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+62
-1
@@ -1,6 +1,67 @@
|
||||
## 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 get's stuck if the user presses ESC during drag ([#70](https://github.com/manuelVo/foundryvtt-drag-ruler/issues/70))
|
||||
- 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
|
||||
|
||||
@@ -1,32 +1,35 @@
|
||||
[](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.
|
||||
|
||||

|
||||

|
||||

|
||||
|
||||
|
||||
## Path color
|
||||

|
||||
## Supports Tokens of all sizes
|
||||
Terrain ruler has excellent support for tokens of all sizes. The Ruler will always originate from the token's center and will always highlight all the squares that tokens move over. If the [Hex Token Size Support](https://foundryvtt.com/packages/hex-size-support) is installed this is also true for large tokens on hex scenes.
|
||||
|
||||
The token has a speed of 30ft. All squares on the path within that range are colored in the players color. If the token is running it can cover double that range (this can be changed in the settings). All Squares on the path that can only be reached while running are colored in yellow. Squares on the path that the token cannot possibly reached at regular speeds are colored red. This coloring behavior can be tweaked in the settings and can be overridden by modules and game systems to provide more granular, game system specific control. For more information on how to do this see the [API](#api) section of this document.
|
||||

|
||||

|
||||
|
||||
|
||||
## Waypoints
|
||||
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**
|
||||
|
||||

|
||||
With the Terrain Ruler module installed, Drag Ruler is able to take difficult terrain that was placed down using the [Enhanced Terrain Layer](https://foundryvtt.com/packages/enhanced-terrain-layer) or [TerrainLayer](https://foundryvtt.com/packages/TerrainLayer) module into account.
|
||||
|
||||
## Difficult Terrain
|
||||
**To use support for difficult terrain you must install the [Terrain Ruler module](https://foundryvtt.com/packages/terrain-ruler)**
|
||||
|
||||
With the Terrain Ruler module installed, Drag Ruler is able to take difficult terrain that was placed with the [TerrainLayer module](https://foundryvtt.com/packages/TerrainLayer/) into account when measuring distances.
|
||||
|
||||

|
||||

|
||||

|
||||
|
||||
|
||||
## Why would I want to use this instead of ShowDragDistance?
|
||||
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.
|
||||
|
||||

