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Author SHA1 Message Date
Manuel Vögele 40b882ec93 Release v1.9.1 2021-12-28 17:20:08 +01:00
Manuel Vögele 1c8ce20a45 Move fallback to default color to a location where it's accessible (fixes #137) 2021-12-28 16:17:52 +01:00
José E. Lozano a16f97f9e7 Spanish updated (#133) 2021-12-01 09:48:54 +01:00
Manuel Vögele a3e0ea9832 Typo 2021-11-24 16:30:13 +01:00
Manuel Vögele aa2b8b3928 Release v1.9.0 2021-11-24 09:53:02 +01:00
Manuel Vögele a164811bb6 Add hint that shift can disable gridless snapping to the setting 2021-11-24 09:52:31 +01:00
Manuel Vögele 752b8375ab Non-square tokens are now fully supported on square grids (fixes #116) 2021-11-24 09:14:27 +01:00
Manuel Vögele 32b38d8efe Make tokens snap to their speed ranges on gridless scenes (resolves #71) 2021-11-23 11:10:21 +01:00
Manuel Vögele c3a62e3646 Only switch to the next color once the distance is 0.01 above the allowed distance
The goal of this is to reduce color flickering noise due to floating number errors
2021-11-21 22:55:02 +01:00
Manuel Vögele 39f7bab4b6 Pass enableTerrainRuler option to all measureDistances calls
This fixes a regression introduced with e1265ad6fb
2021-11-21 20:58:18 +01:00
Manuel Vögele a3be4ceb03 Remove support for TerrainLayer (Enhanced Terrain Layer stays supported) 2021-11-21 16:52:55 +01:00
Manuel Vögele b275e777db Ignore space key presses if there is no active canvas (fixes #123) 2021-11-21 15:13:45 +01:00
Manuel Vögele 035cfb8969 Add API function to receive the color for a given distance and token 2021-11-17 12:16:36 +01:00
Manuel Vögele 90a25f467b Add "TheWitcherTRPG" to the game system integration list 2021-11-17 11:48:18 +01:00
Manuel Vögele ab85b98a5c Add several new game system integrations to the list 2021-10-17 20:38:01 +02:00
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
17 changed files with 491 additions and 120 deletions
+54
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@@ -1,3 +1,57 @@
## 1.9.1
### Bugfixes
- Fixed a bug that caused the ruler to misbehave or not show up at all if the speed provider isn't configured (this was a regression introduced in 1.9.0)
### Translation
- Updated the spaish translation (thanks to Viriato139ac#342)
## 1.9.0
### New features
- On Gridless scenes, tokens can now snap to their speed limits, to make full usage of a token's movement speed easier. This feature can be temporarily disabled by pressing Shift during drag and can be disabled completely in the settings.
### Bugfixes
- Non-square tokens (e.g. 2x1) now work correctly on square grids
- When modifying difficult terrain that a token has already moved over, this the movement history of the token won't change anymore (this was a regression introduced in 1.8.0)
- Fixed a bug that prevented pausing/unpausing the game when no scene was active
### API
- Added `dragRuler.getColorForDistanceAndToken` API endpoint that allows other modules to receive the highlight color for a specified distance with a given token.
## 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 ## 1.7.6
### Translation ### Translation
- Added Korean translation (thanks to KLO#1490) - Added Korean translation (thanks to KLO#1490)
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@@ -0,0 +1,21 @@
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.
+8 -2
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@@ -1,7 +1,7 @@
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch) [![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch)
# Drag Ruler # Drag Ruler
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. This module shows a ruler when you drag a token or measurement template to inform you how far you've dragged it from its 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 yellow 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 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 being used on a gridless scene](https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/709774b25f7dd818a90591165f74b3e6dbc788cc/media/basic_gridless.webp)
@@ -33,14 +33,20 @@ During combat, Drag Ruler will remember the path a token has taken during it's t
## Game systems with Drag Ruler integration ## Game systems with Drag Ruler integration
Drag Ruler will work with all Foundry VTT game systems. However some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration. Drag Ruler will work with all Foundry VTT game systems. However, some game systems offer a special integration via the [Drag Ruler API](#api), that allows Drag Ruler to take the rules of the game system into account when dispaying speeds (such as weight carried or conditions that apply to the character), offering a smoother experience. While some game systems offer this integration natively, for other game systems there are modules providing the integration. If the integration is provided via a module you need to install and activate both Drag Ruler and the integration module to benefit from the integration.
The game systems that offer Drag Ruler integration are: The game systems that offer Drag Ruler integration are:
- Cypher System (starting with version 1.13.0) - Cypher System (starting with version 1.13.0)
- GURPS 4th Edition Game Aid (Unofficial) (starting with version 0.9.1)
- Ironclaw Second Edition (starting with version 0.2.2) - 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 1 (starting with version 0.77.3)
- Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/)) - Pathfinder 2e (via the module [PF2E Drag Ruler Integration](https://foundryvtt.com/packages/pf2e-dragruler/))
- Shadowrun 5th Edition (via the module [Drag Ruler Integration for Shadowrun 5E](https://foundryvtt.com/packages/drag-ruler-integration-for-shadowrun-5e))
- Starfinder (via the module [Starfinder Drag Ruler Integration](https://foundryvtt.com/packages/starfinder-drag-ruler))
- Stargate RPG (starting with version 1.6.0)
- Tagmar RPG (starting with version 1.1.4) - Tagmar RPG (starting with version 1.1.4)
- TheWitcherTRPG (starting with version 0.0.62)
- Tormenta20 (starting with version 1.1.37) - Tormenta20 (starting with version 1.1.37)
- Shadow of the Demon Lord (starting with version 1.7.15) - Shadow of the Demon Lord (starting with version 1.7.15)
- Wasteland Ventures (starting with version 0.1.0) - Wasteland Ventures (starting with version 0.1.0)
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@@ -34,6 +34,10 @@
"name": "Geschwindigkeit von Spielercharakteren für jeden anzeigen", "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." "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": { "enableMovementHistory": {
"name": "Bewegungsverlauf während des Kampfes aktivieren", "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." "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."
