSnap) return;
|
||||
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) return;
|
||||
|
||||
const rasterWidth = 35 / canvas.stage.scale.x;
|
||||
const tokenX = event.interactionData.destination.x;
|
||||
const tokenY = event.interactionData.destination.y;
|
||||
const destination = {x: tokenX + ruler.rulerOffset.x, y: tokenY + ruler.rulerOffset.y};
|
||||
const ranges = getRangesFromSpeedProvider(ruler.draggedEntity);
|
||||
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
|
||||
if (terrainRulerAvailable) {
|
||||
const segments = ruler.constructor
|
||||
.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination)
|
||||
.map(ray => {
|
||||
return {ray};
|
||||
});
|
||||
const pinpointDistances = new Map();
|
||||
for (const range of ranges) {
|
||||
pinpointDistances.set(range.range, null);
|
||||
}
|
||||
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() {
|
||||
const ruler = canvas.controls.ruler
|
||||
terrainRuler.measureDistances(segments, {pinpointDistances});
|
||||
const targetDistance = Array.from(pinpointDistances.entries())
|
||||
.filter(([_key, val]) => val)
|
||||
.reduce((value, current) => (value[0] > current[0] ? value : current), [0, null]);
|
||||
const rasterLocation = targetDistance[1];
|
||||
if (rasterLocation) {
|
||||
const deltaX = destination.x - rasterLocation.x;
|
||||
const deltaY = destination.y - rasterLocation.y;
|
||||
const rasterDistance = Math.hypot(deltaX, deltaY);
|
||||
if (rasterDistance < rasterWidth) {
|
||||
event.interactionData.destination.x = rasterLocation.x - ruler.rulerOffset.x;
|
||||
event.interactionData.destination.y = rasterLocation.y - ruler.rulerOffset.y;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
let waypointDistance = 0;
|
||||
let origin = event.interactionData.origin;
|
||||
if (ruler.waypoints.length > 1) {
|
||||
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
|
||||
const rulerOffset = ruler.rulerOffset
|
||||
ruler._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y})
|
||||
game.user.broadcastActivity({ruler: ruler})
|
||||
const segments = ruler.constructor
|
||||
.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination)
|
||||
.map(ray => {
|
||||
return {ray};
|
||||
});
|
||||
origin = segments.pop().ray.A;
|
||||
waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
|
||||
origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y};
|
||||
}
|
||||
else {
|
||||
const token = ruler.draggedToken
|
||||
ruler._endMeasurement()
|
||||
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}})
|
||||
const deltaX = tokenX - origin.x;
|
||||
const deltaY = tokenY - origin.y;
|
||||
const distance = Math.hypot(deltaX, deltaY);
|
||||
// targetRange will be the largest range that's still smaller than distance
|
||||
let targetDistance = ranges
|
||||
.map(range => range.range)
|
||||
.map(range => range - waypointDistance)
|
||||
.map(range => (range * canvas.dimensions.size) / canvas.dimensions.distance)
|
||||
.filter(range => range < distance)
|
||||
.reduce((a, b) => Math.max(a, b), 0);
|
||||
if (targetDistance) {
|
||||
if (distance < targetDistance + rasterWidth) {
|
||||
event.interactionData.destination.x = origin.x + (deltaX * targetDistance) / distance;
|
||||
event.interactionData.destination.y = origin.y + (deltaY * targetDistance) / distance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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 ranges = getRangesFromSpeedProvider(this.draggedToken)
|
||||
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
|
||||
}
|
||||
|
||||
+36
-20
@@ -1,27 +1,43 @@
|
||||
import {settingsKey} from "./settings.js"
|
||||
import {RightClickAction, settingsKey} from "./settings.js";
|
||||
|
||||
const currentDataVersion = "1.3.0"
|
||||
const currentDataVersion = "1.10.0";
|
||||
|
||||
export function performMigrations() {
|
||||
if (!game.user.isGM)
|
||||
return
|
||||
export async function performMigrations() {
|
||||
if (game.user.isGM) await performWorldMigraionts();
|
||||
await performClientMigrations();
|
||||
}
|
||||
|
||||
async function performWorldMigraionts() {
|
||||
let dataVersion = game.settings.get(settingsKey, "dataVersion");
|
||||
|
||||
if (dataVersion === currentDataVersion) 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(`${settingsKey}.speedAttribute`)
|
||||
if (speedAttribute)
|
||||
speedAttribute = speedAttribute.slice(1, speedAttribute.length - 1)
|
||||
const speedAttributeDefault = game.settings.get(settingsKey, "speedProviders.native.setting.speedAttribute")
|
||||
if (speedAttribute !== speedAttributeDefault)
|
||||
game.settings.set(settingsKey, "speedProviders.native.setting.speedAttribute", speedAttribute)
|
||||
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
|
||||
return;
|
||||
}
|
||||
|
||||
let dashMultiplier = game.settings.storage.get("world").get(`${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
|
||||
if (dataVersion === "1.3.0") {
|
||||
dataVersion = "1.10.0";
|
||||
}
|
||||
|
||||
game.settings.set(settingsKey, "dataVersion", dataVersion);
|
||||
}
|
||||
|
||||
async function performClientMigrations() {
|
||||
let dataVersion = game.settings.get(settingsKey, "clientDataVersion");
|
||||
|
||||
if (dataVersion === "fresh install") {
|
||||
// Start of migration from unnamed version (< 1.10.0). TODO Remove in a future version
|
||||
const swapSpacebarRightClick = game.settings.storage
|
||||
.get("client")
|
||||
.getItem(`${settingsKey}.swapSpacebarRightClick`);
|
||||
if (swapSpacebarRightClick) {
|
||||
game.settings.set(settingsKey, "rightClickAction", RightClickAction.CREATE_WAYPOINT);
|
||||
await game.keybindings.set(settingsKey, "createWaypoint", []);
|
||||
await game.keybindings.set(settingsKey, "deleteWaypoint", [{key: "Space"}]);
|
||||
}
|
||||
// End of migration from unnamed version
|
||||
game.settings.set(settingsKey, "clientDataVersion", currentDataVersion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,104 @@
|
||||
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.flags.dragRuler;
|
||||
if (dragRulerFlag) {
|
||||
if (isNaN(dragRulerFlag.trackedRound)) {
|
||||
mergeObject(dragRulerFlag, initialFlag);
|
||||
}
|
||||
} else {
|
||||
combatant.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.round > combatant.flags.dragRuler.trackedRound) {
|
||||
combatant.flags.dragRuler.passedWaypoints = [];
|
||||
combatant.flags.dragRuler.trackedRound = combat.round;
|
||||
}
|
||||
|
||||
// Add the passed waypoints to the combatant
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
|
||||
const dragRulerFlags = combatant.flags.dragRuler;
|
||||
const waypoints = dragRulerFlags.passedWaypoints;
|
||||
for (const ray of rays) {
|
||||
// Ignore rays that have the same start and end coordinates
|
||||
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
|
||||
if (terrainRulerAvailable) {
|
||||
measureDistances([{ray}], token, getTokenShape(token), {
|
||||
terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState,
|
||||
enableTerrainRuler: terrainRulerAvailable,
|
||||
});
|
||||
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.flags.dragRuler;
|
||||
if (!dragRulerFlags) return [];
|
||||
if (combat.round > dragRulerFlags.trackedRound) return [];
|
||||