|
||||
|
||||
|
||||
## Game systems with Drag Ruler integration
|
||||
@@ -34,11 +37,13 @@ Drag Ruler will work with all Foundry VTT game systems. However some game system
|
||||
|
||||
The game systems that offer Drag Ruler integration are:
|
||||
- Cypher System (starting with version 1.13.0)
|
||||
- Ironclaw Second Edition (starting with version 0.2.2)
|
||||
- Pathfinder 1 (starting with version 0.77.3)
|
||||
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
|
||||
- Tagmar RPG (starting with version 1.1.4)
|
||||
- Tormenta20 (starting with version 1.1.37)
|
||||
- Shadow of the Demon Lord (starting with version 1.7.15)
|
||||
- Wasteland Ventures (starting with version 0.1.0)
|
||||
- WWII:OWB (starting with version 1.0.4)
|
||||
|
||||
|
||||
@@ -48,6 +53,8 @@ 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.*
|
||||
|
||||
+5
-5
@@ -4,7 +4,7 @@
|
||||
"ok": "OK",
|
||||
"terrain-ruler": {
|
||||
"title": "Wie man schwieriges Gelände mit Drag Ruler misst",
|
||||
"text": "Du hast das {moduleName} Modul installiert. Drag Ruler kann schwieriges Gelände, das mit diesem Modul platziert wurde in seinen Messungen berücksichtigen. Hierzu greift Drag Ruler auf die Funktionalität von Terrain Ruler zurück. Wenn Terrain Ruler installiert und aktiviert ist wird Drag Ruler automatisch anfangen schwiriges Gelände in den Messungen zu berücksichtigen.",
|
||||
"text": "Du hast das {moduleName} Modul installiert. Drag Ruler kann schwieriges Gelände, das mit diesem Modul platziert wurde in seinen Messungen berücksichtigen. Hierzu greift Drag Ruler auf die Funktionalität von Terrain Ruler zurück. Wenn Terrain Ruler installiert und aktiviert ist wird Drag Ruler automatisch anfangen schwieriges Gelände in den Messungen zu berücksichtigen.",
|
||||
"neverShowAgain": "Zeige dies nie wieder an"
|
||||
},
|
||||
"socketlib": {
|
||||
@@ -39,7 +39,7 @@
|
||||
"hint": "Wenn diesen Option aktiviert ist merkt sich Drag Ruler die Bewegungen, die während einer Runde eines Kampfes gemacht wurden und zeigt diese an, wenn das Token weiterbewegt wird."
|
||||
},
|
||||
"showGMRulerToPlayers": {
|
||||
"name": "Lineal des Sipelleiters bei Spielern anzeigen",
|
||||
"name": "Lineal des Spielleiters bei Spielern anzeigen",
|
||||
"hint": "Wenn diese Option deaktiviert ist wird das Lineal des Spielleiters bei den anderen Spielern nicht angezeigt."
|
||||
},
|
||||
"speedProviderSettings": {
|
||||
@@ -53,7 +53,7 @@
|
||||
},
|
||||
"activeProvider": {
|
||||
"name": "Verwendete Spielsystemintegration",
|
||||
"hint": "Die unten angezeigten Einstellungen hängen von der verwendeten Spielsystemintegration ab. Wenn der Spielleiter eine andere Spielsystemintegration auswählt können sich die zur Verfügung stehnden Einstellungen ändern."
|
||||
"hint": "Die unten angezeigten Einstellungen hängen von der verwendeten Spielsystemintegration ab. Wenn der Spielleiter eine andere Spielsystemintegration auswählt können sich die zur Verfügung stehenden Einstellungen ändern."
|
||||
},
|
||||
"noSettings": "Diese Spielsystemintegration hat keine Einstellmöglichkeiten",
|
||||
"color": {
|
||||
@@ -66,7 +66,7 @@
|
||||
},
|
||||
"speedProvider": {
|
||||
"name": "Verwendete Spielsystemintegration",
|
||||
"hint": "Wähle aus, welche Spielsystemintegration für die farbliche Hervorhebung der Felder zuständig sein soll. Drag Ruler stellt eine generische Spielsystemintegration zur Verfügung, die grundlegende Funktionalität bietet und bei korrekter konfiguration mit allen Spielsystemen funktionieren sollte. Weitere Spielsystemintegrationen können durch Module und Spielsysteme angeboten werden. Eine andere Spielsystemintegration als die generische auszuwählen kann eine bessere Inegration in das verwendete Spielsystem bieten. Die Optionen unterhalb sind davon abhäng, welche Spielsystemintegration hier ausgewählt wurde.",
|
||||
"hint": "Wähle aus, welche Spielsystemintegration für die farbliche Hervorhebung der Felder zuständig sein soll. Drag Ruler stellt eine generische Spielsystemintegration zur Verfügung, die grundlegende Funktionalität bietet und bei korrekter konfiguration mit allen Spielsystemen funktionieren sollte. Weitere Spielsystemintegrationen können durch Module und Spielsysteme angeboten werden. Eine andere Spielsystemintegration als die generische auszuwählen kann eine bessere Inegration in das verwendete Spielsystem bieten. Die Optionen unterhalb sind davon abhängig, welche Spielsystemintegration hier ausgewählt wurde.",
|
||||
"choices": {
|
||||
"module": "Modul {name}",
