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Fix detection of range dependencies (#1497)
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9564edb244
commit
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2 changed files with 78 additions and 14 deletions
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@ -330,14 +330,14 @@ const updateActorsRangeDependentEffects = async token => {
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break;
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}
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const distanceBetween = canvas.grid.measurePath([
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userTarget.document.movement.destination,
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token.movement.destination
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]).distance;
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const distance = rangeMeasurement[range];
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// Get required distance and special case 5 feet to test adjacency
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const required = rangeMeasurement[range];
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const reverse = type === CONFIG.DH.GENERAL.rangeInclusion.outsideRange.id;
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if (reverse ? distanceBetween <= distance : distanceBetween > distance) {
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const inRange =
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required === 5
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? userTarget.isAdjacentWith(token.object)
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: userTarget.distanceTo(token.object) <= required;
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if (reverse ? inRange : !inRange) {
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enabledEffect = false;
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break;
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}
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@ -351,16 +351,15 @@ const updateAllRangeDependentEffects = async () => {
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const effectsAutomation = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).effects;
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if (!effectsAutomation.rangeDependent) return;
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// Only consider tokens on the active scene
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const tokens = game.scenes.find(x => x.active).tokens;
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const tokens = canvas.scene.tokens;
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if (game.user.character) {
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// The character updates their character's token. There can be only one token.
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const characterToken = tokens.find(x => x.actor === game.user.character);
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updateActorsRangeDependentEffects(characterToken);
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} else if (game.user.isGM) {
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} else if (game.user.isActiveGM) {
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// The GM is responsible for all other tokens.
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const playerCharacters = game.users.players.filter(x => x.active).map(x => x.character);
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for (let token of tokens.filter(x => !playerCharacters.includes(x.actor))) {
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for (const token of tokens.filter(x => !playerCharacters.includes(x.actor))) {
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updateActorsRangeDependentEffects(token);
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}
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}
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@ -368,12 +367,14 @@ const updateAllRangeDependentEffects = async () => {
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const debouncedRangeEffectCall = foundry.utils.debounce(updateAllRangeDependentEffects, 50);
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Hooks.on('targetToken', async (user, token, targeted) => {
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Hooks.on('targetToken', () => {
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debouncedRangeEffectCall();
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});
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Hooks.on('moveToken', async (movedToken, data) => {
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debouncedRangeEffectCall();
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Hooks.on('refreshToken', (_, options) => {
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if (options.refreshPosition) {
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debouncedRangeEffectCall();
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}
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});
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Hooks.on('renderCompendiumDirectory', (app, html) => applications.ui.ItemBrowser.injectSidebarButton(html));
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@ -34,6 +34,69 @@ export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
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this.renderFlags.set({ refreshEffects: true });
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}
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/**
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* Returns the distance from this token to another token object.
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* This value is corrected to handle alternate token sizes and other grid types
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* according to the diagonal rules.
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*/
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distanceTo(target) {
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if (!canvas.ready) return NaN;
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if (this === target) return 0;
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const originPoint = this.center;
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const destinationPoint = target.center;
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// Compute for gridless. This version returns circular edge to edge + grid distance,
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// so that tokens that are touching return 5.
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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const boundsCorrection = canvas.grid.distance / canvas.grid.size;
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const originRadius = this.bounds.width * boundsCorrection / 2;
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const targetRadius = target.bounds.width * boundsCorrection / 2;
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const distance = canvas.grid.measurePath([originPoint, destinationPoint]).distance;
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return distance - originRadius - targetRadius + canvas.grid.distance;
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}
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// Compute what the closest grid space of each token is, then compute that distance
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const originEdge = this.#getEdgeBoundary(this.bounds, originPoint, destinationPoint);
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const targetEdge = this.#getEdgeBoundary(target.bounds, originPoint, destinationPoint);
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const adjustedOriginPoint = canvas.grid.getTopLeftPoint({
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x: originEdge.x + Math.sign(originPoint.x - originEdge.x),
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y: originEdge.y + Math.sign(originPoint.y - originEdge.y)
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});
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const adjustDestinationPoint = canvas.grid.getTopLeftPoint({
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x: targetEdge.x + Math.sign(destinationPoint.x - targetEdge.x),
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y: targetEdge.y + Math.sign(destinationPoint.y - targetEdge.y)
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});
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return canvas.grid.measurePath([adjustedOriginPoint, adjustDestinationPoint]).distance;
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}
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/** Returns the point at which a line starting at origin and ending at destination intersects the edge of the bounds */
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#getEdgeBoundary(bounds, originPoint, destinationPoint) {
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const points = [
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{ x: bounds.x, y: bounds.y },
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{ x: bounds.x + bounds.width, y: bounds.y },
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{ x: bounds.x + bounds.width, y: bounds.y + bounds.height },
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{ x: bounds.x, y: bounds.y + bounds.height }
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];
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const pairsToTest = [
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[points[0], points[1]],
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[points[1], points[2]],
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[points[2], points[3]],
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[points[3], points[0]]
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];
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for (const pair of pairsToTest) {
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const result = foundry.utils.lineSegmentIntersection(originPoint, destinationPoint, pair[0], pair[1]);
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if (result) return result;
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}
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return null;
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}
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/** Tests if the token is at least adjacent with another, with some leeway for diagonals */
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isAdjacentWith(token) {
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return this.distanceTo(token) <= (canvas.grid.distance * 1.5);
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}
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/** @inheritDoc */
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_drawBar(number, bar, data) {
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const val = Number(data.value);
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