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Author SHA1 Message Date
Manuel Vögele 1669edf757 Release v1.8.2 2021-09-17 18:43:05 +02:00
Manuel Vögele d1b5f7c39b Verified to work with 0.8.9 2021-09-17 15:26:58 +02:00
Argonius-Angelus 24f1e78092 Updated getFlag behaviour (#114)
Updated getFlag behaviour to use Document#getFlag rather than the depreciated PlaceableObject#getFlag. Due to the min core version being marked as 0.8.5, this won't cause a 0.7 compatability issue.
2021-09-15 07:48:00 +02:00
Joe 854903a314 Add Lancer system integration info to README (#111)
Adds a link to the lancer-speed-provider module to the systems with integrations section.
2021-09-08 17:21:00 +02:00
Joe 232eca74de Update lancer settings to system v1.0 (#110) 2021-09-06 09:42:59 +02:00
Manuel Vögele 9c7d4ead50 Release v1.8.1 2021-08-03 10:41:56 +02:00
Manuel Vögele a91c3c1b8c setSnapParameterOnOptions was still using the old parameters here (fixes #102) 2021-08-03 10:17:13 +02:00
José E. Lozano 99d057bffc Updated Spanish (#103) 2021-08-03 10:01:28 +02:00
Manuel Vögele 792d644803 Release v1.8.0 2021-08-02 16:03:17 +02:00
Manuel Vögele 63b13cbb34 Abort the drag when pressing ESC (resolves #73) 2021-08-02 15:51:12 +02:00
Manuel Vögele f1a153a2eb Only execute "toLowerCase" once 2021-08-02 15:47:10 +02:00
Manuel Vögele 59c12d017b When Ctrl+Z undoes a movement, remove that movement form the movement history as well (resolves #64) 2021-08-02 15:43:22 +02:00
Manuel Vögele 9552c25e6e Add a setting that disables Drag Ruler by default and only activates it once the button to add a waypoint is being pressed 2021-08-02 15:23:49 +02:00
Manuel Vögele 461e1d0818 Cancel scheudled measurements then the ruler is being cleared 2021-07-30 12:40:32 +02:00
Michael Clavell e1265ad6fb Add support for the Toggle Snap To Grid module (#97) 2021-07-30 10:16:27 +02:00
Manuel Vögele 93f0bf6369 Create LICENSE 2021-07-28 17:57:15 +02:00
Manuel Vögele 07d0c37fe9 Release v1.7.7 2021-07-08 22:02:57 +02:00
Manuel Vögele b8b97ac27a Update generic speed provider default for swade (resolves #93) 2021-07-08 22:01:29 +02:00
Manuel Vögele 0e9215e8bb Release v1.7.6 2021-07-08 21:58:01 +02:00
Manuel Vögele dc4355e0de Add spanish translation to readme 2021-07-08 21:57:23 +02:00
José E. Lozano cf7f84d9e4 Add spanish translation (#94) 2021-07-08 21:22:01 +02:00
Manuel Vögele fe8a3b7b39 Verified to work with 0.8.8 2021-07-08 17:37:59 +02:00
Manuel Vögele be9535acd3 Add korean translation to manifest and readme 2021-07-08 17:32:17 +02:00
José E. Lozano 530a16ca5d CoC support (#92) 2021-07-08 17:27:34 +02:00
drdwing 3b9fbac80d Korean translation (#88)
by KLO (discord : KLO#1490)
2021-07-08 10:39:50 +02:00
Manuel Vögele 0456fb0849 Release v1.7.5 2021-06-22 23:20:36 +02:00
Manuel Vögele 01d01f9887 Movement speeds can be floats (fixes #85) 2021-06-22 23:14:53 +02:00
Manuel Vögele 9042b79967 Release v1.7.4 2021-06-18 13:58:54 +02:00
Manuel Vögele 4159d20e18 Verified to work with Foundry 0.8.7 2021-06-18 13:39:10 +02:00
Manuel Vögele 3897577756 Allow the "Monk's Active Tile Triggers" module to interrupt a token movement early 2021-06-18 13:37:26 +02:00
irbian 5c29f401d6 Support D&D 3.5 (#76) 2021-05-27 01:09:12 +02:00
Manuel Vögele 1328d52f94 Send the info whether the dragged entity is a token or a template to the other players (fixes a snapping issue in other players clients) 2021-05-26 16:17:23 +02:00
Manuel Vögele eef05553c0 Release v1.7.3 2021-05-22 22:00:46 +02:00
Manuel Vögele 7ba89e4229 Update code for Foundry 0.8.5 2021-05-22 21:57:59 +02:00
Manuel Vögele d11d6385e2 Release v1.7.2 2021-05-21 14:43:13 +02:00
Manuel Vögele 4d2e4b7715 Calculate the correct snappig for measured templates when placing a waypoint 2021-05-21 14:41:33 +02:00
Manuel Vögele 3cbe41e2be If a measurement is being skipped because of the ruler's rate limiting, schedule the measurement for later to ensure the ruler sticks to the token 2021-05-21 14:38:54 +02:00
Manuel Vögele 732802c579 Fix typo in readme 2021-05-20 11:41:19 +02:00
Manuel Vögele 8bbb11ddaa Update the readme to document all the features included in 1.7.0 2021-05-19 23:20:12 +02:00
Manuel Vögele e6cee3477a Release v1.7.1 2021-05-18 22:28:44 +02:00
Manuel Vögele 7cee1e7af0 Rename a function call that was forgotten during the the renaming from Token to Entity (fixes #74) 2021-05-18 22:25:19 +02:00
Manuel Vögele a7811d6894 Release v1.7.0 2021-05-18 15:28:19 +02:00
Manuel Vögele e637f8d28f Fix typo in changelog 2021-05-18 15:17:04 +02:00
Manuel Vögele acd2e74064 Implement measurement template support (resolves #13) 2021-05-18 14:11:24 +02:00
Manuel Vögele fd81833583 Rename Ruler.draggedToken to Ruler.draggedEntity in preparation of measurement template suppport 2021-05-18 13:03:42 +02:00
Manuel Vögele a413d44795 Don't re-measure when the shift key is being pressed while a token is following the currently active ruler 2021-05-18 13:03:04 +02:00
Manuel Vögele e63ee1988d Deprecate the old (prior to 1.3.0) Drag Ruler API 2021-05-18 12:57:55 +02:00
Manuel Vögele 4aab6eec95 Improve the positioning of labels aroud the ruler graphic 2021-05-18 12:57:51 +02:00
Manuel Vögele 38b7df0248 Don't set Token._noAnimate. It has no effect and will be removed in future foundry versions
https://gitlab.com/foundrynet/foundryvtt/-/issues/5094
2021-05-18 07:23:56 +02:00
Manuel Vögele bbd30be80e Add Wasteland Ventures to the list of game systems with Drag Ruler integration 2021-05-16 18:47:59 +02:00
Manuel Vögele 78c96f9059 Merge branch 'master' into develop 2021-05-16 18:43:59 +02:00
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 d2876671cf Add default values for Starfinder to the Generic Speed Provider 2021-05-12 16:20:05 +02:00
Manuel Vögele 19abc9eedc Add ironclaw2e to list of game systems with Drag Ruler integration 2021-05-11 19:20:04 +02:00
Manuel Vögele 286aaf7ada Properly store terrain ruler's state in the movement history 2021-05-11 19:01:51 +02:00
Manuel Vögele 85e167af45 Allow difficult terrain measurements on girdless maps 2021-05-11 18:21:39 +02:00
Manuel Vögele 5f0849f12d Mention ba0012e in changelog 2021-05-11 01:47:15 +02:00
CarnVanBeck ba0012e875 spelling correction (#68) 2021-05-11 01:45:28 +02:00
20 changed files with 803 additions and 202 deletions
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## 1.8.2
### Compatibility
- The generic speed provider defaults have been updated for lance 1.0 (thanks to BoltsJ!)
