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32 Commits

Author SHA1 Message Date
Manuel Vögele d1367aa82e Release v1.6.5 2021-05-15 20:05:50 +02:00
Manuel Vögele 9f70e5bc27 If not token is selected, use the dragged token as selected token (fixes #70) 2021-05-15 20:04:22 +02:00
Manuel Vögele 334ccbc0f1 Release v1.6.4 2021-05-10 09:13:32 +02:00
Manuel Vögele 1242035744 Catch all errors thrown by a Speed Provider's getCostForStep function 2021-05-10 09:11:29 +02:00
Manuel Vögele 49542a68e5 Simplify foundry fixes 2021-05-06 09:00:50 +02:00
Chris Sharp 27a6235cc1 Mention WWII:OWB Operation WhiteBox system support in the readme 2021-05-05 23:40:40 +02:00
Manuel Vögele c26b39c984 Release v1.6.3 2021-05-05 16:01:52 +02:00
Manuel Vögele e8ab77a62e Update active rulers when the movement history changes 2021-05-05 16:01:13 +02:00
Manuel Vögele 7bed5abd0a Add default settings for shadowrun 5e 2021-05-03 19:39:22 +02:00
Manuel Vögele 4a96348659 Add "Tagmar RPG" and "Shadow of the Demon Lord" to the List of game systems with Drag Ruler integration 2021-05-03 16:00:34 +02:00
Manuel Vögele bed16de575 Release v1.6.2 2021-05-03 10:53:53 +02:00
Manuel Vögele 891bb1b4d8 undefined cannot be transmitted via json, so we use null to reset the movement history instead 2021-05-03 10:52:57 +02:00
Manuel Vögele 43f26088b5 Release v1.6.1 2021-04-30 10:52:00 +02:00
Manuel Vögele 39a0787c79 Add documentation about what needs to be awaited in SpeedProvider.onMovementHistoryUpdate 2021-04-30 10:26:37 +02:00
Manuel Vögele 3be898e49c First move the token, then store it's path. This ensures that getMovedDistance always returns a valid result. 2021-04-30 09:53:53 +02:00
Manuel Vögele 817662bf30 Send a proper token to onMovementHistoryUpdate 2021-04-30 09:51:05 +02:00
Manuel Vögele 56527ccf75 Add a hook that's called when the movement history is updated to the API 2021-04-30 00:10:45 +02:00
Manuel Vögele 6bf8083f7a Add a function for resetting the movement history to the public api 2021-04-30 00:00:15 +02:00
Manuel Vögele b5ea1f2284 Release v1.6.0 2021-04-29 14:04:14 +02:00
Manuel Vögele 6d9870bedb Add reference to the github issue in changelog 2021-04-29 13:24:33 +02:00
Manuel Vögele afbe5f9473 Don't animate tokens when they are dropped with the alt key being pressed (resolves #3) 2021-04-29 13:18:35 +02:00
Manuel Vögele bae0e43b7b Document 70b166d8 in changelog 2021-04-29 12:46:25 +02:00
Manuel Vögele 1acc012d65 Cache the output of SpeedProvider.getRanges during a drag to increase speed provider performance 2021-04-29 12:40:17 +02:00
Manuel Vögele 4671e6de51 Only allow users to update the movement history for tokens they own 2021-04-29 00:20:24 +02:00
Manuel Vögele f0ef109658 Track the movement of all tokens that are moved simultaneously in one batch (huge performance bump if many tokens are moved) 2021-04-29 00:03:05 +02:00
Manuel Vögele f0d1ef9d48 There might not actually be a dragged token when trying to end the measurement 2021-04-28 23:25:22 +02:00
Manuel Vögele d04ea9b0b7 Remove leftover lines from a refactor that didn't do anything 2021-04-28 12:11:58 +02:00
Manuel Vögele ba8ab9d473 After moving a token only end the measurement if no new token is being dragged 2021-04-27 21:17:28 +02:00
Manuel Vögele 2691720090 Update all moved tokens at once (provides a huge performance bump) 2021-04-27 20:28:44 +02:00
Manuel Vögele 70b166d844 Add a context menu entry that the gm can use to reset the movement history 2021-04-26 11:09:56 +02:00
Manuel Vögele 908600bfa3 Release v1.5.4 2021-04-21 10:08:50 +02:00
Manuel Vögele 6472c1d5bd Don't include the movement history in collission checks (fixes #61) 2021-04-21 09:05:50 +02:00
14 changed files with 222 additions and 52 deletions
+47
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@@ -1,3 +1,50 @@
## 1.6.5
### Bugfixes
- Drag Ruler no longer get's 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 ## 1.5.3
### Compatiblilty ### 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)) - 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))
+3
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@@ -36,7 +36,10 @@ 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)
- 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/))
- Tagmar RPG (starting with version 1.1.4)
- 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)
- WWII:OWB (starting with version 1.0.4)
## Translations ## Translations
+1
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@@ -12,6 +12,7 @@
"text": "Drag Ruler benötigt das socketlib-Modul, um korrekt zu funktionieren. Bitte aktiviere das socketlib-Modul in dieser Welt." "text": "Drag Ruler benötigt das socketlib-Modul, um korrekt zu funktionieren. Bitte aktiviere das socketlib-Modul in dieser Welt."