|
||||
"native": "Generisch",
|
||||
@@ -76,7 +76,7 @@
|
||||
},
|
||||
"swapSpacebarRightClick": {
|
||||
"name": "Leertaste und Rechtsklick tauschen",
|
||||
"hint": "Die Funktionen der Leertaste und des Rechtsklicks sind während eine Spielfigur bewegt wird vertauscht. Wenn diese Option aktiviert wrid können mit Rechtsklick Wegpunkte gesetzt werden und mit der Leertaste werden sie wieder gelöscht."
|
||||
"hint": "Die Funktionen der Leertaste und des Rechtsklicks sind, während eine Spielfigur bewegt wird, vertauscht. Wenn diese Option aktiviert wird können mit Rechtsklick Wegpunkte gesetzt werden und mit der Leertaste werden sie wieder gelöscht."
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,87 @@
|
||||
{
|
||||
"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"
|
||||
},
|
||||
"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"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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
@@ -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": "1.6.5",
|
||||
"minimumCoreVersion" : "0.7.9",
|
||||
"compatibleCoreVersion" : "0.7.9",
|
||||
"version": "1.7.6",
|
||||
"minimumCoreVersion" : "0.8.5",
|
||||
"compatibleCoreVersion" : "0.8.8",
|
||||
"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/v1.6.5.zip",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.7.6.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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -15,19 +15,22 @@ export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=
|
||||
}
|
||||
}
|
||||
|
||||
export function measureDistances(segments, token, shape, gridSpaces=true, options={}) {
|
||||
export function measureDistances(segments, entity, shape, options={}) {
|
||||
const isToken = entity instanceof Token;
|
||||
const opts = duplicate(options)
|
||||
opts.gridSpaces = gridSpaces;
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
|
||||
if (!opts.gridSpaces)
|
||||
opts.gridSpaces = true;
|
||||
const terrainRulerAvailable = isToken && game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
|
||||
|
||||
if (terrainRulerAvailable) {
|
||||
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
|
||||
const previousSegments = segments.slice(0, firstNewSegmentIndex);
|
||||
const newSegments = segments.slice(firstNewSegmentIndex);
|
||||
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
|
||||
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
|
||||
opts.costFunction = (x, y) => getCostFromSpeedProvider(token, getAreaFromPositionAndShape({x, y}, shape), {x, y});
|
||||
opts.costFunction = (x, y) => getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), {x, y});
|
||||
if (previousSegments.length > 0)
|
||||
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1];
|
||||
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
|
||||
return distances.concat(terrainRuler.measureDistances(newSegments, opts));
|
||||
}
|
||||
else {
|
||||
@@ -83,4 +86,3 @@ export function checkDependencies() {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+99
-54
@@ -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
|
||||
@@ -115,26 +123,45 @@ 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;
|
||||
window.clearTimeout(this.deferredMeasurementTimeout);
|
||||
this.deferredMeasurementTimeout = undefined;
|
||||
this.deferredMeasurementResolve?.();
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This is a modified version of Ruler.measure form foundry 0.7.9
|
||||
export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
if (this.isDragRuler && !this.draggedToken.isVisible)
|
||||
const isToken = this.draggedEntity instanceof Token;
|
||||
if (isToken && !this.draggedEntity.isVisible)
|
||||
return []
|
||||
|
||||
if (snap)
|
||||
destination = getSnapPointForToken(destination.x, destination.y, this.draggedToken)
|
||||
if (snap) {
|
||||
destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
|
||||
}
|
||||
|
||||
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
|
||||
const terrainRulerAvailable = isToken && game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
|
||||
|
||||
const waypoints = this.waypoints.concat([destination]);
|
||||
// Move the waypoints to the center of the grid if a size is used that measures from edge to edge
|
||||
const centeredWaypoints = applyTokenSizeOffset(waypoints, this.draggedToken)
|
||||
const centeredWaypoints = isToken ? applyTokenSizeOffset(waypoints, this.draggedEntity) : duplicate(waypoints);
|
||||