- Eliminated a deprecation warning when both Drag Ruler and Hex Size Support are enabled (thanks Argonius-Angelus!)
## 1.8.1
### Bugfixes
- Fixed a bug where the function that was bound to the spacebar key wouldn't work correctly when the "Toggle Snap To Grid" module was enabled
### Translation
- Updated Spanish translation (thanks to Viriato139ac#342)
## 1.8.0
### New features
- Pressing escape during a drag now cancels the drag
- Undoing a movement via Ctrl+Z will now also remove that movement from Drag Ruler's movement history
- Drag Ruler can now configured to stay disabled by default when a Token/Template is being dragged. In that case it will activate once the button to place a waypoint is being pressed.
### Bugfixes
- Fixed a bug that caused the ruler to snap to grid when a waypoint was deleted while shift was being pressed (thanks to Michael Clavell!)
- Fixed a bug that could leave behind a single waypoint on the canvas when canceling a dragging operation while moving the mouse
### Compatibility
- Drag Ruler is now compatible with the "Toggle Snap To Grid" module (thanks to Michael Clavell!)
## 1.7.7
### Compatibility
- Updated the default settings for the swade game system. The new default speed attribute points to a speed value that gets adjusted for wounds.
## 1.7.6
### Translation
- Added Korean translation (thanks to KLO#1490)
- Added Spanish translation (thanks to Viriato139ac#342)
### Compatibility
- Drag Ruler's Generic Speed Provider is now awar of good default values for the "Call of Cthulhu 7th edition (Unofficial)" game system
- Drag Ruler is now compatible with Foundry 0.8.8
## 1.7.5
### Bugfixes
- Decimal speeds (as often used in metric game systems) are no longer being rounded down (thanks to DarKDinDoN for diagnosing this bug)
## 1.7.4
### Bugfixes
- Fixed a bug where the ruler would wrongly snap to the grid center for other players when dragging a measurement template
### Compatibility
- Drag Ruler is now compatiblie with the "Monk's Active Tile Triggers" module
- Drag Ruler's Generic Speed Provider is now aware of good default values for the D&D 3.5 game system
- Drag Ruler is now compatible with Foundry 0.8.7
## 1.7.3
### Compatibility
- Drag Ruler is now compatible with Foundry 0.8.5
## 1.7.2
### Bugfixes
- Fixed a bug that prevented waypoints for measurement templates from snapping to any other point than a grid cell corner (or grid cell center on hex)
- Fixed a bug that could cause the ruler to not end up at the token's center (especially if the token is being moved very quickly and then stopped abruptly)
## 1.7.1
### Bugfixes
- Fixed a bug that prevented players from moving their tokens ([#74](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/74))
## 1.7.0
**BREAKING** This update is incompatible with previous Terrain Ruler versions. If you're using Terrain Ruler, make sure you update Terrain Ruler to at least version 1.3.0.
### New features
- A ruler will now be shown when dragging measurement templates over the map ([#13](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/13))
- Drag Ruler can now measure difficult terrain on gridless maps (if the Terrain Ruler module is installed and enabled)
- Improved the positioning of the labels around the ruler. The labels should now never overlap with the waypoint.
### Bugfixes
- Fixed a bug that sometimes measured diagonals incorrectly with the 5/10/5 grid rule
- Fixed a bug that would cause the ruler to re-measure when the shift key is being pressed or released while a token is moving
### Compatibility
- Drag Ruler's Generic Speed Provider is now aware of good default values for the Starfinder game system
### Translation
- Corrected typos in the german translation (thanks to CarnVanBeck!)
### API
- The old API that Drag Ruler offered prior to version 1.3.0 is now deprecated. Speed Providers that still use this API will continue to work for now, but will generate a warning in the console about the deprecation. All modules and game systems offered on the FoundryVTT website have already updated to the new API. If you see the deprecation warning, please consider updating to the current version of the respective system/module you're using.
## 1.6.5
### Bugfixes
- Drag Ruler no longer gets stuck if the user presses ESC during drag ([#70](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/70))
## 1.6.4
### Bugfixes
- Fixed a bug where a bug in a Speed Provider could lead to the ruler getting stuck, leaving the token immovable
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MIT License
Copyright (c) 2021 Manuel Vögele
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+24 -16
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[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch)
# Drag Ruler
This module shows a ruler when you drag a token to infrom you how far you've dragged the token from it's start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. If you're using a gridless map the ruler color will change to convey this information.
This module shows a ruler when you drag a token or measurement template to infrom you how far you've dragged it from it's start point. Additionally, if you're using a grid, the spaces the token will travel though will be colored depending on your tokens speed. By default three colors are being used: green for spaces that your token can reach by walking normally are colored green, spaces that can only be reached by dashing will be colored red and spaces that cannot be reached with the token's speed will be colored red. If you're using a gridless map the ruler color will change to convey this information.
![Drag Ruler being used on a square grids](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_square.webp)
![Drag Ruler being used on a gridless scene](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_gridless.webp)
![Drag Ruler while dragging a measurement template](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/measurement_template.webp)
## Path color
![Drag Ruler demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/5177746fbb4edb28b6ba09137247d142af575c47/media/drag_ruler.webp)
## Supports Tokens of all sizes
Terrain ruler has excellent support for tokens of all sizes. The Ruler will always originate from the token's center and will always highlight all the squares that tokens move over. If the [Hex Token Size Support](https://foundryvtt.com/packages/hex-size-support) is installed this is also true for large tokens on hex scenes.
The token has a speed of 30ft. All squares on the path within that range are colored in the players color. If the token is running it can cover double that range (this can be changed in the settings). All Squares on the path that can only be reached while running are colored in yellow. Squares on the path that the token cannot possibly reached at regular speeds are colored red. This coloring behavior can be tweaked in the settings and can be overridden by modules and game systems to provide more granular, game system specific control. For more information on how to do this see the [API](#api) section of this document.
![Drag Ruler being used with a large token on a square grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_square.webp)
![Drag Ruler being used with a large token on a hex grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/large_token_hex.webp)
## Waypoints
You can add waypoints to the path by pressing spacebar while you drag the token. To remove a placed waypoint press the right mouse button.
