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+218
-1
@@ -1,3 +1,220 @@
|
|||||||
|
## 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
|
## 1.4.1
|
||||||
### Bugfixes
|
### Bugfixes
|
||||||
- Fixed a bug where Drag Ruler wouldn't work at all on hex grids when the Hex Token Size Support isn't installed
|
- Fixed a bug where Drag Ruler wouldn't work at all on hex grids when the Hex Token Size Support isn't installed
|
||||||
@@ -34,7 +251,7 @@
|
|||||||
|
|
||||||
## 1.3.2
|
## 1.3.2
|
||||||
### Translation
|
### Translation
|
||||||
- Updated japanese translation (thanks to togue)
|
- Updated japanese translation (thanks to touge)
|
||||||
|
|
||||||
|
|
||||||
## 1.3.1
|
## 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.
|
||||||
@@ -1,49 +1,66 @@
|
|||||||
[](https://ko-fi.com/staebchenfisch)
|
[](https://ko-fi.com/staebchenfisch)
|
||||||
|
|
||||||
# Drag Ruler
|
# Drag Ruler
|
||||||
This module shows a ruler when you drag a token to infrom you how far you've dragged the token from it's start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. If you're using a gridless map the ruler color will change to convey this information.
|
This module shows a ruler when you drag a token or measurement template to 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. If the [Hex Token Size Support](https://foundryvtt.com/packages/hex-size-support) is installed this is also true for large tokens on hex scenes.
|
||||||
|
|
||||||
The token has a speed of 30ft. All squares on the path within that range are colored in the players color. If the token is running it can cover double that range (this can be changed in the settings). All Squares on the path that can only be reached while running are colored in yellow. Squares on the path that the token cannot possibly reached at regular speeds are colored red. This coloring behavior can be tweaked in the settings and can be overridden by modules and game systems to provide more granular, game system specific control. For more information on how to do this see the [API](#api) section of this document.
|

|
||||||
|

|
||||||
|
|
||||||
|
|
||||||
## Waypoints
|
## Difficult Terrain support
|
||||||
You can add waypoints to the path by pressing spacebar while you drag the token. To remove a placed waypoint press the right mouse button.
|
**To use support for difficult terrain you must install the [Terrain Ruler](https://foundryvtt.com/packages/terrain-ruler) module**
|
||||||
|
|
||||||

|
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.
|
||||||
|
|
||||||
## Difficult Terrain
|

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

|
||||||
|
|
||||||
With the Terrain Ruler module installed, Drag Ruler is able to take difficult terrain that was placed with the [TerrainLayer module](https://foundryvtt.com/packages/TerrainLayer/) into account when measuring distances.
|
|
||||||
|
|
||||||

|
|
||||||
|
|
||||||
|
|
||||||
## Why would I want to use this instead of ShowDragDistance?
|
## Movement history (optional)
|
||||||
ShowDragDistance isn't maintained anymore. This means that it is at risk to stop working with every foundry update. In fact this process has already begun. As of Foundry Version 0.7.9 ShowDragDistance doesn't work anymore on gridless maps. Drag Ruler on the other hand is fully compatible with the current Foundry release and I'll continue updating it for future foundry releases for the forseeable future.
|
*This feature can be disabled in the settings if you don't like it*
|
||||||
|
|
||||||
In addition Drag Ruler provides more flexibility for game systems and modules via it's api to provide an experience that fits the rules of the game system that you are playing best.
|
During combat, Drag Ruler will remember the path a token has taken during it's turn. When the token is being picked up again, Drag Ruler will continue measuring where it has left off. The path of the previous movement will be dipslayed in a faded color.
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
|
||||||
## Game systems with Drag Ruler integration
|
## Game systems with Drag Ruler integration
|
||||||
Drag Ruler will work with all Foundry VTT game systems. However some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration.
|
Drag Ruler will work with all Foundry VTT game systems. However, some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration.
|
||||||
|
|
||||||
The game systems that offer Drag Ruler integration are:
|
The game systems that offer Drag Ruler integration are:
|
||||||
- Cypher System (starting with version 1.13.0)
|
- Cypher System (starting with version 1.13.0)
|
||||||
|
- GURPS 4th Edition Game Aid (Unofficial) (starting with version 0.9.1)
|
||||||
|
- Ironclaw Second Edition (starting with version 0.2.2)
|
||||||
|
- Lancer (via the module [Lancer Speed Provider](https://foundryvtt.com/packages/lancer-speed-provider))
|
||||||
- Pathfinder 1 (starting with version 0.77.3)
|
- Pathfinder 1 (starting with version 0.77.3)
|
||||||
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
|
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
|
||||||
|
- Shadowrun 5th Edition (via the module [Drag Ruler Integration for Shadowrun 5E](https://foundryvtt.com/packages/drag-ruler-integration-for-shadowrun-5e))
|
||||||
|
- Starfinder (via the module [Starfinder Drag Ruler Integration](https://foundryvtt.com/packages/starfinder-drag-ruler))
|
||||||
|
- Stargate RPG (starting with version 1.6.0)
|
||||||
|
- Tagmar RPG (starting with version 1.1.4)
|
||||||
|
- TheWitcherTRPG (starting with version 0.0.62)
|
||||||
- Tormenta20 (starting with version 1.1.37)
|
- Tormenta20 (starting with version 1.1.37)
|
||||||
|
- Shadow of the Demon Lord (starting with version 1.7.15)
|
||||||
|
- Wasteland Ventures (starting with version 0.1.0)
|
||||||
|
- WWII:OWB (starting with version 1.0.4)
|
||||||
|
|
||||||
|
|
||||||
## Translations
|
## Translations
|
||||||
Drag Ruler is available in the follwing languages:
|
Drag Ruler is available in the follwing languages:
|
||||||
- Chinese (thanks to zeteticl)
|
- Chinese (thanks to zeteticl)
|
||||||
- English
|
- English
|
||||||
|
- German
|
||||||
- Japanese (thanks to touge)
|
- Japanese (thanks to touge)
|
||||||
|
- Korean (thanks to KLO#1490)
|
||||||
|
- Spanish (thanks to Viriato139ac#342)
|
||||||
|
|
||||||
## API
|
## API
|
||||||
*Audience: This paragraph is intended for module and system devleopers that want to add more complex behavior to Drag Ruler. If you just want to use this plugins features skip this paragraph.*
|
*Audience: This paragraph is intended for module and system devleopers that want to add more complex behavior to Drag Ruler. If you just want to use this plugins features skip this paragraph.*
|
||||||
|
|||||||
@@ -0,0 +1,91 @@
|
|||||||
|
{
|
||||||
|
"drag-ruler": {
|
||||||
|
"dependencies": {
|
||||||
|
"ok": "OK",
|
||||||
|
"terrain-ruler": {
|
||||||
|
"title": "Wie man schwieriges Gelände mit Drag Ruler misst",
|
||||||
|
"text": "Du hast das {moduleName} Modul installiert. Drag Ruler kann schwieriges Gelände, das mit diesem Modul platziert wurde in seinen Messungen berücksichtigen. Hierzu greift Drag Ruler auf die Funktionalität von Terrain Ruler zurück. Wenn Terrain Ruler installiert und aktiviert ist wird Drag Ruler automatisch anfangen schwieriges Gelände in den Messungen zu berücksichtigen.",
|
||||||
|
"neverShowAgain": "Zeige dies nie wieder an"
|
||||||
|
},
|
||||||
|
"socketlib": {
|
||||||
|
"title": "Socketlib Modul fehlt",
|
||||||
|
"text": "Drag Ruler benötigt das socketlib-Modul, um korrekt zu funktionieren. Bitte aktiviere das socketlib-Modul in dieser Welt."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"resetMovementHistory": "Bewegungsverlauf zurücksetzen",
|
||||||
|
"genericSpeedProvider": {
|
||||||
|
"settings": {
|
||||||
|
"dashMultiplier": {
|
||||||
|
"name": "Sprint Multiplikator",
|
||||||
|
"hint": "Diese Einstellung kann genutzt werden, um eine zweite Geschwindigkeitsfarbe im gemessenen Pfad zu erhalten. Die zweite Farbe wird deaktiviert, wenn diese Einstellung auf 0 gesetzt ist."
|
||||||
|
},
|
||||||
|
"speedAttribute": {
|
||||||
|
"name": "Geschwindigkeitsattribut",
|
||||||
|
"hint": "Das Attribut, das die Gehgeschwindigkeit einer Spielfigur definiert. Diese Attribut wird während der Färbung des hervorgehobenen Pfads verwendet."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"speeds": {
|
||||||
|
"walk": "gehen",
|
||||||
|
"dash": "sprinten"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"settings": {
|
||||||
|
"alwaysShowSpeedForPCs": {
|
||||||
|
"name": "Geschwindigkeit von Spielercharakteren für jeden anzeigen",
|
||||||
|
"hint": "Wenn diese Einstellung aktiviert ist wird die Färbung der hervorgehobenen Felder bei Spielercharakteren allen Spielern angezeigt, selbst wenn diese keinen Zugriff auf den Charakterbogen haben."
|
||||||
|
},
|
||||||
|
"autoStartMeasurement": {
|
||||||
|
"name": "Automatisch mit Messen beginnen",
|
||||||
|
"hint": "Wenn diese Option aktiviert ist beginnt Drag Ruler mit dem Messen sobald das Token bewegt wird. Wenn die Option deaktiviert ist bleibt Drag Ruler deaktiviert bis der Knopf zum platzieren eines Wegpunkts betätigt wird."
|
||||||
|
},
|
||||||
|
"enableMovementHistory": {
|
||||||
|
"name": "Bewegungsverlauf während des Kampfes aktivieren",
|
||||||
|
"hint": "Wenn diesen Option aktiviert ist merkt sich Drag Ruler die Bewegungen, die während einer Runde eines Kampfes gemacht wurden und zeigt diese an, wenn das Token weiterbewegt wird."
|
||||||
|
},
|
||||||
|
"showGMRulerToPlayers": {
|
||||||
|
"name": "Lineal des Spielleiters bei Spielern anzeigen",
|
||||||
|
"hint": "Wenn diese Option deaktiviert ist wird das Lineal des Spielleiters bei den anderen Spielern nicht angezeigt."
|
||||||
|
},
|
||||||
|
"speedProviderSettings": {
|
||||||
|
"name": "Einstellungen zur Spielsystemintegration",
|
||||||
|
"hint": "In diesem Menü befinden sich alle spielsystemspezifischen Einstellungen.",
|
||||||
|
"button": "Einstellungen zur Spielsystemintegration",
|
||||||
|
"windowTitle": "Einstellungen zur Spielsystemintegration",
|
||||||
|
"headers": {
|
||||||
|
"speedProvider": "Spielsystemintegration",
|
||||||
|
"speedProviderSettings": "Integrationsspezifische Einstellungen"
|
||||||
|
},
|
||||||
|
"activeProvider": {
|
||||||
|
"name": "Verwendete Spielsystemintegration",
|
||||||
|
"hint": "Die unten angezeigten Einstellungen hängen von der verwendeten Spielsystemintegration ab. Wenn der Spielleiter eine andere Spielsystemintegration auswählt können sich die zur Verfügung stehenden Einstellungen ändern."
|
||||||
|
},
|
||||||
|
"noSettings": "Diese Spielsystemintegration hat keine Einstellmöglichkeiten",
|
||||||
|
"color": {
|
||||||
|
"name": "Farbe für {colorName}",
|
||||||
|
"hint": "Die Farbe mit der Felder in {colorName} Reichweite hervorgehoben werden",
|
||||||
|
"unreachable": {
|
||||||
|
"name": "unerreichbar",
|
||||||
|
"hint": "Die Farbe für Felder, die von der bewegten Spielfigur nicht erreicht werden können"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"speedProvider": {
|
||||||
|
"name": "Verwendete Spielsystemintegration",
|
||||||
|
"hint": "Wähle aus, welche Spielsystemintegration für die farbliche Hervorhebung der Felder zuständig sein soll. Drag Ruler stellt eine generische Spielsystemintegration zur Verfügung, die grundlegende Funktionalität bietet und bei korrekter konfiguration mit allen Spielsystemen funktionieren sollte. Weitere Spielsystemintegrationen können durch Module und Spielsysteme angeboten werden. Eine andere Spielsystemintegration als die generische auszuwählen kann eine bessere Inegration in das verwendete Spielsystem bieten. Die Optionen unterhalb sind davon abhängig, welche Spielsystemintegration hier ausgewählt wurde.",
|
||||||
|
"choices": {
|
||||||
|
"module": "Modul {name}",
|
||||||
|
"native": "Generisch",
|
||||||
|
"system": "System {name}"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"swapSpacebarRightClick": {
|
||||||
|
"name": "Leertaste und Rechtsklick tauschen",
|
||||||
|
"hint": "Die Funktionen der Leertaste und des Rechtsklicks sind, während eine Spielfigur bewegt wird, vertauscht. Wenn diese Option aktiviert wird können mit Rechtsklick Wegpunkte gesetzt werden und mit der Leertaste werden sie wieder gelöscht."
|
||||||
|
},
|
||||||
|
"useGridlessraster": {
|
||||||
|
"name": "Geschwindigkeitsraster aktivieren",
|
||||||
|
"hint": "Lässt Spielfiguren auf gitterlosen Szenen an deren Geschwindigkeitsgrenzen einrasten. Dies kann vorübergehend deaktiviert werden, indem während des ziehens die Umschalttaste gedrückt wird."