@@ -77,6 +81,10 @@
"swapSpacebarRightClick": { "swapSpacebarRightClick": {
"name": "Leertaste und Rechtsklick tauschen", "name": "Leertaste und Rechtsklick tauschen",
"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." "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."
},
"useGridlessraster": {
"name": "Geschwindigkeitsraster aktivieren",
"hint": "Lässt Spielfiguren auf gitterlosen Szenen an deren Geschwindigkeitsgrenzen einrasten. Dies kann vorübergehend deaktiviert werden, indem während des ziehens die Umschalttaste gedrückt wird."
} }
} }
} }
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@@ -34,6 +34,10 @@
"name": "Show PC speed to everyone", "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." "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": { "enableMovementHistory": {
"name": "Enable movement history during combat", "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." "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."
@@ -77,6 +81,10 @@
"swapSpacebarRightClick": { "swapSpacebarRightClick": {
"name": "Swap spacebar and right click", "name": "Swap spacebar and right click",
"hint": "Swaps the functions of spacebar and right click during dragging. If enabled right click will place waypoints and spacebar will delete them" "hint": "Swaps the functions of spacebar and right click during dragging. If enabled right click will place waypoints and spacebar will delete them"
},
"useGridlessRaster": {
"name": "Use speed based snapping",
"hint": "On Gridless scenes, this makes tokens snap to the token's speed ranges. This can be temporarily disabled by pressing Shift during drag."
} }
} }
} }
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@@ -38,6 +38,10 @@
"name": "Mostrar velocidad de los PJs a todo el mundo", "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" "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": { "enableMovementHistory": {
"name": "Habilitar historial de movimiento durante el combate", "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" "hint": "Si se habilita, Drag Ruler recordará la ruta que ha seguido un icono en su turno y la mostrará al seleccionarlo de nuevo"
@@ -81,6 +85,10 @@
"swapSpacebarRightClick": { "swapSpacebarRightClick": {
"name": "Intercambiar barra espaciadora y clic-derecho", "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" "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"
},
"useGridlessRaster": {
"name": "Usar ajuste a la velocidad",
"hint": "Cuando no se use rejilla en la escena, este ajuste hace que los iconos se ajusten a sus rangos de velocidad. Se puede deshabilitar temporalmente pulsando la tecla Mayús mientras se arrastra"
} }
} }
} }
+3 -3
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@@ -2,9 +2,9 @@
"name": "drag-ruler", "name": "drag-ruler",
"title": "Drag Ruler", "title": "Drag Ruler",
"description": "When dragging a token displays a ruler showing how far you've moved that token.", "description": "When dragging a token displays a ruler showing how far you've moved that token.",
"version": "1.7.6", "version": "1.9.1",
"minimumCoreVersion" : "0.8.5", "minimumCoreVersion" : "0.8.5",
"compatibleCoreVersion" : "0.8.8", "compatibleCoreVersion" : "0.8.9",
"authors": [ "authors": [
{ {
"name": "Manuel Vögele", "name": "Manuel Vögele",
@@ -59,7 +59,7 @@
], ],
"socket": true, "socket": true,
"url": "https://github.com/manuelVo/foundryvtt-drag-ruler", "url": "https://github.com/manuelVo/foundryvtt-drag-ruler",
"download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.7.6.zip", "download": "https://github.com/manuelVo/foundryvtt-drag-ruler/archive/v1.9.1.zip",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json", "manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-drag-ruler/master/module.json",
"readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md", "readme": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md", "changelog": "https://github.com/manuelVo/foundryvtt-drag-ruler/blob/master/CHANGELOG.md",
+19 -4
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@@ -103,12 +103,12 @@ export function getUnreachableColorFromSpeedProvider() {
} }
} }
export function getCostFromSpeedProvider(token, area) { export function getCostFromSpeedProvider(token, area, options) {
try { try {
if (currentSpeedProvider instanceof Function) { if (currentSpeedProvider instanceof Function) {
return SpeedProvider.prototype.getCostForStep.call(undefined, token, area); return SpeedProvider.prototype.getCostForStep.call(undefined, token, area, options);
} }
return currentSpeedProvider.getCostForStep(token, area); return currentSpeedProvider.getCostForStep(token, area, options);
} }
catch (e) { catch (e) {
console.error(e); console.error(e);
@@ -116,11 +116,26 @@ export function getCostFromSpeedProvider(token, area) {
} }
} }
export function getColorForDistanceAndToken(distance, token, ranges=null) {
if (!ranges) {
ranges = getRangesFromSpeedProvider(token);
}
if (ranges.length === 0)
return null;
const currentRange = ranges.reduce((minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange;
return minRange;
}, {range: Infinity, color: getUnreachableColorFromSpeedProvider()});
return currentRange.color;
}
export function getMovedDistanceFromToken(token) { export function getMovedDistanceFromToken(token) {
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const history = getMovementHistory(token); const history = getMovementHistory(token);
const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}}); const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}});
const shape = getTokenShape(token); const shape = getTokenShape(token);