## Difficult Terrain support
**To use support for difficult terrain you must install the [Terrain Ruler](https://foundryvtt.com/packages/terrain-ruler) module**
![Demonstration of Waypoints](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/5177746fbb4edb28b6ba09137247d142af575c47/media/waypoints.webp)
With the Terrain Ruler module installed, Drag Ruler is able to take difficult terrain that was placed down using the [Enhanced Terrain Layer](https://foundryvtt.com/packages/enhanced-terrain-layer) or [TerrainLayer](https://foundryvtt.com/packages/TerrainLayer) module into account.
## Difficult Terrain
**To use support for difficult terrain you must install the [Terrain Ruler module](https://foundryvtt.com/packages/terrain-ruler)**
With the Terrain Ruler module installed, Drag Ruler is able to take difficult terrain that was placed with the [TerrainLayer module](https://foundryvtt.com/packages/TerrainLayer/) into account when measuring distances.
![Demonstration of Difficult Terrain support](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/bb8ac5d1acb9d6374d06f7e9c8e2c2dd61192d56/media/terrain_layer.webp)
![Drag Ruler being used to measure distances over difficult terrain on square grid](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/difficult_terrain_square.webp)
![Drag Ruler being used to measure distances over difficult terrain on gridless scenes](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/difficult_terrain_gridless.webp)
## Why would I want to use this instead of ShowDragDistance?
ShowDragDistance isn't maintained anymore. This means that it is at risk to stop working with every foundry update. In fact this process has already begun. As of Foundry Version 0.7.9 ShowDragDistance doesn't work anymore on gridless maps. Drag Ruler on the other hand is fully compatible with the current Foundry release and I'll continue updating it for future foundry releases for the forseeable future.
## Movement history (optional)
*This feature can be disabled in the settings if you don't like it*
In addition Drag Ruler provides more flexibility for game systems and modules via it's api to provide an experience that fits the rules of the game system that you are playing best.
During combat, Drag Ruler will remember the path a token has taken during it's turn. When the token is being picked up again, Drag Ruler will continue measuring where it has left off. The path of the previous movement will be dipslayed in a faded color.
![Demonstration of the Movement History](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/movement_history.webp)
## Game systems with Drag Ruler integration
@@ -34,11 +37,14 @@ 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)
- Lancer (via the module [Lancer Speed Provider](https://foundryvtt.com/packages/lancer-speed-provider))
- 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)
@@ -48,6 +54,8 @@ Drag Ruler is available in the follwing languages:
- English
- German
- Japanese (thanks to touge)
- Korean (thanks to KLO#1490)
- Spanish (thanks to Viriato139ac#342)
## API
*Audience: This paragraph is intended for module and system devleopers that want to add more complex behavior to Drag Ruler. If you just want to use this plugins features skip this paragraph.*
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"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": {
@@ -34,12 +34,16 @@
"name": "Geschwindigkeit von Spielercharakteren für jeden anzeigen",
"hint": "Wenn diese Einstellung aktiviert ist wird die Färbung der hervorgehobenen Felder bei Spielercharakteren allen Spielern angezeigt, selbst wenn diese keinen Zugriff auf den Charakterbogen haben."
},
"autoStartMeasurement": {
"name": "Automatisch mit Messen beginnen",
"hint": "Wenn diese Option aktiviert ist beginnt Drag Ruler mit dem Messen sobald das Token bewegt wird. Wenn die Option deaktiviert ist bleibt Drag Ruler deaktiviert bis der Knopf zum platzieren eines Wegpunkts betätigt wird."
},
"enableMovementHistory": {
"name": "Bewegungsverlauf während des Kampfes aktivieren",
"hint": "Wenn diesen Option aktiviert ist merkt sich Drag Ruler die Bewegungen, die während einer Runde eines Kampfes gemacht wurden und zeigt diese an, wenn das Token weiterbewegt wird."
},
"showGMRulerToPlayers": {
"name": "Lineal des 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": {
@@ -53,7 +57,7 @@
},
"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": {
@@ -66,7 +70,7 @@
},
"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",
@@ -76,7 +80,7 @@
},
"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."
}
}
}
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"name": "Show PC speed to everyone",
"hint": "If enabled the coloring based on actor speed for player characters will shown to everyone, even if they don't have observer permission for the character sheet."
},
"autoStartMeasurement": {
"name": "Automatically start measuring",
"hint": "If enabled, Drag Ruler will start measuring as soon as the token is being dragged. If disabled, Drag Ruler will remain inactive and will only start measuring once the button to add a waypoint is being pressed."
},
"enableMovementHistory": {
"name": "Enable movement history during combat",
"hint": "If enabled, Drag Ruler will remember the path a token took during it's turn in combat and will display it when you pick the token back up."
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{
"drag-ruler": {
"I18N": {
"LANGUAGE": "Español",
"MAINTAINERS": "@Viriato139ac#0342"
},
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Cómo medir a través de terreno difícil con Drag Ruler",
"text": "You have the {moduleName} module enabled. Drag Ruler is able to measure difficult terrain that was placed down using that module. To make this possible Drag Ruler utilizes the Terrain Ruler module. If Terrain Ruler is installed and activated Drag Ruler will automatically start to respect difficult terrain in it's measurements.",
"neverShowAgain": "No volver a mostrar"
},
"socketlib": {
"title": "El módulo Socketlib no está instalado",