return dragRulerFlags.passedWaypoints ?? [];
|
||||
}
|
||||
|
||||
export async function removeLastHistoryEntryIfAt(token, x, y) {
|
||||
const history = getMovementHistory(token);
|
||||
if (history.length === 0) return;
|
||||
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.flags.dragRuler},
|
||||
]);
|
||||
}
|
||||
|
||||
export async function resetMovementHistory(combat, combatantId) {
|
||||
const combatant = combat.combatants.get(combatantId);
|
||||
const dragRulerFlags = combatant.flags.dragRuler;
|
||||
if (!dragRulerFlags) return;
|
||||
dragRulerFlags.passedWaypoints = null;
|
||||
dragRulerFlags.trackedRound = null;
|
||||
dragRulerFlags.rulerState = null;
|
||||
await updateCombatantDragRulerFlags(combat, [{_id: combatantId, dragRulerFlags}]);
|
||||
recalculate();
|
||||
}
|
||||
+495
@@ -0,0 +1,495 @@
|
||||
import {
|
||||
currentSpeedProvider,
|
||||
getColorForDistanceAndToken,
|
||||
getRangesFromSpeedProvider,
|
||||
} from "./api.js";
|
||||
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
|
||||
import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
|
||||
import {cancelScheduledMeasurement, highlightMeasurementNative} from "./foundry_imports.js";
|
||||
import {disableSnap} from "./keybindings.js";
|
||||
import {getMovementHistory} from "./movement_tracking.js";
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {
|
||||
applyTokenSizeOffset,
|
||||
getSnapPointForEntity,
|
||||
getSnapPointForTokenObj,
|
||||
getEntityCenter,
|
||||
getTokenShape,
|
||||
isPathfindingEnabled,
|
||||
} from "./util.js";
|
||||
import {getPointer} from "./util.js";
|
||||
|
||||
export function extendRuler() {
|
||||
class DragRulerRuler extends CONFIG.Canvas.rulerClass {
|
||||
// Functions below are overridden versions of functions in Ruler
|
||||
constructor(user, {color = null} = {}) {
|
||||
super(user, {color});
|
||||
this.previousWaypoints = [];
|
||||
this.previousLabels = this.addChild(new PIXI.Container());
|
||||
}
|
||||
|
||||
clear() {
|
||||
super.clear();
|
||||
this.previousWaypoints = [];
|
||||
this.previousLabels.removeChildren().forEach(c => c.destroy());
|
||||
this.dragRulerRanges = undefined;
|
||||
cancelScheduledMeasurement.call(this);
|
||||
}
|
||||
|
||||
async moveToken(event) {
|
||||
// Disable moveToken if Drag Ruler is active
|
||||
if (!this.isDragRuler) return await super.moveToken(event);
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
const json = super.toJSON();
|
||||
if (this.draggedEntity) {
|
||||
const isToken = this.draggedEntity instanceof Token;
|
||||
json.draggedEntityIsToken = isToken;
|
||||
json.draggedEntity = this.draggedEntity.id;
|
||||
json.waypoints = json.waypoints.map(old => {
|
||||
let w = duplicate(old);
|
||||
w.isPathfinding = undefined;
|
||||
return w;
|
||||
});
|
||||
}
|
||||
return json;
|
||||
}
|
||||
|
||||
update(data) {
|
||||
// Don't show a GMs drag ruler to non GM players
|
||||
if (
|
||||
data.draggedEntity &&
|
||||
this.user.isGM &&
|
||||
!game.user.isGM &&
|
||||
!game.settings.get(settingsKey, "showGMRulerToPlayers")
|
||||
)
|
||||
return;
|
||||
|
||||
if (data.draggedEntity) {
|
||||
if (data.draggedEntityIsToken) this.draggedEntity = canvas.tokens.get(data.draggedEntity);
|
||||
else this.draggedEntity = canvas.templates.get(data.draggedEntity);
|
||||
} else {
|
||||
this.draggedEntity = undefined;
|
||||
}
|
||||
|
||||
super.update(data);
|
||||
}
|
||||
|
||||
measure(destination, options = {}) {
|
||||
if (!this.isDragRuler) {
|
||||
return super.measure(destination, options);
|
||||
}
|
||||
if (options.gridSpaces === undefined) {
|
||||
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
|
||||
}
|
||||
this.dragRulerGridSpaces = options.gridSpaces;
|
||||
const isToken = this.draggedEntity instanceof Token;
|
||||
if (isToken && !this.draggedEntity.isVisible) {
|
||||
return [];
|
||||
}
|
||||
if (canvas.grid.diagonalRule === "EUCL") {
|
||||
options.gridSpaces = false;
|
||||
options.ignoreGrid = true;
|
||||
}
|
||||
if (options.ignoreGrid === undefined) {
|
||||
options.ignoreGrid = false;
|
||||
}
|
||||
this.dragRulerIgnoreGrid = options.ignoreGrid;
|
||||
// If this is the ruler of a remote user take the waypoints as they were transmitted and don't apply any additional snapping to them
|
||||
if (this.user !== game.user) {
|
||||
options.snap = false;
|
||||
}
|
||||
this.dragRulerSnap = options.snap ?? !disableSnap;
|
||||
this.dragRulerEnableTerrainRuler = isToken && window.terrainRuler;
|
||||
|
||||
// Compute the measurement destination, segments, and distance
|
||||
const d = this._getMeasurementDestination(destination);
|
||||
if (d.x === this.destination.x && d.y === this.destination.y) return;
|
||||
this.destination = d;
|
||||
|
||||
// TODO Check if we can reuse the old path
|
||||
this.dragRulerRemovePathfindingWaypoints();
|
||||
if (this.pathfindingJob) {
|
||||
routinglib.cancelPathfinding(this.pathfindingJob);
|
||||
this.pathfindingJob = undefined;
|
||||
}
|
||||
|
||||
if (isToken && isPathfindingEnabled.call(this)) {
|
||||
// TODO Show a busy indicator
|
||||
const from = getGridPositionFromPixelsObj(this.waypoints[this.waypoints.length - 1]);
|
||||
const to = getGridPositionFromPixelsObj(destination);
|
||||
|
||||
const pathfindingJob = routinglib.calculatePath(from, to, {token: this.draggedEntity});
|
||||
this.pathfindingJob = pathfindingJob;
|
||||
return this.pathfindingJob.then(result => {
|
||||
if (pathfindingJob === this.pathfindingJob) {
|
||||
this.pathfindingJob = undefined;
|
||||
this.addPathToWaypoints(result?.path);
|
||||
return this.performPostPathfindingActions(options);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return this.performPostPathfindingActions(options);
|
||||
}
|
||||
|
||||
addPathToWaypoints(path) {
|
||||
if (!path) {
|
||||
// TODO Show an indicator informing that there is no path
|
||||
|
||||
// Don't show a path if the pathfinding yields no result to show the user that the destination is unreachable
|
||||
this.destination = this.waypoints[this.waypoints.length - 1];
|
||||
return;
|
||||
}
|
||||
|
||||
path = path.map(point =>
|
||||
getSnapPointForTokenObj(getPixelsFromGridPositionObj(point), this.draggedEntity),
|
||||
);
|
||||
|
||||
// If the token is snapped to the grid, the first point of the path is already handled by the ruler
|
||||
if (
|
||||
path[0].x === this.waypoints[this.waypoints.length - 1].x &&
|
||||
path[0].y === this.waypoints[this.waypoints.length - 1].y
|
||||
) {
|
||||
path = path.slice(1);
|
||||
}
|
||||
|
||||
// If snapping is enabled, the last point of the path is already handled by the ruler
|
||||
if (this.dragRulerSnap) {
|
||||
path = path.slice(0, path.length - 1);
|
||||
}
|
||||
|
||||
for (const point of path) {
|
||||
point.isPathfinding = true;
|
||||
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
|
||||
}
|
||||
this.waypoints = this.waypoints.concat(path);
|
||||
}
|
||||
|
||||
performPostPathfindingActions(options) {
|
||||
// TODO Clear pathfinding busy indicator
|
||||
this.segments = this._getMeasurementSegments();
|
||||
this._computeDistance(options.gridSpaces);
|
||||
|
||||
// Draw the ruler graphic
|
||||
this.ruler.clear();
|
||||
this._drawMeasuredPath();
|
||||
|
||||
