"use strict" import {availableSpeedProviders, currentSpeedProvider, registerModule, registerSystem, setCurrentSpeedProvider} from "./api.js" import {measure, moveTokens, onMouseMove} from "./foundry_imports.js" import {registerSettings, settingsKey} from "./settings.js" Hooks.once("init", () => { registerSettings() hookTokenDragHandlers() hookRulerFunctions() patchRulerHighlightMeasurement() availableSpeedProviders["native"] = nativeSpeedProvider setCurrentSpeedProvider(nativeSpeedProvider) window.dragRuler = { getColorForDistance, registerModule, registerSystem } }) Hooks.once("ready", () => { Hooks.callAll("dragRuler.ready") }) Hooks.on("canvasReady", () => { canvas.controls.rulers.children.forEach(ruler => { ruler.draggedToken = null Object.defineProperty(ruler, "isDragRuler", { get: function isDragRuler() { return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler } }) }) }) function hookTokenDragHandlers() { const originalDragLeftStartHandler = Token.prototype._onDragLeftStart Token.prototype._onDragLeftStart = function(event) { originalDragLeftStartHandler.call(this, event) onTokenLeftDragStart.call(this, event) } const originalDragLeftMoveHandler = Token.prototype._onDragLeftMove Token.prototype._onDragLeftMove = function (event) { originalDragLeftMoveHandler.call(this, event) onTokenLeftDragMove.call(this, event) } const originalDragLeftDropHandler = Token.prototype._onDragLeftDrop Token.prototype._onDragLeftDrop = function (event) { const eventHandled = onTokenDragLeftDrop.call(this, event) if (!eventHandled) originalDragLeftDropHandler.call(this, event) } const originalDragLeftCancelHandler = Token.prototype._onDragLeftCancel Token.prototype._onDragLeftCancel = function (event) { const eventHandled = onTokenDragLeftCancel.call(this, event) if (!eventHandled) originalDragLeftCancelHandler.call(this, event) } } function hookRulerFunctions() { const originalMoveTokenHandler = Ruler.prototype.moveToken Ruler.prototype.moveToken = function (event) { const eventHandled = onRulerMoveToken.call(this, event) if (!eventHandled) return originalMoveTokenHandler.call(this, event) return true } const originalToJSON = Ruler.prototype.toJSON Ruler.prototype.toJSON = function () { const json = originalToJSON.call(this) if (this.draggedToken) json["draggedToken"] = this.draggedToken.data._id return json } const originalUpdate = Ruler.prototype.update Ruler.prototype.update = function (data) { if (data.draggedToken) { this.draggedToken = canvas.tokens.get(data.draggedToken) } originalUpdate.call(this, data) } const originalMeasure = Ruler.prototype.measure Ruler.prototype.measure = function (destination, options={}) { if (this.isDragRuler) { return measure.call(this, destination, options) } else { return originalMeasure.call(this, destination, options) } } } function onTokenLeftDragStart(event) { canvas.controls.ruler.draggedToken = this const tokenCenter = {x: this.x + canvas.grid.size / 2, y: this.y + canvas.grid.size / 2} canvas.controls.ruler.clear(); canvas.controls.ruler._state = Ruler.STATES.STARTING; canvas.controls.ruler.rulerOffset = {x: tokenCenter.x - event.data.origin.x, y: tokenCenter.y - event.data.origin.y} canvas.controls.ruler._addWaypoint(tokenCenter); } function onTokenLeftDragMove(event) { if (canvas.controls.ruler.isDragRuler) onMouseMove.call(canvas.controls.ruler, event) } function onTokenDragLeftDrop(event) { if (!canvas.controls.ruler.isDragRuler) return false canvas.controls.ruler.draggedToken = null const selectedTokens = canvas.tokens.placeables.filter(token => token._controlled) moveTokens.call(canvas.controls.ruler, selectedTokens) return true } function onTokenDragLeftCancel(event) { if (!canvas.controls.ruler.isDragRuler) return false if (canvas.controls.ruler._state === Ruler.STATES.MEASURING) { if (canvas.controls.ruler.waypoints.length > 1) { canvas.controls.ruler._removeWaypoint(canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens), {snap: !event.shiftKey}) game.user.broadcastActivity({ruler: canvas.controls.ruler}) event.preventDefault() } else { canvas.controls.ruler._endMeasurement() canvas.controls.ruler.draggedToken = null return false } } return true } function onRulerMoveToken(event) { if (!this.isDragRuler) return false this._addWaypoint(this.destination) return true } function strInsertAfter(haystack, needle, strToInsert) { const pos = haystack.indexOf(needle) + needle.length return haystack.slice(0, pos) + strToInsert + haystack.slice(pos) } function nativeSpeedProvider(token, playercolor) { const speedAttribute = game.settings.get(settingsKey, "speedAttribute") if (!speedAttribute) return [] const tokenSpeed = getProperty(token, speedAttribute) if (tokenSpeed === undefined) { console.warn(`Drag Ruler | The configured token speed attribute "${speedAttribute}" didn't return a speed value. To use colors based on drag distance set the setting to the correct value (or clear the box to disable this feature).`) return [] } const dashMultiplier = game.settings.get(settingsKey, "dashMultiplier") if (!dashMultiplier) return [{range: tokenSpeed, color: playercolor}] return [{range: tokenSpeed, color: playercolor}, {range: tokenSpeed * dashMultiplier, color: 0xFFFF00}] } function getColorForDistance(startDistance, subDistance) { if (!this.isDragRuler) return this.color // Don't apply colors if the current user doesn't have at least observer permissions if (this.draggedToken.actor.permission < 2) { // If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway if (!(this.draggedToken.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs"))) return this.color } const distance = startDistance + subDistance const ranges = currentSpeedProvider(this.draggedToken, this.color) 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: 0xFF0000}) return currentRange.color } // These patches were written with foundry-0.7.9.js as reference function patchRulerHighlightMeasurement() { let code = Ruler.prototype._highlightMeasurement.toString() // Replace CRLF with LF in case foundry.js has CRLF for some reason code = code.replace(/\r\n/g, "\n") // Remove function signature and closing curly bracket (those are on the first and last line) code = code.slice(code.indexOf("\n"), code.lastIndexOf("\n")) const calcColorCode = ` let subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0] let color = dragRuler.getColorForDistance.call(this, startDistance, subDistance) ` code = strInsertAfter(code, "Position(x1, y1);\n", calcColorCode) code = strInsertAfter(code, "Position(x1h, y1h);\n", calcColorCode.replace("x: xg, y: yg", "x: xgh, y: ygh")) code = code.replace(/color: this\.color\}/g, "color}") Ruler.prototype._highlightMeasurement = new Function("ray", "startDistance=undefined", code) }