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@@ -1,3 +1,83 @@
|
||||
## 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))
|
||||
|
||||
@@ -34,9 +34,14 @@ Drag Ruler will work with all Foundry VTT game systems. However some game system
|
||||
|
||||
The game systems that offer Drag Ruler integration are:
|
||||
- Cypher System (starting with version 1.13.0)
|
||||
- Ironclaw Second Edition (starting with version 0.2.2)
|
||||
- Pathfinder 1 (starting with version 0.77.3)
|
||||
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
|
||||
- Tagmar RPG (starting with version 1.1.4)
|
||||
- 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
|
||||
|
||||
+6
-5
@@ -4,7 +4,7 @@
|
||||
"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 schwiriges Gelände in den Messungen zu berücksichtigen.",
|
||||
"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": {
|
||||
@@ -12,6 +12,7 @@
|
||||
"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": {
|
||||
@@ -38,7 +39,7 @@
|
||||
"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 Sipelleiters bei Spielern anzeigen",
|
||||
"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": {
|
||||
@@ -52,7 +53,7 @@
|
||||
},
|
||||
"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 stehnden Einstellungen ändern."
|
||||
"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": {
|
||||
@@ -65,7 +66,7 @@
|
||||
},
|
||||
"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 abhäng, welche Spielsystemintegration hier ausgewählt wurde.",
|
||||
"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",
|
||||
@@ -75,7 +76,7 @@
|
||||
},
|
||||
"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 wrid können mit Rechtsklick Wegpunkte gesetzt werden und mit der Leertaste werden sie wieder gelöscht."
|
||||
"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."
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
"text": "Drag Ruler requires the socketlib module to work properly. Please activate the socketlib module in this world."
|
||||
}
|
||||
},
|
||||
"resetMovementHistory": "Reset Movement History",
|
||||
"genericSpeedProvider": {
|
||||
"settings": {
|
||||
"dashMultiplier": {
|
||||
|
||||
+2
-2
@@ -2,7 +2,7 @@
|
||||
"name": "drag-ruler",
|
||||
"title": "Drag Ruler",
|
||||
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
|
||||
"version": "1.5.2",
|
||||
"version": "1.7.1",
|
||||
"minimumCoreVersion" : "0.7.9",
|
||||
"compatibleCoreVersion" : "0.7.9",
|
||||
"authors": [
|
||||
@@ -49,7 +49,7 @@
|
||||
],
|
||||
"socket": true,
|
||||
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.5.2.zip",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.7.1.zip",
|
||||
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
|
||||
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
|
||||
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
|
||||
|
||||
+12
-3
@@ -14,6 +14,9 @@ function register(module, type, speedProvider) {
|
||||
providerInstance = new speedProvider(id)
|
||||
}
|
||||
else {
|
||||
console.warn(`Drag Ruler | The ${type} '${module.id}' uses the old, deprecated version of the Drag Ruler API. ` +
|
||||
"That old API will be removed in a future Drag Ruler version. " +
|
||||
`Please update the ${type} ${module.id} to stay compatible with future Drag Ruler versions.`);
|
||||
speedProvider.id = id
|
||||
speedProvider.usesRuler = () => true
|
||||
providerInstance = speedProvider
|
||||
@@ -101,10 +104,16 @@ export function getUnreachableColorFromSpeedProvider() {
|
||||
}
|
||||
|
||||
export function getCostFromSpeedProvider(token, area) {
|
||||
if (currentSpeedProvider instanceof Function) {
|
||||
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area);
|
||||
try {
|
||||
if (currentSpeedProvider instanceof Function) {
|
||||
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area);
|
||||
}
|
||||
return currentSpeedProvider.getCostForStep(token, area);
|
||||
}
|
||||
catch (e) {
|
||||
console.error(e);
|
||||
return 1;
|
||||
}
|
||||
return currentSpeedProvider.getCostForStep(token, area);
|
||||
}
|
||||
|
||||
export function getMovedDistanceFromToken(token) {
|
||||
|
||||
@@ -15,19 +15,22 @@ export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=
|
||||
}
|
||||
}
|
||||
|
||||
export function measureDistances(segments, token, shape, gridSpaces=true, options={}) {
|
||||
export function measureDistances(segments, entity, shape, options={}) {
|
||||
const isToken = entity instanceof Token;
|
||||
const opts = duplicate(options)
|
||||
opts.gridSpaces = gridSpaces;
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
|
||||
if (!opts.gridSpaces)
|
||||
opts.gridSpaces = true;
|
||||
const terrainRulerAvailable = isToken && game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