// Draw grid highlight
|
||||
this.highlightLayer.clear();
|
||||
const isToken = this.draggedEntity instanceof Token;
|
||||
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && this.dragRulerGridSpaces) {
|
||||
const shape = getTokenShape(this.draggedEntity);
|
||||
if (!this.dragRulerEnableTerrainRuler) {
|
||||
for (const [i, segment] of [...this.segments].reverse().entries()) {
|
||||
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
|
||||
const previousSegments = this.segments.slice(0, this.segments.length - 1 - i);
|
||||
highlightMeasurementNative.call(
|
||||
this,
|
||||
segment.ray,
|
||||
previousSegments,
|
||||
shape,
|
||||
opacityMultiplier,
|
||||
);
|
||||
}
|
||||
} else {
|
||||
for (const segment of [...this.segments].reverse()) {
|
||||
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
|
||||
highlightMeasurementTerrainRuler.call(
|
||||
this,
|
||||
segment.ray,
|
||||
segment.startDistance,
|
||||
shape,
|
||||
opacityMultiplier,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
return this.segments;
|
||||
}
|
||||
|
||||
_getMeasurementDestination(destination) {
|
||||
if (this.isDragRuler) {
|
||||
if (this.dragRulerSnap) {
|
||||
return getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
|
||||
} else {
|
||||
return destination;
|
||||
}
|
||||
} else {
|
||||
return super._getMeasurementDestination(destination);
|
||||
}
|
||||
}
|
||||
|
||||
_getMeasurementSegments() {
|
||||
if (this.isDragRuler) {
|
||||
const unsnappedWaypoints = this.waypoints.concat([this.destination]);
|
||||
const waypoints =
|
||||
this.draggedEntity instanceof Token
|
||||
? applyTokenSizeOffset(unsnappedWaypoints, this.draggedEntity)
|
||||
: duplicate(unsnappedWaypoints);
|
||||
const unsnappedSegments = [];
|
||||
const segments = [];
|
||||
for (const [i, p1] of waypoints.entries()) {
|
||||
if (i === 0) continue;
|
||||
const unsnappedP1 = unsnappedWaypoints[i];
|
||||
const p0 = waypoints[i - 1];
|
||||
const unsnappedP0 = unsnappedWaypoints[i - 1];
|
||||
const label = this.labels.children[i - 1];
|
||||
const ray = new Ray(p0, p1);
|
||||
const unsnappedRay = new Ray(unsnappedP0, unsnappedP1);
|
||||
ray.isPrevious = Boolean(unsnappedP0.isPrevious);
|
||||
unsnappedRay.isPrevious = ray.isPrevious;
|
||||
ray.dragRulerVisitedSpaces = unsnappedP0.dragRulerVisitedSpaces;
|
||||
unsnappedRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces;
|
||||
ray.dragRulerFinalState = unsnappedP0.dragRulerFinalState;
|
||||
unsnappedRay.dragRulerFinalState = ray.dragRulerFinalState;
|
||||
if (ray.distance < 10) {
|
||||
if (label) label.visible = false;
|
||||
continue;
|
||||
}
|
||||
segments.push({ray, label});
|
||||
unsnappedSegments.push({ray: unsnappedRay, label});
|
||||
}
|
||||
this.dragRulerUnsnappedSegments = unsnappedSegments;
|
||||
return segments;
|
||||
} else {
|
||||
return super._getMeasurementSegments();
|
||||
}
|
||||
}
|
||||
|
||||
_computeDistance(gridSpaces) {
|
||||
if (!this.isDragRuler) {
|
||||
return super._computeDistance(gridSpaces);
|
||||
}
|
||||
const shape = this.draggedEntity ? getTokenShape(this.draggedEntity) : null;
|
||||
const options = {
|
||||
ignoreGrid: this.dragRulerIgnoreGrid,
|
||||
gridSpaces,
|
||||
enableTerrainRuler: this.dragRulerEnableTerrainRuler,
|
||||
};
|
||||
const distances = measureDistances(this.segments, this.draggedEntity, shape, options);
|
||||
let totalDistance = 0;
|
||||
for (const [i, d] of distances.entries()) {
|
||||
let s = this.segments[i];
|
||||
s.startDistance = totalDistance;
|
||||
totalDistance += d;
|
||||
s.last = i === this.segments.length - 1;
|
||||
s.distance = d;
|
||||
s.text = this._getSegmentLabel(s, totalDistance);
|
||||
}
|
||||
|
||||
for (const [i, segment] of this.segments.entries()) {
|
||||
const unsnappedSegment = this.dragRulerUnsnappedSegments[i];
|
||||
unsnappedSegment.startDistance = segment.startDistance;
|
||||
unsnappedSegment.last = segment.last;
|
||||
unsnappedSegment.distance = segment.distance;
|
||||
unsnappedSegment.text = segment.text;
|
||||
}
|
||||
}
|
||||
|
||||
_drawMeasuredPath() {
|
||||
if (!this.isDragRuler) {
|
||||
return super._drawMeasuredPath();
|
||||
}
|
||||
let rulerColor = this.color;
|
||||
if (!this.dragRulerGridSpaces || canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
const totalDistance = this.segments.reduce((total, current) => total + current.distance, 0);
|
||||
rulerColor = this.dragRulerGetColorForDistance(totalDistance);
|
||||
}
|
||||
const r = this.ruler.beginFill(rulerColor, 0.25);
|
||||
for (const segment of this.dragRulerUnsnappedSegments) {
|
||||
const opacityMultiplier = segment.ray.isPrevious ? 0.33 : 1;
|
||||
const {ray, distance, label, text, last} = segment;
|
||||
if (distance === 0) continue;
|
||||
|
||||
// Draw Line
|
||||
r.moveTo(ray.A.x, ray.A.y)
|
||||
.lineStyle(6, 0x000000, 0.5 * opacityMultiplier)
|
||||
.lineTo(ray.B.x, ray.B.y)
|
||||
.lineStyle(4, rulerColor, 0.25 * opacityMultiplier)
|
||||
.moveTo(ray.A.x, ray.A.y)
|
||||
.lineTo(ray.B.x, ray.B.y);
|
||||
|
||||
// Draw Waypoints
|
||||
r.lineStyle(2, 0x000000, 0.5).drawCircle(ray.A.x, ray.A.y, 8);
|
||||
if (last) r.drawCircle(ray.B.x, ray.B.y, 8);
|
||||
|
||||
// Draw Label
|
||||
if (label) {
|
||||
label.text = text;
|
||||
label.alpha = last ? 1.0 : 0.5;
|
||||
label.visible = true;
|
||||
let labelPosition = ray.project((ray.distance + 50) / ray.distance);
|
||||
label.position.set(labelPosition.x, labelPosition.y);
|
||||
}
|
||||
}
|
||||
r.endFill();
|
||||
}
|
||||
|
||||
_endMeasurement() {
|
||||
super._endMeasurement();
|
||||
this.draggedEntity = null;
|
||||
if (this.pathfindingJob) {
|
||||
routinglib.cancelPathfinding(this.pathfindingJob);
|
||||
this.pathfindingJob = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
|
||||
dragRulerAddWaypoint(point, options = {}) {
|
||||
options.snap = options.snap ?? true;
|
||||
if (options.snap) {
|
||||
point = getSnapPointForEntity(point.x, point.y, this.draggedEntity);
|
||||
}
|
||||
this.waypoints.push(new PIXI.Point(point.x, point.y));
|
||||
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
|
||||
this.waypoints
|
||||
.filter(waypoint => waypoint.isPathfinding)
|
||||
.forEach(waypoint => (waypoint.isPathfinding = false));
|
||||
}
|
||||
|
||||
dragRulerAddWaypointHistory(waypoints) {
|
||||
waypoints.forEach(waypoint => (waypoint.isPrevious = true));
|
||||
this.waypoints = this.waypoints.concat(waypoints);
|
||||
for (const waypoint of waypoints) {
|
||||
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
|
||||
}
|
||||
}
|
||||
|
||||
dragRulerClearWaypoints() {
|
||||
this.waypoints = [];
|
||||
this.labels.removeChildren().forEach(c => c.destroy());
|
||||
}
|
||||
|
||||
dragRulerDeleteWaypoint(
|
||||
event = {
|
||||
preventDefault: () => {
|
||||
return;
|
||||
},
|
||||
},
|
||||
options = {},
|
||||
) {
|
||||
this.dragRulerRemovePathfindingWaypoints();
|
||||
options.snap = options.snap ?? true;
|
||||
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
|
||||
event.preventDefault();
|
||||
const mousePosition = getPointer().getLocalPosition(canvas.tokens);
|
||||
const rulerOffset = this.rulerOffset;
|
||||
|
||||
// Options are not passed to _removeWaypoint in vanilla Foundry.
