Files
foundryvtt-drag-ruler/src/foundry_imports.js
T
2022-10-01 07:56:20 +02:00

233 lines
8.4 KiB
JavaScript

import {getGridPositionFromPixels} from "./foundry_fixes.js";
import {disableSnap, moveWithoutAnimation} from "./keybindings.js";
import {trackRays} from "./movement_tracking.js";
import {recalculate} from "./socket.js";
import {getSnapPointForToken, highlightTokenShape, sum} from "./util.js";
// This is a modified version of Ruler.moveToken from foundry 0.7.9
export async function moveEntities(draggedEntity, selectedEntities) {
let wasPaused = game.paused;
if (wasPaused && !game.user.isGM) {
ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
return false;
}
if (!this.visible || !this.destination) return false;
if (!draggedEntity) return;
// Wait until all scheduled measurements are done
await this.deferredMeasurementPromise;
// Get the movement rays and check collision along each Ray
// These rays are center-to-center for the purposes of collision checking
const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
if (!game.user.isGM && draggedEntity instanceof Token) {
const hasCollision = selectedEntities.some(token => {
const offset = calculateEntityOffset(token, draggedEntity);
const offsetRays = rays
.filter(ray => !ray.isPrevious)
.map(ray => applyOffsetToRay(ray, offset));
if (window.WallHeight) {
window.WallHeight.addBoundsToRays(offsetRays, draggedEntity);
}
return offsetRays.some(r => canvas.walls.checkCollision(r));
});
if (hasCollision) {
ui.notifications.error(game.i18n.localize("ERROR.TokenCollide"));
this._endMeasurement();
return true;
}
}
// Execute the movement path.
// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
this._state = Ruler.STATES.MOVING;
await animateEntities.call(this, selectedEntities, draggedEntity, rays, wasPaused);
// Once all animations are complete we can clear the ruler
if (this.draggedEntity?.id === draggedEntity.id) this._endMeasurement();
}
// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
async function animateEntities(entities, draggedEntity, draggedRays, wasPaused) {
const newRays = draggedRays.filter(r => !r.isPrevious);
const entityAnimationData = entities.map(entity => {
const entityOffset = calculateEntityOffset(entity, draggedEntity);
const offsetRays = newRays.map(ray => applyOffsetToRay(ray, entityOffset));
// Determine offset relative to the Token top-left.
// This is important so we can position the token relative to the ruler origin for non-1x1 tokens.
const firstWaypoint = this.waypoints.find(w => !w.isPrevious);
const origin = [firstWaypoint.x + entityOffset.x, firstWaypoint.y + entityOffset.y];
let dx, dy;
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
dx = entity.x - origin[0];
dy = entity.y - origin[1];
} else {
dx = entity.x - origin[0];
dy = entity.y - origin[1];
}
return {entity, rays: offsetRays, dx, dy};
});
const isToken = draggedEntity instanceof Token;
const animate = isToken && !moveWithoutAnimation;
const startWaypoint = animate ? 0 : entityAnimationData[0].rays.length - 1;
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
this.cancelMovement = false;
for (let i = startWaypoint; i < entityAnimationData[0].rays.length; i++) {
if (!wasPaused && game.paused) break;
const entityPaths = entityAnimationData.map(({entity, rays, dx, dy}) => {
const ray = rays[i];
const dest = [ray.B.x, ray.B.y];
const path = new Ray({x: entity.x, y: entity.y}, {x: dest[0] + dx, y: dest[1] + dy});
return {entity, path};
});
const updates = entityPaths.map(({entity, path}) => {
return {x: path.B.x, y: path.B.y, _id: entity.id};
});
await draggedEntity.scene.updateEmbeddedDocuments(
draggedEntity.constructor.embeddedName,
updates,
{animate},
);
if (animate)
await Promise.all(
entityPaths.map(({entity}) => CanvasAnimation.getAnimation(entity.animationName)?.promise),
);