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,18 @@
|
|||||||
{
|
{
|
||||||
"drag-ruler": {
|
"drag-ruler": {
|
||||||
|
"dependencies": {
|
||||||
|
"ok": "OK",
|
||||||
|
"terrain-ruler": {
|
||||||
|
"title": "How to measure difficult terrain with Drag Ruler",
|
||||||
|
"text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in it's measurements.",
|
||||||
|
"neverShowAgain": "Never show this again"
|
||||||
|
},
|
||||||
|
"socketlib": {
|
||||||
|
"title": "Socketlib Module Missing",
|
||||||
|
"text": "Drag Ruler requires the socketlib module to work properly. Please activate the socketlib module in this world."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"resetMovementHistory": "Reset Movement History",
|
||||||
"genericSpeedProvider": {
|
"genericSpeedProvider": {
|
||||||
"settings": {
|
"settings": {
|
||||||
"dashMultiplier": {
|
"dashMultiplier": {
|
||||||
@@ -21,6 +34,14 @@
|
|||||||
"name": "Show PC speed to everyone",
|
"name": "Show PC speed to everyone",
|
||||||
"hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet."
|
"hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet."
|
||||||
},
|
},
|
||||||
|
"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."
|
||||||
|
},
|
||||||
|
"enableMovementHistory": {
|
||||||
|
"name": "Enable movement history during combat",
|
||||||
|
"hint": "If enabled, Drag Ruler will remember the path a token took during it's turn in combat and will display it when you pick the token back up."
|
||||||
|
},
|
||||||
"showGMRulerToPlayers": {
|
"showGMRulerToPlayers": {
|
||||||
"name": "Show GM ruler to players",
|
"name": "Show GM ruler to players",
|
||||||
"hint": "If disabled the ruler of GMs will not be shown for non-GM players"
|
"hint": "If disabled the ruler of GMs will not be shown for non-GM players"
|
||||||
@@ -60,6 +81,10 @@
|
|||||||
"swapSpacebarRightClick": {
|
"swapSpacebarRightClick": {
|
||||||
"name": "Swap spacebar and right click",
|
"name": "Swap spacebar and right click",
|
||||||
"hint": "Swaps the functions of spacebar and right click during dragging. If enabled right click will place waypoints and spacebar will delete them"
|
"hint": "Swaps the functions of spacebar and right click during dragging. If enabled right click will place waypoints and spacebar will delete them"
|
||||||
|
},
|
||||||
|
"useGridlessRaster": {
|
||||||
|
"name": "Use speed based snapping",
|
||||||
|
"hint": "On Gridless scenes, this makes tokens snap to the token's speed ranges. This can be temporarily disabled by pressing Shift during drag."
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,95 @@
|
|||||||
|
{
|
||||||
|
"drag-ruler": {
|
||||||
|
"I18N": {
|
||||||
|
"LANGUAGE": "Español",
|
||||||
|
"MAINTAINERS": "@Viriato139ac#0342"
|
||||||
|
},
|
||||||
|
"dependencies": {
|
||||||
|
"ok": "OK",
|
||||||
|
"terrain-ruler": {
|
||||||
|
"title": "Cómo medir a través de terreno difícil con Drag Ruler",
|
||||||
|
"text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in it's measurements.",
|
||||||
|
"neverShowAgain": "No volver a mostrar"
|
||||||
|
},
|
||||||
|
"socketlib": {
|
||||||
|
"title": "El módulo Socketlib no está instalado",
|
||||||
|
"text": "Drag Ruler necesita para su funcionamiento correcto que instale socketlib. Por favor, active socketlib en este mundo"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"resetMovementHistory": "Reiniciar historial de movimiento",
|
||||||
|
"genericSpeedProvider": {
|
||||||
|
"settings": {
|
||||||
|
"dashMultiplier": {
|
||||||
|
"name": "Multiplicador por correr",
|
||||||
|
"hint": "Se puede usar para aplicar a los iconos una velocidad secundaria que use un color distinto en la medición de la ruta a seguir. Establece el valor a 0 para deshabilitar esta velocidad secundaria"
|
||||||
|
},
|
||||||
|
"speedAttribute": {
|
||||||
|
"name": "Attributo de velocidad",
|
||||||
|
"hint": "El atributo que define la velocidad de movimiento andando del icono. Se usa para los códigos de colores al medir la ruta a seguir"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"speeds": {
|
||||||
|
"walk": "caminar",
|
||||||
|
"dash": "correr"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"settings": {
|
||||||
|
"alwaysShowSpeedForPCs": {
|
||||||
|
"name": "Mostrar velocidad de los PJs a todo el mundo",
|
||||||
|
"hint": "Si se habilita, se mostrará a todo el mundo los códigos de colores de las rutas de los PJs, incluso si no tienen permisos de observador para ese personaje"
|
||||||
|
},
|
||||||
|
"autoStartMeasurement": {
|
||||||
|
"name": "Comenzar a medir automáticamente",
|
||||||
|
"hint": "Si se habilita, Drag Ruler comenzará a medir en cuanto se comience a arrastrar un icono. Si se deshabilita, Drag Ruler permanecerá inactivo y comenzará a medir únicamente cuando se presione el botón configurado para añadir un nuevo punto de ruta"
|
||||||
|
},
|
||||||
|
"enableMovementHistory": {
|
||||||
|
"name": "Habilitar historial de movimiento durante el combate",
|
||||||
|
"hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno y la mostrará al seleccionarlo de nuevo"
|
||||||
|
},
|
||||||
|
"showGMRulerToPlayers": {
|
||||||
|
"name": "Mostrar regla del GM a los jugadores",
|
||||||
|
"hint": "Si se deshabilita, no se mostrará la regla de medición de los GMs al resto de usuarios"
|
||||||
|
},
|
||||||
|
"speedProviderSettings": {
|
||||||
|
"name": "Proveedor de configuración de velocidad",
|
||||||
|
"hint": "El proveedor de ajustes de velocidad contiene todos los ajustes específicos de cada sistema",
|
||||||
|
"button": "Proveedor de configuración de velocidad",
|
||||||
|
"windowTitle": "Proveedor de configuración de velocidad",
|
||||||
|
"headers": {
|
||||||
|
"speedProvider": "Proveedor de velocidad",
|
||||||
|
"speedProviderSettings": "Configuraciones específicas del proveedor de velocidad"
|
||||||
|
},
|
||||||
|
"activeProvider": {
|
||||||
|
"name": "Proveedor de velocidad actualmente activo",
|
||||||
|
"hint": "La configuración que se muestra más abajo depende del proveedor de velocidad activo. Si el GM selecciona un proveedor distinto, los ajustes disponibles puede que cambien"
|
||||||
|
},
|
||||||
|
"noSettings": "Este proveedor de velocidad no dispone de ninguna opción de configuración",
|
||||||
|
"color": {
|
||||||
|
"name": "Color para {colorName}",
|
||||||
|
"hint": "Color que se usará para establecer el tono de las cuadrículas que se encuentran dentro del rango {colorName}",
|
||||||
|
"unreachable": {
|
||||||
|
"name": "inalcanzable",
|
||||||
|
"hint": "Color que se usará para las cuadrículas más allá de la distancia máxima de movimiento del icono"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"speedProvider": {
|
||||||
|
"name": "Proveedor de configuración de velocidad",
|
||||||
|
"hint": "Seleccione quien suministra la información de la velocidad de los iconos a la hora de colorear la ruta a seguir. Drag Ruler incluye un proveedor genérico que ofrece una funcionalidad básica y que probablemente funcione para casi todos los sistemas si se usa de forma correcta. Se pueden añadir otros proveedores de velocidad al instalar sistemas o módulos. Seleccionar un proveedor distinto al genérico asegurará una mejor integración con las reglas del sistema que está usando. Las opciones siguientes dependerán del proveedor que seleccione",
|
||||||
|
"choices": {
|
||||||
|
"module": "Módulo {name}",
|
||||||
|
"native": "Genérico",
|
||||||
|
"system": "Sistema {name}"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"swapSpacebarRightClick": {
|
||||||
|
"name": "Intercambiar barra espaciadora y clic-derecho",
|
||||||
|
"hint": "Cambia el funcionamiento de la barra espaciadora y el clic-derecho del ratón mientras se arrastra un icono. Si está habilitado, clic-derecho establecerá puntos en la ruta y la barra espaciadora los borrará"
|
||||||
|
},
|
||||||
|
"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. Se puede deshabilitar temporalmente pulsando la tecla Mayús mientras se arrastra"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -21,6 +21,10 @@
|
|||||||
"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",
|
"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。"
|
"hint": "有効にすると、アクターの観察者(Observer)権限を持たない人にも,移動範囲の色分けが表示されるようになります。"
|
||||||
},
|
},
|
||||||
|
"showGMRulerToPlayers": {
|
||||||
|
"name": "GMのルーラーをプレイヤーに見せる",
|
||||||
|
"hint": "無効の場合、GMのルーラーはプレイヤーに表示されません。"
|
||||||
|
},
|
||||||
"speedProviderSettings": {
|
"speedProviderSettings": {
|
||||||
"name": "移動速度の提供元",
|
"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。",
|
"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。",
|
||||||
|
|||||||
@@ -0,0 +1,83 @@
|
|||||||
|
{
|
||||||
|
"drag-ruler": {
|
||||||
|
"dependencies": {
|
||||||
|
"ok": "OK",
|
||||||
|
"terrain-ruler": {
|
||||||
|
"title": "Drag Ruler를 사용한 험지 측정 방법",
|
||||||
|
"text": "{moduleName} 모듈을 활성화했습니다. Drag Ruler는 해당 모듈을 사용하여 험지를 측정할 수 있습니다. 이렇게 하려면 Terrain Ruler 모듈을 활성화하십시오. Terrain Ruler 모듈을 설치하고 Drag Ruler를 활성화하면 자동적으로 험지를 측정합니다.",
|
||||||
|
"neverShowAgain": "다시 표시하지 않음"
|
||||||
|
},
|
||||||
|
"socketlib": {
|
||||||
|
"title": "Socketlib 모듈 비탐지",
|
||||||
|
"text": "Drag Ruler는 Socketlib 모듈이 있어야 합니다. 이 월드에서 해당 모듈을 활성화하십시오."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"resetMovementHistory": "이동 내역 리셋",
|
||||||
|
"genericSpeedProvider": {
|
||||||
|
"settings": {
|
||||||
|
"dashMultiplier": {
|
||||||
|
"name": "질주 승수",
|
||||||
|
"hint": "측정된 경로에 색을 입힐 때 추가 속도를 제공하는 데 사용할 수 있다. 추가 속도를 비활성화하려면 이 값을 0으로 설정한다."
|
||||||
|
},
|
||||||
|
"speedAttribute": {
|
||||||
|
"name": "속도 어트리뷰트",
|
||||||
|
"hint": "토큰의 이동속도를 정의하는 속성이다. 측정 경로에 색을 입힐 때 사용한다."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"speeds": {
|
||||||
|
"walk": "보행",
|
||||||
|
"dash": "질주"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"settings": {
|
||||||
|
"alwaysShowSpeedForPCs": {
|
||||||
|
"name": "PC 속도를 모두에게 표시",
|
||||||
|
"hint": "활성화시 플레이어 캐릭터에 대한 관찰자 권한이 없더라도 액터 속도에 따라 색상이 모든 유저에게 표시된다."
|
||||||
|
},
|
||||||
|
"enableMovementHistory": {
|
||||||
|
"name": "전투 중 이동 기록 사용",
|
||||||
|
"hint": "활성화시 Drag Ruler는 해당 턴에 토큰이 이동한 경로를 기억하고 다시 이동시킬 때 표시한다."
|
||||||
|
},
|
||||||
|
"showGMRulerToPlayers": {
|
||||||
|
"name": "GM 측정자를 플레이어에게 표시",
|
||||||
|
"hint": "비활성화 시 GM이 아닌 유저에게는 GM의 측정자가 표시되지 않는다."
|
||||||
|
},
|
||||||
|
"speedProviderSettings": {
|
||||||
|
"name": "속도 공급자 설정",
|
||||||
|
"hint": "속도 공급자 설정은 게임 시스템별 설정을 모두 포함한다.",
|
||||||
|
"button": "속도 공급자 설정",
|
||||||
|
"windowTitle": "속도 공급자 설정",
|
||||||
|
"headers": {
|
||||||
|
"speedProvider": "속도 공급자",
|
||||||
|
"speedProviderSettings": "속도 공급자 관련 설정"
|
||||||
|
},
|
||||||
|
"activeProvider": {
|
||||||
|
"name": "현재 활성화된 속도 공급자",
|
||||||
|
"hint": "아래에 표시된 설정은 활성화된 속도 공급자를 보여준다. GM이 다른 속도 공급자를 선택하면 사용 가능한 설정이 변경될 수 있다."
|
||||||
|
},
|
||||||
|
"noSettings": "이 속도 공급자는 구성 옵션을 제공하지 않습니다.",
|
||||||
|
"color": {
|
||||||
|
"name": "{colorName} 색상",
|
||||||
|
"hint": "{colorName} 범위 내에서의 칸의 색상을 지정하는데 사용할 색상.",
|
||||||
|
"unreachable": {
|
||||||
|
"name": "도달 불가",
|
||||||
|
"hint": "드래그한 토큰으로 도달할 수 없는 공간의 색상"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"speedProvider": {
|
||||||
|
"name": "속도 설정 공급자",
|
||||||
|
"hint": "색을 입힐 동안 사용할 토큰에 대한 속도 정보 제공자를 선택한다. Drag Ruler는 기본 기능을 제공하며 올바르게 구성된 경우 모든 게임 시스템에서 작동하는 일반적 속도 공급자를 제공한다. 게임 시스템과 설치된 모듈을 통해 더 많은 속도 공급자를 이용할 수 있다. 일반 속도 공급자와는 다른 속도 공급자를 선택하면 사용 중인 게임 시스템의 규칙에 더 잘 통합될 수 있다.아래 옵션은 여기에서 선택한 속도 공급자에 따라 다르다.",
|
||||||
|
"choices": {
|
||||||
|
"module": "모듈 {name}",
|
||||||
|
"native": "포괄적",
|
||||||
|
"system": "시스템 {name}"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"swapSpacebarRightClick": {
|
||||||
|
"name": "스페이스바와 우클릭 스왑",
|
||||||
|
"hint": "드래그 도중 스페이스바의 기능을 우클릭 기능과 바꾼다. 활성화된 경우 드래그시 우클릭을 사용하면 경유지가 배치되고, 스페이스바가 해당 경유지를 삭제한다."