|
||||
// Send them in case other modules have overriden that behavior and accept an options parameter (Toggle Snap to Grid)
|
||||
this._removeWaypoint(
|
||||
{x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y},
|
||||
options,
|
||||
);
|
||||
game.user.broadcastActivity({ruler: this});
|
||||
} else {
|
||||
this.dragRulerAbortDrag(event);
|
||||
}
|
||||
}
|
||||
|
||||
dragRulerRemovePathfindingWaypoints() {
|
||||
this.waypoints
|
||||
.filter(waypoint => waypoint.isPathfinding)
|
||||
.forEach(_ =>
|
||||
this.labels.removeChild(this.labels.children[this.labels.children.length - 1]).destroy(),
|
||||
);
|
||||
this.waypoints = this.waypoints.filter(waypoint => !waypoint.isPathfinding);
|
||||
}
|
||||
|
||||
dragRulerAbortDrag(
|
||||
event = {
|
||||
preventDefault: () => {
|
||||
return;
|
||||
},
|
||||
},
|
||||
) {
|
||||
const token = this.draggedEntity;
|
||||
this._endMeasurement();
|
||||
|
||||
// Deactivate the drag workflow in mouse
|
||||
token.mouseInteractionManager.cancel(event);
|
||||
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
|
||||
|
||||
// This will cancel the current drag operation
|
||||
// Pass in a fake event that hopefully is enough to allow other modules to function
|
||||
token._onDragLeftCancel(event);
|
||||
}
|
||||
|
||||
async dragRulerRecalculate(tokenIds) {
|
||||
if (this._state !== Ruler.STATES.MEASURING) return;
|
||||
if (tokenIds && !tokenIds.includes(this.draggedEntity.id)) return;
|
||||
const waypoints = this.waypoints.filter(waypoint => !waypoint.isPrevious);
|
||||
this.dragRulerClearWaypoints();
|
||||
if (game.settings.get(settingsKey, "enableMovementHistory"))
|
||||
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
|
||||
for (const waypoint of waypoints) {
|
||||
this.dragRulerAddWaypoint(waypoint, {snap: false});
|
||||
}
|
||||
this.measure(this.destination);
|
||||
game.user.broadcastActivity({ruler: this});
|
||||
}
|
||||
|
||||
static dragRulerGetRaysFromWaypoints(waypoints, destination) {
|
||||
if (destination) waypoints = waypoints.concat([destination]);
|
||||
return waypoints.slice(1).map((wp, i) => {
|
||||
const ray = new Ray(waypoints[i], wp);
|
||||
ray.isPrevious = Boolean(waypoints[i].isPrevious);
|
||||
return ray;
|
||||
});
|
||||
}
|
||||
|
||||
dragRulerGetColorForDistance(distance) {
|
||||
if (!this.isDragRuler) return this.color;
|
||||
if (!this.draggedEntity.actor) {
|
||||
return this.color;
|
||||
}
|
||||
// Don't apply colors if the current user doesn't have at least observer permissions
|
||||
if (this.draggedEntity.actor.permission < 2) {
|
||||
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
|
||||
if (
|
||||
!(
|
||||
this.draggedEntity.actor.type === "character" &&
|
||||
game.settings.get(settingsKey, "alwaysShowSpeedForPCs")
|
||||
)
|
||||
)
|
||||
return this.color;
|
||||
}
|
||||
distance = Math.round(distance * 100) / 100;
|
||||
if (!this.dragRulerRanges)
|
||||
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
|
||||
return (
|
||||
getColorForDistanceAndToken(distance, this.draggedEntity, this.dragRulerRanges) ??
|
||||
this.color
|
||||
);
|
||||
}
|
||||
|
||||
dragRulerStart(options, measureImmediately = true) {
|
||||
const entity = this.draggedEntity;
|
||||
const isToken = entity instanceof Token;
|
||||
if (isToken && !currentSpeedProvider.usesRuler(entity)) return;
|
||||
const ruler = canvas.controls.ruler;
|
||||
ruler.clear();
|
||||
ruler._state = Ruler.STATES.STARTING;
|
||||
const entityCenter = getEntityCenter(this.draggedEntity);
|
||||
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
|
||||
ruler.dragRulerAddWaypointHistory(getMovementHistory(entity));
|
||||
ruler.dragRulerAddWaypoint(entityCenter, {snap: false});
|
||||
const mousePosition = getPointer().getLocalPosition(canvas.tokens);
|
||||
const destination = {
|
||||
x: mousePosition.x + ruler.rulerOffset.x,
|
||||
y: mousePosition.y + ruler.rulerOffset.y,
|
||||
};
|
||||
if (measureImmediately) ruler.measure(destination, options);
|
||||
}
|
||||
|
||||
dragRulerSendState() {
|
||||
game.user.broadcastActivity({
|
||||
ruler: this.toJSON(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
CONFIG.Canvas.rulerClass = DragRulerRuler;
|
||||
}
|
||||
+196
-95
@@ -1,24 +1,69 @@
|
||||
import {availableSpeedProviders, currentSpeedProvider, getDefaultSpeedProvider, updateSpeedProvider} from "./api.js";
|
||||
import {SpeedProvider} from "./speed_provider.js"
|
||||
import {
|
||||
availableSpeedProviders,
|
||||
currentSpeedProvider,
|
||||
getDefaultSpeedProvider,
|
||||
updateSpeedProvider,
|
||||
} from "./api.js";
|
||||
import {SpeedProvider} from "./speed_provider.js";
|
||||
import {early_isGM} from "./util.js";
|
||||
|
||||
export const settingsKey = "drag-ruler";
|
||||
|
||||
export const RightClickAction = Object.freeze({
|
||||
CREATE_WAYPOINT: 0,
|
||||
DELETE_WAYPOINT: 1,
|
||||
ABORT_DRAG: 2,
|
||||
});
|
||||
|
||||
function delayedReload() {
|
||||
window.setTimeout(() => location.reload(), 500);
|
||||
}
|
||||
|
||||
export function registerSettings() {
|
||||
game.settings.register(settingsKey, "dataVersion", {
|
||||
scope: "world",
|
||||
config: false,
|
||||
type: String,
|
||||
default: "fresh install"
|
||||
})
|
||||
default: "fresh install",
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "swapSpacebarRightClick", {
|
||||
name: "drag-ruler.settings.swapSpacebarRightClick.name",
|
||||
hint: "drag-ruler.settings.swapSpacebarRightClick.hint",
|
||||
game.settings.register(settingsKey, "clientDataVersion", {
|
||||
scope: "client",
|
||||
config: false,
|
||||
type: String,
|
||||
default: "fresh install",
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "rightClickAction", {
|
||||
name: "drag-ruler.settings.rightClickAction.name",
|
||||
hint: "drag-ruler.settings.rightClickAction.hint",
|
||||
config: true,
|
||||
type: Number,
|
||||
default: RightClickAction.DELETE_WAYPOINT,
|
||||
choices: {
|
||||
0: "drag-ruler.settings.rightClickAction.choices.create",
|
||||
1: "drag-ruler.settings.rightClickAction.choices.delete",
|
||||
2: "drag-ruler.settings.rightClickAction.choices.cancel",
|
||||
},
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "autoStartMeasurement", {
|
||||
name: "drag-ruler.settings.autoStartMeasurement.name",
|
||||
hint: "drag-ruler.settings.autoStartMeasurement.hint",
|
||||
scope: "client",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: false,
|
||||
})
|
||||
default: true,
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "useGridlessRaster", {
|
||||
name: "drag-ruler.settings.useGridlessRaster.name",
|
||||
hint: "drag-ruler.settings.useGridlessRaster.hint",
|
||||
scope: "client",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: true,
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "alwaysShowSpeedForPCs", {
|
||||
name: "drag-ruler.settings.alwaysShowSpeedForPCs.name",
|
||||
@@ -27,7 +72,58 @@ export function registerSettings() {
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: true,
|
||||
})
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "showGMRulerToPlayers", {
|
||||
name: "drag-ruler.settings.showGMRulerToPlayers.name",
|
||||
hint: "drag-ruler.settings.showGMRulerToPlayers.hint",
|
||||
scope: "world",
|
||||
config: true,
|
||||
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,
|
||||
});
|
||||
|
||||
if (game.modules.get("routinglib")?.active) {
|
||||
game.settings.register(settingsKey, "allowPathfinding", {
|
||||
name: "drag-ruler.settings.allowPathfinding.name",
|
||||
hint: "drag-ruler.settings.allowPathfinding.hint",
|
||||
scope: "world",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: false,
|
||||
onChange: delayedReload,
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "autoPathfinding", {
|
||||
name: "drag-ruler.settings.autoPathfinding.name",
|
||||
hint: "drag-ruler.settings.autoPathfinding.hint",
|
||||
scope: "client",
|
||||
config: early_isGM() || game.settings.get(settingsKey, "allowPathfinding"),
|
||||
type: Boolean,
|
||||
default: false,
|
||||
});
|
||||
}
|
||||
|
||||
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
|
||||
config: false,
|
||||
type: Number,
|
||||
default: 0,
|
||||
});
|
||||
|
||||
game.settings.register(settingsKey, "neverShowTerrainRulerHint", {
|
||||
config: false,
|
||||
type: Boolean,
|
||||
default: false,
|
||||
});
|
||||
|
||||
// This setting will be modified by the api if modules register to it
|
||||
game.settings.register(settingsKey, "speedProvider", {
|
||||
@@ -36,7 +132,7 @@ export function registerSettings() {
|
||||
type: String,
|
||||
default: getDefaultSpeedProvider(),
|
||||
onChange: updateSpeedProvider,
|
||||
})
|
||||
});
|
||||
|
||||
game.settings.registerMenu(settingsKey, "speedProviderSettings", {
|
||||
name: "drag-ruler.settings.speedProviderSettings.name",
|
||||
@@ -45,7 +141,7 @@ export function registerSettings() {
|
||||
icon: "fas fa-tachometer-alt",
|
||||
type: SpeedProviderSettings,
|
||||
restricted: false,
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
class SpeedProviderSettings extends FormApplication {
|
||||
@@ -55,43 +151,44 @@ class SpeedProviderSettings extends FormApplication {
|
||||
title: game.i18n.localize("drag-ruler.settings.speedProviderSettings.windowTitle"),
|
||||
template: "modules/drag-ruler/templates/speed_provider_settings.html",
|
||||
width: 600,
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
getData(options={}) {
|
||||
const data = {}
|
||||
data.isGM = game.user.isGM
|
||||
const selectedProvider = currentSpeedProvider.id
|
||||
getData(options = {}) {
|
||||
const data = {};
|
||||
data.isGM = game.user.isGM;
|
||||
const selectedProvider = currentSpeedProvider.id;
|
||||
|
||||
// Insert all speed providers into the template data
|
||||
data.providers = Object.values(availableSpeedProviders).map(speedProvider => {
|
||||
const provider = {}
|
||||
provider.id = speedProvider.id
|
||||
provider.hasSettings = speedProvider instanceof SpeedProvider
|
||||
if (provider.hasSettings)
|
||||
provider.settings = enumerateProviderSettings(speedProvider)
|
||||
let dotPosition = provider.id.indexOf(".")