// Foundries native ruler requires the waypoints to sit in the dead center of the square to work properly
|
||||
if (!terrainRulerAvailable)
|
||||
centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
|
||||
@@ -156,6 +183,8 @@ 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 +194,10 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
}
|
||||
|
||||
|
||||
const shape = getTokenShape(this.draggedToken)
|
||||
const shape = isToken ? getTokenShape(this.draggedEntity) : null;
|
||||
|
||||
// Compute measured distance
|
||||
const distances = measureDistances(centeredSegments, this.draggedToken, shape, gridSpaces);
|
||||
const distances = measureDistances(centeredSegments, this.draggedEntity, shape, {gridSpaces});
|
||||
|
||||
let totalDistance = 0;
|
||||
for (let [i, d] of distances.entries()) {
|
||||
@@ -204,15 +233,31 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
|
||||
label.text = text;
|
||||
label.alpha = last ? 1.0 : 0.5;
|
||||
label.visible = true;
|
||||
let labelPosition = cs.ray.project((cs.ray.distance + 50) / cs.ray.distance);
|
||||
let labelPosition = {x: s.ray.x0, y: s.ray.y0};
|
||||
labelPosition.x -= label.width / 2;
|
||||
labelPosition.y -= label.height / 2;
|
||||
const rayLine = Line.fromPoints(s.ray.A, s.ray.B);
|
||||
const rayLabelXHitY = rayLine.calcY(labelPosition.x);
|
||||
let innerDistance;
|
||||
// If ray hits top or bottom side of label
|
||||
if (rayLine.isVertical || rayLabelXHitY < labelPosition.y || rayLabelXHitY > labelPosition.y + label.height)
|
||||
innerDistance = Math.abs((label.height / 2) / Math.sin(s.ray.angle));
|
||||
// If ray hits left or right side of label
|
||||
else
|
||||
innerDistance = Math.abs((label.width / 2) / Math.cos(s.ray.angle));
|
||||
labelPosition = s.ray.project((s.ray.distance + 50 + innerDistance) / s.ray.distance);
|
||||
labelPosition.x -= label.width / 2;
|
||||
labelPosition.y -= label.height / 2;
|
||||
label.position.set(labelPosition.x, labelPosition.y);
|
||||
}
|
||||
|
||||
// Highlight grid positions
|
||||
if (terrainRulerAvailable)
|
||||
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
|
||||
else
|
||||
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
|
||||
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) {
|
||||
if (terrainRulerAvailable)
|
||||
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
|
||||
else
|
||||
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw endpoints
|
||||
@@ -245,7 +290,7 @@ 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 +303,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
|
||||
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
|
||||
const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
|
||||
const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
|
||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
|
||||
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
|
||||
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
|
||||
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
export class Line {
|
||||
constructor(m, b) {
|
||||
this.m = m;
|
||||
this.b = b;
|
||||
}
|
||||
|
||||
static fromPoints(p1, p2) {
|
||||
// Bring line into y=mx+b form
|
||||
const m = (p1.y - p2.y) / (p1.x - p2.x);
|
||||
const b = p1.y - m * p1.x;
|
||||
return new Line(m, b);
|
||||
}
|
||||
|
||||
get isVertical() {
|
||||
return !isFinite(this.m);
|
||||
}
|
||||
|
||||
calcY(x) {
|
||||
return this.m * x + this.b;
|
||||
}
|
||||
}
|
||||
+43
-38
@@ -2,7 +2,7 @@
|
||||
|
||||
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";
|
||||
@@ -13,7 +13,8 @@ import {SpeedProvider} from "./speed_provider.js"
|
||||
Hooks.once("init", () => {
|
||||
registerSettings()
|
||||
initApi()
|
||||
hookTokenDragHandlers()
|
||||
hookDragHandlers(Token);
|
||||
hookDragHandlers(MeasuredTemplate);
|
||||
hookKeyboardManagerFunctions()
|
||||
|
||||
Ruler = DragRulerRuler;
|
||||
@@ -36,10 +37,10 @@ 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); // If draggedEntity is set this is a drag ruler
|
||||
}
|
||||
})
|
||||
})
|
||||
@@ -49,34 +50,34 @@ 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)
|
||||
}
|
||||
@@ -115,6 +116,8 @@ function onKeyShift(up) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.isDragRuler)
|
||||
return false
|
||||
if (ruler._state !== Ruler.STATES.MEASURING)
|
||||
return false;
|
||||
|
||||
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens)
|
||||
const rulerOffset = ruler.rulerOffset
|
||||
@@ -122,45 +125,47 @@ function onKeyShift(up) {
