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| 447995977b |
@@ -1,3 +1,44 @@
|
||||
## 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.
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||||
|
||||
|
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## 1.6.0
|
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### Performance
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||||
- Greatly increased the performance when playing on huge maps and when moving many tokens at once.
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||||
- Huge performance improvements for speed providers. (Technical details: `getRanges` is now being called way less frequently)
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||||
|
||||
### New features
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||||
- GMs now have an option to reset the movement history for individual tokens in the right click menu of the combat tracker
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||||
- 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))
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||||
|
||||
### 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))
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||||
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||||
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||||
## 1.5.3
|
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### 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))
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||||
- The Generic Speed Provider now has good default settings for the Dungeon Crawl Classics (dcc) game system.
|
||||
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||||
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||||
## 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))
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- Grid highlighting now also works for tokens that don't have an actor.
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||||
|
||||
|
||||
## 1.5.1
|
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### Bugfixes
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- 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.
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||||
|
||||
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||||
## 1.5.0
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### New features
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- 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.
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||||
@@ -12,6 +12,7 @@
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"text": "Drag Ruler benötigt das socketlib-Modul, um korrekt zu funktionieren. Bitte aktiviere das socketlib-Modul in dieser Welt."
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}
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},
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"resetMovementHistory": "Bewegungsverlauf zurücksetzen",
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"genericSpeedProvider": {
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"settings": {
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"dashMultiplier": {
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||||
|
||||
@@ -12,6 +12,7 @@
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||||
"text": "Drag Ruler requires the socketlib module to work properly. Please activate the socketlib module in this world."
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||||
}
|
||||
},
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"resetMovementHistory": "Reset Movement History",
|
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"genericSpeedProvider": {
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"settings": {
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"dashMultiplier": {
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+2
-2
@@ -2,7 +2,7 @@
|
||||
"name": "drag-ruler",
|
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"title": "Drag Ruler",
|
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"description": "When dragging a token displays a ruler showing how far you've moved that token.",
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"version": "1.5.0",
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"version": "1.6.1",
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"minimumCoreVersion" : "0.7.9",
|
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"compatibleCoreVersion" : "0.7.9",
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||||
"authors": [
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||||
@@ -49,7 +49,7 @@
|
||||
],
|
||||
"socket": true,
|
||||
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
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||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.5.0.zip",
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||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.6.1.zip",
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||||
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
|
||||
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
|
||||
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
|
||||
|
||||
@@ -61,6 +61,7 @@ export function checkDependencies() {
|
||||
else if (game.modules.get("TerrainLayer")?.active) {
|
||||
enabledTerrainModule = game.modules.get("TerrainLayer").data.title;
|
||||
}
|
||||
if (enabledTerrainModule) {
|
||||
new Dialog({
|
||||
title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"),
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||||
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>`,
|
||||
@@ -81,4 +82,5 @@ export function checkDependencies() {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+37
-20
@@ -20,7 +20,7 @@ export async function moveTokens(draggedToken, selectedTokens) {
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if (!game.user.isGM) {
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const hasCollision = selectedTokens.some(token => {
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const offset = calculateTokenOffset(token, draggedToken)
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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));
|
||||
})
|
||||
if (hasCollision) {
|
||||
@@ -33,45 +33,62 @@ export async function moveTokens(draggedToken, selectedTokens) {
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||||
// Execute the movement path.
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// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
|
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this._state = Ruler.STATES.MOVING;
|
||||
await Promise.all(selectedTokens.map(token => {
|
||||
// Return the promise so we can wait for it outside the loop
|
||||
const offset = calculateTokenOffset(token, draggedToken)
|
||||
return animateToken.call(this, token, rays, offset, wasPaused)
|
||||
}))
|
||||
await animateTokens.call(this, selectedTokens, draggedToken, rays, wasPaused);
|
||||
|
||||
// Once all animations are complete we can clear the ruler
|
||||
if (this.draggedToken?.id === draggedToken.id)
|
||||
this._endMeasurement();
|
||||
}
|
||||
|
||||
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
|
||||
async function animateToken(token, rays, tokenOffset, wasPaused) {
|
||||
const offsetRays = rays.filter(r => !r.isPrevious).map(ray => applyOffsetToRay(ray, tokenOffset));
|
||||
trackRays(token, offsetRays);
|
||||
async function animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
|
||||
const newRays = draggedRays.filter(r => !r.isPrevious);
|
||||
const tokenAnimationData = tokens.map(token => {
|
||||
const tokenOffset = calculateTokenOffset(token, draggedToken);
|
||||
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, tokenOffset));
|
||||
|
||||
// Determine offset relative to the Token top-left.