|
||||
if (dotPosition === -1)
|
||||
dotPosition = provider.id.length
|
||||
const type = provider.id.substring(0, dotPosition)
|
||||
const id = provider.id.substring(dotPosition + 1)
|
||||
const provider = {};
|
||||
provider.id = speedProvider.id;
|
||||
provider.hasSettings = speedProvider instanceof SpeedProvider;
|
||||
if (provider.hasSettings) provider.settings = enumerateProviderSettings(speedProvider);
|
||||
let dotPosition = provider.id.indexOf(".");
|
||||
if (dotPosition === -1) dotPosition = provider.id.length;
|
||||
const type = provider.id.substring(0, dotPosition);
|
||||
const id = provider.id.substring(dotPosition + 1);
|
||||
if (type === "native") {
|
||||
provider.selectTitle = game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.choices.native")
|
||||
}
|
||||
else {
|
||||
let name
|
||||
provider.selectTitle = game.i18n.localize(
|
||||
"drag-ruler.settings.speedProviderSettings.speedProvider.choices.native",
|
||||
);
|
||||
} else {
|
||||
let name;
|
||||
if (type === "module") {
|
||||
name = game.modules.get(id).data.title
|
||||
name = game.modules.get(id).title;
|
||||
} else {
|
||||
name = game.system.title;
|
||||
}
|
||||
else {
|
||||
name = game.system.data.title
|
||||
provider.selectTitle = game.i18n.format(
|
||||
`drag-ruler.settings.speedProviderSettings.speedProvider.choices.${type}`,
|
||||
{name},
|
||||
);
|
||||
}
|
||||
provider.selectTitle = game.i18n.format(`drag-ruler.settings.speedProviderSettings.speedProvider.choices.${type}`, {name})
|
||||
}
|
||||
provider.isSelected = provider.id === selectedProvider
|
||||
return provider
|
||||
})
|
||||
data.selectedProviderName = data.providers.find(provider => provider.isSelected).selectTitle
|
||||
provider.isSelected = provider.id === selectedProvider;
|
||||
return provider;
|
||||
});
|
||||
data.selectedProviderName = data.providers.find(provider => provider.isSelected).selectTitle;
|
||||
|
||||
data.providerSelection = {
|
||||
id: "speedProvider",
|
||||
@@ -99,122 +196,126 @@ class SpeedProviderSettings extends FormApplication {
|
||||
hint: game.i18n.localize("drag-ruler.settings.speedProviderSettings.speedProvider.hint"),
|
||||
type: String,
|
||||
choices: data.providers.reduce((choices, provider) => {
|
||||
choices[provider.id] = provider.selectTitle
|
||||
return choices
|
||||
choices[provider.id] = provider.selectTitle;
|
||||
return choices;
|
||||
}, {}),
|
||||
value: selectedProvider,
|
||||
isCheckbox: false,
|
||||
isSelect: true,
|
||||
isRange: false,
|
||||
}
|
||||
return data
|
||||
};
|
||||
return data;
|
||||
}
|
||||
|
||||
async _updateObject(event, formData) {
|
||||
const selectedSpeedProvider = game.user.isGM ? formData.speedProvider : game.settings.get(settingsKey, "speedProvider")
|
||||
const selectedSpeedProvider = game.user.isGM
|
||||
? formData.speedProvider
|
||||
: game.settings.get(settingsKey, "speedProvider");
|
||||
for (let [key, value] of Object.entries(formData)) {
|
||||
// Check if this is color, convert the value to an integer
|
||||
const splitKey = key.split(".", 3)
|
||||
if (splitKey[0] !== "native")
|
||||
splitKey.shift()
|
||||
const splitKey = key.split(".", 3);
|
||||
if (splitKey[0] !== "native") splitKey.shift();
|
||||
if (splitKey.length >= 2 && splitKey[1] == "color") {
|
||||
value = parseInt(value.substring(1), 16)
|
||||
value = parseInt(value.substring(1), 16);
|
||||
}
|
||||
|
||||
// Don't change settings for speed providers that aren't currently active
|
||||
if (key !== "speedProvider" && !key.startsWith(selectedSpeedProvider))
|
||||
continue
|
||||
if (key !== "speedProvider" && !key.startsWith(selectedSpeedProvider)) continue;
|
||||
|
||||
// Get the key for the current setting
|
||||
let setting
|
||||
if (key === "speedProvider")
|
||||
setting = "speedProvider"
|
||||
else
|
||||
setting = `speedProviders.${key}`
|
||||
let setting;
|
||||
if (key === "speedProvider") setting = "speedProvider";
|
||||
else setting = `speedProviders.${key}`;
|
||||
|
||||
// Get the old setting value
|
||||
const oldValue = game.settings.get(settingsKey, setting)
|
||||
const oldValue = game.settings.get(settingsKey, setting);
|
||||
|
||||
// Only update the setting if it has been changed (this leaves the default in place if it hasn't been touched)
|
||||
if (value !== oldValue)
|
||||
game.settings.set(settingsKey, setting, value)
|
||||
if (value !== oldValue) game.settings.set(settingsKey, setting, value);
|
||||
}
|
||||
|
||||
// Activate the configured speed provider
|
||||
updateSpeedProvider()
|
||||
updateSpeedProvider();
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html)
|
||||
html.find("select[name=speedProvider]").change(this.onSpeedProviderChange.bind(this))
|
||||
super.activateListeners(html);
|
||||
html.find("select[name=speedProvider]").change(this.onSpeedProviderChange.bind(this));
|
||||
}
|
||||
|
||||
onSpeedProviderChange(event) {
|
||||
// Hide all module settings
|
||||
document.querySelectorAll(".drag-ruler-provider-settings").forEach(element => element.style.display = "none")
|
||||
document
|
||||
.querySelectorAll(".drag-ruler-provider-settings")
|
||||
.forEach(element => (element.style.display = "none"));
|
||||
// Show the settings block for the currently selected module
|
||||
document.getElementById(`drag-ruler.provider.${event.currentTarget.value}`).style.display = ""
|
||||
document.getElementById(`drag-ruler.provider.${event.currentTarget.value}`).style.display = "";
|
||||
|
||||
// Recalculate window height
|
||||
this.element[0].style.height = null
|
||||
this.position.height = undefined
|
||||
this.element[0].style.height = null;
|
||||
this.position.height = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
function toDomHex(value) {
|
||||
const hex = value.toString(16)
|
||||
return "#" + "0".repeat(Math.max(0, 6 - hex.length)) + hex
|
||||
const hex = value.toString(16);
|
||||
return "#" + "0".repeat(Math.max(0, 6 - hex.length)) + hex;
|
||||
}
|
||||
|
||||
function enumerateProviderSettings(provider) {
|
||||
const colorSettings = []
|
||||
const unreachableColor = {id: "unreachable", name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name"}
|
||||
const colorSettings = [];
|
||||
const unreachableColor = {
|
||||
id: "unreachable",
|
||||
name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name",
|
||||
};
|
||||
|
||||
// Resolve settings for the colors
|
||||
for (const color of provider.colors.concat([unreachableColor])) {
|
||||
// Localize the name, if avaliable. If no name is available use the id as name