|
||||
|
||||
if (terrainRulerAvailable) {
|
||||
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) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), {x, y});
|
||||
opts.costFunction = (x, y) => getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), {x, y});
|
||||
if (previousSegments.length > 0)
|
||||
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1];
|
||||
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
|
||||
return distances.concat(terrainRuler.measureDistances(newSegments, opts));
|
||||
}
|
||||
else {
|
||||
@@ -83,4 +86,3 @@ export function checkDependencies() {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,13 +2,10 @@
|
||||
|
||||
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4705
|
||||
export function getPixelsFromGridPosition(xGrid, yGrid) {
|
||||
if (canvas.grid.isHex) {
|
||||
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
|
||||
return canvas.grid.grid.getPixelsFromGridPosition(yGrid, xGrid)
|
||||
}
|
||||
const [x, y] = canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.SQUARE)
|
||||
return [y, x]
|
||||
return [x, y]
|
||||
return canvas.grid.grid.getPixelsFromGridPosition(xGrid, yGrid)
|
||||
}
|
||||
|
||||
// Wrapper to fix a FoundryVTT bug that causes the return values of canvas.grid.grid.getPixelsFromGridPosition to be ordered inconsistently
|
||||
|
||||
+90
-52
@@ -1,26 +1,28 @@
|
||||
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
|
||||
import {getGridPositionFromPixels} from "./foundry_fixes.js";
|
||||
import {Line} from "./geometry.js";
|
||||
import {getColorForDistance} from "./main.js"
|
||||
import {trackRays} from "./movement_tracking.js"
|
||||
import {applyTokenSizeOffset, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
|
||||
import {recalculate} from "./socket.js";
|
||||
import {applyTokenSizeOffset, getSnapPointForMeasuredTemplate, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
|
||||
|
||||
// This is a modified version of Ruler.moveToken from foundry 0.7.9
|
||||
export async function moveTokens(draggedToken, selectedTokens) {
|
||||
export async function moveEntities(draggedEntity, selectedEntities) {
|
||||
let wasPaused = game.paused;
|
||||
if (wasPaused && !game.user.isGM) {
|
||||
ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
|
||||
return false;
|
||||
}
|
||||
if (!this.visible || !this.destination) return false;
|
||||
if (!draggedToken) return;
|
||||
if (!draggedEntity) return;
|
||||
|
||||
// Get the movement rays and check collision along each Ray
|
||||
// These rays are center-to-center for the purposes of collision checking
|
||||
const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
|
||||
if (!game.user.isGM) {
|
||||
const hasCollision = selectedTokens.some(token => {
|
||||
const offset = calculateTokenOffset(token, draggedToken)
|
||||
const offsetRays = rays.map(ray => applyOffsetToRay(ray, offset))
|
||||
if (!game.user.isGM && draggedEntity instanceof Token) {
|
||||
const hasCollision = selectedEntities.some(token => {
|
||||
const offset = calculateEntityOffset(token, draggedEntity);
|
||||
const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
|
||||
return offsetRays.some(r => canvas.walls.checkCollision(r));
|
||||
})
|
||||
if (hasCollision) {
|
||||
@@ -33,48 +35,61 @@ export async function moveTokens(draggedToken, selectedTokens) {
|
||||
// Execute the movement path.
|
||||
// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
|
||||
this._state = Ruler.STATES.MOVING;
|
||||
await Promise.all(selectedTokens.map(token => {
|
||||
// Return the promise so we can wait for it outside the loop
|
||||
const offset = calculateTokenOffset(token, draggedToken)
|
||||
return animateToken.call(this, token, rays, offset, wasPaused)
|
||||
}))
|
||||
await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
|
||||
|
||||
// Once all animations are complete we can clear the ruler
|
||||
this._endMeasurement();
|
||||
if (this.draggedEntity?.id === draggedEntity.id)
|
||||
this._endMeasurement();
|
||||
}
|
||||
|
||||
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
|
||||
async function animateToken(token, rays, tokenOffset, wasPaused) {
|
||||
const offsetRays = rays.filter(r => !r.isPrevious).map(ray => applyOffsetToRay(ray, tokenOffset));
|
||||
trackRays(token, offsetRays);
|
||||
async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
|
||||
const newRays = draggedRays.filter(r => !r.isPrevious);
|
||||
const entityAnimationData = entities.map(entity => {
|
||||
const entityOffset = calculateEntityOffset(entity, draggedEntity);
|
||||
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
|
||||
|
||||
// Determine offset relative to the Token top-left.