|
||||
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
|
||||
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
|
||||
const origin = [firstWaypoint.x + tokenOffset.x, firstWaypoint.y + tokenOffset.y];
|
||||
let dx, dy
|
||||
let dx, dy;
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
dx = token.data.x - origin[0]
|
||||
dy = token.data.y - origin[1]
|
||||
dx = token.data.x - origin[0];
|
||||
dy = token.data.y - origin[1];
|
||||
}
|
||||
else {
|
||||
dx = token.data.x - origin[0]
|
||||
dy = token.data.y - origin[1]
|
||||
dx = token.data.x - origin[0];
|
||||
dy = token.data.y - origin[1];
|
||||
}
|
||||
|
||||
return {token, rays: offsetRays, dx, dy};
|
||||
});
|
||||
|
||||
for (const {token, rays} of tokenAnimationData) {
|
||||
token._noAnimate = true;
|
||||
for (let r of offsetRays) {
|
||||
if (!wasPaused && game.paused) break;
|
||||
const dest = [r.B.x, r.B.y];
|
||||
const path = new Ray({ x: token.x, y: token.y }, { x: dest[0] + dx, y: dest[1] + dy });
|
||||
await token.update(path.B);
|
||||
await token.animateMovement(path);
|
||||
}
|
||||
const animate = !game.keyboard.isDown("Alt");
|
||||
const startWaypoint = animate ? 0 : tokenAnimationData[0].rays.length - 1;
|
||||
for (let i = startWaypoint;i < tokenAnimationData[0].rays.length; i++) {
|
||||
if (!wasPaused && game.paused) break;
|
||||
const tokenPaths = tokenAnimationData.map(({token, rays, dx, dy}) => {
|
||||
const ray = rays[i];
|
||||
const dest = [ray.B.x, ray.B.y];
|
||||
const path = new Ray({x: token.x, y: token.y}, {x: dest[0] + dx, y: dest[1] + dy});
|
||||
return {token, path};
|
||||
});
|
||||
const updates = tokenPaths.map(({token, path}) => {
|
||||
return {x: path.B.x, y: path.B.y, _id: token.id};
|
||||
});
|
||||
await draggedToken.scene.updateEmbeddedEntity(draggedToken.constructor.embeddedName, updates, {animate});
|
||||
if (animate)
|
||||
await Promise.all(tokenPaths.map(({token, path}) => token.animateMovement(path)));
|
||||
}
|
||||
for (const {token} of tokenAnimationData) {
|
||||
token._noAnimate = false;
|
||||
}
|
||||
trackRays(tokenAnimationData.map(({token}) => token), tokenAnimationData.map(({rays}) => rays));
|
||||
}
|
||||
|
||||
function calculateTokenOffset(tokenA, tokenB) {
|
||||
return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y}
|
||||
|
||||
+17
-2
@@ -5,7 +5,7 @@ import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibili
|
||||
import {moveTokens, onMouseMove} from "./foundry_imports.js"
|
||||
import {performMigrations} from "./migration.js"
|
||||
import {DragRulerRuler} from "./ruler.js";
|
||||
import {getMovementHistory} from "./movement_tracking.js";
|
||||
import {getMovementHistory, resetMovementHistory} from "./movement_tracking.js";
|
||||
import {registerSettings, settingsKey} from "./settings.js"
|
||||
import {SpeedProvider} from "./speed_provider.js"
|
||||
|
||||
@@ -22,6 +22,7 @@ Hooks.once("init", () => {
|
||||
getMovedDistanceFromToken,
|
||||
registerModule,
|
||||
registerSystem,
|
||||
resetMovementHistory,
|
||||
}
|
||||
})
|
||||
|
||||
@@ -42,6 +43,15 @@ Hooks.on("canvasReady", () => {
|
||||
})
|
||||
})
|
||||
|
||||
Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
|
||||
const entry = {
|
||||
name: "drag-ruler.resetMovementHistory",
|
||||
icon: '<i class="fas fa-undo-alt"></i>',
|
||||
callback: li => resetMovementHistory(ui.combat.combat, li.data('combatant-id')),