const distances = measureDistances(segments, token, shape); const distances = measureDistances(segments, token, shape, {enableTerrainRuler: terrainRulerAvailable});
// Sum up the distances // Sum up the distances
return distances.reduce((acc, val) => acc + val, 0); return distances.reduce((acc, val) => acc + val, 0);
} }
+9 -11
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@@ -1,5 +1,4 @@
import {getCostFromSpeedProvider} from "./api.js"; import {getCostFromSpeedProvider} from "./api.js";
import {getColorForDistance} from "./main.js"
import {settingsKey} from "./settings.js"; import {settingsKey} from "./settings.js";
import {getAreaFromPositionAndShape, highlightTokenShape} from "./util.js"; import {getAreaFromPositionAndShape, highlightTokenShape} from "./util.js";
@@ -10,30 +9,32 @@ export function getHexSizeSupportTokenGridCenter(token) {
export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=[{x: 0, y: 0}], alpha=1) { export function highlightMeasurementTerrainRuler(ray, startDistance, tokenShape=[{x: 0, y: 0}], alpha=1) {
for (const space of ray.terrainRulerVisitedSpaces.reverse()) { for (const space of ray.terrainRulerVisitedSpaces.reverse()) {
const color = getColorForDistance.call(this, startDistance, space.distance) const color = this.dragRulerGetColorForDistance(startDistance + space.distance);
highlightTokenShape.call(this, space, tokenShape, color, alpha) highlightTokenShape.call(this, space, tokenShape, color, alpha)
} }
} }
export function measureDistances(segments, entity, shape, options={}) { export function measureDistances(segments, entity, shape, options={}) {
const isToken = entity instanceof Token;
const opts = duplicate(options) const opts = duplicate(options)
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) { if (opts.enableTerrainRuler) {
opts.gridSpaces = true;
const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces); const firstNewSegmentIndex = segments.findIndex(segment => !segment.ray.dragRulerVisitedSpaces);
const previousSegments = segments.slice(0, firstNewSegmentIndex); const previousSegments = segments.slice(0, firstNewSegmentIndex);
const newSegments = segments.slice(firstNewSegmentIndex); const newSegments = segments.slice(firstNewSegmentIndex);
const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance); const distances = previousSegments.map(segment => segment.ray.dragRulerVisitedSpaces[segment.ray.dragRulerVisitedSpaces.length - 1].distance);
previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces)); previousSegments.forEach(segment => segment.ray.terrainRulerVisitedSpaces = duplicate(segment.ray.dragRulerVisitedSpaces));
opts.costFunction = (x, y) => getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), {x, y}); opts.costFunction = (x, y, costOptions={}) => { return getCostFromSpeedProvider(entity, getAreaFromPositionAndShape({x, y}, shape), costOptions); }
if (previousSegments.length > 0) if (previousSegments.length > 0)
opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState; opts.terrainRulerInitialState = previousSegments[previousSegments.length - 1].ray.dragRulerFinalState;
return distances.concat(terrainRuler.measureDistances(newSegments, opts)); return distances.concat(terrainRuler.measureDistances(newSegments, opts));
} }
else { 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); return canvas.grid.measureDistances(segments, opts);
} }
} }
@@ -61,9 +62,6 @@ export function checkDependencies() {
if (game.modules.get("enhanced-terrain-layer")?.active) { if (game.modules.get("enhanced-terrain-layer")?.active) {
enabledTerrainModule = game.modules.get("enhanced-terrain-layer").data.title; enabledTerrainModule = game.modules.get("enhanced-terrain-layer").data.title;
} }
else if (game.modules.get("TerrainLayer")?.active) {
enabledTerrainModule = game.modules.get("TerrainLayer").data.title;
}
if (enabledTerrainModule) { if (enabledTerrainModule) {
new Dialog({ new Dialog({
title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"), title: game.i18n.localize("drag-ruler.dependencies.terrain-ruler.title"),
+26 -15
View File
@@ -1,7 +1,6 @@
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js"; import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
import {getGridPositionFromPixels} from "./foundry_fixes.js"; import {getGridPositionFromPixels} from "./foundry_fixes.js";
import {Line} from "./geometry.js"; import {Line} from "./geometry.js";
import {getColorForDistance} from "./main.js"
import {trackRays} from "./movement_tracking.js" import {trackRays} from "./movement_tracking.js"
import {recalculate} from "./socket.js"; import {recalculate} from "./socket.js";
import {applyTokenSizeOffset, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js"; import {applyTokenSizeOffset, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
@@ -134,9 +133,7 @@ function scheduleMeasurement(destination, event) {
this.measure(destination, {snap: !originalEvent.shiftKey}); this.measure(destination, {snap: !originalEvent.shiftKey});
event._measureTime = Date.now(); event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING; this._state = Ruler.STATES.MEASURING;
window.clearTimeout(this.deferredMeasurementTimeout); cancelScheduledMeasurement.call(this);
this.deferredMeasurementTimeout = undefined;
this.deferredMeasurementResolve?.();
} }
else { else {
this.deferredMeasurementData = {destination, event}; this.deferredMeasurementData = {destination, event};
@@ -147,23 +144,37 @@ function scheduleMeasurement(destination, event) {
} }
} }
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 // This is a modified version of Ruler.measure form foundry 0.7.9
export function measure(destination, {gridSpaces=true, snap=false} = {}) { export function measure(destination, options={}) {