|
||||
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
|
||||
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
|
||||
const origin = [firstWaypoint.x + tokenOffset.x, firstWaypoint.y + tokenOffset.y];
|
||||
let dx, dy
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
dx = token.data.x - origin[0]
|
||||
dy = token.data.y - origin[1]
|
||||
}
|
||||
else {
|
||||
dx = token.data.x - origin[0]
|
||||
dy = token.data.y - origin[1]
|
||||
}
|
||||
// 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 + entityOffset.x, firstWaypoint.y + entityOffset.y];
|
||||
let dx, dy;
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
dx = entity.data.x - origin[0];
|
||||
dy = entity.data.y - origin[1];
|
||||
}
|
||||
else {
|
||||
dx = entity.data.x - origin[0];
|
||||
dy = entity.data.y - origin[1];
|
||||
}
|
||||
|
||||
token._noAnimate = true;
|
||||
for (let r of offsetRays) {
|
||||
return {entity, rays: offsetRays, dx, dy};
|
||||
});
|
||||
|
||||
const isToken = draggedEntity instanceof Token;
|
||||
const animate = isToken && !game.keyboard.isDown("Alt");
|
||||
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
|
||||
for (let i = startWaypoint;i < entityAnimationData[0].rays.length; i++) {
|
||||
if (!wasPaused && game.paused) break;
|
||||
const dest = [r.B.x, r.B.y];
|
||||
const path = new Ray({ x: token.x, y: token.y }, { x: dest[0] + dx, y: dest[1] + dy });
|
||||
await token.update(path.B);
|
||||
await token.animateMovement(path);
|
||||
const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
|
||||
const ray = rays[i];
|
||||
const dest = [ray.B.x, ray.B.y];
|
||||
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
|
||||
return {entity, path};
|
||||
});
|
||||
const updates = entityPaths.map(({entity, path}) => {
|
||||
return {x: path.B.x, y: path.B.y, _id: entity.id};
|
||||
});
|
||||
await draggedEntity.scene.updateEmbeddedEntity(draggedEntity.constructor.embeddedName, updates, {animate});
|
||||
if (animate)
|
||||
await Promise.all(entityPaths.map(({entity, path}) => entity.animateMovement(path)));
|
||||
}
|
||||
token._noAnimate = false;
|
||||
if (isToken)
|
||||
trackRays(entities, entityAnimationData.map(({rays}) => rays)).then(() => recalculate(entities));
|
||||
}
|
||||
|
||||
function calculateTokenOffset(tokenA, tokenB) {
|
||||
return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y}
|
||||
function calculateEntityOffset(entityA, entityB) {
|
||||
return {x: entityA.data.x - entityB.data.x, y: entityA.data.y - entityB.data.y};
|
||||
}
|
||||
|
||||
function applyOffsetToRay(ray, offset) {
|
||||
@@ -106,17 +121,22 @@ export function onMouseMove(event) {
|
||||
|
||||
// This is a modified version of Ruler.measure form foundry 0.7.9
|
||||
export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
if (this.isDragRuler && !this.draggedToken.isVisible)
|
||||
const isToken = this.draggedEntity instanceof Token;
|
||||
if (isToken && !this.draggedEntity.isVisible)
|
||||
return []
|
||||
|
||||
if (snap)
|
||||
destination = getSnapPointForToken(destination.x, destination.y, this.draggedToken)
|
||||
if (snap) {
|
||||
if (isToken)
|
||||
destination = getSnapPointForToken(destination.x, destination.y, this.draggedEntity);
|
||||
else
|
||||
destination = getSnapPointForMeasuredTemplate(destination.x, destination.y);
|
||||
}
|
||||
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
|
||||
const terrainRulerAvailable = isToken && game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
|
||||
|
||||
const waypoints = this.waypoints.concat([destination]);
|
||||
// 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 (!terrainRulerAvailable)
|
||||
centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
|
||||
@@ -138,6 +158,8 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
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 (label) label.visible = false;
|
||||
continue;
|
||||
@@ -147,10 +169,10 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
}
|
||||
|
||||
|
||||
const shape = getTokenShape(this.draggedToken)