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
+28
-5
@@ -2,9 +2,9 @@
|
|||||||
"name": "drag-ruler",
|
"name": "drag-ruler",
|
||||||
"title": "Drag Ruler",
|
"title": "Drag Ruler",
|
||||||
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
|
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
|
||||||
"version": "1.4.1",
|
"version": "1.9.1",
|
||||||
"minimumCoreVersion" : "0.7.9",
|
"minimumCoreVersion" : "0.8.5",
|
||||||
"compatibleCoreVersion" : "0.7.9",
|
"compatibleCoreVersion" : "0.8.9",
|
||||||
"authors": [
|
"authors": [
|
||||||
{
|
{
|
||||||
"name": "Manuel Vögele",
|
"name": "Manuel Vögele",
|
||||||
@@ -13,12 +13,18 @@
|
|||||||
}
|
}
|
||||||
],
|
],
|
||||||
"esmodules": [
|
"esmodules": [
|
||||||
"src/main.js"
|
"src/main.js",
|
||||||
|
"src/socket.js"
|
||||||
],
|
],
|
||||||
"templates": [
|
"templates": [
|
||||||
"speed_provider_settings.html"
|
"speed_provider_settings.html"
|
||||||
],
|
],
|
||||||
"languages": [
|
"languages": [
|
||||||
|
{
|
||||||
|
"lang": "de",
|
||||||
|
"name": "Deutsch",
|
||||||
|
"path": "lang/de.json"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"lang": "en",
|
"lang": "en",
|
||||||
"name": "English",
|
"name": "English",
|
||||||
@@ -29,14 +35,31 @@
|
|||||||
"name": "日本語",
|
"name": "日本語",
|
||||||
"path": "lang/ja.json"
|
"path": "lang/ja.json"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"lang": "ko",
|
||||||
|
"name": "한국어",
|
||||||
|
"path": "lang/ko.json"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"lang": "zh-tw",
|
"lang": "zh-tw",
|
||||||
"name": "正體中文",
|
"name": "正體中文",
|
||||||
"path": "lang/zh-tw.json"
|
"path": "lang/zh-tw.json"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"lang": "es",
|
||||||
|
"name": "Español",
|
||||||
|
"path": "lang/es.json"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
"dependencies": [
|
||||||
|
{
|
||||||
|
"name": "socketlib",
|
||||||
|
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-socketlib/master/module.json"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"socket": true,
|
||||||
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
|
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
|
||||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.4.1.zip",
|
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.9.1.zip",
|
||||||
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
|
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
|
||||||
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
|
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
|
||||||
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
|
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
|
||||||
|
|||||||
+39
-3
@@ -1,5 +1,8 @@
|
|||||||
|
import {measureDistances} from "./compatibility.js";
|
||||||
|
import {getMovementHistory} from "./movement_tracking.js";
|
||||||
import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js"
|
import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js"
|
||||||
import {settingsKey} from "./settings.js"
|
import {settingsKey} from "./settings.js"
|
||||||
|
import {getTokenShape} from "./util.js";
|
||||||
|
|
||||||
export const availableSpeedProviders = {}
|
export const availableSpeedProviders = {}
|
||||||
export let currentSpeedProvider = undefined
|
export let currentSpeedProvider = undefined
|
||||||
@@ -11,6 +14,9 @@ function register(module, type, speedProvider) {
|
|||||||
providerInstance = new speedProvider(id)
|
providerInstance = new speedProvider(id)
|
||||||
}
|
}
|
||||||
else {
|
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.id = id
|
||||||
speedProvider.usesRuler = () => true
|
speedProvider.usesRuler = () => true
|
||||||
providerInstance = speedProvider
|
providerInstance = speedProvider
|
||||||
@@ -97,11 +103,41 @@ export function getUnreachableColorFromSpeedProvider() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getCostFromSpeedProvider(token, area) {
|
export function getCostFromSpeedProvider(token, area, options) {
|
||||||
|
try {
|
||||||
if (currentSpeedProvider instanceof Function) {
|
if (currentSpeedProvider instanceof Function) {
|
||||||
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area);
|
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area, options);
|
||||||
}
|
}
|
||||||
return currentSpeedProvider.getCostForStep(token, area);
|
return currentSpeedProvider.getCostForStep(token, area, options);
|
||||||
|
}
|
||||||
|
catch (e) {
|
||||||
|
console.error(e);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function getColorForDistanceAndToken(distance, token, ranges=null) {
|
||||||
|
if (!ranges) {
|
||||||
|
ranges = getRangesFromSpeedProvider(token);
|
||||||
|
}
|
||||||
|
if (ranges.length === 0)
|
||||||
|
return null;
|
||||||
|
const currentRange = ranges.reduce((minRange, currentRange) => {
|
||||||
|
if (distance <= currentRange.range && currentRange.range < minRange.range)
|
||||||
|
return currentRange;
|
||||||
|
return minRange;
|
||||||
|
}, {range: Infinity, color: getUnreachableColorFromSpeedProvider()});
|
||||||
|
return currentRange.color;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function getMovedDistanceFromToken(token) {
|
||||||
|
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
|
||||||
|
const history = getMovementHistory(token);
|
||||||
|
const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}});
|
||||||
|
const shape = getTokenShape(token);
|
||||||
|
const distances = measureDistances(segments, token, shape, {enableTerrainRuler: terrainRulerAvailable});
|
||||||
|
// Sum up the distances
|
||||||
|
return distances.reduce((acc, val) => acc + val, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function registerModule(moduleId, speedProvider) {
|
export function registerModule(moduleId, speedProvider) {
|
||||||
|
|||||||
+77
-5
@@ -1,14 +1,86 @@
|
|||||||
import {getColorForDistance} from "./main.js"
|
import {getCostFromSpeedProvider} from "./api.js";
|
||||||
import {highlightTokenShape} from "./util.js"
|
import {settingsKey} from "./settings.js";
|
||||||
|
import {getAreaFromPositionAndShape, highlightTokenShape} from "./util.js";
|
||||||
|
|
||||||
export function getHexSizeSupportTokenGridCenter(token) {
|
export function getHexSizeSupportTokenGridCenter(token) {
|
||||||
const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token)
|
const tokenCenterOffset = CONFIG.hexSizeSupport.getCenterOffset(token)
|
||||||
return {x: token.x + tokenCenterOffset.x, y: token.y + tokenCenterOffset.y}
|
return {x: token.x + tokenCenterOffset.x, y: token.y + tokenCenterOffset.y}
|
||||||
}
|
}
|
||||||
|
|
||||||
export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=[{x: 0, y: 0}]) {
|
export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=[{x: 0, y: 0}], alpha=1) {
|
||||||
for (const space of ray.terrainRulerVisitedSpaces.reverse()) {
|
for (const space of ray.terrainRulerVisitedSpaces.reverse()) {
|
||||||
const color = getColorForDistance.call(this, startDistance, space.distance)
|
const color = this.dragRulerGetColorForDistance(startDistance + space.distance);
|
||||||
highlightTokenShape.call(this, space, tokenShape, color)
|
highlightTokenShape.call(this, space, tokenShape, color, alpha)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function measureDistances(segments, entity, shape, options={}) {
|
||||||
|
const opts = duplicate(options)
|
||||||
|
|
||||||
|
if (opts.enableTerrainRuler) {
|
||||||
|
opts.gridSpaces = true;
|
||||||
|
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
|
||||||
|
const previousSegments = segments.slice(0, firstNewSegmentIndex);
|
||||||
|
const newSegments = segments.slice(firstNewSegmentIndex);
|
||||||
|
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
|
||||||
|
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
|
||||||
|
opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); }
|
||||||
|
if (previousSegments.length > 0)
|
||||||
|
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
|
||||||
|
return distances.concat(terrainRuler.measureDistances(newSegments, opts));
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// If another module wants to enable grid measurements but disable grid highlighting,
|
||||||
|
// manually set the *duplicate* option's gridSpaces value to true for the Foundry logic to work properly
|
||||||
|
if(!opts.ignoreGrid) {
|
||||||
|
opts.gridSpaces = true;
|
||||||
|
}
|
||||||
|
return canvas.grid.measureDistances(segments, opts);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function checkDependencies() {
|
||||||
|
if (!game.modules.get("socketlib")?.active) {
|
||||||
|
console.error("Drag Ruler | The `socketlib` module isn't enabled, but it's required for Drag Ruler to operate properly.");
|
||||||
|
if (game.user.isGM) {
|
||||||
|
new Dialog({
|
||||||
|
title: game.i18n.localize("drag-ruler.dependencies.socketlib.title"),
|
||||||
|
content: `<h2>${game.i18n.localize("drag-ruler.dependencies.socketlib.title")}</h2><p>${game.i18n.localize("drag-ruler.dependencies.socketlib.text")}</p>`,
|
||||||
|
buttons: {
|
||||||
|
ok: {
|
||||||
|
icon: '<i class="fas fa-check"></i>',
|
||||||
|
label: game.i18n.localize("drag-ruler.dependencies.ok")
|
||||||
|
}
|
||||||
|
},
|
||||||
|
}).render(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (!game.modules.get("terrain-ruler")?.active && game.user.isGM && !game.settings.get(settingsKey, "neverShowTerrainRulerHint")) {
|
||||||
|
const lastHint = game.settings.get(settingsKey, "lastTerrainRulerHintTime");
|
||||||
|
if (Date.now() - lastHint > 604800000) { // One week
|
||||||
|
let enabledTerrainModule;
|
||||||
|
if (game.modules.get("enhanced-terrain-layer")?.active) {
|
||||||
|
enabledTerrainModule = game.modules.get("enhanced-terrain-layer").data.title;
|
||||||
|
}
|
||||||
|
if (enabledTerrainModule) {
|
||||||
|
new Dialog({
|
||||||
|
title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"),
|
||||||
|
content: `<h2>${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);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,13 +2,10 @@
|
|||||||
|
|
||||||
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
|
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
|
||||||
export function getPixelsFromGridPosition(xGrid, yGrid) {
|
export function getPixelsFromGridPosition(xGrid, yGrid) {
|
||||||
if (canvas.grid.isHex) {
|
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
|
||||||
return canvas.grid.grid.getPixelsFromGridPosition(yGrid, xGrid)
|
return canvas.grid.grid.getPixelsFromGridPosition(yGrid, xGrid)
|
||||||
}
|
}
|
||||||
const [x, y] = canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
|
return canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
|
||||||
if (canvas.grid.type === CONST.GRID_TYPES.SQUARE)
|
|
||||||
return [y, x]
|
|
||||||
return [x, y]
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
|
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
|
||||||
|
|||||||
+148
-64
@@ -1,26 +1,30 @@
|
|||||||
import { getCostFromSpeedProvider } from "./api.js";
|
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
|
||||||
import {highlightMeasurementTerrainRuler} from "./compatibility.js";
|
|
||||||
import {getGridPositionFromPixels} from "./foundry_fixes.js";
|
import {getGridPositionFromPixels} from "./foundry_fixes.js";
|
||||||
import {getColorForDistance} from "./main.js"
|
import {Line} from "./geometry.js";
|
||||||
import {applyTokenSizeOffset, getAreaFromPositionAndShape, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
|
import {trackRays} from "./movement_tracking.js"
|
||||||
|
import {recalculate} from "./socket.js";
|
||||||
|
import {applyTokenSizeOffset, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
|
||||||
|
|
||||||
// This is a modified version of Ruler.moveToken from foundry 0.7.9
|
// This is a modified version of Ruler.moveToken from foundry 0.7.9
|
||||||
export async function moveTokens(draggedToken, selectedTokens) {
|
export async function moveEntities(draggedEntity, selectedEntities) {
|
||||||
let wasPaused = game.paused;
|
let wasPaused = game.paused;
|
||||||
if (wasPaused && !game.user.isGM) {
|
if (wasPaused && !game.user.isGM) {
|
||||||
ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
|
ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
if (!this.visible || !this.destination) return false;
|
if (!this.visible || !this.destination) return false;
|
||||||
if (!draggedToken) return;
|
if (!draggedEntity) return;
|
||||||
|
|
||||||
|
// Wait until all scheduled measurements are done
|
||||||
|
await this.deferredMeasurementPromise;
|
||||||
|
|
||||||
// Get the movement rays and check collision along each Ray
|
// Get the movement rays and check collision along each Ray
|
||||||
// These rays are center-to-center for the purposes of collision checking
|
// These rays are center-to-center for the purposes of collision checking
|
||||||
const rays = this._getRaysFromWaypoints(this.waypoints, this.destination);
|
const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
|
||||||
if (!game.user.isGM) {
|
if (!game.user.isGM && draggedEntity instanceof Token) {
|
||||||
const hasCollision = selectedTokens.some(token => {
|
const hasCollision = selectedEntities.some(token => {
|
||||||
const offset = calculateTokenOffset(token, draggedToken)
|
const offset = calculateEntityOffset(token, draggedEntity);
|
||||||
const offsetRays = rays.map(ray => applyOffsetToRay(ray, offset))
|
const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
|
||||||
return offsetRays.some(r => canvas.walls.checkCollision(r));
|
return offsetRays.some(r => canvas.walls.checkCollision(r));
|
||||||
})
|
})
|
||||||
if (hasCollision) {
|
if (hasCollision) {
|
||||||
@@ -33,50 +37,77 @@ export async function moveTokens(draggedToken, selectedTokens) {
|
|||||||
// Execute the movement path.