"text": "Drag Ruler necesita para su funcionamiento correcto que instale socketlib. Por favor, active socketlib en este mundo"
}
},
"resetMovementHistory": "Reiniciar historial de movimiento",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "Multiplicador por correr",
"hint": "Se puede usar para aplicar a los iconos una velocidad secundaria que use un color distinto en la medición de la ruta a seguir. Establece el valor a 0 para deshabilitar esta velocidad secundaria"
},
"speedAttribute": {
"name": "Attributo de velocidad",
"hint": "El atributo que define la velocidad de movimiento andando del icono. Se usa para los códigos de colores al medir la ruta a seguir"
}
},
"speeds": {
"walk": "caminar",
"dash": "correr"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "Mostrar velocidad de los PJs a todo el mundo",
"hint": "Si se habilita, se mostrará a todo el mundo los códigos de colores de las rutas de los PJs, incluso si no tienen permisos de observador para ese personaje"
},
"autoStartMeasurement": {
"name": "Comenzar a medir automáticamente",
"hint": "Si se habilita, Drag Ruler comenzará a medir en cuanto se comience a arrastrar un icono. Si se deshabilita, Drag Ruler permanecerá inactivo y comenzará a medir únicamente cuando se presione el botón configurado para añadir un nuevo punto de ruta"
},
"enableMovementHistory": {
"name": "Habilitar historial de movimiento durante el combate",
"hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno y la mostrará al seleccionarlo de nuevo"
},
"showGMRulerToPlayers": {
"name": "Mostrar regla del GM a los jugadores",
"hint": "Si se deshabilita, no se mostrará la regla de medición de los GMs al resto de usuarios"
},
"speedProviderSettings": {
"name": "Proveedor de configuración de velocidad",
"hint": "El proveedor de ajustes de velocidad contiene todos los ajustes específicos de cada sistema",
"button": "Proveedor de configuración de velocidad",
"windowTitle": "Proveedor de configuración de velocidad",
"headers": {
"speedProvider": "Proveedor de velocidad",
"speedProviderSettings": "Configuraciones específicas del proveedor de velocidad"
},
"activeProvider": {
"name": "Proveedor de velocidad actualmente activo",
"hint": "La configuración que se muestra más abajo depende del proveedor de velocidad activo. Si el GM selecciona un proveedor distinto, los ajustes disponibles puede que cambien"
},
"noSettings": "Este proveedor de velocidad no dispone de ninguna opción de configuración",
"color": {
"name": "Color para {colorName}",
"hint": "Color que se usará para establecer el tono de las cuadrículas que se encuentran dentro del rango {colorName}",
"unreachable": {
"name": "inalcanzable",
"hint": "Color que se usará para las cuadrículas más allá de la distancia máxima de movimiento del icono"
}
},
"speedProvider": {
"name": "Proveedor de configuración de velocidad",
"hint": "Seleccione quien suministra la información de la velocidad de los iconos a la hora de colorear la ruta a seguir. Drag Ruler incluye un proveedor genérico que ofrece una funcionalidad básica y que probablemente funcione para casi todos los sistemas si se usa de forma correcta. Se pueden añadir otros proveedores de velocidad al instalar sistemas o módulos. Seleccionar un proveedor distinto al genérico asegurará una mejor integración con las reglas del sistema que está usando. Las opciones siguientes dependerán del proveedor que seleccione",
"choices": {
"module": "Módulo {name}",
"native": "Genérico",
"system": "Sistema {name}"
}
}
},
"swapSpacebarRightClick": {
"name": "Intercambiar barra espaciadora y clic-derecho",
"hint": "Cambia el funcionamiento de la barra espaciadora y el clic-derecho del ratón mientras se arrastra un icono. Si está habilitado, clic-derecho establecerá puntos en la ruta y la barra espaciadora los borrará"
}
}
}
}
+83
View File
@@ -0,0 +1,83 @@
{
"drag-ruler": {
"dependencies": {
"ok": "OK",
"terrain-ruler": {
"title": "Drag Ruler를 사용한 험지 측정 방법",
"text": "{moduleName} 모듈을 활성화했습니다. Drag Ruler는 해당 모듈을 사용하여 험지를 측정할 수 있습니다. 이렇게 하려면 Terrain Ruler 모듈을 활성화하십시오. Terrain Ruler 모듈을 설치하고 Drag Ruler를 활성화하면 자동적으로 험지를 측정합니다.",
"neverShowAgain": "다시 표시하지 않음"
},
"socketlib": {
"title": "Socketlib 모듈 비탐지",
"text": "Drag Ruler는 Socketlib 모듈이 있어야 합니다. 이 월드에서 해당 모듈을 활성화하십시오."
}
},
"resetMovementHistory": "이동 내역 리셋",
"genericSpeedProvider": {
"settings": {
"dashMultiplier": {
"name": "질주 승수",
"hint": "측정된 경로에 색을 입힐 때 추가 속도를 제공하는 데 사용할 수 있다. 추가 속도를 비활성화하려면 이 값을 0으로 설정한다."
},
"speedAttribute": {
"name": "속도 어트리뷰트",
"hint": "토큰의 이동속도를 정의하는 속성이다. 측정 경로에 색을 입힐 때 사용한다."
}
},
"speeds": {
"walk": "보행",
"dash": "질주"
}
},
"settings": {
"alwaysShowSpeedForPCs": {
"name": "PC 속도를 모두에게 표시",
"hint": "활성화시 플레이어 캐릭터에 대한 관찰자 권한이 없더라도 액터 속도에 따라 색상이 모든 유저에게 표시된다."
},
"enableMovementHistory": {
"name": "전투 중 이동 기록 사용",
"hint": "활성화시 Drag Ruler는 해당 턴에 토큰이 이동한 경로를 기억하고 다시 이동시킬 때 표시한다."
},
"showGMRulerToPlayers": {
"name": "GM 측정자를 플레이어에게 표시",
"hint": "비활성화 시 GM이 아닌 유저에게는 GM의 측정자가 표시되지 않는다."
},
"speedProviderSettings": {
"name": "속도 공급자 설정",
"hint": "속도 공급자 설정은 게임 시스템별 설정을 모두 포함한다.",
"button": "속도 공급자 설정",
"windowTitle": "속도 공급자 설정",
"headers": {
"speedProvider": "속도 공급자",
"speedProviderSettings": "속도 공급자 관련 설정"
},
"activeProvider": {
"name": "현재 활성화된 속도 공급자",
"hint": "아래에 표시된 설정은 활성화된 속도 공급자를 보여준다. GM이 다른 속도 공급자를 선택하면 사용 가능한 설정이 변경될 수 있다."
},
"noSettings": "이 속도 공급자는 구성 옵션을 제공하지 않습니다.",
"color": {
"name": "{colorName} 색상",
"hint": "{colorName} 범위 내에서의 칸의 색상을 지정하는데 사용할 색상.",
"unreachable": {
"name": "도달 불가",
"hint": "드래그한 토큰으로 도달할 수 없는 공간의 색상"
}
},
"speedProvider": {
"name": "속도 설정 공급자",
"hint": "색을 입힐 동안 사용할 토큰에 대한 속도 정보 제공자를 선택한다. Drag Ruler는 기본 기능을 제공하며 올바르게 구성된 경우 모든 게임 시스템에서 작동하는 일반적 속도 공급자를 제공한다. 게임 시스템과 설치된 모듈을 통해 더 많은 속도 공급자를 이용할 수 있다. 일반 속도 공급자와는 다른 속도 공급자를 선택하면 사용 중인 게임 시스템의 규칙에 더 잘 통합될 수 있다.아래 옵션은 여기에서 선택한 속도 공급자에 따라 다르다.",
"choices": {
"module": "모듈 {name}",
"native": "포괄적",
"system": "시스템 {name}"
}
}
},
"swapSpacebarRightClick": {
"name": "스페이스바와 우클릭 스왑",
"hint": "드래그 도중 스페이스바의 기능을 우클릭 기능과 바꾼다. 활성화된 경우 드래그시 우클릭을 사용하면 경유지가 배치되고, 스페이스바가 해당 경유지를 삭제한다."
