mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-01-12 03:31:07 +01:00
Merge branch 'main' into feature/death-moves
This commit is contained in:
commit
9a3355175b
229 changed files with 2452 additions and 893 deletions
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@ -4,6 +4,7 @@ export { default as DhpCombat } from './combat.mjs';
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export { default as DHCombatant } from './combatant.mjs';
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export { default as DhActiveEffect } from './activeEffect.mjs';
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export { default as DhChatMessage } from './chatMessage.mjs';
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||||
export { default as DhScene } from './scene.mjs';
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export { default as DhToken } from './token.mjs';
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export { default as DhTooltipManager } from './tooltipManager.mjs';
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export { default as DhTemplateManager } from './templateManager.mjs';
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@ -194,27 +194,10 @@ export default class DhActiveEffect extends foundry.documents.ActiveEffect {
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}
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prepareDerivedData() {
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/* Preventing subclass features from transferring to actor if they do not have the right subclass advancement */
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if (this.parent?.type === 'feature') {
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const origSubclassParent = this.parent.system.originItemType === 'subclass';
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if (origSubclassParent) {
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const subclass = this.parent.parent.items.find(
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x =>
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x.type === 'subclass' &&
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x.system.isMulticlass === (this.parent.system.identifier === 'multiclass')
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);
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if (subclass) {
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const featureState = subclass.system.featureState;
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if (
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(this.parent.system.identifier === CONFIG.DH.ITEM.featureSubTypes.specialization &&
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featureState < 2) ||
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(this.parent.system.identifier === CONFIG.DH.ITEM.featureSubTypes.mastery && featureState < 3)
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) {
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this.transfer = false;
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}
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}
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/* Check for item availability such as in the case of subclass advancement. */
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if (this.parent?.parent?.system?.isItemAvailable) {
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if (!this.parent.parent.system.isItemAvailable(this.parent)) {
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this.transfer = false;
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}
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}
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}
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@ -3,6 +3,7 @@ import { LevelOptionType } from '../data/levelTier.mjs';
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import DHFeature from '../data/item/feature.mjs';
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import { createScrollText, damageKeyToNumber } from '../helpers/utils.mjs';
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import DhCompanionLevelUp from '../applications/levelup/companionLevelup.mjs';
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import { ResourceUpdateMap } from '../data/action/baseAction.mjs';
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export default class DhpActor extends Actor {
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parties = new Set();
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@ -73,16 +74,27 @@ export default class DhpActor extends Actor {
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/**@inheritdoc */
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async _preCreate(data, options, user) {
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if ((await super._preCreate(data, options, user)) === false) return false;
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const update = {};
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// Set default token size. Done here as we do not want to set a datamodel default, since that would apply the sizing to third party actor modules that aren't set up with the size system.
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if (this.system.metadata.usesSize && !data.system?.size) {
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Object.assign(update, {
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system: {
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size: CONFIG.DH.ACTOR.tokenSize.medium.id
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}
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});
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}
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// Configure prototype token settings
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const prototypeToken = {};
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if (['character', 'companion', 'party'].includes(this.type))
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Object.assign(prototypeToken, {
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sight: { enabled: true },
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actorLink: true,
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disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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Object.assign(update, {
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prototypeToken: {
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sight: { enabled: true },
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actorLink: true,
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disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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}
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});
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this.updateSource({ prototypeToken });
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this.updateSource(update);
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}
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_onUpdate(changes, options, userId) {
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@ -477,6 +489,7 @@ export default class DhpActor extends Actor {
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async diceRoll(config) {
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config.source = { ...(config.source ?? {}), actor: this.uuid };
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config.data = this.getRollData();
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config.resourceUpdates = new ResourceUpdateMap(this);
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const rollClass = config.roll.lite ? CONFIG.Dice.daggerheart['DHRoll'] : this.rollClass;
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return await rollClass.build(config);
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}
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@ -765,9 +778,10 @@ export default class DhpActor extends Actor {
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}