|
// Execute the movement path.
|
||||||
// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
|
// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
|
||||||
this._state = Ruler.STATES.MOVING;
|
this._state = Ruler.STATES.MOVING;
|
||||||
await Promise.all(selectedTokens.map(token => {
|
await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
|
||||||
// Return the promise so we can wait for it outside the loop
|
|
||||||
const offset = calculateTokenOffset(token, draggedToken)
|
|
||||||
return animateToken.call(this, token, rays, offset, wasPaused)
|
|
||||||
}))
|
|
||||||
|
|
||||||
// Once all animations are complete we can clear the ruler
|
// Once all animations are complete we can clear the ruler
|
||||||
|
if (this.draggedEntity?.id === draggedEntity.id)
|
||||||
this._endMeasurement();
|
this._endMeasurement();
|
||||||
}
|
}
|
||||||
|
|
||||||
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
|
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
|
||||||
async function animateToken(token, rays, tokenOffset, wasPaused) {
|
async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
|
||||||
const offsetRays = rays.map(ray => applyOffsetToRay(ray, tokenOffset))
|
const newRays = draggedRays.filter(r => !r.isPrevious);
|
||||||
|
const entityAnimationData = entities.map(entity => {
|
||||||
|
const entityOffset = calculateEntityOffset(entity, draggedEntity);
|
||||||
|
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
|
||||||
|
|
||||||
// Determine offset relative to the Token top-left.
|
// Determine offset relative to the Token top-left.
|
||||||
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
|
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
|
||||||
const origin = [this.waypoints[0].x + tokenOffset.x, this.waypoints[0].y + tokenOffset.y]
|
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
|
||||||
let dx, dy
|
const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
|
||||||
|
let dx, dy;
|
||||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||||
dx = token.data.x - origin[0]
|
dx = entity.data.x - origin[0];
|
||||||
dy = token.data.y - origin[1]
|
dy = entity.data.y - origin[1];
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
dx = token.data.x - origin[0]
|
dx = entity.data.x - origin[0];
|
||||||
dy = token.data.y - origin[1]
|
dy = entity.data.y - origin[1];
|
||||||
}
|
}
|
||||||
|
|
||||||
token._noAnimate = true;
|
return {entity, rays: offsetRays, dx, dy};
|
||||||
for (let r of offsetRays) {
|
});
|
||||||
|
|
||||||
|
const isToken = draggedEntity instanceof Token;
|
||||||
|
const animate = isToken && !game.keyboard.isDown("Alt");
|
||||||
|
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
|
||||||
|
|
||||||
|
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
|
||||||
|
this.cancelMovement = false;
|
||||||
|
|
||||||
|
for (let i = startWaypoint;i < entityAnimationData[0].rays.length; i++) {
|
||||||
if (!wasPaused && game.paused) break;
|
if (!wasPaused && game.paused) break;
|
||||||
const dest = [r.B.x, r.B.y];
|
const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
|
||||||
const path = new Ray({ x: token.x, y: token.y }, { x: dest[0] + dx, y: dest[1] + dy });
|
const ray = rays[i];
|
||||||
await token.update(path.B);
|
const dest = [ray.B.x, ray.B.y];
|
||||||
await token.animateMovement(path);
|
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
|
||||||
|
return {entity, path};
|
||||||
|
});
|
||||||
|
const updates = entityPaths.map(({entity, path}) => {
|
||||||
|
return {x: path.B.x, y: path.B.y, _id: entity.id};
|
||||||
|
});
|
||||||
|
await draggedEntity.scene.updateEmbeddedDocuments(draggedEntity.constructor.embeddedName, updates, {animate});
|
||||||
|
if (animate)
|
||||||
|
await Promise.all(entityPaths.map(({entity, path}) => entity.animateMovement(path)));
|
||||||
|
|
||||||
|
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
|
||||||
|
if (this.cancelMovement) {
|
||||||
|
entityAnimationData.forEach(ead => ead.rays = ead.rays.slice(0, i + 1));
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
token._noAnimate = false;
|
}
|
||||||
|
if (isToken)
|
||||||
|
trackRays(entities, entityAnimationData.map(({rays}) => rays)).then(() => recalculate(entities));
|
||||||
}
|
}
|
||||||
|
|
||||||
function calculateTokenOffset(tokenA, tokenB) {
|
function calculateEntityOffset(entityA, entityB) {
|
||||||
return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y}
|
return {x: entityA.data.x - entityB.data.x, y: entityA.data.y - entityB.data.y};
|
||||||
}
|
}
|
||||||
|
|
||||||
function applyOffsetToRay(ray, offset) {
|
function applyOffsetToRay(ray, offset) {
|
||||||
return new Ray({x: ray.A.x + offset.x, y: ray.A.y + offset.y}, {x: ray.B.x + offset.x, y: ray.B.y + offset.y})
|
const newRay = new Ray({x: ray.A.x + offset.x, y: ray.A.y + offset.y}, {x: ray.B.x + offset.x, y: ray.B.y + offset.y});
|
||||||
|
newRay.isPrevious = ray.isPrevious;
|
||||||
|
return newRay;
|
||||||
}
|
}
|
||||||
|
|
||||||
// This is a modified version of Ruler._onMouseMove from foundry 0.7.9
|
// This is a modified version of Ruler._onMouseMove from foundry 0.7.9
|
||||||
@@ -84,8 +115,6 @@ export function onMouseMove(event) {
|
|||||||
if (this._state === Ruler.STATES.MOVING) return;
|
if (this._state === Ruler.STATES.MOVING) return;
|
||||||
|
|
||||||
// Extract event data
|
// Extract event data
|
||||||
const mt = event._measureTime || 0;
|
|
||||||
const originalEvent = event.data.originalEvent;
|
|
||||||
const destination = {x: event.data.destination.x + this.rulerOffset.x, y: event.data.destination.y + this.rulerOffset.y}
|
const destination = {x: event.data.destination.x + this.rulerOffset.x, y: event.data.destination.y + this.rulerOffset.y}
|
||||||
|
|
||||||
// Hide any existing Token HUD
|
// Hide any existing Token HUD
|
||||||
@@ -93,24 +122,60 @@ export function onMouseMove(event) {
|
|||||||
delete event.data.hudState;
|
delete event.data.hudState;
|
||||||
|
|
||||||
// Draw measurement updates
|
// Draw measurement updates
|
||||||
if (Date.now() - mt > 50) {
|
scheduleMeasurement.call(this, destination, event);
|
||||||
|
}
|
||||||
|
|
||||||
|
function scheduleMeasurement(destination, event) {
|
||||||
|
const measurementInterval = 50;
|
||||||
|
const mt = event._measureTime || 0;
|
||||||
|
const originalEvent = event.data.originalEvent;
|
||||||
|
if (Date.now() - mt > measurementInterval) {
|
||||||
this.measure(destination, {snap: !originalEvent.shiftKey});
|
this.measure(destination, {snap: !originalEvent.shiftKey});
|
||||||
event._measureTime = Date.now();
|
event._measureTime = Date.now();
|
||||||
this._state = Ruler.STATES.MEASURING;
|
this._state = Ruler.STATES.MEASURING;
|
||||||
|
cancelScheduledMeasurement.call(this);
|
||||||
}
|
}
|
||||||
|
else {
|
||||||
|
this.deferredMeasurementData = {destination, event};
|
||||||
|
if (!this.deferredMeasurementTimeout) {
|
||||||
|
this.deferredMeasurementPromise = new Promise((resolve, reject) => this.deferredMeasurementResolve = resolve);
|
||||||
|
this.deferredMeasurementTimeout = window.setTimeout(() => scheduleMeasurement.call(this, this.deferredMeasurementData.destination, this.deferredMeasurementData.event), measurementInterval);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function cancelScheduledMeasurement() {
|
||||||
|
window.clearTimeout(this.deferredMeasurementTimeout);
|
||||||
|
this.deferredMeasurementTimeout = undefined;
|
||||||
|
this.deferredMeasurementResolve?.();
|
||||||
}
|
}
|
||||||
|
|
||||||
// This is a modified version of Ruler.measure form foundry 0.7.9
|
// This is a modified version of Ruler.measure form foundry 0.7.9
|
||||||
export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
export function measure(destination, options={}) {
|
||||||
if (this.isDragRuler && !this.draggedToken.isVisible)
|
const isToken = this.draggedEntity instanceof Token;
|
||||||
|
if (isToken && !this.draggedEntity.isVisible)
|
||||||
return []
|
return []
|
||||||
|
|
||||||
if (snap)
|
if (options.snap) {
|
||||||
destination = getSnapPointForToken(destination.x, destination.y, this.draggedToken)
|
destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(options.gridSpaces === undefined) {
|
||||||
|
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(options.ignoreGrid === undefined) {
|
||||||
|
options.ignoreGrid = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
options.enableTerrainRuler = isToken && game.modules.get("terrain-ruler")?.active;
|
||||||
|
|
||||||
const waypoints = this.waypoints.concat([destination]);
|
const waypoints = this.waypoints.concat([destination]);
|
||||||
// Move the waypoints to the center of the grid if a size is used that measures from edge to edge
|
// Move the waypoints to the center of the grid if a size is used that measures from edge to edge
|
||||||
const centeredWaypoints = applyTokenSizeOffset(waypoints, this.draggedToken)
|
const centeredWaypoints = isToken ? applyTokenSizeOffset(waypoints, this.draggedEntity) : duplicate(waypoints);
|
||||||
|
// Foundries native ruler requires the waypoints to sit in the dead center of the square to work properly
|
||||||
|
if (!options.enableTerrainRuler && !options.ignoreGrid)
|
||||||
|
centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
|
||||||
|
|
||||||
const r = this.ruler;
|
const r = this.ruler;
|
||||||
this.destination = destination;
|
this.destination = destination;
|
||||||
@@ -125,6 +190,12 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
|||||||
const label = this.labels.children[i];
|
const label = this.labels.children[i];
|
||||||
const ray = new Ray(origin, dest);
|
const ray = new Ray(origin, dest);
|
||||||
const centeredRay = new Ray(centeredOrigin, centeredDest)
|
const centeredRay = new Ray(centeredOrigin, centeredDest)
|
||||||
|
ray.isPrevious = Boolean(origin.isPrevious);
|
||||||
|
centeredRay.isPrevious = ray.isPrevious;
|
||||||
|
ray.dragRulerVisitedSpaces = origin.dragRulerVisitedSpaces;
|
||||||
|
centeredRay.dragRulerVisitedSpaces = ray.dragRulerVisitedSpaces;
|
||||||
|
ray.dragRulerFinalState = origin.dragRulerFinalState;
|
||||||
|
centeredRay.dragRulerFinalState = ray.dragRulerFinalState;
|
||||||
if (ray.distance < 10) {
|
if (ray.distance < 10) {
|
||||||
if (label) label.visible = false;
|
if (label) label.visible = false;
|
||||||
continue;
|
continue;
|
||||||
@@ -133,15 +204,11 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
|||||||
centeredSegments.push({ray: centeredRay, label})
|
centeredSegments.push({ray: centeredRay, label})
|
||||||
}
|
}
|
||||||
|
|
||||||
const shape = getTokenShape(this.draggedToken)
|
|
||||||
|
const shape = isToken ? getTokenShape(this.draggedEntity) : null;
|
||||||
|
|
||||||
// Compute measured distance
|
// Compute measured distance
|
||||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS
|
const distances = measureDistances(centeredSegments, this.draggedEntity, shape, options);
|
||||||
let distances
|
|
||||||
if (terrainRulerAvailable)
|
|
||||||
distances = game.terrainRuler.measureDistances(centeredSegments, {costFunction: (x, y) => getCostFromSpeedProvider(this.draggedToken, getAreaFromPositionAndShape({x, y}, shape), {x, y})});
|
|
||||||
else
|
|
||||||
distances = canvas.grid.measureDistances(centeredSegments, { gridSpaces });
|
|
||||||
|
|
||||||
let totalDistance = 0;
|
let totalDistance = 0;
|
||||||
for (let [i, d] of distances.entries()) {
|
for (let [i, d] of distances.entries()) {
|
||||||
@@ -160,31 +227,48 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
|||||||
// Draw measured path
|
// Draw measured path
|
||||||
r.clear();
|
r.clear();
|
||||||
let rulerColor
|
let rulerColor
|
||||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
|
if (!options.gridSpaces || canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
|
||||||
rulerColor = getColorForDistance.call(this, totalDistance)
|
rulerColor = this.dragRulerGetColorForDistance(totalDistance);
|
||||||
else
|
else
|
||||||
rulerColor = this.color
|
rulerColor = this.color
|
||||||
for (const [s, cs] of zip(segments.reverse(), centeredSegments.reverse())) {
|
for (const [s, cs] of zip(segments.reverse(), centeredSegments.reverse())) {
|
||||||
const { label, text, last } = cs;
|
const { label, text, last } = cs;
|
||||||
|
|
||||||
// Draw line segment
|
// Draw line segment
|
||||||
r.lineStyle(6, 0x000000, 0.5).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y)
|
const opacityMultiplier = s.ray.isPrevious ? 0.33 : 1;
|
||||||
.lineStyle(4, rulerColor, 0.25).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y);
|
r.lineStyle(6, 0x000000, 0.5 * opacityMultiplier).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y)
|
||||||
|
.lineStyle(4, rulerColor, 0.25 * opacityMultiplier).moveTo(s.ray.A.x, s.ray.A.y).lineTo(s.ray.B.x, s.ray.B.y);
|
||||||
|
|
||||||
// Draw the distance label just after the endpoint of the segment
|
// Draw the distance label just after the endpoint of the segment
|
||||||
if (label) {
|
if (label) {
|
||||||
label.text = text;
|
label.text = text;
|
||||||
label.alpha = last ? 1.0 : 0.5;