|
||||
};
|
||||
menu.splice(1, 0, entry);
|
||||
});
|
||||
|
||||
function hookTokenDragHandlers() {
|
||||
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
|
||||
Token.prototype._onDragLeftStart = function(event) {
|
||||
@@ -166,6 +176,9 @@ function onTokenDragLeftCancel(event) {
|
||||
export function getColorForDistance(startDistance, subDistance=0) {
|
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if (!this.isDragRuler)
|
||||
return this.color
|
||||
if (!this.draggedToken.actor) {
|
||||
return this.color;
|
||||
}
|
||||
// Don't apply colors if the current user doesn't have at least observer permissions
|
||||
if (this.draggedToken.actor.permission < 2) {
|
||||
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
|
||||
@@ -173,7 +186,9 @@ export function getColorForDistance(startDistance, subDistance=0) {
|
||||
return this.color
|
||||
}
|
||||
const distance = startDistance + subDistance
|
||||
const ranges = getRangesFromSpeedProvider(this.draggedToken)
|
||||
if (!this.dragRulerRanges)
|
||||
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedToken)
|
||||
const ranges = this.dragRulerRanges;
|
||||
if (ranges.length === 0)
|
||||
return this.color
|
||||
const currentRange = ranges.reduce((minRange, currentRange) => {
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import {measureDistances} from "./compatibility.js";
|
||||
import {updateCombatantDragRulerFlags} from "./socket.js";
|
||||
import {getTokenShape} from "./util.js";
|
||||
import {getTokenShape, zip} from "./util.js";
|
||||
|
||||
function initTrackingFlag(combatant) {
|
||||
const initialFlag = {passedWaypoints: [], trackedRound: 0};
|
||||
@@ -23,13 +23,21 @@ function getInitializedCombatant(token, combat) {
|
||||
return combatant;
|
||||
}
|
||||
|
||||
export async function trackRays(token, rays) {
|
||||
// Only track movement if the current token is participating in the active combat
|
||||
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;
|
||||
@@ -55,7 +63,7 @@ export async function trackRays(token, rays) {
|
||||
waypoints.push(ray.A);
|
||||
}
|
||||
}
|
||||
await updateCombatantDragRulerFlags(combat, combatant, dragRulerFlags);
|
||||
return {_id: combatant._id, dragRulerFlags};
|
||||
}
|
||||
|
||||
export function getMovementHistory(token) {
|
||||
@@ -72,3 +80,14 @@ export function getMovementHistory(token) {
|
||||
return [];
|
||||
return dragRulerFlags.passedWaypoints ?? [];
|
||||
}
|
||||
|
||||
export async function resetMovementHistory(combat, combatantId) {
|
||||
const combatant = combat.getCombatant(combatantId);
|
||||
const dragRulerFlags = combatant.flags.dragRuler;
|
||||
if (!dragRulerFlags)
|
||||
return;
|
||||
dragRulerFlags.passedWaypoints = undefined;
|
||||
dragRulerFlags.trackedRound = undefined;
|
||||
dragRulerFlags.rulerState = undefined;
|
||||
await updateCombatantDragRulerFlags(combat, [{_id: combatantId, dragRulerFlags}]);
|
||||
}
|
||||
|
||||
@@ -14,6 +14,7 @@ export class DragRulerRuler extends Ruler {
|
||||
super.clear();
|
||||
this.previousWaypoints = [];
|
||||
this.previousLabels.removeChildren().forEach(c => c.destroy());
|
||||
this.dragRulerRanges = undefined;
|
||||
}
|
||||
|
||||
async moveToken(event) {
|
||||
|
||||
+22
-5
@@ -1,3 +1,5 @@
|
||||
import {currentSpeedProvider} from "./api.js";
|
||||
|
||||
let socket;
|
||||
|
||||
Hooks.once("socketlib.ready", () => {
|
||||