}
}
}
}
+14 -4
View File
@@ -2,9 +2,9 @@
"name": "drag-ruler",
"title": "Drag Ruler",
"description": "When dragging a token displays a ruler showing how far you've moved that token.",
"version": "1.6.4",
"minimumCoreVersion" : "0.7.9",
"compatibleCoreVersion" : "0.7.9",
"version": "1.8.2",
"minimumCoreVersion" : "0.8.5",
"compatibleCoreVersion" : "0.8.9",
"authors": [
{
"name": "Manuel Vögele",
@@ -35,10 +35,20 @@
"name": "日本語",
"path": "lang/ja.json"
},
{
"lang": "ko",
"name": "한국어",
"path": "lang/ko.json"
},
{
"lang": "zh-tw",
"name": "正體中文",
"path": "lang/zh-tw.json"
},
{
"lang": "es",
"name": "Español",
"path": "lang/es.json"
}
],
"dependencies": [
@@ -49,7 +59,7 @@
],
"socket": true,
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.6.4.zip",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.8.2.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",
+6 -3
View File
@@ -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
@@ -100,12 +103,12 @@ export function getUnreachableColorFromSpeedProvider() {
}
}
export function getCostFromSpeedProvider(token, area) {
export function getCostFromSpeedProvider(token, area, options) {
try {
if (currentSpeedProvider instanceof Function) {
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area);
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area, options);
}
return currentSpeedProvider.getCostForStep(token, area);
return currentSpeedProvider.getCostForStep(token, area, options);
}
catch (e) {
console.error(e);
+11 -7
View File
@@ -15,22 +15,27 @@ export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=
}
}
export function measureDistances(segments, token, shape, gridSpaces=true, options={}) {
export function measureDistances(segments, entity, shape, options={}) {
const opts = duplicate(options)
opts.gridSpaces = gridSpaces;
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
if (terrainRulerAvailable) {
if (opts.enableTerrainRuler) {
opts.gridSpaces = true;
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
const previousSegments = segments.slice(0, firstNewSegmentIndex);
const newSegments = segments.slice(firstNewSegmentIndex);
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
opts.costFunction = (x, y) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), {x, y});
opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); }
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 {
// If another module wants to enable grid measurements but disable grid highlighting,
// manually set the *duplicate* option's gridSpaces value to true for the Foundry logic to work properly
if(!opts.ignoreGrid) {
opts.gridSpaces = true;
}
return canvas.grid.measureDistances(segments, opts);
}
}
@@ -83,4 +88,3 @@ export function checkDependencies() {
}
}
}
+114 -57
View File
@@ -1,26 +1,30 @@
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 {recalculate} from "./socket.js";
import {applyTokenSizeOffset, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
import {applyTokenSizeOffset, getSnapPointForEntity, 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;
// Wait until all scheduled measurements are done
await this.deferredMeasurementPromise;
// Get the movement rays and check collision along each Ray
// These rays are center-to-center for the purposes of collision checking
const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
if (!game.user.isGM) {
const hasCollision = selectedTokens.some(token => {
const offset = calculateTokenOffset(token, draggedToken)
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));
})
@@ -34,65 +38,71 @@ 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 animateTokens.call(this, selectedTokens, draggedToken, rays, wasPaused);
await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
// Once all animations are complete we can clear the ruler
if (this.draggedToken?.id === draggedToken.id)
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 animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
async function animateEntities(entities, draggedEntity, 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));
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];
const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
let dx, dy;
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
dx = token.data.x - origin[0];
dy = token.data.y - origin[1];
dx = entity.data.x - origin[0];
dy = entity.data.y - origin[1];
}
else {
dx = token.data.x - origin[0];
dy = token.data.y - origin[1];
dx = entity.data.x - origin[0];
dy = entity.data.y - origin[1];
}
return {token, rays: offsetRays, dx, dy};
return {entity, rays: offsetRays, dx, dy};
});
for (const {token, rays} of tokenAnimationData) {
token._noAnimate = true;
}
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++) {
const isToken = draggedEntity instanceof Token;
const animate = isToken && !game.keyboard.isDown("Alt");
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
this.cancelMovement = false;
for (let i = startWaypoint;i < entityAnimationData[0].rays.length; i++) {
if (!wasPaused && game.paused) break;
const tokenPaths = tokenAnimationData.map(({token, rays, dx, dy}) => {
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: token.x, y: token.y}, {x: dest[0] + dx, y: dest[1] + dy});
return {token, path};
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
return {entity, path};
});
const updates = tokenPaths.map(({token, path}) => {
return {x: path.B.x, y: path.B.y, _id: token.id};
const updates = entityPaths.map(({entity, path}) => {
return {x: path.B.x, y: path.B.y, _id: entity.id};
});
await draggedToken.scene.updateEmbeddedEntity(draggedToken.constructor.embeddedName, updates, {animate});
await draggedEntity.scene.updateEmbeddedDocuments(draggedEntity.constructor.embeddedName, updates, {animate});
if (animate)
await Promise.all(tokenPaths.map(({token, path}) => token.animateMovement(path)));
await Promise.all(entityPaths.map(({entity, path}) => entity.animateMovement(path)));
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
if (this.cancelMovement) {
entityAnimationData.forEach(ead => ead.rays = ead.rays.slice(0, i + 1));
break;
}
}
for (const {token} of tokenAnimationData) {
token._noAnimate = false;
}
trackRays(tokens, tokenAnimationData.map(({rays}) => rays)).then(() => recalculate(tokens));
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) {
@@ -106,8 +116,6 @@ export function onMouseMove(event) {
if (this._state === Ruler.STATES.MOVING) return;
// Extract event data
const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent;
const destination = {x: event.data.destination.x + this.rulerOffset.x, y: event.data.destination.y + this.rulerOffset.y}
// Hide any existing Token HUD
@@ -115,28 +123,59 @@ export function onMouseMove(event) {
delete event.data.hudState;
// Draw measurement updates
if (Date.now() - mt > 50) {
scheduleMeasurement.call(this, destination, event);
}
function scheduleMeasurement(destination, event) {
const measurementInterval = 50;
const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent;
if (Date.now() - mt > measurementInterval) {
this.measure(destination, {snap: !originalEvent.shiftKey});
event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING;
cancelScheduledMeasurement.call(this);
}
else {
this.deferredMeasurementData = {destination, event};
if (!this.deferredMeasurementTimeout) {
this.deferredMeasurementPromise = new Promise((resolve, reject) => this.deferredMeasurementResolve = resolve);