|
||||
const colorName = color.name ? game.i18n.localize(color.name) : color.id
|
||||
let hint
|
||||
const colorName = color.name ? game.i18n.localize(color.name) : color.id;
|
||||
let hint;
|
||||
if (color === unreachableColor)
|
||||
hint = game.i18n.localize("drag-ruler.settings.speedProviderSettings.color.unreachable.hint")
|
||||
hint = game.i18n.localize("drag-ruler.settings.speedProviderSettings.color.unreachable.hint");
|
||||
else
|
||||
hint = game.i18n.format("drag-ruler.settings.speedProviderSettings.color.hint", {colorName})
|
||||
hint = game.i18n.format("drag-ruler.settings.speedProviderSettings.color.hint", {colorName});
|
||||
colorSettings.push({
|
||||
id: `${provider.id}.color.${color.id}`,
|
||||
name: game.i18n.format("drag-ruler.settings.speedProviderSettings.color.name", {colorName}),
|
||||
hint: hint,
|
||||
type: Number,
|
||||
value: toDomHex(game.settings.get(settingsKey, `speedProviders.${provider.id}.color.${color.id}`)),
|
||||
value: toDomHex(
|
||||
game.settings.get(settingsKey, `speedProviders.${provider.id}.color.${color.id}`),
|
||||
),
|
||||
isCheckbox: false,
|
||||
isSelect: false,
|
||||
isRange: false,
|
||||
isColor: true,
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
// Prepare regular settings
|
||||
const settings = []
|
||||
const settings = [];
|
||||
for (const setting of provider.settings) {
|
||||
try {
|
||||
if (setting.scope === "world" && !game.user.isGM)
|
||||
continue
|
||||
const s = duplicate(setting)
|
||||
s.id = `${provider.id}.setting.${s.id}`
|
||||
s.name = game.i18n.localize(s.name)
|
||||
s.hint = game.i18n.localize(s.hint)
|
||||
s.value = provider.getSetting(setting.id)
|
||||
s.type = setting.type instanceof Function ? setting.type.name : "String"
|
||||
s.isCheckbox = setting.type === Boolean
|
||||
s.isSelect = s.choices !== undefined
|
||||
s.isRange = (setting.type === Number) && s.range
|
||||
s.isColor = false
|
||||
settings.push(s)
|
||||
}
|
||||
catch (e) {
|
||||
console.warn(`Drag Ruler | The following error occured while rendering setting "${setting.id}" of module/system "${this.id}. It won't be displayed.`)
|
||||
console.error(e)
|
||||
if (setting.scope === "world" && !game.user.isGM) continue;
|
||||
const s = duplicate(setting);
|
||||
s.id = `${provider.id}.setting.${s.id}`;
|
||||
s.name = game.i18n.localize(s.name);
|
||||
s.hint = game.i18n.localize(s.hint);
|
||||
s.value = provider.getSetting(setting.id);
|
||||
s.type = setting.type instanceof Function ? setting.type.name : "String";
|
||||
s.isCheckbox = setting.type === Boolean;
|
||||
s.isSelect = s.choices !== undefined;
|
||||
s.isRange = setting.type === Number && s.range;
|
||||
s.isColor = false;
|
||||
settings.push(s);
|
||||
} catch (e) {
|
||||
console.warn(
|
||||
`Drag Ruler | The following error occured while rendering setting "${setting.id}" of module/system "${this.id}. It won't be displayed.`,
|
||||
);
|
||||
console.error(e);
|
||||
}
|
||||
}
|
||||
|
||||
return settings.concat(colorSettings)
|
||||
return settings.concat(colorSettings);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,52 @@
|
||||
import {currentSpeedProvider} from "./api.js";
|
||||
|
||||
let socket;
|
||||
|
||||
Hooks.once("socketlib.ready", () => {
|
||||
socket = socketlib.registerModule("drag-ruler");
|
||||
socket.register("updateCombatantDragRulerFlags", _socketUpdateCombatantDragRulerFlags);
|
||||
socket.register("recalculate", _socketRecalculate);
|
||||
});
|
||||
|
||||
export function updateCombatantDragRulerFlags(combat, updates) {
|
||||
const combatId = combat.id;
|
||||
// TODO Check if canvas.tokens.get is still neccessary in future foundry versions
|
||||
return socket
|
||||
.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates)
|
||||
.then(() =>
|
||||
currentSpeedProvider.onMovementHistoryUpdate(
|
||||
updates.map(update => canvas.tokens.get(combat.combatants.get(update._id).token.id)),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
|
||||
const user = game.users.get(this.socketdata.userId);
|
||||
const combat = game.combats.get(combatId);
|
||||
const requestedUpdates = updates.length;
|
||||
updates = updates.filter(update => {
|
||||
const actor = combat.combatants.get(update._id).actor;
|
||||
if (!actor) return false;
|
||||
return actor.testUserPermission(user, "OWNER");
|
||||
});
|
||||
if (updates.length !== requestedUpdates) {
|
||||
console.warn(
|
||||
`Some of the movement history updates requested by user '${
|
||||
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) {
|
||||
const ruler = canvas.controls.ruler;
|
||||
if (ruler.isDragRuler) ruler.dragRulerRecalculate(tokenIds);
|
||||
}
|
||||
+40
-29
@@ -1,5 +1,5 @@
|
||||
import {settingsKey} from "./settings.js"
|
||||
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js"
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getDefaultDashMultiplier, getDefaultSpeedAttribute} from "./systems.js";
|
||||
|
||||
/**
|
||||
* Base class for all speed providers.
|
||||
@@ -19,7 +19,7 @@ export class SpeedProvider {
|
||||
* Implementing this method is required for all speed providers
|
||||
*/
|
||||
get colors() {
|
||||
throw new Error("A SpeedProvider must implement the colors function")
|
||||
throw new Error("A SpeedProvider must implement the colors function");
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -31,7 +31,7 @@ export class SpeedProvider {
|
||||
* Implementing this method is required for all speed providers
|
||||
*/
|
||||
getRanges(token) {
|
||||
throw new Error("A SpeedProvider must implement the getRanges function")
|
||||
throw new Error("A SpeedProvider must implement the getRanges function");
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -44,7 +44,7 @@ export class SpeedProvider {
|
||||
* Implementing this method is optional and only needs to be done if you want to provide custom provider settings
|
||||
*/
|
||||
get settings() {
|
||||
return []
|
||||
return [];
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -53,7 +53,7 @@ export class SpeedProvider {
|
||||
* Implementing this method is optional and only needs to be done if you want to provide a custom default for that color.
|
||||
*/
|
||||
get defaultUnreachableColor() {
|
||||
return 0xFF0000
|
||||
return 0xff0000;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -65,9 +65,17 @@ export class SpeedProvider {
|
||||
* Implementing this method is optional and only needs to be done if you want to disable Drag Ruler for some tokens.