|
label.alpha = last ? 1.0 : 0.5;
|
||||||
label.visible = true;
|
label.visible = true;
|
||||||
let labelPosition = cs.ray.project((cs.ray.distance + 50) / cs.ray.distance);
|
let labelPosition = {x: s.ray.x0, y: s.ray.y0};
|
||||||
|
labelPosition.x -= label.width / 2;
|
||||||
|
labelPosition.y -= label.height / 2;
|
||||||
|
const rayLine = Line.fromPoints(s.ray.A, s.ray.B);
|
||||||
|
const rayLabelXHitY = rayLine.calcY(labelPosition.x);
|
||||||
|
let innerDistance;
|
||||||
|
// If ray hits top or bottom side of label
|
||||||
|
if (rayLine.isVertical || rayLabelXHitY < labelPosition.y || rayLabelXHitY > labelPosition.y + label.height)
|
||||||
|
innerDistance = Math.abs((label.height / 2) / Math.sin(s.ray.angle));
|
||||||
|
// If ray hits left or right side of label
|
||||||
|
else
|
||||||
|
innerDistance = Math.abs((label.width / 2) / Math.cos(s.ray.angle));
|
||||||
|
labelPosition = s.ray.project((s.ray.distance + 50 + innerDistance) / s.ray.distance);
|
||||||
|
labelPosition.x -= label.width / 2;
|
||||||
|
labelPosition.y -= label.height / 2;
|
||||||
label.position.set(labelPosition.x, labelPosition.y);
|
label.position.set(labelPosition.x, labelPosition.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Highlight grid positions
|
// Highlight grid positions
|
||||||
if (terrainRulerAvailable)
|
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && options.gridSpaces) {
|
||||||
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape)
|
if (options.enableTerrainRuler)
|
||||||
|
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
|
||||||
else
|
else
|
||||||
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape);
|
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw endpoints
|
// Draw endpoints
|
||||||
@@ -196,7 +280,7 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
|||||||
return segments;
|
return segments;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0, y: 0}]) {
|
export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0, y: 0}], alpha=1) {
|
||||||
const spacer = canvas.scene.data.gridType === CONST.GRID_TYPES.SQUARE ? 1.41 : 1;
|
const 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 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);
|
const tMax = Array.fromRange(nMax+1).map(t => t / nMax);
|
||||||
@@ -216,8 +300,8 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
|
|||||||
// Highlight the grid position
|
// Highlight the grid position
|
||||||
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
|
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
|
||||||
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
|
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
|
||||||
const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
|
const color = this.dragRulerGetColorForDistance(startDistance + subDistance);
|
||||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
|
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
|
||||||
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
|
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
|
||||||
|
|
||||||
prior = [x1, y1];
|
prior = [x1, y1];
|
||||||
@@ -229,12 +313,12 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
|
|||||||
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
|
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
|
||||||
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
|
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
|
||||||
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
|
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
|
||||||
const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
|
const color = this.dragRulerGetColorForDistance(startDistance + subDistance);
|
||||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
|
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
|
||||||
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
|
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
|
||||||
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color);
|
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
|
||||||
}
|
}
|
||||||
|
|
||||||
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color);
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
+225
-153
@@ -1,116 +1,92 @@
|
|||||||
"use strict"
|
"use strict"
|
||||||
|
|
||||||
import {currentSpeedProvider, getRangesFromSpeedProvider, getUnreachableColorFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js"
|
import {currentSpeedProvider, getColorForDistanceAndToken, getMovedDistanceFromToken, getRangesFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js";
|
||||||
import {getHexSizeSupportTokenGridCenter} from "./compatibility.js"
|
import {checkDependencies, getHexSizeSupportTokenGridCenter, highlightMeasurementTerrainRuler} from "./compatibility.js";
|
||||||
import {measure, moveTokens, onMouseMove} from "./foundry_imports.js"
|
import {moveEntities, onMouseMove} from "./foundry_imports.js"
|
||||||
import {performMigrations} from "./migration.js"
|
import {performMigrations} from "./migration.js"
|
||||||
|
import {DragRulerRuler} from "./ruler.js";
|
||||||
|
import {getMovementHistory, removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
|
||||||
import {registerSettings, settingsKey} from "./settings.js"
|
import {registerSettings, settingsKey} from "./settings.js"
|
||||||
|
import {recalculate} from "./socket.js";
|
||||||
import {SpeedProvider} from "./speed_provider.js"
|
import {SpeedProvider} from "./speed_provider.js"
|
||||||
import { getSnapPointForToken } from "./util.js"
|
import {isClose, setSnapParameterOnOptions} from "./util.js";
|
||||||
|
|
||||||
Hooks.once("init", () => {
|
Hooks.once("init", () => {
|
||||||
registerSettings()
|
registerSettings()
|
||||||
initApi()
|
initApi()
|
||||||
hookTokenDragHandlers()
|
hookDragHandlers(Token);
|
||||||
hookRulerFunctions()
|
hookDragHandlers(MeasuredTemplate);
|
||||||
hookKeyboardManagerFunctions()
|
hookKeyboardManagerFunctions()
|
||||||
|
hookLayerFunctions();
|
||||||
|
|
||||||
|
Ruler = DragRulerRuler;
|
||||||
|
|
||||||
window.dragRuler = {
|
window.dragRuler = {
|
||||||
getColorForDistance,
|
getColorForDistanceAndToken,
|
||||||
|
getMovedDistanceFromToken,
|
||||||
registerModule,
|
registerModule,
|
||||||
registerSystem,
|
registerSystem,
|
||||||
|
recalculate,
|
||||||
|
resetMovementHistory,
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
|
|
||||||
Hooks.once("ready", () => {
|
Hooks.once("ready", () => {
|
||||||
performMigrations()
|
performMigrations()
|
||||||
|
checkDependencies();
|
||||||
Hooks.callAll("dragRuler.ready", SpeedProvider)
|
Hooks.callAll("dragRuler.ready", SpeedProvider)
|
||||||
})
|
})
|
||||||
|
|
||||||
Hooks.on("canvasReady", () => {
|
Hooks.on("canvasReady", () => {
|
||||||
canvas.controls.rulers.children.forEach(ruler => {
|
canvas.controls.rulers.children.forEach(ruler => {
|
||||||
ruler.draggedToken = null
|
ruler.draggedEntity = null;
|
||||||
Object.defineProperty(ruler, "isDragRuler", {
|
Object.defineProperty(ruler, "isDragRuler", {
|
||||||
get: function isDragRuler() {
|
get: function isDragRuler() {
|
||||||
return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler
|
return Boolean(this.draggedEntity) && this._state !== Ruler.STATES.INACTIVE;
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
})
|
})
|
||||||
})
|
})
|
||||||
|
|
||||||
function hookTokenDragHandlers() {
|
Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
|
||||||
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
|
const entry = {
|
||||||
Token.prototype._onDragLeftStart = function(event) {
|
name: "drag-ruler.resetMovementHistory",
|
||||||
|
icon: '<i class="fas fa-undo-alt"></i>',
|
||||||
|
callback: li => resetMovementHistory(ui.combat.viewed, li.data('combatant-id')),
|
||||||
|
};
|
||||||
|
menu.splice(1, 0, entry);
|
||||||
|
});
|
||||||
|
|
||||||
|
function hookDragHandlers(entityType) {
|
||||||
|
const originalDragLeftStartHandler = entityType.prototype._onDragLeftStart
|
||||||
|
entityType.prototype._onDragLeftStart = function(event) {
|
||||||
originalDragLeftStartHandler.call(this, event)
|
originalDragLeftStartHandler.call(this, event)
|
||||||
onTokenLeftDragStart.call(this, event)
|
onEntityLeftDragStart.call(this, event)
|
||||||
}
|
}
|
||||||
|
|
||||||
const originalDragLeftMoveHandler = Token.prototype._onDragLeftMove
|
const originalDragLeftMoveHandler = entityType.prototype._onDragLeftMove
|
||||||
Token.prototype._onDragLeftMove = function (event) {
|
entityType.prototype._onDragLeftMove = function (event) {
|
||||||
|
if (entityType === Token)
|
||||||
|
applyGridlessSnapping.call(this, event);
|
||||||
originalDragLeftMoveHandler.call(this, event)
|
originalDragLeftMoveHandler.call(this, event)
|
||||||
onTokenLeftDragMove.call(this, event)
|
onEntityLeftDragMove.call(this, event)
|
||||||
}
|
}
|
||||||
|
|
||||||
const originalDragLeftDropHandler = Token.prototype._onDragLeftDrop
|
const originalDragLeftDropHandler = entityType.prototype._onDragLeftDrop
|
||||||
Token.prototype._onDragLeftDrop = function (event) {
|
entityType.prototype._onDragLeftDrop = function (event) {
|
||||||
const eventHandled = onTokenDragLeftDrop.call(this, event)
|
const eventHandled = onEntityDragLeftDrop.call(this, event)
|
||||||
if (!eventHandled)
|
if (!eventHandled)
|
||||||
originalDragLeftDropHandler.call(this, event)
|
originalDragLeftDropHandler.call(this, event)
|
||||||
}
|
}
|
||||||
|
|
||||||
const originalDragLeftCancelHandler = Token.prototype._onDragLeftCancel
|
const originalDragLeftCancelHandler = entityType.prototype._onDragLeftCancel
|
||||||
Token.prototype._onDragLeftCancel = function (event) {
|
entityType.prototype._onDragLeftCancel = function (event) {
|
||||||
const eventHandled = onTokenDragLeftCancel.call(this, event)
|
const eventHandled = onEntityDragLeftCancel.call(this, event)
|
||||||
if (!eventHandled)
|
if (!eventHandled)
|
||||||
originalDragLeftCancelHandler.call(this, event)
|
originalDragLeftCancelHandler.call(this, event)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function hookRulerFunctions() {
|
|
||||||
const originalMoveTokenHandler = Ruler.prototype.moveToken
|
|
||||||
Ruler.prototype.moveToken = function (event) {
|
|
||||||
const eventHandled = onRulerMoveToken.call(this, event)
|
|
||||||
if (!eventHandled)
|
|
||||||
return originalMoveTokenHandler.call(this, event)
|
|
||||||
return true
|
|
||||||
}
|
|
||||||
|
|
||||||
const originalToJSON = Ruler.prototype.toJSON
|
|
||||||
Ruler.prototype.toJSON = function () {
|
|
||||||
const json = originalToJSON.call(this)
|
|
||||||
if (this.draggedToken)
|
|
||||||
json["draggedToken"] = this.draggedToken.data._id
|
|
||||||
return json
|
|
||||||
}
|
|
||||||
|
|
||||||
const originalUpdate = Ruler.prototype.update
|
|
||||||
Ruler.prototype.update = function (data) {
|
|
||||||
// Don't show a GMs drag ruler to non GM players
|
|
||||||
if (data.draggedToken && this.user.isGM && !game.user.isGM && !game.settings.get(settingsKey, "showGMRulerToPlayers"))
|
|
||||||
return
|
|
||||||
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)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const originalEndMeasurement = Ruler.prototype._endMeasurement
|
|
||||||
Ruler.prototype._endMeasurement = function () {
|
|
||||||
originalEndMeasurement.call(this)
|
|
||||||
this.draggedToken = null
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function hookKeyboardManagerFunctions() {
|
function hookKeyboardManagerFunctions() {
|
||||||
const originalHandleKeys = KeyboardManager.prototype._handleKeys
|
const originalHandleKeys = KeyboardManager.prototype._handleKeys
|
||||||
KeyboardManager.prototype._handleKeys = function (event, key, up) {
|
KeyboardManager.prototype._handleKeys = function (event, key, up) {
|
||||||
@@ -120,22 +96,43 @@ function hookKeyboardManagerFunctions() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function hookLayerFunctions() {
|
||||||
|
const originalTokenLayerUndoHistory = TokenLayer.prototype.undoHistory;
|
||||||
|
TokenLayer.prototype.undoHistory = function () {
|
||||||
|
const historyEntry = this.history[this.history.length - 1];
|
||||||
|
return originalTokenLayerUndoHistory.call(this).then((returnValue) => {
|
||||||
|
if (historyEntry.type === "update") {
|
||||||
|
for (const entry of historyEntry.data) {
|
||||||
|
const token = canvas.tokens.get(entry._id);
|
||||||
|
removeLastHistoryEntryIfAt(token, entry.x, entry.y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return returnValue;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
function handleKeys(event, key, up) {
|
function handleKeys(event, key, up) {
|
||||||
if (event.repeat || this.hasFocus)
|
if (event.repeat || this.hasFocus)
|
||||||
return false
|
return false
|
||||||
|
|
||||||
if (key.toLowerCase() === "x") return onKeyX(up)
|
const lowercaseKey = key.toLowerCase();
|
||||||
if (key.toLowerCase() === "shift") return onKeyShift(up)
|
|
||||||
|
if (lowercaseKey === "x") return onKeyX(up)
|
||||||
|
if (lowercaseKey === "shift") return onKeyShift(up)
|
||||||
|