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convertDamageToThreshold(damage) {
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const massiveDamageEnabled=game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.variantRules).massiveDamage.enabled;
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if (massiveDamageEnabled && damage >= (this.system.damageThresholds.severe * 2)) {
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return 4;
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const massiveDamageEnabled = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.variantRules)
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.massiveDamage.enabled;
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if (massiveDamageEnabled && damage >= this.system.damageThresholds.severe * 2) {
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return 4;
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}
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return damage >= this.system.damageThresholds.severe ? 3 : damage >= this.system.damageThresholds.major ? 2 : 1;
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}
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40
module/documents/scene.mjs
Normal file
40
module/documents/scene.mjs
Normal file
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@ -0,0 +1,40 @@
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import DHToken from './token.mjs';
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export default class DhScene extends Scene {
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/** A map of `TokenDocument` IDs embedded in this scene long with new dimensions from actor size-category changes */
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#sizeSyncBatch = new Map();
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/** Synchronize a token's dimensions with its actor's size category. */
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syncTokenDimensions(tokenDoc, tokenSize) {
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if (!tokenDoc.parent?.tokens.has(tokenDoc.id)) return;
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const prototype = tokenDoc.actor?.prototypeToken ?? tokenDoc;
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this.#sizeSyncBatch.set(tokenDoc.id, {
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size: tokenSize,
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prototypeSize: { width: prototype.width, height: prototype.height },
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position: { x: tokenDoc.x, y: tokenDoc.y, elevation: tokenDoc.elevation }
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});
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this.#processSyncBatch();
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}
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/** Retrieve size and clear size-sync batch, make updates. */
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#processSyncBatch = foundry.utils.debounce(() => {
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const tokenSizes = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).tokenSizes;
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const entries = this.#sizeSyncBatch
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.entries()
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.toArray()
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.map(([_id, { size, prototypeSize, position }]) => {
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const tokenSize = tokenSizes[size];
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const width = size !== CONFIG.DH.ACTOR.tokenSize.custom.id ? tokenSize : prototypeSize.width;
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const height = size !== CONFIG.DH.ACTOR.tokenSize.custom.id ? tokenSize : prototypeSize.height;
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const updatedPosition = DHToken.getSnappedPositionInSquareGrid(this.grid, position, width, height);
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return {
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_id,
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width,
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height,
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...updatedPosition
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};
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});
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this.#sizeSyncBatch.clear();
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this.updateEmbeddedDocuments('Token', entries, { animation: { movementSpeed: 1.5 } });
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}, 0);
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}
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@ -1,4 +1,4 @@
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export default class DHToken extends TokenDocument {
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export default class DHToken extends CONFIG.Token.documentClass {
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/**
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* Inspect the Actor data model and identify the set of attributes which could be used for a Token Bar.
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* @param {object} attributes The tracked attributes which can be chosen from
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@ -100,4 +100,440 @@ export default class DHToken extends TokenDocument {
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}
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super.deleteCombatants(tokens, combat ?? {});
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}
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/**@inheritdoc */
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static async _preCreateOperation(documents, operation, user) {
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const allowed = await super._preCreateOperation(documents, operation, user);
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if (allowed === false) return false;
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const tokenSizes = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).tokenSizes;
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for (const document of documents) {
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const actor = document.actor;
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if (actor?.system.metadata.usesSize) {
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const tokenSize = tokenSizes[actor.system.size];
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if (tokenSize && actor.system.size !== CONFIG.DH.ACTOR.tokenSize.custom.id) {
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document.updateSource({
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width: tokenSize,
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height: tokenSize
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});
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||||
}
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||||
}
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||||
}
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||||
}
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||||
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||||
/**@inheritdoc */
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||||
_onRelatedUpdate(update = {}, operation = {}) {
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super._onRelatedUpdate(update, operation);
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if (!this.actor?.isOwner) return;
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const updates = Array.isArray(update) ? update : [update];
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const activeGM = game.users.activeGM; // Let the active GM take care of updates if available
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for (let update of updates) {
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if (
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this.actor.system.metadata.usesSize &&
