import {measureDistances} from "./compatibility.js"; import {getMovementHistory} from "./movement_tracking.js"; import {GenericSpeedProvider, SpeedProvider} from "./speed_provider.js" import {settingsKey} from "./settings.js" import {getTokenShape} from "./util.js"; export const availableSpeedProviders = {} export let currentSpeedProvider = undefined function register(module, type, speedProvider) { const id = `${type}.${module.id}` let providerInstance if (speedProvider.prototype instanceof SpeedProvider) { providerInstance = new speedProvider(id) } else { console.warn(`Drag Ruler | The ${type} '${module.id}' uses the old, deprecated version of the Drag Ruler API. ` + "That old API will be removed in a future Drag Ruler version. " + `Please update the ${type} ${module.id} to stay compatible with future Drag Ruler versions.`); speedProvider.id = id speedProvider.usesRuler = () => true providerInstance = speedProvider } setupProvider(providerInstance) } function setupProvider(speedProvider) { if (speedProvider instanceof SpeedProvider) { const unreachableColor = {id: "unreachable", default: speedProvider.defaultUnreachableColor, name: "drag-ruler.settings.speedProviderSettings.color.unreachable.name"} for (const color of speedProvider.colors.concat([unreachableColor])) { game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.color.${color.id}`, { config: false, scope: "client", type: Number, default: color.default, }) } for (const setting of speedProvider.settings) { setting.config = false game.settings.register(settingsKey, `speedProviders.${speedProvider.id}.setting.${setting.id}`, setting) } } availableSpeedProviders[speedProvider.id] = speedProvider game.settings.settings.get("drag-ruler.speedProvider").default = getDefaultSpeedProvider() updateSpeedProvider() } export function getDefaultSpeedProvider() { const providerIds = Object.keys(availableSpeedProviders) // Game systems take the highest precedence for the being the default const gameSystem = providerIds.find(key => key.startsWith("system.")) if (gameSystem) return gameSystem // If no game system is registered modules are next up. // For lack of a method to select the best module we're just falling back to taking the next best module // settingKeys should always be sorted the same way so this should achive a stable default const module = providerIds.find(key => key.startsWith("module.")) if (module) return module // If neither a game system or a module is found fall back to the native implementation return providerIds[0] } export function updateSpeedProvider() { // If the configured provider is registered use that one. If not use the default provider const configuredProvider = game.settings.get("drag-ruler", "speedProvider") currentSpeedProvider = availableSpeedProviders[configuredProvider] ?? availableSpeedProviders[game.settings.settings.get("drag-ruler.speedProvider").default] } export function initApi() { const genericSpeedProviderInstance = new GenericSpeedProvider("native") setupProvider(genericSpeedProviderInstance) } export function getRangesFromSpeedProvider(token) { try { if (currentSpeedProvider instanceof Function) return currentSpeedProvider(token, 0x00FF00) const ranges = currentSpeedProvider.getRanges(token) for (const range of ranges) { range.color = game.settings.get(settingsKey, `speedProviders.${currentSpeedProvider.id}.color.${range.color}`) } return ranges } catch (e) { console.error(e) return [] } } export function getUnreachableColorFromSpeedProvider() { if (currentSpeedProvider instanceof Function) return 0xFF0000 try { return game.settings.get(settingsKey, `speedProviders.${currentSpeedProvider.id}.color.unreachable`) } catch (e) { console.error(e) return 0xFF0000 } } export function getCostFromSpeedProvider(token, area, options) { try { if (currentSpeedProvider instanceof Function) { return SpeedProvider.prototype.getCostForStep.call(undefined, token, area, options); } return currentSpeedProvider.getCostForStep(token, area, options); } catch (e) { console.error(e); return 1; } } export function getColorForDistanceAndToken(distance, token, ranges=null) { if (!ranges) { ranges = getRangesFromSpeedProvider(token); } 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; } export function getMovedDistanceFromToken(token) { const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active; const history = getMovementHistory(token); const segments = Ruler.dragRulerGetRaysFromWaypoints(history, {x: token.x, y: token.y}).map(ray => {return {ray}}); const shape = getTokenShape(token); const distances = measureDistances(segments, token, shape, {enableTerrainRuler: terrainRulerAvailable}); // Sum up the distances return distances.reduce((acc, val) => acc + val, 0); } export function registerModule(moduleId, speedProvider) { // Check if a module with the given id exists and is currently enabled const module = game.modules.get(moduleId) // If it doesn't the calling module did something wrong. Log a warning and ignore this module if (!module) { console.warn( `Drag Ruler | A module tried to register with the id "${moduleId}". However no active module with this id was found.` + "This api registration call was ignored. " + "If you are the author of that module please check that the id passed to `registerModule` matches the id in your manifest exactly." + "If this call was made form a game system instead of a module please use `registerSystem` instead.") return } // Using Drag Ruler's id is not allowed if (moduleId === "drag-ruler") { console.warn( `Drag Ruler | A module tried to register with the id "${moduleId}", which is not allowed. This api registration call was ignored. ` + "If you're the author of the module please use the id of your own module as it's specified in your manifest to register to this api. " + "If this call was made form a game system instead of a module please use `registerSystem` instead." ) return } register(module, "module", speedProvider) } export function registerSystem(systemId, speedProvider) { const system = game.system // If the current system id doesn't match the provided id something went wrong. Log a warning and ignore this module if (system.id != systemId) { console.warn( `Drag Ruler | A system tried to register with the id "${systemId}". However the active system has a different id.` + "This api registration call was ignored. " + "If you are the author of that system please check that the id passed to `registerSystem` matches the id in your manifest exactly." + "If this call was made form a module instead of a game system please use `registerModule` instead.") return } register(system, "system", speedProvider) }