if (lowercaseKey === "space") return onKeySpace(up);
|
||||||
|
if (lowercaseKey === "escape") return onKeyEscape(up);
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
function onKeyX(up) {
|
function onKeyX(up) {
|
||||||
if (up)
|
if (up)
|
||||||
return false
|
return false
|
||||||
if (!canvas.controls.ruler.isDragRuler)
|
const ruler = canvas.controls.ruler;
|
||||||
|
if (!ruler.isDragRuler)
|
||||||
return false
|
return false
|
||||||
|
|
||||||
deleteWaypoint()
|
ruler.dragRulerDeleteWaypoint();
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -143,6 +140,8 @@ function onKeyShift(up) {
|
|||||||
const ruler = canvas.controls.ruler
|
const ruler = canvas.controls.ruler
|
||||||
if (!ruler.isDragRuler)
|
if (!ruler.isDragRuler)
|
||||||
return false
|
return false
|
||||||
|
if (ruler._state !== Ruler.STATES.MEASURING)
|
||||||
|
return false;
|
||||||
|
|
||||||
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
|
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
|
||||||
const rulerOffset = ruler.rulerOffset
|
const rulerOffset = ruler.rulerOffset
|
||||||
@@ -150,117 +149,190 @@ function onKeyShift(up) {
|
|||||||
ruler.measure(measurePosition, {snap: up})
|
ruler.measure(measurePosition, {snap: up})
|
||||||
}
|
}
|
||||||
|
|
||||||
function onTokenLeftDragStart(event) {
|
function onKeySpace(up) {
|
||||||
if (!currentSpeedProvider.usesRuler(this))
|
const ruler = canvas.controls.ruler;
|
||||||
return
|
// Ruler can end up being undefined here if no canvas is active
|
||||||
const ruler = canvas.controls.ruler
|
if (!ruler?.draggedEntity)
|
||||||
ruler.draggedToken = this
|
return false;
|
||||||
let tokenCenter
|
|
||||||
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
|
if (ruler._state !== Ruler.STATES.INACTIVE)
|
||||||
tokenCenter = getHexSizeSupportTokenGridCenter(this)
|
return false;
|
||||||
|
|
||||||
|
const swapSpacebarRightClick = game.settings.get(settingsKey, "swapSpacebarRightClick");
|
||||||
|
let options = {};
|
||||||
|
setSnapParameterOnOptions(ruler, options);
|
||||||
|
|
||||||
|
if (!up) {
|
||||||
|
if (swapSpacebarRightClick)
|
||||||
|
ruler.dragRulerAbortDrag();
|
||||||
else
|
else
|
||||||
tokenCenter = this.center
|
startDragRuler.call(ruler.draggedEntity, options);
|
||||||
ruler.clear();
|
}
|
||||||
ruler._state = Ruler.STATES.STARTING;
|
return true;
|
||||||
ruler.rulerOffset = {x: tokenCenter.x - event.data.origin.x, y: tokenCenter.y - event.data.origin.y}
|
|
||||||
addWaypoint.call(ruler, tokenCenter, false)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function onTokenLeftDragMove(event) {
|
function onKeyEscape(up) {
|
||||||
|
const ruler = canvas.controls.ruler;
|
||||||
|
if (!ruler.draggedEntity)
|
||||||
|
return false;
|
||||||
|
if (!up)
|
||||||
|
ruler.dragRulerAbortDrag();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
function onEntityLeftDragStart(event) {
|
||||||
|
const isToken = this instanceof Token;
|
||||||
|
const ruler = canvas.controls.ruler
|
||||||
|
ruler.draggedEntity = this;
|
||||||
|
let entityCenter;
|
||||||
|
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
|
||||||
|
entityCenter = getHexSizeSupportTokenGridCenter(this);
|
||||||
|
else
|
||||||
|
entityCenter = this.center;
|
||||||
|
ruler.rulerOffset = {x: entityCenter.x - event.data.origin.x, y: entityCenter.y - event.data.origin.y};
|
||||||
|
if (game.settings.get(settingsKey, "autoStartMeasurement")) {
|
||||||
|
let options = {};
|
||||||
|
setSnapParameterOnOptions(ruler, options);
|
||||||
|
startDragRuler.call(this, options, false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function startDragRuler(options, measureImmediately=true) {
|
||||||
|
const isToken = this instanceof Token;
|
||||||
|
if (isToken && !currentSpeedProvider.usesRuler(this))
|
||||||
|
return;
|
||||||
|
const ruler = canvas.controls.ruler;
|
||||||
|
ruler.clear();
|
||||||
|
ruler._state = Ruler.STATES.STARTING;
|
||||||
|
let entityCenter;
|
||||||
|
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
|
||||||
|
entityCenter = getHexSizeSupportTokenGridCenter(this);
|
||||||
|
else
|
||||||
|
entityCenter = this.center;
|
||||||
|
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
|
||||||
|
ruler.dragRulerAddWaypointHistory(getMovementHistory(this));
|
||||||
|
ruler.dragRulerAddWaypoint(entityCenter, {snap: false});
|
||||||
|
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
|
||||||
|
const destination = {x: mousePosition.x + ruler.rulerOffset.x, y: mousePosition.y + ruler.rulerOffset.y};
|
||||||
|
if (measureImmediately)
|
||||||
|
ruler.measure(destination, options);
|
||||||
|
}
|
||||||
|
|
||||||
|
function onEntityLeftDragMove(event) {
|
||||||
const ruler = canvas.controls.ruler
|
const ruler = canvas.controls.ruler
|
||||||
if (ruler.isDragRuler)
|
if (ruler.isDragRuler)
|
||||||
onMouseMove.call(ruler, event)
|
onMouseMove.call(ruler, event)
|
||||||
}
|
}
|
||||||
|
|
||||||
function onTokenDragLeftDrop(event) {
|
function onEntityDragLeftDrop(event) {
|
||||||
const ruler = canvas.controls.ruler
|
const ruler = canvas.controls.ruler
|
||||||
if (!ruler.isDragRuler)
|
if (!ruler.isDragRuler) {
|
||||||
|
ruler.draggedEntity = undefined;
|
||||||
return false
|
return false
|
||||||
|
}
|
||||||
|
// When we're dragging a measured template no token will ever be selected,
|
||||||
|
// resulting in only the dragged template to be moved as would be expected
|
||||||
const selectedTokens = canvas.tokens.controlled
|
const selectedTokens = canvas.tokens.controlled
|
||||||
|
// This can happen if the user presses ESC during drag (maybe there are other ways too)
|
||||||
|
if (selectedTokens.length === 0)
|
||||||
|
selectedTokens.push(ruler.draggedEntity);
|
||||||
ruler._state = Ruler.STATES.MOVING
|
ruler._state = Ruler.STATES.MOVING
|
||||||
moveTokens.call(ruler, ruler.draggedToken, selectedTokens)
|
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
|
|
||||||
function onTokenDragLeftCancel(event) {
|
function onEntityDragLeftCancel(event) {
|
||||||
// This function is invoked by right clicking
|
// This function is invoked by right clicking
|
||||||
const ruler = canvas.controls.ruler
|
const ruler = canvas.controls.ruler
|
||||||
if (!ruler.isDragRuler || ruler._state === Ruler.STATES.MOVING)
|
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING)
|
||||||
return false
|
return false
|
||||||
if (ruler._state === Ruler.STATES.MEASURING) {
|
|
||||||
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
|
const swapSpacebarRightClick = game.settings.get(settingsKey, "swapSpacebarRightClick");
|
||||||
if (ruler.waypoints.length > 1)
|
let options = {};
|
||||||
event.preventDefault()
|
setSnapParameterOnOptions(ruler, options);
|
||||||
deleteWaypoint()
|
|
||||||
|
if (ruler._state === Ruler.STATES.INACTIVE) {
|
||||||
|
if (!swapSpacebarRightClick)
|
||||||
|
return false;
|
||||||
|
startDragRuler.call(this, options);
|
||||||
|
event.preventDefault();
|
||||||
|
}
|
||||||
|
else if (ruler._state === Ruler.STATES.MEASURING) {
|
||||||
|
if (!swapSpacebarRightClick) {
|
||||||
|
ruler.dragRulerDeleteWaypoint(event, options);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
event.preventDefault()
|
event.preventDefault();
|
||||||
const snap = !event.shiftKey
|
ruler.dragRulerAddWaypoint(ruler.destination, options);
|
||||||
addWaypoint.call(ruler, ruler.destination, snap)
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
|
|
||||||
function onRulerMoveToken(event) {
|
function applyGridlessSnapping(event) {
|
||||||
// This function is invoked by left clicking
|
const ruler = canvas.controls.ruler;
|
||||||
if (!this.isDragRuler)
|
if (!game.settings.get(settingsKey, "useGridlessRaster"))
|
||||||
return false
|
return;
|
||||||
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
|
if (!ruler.isDragRuler)
|
||||||
const snap = !event.shiftKey
|
return;
|
||||||
addWaypoint.call(this, this.destination, snap)
|
if (game.keyboard.isDown("Shift"))
|
||||||
}
|
return;
|
||||||
else
|
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS)
|
||||||
deleteWaypoint()
|
return;
|
||||||
return true
|
|
||||||
}
|
|
||||||
|
|
||||||
function addWaypoint(point, snap=true) {
|
const rasterWidth = 35 / canvas.stage.scale.x;
|
||||||
if (snap)
|
const tokenX = event.data.destination.x;
|
||||||
point = getSnapPointForToken(point.x, point.y, this.draggedToken)
|
const tokenY = event.data.destination.y;
|
||||||
this.waypoints.push(new PIXI.Point(point.x, point.y));
|
const destination = {x: tokenX + ruler.rulerOffset.x, y: tokenY + ruler.rulerOffset.y};
|
||||||
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
|
const ranges = getRangesFromSpeedProvider(ruler.draggedEntity);
|
||||||
}
|
|
||||||
|
|
||||||
function deleteWaypoint() {
|
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
|
||||||
const ruler = canvas.controls.ruler
|
if (terrainRulerAvailable) {
|
||||||
|
const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {return {ray}});
|
||||||
|
const pinpointDistances = new Map();
|
||||||
|
for (const range of ranges) {
|
||||||
|
pinpointDistances.set(range.range, null);
|
||||||
|
}
|
||||||
|
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.data.destination.x = rasterLocation.x - ruler.rulerOffset.x;
|
||||||
|
event.data.destination.y = rasterLocation.y - ruler.rulerOffset.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
let waypointDistance = 0;
|
||||||
|
let origin = event.data.origin;
|
||||||
if (ruler.waypoints.length > 1) {
|
if (ruler.waypoints.length > 1) {
|
||||||
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
|
const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {return {ray}});
|
||||||
const rulerOffset = ruler.rulerOffset
|
origin = segments.pop().ray.A;
|
||||||
ruler._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y})
|
waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
|
||||||
game.user.broadcastActivity({ruler: ruler})
|
origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y};
|
||||||
}
|
|
||||||
else {
|
|
||||||
const token = ruler.draggedToken
|
|
||||||
ruler._endMeasurement()
|
|
||||||
|
|
||||||
// Deactivate the drag workflow in mouse
|
|
||||||
token.mouseInteractionManager._deactivateDragEvents();
|
|
||||||
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
|
|
||||||
|
|
||||||
// This will cancel the current drag operation
|
|
||||||
// Pass in a fake event that hopefully is enough to allow other modules to function
|
|
||||||
token._onDragLeftCancel({preventDefault: () => {return}})
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getColorForDistance(startDistance, subDistance=0) {
|
const deltaX = tokenX - origin.x;
|
||||||
if (!this.isDragRuler)
|
const deltaY = tokenY - origin.y;
|
||||||
return this.color
|
const distance = Math.hypot(deltaX, deltaY);
|
||||||
// Don't apply colors if the current user doesn't have at least observer permissions
|
// targetRange will be the largest range that's still smaller than distance
|
||||||
if (this.draggedToken.actor.permission < 2) {
|
let targetDistance = ranges
|
||||||
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
|
.map(range => range.range)
|
||||||
if (!(this.draggedToken.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
|
.map(range => range - waypointDistance)
|
||||||
return this.color
|
.map(range => range * canvas.dimensions.size / canvas.dimensions.distance)
|
||||||
|
.filter(range => range < distance)
|
||||||
|
.reduce((a, b) => Math.max(a, b), 0);
|
||||||
|
if (targetDistance) {
|
||||||
|
if (distance < targetDistance + rasterWidth) {
|
||||||
|
event.data.destination.x = origin.x + deltaX * targetDistance / distance;
|
||||||
|
event.data.destination.y = origin.y + deltaY * targetDistance / distance;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
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
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,108 @@
|
|||||||
|
import {measureDistances} from "./compatibility.js";
|
||||||
|
import {recalculate, updateCombatantDragRulerFlags} from "./socket.js";
|
||||||
|
import {getTokenShape, isClose, zip} from "./util.js";
|
||||||
|
|
||||||
|
function initTrackingFlag(combatant) {
|
||||||
|
const initialFlag = {passedWaypoints: [], trackedRound: 0};
|
||||||
|
let dragRulerFlag = combatant.data.flags.dragRuler;
|
||||||
|
if (dragRulerFlag) {
|
||||||
|
if (isNaN(dragRulerFlag.trackedRound)) {
|
||||||
|
mergeObject(dragRulerFlag, initialFlag);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
combatant.data.flags.dragRuler = initialFlag;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function getInitializedCombatant(token, combat) {
|
||||||
|
const combatant = combat.getCombatantByToken(token.id);
|
||||||
|
if (!combatant)
|
||||||
|
return undefined;
|
||||||
|
initTrackingFlag(combatant);
|
||||||
|
return combatant;
|
||||||
|
}
|
||||||
|
|
||||||
|
export async function trackRays(tokens, tokenRays) {
|
||||||
|
const combat = game.combat;
|
||||||
|
if (!combat)
|
||||||
|
return;
|
||||||
|
if (!combat.started)
|
||||||
|
return;
|