} }
}, },
"resetMovementHistory": "Bewegungsverlauf zurücksetzen",
"genericSpeedProvider": { "genericSpeedProvider": {
"settings": { "settings": {
"dashMultiplier": { "dashMultiplier": {
+1
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@@ -12,6 +12,7 @@
"text": "Drag Ruler requires the socketlib module to work properly. Please activate the socketlib module in this world." "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": {
+2 -2
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@@ -2,7 +2,7 @@
"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": "1.5.3", "version": "1.6.5",
"minimumCoreVersion" : "0.7.9", "minimumCoreVersion" : "0.7.9",
"compatibleCoreVersion" : "0.7.9", "compatibleCoreVersion" : "0.7.9",
"authors": [ "authors": [
@@ -49,7 +49,7 @@
], ],
"socket": true, "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/v1.5.3.zip", "download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.6.5.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",
+6
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@@ -101,11 +101,17 @@ export function getUnreachableColorFromSpeedProvider() {
} }
export function getCostFromSpeedProvider(token, area) { export function getCostFromSpeedProvider(token, area) {
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);
} }
return currentSpeedProvider.getCostForStep(token, area); return currentSpeedProvider.getCostForStep(token, area);
} }
catch (e) {
console.error(e);
return 1;
}
}
export function getMovedDistanceFromToken(token) { export function getMovedDistanceFromToken(token) {
const history = getMovementHistory(token); const history = getMovementHistory(token);
+2 -5
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@@ -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
+38 -20
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@@ -2,6 +2,7 @@ import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibilit
import {getGridPositionFromPixels} from "./foundry_fixes.js"; import {getGridPositionFromPixels} from "./foundry_fixes.js";
import {getColorForDistance} from "./main.js" import {getColorForDistance} from "./main.js"
import {trackRays} from "./movement_tracking.js" import {trackRays} from "./movement_tracking.js"
import {recalculate} from "./socket.js";
import {applyTokenSizeOffset, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js"; import {applyTokenSizeOffset, 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
@@ -20,7 +21,7 @@ export async function moveTokens(draggedToken, selectedTokens) {
if (!game.user.isGM) { if (!game.user.isGM) {
const hasCollision = selectedTokens.some(token => { const hasCollision = selectedTokens.some(token => {
const offset = calculateTokenOffset(token, draggedToken) const offset = calculateTokenOffset(token, draggedToken)
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) {
@@ -33,45 +34,62 @@ 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 animateTokens.call(this, selectedTokens, draggedToken, 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.draggedToken?.id === draggedToken.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 animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
const offsetRays = rays.filter(r => !r.isPrevious).map(ray => applyOffsetToRay(ray, tokenOffset)); const newRays = draggedRays.filter(r => !r.isPrevious);
trackRays(token, offsetRays); 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. // 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 firstWaypoint = this.waypoints.find(w => !w.isPrevious); const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
const origin = [firstWaypoint.x + tokenOffset.x, firstWaypoint.y + tokenOffset.y]; const origin = [firstWaypoint.x + tokenOffset.x, firstWaypoint.y + tokenOffset.y];
let dx, dy 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 = token.data.x - origin[0];
dy = token.data.y - origin[1] dy = token.data.y - origin[1];
} }
else { else {
dx = token.data.x - origin[0] dx = token.data.x - origin[0];
dy = token.data.y - origin[1] dy = token.data.y - origin[1];