const isToken = this.draggedEntity instanceof Token; const isToken = this.draggedEntity instanceof Token;
if (isToken && !this.draggedEntity.isVisible) if (isToken && !this.draggedEntity.isVisible)
return [] return []
if (snap) { if (options.snap) {
destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity); destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
} }
const terrainRulerAvailable = isToken && game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.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;
const waypoints = this.waypoints.concat([destination]); 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 // Move the waypoints to the center of the grid if a size is used that measures from edge to edge
const centeredWaypoints = isToken ? applyTokenSizeOffset(waypoints, this.draggedEntity) : duplicate(waypoints); 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 // 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)); centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
const r = this.ruler; const r = this.ruler;
@@ -197,7 +208,7 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
const shape = isToken ? getTokenShape(this.draggedEntity) : null; const shape = isToken ? getTokenShape(this.draggedEntity) : null;
// Compute measured distance // Compute measured distance
const distances = measureDistances(centeredSegments, this.draggedEntity, shape, {gridSpaces}); const distances = measureDistances(centeredSegments, this.draggedEntity, shape, options);
let totalDistance = 0; let totalDistance = 0;
for (let [i, d] of distances.entries()) { for (let [i, d] of distances.entries()) {
@@ -216,8 +227,8 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
// Draw measured path // Draw measured path
r.clear(); r.clear();
let rulerColor 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) rulerColor = this.dragRulerGetColorForDistance(totalDistance);
else else
rulerColor = this.color rulerColor = this.color
for (const [s, cs] of zip(segments.reverse(), centeredSegments.reverse())) { for (const [s, cs] of zip(segments.reverse(), centeredSegments.reverse())) {
@@ -252,8 +263,8 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
} }
// Highlight grid positions // Highlight grid positions
if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS) { if (isToken && canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS && options.gridSpaces) {
if (terrainRulerAvailable) if (options.enableTerrainRuler)
highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier) highlightMeasurementTerrainRuler.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier)
else else
highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier); highlightMeasurementNative.call(this, cs.ray, cs.startDistance, shape, opacityMultiplier);
@@ -289,7 +300,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
// Highlight the grid position // Highlight the grid position
let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1); 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 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 color = this.dragRulerGetColorForDistance(startDistance + subDistance);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity); const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1); const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
@@ -302,7 +313,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y); let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h); 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 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 color = this.dragRulerGetColorForDistance(startDistance + subDistance);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity); const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1); const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha); highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
+169 -41
View File
@@ -1,14 +1,15 @@
"use strict" "use strict"
import {currentSpeedProvider, getMovedDistanceFromToken, getRangesFromSpeedProvider, getUnreachableColorFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js" import {currentSpeedProvider, getColorForDistanceAndToken, getMovedDistanceFromToken, getRangesFromSpeedProvider, initApi, registerModule, registerSystem} from "./api.js";
import {checkDependencies, getHexSizeSupportTokenGridCenter} from "./compatibility.js"; import {checkDependencies, getHexSizeSupportTokenGridCenter, highlightMeasurementTerrainRuler} from "./compatibility.js";
import {moveEntities, onMouseMove} from "./foundry_imports.js" import {moveEntities, onMouseMove} from "./foundry_imports.js"
import {performMigrations} from "./migration.js" import {performMigrations} from "./migration.js"
import {DragRulerRuler} from "./ruler.js"; import {DragRulerRuler} from "./ruler.js";
import {getMovementHistory, resetMovementHistory} from "./movement_tracking.js"; import {getMovementHistory, removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {registerSettings, settingsKey} from "./settings.js" import {registerSettings, settingsKey} from "./settings.js"
import {recalculate} from "./socket.js"; import {recalculate} from "./socket.js";
import {SpeedProvider} from "./speed_provider.js" import {SpeedProvider} from "./speed_provider.js"
import {isClose, setSnapParameterOnOptions} from "./util.js";
Hooks.once("init", () => { Hooks.once("init", () => {
registerSettings() registerSettings()
@@ -16,11 +17,12 @@ Hooks.once("init", () => {
hookDragHandlers(Token); hookDragHandlers(Token);
hookDragHandlers(MeasuredTemplate); hookDragHandlers(MeasuredTemplate);
hookKeyboardManagerFunctions() hookKeyboardManagerFunctions()
hookLayerFunctions();
Ruler = DragRulerRuler; Ruler = DragRulerRuler;