|
||||
const shape = isToken ? getTokenShape(this.draggedEntity) : null;
|
||||
|
||||
// Compute measured distance
|
||||
const distances = measureDistances(centeredSegments, this.draggedToken, shape, gridSpaces);
|
||||
const distances = measureDistances(centeredSegments, this.draggedEntity, shape, {gridSpaces});
|
||||
|
||||
let totalDistance = 0;
|
||||
for (let [i, d] of distances.entries()) {
|
||||
@@ -186,15 +208,31 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
label.text = text;
|
||||
label.alpha = last ? 1.0 : 0.5;
|
||||
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);
|
||||
}
|
||||
|
||||
// Highlight grid positions
|
||||
if (terrainRulerAvailable)
|
||||
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
|
||||
else
|
||||
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
|
||||
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
|
||||
if (terrainRulerAvailable)
|
||||
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
|
||||
else
|
||||
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw endpoints
|
||||
@@ -227,7 +265,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
|
||||
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
|
||||
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
|
||||
const color = dragRuler.getColorForDistance.call(this, 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);
|
||||
|
||||
prior = [x1, y1];
|
||||
@@ -240,7 +278,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
|
||||
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
|
||||
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
|
||||
const color = dragRuler.getColorForDistance.call(this, 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);
|
||||
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;
|
||||
}
|
||||
}
|
||||
+59
-36
@@ -2,17 +2,19 @@
|
||||
|
||||
import {currentSpeedProvider, getMovedDistanceFromToken, getRangesFromSpeedProvider, getUnreachableColorFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js"
|
||||
import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibility.js";
|
||||
import {moveTokens, onMouseMove} from "./foundry_imports.js"
|
||||
import {moveEntities, 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 {recalculate} from "./socket.js";
|
||||
import {SpeedProvider} from "./speed_provider.js"
|
||||
|
||||
Hooks.once("init", () => {
|
||||
registerSettings()
|
||||
initApi()
|
||||
hookTokenDragHandlers()
|
||||
hookDragHandlers(Token);
|
||||
hookDragHandlers(MeasuredTemplate);
|
||||
hookKeyboardManagerFunctions()
|
||||
|
||||
Ruler = DragRulerRuler;
|
||||
@@ -22,6 +24,8 @@ Hooks.once("init", () => {
|
||||
getMovedDistanceFromToken,
|
||||
registerModule,
|
||||
registerSystem,
|
||||
recalculate,
|
||||
resetMovementHistory,
|
||||
}
|
||||
})
|
||||
|
||||
@@ -33,38 +37,47 @@ Hooks.once("ready", () => {
|
||||
|
||||
Hooks.on("canvasReady", () => {
|
||||
canvas.controls.rulers.children.forEach(ruler => {
|
||||
ruler.draggedToken = null
|
||||
ruler.draggedEntity = null;
|
||||
Object.defineProperty(ruler, "isDragRuler", {
|
||||
get: function isDragRuler() {
|
||||
return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler
|
||||
return Boolean(this.draggedEntity); // If draggedEntity is set this is a drag ruler
|
||||
}
|
||||
})
|
||||
})
|
||||
})
|
||||
|
||||
function hookTokenDragHandlers() {
|
||||
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
|
||||
Token.prototype._onDragLeftStart = function(event) {
|
||||
Hooks.on("getCombatTrackerEntryContext", function (html, menu) {
|
||||
const entry = {
|
||||
name: "drag-ruler.resetMovementHistory",
|
||||
icon: '<i class="fas fa-undo-alt"></i>',
|
||||
callback: li => resetMovementHistory(ui.combat.combat, 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)
|
||||
onTokenLeftDragStart.call(this, event)
|
||||
onEntityLeftDragStart.call(this, event)
|
||||
}
|
||||
|
||||
const originalDragLeftMoveHandler = Token.prototype._onDragLeftMove
|
||||
Token.prototype._onDragLeftMove = function (event) {
|
||||