|
||||
ruler.measure(measurePosition, {snap: up})
|
||||
}
|
||||
|
||||
function onTokenLeftDragStart(event) {
|
||||
if (!currentSpeedProvider.usesRuler(this))
|
||||
function onEntityLeftDragStart(event) {
|
||||
const isToken = this instanceof Token;
|
||||
if (isToken && !currentSpeedProvider.usesRuler(this))
|
||||
return
|
||||
const ruler = canvas.controls.ruler
|
||||
ruler.draggedToken = this
|
||||
let tokenCenter
|
||||
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
|
||||
tokenCenter = getHexSizeSupportTokenGridCenter(this)
|
||||
ruler.draggedEntity = this;
|
||||
let entityCenter;
|
||||
if (isToken && canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
|
||||
entityCenter = getHexSizeSupportTokenGridCenter(this);
|
||||
else
|
||||
tokenCenter = this.center
|
||||
entityCenter = this.center;
|
||||
ruler.clear();
|
||||
ruler._state = Ruler.STATES.STARTING;
|
||||
ruler.rulerOffset = {x: tokenCenter.x - event.data.origin.x, y: tokenCenter.y - event.data.origin.y}
|
||||
if (game.settings.get(settingsKey, "enableMovementHistory"))
|
||||
ruler.rulerOffset = {x: entityCenter.x - event.data.origin.x, y: entityCenter.y - event.data.origin.y};
|
||||
if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
|
||||
ruler.dragRulerAddWaypointHistory(getMovementHistory(this));
|
||||
ruler.dragRulerAddWaypoint(tokenCenter, false);
|
||||
ruler.dragRulerAddWaypoint(entityCenter, false);
|
||||
}
|
||||
|
||||
function onTokenLeftDragMove(event) {
|
||||
function onEntityLeftDragMove(event) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (ruler.isDragRuler)
|
||||
onMouseMove.call(ruler, event)
|
||||
}
|
||||
|
||||
function onTokenDragLeftDrop(event) {
|
||||
function onEntityDragLeftDrop(event) {
|
||||
const ruler = canvas.controls.ruler
|
||||
if (!ruler.isDragRuler)
|
||||
return false
|
||||
onMouseMove.call(ruler, event);
|
||||
// When we're dragging a measured template no token will ever be selected,
|
||||
// resulting in only the dragged template to be moved as would be expected
|
||||
const selectedTokens = canvas.tokens.controlled
|
||||
// This can happen if the user presses ESC during drag (maybe there are other ways too)
|
||||
if (selectedTokens.length === 0)
|
||||
selectedTokens.push(ruler.draggedToken);
|
||||
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)
|
||||
@@ -181,18 +186,18 @@ 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
|
||||
|
||||
+15
-15
@@ -4,19 +4,19 @@ import {getTokenShape, 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)
|
||||
@@ -82,8 +82,8 @@ export function getMovementHistory(token) {
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
+19
-12
@@ -1,7 +1,7 @@
|
||||
import {measure} from "./foundry_imports.js"
|
||||
import {getMovementHistory} from "./movement_tracking.js";
|
||||
import {settingsKey} from "./settings.js";
|
||||
import {getSnapPointForToken} from "./util.js";
|
||||
import {getSnapPointForEntity} from "./util.js";
|
||||
|
||||
export class DragRulerRuler extends Ruler {
|
||||
// Functions below are overridden versions of functions in Ruler
|
||||
@@ -33,18 +33,24 @@ export class DragRulerRuler extends Ruler {
|
||||
|
||||
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 +66,14 @@ 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);
|
||||
if (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));
|
||||
}
|
||||
@@ -93,7 +100,7 @@ export class DragRulerRuler extends Ruler {
|
||||
game.user.broadcastActivity({ruler: this});
|
||||
}
|
||||
else {
|
||||
const token = this.draggedToken;
|
||||
const token = this.draggedEntity;
|
||||
this._endMeasurement();
|
||||
|
||||
// Deactivate the drag workflow in mouse
|
||||
@@ -109,12 +116,12 @@ export class DragRulerRuler extends Ruler {
|
||||
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);
|
||||
}
|
||||
|
||||
+4
-4
@@ -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) {
|
||||
|
||||
@@ -132,7 +132,7 @@ 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 []
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
|
||||
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":
|
||||
@@ -8,7 +10,10 @@ export function getDefaultSpeedAttribute() {
|
||||
case "lancer":
|
||||
return "actor.data.data.mech.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":
|
||||
@@ -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
|
||||
}
|
||||
|
||||
+31
@@ -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 )
|
||||
|
||||
Reference in New Issue
Block a user