// This is a flag of the "Monk's Active Tile Triggers" module that signals that the movement should be cancelled early
if (this.cancelMovement) {
entityAnimationData.forEach(ead => (ead.rays = ead.rays.slice(0, i + 1)));
break;
}
}
if (isToken)
trackRays(
entities,
entityAnimationData.map(({rays}) => rays),
).then(() => recalculate(entities));
}
function calculateEntityOffset(entityA, entityB) {
return {x: entityA.x - entityB.x, y: entityA.y - entityB.y};
}
function applyOffsetToRay(ray, offset) {
const newRay = new Ray(
{x: ray.A.x + offset.x, y: ray.A.y + offset.y},
{x: ray.B.x + offset.x, y: ray.B.y + offset.y},
);
newRay.isPrevious = ray.isPrevious;
return newRay;
}
// This is a modified version of Ruler._onMouseMove from foundry 0.7.9
export function onMouseMove(event) {
if (this._state === Ruler.STATES.MOVING) return;
// Extract event data
const destination = {
x: event.data.destination.x + this.rulerOffset.x,
y: event.data.destination.y + this.rulerOffset.y,
};
// Hide any existing Token HUD
canvas.hud.token.clear();
delete event.data.hudState;
// Draw measurement updates
scheduleMeasurement.call(this, destination, event);
}
function scheduleMeasurement(destination, event) {
const measurementInterval = 50;
const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent;
if (Date.now() - mt > measurementInterval) {
this.measure(destination, {snap: !disableSnap});
event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING;
cancelScheduledMeasurement.call(this);
} else {
this.deferredMeasurementData = {destination, event};
if (!this.deferredMeasurementTimeout) {
this.deferredMeasurementPromise = new Promise(
(resolve, reject) => (this.deferredMeasurementResolve = resolve),
);
this.deferredMeasurementTimeout = window.setTimeout(
() =>
scheduleMeasurement.call(
this,
this.deferredMeasurementData.destination,
this.deferredMeasurementData.event,
),
measurementInterval,
);
}
}
}
export function cancelScheduledMeasurement() {
window.clearTimeout(this.deferredMeasurementTimeout);
this.deferredMeasurementTimeout = undefined;
this.deferredMeasurementResolve?.();
}
export function highlightMeasurementNative(
ray,
previousSegments,
tokenShape = [{x: 0, y: 0}],
alpha = 1,
) {
const spacer = canvas.scene.gridType === CONST.GRID_TYPES.SQUARE ? 1.41 : 1;
const nMax = Math.max(
Math.floor(ray.distance / (spacer * Math.min(canvas.grid.w, canvas.grid.h))),
1,
);
const tMax = Array.fromRange(nMax + 1).map(t => t / nMax);
// Track prior position
let prior = null;
// Iterate over ray portions
for (let [i, t] of tMax.reverse().entries()) {
let {x, y} = ray.project(t);
// Get grid position
let [x0, y0] = i === 0 ? [null, null] : prior;
let [x1, y1] = canvas.grid.grid.getGridPositionFromPixels(x, y);
if (x0 === x1 && y0 === y1) continue;
// Highlight the grid position
let [xgtl, ygtl] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
let [xg, yg] = canvas.grid.grid.getCenter(xgtl, ygtl);
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xg, y: yg})}]);
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
const color = this.dragRulerGetColorForDistance(distance);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
prior = [x1, y1];
// If the positions are not neighbors, also highlight their halfway point
if (i > 0 && !canvas.grid.isNeighbor(x0, y0, x1, y1)) {
let th = tMax[i - 1] - 0.5 / nMax;
let {x, y} = ray.project(th);
let [x1h, y1h] = canvas.grid.grid.getGridPositionFromPixels(x, y);
let [xghtl, yghtl] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
let [xgh, ygh] = canvas.grid.grid.getCenter(xghtl, yghtl);
const pathUntilSpace = previousSegments.concat([{ray: new Ray(ray.A, {x: xgh, y: ygh})}]);
const distance = sum(canvas.grid.measureDistances(pathUntilSpace, {gridSpaces: true}));
const color = this.dragRulerGetColorForDistance(distance);
const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
}
highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
}
}