const originalDragLeftMoveHandler = entityType.prototype._onDragLeftMove
|
||||
entityType.prototype._onDragLeftMove = function (event) {
|
||||
originalDragLeftMoveHandler.call(this, event)
|
||||
onTokenLeftDragMove.call(this, event)
|
||||
onEntityLeftDragMove.call(this, event)
|
||||
}
|
||||
|
||||
const originalDragLeftDropHandler = Token.prototype._onDragLeftDrop
|
||||
Token.prototype._onDragLeftDrop = function (event) {
|
||||
const eventHandled = onTokenDragLeftDrop.call(this, event)
|
||||
const originalDragLeftDropHandler = entityType.prototype._onDragLeftDrop
|
||||
entityType.prototype._onDragLeftDrop = function (event) {
|
||||
const eventHandled = onEntityDragLeftDrop.call(this, event)
|
||||
if (!eventHandled)
|
||||
originalDragLeftDropHandler.call(this, event)
|
||||
}
|
||||
|
||||
const originalDragLeftCancelHandler = Token.prototype._onDragLeftCancel
|
||||
Token.prototype._onDragLeftCancel = function (event) {
|
||||
const eventHandled = onTokenDragLeftCancel.call(this, event)
|
||||
const originalDragLeftCancelHandler = entityType.prototype._onDragLeftCancel
|
||||
entityType.prototype._onDragLeftCancel = function (event) {
|
||||
const eventHandled = onEntityDragLeftCancel.call(this, event)
|
||||
if (!eventHandled)
|
||||
originalDragLeftCancelHandler.call(this, event)
|
||||
}
|
||||
@@ -103,6 +116,8 @@ function onKeyShift(up) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.isDragRuler)
|
||||
return false
|
||||
if (ruler._state !== Ruler.STATES.MEASURING)
|
||||
return false;
|
||||
|
||||
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
|
||||
const rulerOffset = ruler.rulerOffset
|
||||
@@ -110,42 +125,48 @@ function onKeyShift(up) {
|
||||
ruler.measure(measurePosition, {snap: up})
|
||||
}
|
||||
|
||||
function onTokenLeftDragStart(event) {
|
||||
if (!currentSpeedProvider.usesRuler(this))
|
||||
function onEntityLeftDragStart(event) {
|
||||
const isToken = this instanceof Token;
|
||||
if (isToken && !currentSpeedProvider.usesRuler(this))
|
||||
return
|
||||
const ruler = canvas.controls.ruler
|
||||
ruler.draggedToken = this
|
||||
let tokenCenter
|
||||
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
|
||||
tokenCenter = getHexSizeSupportTokenGridCenter(this)
|
||||
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
|
||||
tokenCenter = this.center
|
||||
entityCenter = this.center;
|
||||
ruler.clear();
|
||||
ruler._state = Ruler.STATES.STARTING;
|
||||
ruler.rulerOffset = {x: tokenCenter.x - event.data.origin.x, y: tokenCenter.y - event.data.origin.y}
|
||||
if (game.settings.get(settingsKey, "enableMovementHistory"))
|
||||
ruler.rulerOffset = {x: entityCenter.x - event.data.origin.x, y: entityCenter.y - event.data.origin.y};
|
||||
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
|
||||
ruler.dragRulerAddWaypointHistory(getMovementHistory(this));
|
||||
ruler.dragRulerAddWaypoint(tokenCenter, false);
|
||||
ruler.dragRulerAddWaypoint(entityCenter, false);
|
||||
}
|
||||
|
||||
function onTokenLeftDragMove(event) {
|
||||
function onEntityLeftDragMove(event) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (ruler.isDragRuler)
|
||||
onMouseMove.call(ruler, event)
|
||||
}
|
||||
|
||||
function onTokenDragLeftDrop(event) {
|
||||
function onEntityDragLeftDrop(event) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.isDragRuler)
|
||||
return false
|
||||
onMouseMove.call(ruler, event);
|
||||
// When we're dragging a measured template no token will ever be selected,
|
||||
// resulting in only the dragged template to be moved as would be expected
|
||||
const selectedTokens = canvas.tokens.controlled
|
||||
// This can happen if the user presses ESC during drag (maybe there are other ways too)
|
||||
if (selectedTokens.length === 0)
|
||||
selectedTokens.push(ruler.draggedEntity);
|
||||
ruler._state = Ruler.STATES.MOVING
|
||||
moveTokens.call(ruler, ruler.draggedToken, selectedTokens)
|
||||
moveEntities.call(ruler, ruler.draggedEntity, selectedTokens);
|
||||
return true
|
||||
}
|
||||
|
||||
function onTokenDragLeftCancel(event) {