window.dragRuler = { window.dragRuler = {
getColorForDistance, getColorForDistanceAndToken,
getMovedDistanceFromToken, getMovedDistanceFromToken,
registerModule, registerModule,
registerSystem, registerSystem,
@@ -40,7 +42,7 @@ Hooks.on("canvasReady", () => {
ruler.draggedEntity = null; ruler.draggedEntity = null;
Object.defineProperty(ruler, "isDragRuler", { Object.defineProperty(ruler, "isDragRuler", {
get: function isDragRuler() { get: function isDragRuler() {
return Boolean(this.draggedEntity); // If draggedEntity is set this is a drag ruler return Boolean(this.draggedEntity) && this._state !== Ruler.STATES.INACTIVE;
} }
}) })
}) })
@@ -64,6 +66,8 @@ function hookDragHandlers(entityType) {
const originalDragLeftMoveHandler = entityType.prototype._onDragLeftMove const originalDragLeftMoveHandler = entityType.prototype._onDragLeftMove
entityType.prototype._onDragLeftMove = function (event) { entityType.prototype._onDragLeftMove = function (event) {
if (entityType === Token)
applyGridlessSnapping.call(this, event);
originalDragLeftMoveHandler.call(this, event) originalDragLeftMoveHandler.call(this, event)
onEntityLeftDragMove.call(this, event) onEntityLeftDragMove.call(this, event)
} }
@@ -92,12 +96,32 @@ 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) { function handleKeys(event, key, up) {
if (event.repeat || this.hasFocus) if (event.repeat || this.hasFocus)
return false return false
if (key.toLowerCase() === "x") return onKeyX(up) const lowercaseKey = key.toLowerCase();
if (key.toLowerCase() === "shift") return onKeyShift(up)
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 return false
} }
@@ -125,10 +149,39 @@ function onKeyShift(up) {
ruler.measure(measurePosition, {snap: up}) ruler.measure(measurePosition, {snap: up})
} }
function onKeySpace(up) {
const ruler = canvas.controls.ruler;
// Ruler can end up being undefined here if no canvas is active
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 onKeyEscape(up) {
const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity)
return false;
if (!up)
ruler.dragRulerAbortDrag();
return true;
}
function onEntityLeftDragStart(event) { function onEntityLeftDragStart(event) {
const isToken = this instanceof Token; const isToken = this instanceof Token;
if (isToken && !currentSpeedProvider.usesRuler(this))
return
const ruler = canvas.controls.ruler const ruler = canvas.controls.ruler
ruler.draggedEntity = this; ruler.draggedEntity = this;
let entityCenter; let entityCenter;
@@ -136,12 +189,33 @@ function onEntityLeftDragStart(event) {
entityCenter = getHexSizeSupportTokenGridCenter(this); entityCenter = getHexSizeSupportTokenGridCenter(this);
else else
entityCenter = this.center; 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.clear();
ruler._state = Ruler.STATES.STARTING; ruler._state = Ruler.STATES.STARTING;
ruler.rulerOffset = {x: entityCenter.x - event.data.origin.x, y: entityCenter.y - event.data.origin.y}; 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")) if (isToken && game.settings.get(settingsKey, "enableMovementHistory"))
ruler.dragRulerAddWaypointHistory(getMovementHistory(this)); ruler.dragRulerAddWaypointHistory(getMovementHistory(this));
ruler.dragRulerAddWaypoint(entityCenter, false); 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) { function onEntityLeftDragMove(event) {
@@ -152,8 +226,10 @@ function onEntityLeftDragMove(event) {
function onEntityDragLeftDrop(event) { function onEntityDragLeftDrop(event) {
const ruler = canvas.controls.ruler const ruler = canvas.controls.ruler
if (!ruler.isDragRuler) if (!ruler.isDragRuler) {
ruler.draggedEntity = undefined;
return false return false
}
// When we're dragging a measured template no token will ever be selected, // 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 // resulting in only the dragged template to be moved as would be expected
const selectedTokens = canvas.tokens.controlled const selectedTokens = canvas.tokens.controlled
@@ -168,43 +244,95 @@ function onEntityDragLeftDrop(event) {
function onEntityDragLeftCancel(event) { function onEntityDragLeftCancel(event) {
// This function is invoked by right clicking // This function is invoked by right clicking
const ruler = canvas.controls.ruler const ruler = canvas.controls.ruler
if (!ruler.isDragRuler || ruler._state === Ruler.STATES.MOVING) if (!ruler.draggedEntity || ruler._state === Ruler.STATES.MOVING)
return false return false
if (ruler._state === Ruler.STATES.MEASURING) {
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) { const swapSpacebarRightClick = game.settings.get(settingsKey, "swapSpacebarRightClick");
ruler.dragRulerDeleteWaypoint(event); 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 { else {
event.preventDefault() event.preventDefault();
const snap = !event.shiftKey ruler.dragRulerAddWaypoint(ruler.destination, options);
ruler.dragRulerAddWaypoint(ruler.destination, snap);
} }
} }
return true return true
} }
export function getColorForDistance(startDistance, subDistance=0) { function applyGridlessSnapping(event) {
if (!this.isDragRuler) const ruler = canvas.controls.ruler;
return this.color if (!game.settings.get(settingsKey, "useGridlessRaster"))
if (!this.draggedEntity.actor) { return;
return this.color; if (!ruler.isDragRuler)
return;
if (game.keyboard.isDown("Shift"))
return;
if (canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS)
return;
const rasterWidth = 35 / canvas.stage.scale.x;
const tokenX = event.data.destination.x;
const tokenY = event.data.destination.y;
const destination = {x: tokenX + ruler.rulerOffset.x, y: tokenY + ruler.rulerOffset.y};
const ranges = getRangesFromSpeedProvider(ruler.draggedEntity);
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