@@ -5,13 +7,28 @@ Hooks.once("socketlib.ready", () => {
|
||||
socket.register("updateCombatantDragRulerFlags", _socketUpdateCombatantDragRulerFlags);
|
||||
});
|
||||
|
||||
export async function updateCombatantDragRulerFlags(combat, combatant, flags) {
|
||||
export function updateCombatantDragRulerFlags(combat, updates) {
|
||||
const combatId = combat.id;
|
||||
const combatantId = combatant._id;
|
||||
return socket.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, combatantId, flags);
|
||||
// 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.getCombatant(update._id).token._id))));
|
||||
}
|
||||
|
||||
async function _socketUpdateCombatantDragRulerFlags(combatId, combatantId, flags) {
|
||||
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
|
||||
const user = game.users.get(this.socketdata.userId);
|
||||
const combat = game.combats.get(combatId);
|
||||
await combat.updateEmbeddedEntity("Combatant", {_id: combatantId, flags: {dragRuler: flags}}, {diff: false});
|
||||
const requestedUpdates = updates.length;
|
||||
updates = updates.filter(update => {
|
||||
const actor = combat.getCombatant(update._id).actor;
|
||||
if (!actor)
|
||||
return false;
|
||||
return actor.hasPerm(user, "OWNER");
|
||||
});
|
||||
if (updates.length !== requestedUpdates) {
|
||||
console.warn(`Some of the movement history updates requested by user '${game.users.get(this.socketdata.userId).name}' were not performed because the user lacks owner permissions for those tokens`);
|
||||
}
|
||||
updates = updates.map(update => {
|
||||
return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}};
|
||||
});
|
||||
await combat.updateEmbeddedEntity("Combatant", updates, {diff: false});
|
||||
}
|
||||
|
||||
@@ -84,6 +84,14 @@ export class SpeedProvider {
|
||||
return true
|
||||
}
|
||||
|
||||
/**
|
||||
* This hook is being called after Drag Ruler has updated the movement history for one or more tokens.
|
||||
* It'll receive an array of tokens that have been updated.
|
||||
* If your speed provider is storing any additional values that are relevant for the movement history, this function should
|
||||
* await until those updates have completed inside foundry.
|
||||
*/
|
||||
async onMovementHistoryUpdate(tokens) {}
|
||||
|
||||
/**
|
||||
* Returns the value that is currently set for the setting registered with the provided settingId.
|
||||
*
|
||||
@@ -124,7 +132,7 @@ export class GenericSpeedProvider extends SpeedProvider {
|
||||
const speedAttribute = this.getSetting("speedAttribute")
|
||||
if (!speedAttribute)
|
||||
return []
|
||||
const tokenSpeed = getProperty(token, speedAttribute)
|
||||
const tokenSpeed = parseInt(getProperty(token, speedAttribute));
|
||||
if (tokenSpeed === undefined) {
|
||||
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`)
|
||||
return []
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
|
||||
export function getDefaultSpeedAttribute() {
|
||||
switch (game.system.id) {
|
||||
case "dcc":
|
||||
return "actor.data.data.attributes.speed.value";
|
||||
case "dnd5e":
|
||||
return "actor.data.data.attributes.movement.walk"
|
||||
case "lancer":
|
||||
@@ -17,6 +19,7 @@ export function getDefaultDashMultiplier() {
|
||||
switch (game.system.id) {
|
||||
case "swade":
|
||||
return 0
|
||||
case "dcc":
|
||||
case "dnd5e":
|
||||
case "lancer":
|
||||
case "pf1":
|
||||
|
||||
Reference in New Issue
Block a user