||||||
|
if (!(tokens instanceof Array)) {
|
||||||
|
tokens = [tokens];
|
||||||
|
tokenRays = [tokenRays];
|
||||||
|
}
|
||||||
|
const updates = Array.from(zip(tokens, tokenRays)).map(([token, rays]) => calculateUpdate(combat, token, rays)).filter(Boolean);
|
||||||
|
await updateCombatantDragRulerFlags(combat, updates);
|
||||||
|
}
|
||||||
|
|
||||||
|
function calculateUpdate(combat, token, rays) {
|
||||||
|
const combatant = getInitializedCombatant(token, combat);
|
||||||
|
if (!combatant)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Check if we have entered a new round. If so, remove the currently stored path
|
||||||
|
if (combat.data.round > combatant.data.flags.dragRuler.trackedRound) {
|
||||||
|
combatant.data.flags.dragRuler.passedWaypoints = [];
|
||||||
|
combatant.data.flags.dragRuler.trackedRound = combat.data.round;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add the passed waypoints to the combatant
|
||||||
|
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
|
||||||
|
const dragRulerFlags = combatant.data.flags.dragRuler;
|
||||||
|
const waypoints = dragRulerFlags.passedWaypoints;
|
||||||
|
for (const ray of rays) {
|
||||||
|
// Ignore rays that have the same start and end coordinates
|
||||||
|
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
|
||||||
|
if (terrainRulerAvailable) {
|
||||||
|
measureDistances([{ray}], token, getTokenShape(token), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState, 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.data.flags.dragRuler;
|
||||||
|
if (!dragRulerFlags)
|
||||||
|
return [];
|
||||||
|
if (combat.data.round > dragRulerFlags.trackedRound)
|
||||||
|
return [];
|
||||||
|
return dragRulerFlags.passedWaypoints ?? [];
|
||||||
|
}
|
||||||
|
|
||||||
|
export async function removeLastHistoryEntryIfAt(token, x, y) {
|
||||||
|
const history = getMovementHistory(token);
|
||||||
|
if (history.length === 0)
|
||||||
|
return;
|
||||||
|
const entry = history[history.length - 1];
|
||||||
|
if (!isClose(x + token.w / 2, entry.x, 0.1) || !isClose(y + token.h / 2, entry.y, 0.1)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
history.pop();
|
||||||
|
const combat = game.combat;
|
||||||
|
const combatant = combat.getCombatantByToken(token.id);
|
||||||
|
await updateCombatantDragRulerFlags(combat, [{_id: combatant.id, dragRulerFlags: combatant.data.flags.dragRuler}]);
|
||||||
|
}
|
||||||
|
|
||||||
|
export async function resetMovementHistory(combat, combatantId) {
|
||||||
|
const combatant = combat.combatants.get(combatantId);
|
||||||
|
const dragRulerFlags = combatant.data.flags.dragRuler;
|
||||||
|
if (!dragRulerFlags)
|
||||||
|
return;
|
||||||
|
dragRulerFlags.passedWaypoints = null;
|
||||||
|
dragRulerFlags.trackedRound = null;
|
||||||
|
dragRulerFlags.rulerState = null;
|
||||||
|
await updateCombatantDragRulerFlags(combat, [{_id: combatantId, dragRulerFlags}]);
|
||||||
|
recalculate();
|
||||||
|
}
|
||||||
+174
@@ -0,0 +1,174 @@
|
|||||||
|
import {getColorForDistanceAndToken, getRangesFromSpeedProvider} from "./api.js";
|
||||||
|
import {cancelScheduledMeasurement, measure} from "./foundry_imports.js"
|
||||||
|
import {getMovementHistory} from "./movement_tracking.js";
|
||||||
|
import {settingsKey} from "./settings.js";
|
||||||
|
import {getSnapPointForEntity, setSnapParameterOnOptions} from "./util.js";
|
||||||
|
|
||||||
|
export class DragRulerRuler extends Ruler {
|
||||||
|
// Functions below are overridden versions of functions in Ruler
|
||||||
|
constructor(user, {color=null}={}) {
|
||||||
|
super(user, {color});
|
||||||
|
this.previousWaypoints = [];
|
||||||
|
this.previousLabels = this.addChild(new PIXI.Container());
|
||||||
|
}
|
||||||
|
|
||||||
|
clear() {
|
||||||
|
super.clear();
|
||||||
|
this.previousWaypoints = [];
|
||||||
|
this.previousLabels.removeChildren().forEach(c => c.destroy());
|
||||||
|
this.dragRulerRanges = undefined;
|
||||||
|
cancelScheduledMeasurement.call(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
async moveToken(event) {
|
||||||
|
// This function is invoked by left clicking
|
||||||
|
if (!this.isDragRuler)
|
||||||
|
return await super.moveToken(event);
|
||||||
|
|
||||||
|
let options = {};
|
||||||
|
setSnapParameterOnOptions(this, options);
|
||||||
|
|
||||||
|
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
|
||||||
|
this.dragRulerAddWaypoint(this.destination, options);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this.dragRulerDeleteWaypoint(event, options);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
toJSON() {
|
||||||
|
const json = super.toJSON();
|
||||||
|
if (this.draggedEntity) {
|
||||||
|
const isToken = this.draggedEntity instanceof Token;
|
||||||
|
json["draggedEntityIsToken"] = isToken;
|
||||||
|
json["draggedEntity"] = this.draggedEntity.id;
|
||||||
|
}
|
||||||
|
return json;
|
||||||
|
}
|
||||||
|
|
||||||
|
update(data) {
|
||||||
|
// Don't show a GMs drag ruler to non GM players
|
||||||
|
if (data.draggedEntity && this.user.isGM && !game.user.isGM && !game.settings.get(settingsKey, "showGMRulerToPlayers"))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (data.draggedEntity) {
|
||||||
|
if (data.draggedEntityIsToken)
|
||||||
|
this.draggedEntity = canvas.tokens.get(data.draggedEntity);
|
||||||
|
else
|
||||||
|
this.draggedEntity = canvas.templates.get(data.draggedEntity);
|
||||||
|
}
|
||||||
|
|
||||||
|
super.update(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
measure(destination, options={}) {
|
||||||
|
if (this.isDragRuler) {
|
||||||
|
return measure.call(this, destination, options);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return super.measure(destination, options);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_endMeasurement() {
|
||||||
|
super._endMeasurement();
|
||||||
|
this.draggedEntity = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
|
||||||
|
dragRulerAddWaypoint(point, options={}) {
|
||||||
|
options.snap = options.snap ?? true;
|
||||||
|
if (options.snap) {
|
||||||
|
point = getSnapPointForEntity(point.x, point.y, this.draggedEntity);
|
||||||
|
}
|
||||||
|
this.waypoints.push(new PIXI.Point(point.x, point.y));
|
||||||
|
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
|
||||||
|
}
|
||||||
|
|
||||||
|
dragRulerAddWaypointHistory(waypoints) {
|
||||||
|
waypoints.forEach(waypoint => waypoint.isPrevious = true);
|
||||||
|
this.waypoints = this.waypoints.concat(waypoints);
|
||||||
|
for (const waypoint of waypoints) {
|
||||||
|
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
dragRulerClearWaypoints() {
|
||||||
|
this.waypoints = [];
|
||||||
|
this.labels.removeChildren().forEach(c => c.destroy());
|
||||||
|
}
|
||||||
|
|
||||||
|
dragRulerDeleteWaypoint(event={preventDefault: () => {return}}, options={}) {
|
||||||
|
options.snap = options.snap ?? true;
|
||||||
|
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
|
||||||
|
event.preventDefault();
|
||||||
|
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
|
||||||
|
const rulerOffset = this.rulerOffset;
|
||||||
|
|
||||||
|
// Options are not passed to _removeWaypoint in vanilla Foundry.
|
||||||
|
// Send them in case other modules have overriden that behavior and accept an options parameter (Toggle Snap to Grid)
|
||||||
|
this._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y}, options);
|
||||||
|
game.user.broadcastActivity({ruler: this});
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this.dragRulerAbortDrag(event);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
dragRulerAbortDrag(event={preventDefault: () => {return}}) {
|
||||||
|
const token = this.draggedEntity;
|
||||||
|
this._endMeasurement();
|
||||||
|
|
||||||
|
// Deactivate the drag workflow in mouse
|
||||||
|
token.mouseInteractionManager._deactivateDragEvents();
|
||||||
|
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
|
||||||
|
|
||||||
|
// This will cancel the current drag operation
|
||||||
|
// Pass in a fake event that hopefully is enough to allow other modules to function
|
||||||
|
token._onDragLeftCancel(event);
|
||||||
|
}
|
||||||
|
|
||||||
|
async dragRulerRecalculate(tokenIds) {
|
||||||
|
if (this._state !== Ruler.STATES.MEASURING)
|
||||||
|
return;
|
||||||
|
if (tokenIds && !tokenIds.includes(this.draggedEntity.id))
|
||||||
|
return;
|
||||||
|
const waypoints = this.waypoints.filter(waypoint => !waypoint.isPrevious);
|
||||||
|
this.dragRulerClearWaypoints();
|
||||||
|
if (game.settings.get(settingsKey, "enableMovementHistory"))
|
||||||
|
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
|
||||||
|
for (const waypoint of waypoints) {
|
||||||
|
this.dragRulerAddWaypoint(waypoint, {snap: false});
|
||||||
|
}
|
||||||
|
this.measure(this.destination);
|
||||||
|
game.user.broadcastActivity({ruler: this});
|
||||||
|
}
|
||||||
|
|
||||||
|
static dragRulerGetRaysFromWaypoints(waypoints, destination) {
|
||||||
|
if ( destination )
|
||||||
|
waypoints = waypoints.concat([destination]);
|
||||||
|
return waypoints.slice(1).map((wp, i) => {
|
||||||
|
const ray = new Ray(waypoints[i], wp);
|
||||||
|
ray.isPrevious = Boolean(waypoints[i].isPrevious);
|
||||||
|
return ray;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
dragRulerGetColorForDistance(distance) {
|
||||||
|
if (!this.isDragRuler)
|
||||||
|
return this.color;
|
||||||
|
if (!this.draggedEntity.actor) {
|
||||||
|
return this.color;
|
||||||
|
}
|
||||||
|
// Don't apply colors if the current user doesn't have at least observer permissions
|
||||||
|
if (this.draggedEntity.actor.permission < 2) {
|
||||||
|
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
|
||||||
|
if (!(this.draggedEntity.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
|
||||||
|
return this.color;
|
||||||
|
}
|
||||||
|
distance = Math.round(distance * 100) / 100;
|
||||||
|
if (!this.dragRulerRanges)
|
||||||
|
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
|
||||||
|
return getColorForDistanceAndToken(distance, this.draggedEntity, this.dragRulerRanges) ?? this.color;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -11,6 +11,15 @@ export function registerSettings() {
|
|||||||
default: "fresh install"
|
default: "fresh install"
|
||||||
})
|
})
|
||||||
|
|
||||||
|
game.settings.register(settingsKey, "autoStartMeasurement", {
|
||||||
|
name: "drag-ruler.settings.autoStartMeasurement.name",
|
||||||
|
hint: "drag-ruler.settings.autoStartMeasurement.hint",
|
||||||
|
scope: "client",
|
||||||
|
config: true,
|
||||||
|
type: Boolean,
|
||||||
|
default: true,
|
||||||
|
});
|
||||||
|
|
||||||
game.settings.register(settingsKey, "swapSpacebarRightClick", {
|
game.settings.register(settingsKey, "swapSpacebarRightClick", {
|
||||||
name: "drag-ruler.settings.swapSpacebarRightClick.name",
|
name: "drag-ruler.settings.swapSpacebarRightClick.name",
|
||||||
hint: "drag-ruler.settings.swapSpacebarRightClick.hint",
|
hint: "drag-ruler.settings.swapSpacebarRightClick.hint",
|
||||||
@@ -20,6 +29,15 @@ export function registerSettings() {
|
|||||||
default: false,
|
default: false,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
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", {
|
game.settings.register(settingsKey, "alwaysShowSpeedForPCs", {
|
||||||
name: "drag-ruler.settings.alwaysShowSpeedForPCs.name",
|
name: "drag-ruler.settings.alwaysShowSpeedForPCs.name",
|
||||||
hint: "drag-ruler.settings.alwaysShowSpeedForPCs.hint",
|
hint: "drag-ruler.settings.alwaysShowSpeedForPCs.hint",
|
||||||
@@ -38,6 +56,27 @@ export function registerSettings() {
|
|||||||
default: true,
|
default: true,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
game.settings.register(settingsKey, "enableMovementHistory", {
|
||||||
|
name: "drag-ruler.settings.enableMovementHistory.name",
|
||||||
|
hint: "drag-ruler.settings.enableMovementHistory.hint",
|
||||||
|
scope: "world",
|
||||||
|
config: true,
|
||||||
|
type: Boolean,
|
||||||
|
default: true,
|
||||||
|
});
|
||||||
|
|
||||||
|
game.settings.register(settingsKey, "lastTerrainRulerHintTime", {
|
||||||
|
config: false,
|
||||||
|
type: Number,
|
||||||
|
default: 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
game.settings.register(settingsKey, "neverShowTerrainRulerHint", {
|
||||||
|
config: false,
|
||||||
|
type: Boolean,
|
||||||
|
default: false,
|
||||||
|
});
|
||||||
|
|
||||||
// This setting will be modified by the api if modules register to it
|
// This setting will be modified by the api if modules register to it
|
||||||
game.settings.register(settingsKey, "speedProvider", {
|
game.settings.register(settingsKey, "speedProvider", {
|
||||||
scope: "world",
|
scope: "world",
|
||||||
|
|||||||
@@ -0,0 +1,43 @@
|
|||||||
|
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) {
|
||||||
|
return canvas.controls.ruler.dragRulerRecalculate(tokenIds);
|
||||||
|
}
|
||||||
+17
-4
@@ -61,13 +61,18 @@ export class SpeedProvider {
|
|||||||
* The area indicates the whole area that the token will occupy (for tokens larger than 1x1) the array will more than one entry.