|
||||
*/
|
||||
usesRuler(token) {
|
||||
return true
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
@@ -75,13 +83,14 @@ export class SpeedProvider {
|
||||
*/
|
||||
getSetting(settingId) {
|
||||
try {
|
||||
return game.settings.get(settingsKey, `speedProviders.${this.id}.setting.${settingId}`)
|
||||
}
|
||||
catch (e) {
|
||||
return game.settings.get(settingsKey, `speedProviders.${this.id}.setting.${settingId}`);
|
||||
} catch (e) {
|
||||
if (this.settings.some(setting => setting.id === settingId)) {
|
||||
throw e
|
||||
throw e;
|
||||
}
|
||||
throw new Error(`Drag Ruler | "${settingId}" is not a registered setting for "${this.id}". If you're the module/system developer, please add it to the return values of your Speed Providers "get settings()" function.`)
|
||||
throw new Error(
|
||||
`Drag Ruler | "${settingId}" is not a registered setting for "${this.id}". If you're the module/system developer, please add it to the return values of your Speed Providers "get settings()" function.`,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -91,32 +100,34 @@ export class SpeedProvider {
|
||||
* This function should neither be called or overridden by speed provider implementations
|
||||
*/
|
||||
constructor(id) {
|
||||
this.id = id
|
||||
this.id = id;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
export class GenericSpeedProvider extends SpeedProvider {
|
||||
get colors() {
|
||||
return [
|
||||
{id: "walk", default: 0x00FF00, name: "drag-ruler.genericSpeedProvider.speeds.walk"},
|
||||
{id: "dash", default: 0xFFFF00, name: "drag-ruler.genericSpeedProvider.speeds.dash"}
|
||||
]
|
||||
{id: "walk", default: 0x00ff00, name: "drag-ruler.genericSpeedProvider.speeds.walk"},
|
||||
{id: "dash", default: 0xffff00, name: "drag-ruler.genericSpeedProvider.speeds.dash"},
|
||||
];
|
||||
}
|
||||
|
||||
getRanges(token) {
|
||||
const speedAttribute = this.getSetting("speedAttribute")
|
||||
if (!speedAttribute)
|
||||
return []
|
||||
const tokenSpeed = getProperty(token, speedAttribute)
|
||||
const speedAttribute = this.getSetting("speedAttribute");
|
||||
if (!speedAttribute) return [];
|
||||
const tokenSpeed = parseFloat(getProperty(token, speedAttribute));
|
||||
if (tokenSpeed === undefined) {
|
||||
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`)
|
||||
return []
|
||||
console.warn(
|
||||
`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`,
|
||||
);
|
||||
return [];
|
||||
}
|
||||
const dashMultiplier = this.getSetting("dashMultiplier")
|
||||
if (!dashMultiplier)
|
||||
return [{range: tokenSpeed, color: "walk"}]
|
||||
return [{range: tokenSpeed, color: "walk"}, {range: tokenSpeed * dashMultiplier, color: "dash"}]
|
||||
const dashMultiplier = this.getSetting("dashMultiplier");
|
||||
if (!dashMultiplier) return [{range: tokenSpeed, color: "walk"}];
|
||||
return [
|
||||
{range: tokenSpeed, color: "walk"},
|
||||
{range: tokenSpeed * dashMultiplier, color: "dash"},
|
||||
];
|
||||
}
|
||||
|
||||
get settings() {
|
||||
@@ -138,7 +149,7 @@ export class GenericSpeedProvider extends SpeedProvider {
|
||||
config: true,
|
||||
type: Number,
|
||||
default: getDefaultDashMultiplier(),
|
||||
}
|
||||
]
|
||||
},
|
||||
];
|
||||
}
|
||||
}
|
||||
|
||||
+39
-7
@@ -1,22 +1,54 @@
|
||||
|
||||
export function getDefaultSpeedAttribute() {
|
||||
switch (game.system.id) {
|
||||
case "CoC7":
|
||||
return "actor.system.attribs.mov.value";
|
||||
case "dcc":
|
||||
return "actor.system.attributes.speed.value";
|
||||
case "dnd4e":
|
||||
return "actor.system.movement.walk.value";
|
||||
case "dnd5e":
|
||||
return "actor.data.data.attributes.movement.walk"
|
||||
return "actor.system.attributes.movement.walk";
|
||||
case "lancer":
|
||||
return "actor.data.data.mech.speed"
|
||||
return "actor.system.derived.speed";
|
||||
case "pf1":
|
||||
return "actor.data.data.attributes.speed.land.total"
|
||||
case "D35E":
|
||||
return "actor.system.attributes.speed.land.total";
|
||||
case "sfrpg":
|
||||
return "actor.system.attributes.speed.value";
|
||||
case "shadowrun5e":
|
||||
return "actor.system.movement.walk.value";
|
||||
case "swade":
|
||||
return "actor.system.stats.speed.adjusted";
|
||||
case "ds4":
|
||||
return "actor.system.combatValues.movement.total";
|
||||
case "splittermond":
|
||||
return "actor.derivedValues.speed.value";
|
||||
case "wfrp4e":
|
||||
return "actor.system.details.move.walk";
|
||||
}
|
||||
return ""
|
||||
return "";
|
||||
}
|
||||
|
||||
export function getDefaultDashMultiplier() {
|
||||
switch (game.system.id) {
|
||||
case "swade":
|
||||
return 0;
|
||||
case "dcc":
|
||||
case "dnd4e":
|
||||
case "dnd5e":
|
||||
case "lancer":
|
||||
case "pf1":
|
||||
return 2
|
||||
case "D35E":
|
||||
case "sfrpg":
|
||||
case "shadowrun5e":
|
||||
case "ds4":
|
||||
return 2;
|
||||
case "CoC7":
|
||||
return 5;
|
||||
case "splittermond":
|
||||
return 3;
|
||||
case "wfrp4e":
|
||||
return 2;
|
||||
}
|
||||
return 0
|
||||
return 0;
|
||||
}
|
||||
|
||||
+316
@@ -0,0 +1,316 @@
|
||||
import {getPixelsFromGridPosition} from "./foundry_fixes.js";
|
||||
import {findVertexSnapPoint} from "./hex_support.js";
|
||||
import {disableSnap, moveWithoutAnimation, togglePathfinding} from "./keybindings.js";
|
||||
import {settingsKey} from "./settings.js";
|
||||
|
||||
export function* zip(it1, it2) {
|
||||
for (let i = 0; i < Math.min(it1.length, it2.length); i++) {
|
||||
yield [it1[i], it2[i]];
|
||||
}
|
||||
}
|
||||
|
||||
export function* enumeratedZip(it1, it2) {
|
||||
let i = 0;
|
||||
for (const [v1, v2] of zip(it1, it2)) {
|
||||
yield [i, v1, v2];
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
export function* iterPairs(l) {
|
||||
for (let i = 1; i < l.length; i++) {
|
||||
yield [l[i - 1], l[i]];
|
||||
}
|
||||
}
|
||||
|
||||
export function sum(arr) {
|
||||
return arr.reduce((a, b) => a + b, 0);
|
||||
}
|
||||
|
||||
// A copy of this function lives in the routinglib module
|
||||
export function getHexTokenSize(token) {
|
||||
const size = token.document.width;
|
||||
if (token.document.height !== size) {
|
||||
return 1;
|
||||
}
|
||||
return size;
|
||||
}
|
||||
|
||||
export function getEntityCenter(token) {
|
||||
if (token instanceof Token && canvas.grid.isHex) {
|
||||
const center = token.center;
|
||||
const size = getHexTokenSize(token);
|
||||
if (size % 2 === 0) {
|
||||
let offset;
|
||||
if (canvas.grid.grid.columnar) {
|
||||
offset = canvas.grid.grid.w - canvas.grid.grid.h;
|
||||
} else {
|
||||
offset = canvas.grid.grid.h - canvas.grid.grid.w;
|
||||
}
|
||||
if (getAltOrientationFlagForToken(token, size)) {
|
||||
offset *= -1;
|
||||
}
|
||||
if (canvas.grid.grid.columnar) {
|
||||
center.x -= offset;
|
||||
return center;
|
||||
} else {
|
||||
center.y -= offset;
|
||||
return center;
|
||||
}
|
||||
}
|
||||
}
|
||||
return token.center;
|
||||
}
|
||||
|
||||
// A copy of this function lives in the routinglib module
|
||||
export function getAltOrientationFlagForToken(token, size) {
|
||||
const hexSizeSupport = game.modules.get("hex-size-support")?.api;
|
||||
if (hexSizeSupport) {
|
||||
return hexSizeSupport.isAltOrientation(token);
|
||||
}
|
||||
// In native foundry, tokens of size 2 are oriented like the "alt orientation" from hex-size-support
|
||||
// Tokens of size 4 are oriented like alt orientation wasn't set
|
||||
return size === 2;
|
||||
}
|
||||
|
||||
// A copy of this function lives in the librouting module
|
||||
export function getSnapPointForToken(x, y, token) {
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
return {x, y};
|
||||
}
|
||||
|
||||
if (canvas.grid.isHex) {
|
||||
const size = getHexTokenSize(token);
|
||||
if (size % 2 === 0) {
|
||||
return findVertexSnapPoint(x, y, getAltOrientationFlagForToken(token, size));
|
||||
}
|
||||
const [snapX, snapY] = canvas.grid.getCenter(x, y);
|
||||
return {x: snapX, y: snapY};
|
||||
}
|
||||
|
||||
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
|
||||
let cellX, cellY;
|
||||