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update.system?.size &&
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activeGM &&
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game.user.id === activeGM.id
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) {
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const tokenSizes = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).tokenSizes;
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const tokenSize = tokenSizes[update.system.size];
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if (tokenSize !== this.width || tokenSize !== this.height) {
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this.parent?.syncTokenDimensions(this, update.system.size);
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}
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}
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}
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}
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/**@inheritdoc */
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getSnappedPosition(data = {}) {
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const grid = this.parent?.grid ?? BaseScene.defaultGrid;
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const x = data.x ?? this.x;
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const y = data.y ?? this.y;
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let elevation = data.elevation ?? this.elevation;
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const unsnapped = { x, y, elevation };
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// Gridless grid
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if (grid.isGridless) return unsnapped;
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// Get position and elevation
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elevation = Math.round(elevation / grid.distance) * grid.distance;
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let width = data.width ?? this.width;
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let height = data.height ?? this.height;
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if (this.actor?.system.metadata.usesSize) {
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const tokenSizes = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).tokenSizes;
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const tokenSize = tokenSizes[this.actor.system.size];
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if (tokenSize && this.actor.system.size !== CONFIG.DH.ACTOR.tokenSize.custom.id) {
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width = tokenSize ?? width;
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height = tokenSize ?? height;
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}
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}
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// Round width and height to nearest multiple of 0.5 if not small
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width = width < 1 ? width : Math.round(width * 2) / 2;
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height = height < 1 ? height : Math.round(height * 2) / 2;
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const shape = data.shape ?? this.shape;
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// Square grid
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let snapped;
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if (grid.isSquare) snapped = DHToken.getSnappedPositionInSquareGrid(grid, unsnapped, width, height);
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// Hexagonal grid
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else snapped = DHToken.getSnappedPositionInHexagonalGrid(grid, unsnapped, width, height, shape);
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return { x: snapped.x, y: snapped.y, elevation };
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}
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static getSnappedPositionInSquareGrid(grid, position, width, height) {
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const M = CONST.GRID_SNAPPING_MODES;
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// Small tokens snap to any vertex of the subgrid with resolution 4
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// where the token is fully contained within the grid space
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const isTiny = (width === 0.5 && height <= 1) || (width <= 1 && height === 0.5);
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if (isTiny) {
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let x = position.x / grid.size;
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let y = position.y / grid.size;
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if (width === 1) x = Math.round(x);
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else {
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x = Math.floor(x * 8);
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const k = ((x % 8) + 8) % 8;
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if (k >= 6) x = Math.ceil(x / 8);
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else if (k === 5) x = Math.floor(x / 8) + 0.5;
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else x = Math.round(x / 2) / 4;
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}
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if (height === 1) y = Math.round(y);
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||||
else {
|
||||
y = Math.floor(y * 8);
|
||||
const k = ((y % 8) + 8) % 8;
|
||||
if (k >= 6) y = Math.ceil(y / 8);
|
||||
else if (k === 5) y = Math.floor(y / 8) + 0.5;
|
||||
else y = Math.round(y / 2) / 4;
|
||||
}
|
||||
|
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x *= grid.size;
|
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y *= grid.size;
|
||||
|
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return { x, y };
|
||||
} else if (width < 1 && height < 1) {
|
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// isSmall
|
||||
let xGrid = Math.round(position.x / grid.size);
|
||||
let yGrid = Math.round(position.y / grid.size);
|
||||
|
||||
const x = xGrid * grid.size + grid.size / 2 - (width * grid.size) / 2;
|
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const y = yGrid * grid.size + grid.size / 2 - (height * grid.size) / 2;
|
||||
|
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return { x, y };
|
||||
}
|
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|
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const modeX = Number.isInteger(width) ? M.VERTEX : M.VERTEX | M.EDGE_MIDPOINT | M.CENTER;
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const modeY = Number.isInteger(height) ? M.VERTEX : M.VERTEX | M.EDGE_MIDPOINT | M.CENTER;
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||||
|
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if (modeX === modeY) return grid.getSnappedPoint(position, { mode: modeX });
|
||||
|
||||
return {
|
||||
x: grid.getSnappedPoint(position, { mode: modeX }).x,
|
||||
y: grid.getSnappedPoint(position, { mode: modeY }).y
|
||||
};
|
||||
}
|
||||
|
||||
//#region CopyPasta for mean private methods that have to be duplicated
|
||||
static getSnappedPositionInHexagonalGrid(grid, position, width, height, shape) {
|
||||
// Hexagonal shape
|
||||
const hexagonalShape = DHToken.#getHexagonalShape(width, height, shape, grid.columns);
|
||||
if (hexagonalShape) {
|
||||
const offsetX = hexagonalShape.anchor.x * grid.sizeX;
|
||||
const offsetY = hexagonalShape.anchor.y * grid.sizeY;
|
||||
position = grid.getCenterPoint({ x: position.x + offsetX, y: position.y + offsetY });
|
||||
position.x -= offsetX;
|
||||
position.y -= offsetY;
|
||||
return position;
|
||||
}
|
||||
|
||||
// Rectagular shape
|
||||
const M = CONST.GRID_SNAPPING_MODES;
|
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return grid.getSnappedPoint(position, { mode: M.CENTER | M.VERTEX | M.CORNER | M.SIDE_MIDPOINT });
|
||||
}
|
||||
|
||||
/**
|
||||
* The cache of hexagonal shapes.
