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23 Commits

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
16 changed files with 234 additions and 66 deletions
+35
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@@ -1,3 +1,38 @@
## 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 ## 1.8.0
### New features ### New features
- Pressing escape during a drag now cancels the drag - Pressing escape during a drag now cancels the drag
+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)
+4
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@@ -81,6 +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."
} }
} }
} }
+4
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@@ -81,6 +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."
} }
} }
} }
+8
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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": "1.8.0", "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/v1.8.0.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",
+16 -1
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@@ -116,11 +116,26 @@ export function getCostFromSpeedProvider(token, area, options) {
} }
} }
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);
} }
+1 -5
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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";
@@ -10,7 +9,7 @@ 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)
} }
} }
@@ -63,9 +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"),
+4 -5
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@@ -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";
@@ -169,7 +168,7 @@ export function measure(destination, options={}) {
options.ignoreGrid = false; options.ignoreGrid = false;
} }
options.enableTerrainRuler = isToken && game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS); 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
@@ -229,7 +228,7 @@ export function measure(destination, options={}) {
r.clear(); r.clear();
let rulerColor let rulerColor
if (!options.gridSpaces || 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())) {
@@ -301,7 +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);
@@ -314,7 +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);
+71 -26
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@@ -1,7 +1,7 @@
"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";
@@ -22,7 +22,7 @@ Hooks.once("init", () => {
Ruler = DragRulerRuler; Ruler = DragRulerRuler;
window.dragRuler = { window.dragRuler = {
getColorForDistance, getColorForDistanceAndToken,
getMovedDistanceFromToken, getMovedDistanceFromToken,
registerModule, registerModule,
registerSystem, registerSystem,
@@ -66,6 +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)
} }
@@ -149,7 +151,8 @@ function onKeyShift(up) {
function onKeySpace(up) { function onKeySpace(up) {
const ruler = canvas.controls.ruler; const ruler = canvas.controls.ruler;
if (!ruler.draggedEntity) // Ruler can end up being undefined here if no canvas is active
if (!ruler?.draggedEntity)
return false; return false;
if (ruler._state !== Ruler.STATES.INACTIVE) if (ruler._state !== Ruler.STATES.INACTIVE)
@@ -266,28 +269,70 @@ function onEntityDragLeftCancel(event) {
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
} }
+2 -2
View File
@@ -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;
} }
+20 -1
View File
@@ -1,3 +1,4 @@
import {getColorForDistanceAndToken, getRangesFromSpeedProvider} from "./api.js";
import {cancelScheduledMeasurement, measure} from "./foundry_imports.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";
@@ -25,7 +26,7 @@ export class DragRulerRuler extends Ruler {
return await super.moveToken(event); return await super.moveToken(event);
let options = {}; let options = {};
setSnapParameterOnOptions(this, event, options); setSnapParameterOnOptions(this, options);
if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) { if (!game.settings.get(settingsKey, "swapSpacebarRightClick")) {
this.dragRulerAddWaypoint(this.destination, options); this.dragRulerAddWaypoint(this.destination, options);
@@ -152,4 +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;
}
} }
+9
View File
@@ -29,6 +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",
+2 -2
View File
@@ -63,9 +63,9 @@ export class SpeedProvider {
* (1 is regular cost, 2 costs double, 3 costs triple, ...) * (1 is regular cost, 2 costs double, 3 costs triple, ...)
* *
* Parameters: * Parameters:
* - options: An object used to configure TerrainLayer's cost calculation. Ex: If options.ignoreGrid is set to true, then Euclidean measurement can be forced on a gridded map. * - 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 TerrainLayer and TerrainRuler modules are enabled. * 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)
*/ */
+1 -1
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"
+44 -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) {