} }
return {token, rays: offsetRays, dx, dy};
});
for (const {token, rays} of tokenAnimationData) {
token._noAnimate = true; 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; token._noAnimate = false;
} }
trackRays(tokens, tokenAnimationData.map(({rays}) => rays)).then(() => recalculate(tokens));
}
function calculateTokenOffset(tokenA, tokenB) { function calculateTokenOffset(tokenA, tokenB) {
return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y} return {x: tokenA.data.x - tokenB.data.x, y: tokenA.data.y - tokenB.data.y}
+19 -2
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@@ -5,8 +5,9 @@ import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibili
import {moveTokens, onMouseMove} from "./foundry_imports.js" import {moveTokens, onMouseMove} from "./foundry_imports.js"
import {performMigrations} from "./migration.js" import {performMigrations} from "./migration.js"
import {DragRulerRuler} from "./ruler.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 {registerSettings, settingsKey} from "./settings.js"
import {recalculate} from "./socket.js";
import {SpeedProvider} from "./speed_provider.js" import {SpeedProvider} from "./speed_provider.js"
Hooks.once("init", () => { Hooks.once("init", () => {
@@ -22,6 +23,8 @@ Hooks.once("init", () => {
getMovedDistanceFromToken, getMovedDistanceFromToken,
registerModule, registerModule,
registerSystem, registerSystem,
recalculate,
resetMovementHistory,
} }
}) })
@@ -42,6 +45,15 @@ 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() { function hookTokenDragHandlers() {
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
Token.prototype._onDragLeftStart = function(event) { Token.prototype._onDragLeftStart = function(event) {
@@ -140,6 +152,9 @@ function onTokenDragLeftDrop(event) {
return false return false
onMouseMove.call(ruler, event); onMouseMove.call(ruler, event);
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.draggedToken);
ruler._state = Ruler.STATES.MOVING ruler._state = Ruler.STATES.MOVING
moveTokens.call(ruler, ruler.draggedToken, selectedTokens) moveTokens.call(ruler, ruler.draggedToken, selectedTokens)
return true return true
@@ -176,7 +191,9 @@ export function getColorForDistance(startDistance, subDistance=0) {
return this.color return this.color
} }
const distance = startDistance + subDistance 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) if (ranges.length === 0)
return this.color return this.color
const currentRange = ranges.reduce((minRange, currentRange) => { const currentRange = ranges.reduce((minRange, currentRange) => {
+25 -5
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@@ -1,6 +1,6 @@
import {measureDistances} from "./compatibility.js"; import {measureDistances} from "./compatibility.js";
import {updateCombatantDragRulerFlags} from "./socket.js"; import {recalculate, updateCombatantDragRulerFlags} from "./socket.js";
import {getTokenShape} from "./util.js"; import {getTokenShape, zip} from "./util.js";
function initTrackingFlag(combatant) { function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0}; const initialFlag = {passedWaypoints: [], trackedRound: 0};
@@ -23,13 +23,21 @@ function getInitializedCombatant(token, combat) {
return combatant; return combatant;
} }
export async function trackRays(token, rays) { export async function trackRays(tokens, tokenRays) {
// Only track movement if the current token is participating in the active combat
const combat = game.combat; const combat = game.combat;
if (!combat) if (!combat)
return; return;
if (!combat.started) if (!combat.started)
return; 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); const combatant = getInitializedCombatant(token, combat);
if (!combatant) if (!combatant)
return; return;
@@ -55,7 +63,7 @@ export async function trackRays(token, rays) {
waypoints.push(ray.A); waypoints.push(ray.A);
} }
} }
await updateCombatantDragRulerFlags(combat, combatant, dragRulerFlags); return {_id: combatant._id, dragRulerFlags};
} }