this.deferredMeasurementTimeout = window.setTimeout(() => scheduleMeasurement.call(this, this.deferredMeasurementData.destination, this.deferredMeasurementData.event), measurementInterval);
}
}
}
export function cancelScheduledMeasurement() {
window.clearTimeout(this.deferredMeasurementTimeout);
this.deferredMeasurementTimeout = undefined;
this.deferredMeasurementResolve?.();
}
// This is a modified version of Ruler.measure form foundry 0.7.9
export function measure(destination, {gridSpaces=true, snap=false} = {}) {
if (this.isDragRuler && !this.draggedToken.isVisible)
export function measure(destination, options={}) {
const isToken = this.draggedEntity instanceof Token;
if (isToken && !this.draggedEntity.isVisible)
return []
if (snap)
destination = getSnapPointForToken(destination.x, destination.y, this.draggedToken)
if (options.snap) {
destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
}
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
if(options.gridSpaces === undefined) {
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
}
if(options.ignoreGrid === undefined) {
options.ignoreGrid = false;
}
options.enableTerrainRuler = isToken && game.modules.get("terrain-ruler")?.active && (!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)
if (!options.enableTerrainRuler && !options.ignoreGrid)
centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
const r = this.ruler;
@@ -156,6 +195,8 @@ 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;
@@ -165,10 +206,10 @@ 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, options);
let totalDistance = 0;
for (let [i, d] of distances.entries()) {
@@ -187,7 +228,7 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
// Draw measured path
r.clear();
let rulerColor
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
if (!options.gridSpaces || canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
rulerColor = getColorForDistance.call(this, totalDistance)
else
rulerColor = this.color
@@ -204,15 +245,31 @@ 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 && options.gridSpaces) {
if (options.enableTerrainRuler)
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
else
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
}
}
// Draw endpoints
@@ -245,7 +302,7 @@ 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];
@@ -258,7 +315,7 @@ 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);
}
+21
View File
@@ -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;
}
}
+145 -54
View File
@@ -2,19 +2,22 @@
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, resetMovementHistory} from "./movement_tracking.js";
import {getMovementHistory, removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {registerSettings, settingsKey} from "./settings.js"
import {recalculate} from "./socket.js";
import {SpeedProvider} from "./speed_provider.js"
import {isClose, setSnapParameterOnOptions} from "./util.js";
Hooks.once("init", () => {
registerSettings()
initApi()
hookTokenDragHandlers()
hookDragHandlers(Token);
hookDragHandlers(MeasuredTemplate);
hookKeyboardManagerFunctions()
hookLayerFunctions();
Ruler = DragRulerRuler;
@@ -36,10 +39,10 @@ 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) && this._state !== Ruler.STATES.INACTIVE;
}
})
})
@@ -49,34 +52,34 @@ 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')),
callback: li => resetMovementHistory(ui.combat.viewed, li.data('combatant-id')),
};
menu.splice(1, 0, entry);
});
function hookTokenDragHandlers() {
const originalDragLeftStartHandler = Token.prototype._onDragLeftStart
Token.prototype._onDragLeftStart = function(event) {
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)
}
@@ -91,12 +94,32 @@ function hookKeyboardManagerFunctions() {
}
}
function hookLayerFunctions() {
const originalTokenLayerUndoHistory = TokenLayer.prototype.undoHistory;
TokenLayer.prototype.undoHistory = function () {
const historyEntry = this.history[this.history.length - 1];
return originalTokenLayerUndoHistory.call(this).then((returnValue) => {
if (historyEntry.type === "update") {
for (const entry of historyEntry.data) {
const token = canvas.tokens.get(entry._id);
removeLastHistoryEntryIfAt(token, entry.x, entry.y);
}
}
return returnValue;
});
}
}
function handleKeys(event, key, up) {
if (event.repeat || this.hasFocus)
return false
if (key.toLowerCase() === "x") return onKeyX(up)
if (key.toLowerCase() === "shift") return onKeyShift(up)
const lowercaseKey = key.toLowerCase();
if (lowercaseKey === "x") return onKeyX(up)
if (lowercaseKey === "shift") return onKeyShift(up)
if (lowercaseKey === "space") return onKeySpace(up);
if (lowercaseKey === "escape") return onKeyEscape(up);
return false
}
@@ -115,6 +138,8 @@ 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
@@ -122,54 +147,120 @@ function onKeyShift(up) {
ruler.measure(measurePosition, {snap: up})
}
function onTokenLeftDragStart(event) {
if (!currentSpeedProvider.usesRuler(this))
return
const ruler = canvas.controls.ruler
ruler.draggedToken = this
let tokenCenter
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
tokenCenter = getHexSizeSupportTokenGridCenter(this)
else
tokenCenter = 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.dragRulerAddWaypointHistory(getMovementHistory(this));
ruler.dragRulerAddWaypoint(tokenCenter, false);
function onKeySpace(up) {
const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity)
return false;
if (ruler._state !== Ruler.STATES.INACTIVE)
return false;
const swapSpacebarRightClick = game.settings.get(settingsKey, "swapSpacebarRightClick");
let options = {};
setSnapParameterOnOptions(ruler, options);
if (!up) {
if (swapSpacebarRightClick)
ruler.dragRulerAbortDrag();
else
startDragRuler.call(ruler.draggedEntity, options);
}
return true;
}
function onTokenLeftDragMove(event) {
function onKeyEscape(up) {
const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity)
return false;
if (!up)
ruler.dragRulerAbortDrag();
return true;
}
function onEntityLeftDragStart(event) {
const isToken = this instanceof Token;
const ruler = canvas.controls.ruler
ruler.draggedEntity = this;
let entityCenter;
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
entityCenter = getHexSizeSupportTokenGridCenter(this);
else
entityCenter = this.center;
ruler.rulerOffset = {x: entityCenter.x - event.data.origin.x, y: entityCenter.y - event.data.origin.y};
if (game.settings.get(settingsKey, "autoStartMeasurement")) {
let options = {};
setSnapParameterOnOptions(ruler, options);
startDragRuler.call(this, options, false);
}
}
function startDragRuler(options, measureImmediately=true) {
const isToken = this instanceof Token;
if (isToken && !currentSpeedProvider.usesRuler(this))
return;
const ruler = canvas.controls.ruler;
ruler.clear();
ruler._state = Ruler.STATES.STARTING;
let entityCenter;
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
entityCenter = getHexSizeSupportTokenGridCenter(this);
else
entityCenter = this.center;
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
ruler.dragRulerAddWaypointHistory(getMovementHistory(this));
ruler.dragRulerAddWaypoint(entityCenter, {snap: false});
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const destination = {x: mousePosition.x + ruler.rulerOffset.x, y: mousePosition.y + ruler.rulerOffset.y};
if (measureImmediately)
ruler.measure(destination, options);
}
function onEntityLeftDragMove(event) {
const ruler = canvas.controls.ruler
if (ruler.isDragRuler)
onMouseMove.call(ruler, event)
}
function onTokenDragLeftDrop(event) {
function onEntityDragLeftDrop(event) {
const ruler = canvas.controls.ruler