|
||||
function onEntityDragLeftCancel(event) {
|
||||
// This function is invoked by right clicking
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.isDragRuler || ruler._state === Ruler.STATES.MOVING)
|
||||
@@ -166,17 +187,19 @@ function onTokenDragLeftCancel(event) {
|
||||
export function getColorForDistance(startDistance, subDistance=0) {
|
||||
if (!this.isDragRuler)
|
||||
return this.color
|
||||
if (!this.draggedToken.actor) {
|
||||
if (!this.draggedEntity.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.draggedEntity.actor.permission < 2) {
|
||||
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
|
||||
if (!(this.draggedToken.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
|
||||
if (!(this.draggedEntity.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
|
||||
return this.color
|
||||
}
|
||||
const distance = startDistance + subDistance
|
||||
const ranges = getRangesFromSpeedProvider(this.draggedToken)
|
||||
if (!this.dragRulerRanges)
|
||||
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
|
||||
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 {recalculate, updateCombatantDragRulerFlags} from "./socket.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;
|
||||
@@ -41,21 +49,21 @@ export async function trackRays(token, rays) {
|
||||
}
|
||||
|
||||
// Add the passed waypoints to the combatant
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
|
||||
const dragRulerFlags = combatant.flags.dragRuler;
|
||||
const waypoints = dragRulerFlags.passedWaypoints;
|
||||
for (const ray of rays) {
|
||||
// Ignore rays that have the same start and end coordinates
|
||||
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
|
||||
if (terrainRulerAvailable) {
|
||||
measureDistances([{ray}], token, getTokenShape(token), true, {terrainRulerInitialState: dragRulerFlags.rulerState});
|
||||
measureDistances([{ray}], token, getTokenShape(token), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState});
|
||||
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
|
||||
dragRulerFlags.rulerState = ray.terrainRulerFinalState;
|
||||
ray.A.dragRulerFinalState = ray.terrainRulerFinalState;
|
||||
}
|
||||
waypoints.push(ray.A);
|
||||
}
|
||||
}
|
||||
await updateCombatantDragRulerFlags(combat, combatant, dragRulerFlags);
|
||||
return {_id: combatant._id, dragRulerFlags};
|
||||
}
|
||||
|
||||
export function getMovementHistory(token) {
|
||||
@@ -72,3 +80,15 @@ 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 = null;
|
||||
dragRulerFlags.trackedRound = null;
|
||||
dragRulerFlags.rulerState = null;
|
||||
await updateCombatantDragRulerFlags(combat, [{_id: combatantId, dragRulerFlags}]);
|
||||
recalculate();
|
||||
}
|
||||
|
||||
+31
-8
@@ -1,4 +1,5 @@
|
||||
import {measure} from "./foundry_imports.js"
|
||||
import {getMovementHistory} from "./movement_tracking.js";
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getSnapPointForToken} from "./util.js";
|
||||
|
||||
@@ -14,6 +15,7 @@ export class DragRulerRuler extends Ruler {
|
||||
super.clear();
|
||||
this.previousWaypoints = [];
|
||||
this.previousLabels.removeChildren().forEach(c => c.destroy());
|
||||
this.dragRulerRanges = undefined;
|
||||
}
|
||||
|
||||
async moveToken(event) {
|
||||
@@ -31,18 +33,18 @@ export class DragRulerRuler extends Ruler {
|
||||
|
||||
toJSON() {
|
||||
const json = super.toJSON();
|
||||
if (this.draggedToken)
|
||||
json["draggedToken"] = this.draggedToken.data._id;
|
||||
if (this.draggedEntity)
|
||||
json["draggedEntity"] = this.draggedEntity.data._id;
|
||||
return json;
|
||||
}
|
||||
|
||||
update(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"))
|
||||
if (data.draggedEntity && this.user.isGM && !game.user.isGM && !game.settings.get(settingsKey, "showGMRulerToPlayers"))
|
||||
return;
|
||||
|
||||
if (data.draggedToken) {
|
||||
this.draggedToken = canvas.tokens.get(data.draggedToken);
|
||||
if (data.draggedEntity) {
|
||||
this.draggedEntity = canvas.tokens.get(data.draggedEntity);
|
||||
}
|
||||
super.update(data);
|