|
* The area indicates the whole area that the token will occupy (for tokens larger than 1x1) the array will more than one entry.
|
||||||
* The return value should be an integer indicating a multiplicator by that the cost of that step should be increased.
|
* The return value should be an integer indicating a multiplicator by that the cost of that step should be increased.
|
||||||
* (1 is regular cost, 2 costs double, 3 costs triple, ...)
|
* (1 is regular cost, 2 costs double, 3 costs triple, ...)
|
||||||
* This function is only called if the TerrainLayer and TerrainRuler modules are enabled.
|
*
|
||||||
|
* Parameters:
|
||||||
|
* - options: An object used to configure Enhanced Terrain Layer's cost calculation. Ex: If options.ignoreGrid is set to true, then Euclidean measurement can be forced on a gridded map.
|
||||||
|
*
|
||||||
|
* This function is only called if the Enhanced Terrain Layer and Terrain Ruler modules are enabled.
|
||||||
*
|
*
|
||||||
* Implementing this method is optional and only needs to be done if you want to provide a custom cost function (for example to allow tokens to ignore difficult terrain)
|
* Implementing this method is optional and only needs to be done if you want to provide a custom cost function (for example to allow tokens to ignore difficult terrain)
|
||||||
*/
|
*/
|
||||||
getCostForStep(token, area) {
|
getCostForStep(token, area, options={}) {
|
||||||
// Lookup the cost for each square occupied by the token
|
// Lookup the cost for each square occupied by the token
|
||||||
const costs = area.map(space => canvas.terrain.costGrid[space.y]?.[space.x]?.multiple ?? 1)
|
options.token = token;
|
||||||
|
const costs = area.map(space => terrainRuler.getCost(space.x, space.y, options));
|
||||||
// Return the maximum of the costs
|
// Return the maximum of the costs
|
||||||
return costs.reduce((max, current) => Math.max(max, current))
|
return costs.reduce((max, current) => Math.max(max, current))
|
||||||
}
|
}
|
||||||
@@ -84,6 +89,14 @@ export class SpeedProvider {
|
|||||||
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.
|
* Returns the value that is currently set for the setting registered with the provided settingId.
|
||||||
*
|
*
|
||||||
@@ -124,7 +137,7 @@ export class GenericSpeedProvider extends SpeedProvider {
|
|||||||
const speedAttribute = this.getSetting("speedAttribute")
|
const speedAttribute = this.getSetting("speedAttribute")
|
||||||
if (!speedAttribute)
|
if (!speedAttribute)
|
||||||
return []
|
return []
|
||||||
const tokenSpeed = getProperty(token, speedAttribute)
|
const tokenSpeed = parseFloat(getProperty(token, speedAttribute));
|
||||||
if (tokenSpeed === undefined) {
|
if (tokenSpeed === undefined) {
|
||||||
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`)
|
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${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 []
|
return []
|
||||||
|
|||||||
+20
-1
@@ -1,22 +1,41 @@
|
|||||||
|
|
||||||
export function getDefaultSpeedAttribute() {
|
export function getDefaultSpeedAttribute() {
|
||||||
switch (game.system.id) {
|
switch (game.system.id) {
|
||||||
|
case "CoC7":
|
||||||
|
return "actor.data.data.attribs.mov.value";
|
||||||
|
case "dcc":
|
||||||
|
return "actor.data.data.attributes.speed.value";
|
||||||
case "dnd5e":
|
case "dnd5e":
|
||||||
return "actor.data.data.attributes.movement.walk"
|
return "actor.data.data.attributes.movement.walk"
|
||||||
case "lancer":
|
case "lancer":
|
||||||
return "actor.data.data.mech.speed"
|
return "actor.data.data.derived.speed"
|
||||||
case "pf1":
|
case "pf1":
|
||||||
|
case "D35E":
|
||||||
return "actor.data.data.attributes.speed.land.total"
|
return "actor.data.data.attributes.speed.land.total"
|
||||||
|
case "sfrpg":
|
||||||
|
return "actor.data.data.attributes.speed.value";
|
||||||
|
case "shadowrun5e":
|
||||||
|
return "actor.data.data.movement.walk.value";
|
||||||
|
case "swade":
|
||||||
|
return "actor.data.data.stats.speed.adjusted";
|
||||||
}
|
}
|
||||||
return ""
|
return ""
|
||||||
}
|
}
|
||||||
|
|
||||||
export function getDefaultDashMultiplier() {
|
export function getDefaultDashMultiplier() {
|
||||||
switch (game.system.id) {
|
switch (game.system.id) {
|
||||||
|
case "swade":
|
||||||
|
return 0
|
||||||
|
case "dcc":
|
||||||
case "dnd5e":
|
case "dnd5e":
|
||||||
case "lancer":
|
case "lancer":
|
||||||
case "pf1":
|
case "pf1":
|
||||||
|
case "D35E":
|
||||||
|
case "sfrpg":
|
||||||
|
case "shadowrun5e":
|
||||||
return 2
|
return 2
|
||||||
|
case "CoC7":
|
||||||
|
return 5;
|
||||||
}
|
}
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
|
|||||||
+106
-11
@@ -7,8 +7,12 @@ export function* zip(it1, it2) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export function getSnapPointForToken(x, y, token) {
|
export function getSnapPointForToken(x, y, token) {
|
||||||
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
|
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||||
if (token.getFlag("hex-size-support", "borderSize") % 2 === 0) {
|
return new PIXI.Point(x, y);
|
||||||
|
}
|
||||||
|
if (canvas.grid.isHex) {
|
||||||
|
if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
|
||||||
|
if (token.document.getFlag("hex-size-support", "borderSize") % 2 === 0) {
|
||||||
const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
|
const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
|
||||||
return new PIXI.Point(snapPoint.x, snapPoint.y)
|
return new PIXI.Point(snapPoint.x, snapPoint.y)
|
||||||
}
|
}
|
||||||
@@ -16,18 +20,92 @@ export function getSnapPointForToken(x, y, token) {
|
|||||||
return new PIXI.Point(...canvas.grid.getCenter(x, y))
|
return new PIXI.Point(...canvas.grid.getCenter(x, y))
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (canvas.grid.isHex || token.data.width % 2 === 1) {
|
else {
|
||||||
return new PIXI.Point(...canvas.grid.getCenter(x, y))
|
return new PIXI.Point(...canvas.grid.getCenter(x, y));
|
||||||
}
|
}
|
||||||
const [snappedX, snappedY] = canvas.grid.getCenter(x - canvas.grid.w / 2, y - canvas.grid.h / 2)
|
|
||||||
return new PIXI.Point(snappedX + canvas.grid.w / 2, snappedY + canvas.grid.h / 2)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
export function highlightTokenShape(position, shape, color) {
|
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
|
||||||
|
let cellX, cellY;
|
||||||
|
if (token.data.width % 2 === 0)
|
||||||
|
cellX = x - canvas.grid.h / 2;
|
||||||
|
else
|
||||||
|
cellX = x;
|
||||||
|
if (token.data.height % 2 === 0)
|
||||||
|
cellY = y - canvas.grid.h / 2;
|
||||||
|
else
|
||||||
|
cellY = y;
|
||||||
|
const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
|
||||||
|
let snapX, snapY;
|
||||||
|
// Tiny tokens can snap to the cells corners
|
||||||
|
if (token.data.width <= 0.5) {
|
||||||
|
const offsetX = x - topLeftX;
|
||||||
|
const subGridWidth = Math.floor(canvas.grid.w / 2);
|
||||||
|
const subGridPosX = Math.floor(offsetX / subGridWidth);
|
||||||
|
snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
|
||||||
|
}
|
||||||
|
// Tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
|
||||||
|
else if (Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
|
||||||
|
snapX = centerX;
|
||||||
|
}
|
||||||
|
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
|
||||||
|
else {
|
||||||
|
snapX = centerX + canvas.grid.w / 2;
|
||||||
|
}
|
||||||
|
if (token.data.height <= 0.5) {
|
||||||
|
const offsetY = y - topLeftY;
|
||||||
|
const subGridHeight = Math.floor(canvas.grid.h / 2);
|
||||||
|
const subGridPosY = Math.floor(offsetY / subGridHeight);
|
||||||
|
snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
|
||||||
|
}
|
||||||
|
else if (Math.round(token.data.height) % 2 === 1 || token.data.height < 1) {
|
||||||
|
snapY = centerY;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
snapY = centerY + canvas.grid.h / 2;
|
||||||
|
}
|
||||||
|
return new PIXI.Point(snapX, snapY);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function getSnapPointForMeasuredTemplate(x, y) {
|
||||||
|
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||||
|
return new PIXI.Point(x, y);
|
||||||
|
}
|
||||||
|
let subgridWidth, subgridHeight;
|
||||||
|
if (canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
|
||||||
|
subgridWidth = subgridHeight = canvas.dimensions.size / 2;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
if (canvas.grid.grid.columns) {
|
||||||
|
subgridWidth = canvas.grid.w / 4;
|
||||||
|
subgridHeight = canvas.grid.h / 2;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
subgridWidth = canvas.grid.w / 2;
|
||||||
|
subgridHeight = canvas.grid.h / 4;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
const snappedX = Math.round(x / subgridWidth) * subgridWidth;
|
||||||
|
const snappedY = Math.round(y / subgridHeight) * subgridHeight;
|
||||||
|
return new PIXI.Point(snappedX, snappedY);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function getSnapPointForEntity(x, y, entity) {
|
||||||
|
const isToken = entity instanceof Token;
|
||||||
|
if (isToken)
|
||||||
|
return getSnapPointForToken(x, y, entity);
|
||||||
|
else
|
||||||
|
return getSnapPointForMeasuredTemplate(x, y);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function highlightTokenShape(position, shape, color, alpha) {
|
||||||
|
const layer = canvas.grid.highlightLayers[this.name];
|
||||||
|
if ( !layer )
|
||||||
|
return false;
|
||||||
const area = getAreaFromPositionAndShape(position, shape);
|
const area = getAreaFromPositionAndShape(position, shape);
|
||||||
for (const space of area) {
|
for (const space of area) {
|
||||||
const [x, y] = getPixelsFromGridPosition(space.x, space.y);
|
const [x, y] = getPixelsFromGridPosition(space.x, space.y);
|
||||||
canvas.grid.highlightPosition(this.name, {x, y, color})
|
canvas.grid.grid.highlightGridPosition(layer, {x, y, color, alpha: 0.25 * alpha});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -57,9 +135,10 @@ export function getAreaFromPositionAndShape(position, shape) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export function getTokenShape(token) {
|
export function getTokenShape(token) {
|
||||||
if (token.scene.data.gridType === CONST.GRID_TYPES.GRIDLESS)
|
if (token.scene.data.gridType === CONST.GRID_TYPES.GRIDLESS) {
|
||||||
throw new Error("getTokenShape cannot be called for tokens on gridless maps")
|
return [{x: 0, y: 0}]
|
||||||
if (token.scene.data.gridType === CONST.GRID_TYPES.SQUARE) {
|
}
|
||||||
|
else if (token.scene.data.gridType === CONST.GRID_TYPES.SQUARE) {
|
||||||
const topOffset = -Math.floor(token.data.height / 2)
|
const topOffset = -Math.floor(token.data.height / 2)
|
||||||
const leftOffset = -Math.floor(token.data.width / 2)
|
const leftOffset = -Math.floor(token.data.width / 2)
|
||||||
const shape = []
|
const shape = []
|
||||||
@@ -147,3 +226,19 @@ export function applyTokenSizeOffset(waypoints, token) {
|
|||||||
|
|
||||||
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y))
|
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export function setSnapParameterOnOptions(sourceObject, options) {
|
||||||
|
// Allow outside modules to override snapping
|
||||||
|
if (sourceObject.snapOverride?.active) {
|
||||||
|
options.snapOverrideActive = true;
|
||||||
|
options.snap = sourceObject.snapOverride.snap;
|
||||||
|
sourceObject.snapOverride = undefined; // remove it to prevent any lingering data issues
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
options.snap = !game.keyboard._downKeys.has("Shift");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isClose(a, b, delta) {
|
||||||
|
return Math.abs(a - b) <= delta;
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user