if (!ruler.isDragRuler)
if (!ruler.isDragRuler) {
ruler.draggedEntity = undefined;
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)
if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING)
return false
if (ruler._state === Ruler.STATES.MEASURING) {
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
ruler.dragRulerDeleteWaypoint(event);
const swapSpacebarRightClick = game.settings.get(settingsKey, "swapSpacebarRightClick");
let options = {};
setSnapParameterOnOptions(ruler, options);
if (ruler._state === Ruler.STATES.INACTIVE) {
if (!swapSpacebarRightClick)
return false;
startDragRuler.call(this, options);
event.preventDefault();
}
else if (ruler._state === Ruler.STATES.MEASURING) {
if (!swapSpacebarRightClick) {
ruler.dragRulerDeleteWaypoint(event, options);
}
else {
event.preventDefault()
const snap = !event.shiftKey
ruler.dragRulerAddWaypoint(ruler.destination, snap);
event.preventDefault();
ruler.dragRulerAddWaypoint(ruler.destination, options);
}
}
return true
@@ -178,18 +269,18 @@ 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
if (!this.dragRulerRanges)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedToken)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
const ranges = this.dragRulerRanges;
if (ranges.length === 0)
return this.color
+30 -16
View File
@@ -1,22 +1,22 @@
import {measureDistances} from "./compatibility.js";
import {recalculate, updateCombatantDragRulerFlags} from "./socket.js";
import {getTokenShape, zip} from "./util.js";
import {getTokenShape, isClose, zip} from "./util.js";
function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0};
let dragRulerFlag = combatant.flags?.dragRuler;
let dragRulerFlag = combatant.data.flags.dragRuler;
if (dragRulerFlag) {
if (isNaN(dragRulerFlag.trackedRound)) {
mergeObject(dragRulerFlag, initialFlag);
}
}
else {
combatant.flags.dragRuler = initialFlag;
combatant.data.flags.dragRuler = initialFlag;
}
}
function getInitializedCombatant(token, combat) {
const combatant = combat.getCombatantByToken(token.data._id);
const combatant = combat.getCombatantByToken(token.id);
if (!combatant)
return undefined;
initTrackingFlag(combatant);
@@ -43,37 +43,37 @@ function calculateUpdate(combat, token, rays) {
return;
// Check if we have entered a new round. If so, remove the currently stored path
if (combat.data.round > combatant.flags.dragRuler.trackedRound) {
combatant.flags.dragRuler.passedWaypoints = [];
combatant.flags.dragRuler.trackedRound = combat.data.round;
if (combat.data.round > combatant.data.flags.dragRuler.trackedRound) {
combatant.data.flags.dragRuler.passedWaypoints = [];
combatant.data.flags.dragRuler.trackedRound = combat.data.round;
}
// Add the passed waypoints to the combatant
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
const dragRulerFlags = combatant.flags.dragRuler;
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
const dragRulerFlags = combatant.data.flags.dragRuler;
const waypoints = dragRulerFlags.passedWaypoints;
for (const ray of rays) {
// Ignore rays that have the same start and end coordinates
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
if (terrainRulerAvailable) {
measureDistances([{ray}], token, getTokenShape(token), 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);
}
}
return {_id: combatant._id, dragRulerFlags};
return {_id: combatant.id, dragRulerFlags};
}
export function getMovementHistory(token) {
const combat = game.combat;
if (!combat)
return [];
const combatant = combat.getCombatantByToken(token.data._id);
const combatant = combat.getCombatantByToken(token.id);
if (!combatant)
return [];
const dragRulerFlags = combatant.flags.dragRuler;
const dragRulerFlags = combatant.data.flags.dragRuler;
if (!dragRulerFlags)
return [];
if (combat.data.round > dragRulerFlags.trackedRound)
@@ -81,9 +81,23 @@ export function getMovementHistory(token) {
return dragRulerFlags.passedWaypoints ?? [];
}
export async function removeLastHistoryEntryIfAt(token, x, y) {
const history = getMovementHistory(token);
if (history.length === 0)
return;
const entry = history[history.length - 1];
if (!isClose(x + token.w / 2, entry.x, 0.1) || !isClose(y + token.h / 2, entry.y, 0.1)) {
return;
}
history.pop();
const combat = game.combat;
const combatant = combat.getCombatantByToken(token.id);
await updateCombatantDragRulerFlags(combat, [{_id: combatant.id, dragRulerFlags: combatant.data.flags.dragRuler}]);
}
export async function resetMovementHistory(combat, combatantId) {
const combatant = combat.getCombatant(combatantId);
const dragRulerFlags = combatant.flags.dragRuler;
const combatant = combat.combatants.get(combatantId);
const dragRulerFlags = combatant.data.flags.dragRuler;
if (!dragRulerFlags)
return;
dragRulerFlags.passedWaypoints = null;
+50 -29
View File
@@ -1,7 +1,7 @@
import {measure} from "./foundry_imports.js"
import {cancelScheduledMeasurement, measure} from "./foundry_imports.js"
import {getMovementHistory} from "./movement_tracking.js";
import {settingsKey} from "./settings.js";
import {getSnapPointForToken} from "./util.js";
import {getSnapPointForEntity, setSnapParameterOnOptions} from "./util.js";
export class DragRulerRuler extends Ruler {
// Functions below are overridden versions of functions in Ruler
@@ -16,36 +16,47 @@ export class DragRulerRuler extends Ruler {
this.previousWaypoints = [];
this.previousLabels.removeChildren().forEach(c => c.destroy());
this.dragRulerRanges = undefined;
cancelScheduledMeasurement.call(this);
}
async moveToken(event) {
// This function is invoked by left clicking
if (!this.isDragRuler)
return await super.moveToken(event);
let options = {};
setSnapParameterOnOptions(this, options);
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
const snap = !event.shiftKey;
this.dragRulerAddWaypoint(this.destination, snap);
this.dragRulerAddWaypoint(this.destination, options);
}
else {
this.dragRulerDeleteWaypoint();
this.dragRulerDeleteWaypoint(event, options);
}
}
toJSON() {
const json = super.toJSON();
if (this.draggedToken)
json["draggedToken"] = this.draggedToken.data._id;
if (this.draggedEntity) {
const isToken = this.draggedEntity instanceof Token;
json["draggedEntityIsToken"] = isToken;
json["draggedEntity"] = this.draggedEntity.id;
}
return json;
}
update(data) {
// Don't show a GMs drag ruler to non GM players
if (data.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) {
if (data.draggedEntityIsToken)
this.draggedEntity = canvas.tokens.get(data.draggedEntity);
else
this.draggedEntity = canvas.templates.get(data.draggedEntity);
}
super.update(data);
}
@@ -60,13 +71,15 @@ 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);
dragRulerAddWaypoint(point, options={}) {
options.snap = options.snap ?? true;
if (options.snap) {
point = getSnapPointForEntity(point.x, point.y, this.draggedEntity);
}
this.waypoints.push(new PIXI.Point(point.x, point.y));
this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
}
@@ -84,39 +97,47 @@ export class DragRulerRuler extends Ruler {
this.labels.removeChildren().forEach(c => c.destroy());
}
dragRulerDeleteWaypoint(event={preventDefault: () => {return}}) {
dragRulerDeleteWaypoint(event={preventDefault: () => {return}}, options={}) {
options.snap = options.snap ?? true;
if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
event.preventDefault();
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const rulerOffset = this.rulerOffset;
this._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y});
// Options are not passed to _removeWaypoint in vanilla Foundry.