if (terrainRulerAvailable) {
const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {return {ray}});
const pinpointDistances = new Map();
for (const range of ranges) {
pinpointDistances.set(range.range, null);
}
terrainRuler.measureDistances(segments, {pinpointDistances});
const targetDistance = Array.from(pinpointDistances.entries())
.filter(([_key, val]) => val)
.reduce((value, current) => value[0] > current[0] ? value : current, [0, null]);
const rasterLocation = targetDistance[1];
if (rasterLocation) {
const deltaX = destination.x - rasterLocation.x;
const deltaY = destination.y - rasterLocation.y;
const rasterDistance = Math.hypot(deltaX, deltaY);
if (rasterDistance < rasterWidth) {
event.data.destination.x = rasterLocation.x - ruler.rulerOffset.x;
event.data.destination.y = rasterLocation.y - ruler.rulerOffset.y;
}
}
} }
// Don't apply colors if the current user doesn't have at least observer permissions else {
if (this.draggedEntity.actor.permission < 2) { let waypointDistance = 0;
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway let origin = event.data.origin;
if (!(this.draggedEntity.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs"))) if (ruler.waypoints.length > 1) {
return this.color const segments = Ruler.dragRulerGetRaysFromWaypoints(ruler.waypoints, destination).map(ray => {return {ray}});
origin = segments.pop().ray.A;
waypointDistance = canvas.grid.measureDistances(segments).reduce((a, b) => a + b);
origin = {x: origin.x - ruler.rulerOffset.x, y: origin.y - ruler.rulerOffset.y};
}
const deltaX = tokenX - origin.x;
const deltaY = tokenY - origin.y;
const distance = Math.hypot(deltaX, deltaY);
// targetRange will be the largest range that's still smaller than distance
let targetDistance = ranges
.map(range => range.range)
.map(range => range - waypointDistance)
.map(range => range * canvas.dimensions.size / canvas.dimensions.distance)
.filter(range => range < distance)
.reduce((a, b) => Math.max(a, b), 0);
if (targetDistance) {
if (distance < targetDistance + rasterWidth) {
event.data.destination.x = origin.x + deltaX * targetDistance / distance;
event.data.destination.y = origin.y + deltaY * targetDistance / distance;
}
}
} }
const distance = startDistance + subDistance
if (!this.dragRulerRanges)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
const ranges = this.dragRulerRanges;
if (ranges.length === 0)
return this.color
const currentRange = ranges.reduce((minRange, currentRange) => {
if (distance <= currentRange.range && currentRange.range < minRange.range)
return currentRange
return minRange
}, {range: Infinity, color: getUnreachableColorFromSpeedProvider()})
return currentRange.color
} }
+17 -3
View File
@@ -1,6 +1,6 @@
import {measureDistances} from "./compatibility.js"; import {measureDistances} from "./compatibility.js";
import {recalculate, updateCombatantDragRulerFlags} from "./socket.js"; import {recalculate, updateCombatantDragRulerFlags} from "./socket.js";
import {getTokenShape, zip} from "./util.js"; import {getTokenShape, isClose, zip} from "./util.js";
function initTrackingFlag(combatant) { function initTrackingFlag(combatant) {
const initialFlag = {passedWaypoints: [], trackedRound: 0}; const initialFlag = {passedWaypoints: [], trackedRound: 0};
@@ -49,14 +49,14 @@ function calculateUpdate(combat, token, rays) {
} }
// Add the passed waypoints to the combatant // Add the passed waypoints to the combatant
const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS); const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active;
const dragRulerFlags = combatant.data.flags.dragRuler; const dragRulerFlags = combatant.data.flags.dragRuler;
const waypoints = dragRulerFlags.passedWaypoints; const waypoints = dragRulerFlags.passedWaypoints;
for (const ray of rays) { for (const ray of rays) {
// Ignore rays that have the same start and end coordinates // Ignore rays that have the same start and end coordinates
if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) { if (ray.A.x !== ray.B.x || ray.A.y !== ray.B.y) {
if (terrainRulerAvailable) { if (terrainRulerAvailable) {
measureDistances([{ray}], token, getTokenShape(token), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState}); measureDistances([{ray}], token, getTokenShape(token), {terrainRulerInitialState: waypoints[waypoints.length - 1]?.dragRulerFinalState, enableTerrainRuler: terrainRulerAvailable});
ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces; ray.A.dragRulerVisitedSpaces = ray.terrainRulerVisitedSpaces;
ray.A.dragRulerFinalState = ray.terrainRulerFinalState; ray.A.dragRulerFinalState = ray.terrainRulerFinalState;
} }
@@ -81,6 +81,20 @@ export function getMovementHistory(token) {
return dragRulerFlags.passedWaypoints ?? []; 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) { export async function resetMovementHistory(combat, combatantId) {
const combatant = combat.combatants.get(combatantId); const combatant = combat.combatants.get(combatantId);
const dragRulerFlags = combatant.data.flags.dragRuler; const dragRulerFlags = combatant.data.flags.dragRuler;
+53 -20
View File
@@ -1,7 +1,8 @@
import {measure} from "./foundry_imports.js" import {getColorForDistanceAndToken, getRangesFromSpeedProvider} from "./api.js";
import {cancelScheduledMeasurement, measure} from "./foundry_imports.js"
import {getMovementHistory} from "./movement_tracking.js"; import {getMovementHistory} from "./movement_tracking.js";
import {settingsKey} from "./settings.js"; import {settingsKey} from "./settings.js";
import {getSnapPointForEntity} from "./util.js"; import {getSnapPointForEntity, setSnapParameterOnOptions} from "./util.js";
export class DragRulerRuler extends Ruler { export class DragRulerRuler extends Ruler {