export function getMovementHistory(token) { export function getMovementHistory(token) {
@@ -72,3 +80,15 @@ export function getMovementHistory(token) {
return []; return [];
return dragRulerFlags.passedWaypoints ?? []; 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();
}
+23
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@@ -1,4 +1,5 @@
import {measure} from "./foundry_imports.js" import {measure} from "./foundry_imports.js"
import {getMovementHistory} from "./movement_tracking.js";
import {settingsKey} from "./settings.js"; import {settingsKey} from "./settings.js";
import {getSnapPointForToken} from "./util.js"; import {getSnapPointForToken} from "./util.js";
@@ -14,6 +15,7 @@ export class DragRulerRuler extends Ruler {
super.clear(); super.clear();
this.previousWaypoints = []; this.previousWaypoints = [];
this.previousLabels.removeChildren().forEach(c => c.destroy()); this.previousLabels.removeChildren().forEach(c => c.destroy());
this.dragRulerRanges = undefined;
} }
async moveToken(event) { async moveToken(event) {
@@ -77,6 +79,11 @@ export class DragRulerRuler extends Ruler {
} }
} }
dragRulerClearWaypoints() {
this.waypoints = [];
this.labels.removeChildren().forEach(c => c.destroy());
}
dragRulerDeleteWaypoint(event={preventDefault: () => {return}}) { dragRulerDeleteWaypoint(event={preventDefault: () => {return}}) {
if (this.waypoints.filter(w => !w.isPrevious).length > 1) { if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
event.preventDefault(); event.preventDefault();
@@ -99,6 +106,22 @@ export class DragRulerRuler extends Ruler {
} }
} }
async dragRulerRecalculate(tokenIds) {
if (this._state !== Ruler.STATES.MEASURING)
return;
if (tokenIds && !tokenIds.includes(this.draggedToken.id))
return;
const waypoints = this.waypoints.filter(waypoint => !waypoint.isPrevious);
this.dragRulerClearWaypoints();
if (game.settings.get(settingsKey, "enableMovementHistory"))
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedToken));
for (const waypoint of waypoints) {
this.dragRulerAddWaypoint(waypoint, false);
}
this.measure(this.destination);
game.user.broadcastActivity({ruler: this});
}
static dragRulerGetRaysFromWaypoints(waypoints, destination) { static dragRulerGetRaysFromWaypoints(waypoints, destination) {
if ( destination ) if ( destination )
waypoints = waypoints.concat([destination]); waypoints = waypoints.concat([destination]);
+31 -5
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@@ -1,17 +1,43 @@
import {currentSpeedProvider} from "./api.js";
let socket; let socket;
Hooks.once("socketlib.ready", () => { Hooks.once("socketlib.ready", () => {
socket = socketlib.registerModule("drag-ruler"); socket = socketlib.registerModule("drag-ruler");
socket.register("updateCombatantDragRulerFlags", _socketUpdateCombatantDragRulerFlags); 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 combatId = combat.id;
const combatantId = combatant._id; // TODO Check if canvas.tokens.get is still neccessary in future foundry versions
return socket.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, combatantId, flags); 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); 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);
} }
+8
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@@ -84,6 +84,14 @@ 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.
* *
+3
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@@ -9,6 +9,8 @@ export function getDefaultSpeedAttribute() {
return "actor.data.data.mech.speed" return "actor.data.data.mech.speed"
case "pf1": case "pf1":
return "actor.data.data.attributes.speed.land.total" return "actor.data.data.attributes.speed.land.total"
case "shadowrun5e":
return "actor.data.data.movement.walk.value";
case "swade": case "swade":
return "actor.data.data.stats.speed.value" return "actor.data.data.stats.speed.value"
} }
@@ -23,6 +25,7 @@ export function getDefaultDashMultiplier() {
case "dnd5e": case "dnd5e":
case "lancer": case "lancer":
case "pf1": case "pf1":
case "shadowrun5e":
return 2 return 2
} }
return 0 return 0