// Send them in case other modules have overriden that behavior and accept an options parameter (Toggle Snap to Grid)
this._removeWaypoint({x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y}, options);
game.user.broadcastActivity({ruler: this});
}
else {
const token = this.draggedToken;
this._endMeasurement();
// Deactivate the drag workflow in mouse
token.mouseInteractionManager._deactivateDragEvents();
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
// This will cancel the current drag operation
// Pass in a fake event that hopefully is enough to allow other modules to function
token._onDragLeftCancel(event);
this.dragRulerAbortDrag(event);
}
}
dragRulerAbortDrag(event={preventDefault: () => {return}}) {
const token = this.draggedEntity;
this._endMeasurement();
// Deactivate the drag workflow in mouse
token.mouseInteractionManager._deactivateDragEvents();
token.mouseInteractionManager.state = token.mouseInteractionManager.states.HOVER;
// This will cancel the current drag operation
// Pass in a fake event that hopefully is enough to allow other modules to function
token._onDragLeftCancel(event);
}
async dragRulerRecalculate(tokenIds) {
if (this._state !== Ruler.STATES.MEASURING)
return;
if (tokenIds && !tokenIds.includes(this.draggedToken.id))
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.draggedToken));
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
for (const waypoint of waypoints) {
this.dragRulerAddWaypoint(waypoint, false);
this.dragRulerAddWaypoint(waypoint, {snap: false});
}
this.measure(this.destination);
game.user.broadcastActivity({ruler: this});
+9
View File
@@ -11,6 +11,15 @@ export function registerSettings() {
default: "fresh install"
})
game.settings.register(settingsKey, "autoStartMeasurement", {
name: "drag-ruler.settings.autoStartMeasurement.name",
hint: "drag-ruler.settings.autoStartMeasurement.hint",
scope: "client",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "swapSpacebarRightClick", {
name: "drag-ruler.settings.swapSpacebarRightClick.name",
hint: "drag-ruler.settings.swapSpacebarRightClick.hint",
+4 -4
View File
@@ -12,7 +12,7 @@ export function updateCombatantDragRulerFlags(combat, updates) {
const combatId = combat.id;
// TODO Check if canvas.tokens.get is still neccessary in future foundry versions
return socket.executeAsGM(_socketUpdateCombatantDragRulerFlags, combatId, updates)
.then(() => currentSpeedProvider.onMovementHistoryUpdate(updates.map(update => canvas.tokens.get(combat.getCombatant(update._id).token._id))));
.then(() => currentSpeedProvider.onMovementHistoryUpdate(updates.map(update => canvas.tokens.get(combat.combatants.get(update._id).token.id))));
}
async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
@@ -20,10 +20,10 @@ async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
const combat = game.combats.get(combatId);
const requestedUpdates = updates.length;
updates = updates.filter(update => {
const actor = combat.getCombatant(update._id).actor;
const actor = combat.combatants.get(update._id).actor;
if (!actor)
return false;
return actor.hasPerm(user, "OWNER");
return actor.testUserPermission(user, "OWNER");
});
if (updates.length !== requestedUpdates) {
console.warn(`Some of the movement history updates requested by user '${game.users.get(this.socketdata.userId).name}' were not performed because the user lacks owner permissions for those tokens`);
@@ -31,7 +31,7 @@ async function _socketUpdateCombatantDragRulerFlags(combatId, updates) {
updates = updates.map(update => {
return {_id: update._id, flags: {dragRuler: update.dragRulerFlags}};
});
await combat.updateEmbeddedEntity("Combatant", updates, {diff: false});
await combat.updateEmbeddedDocuments("Combatant", updates, {diff: false});
}
export function recalculate(tokens) {
+8 -3
View File
@@ -61,13 +61,18 @@ export class SpeedProvider {
* The area indicates the whole area that the token will occupy (for tokens larger than 1x1) the array will more than one entry.
* The return value should be an integer indicating a multiplicator by that the cost of that step should be increased.
* (1 is regular cost, 2 costs double, 3 costs triple, ...)
*
* Parameters:
* - options: An object used to configure TerrainLayer's cost calculation. Ex: If options.ignoreGrid is set to true, then Euclidean measurement can be forced on a gridded map.
*
* This function is only called if the TerrainLayer and TerrainRuler modules are enabled.
*
* Implementing this method is optional and only needs to be done if you want to provide a custom cost function (for example to allow tokens to ignore difficult terrain)
*/
getCostForStep(token, area) {
getCostForStep(token, area, options={}) {
// Lookup the cost for each square occupied by the token
const costs = area.map(space => terrainRuler.getCost(space.x, space.y, {token}));
options.token = token;
const costs = area.map(space => terrainRuler.getCost(space.x, space.y, options));
// Return the maximum of the costs
return costs.reduce((max, current) => Math.max(max, current))
}
@@ -132,7 +137,7 @@ export class GenericSpeedProvider extends SpeedProvider {
const speedAttribute = this.getSetting("speedAttribute")
if (!speedAttribute)
return []
const tokenSpeed = parseInt(getProperty(token, speedAttribute));
const tokenSpeed = parseFloat(getProperty(token, speedAttribute));
if (tokenSpeed === undefined) {
console.warn(`Drag Ruler (Generic Speed Provider) | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`)
return []
+11 -2
View File
@@ -1,18 +1,23 @@
export function getDefaultSpeedAttribute() {
switch (game.system.id) {
case "CoC7":
return "actor.data.data.attribs.mov.value";
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"
return "actor.data.data.derived.speed"
case "pf1":
case "D35E":
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"
return "actor.data.data.stats.speed.adjusted";
}
return ""
}
@@ -25,8 +30,12 @@ export function getDefaultDashMultiplier() {
case "dnd5e":
case "lancer":
case "pf1":
case "D35E":
case "sfrpg":
case "shadowrun5e":
return 2
case "CoC7":
return 5;
}
return 0
}
+48 -1
View File
@@ -11,7 +11,7 @@ export function getSnapPointForToken(x, y, token) {
return new PIXI.Point(x, y);
}
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
if (token.getFlag("hex-size-support", "borderSize") % 2 === 0) {
if (token.document.getFlag("hex-size-support", "borderSize") % 2 === 0) {
const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
return new PIXI.Point(snapPoint.x, snapPoint.y)
}
@@ -39,6 +39,37 @@ 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 getSnapPointForEntity(x, y, entity) {
const isToken = entity instanceof Token;
if (isToken)
return getSnapPointForToken(x, y, entity);
else
return getSnapPointForMeasuredTemplate(x, y);
}
export function highlightTokenShape(position, shape, color, alpha) {
const layer = canvas.grid.highlightLayers[this.name];
if ( !layer )
@@ -167,3 +198,19 @@ export function applyTokenSizeOffset(waypoints, token) {
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y))
}
export function setSnapParameterOnOptions(sourceObject, options) {
// Allow outside modules to override snapping
if (sourceObject.snapOverride?.active) {
options.snapOverrideActive = true;
options.snap = sourceObject.snapOverride.snap;
sourceObject.snapOverride = undefined; // remove it to prevent any lingering data issues
}
else {
options.snap = !game.keyboard._downKeys.has("Shift");
}
}
export function isClose(a, b, delta) {
return Math.abs(a - b) <= delta;
}