// Functions below are overridden versions of functions in Ruler // Functions below are overridden versions of functions in Ruler
@@ -16,18 +17,22 @@ export class DragRulerRuler extends Ruler {
this.previousWaypoints = []; this.previousWaypoints = [];
this.previousLabels.removeChildren().forEach(c => c.destroy()); this.previousLabels.removeChildren().forEach(c => c.destroy());
this.dragRulerRanges = undefined; this.dragRulerRanges = undefined;
cancelScheduledMeasurement.call(this);
} }
async moveToken(event) { async moveToken(event) {
// This function is invoked by left clicking // This function is invoked by left clicking
if (!this.isDragRuler) if (!this.isDragRuler)
return await super.moveToken(event); return await super.moveToken(event);
let options = {};
setSnapParameterOnOptions(this, options);
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) { if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
const snap = !event.shiftKey; this.dragRulerAddWaypoint(this.destination, options);
this.dragRulerAddWaypoint(this.destination, snap);
} }
else { else {
this.dragRulerDeleteWaypoint(); this.dragRulerDeleteWaypoint(event, options);
} }
} }
@@ -52,6 +57,7 @@ export class DragRulerRuler extends Ruler {
else else
this.draggedEntity = canvas.templates.get(data.draggedEntity); this.draggedEntity = canvas.templates.get(data.draggedEntity);
} }
super.update(data); super.update(data);
} }
@@ -70,8 +76,9 @@ export class DragRulerRuler extends Ruler {
} }
// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler // The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
dragRulerAddWaypoint(point, snap=true) { dragRulerAddWaypoint(point, options={}) {
if (snap) { options.snap = options.snap ?? true;
if (options.snap) {
point = getSnapPointForEntity(point.x, point.y, this.draggedEntity); point = getSnapPointForEntity(point.x, point.y, this.draggedEntity);
} }
this.waypoints.push(new PIXI.Point(point.x, point.y)); this.waypoints.push(new PIXI.Point(point.x, point.y));
@@ -91,28 +98,36 @@ export class DragRulerRuler extends Ruler {
this.labels.removeChildren().forEach(c => c.destroy()); 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) { if (this.waypoints.filter(w => !w.isPrevious).length > 1) {
event.preventDefault(); event.preventDefault();
const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens); const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
const rulerOffset = this.rulerOffset; 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}); game.user.broadcastActivity({ruler: this});
} }
else { else {
const token = this.draggedEntity; this.dragRulerAbortDrag(event);
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);
} }
} }
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) { async dragRulerRecalculate(tokenIds) {
if (this._state !== Ruler.STATES.MEASURING) if (this._state !== Ruler.STATES.MEASURING)
return; return;
@@ -123,7 +138,7 @@ export class DragRulerRuler extends Ruler {
if (game.settings.get(settingsKey, "enableMovementHistory")) if (game.settings.get(settingsKey, "enableMovementHistory"))
this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity)); this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
for (const waypoint of waypoints) { for (const waypoint of waypoints) {
this.dragRulerAddWaypoint(waypoint, false); this.dragRulerAddWaypoint(waypoint, {snap: false});
} }
this.measure(this.destination); this.measure(this.destination);
game.user.broadcastActivity({ruler: this}); game.user.broadcastActivity({ruler: this});
@@ -138,4 +153,22 @@ export class DragRulerRuler extends Ruler {
return ray; return ray;
}); });
} }
dragRulerGetColorForDistance(distance) {
if (!this.isDragRuler)
return this.color;
if (!this.draggedEntity.actor) {
return this.color;
}
// Don't apply colors if the current user doesn't have at least observer permissions
if (this.draggedEntity.actor.permission < 2) {
// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
if (!(this.draggedEntity.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
return this.color;
}
distance = Math.round(distance * 100) / 100;
if (!this.dragRulerRanges)
this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
return getColorForDistanceAndToken(distance, this.draggedEntity, this.dragRulerRanges) ?? this.color;
}
} }
+18
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@@ -11,6 +11,15 @@ export function registerSettings() {
default: "fresh install" 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", { game.settings.register(settingsKey, "swapSpacebarRightClick", {
name: "drag-ruler.settings.swapSpacebarRightClick.name", name: "drag-ruler.settings.swapSpacebarRightClick.name",
hint: "drag-ruler.settings.swapSpacebarRightClick.hint", hint: "drag-ruler.settings.swapSpacebarRightClick.hint",
@@ -20,6 +29,15 @@ export function registerSettings() {
default: false, default: false,
}) })
game.settings.register(settingsKey, "useGridlessRaster", {
name: "drag-ruler.settings.useGridlessRaster.name",
hint: "drag-ruler.settings.useGridlessRaster.hint",
scope: "client",
config: true,
type: Boolean,
default: true,
});
game.settings.register(settingsKey, "alwaysShowSpeedForPCs", { game.settings.register(settingsKey, "alwaysShowSpeedForPCs", {
name: "drag-ruler.settings.alwaysShowSpeedForPCs.name", name: "drag-ruler.settings.alwaysShowSpeedForPCs.name",
hint: "drag-ruler.settings.alwaysShowSpeedForPCs.hint", hint: "drag-ruler.settings.alwaysShowSpeedForPCs.hint",
+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 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. * 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, ...) * (1 is regular cost, 2 costs double, 3 costs triple, ...)