if (token.document.width % 2 === 0) cellX = x - canvas.grid.h / 2;
|
||||
else cellX = x;
|
||||
if (token.document.height % 2 === 0) cellY = y - canvas.grid.h / 2;
|
||||
else cellY = y;
|
||||
const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
|
||||
let snapX, snapY;
|
||||
// Tiny tokens can snap to the cells corners
|
||||
if (token.document.width <= 0.5) {
|
||||
const offsetX = x - topLeftX;
|
||||
const subGridWidth = Math.floor(canvas.grid.w / 2);
|
||||
const subGridPosX = Math.floor(offsetX / subGridWidth);
|
||||
snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
|
||||
}
|
||||
// Tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
|
||||
else if (Math.round(token.document.width) % 2 === 1 || token.document.width < 1) {
|
||||
snapX = centerX;
|
||||
}
|
||||
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
|
||||
else {
|
||||
snapX = centerX + canvas.grid.w / 2;
|
||||
}
|
||||
if (token.document.height <= 0.5) {
|
||||
const offsetY = y - topLeftY;
|
||||
const subGridHeight = Math.floor(canvas.grid.h / 2);
|
||||
const subGridPosY = Math.floor(offsetY / subGridHeight);
|
||||
snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
|
||||
} else if (Math.round(token.document.height) % 2 === 1 || token.document.height < 1) {
|
||||
snapY = centerY;
|
||||
} else {
|
||||
snapY = centerY + canvas.grid.h / 2;
|
||||
}
|
||||
return {x: snapX, y: snapY};
|
||||
}
|
||||
|
||||
export function getSnapPointForTokenObj(pos, token) {
|
||||
return getSnapPointForToken(pos.x, pos.y, token);
|
||||
}
|
||||
|
||||
export function getSnapPointForMeasuredTemplate(x, y) {
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
return new PIXI.Point(x, y);
|
||||
}
|
||||
return canvas.grid.grid.getSnappedPosition(x, y, canvas.templates.gridPrecision);
|
||||
}
|
||||
|
||||
export function getSnapPointForEntity(x, y, entity) {
|
||||
const isToken = entity instanceof Token;
|
||||
if (isToken) return getSnapPointForToken(x, y, entity);
|
||||
else return getSnapPointForMeasuredTemplate(x, y);
|
||||
}
|
||||
|
||||
export function highlightTokenShape(position, shape, color, alpha) {
|
||||
const layer = canvas.grid.highlightLayers[this.name];
|
||||
if (!layer) return false;
|
||||
const area = getAreaFromPositionAndShape(position, shape);
|
||||
for (const space of area) {
|
||||
const [x, y] = getPixelsFromGridPosition(space.x, space.y);
|
||||
canvas.grid.grid.highlightGridPosition(layer, {x, y, color, alpha: 0.25 * alpha});
|
||||
}
|
||||
}
|
||||
|
||||
export function getAreaFromPositionAndShape(position, shape) {
|
||||
return shape.map(space => {
|
||||
let x = position.x + space.x;
|
||||
let y = position.y + space.y;
|
||||
if (canvas.grid.isHex) {
|
||||
let shiftedRow;
|
||||
if (canvas.grid.grid.options.even) shiftedRow = 1;
|
||||
else shiftedRow = 0;
|
||||
if (canvas.grid.grid.columnar) {
|
||||
if (space.x % 2 !== 0 && position.x % 2 !== shiftedRow) {
|
||||
y += 1;
|
||||
}
|
||||
} else {
|
||||
if (space.y % 2 !== 0 && position.y % 2 !== shiftedRow) {
|
||||
x += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
return {x, y};
|
||||
});
|
||||
}
|
||||
|
||||
// A copy of this function lives in the routinglib module
|
||||
export function getTokenShape(token) {
|
||||
let scene = canvas.scene;
|
||||
if (scene.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
return [{x: 0, y: 0}];
|
||||
} else if (scene.grid.type === CONST.GRID_TYPES.SQUARE) {
|
||||
const topOffset = -Math.floor(token.document.height / 2);
|
||||
const leftOffset = -Math.floor(token.document.width / 2);
|
||||
const shape = [];
|
||||
for (let y = 0; y < token.document.height; y++) {
|
||||
for (let x = 0; x < token.document.width; x++) {
|
||||
shape.push({x: x + leftOffset, y: y + topOffset});
|
||||
}
|
||||
}
|
||||
return shape;
|
||||
} else {
|
||||
// Hex grids
|
||||
const size = getHexTokenSize(token);
|
||||
let shape = [{x: 0, y: 0}];
|
||||
if (size >= 2)
|
||||
shape = shape.concat([
|
||||
{x: 0, y: -1},
|
||||
{x: -1, y: -1},
|
||||
]);
|
||||
if (size >= 3)
|
||||
shape = shape.concat([
|
||||
{x: 0, y: 1},
|
||||
{x: -1, y: 1},
|
||||
{x: -1, y: 0},
|
||||
{x: 1, y: 0},
|
||||
]);
|
||||
if (size >= 4)
|
||||
shape = shape.concat([
|
||||
{x: -2, y: -1},
|
||||
{x: 1, y: -1},
|
||||
{x: -1, y: -2},
|
||||
{x: 0, y: -2},
|
||||
{x: 1, y: -2},
|
||||
]);
|
||||
|
||||
if (getAltOrientationFlagForToken(token, size)) {
|
||||
shape.forEach(space => (space.y *= -1));
|
||||
}
|
||||
if (canvas.grid.grid.columnar)
|
||||
shape = shape.map(space => {
|
||||
return {x: space.y, y: space.x};
|
||||
});
|
||||
return shape;
|
||||
}
|
||||
}
|
||||
|
||||
export function getTokenSize(token) {
|
||||
let w, h;
|
||||
if (canvas.grid.isHex) {
|
||||
w = h = getHexTokenSize(token);
|
||||
} else {
|
||||
w = token.document.width;
|
||||
h = token.document.height;
|
||||
}
|
||||
return {w, h};
|
||||
}
|
||||
|
||||
// Tokens that have a size divisible by two (2x2, 4x4, 2x1) have their ruler at the edge of a cell.
|
||||
// This function applies an offset to to the waypoints that will move the ruler from the edge to the center of the cell
|
||||
export function applyTokenSizeOffset(waypoints, token) {
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
return waypoints;
|
||||
}
|
||||
|
||||
const tokenSize = getTokenSize(token);
|
||||
const waypointOffset = {x: 0, y: 0};
|
||||
if (canvas.grid.isHex) {
|
||||
const isAltOrientation = getAltOrientationFlagForToken(token, getHexTokenSize(token));
|
||||
if (canvas.grid.grid.columnar) {
|
||||
if (tokenSize.w % 2 === 0) {
|
||||
waypointOffset.x = canvas.grid.w / 2;
|
||||
if (isAltOrientation) waypointOffset.x *= -1;
|
||||
}
|
||||
} else {
|
||||
if (tokenSize.h % 2 === 0) {
|
||||
waypointOffset.y = canvas.grid.h / 2;
|
||||
if (isAltOrientation) waypointOffset.y *= -1;
|
||||
}
|
||||
}
|
||||
// If hex size support isn't active leave the waypoints like they are
|
||||
} else {
|
||||
if (tokenSize.w % 2 === 0) {
|
||||
waypointOffset.x = canvas.grid.w / 2;
|
||||
}
|
||||
if (tokenSize.h % 2 === 0) {
|
||||
waypointOffset.y = canvas.grid.h / 2;
|
||||
}
|
||||
}
|
||||
|
||||
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y));
|
||||
}
|
||||
|
||||
export function setSnapParameterOnOptions(sourceObject, options) {
|
||||
// Allow outside modules to override snapping
|
||||
if (sourceObject.snapOverride?.active) {
|
||||
options.snapOverrideActive = true;
|
||||
options.snap = sourceObject.snapOverride.snap;
|
||||
sourceObject.snapOverride = undefined; // remove it to prevent any lingering data issues
|
||||
} else {
|
||||
options.snap = !disableSnap;
|
||||
}
|
||||
}
|
||||
|
||||
export function isClose(a, b, delta) {
|
||||
return Math.abs(a - b) <= delta;
|
||||
}
|
||||
|
||||
export function getPointer() {
|
||||
return canvas.app.renderer.plugins.interaction?.mouse ?? canvas.app.renderer.events.pointer;
|
||||
}
|
||||
|
||||
export function getMeasurePosition() {
|
||||
const mousePosition = getPointer().getLocalPosition(canvas.tokens);
|
||||
const rulerOffset = canvas.controls.ruler.rulerOffset;
|
||||
const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y};
|
||||
return measurePosition;
|
||||
}
|
||||
|
||||
// isGM function for use during loading when game.user isn't available yet
|
||||
export function early_isGM() {
|
||||
const level = game.data.users.find(u => u._id == game.data.userId).role;
|
||||
const gmLevel = CONST.USER_ROLES.ASSISTANT;
|
||||
return level >= gmLevel;
|
||||
}
|
||||
|
||||
export function isModuleActive(moduleName) {
|
||||
return game.modules.get(moduleName)?.active;
|
||||
}
|
||||
|
||||
export function isPathfindingEnabled() {
|
||||
if (!window.routinglib) return false;
|
||||
if (this.user !== game.user) return false;
|
||||
if (!game.user.isGM && !game.settings.get(settingsKey, "allowPathfinding")) return false;
|
||||
if (moveWithoutAnimation) return false;
|
||||
return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
|
||||
}
|
||||
Reference in New Issue
Block a user