||||
}
|
||||
@@ -58,13 +60,13 @@ export class DragRulerRuler extends Ruler {
|
||||
|
||||
_endMeasurement() {
|
||||
super._endMeasurement();
|
||||
this.draggedToken = null;
|
||||
this.draggedEntity = null;
|
||||
}
|
||||
|
||||
// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
|
||||
dragRulerAddWaypoint(point, snap=true) {
|
||||
if (snap)
|
||||
point = getSnapPointForToken(point.x, point.y, this.draggedToken);
|
||||
point = getSnapPointForToken(point.x, point.y, this.draggedEntity);
|
||||
this.waypoints.push(new PIXI.Point(point.x, point.y));
|
||||
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
|
||||
}
|
||||
@@ -77,6 +79,11 @@ export class DragRulerRuler extends Ruler {
|
||||
}
|
||||
}
|
||||
|
||||
dragRulerClearWaypoints() {
|
||||
this.waypoints = [];
|
||||
this.labels.removeChildren().forEach(c => c.destroy());
|
||||
}
|
||||
|
||||
dragRulerDeleteWaypoint(event={preventDefault: () => {return}}) {
|
||||
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
|
||||
event.preventDefault();
|
||||
@@ -86,7 +93,7 @@ export class DragRulerRuler extends Ruler {
|
||||
game.user.broadcastActivity({ruler: this});
|
||||
}
|
||||
else {
|
||||
const token = this.draggedToken;
|
||||
const token = this.draggedEntity;
|
||||
this._endMeasurement();
|
||||
|
||||
// Deactivate the drag workflow in mouse
|
||||
@@ -99,6 +106,22 @@ export class DragRulerRuler extends Ruler {
|
||||
}
|
||||
}
|
||||
|
||||
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, false);
|
||||
}
|
||||
this.measure(this.destination);
|
||||
game.user.broadcastActivity({ruler: this});
|
||||
}
|
||||
|
||||
static dragRulerGetRaysFromWaypoints(waypoints, destination) {
|
||||
if ( destination )
|
||||
waypoints = waypoints.concat([destination]);
|
||||
|
||||
+31
-5
@@ -1,17 +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 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});
|
||||
}
|
||||
|
||||
export function recalculate(tokens) {
|
||||
socket.executeForEveryone(_socketRecalculate, tokens ? tokens.map(token => token.id) : undefined);
|
||||
}
|
||||
|
||||
function _socketRecalculate(tokenIds) {
|
||||
return canvas.controls.ruler.dragRulerRecalculate(tokenIds);
|
||||
}
|
||||
|
||||
@@ -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 []
|
||||
|
||||
@@ -1,12 +1,18 @@
|
||||
|
||||
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":
|
||||
return "actor.data.data.mech.speed"
|
||||
case "pf1":
|
||||
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.value"
|
||||
}
|
||||
@@ -17,9 +23,12 @@ export function getDefaultDashMultiplier() {
|
||||
switch (game.system.id) {
|
||||
case "swade":
|
||||
return 0
|
||||
case "dcc":
|
||||
case "dnd5e":
|
||||
case "lancer":
|
||||
case "pf1":
|
||||
case "sfrpg":
|
||||
case "shadowrun5e":
|
||||
return 2
|
||||
}
|
||||
return 0
|
||||
|
||||
+23
@@ -39,6 +39,29 @@ export function getSnapPointForToken(x, y, token) {
|
||||
return new PIXI.Point(snappedX + canvas.grid.w / 2, snappedY + canvas.grid.h / 2)
|
||||
}
|
||||
|
||||
export function getSnapPointForMeasuredTemplate(x, y) {
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
|
||||
return new PIXI.Point(x, y);
|
||||
}
|
||||
let subgridWidth, subgridHeight;
|
||||
if (canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
|
||||
subgridWidth = subgridHeight = canvas.dimensions.size / 2;
|
||||
}
|
||||
else {
|
||||
if (canvas.grid.grid.columns) {
|
||||
subgridWidth = canvas.grid.w / 4;
|
||||
subgridHeight = canvas.grid.h / 2;
|
||||
}
|
||||
else {
|
||||
subgridWidth = canvas.grid.w / 2;
|
||||
subgridHeight = canvas.grid.h / 4;
|
||||
}
|
||||
}
|
||||
const snappedX = Math.round(x / subgridWidth) * subgridWidth;
|
||||
const snappedY = Math.round(y / subgridHeight) * subgridHeight;
|
||||
return new PIXI.Point(snappedX, snappedY);
|
||||
}
|
||||
|
||||
export function highlightTokenShape(position, shape, color, alpha) {
|
||||
const layer = canvas.grid.highlightLayers[this.name];
|
||||
if ( !layer )
|
||||
|
||||
Reference in New Issue
Block a user