* This function is only called if the TerrainLayer and TerrainRuler modules are enabled. *
* Parameters:
* - options: An object used to configure Enhanced Terrain Layer'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 Enhanced Terrain Layer and Terrain Ruler 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) * 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 // 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 the maximum of the costs
return costs.reduce((max, current) => Math.max(max, current)) return costs.reduce((max, current) => Math.max(max, current))
} }
+2 -2
View File
@@ -8,7 +8,7 @@ export function getDefaultSpeedAttribute() {
case "dnd5e": case "dnd5e":
return "actor.data.data.attributes.movement.walk" return "actor.data.data.attributes.movement.walk"
case "lancer": case "lancer":
return "actor.data.data.mech.speed" return "actor.data.data.derived.speed"
case "pf1": case "pf1":
case "D35E": case "D35E":
return "actor.data.data.attributes.speed.land.total" return "actor.data.data.attributes.speed.land.total"
@@ -17,7 +17,7 @@ export function getDefaultSpeedAttribute() {
case "shadowrun5e": case "shadowrun5e":
return "actor.data.data.movement.walk.value"; return "actor.data.data.movement.walk.value";
case "swade": case "swade":
return "actor.data.data.stats.speed.value" return "actor.data.data.stats.speed.adjusted";
} }
return "" return ""
} }
+60 -16
View File
@@ -10,33 +10,61 @@ export function getSnapPointForToken(x, y, token) {
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) { if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
return new PIXI.Point(x, y); return new PIXI.Point(x, y);
} }
if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) { if (canvas.grid.isHex) {
if (token.getFlag("hex-size-support", "borderSize") % 2 === 0) { if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid) if (token.document.getFlag("hex-size-support", "borderSize") % 2 === 0) {
return new PIXI.Point(snapPoint.x, snapPoint.y) const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
return new PIXI.Point(snapPoint.x, snapPoint.y)
}
else {
return new PIXI.Point(...canvas.grid.getCenter(x, y))
}
} }
else { else {
return new PIXI.Point(...canvas.grid.getCenter(x, y)) return new PIXI.Point(...canvas.grid.getCenter(x, y));
} }
} }
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
let cellX, cellY;
if (token.data.width % 2 === 0)
cellX = x - canvas.grid.h / 2;
else
cellX = x;
if (token.data.height % 2 === 0)
cellY = y - canvas.grid.h / 2;
else
cellY = y;
const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
let snapX, snapY;
// Tiny tokens can snap to the cells corners // Tiny tokens can snap to the cells corners
if (!canvas.grid.isHex && token.data.width <= 0.5) { if (token.data.width <= 0.5) {
const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
const offsetX = x - topLeftX; const offsetX = x - topLeftX;
const offsetY = y - topLeftY;
const subGridWidth = Math.floor(canvas.grid.w / 2); const subGridWidth = Math.floor(canvas.grid.w / 2);
const subGridHeight = Math.floor(canvas.grid.h / 2);
const subGridPosX = Math.floor(offsetX / subGridWidth); const subGridPosX = Math.floor(offsetX / subGridWidth);
const subGridPosY = Math.floor(offsetY / subGridHeight); snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
return new PIXI.Point(topLeftX + (subGridPosX + 0.5) * subGridWidth, topLeftY + (subGridPosY + 0.5) * subGridHeight);
} }
// Hex tokens, tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell // Tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
if (canvas.grid.isHex || Math.round(token.data.width) % 2 === 1 || token.data.width < 1) { else if (Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
return new PIXI.Point(...canvas.grid.getCenter(x, y)) snapX = centerX;
} }
// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid // All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
const [snappedX, snappedY] = canvas.grid.getCenter(x - canvas.grid.w / 2, y - canvas.grid.h / 2) else {
return new PIXI.Point(snappedX + canvas.grid.w / 2, snappedY + canvas.grid.h / 2) snapX = centerX + canvas.grid.w / 2;
}
if (token.data.height <= 0.5) {
const offsetY = y - topLeftY;
const subGridHeight = Math.floor(canvas.grid.h / 2);
const subGridPosY = Math.floor(offsetY / subGridHeight);
snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
}
else if (Math.round(token.data.height) % 2 === 1 || token.data.height < 1) {
snapY = centerY;
}
else {
snapY = centerY + canvas.grid.h / 2;
}
return new PIXI.Point(snapX, snapY);
} }
export function getSnapPointForMeasuredTemplate(x, y) { export function getSnapPointForMeasuredTemplate(x, y) {
@@ -198,3 +226,19 @@ export function applyTokenSizeOffset(waypoints, token) {
return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y)) 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;
}