|
||||
* @type {Map<string, DeepReadonly<TokenHexagonalShapeData>>}
|
||||
*/
|
||||
static #hexagonalShapes = new Map();
|
||||
|
||||
static #getHexagonalShape(width, height, shape, columns) {
|
||||
if (!Number.isInteger(width * 2) || !Number.isInteger(height * 2)) return null;
|
||||
|
||||
// TODO: can we set a max of 2^13 on width and height so that we may use an integer key?
|
||||
const key = `${width},${height},${shape}${columns ? 'C' : 'R'}`;
|
||||
let data = DHToken.#hexagonalShapes.get(key);
|
||||
if (data) return data;
|
||||
|
||||
// Hexagon symmetry
|
||||
if (columns) {
|
||||
const rowData = BaseToken.#getHexagonalShape(height, width, shape, false);
|
||||
if (!rowData) return null;
|
||||
|
||||
// Transpose the offsets/points of the shape in row orientation
|
||||
const offsets = { even: [], odd: [] };
|
||||
for (const { i, j } of rowData.offsets.even) offsets.even.push({ i: j, j: i });
|
||||
for (const { i, j } of rowData.offsets.odd) offsets.odd.push({ i: j, j: i });
|
||||
offsets.even.sort(({ i: i0, j: j0 }, { i: i1, j: j1 }) => j0 - j1 || i0 - i1);
|
||||
offsets.odd.sort(({ i: i0, j: j0 }, { i: i1, j: j1 }) => j0 - j1 || i0 - i1);
|
||||
const points = [];
|
||||
for (let i = rowData.points.length; i > 0; i -= 2) {
|
||||
points.push(rowData.points[i - 1], rowData.points[i - 2]);
|
||||
}
|
||||
data = {
|
||||
offsets,
|
||||
points,
|
||||
center: { x: rowData.center.y, y: rowData.center.x },
|
||||
anchor: { x: rowData.anchor.y, y: rowData.anchor.x }
|
||||
};
|
||||
}
|
||||
|
||||
// Small hexagon
|
||||
else if (width === 0.5 && height === 0.5) {
|
||||
data = {
|
||||
offsets: { even: [{ i: 0, j: 0 }], odd: [{ i: 0, j: 0 }] },
|
||||
points: [0.25, 0.0, 0.5, 0.125, 0.5, 0.375, 0.25, 0.5, 0.0, 0.375, 0.0, 0.125],
|
||||
center: { x: 0.25, y: 0.25 },
|
||||
anchor: { x: 0.25, y: 0.25 }
|
||||
};
|
||||
}
|
||||
|
||||
// Normal hexagon
|
||||
else if (width === 1 && height === 1) {
|
||||
data = {
|
||||
offsets: { even: [{ i: 0, j: 0 }], odd: [{ i: 0, j: 0 }] },
|
||||
points: [0.5, 0.0, 1.0, 0.25, 1, 0.75, 0.5, 1.0, 0.0, 0.75, 0.0, 0.25],
|
||||
center: { x: 0.5, y: 0.5 },
|
||||
anchor: { x: 0.5, y: 0.5 }
|
||||
};
|
||||
}
|
||||
|
||||
// Hexagonal ellipse or trapezoid
|
||||
else if (shape <= CONST.TOKEN_SHAPES.TRAPEZOID_2) {
|
||||
data = DHToken.#createHexagonalEllipseOrTrapezoid(width, height, shape);
|
||||
}
|
||||
|
||||
// Hexagonal rectangle
|
||||
else if (shape <= CONST.TOKEN_SHAPES.RECTANGLE_2) {
|
||||
data = DHToken.#createHexagonalRectangle(width, height, shape);
|
||||
}
|
||||
|
||||
// Cache the shape
|
||||
if (data) {
|
||||
foundry.utils.deepFreeze(data);
|
||||
DHToken.#hexagonalShapes.set(key, data);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
static #createHexagonalEllipseOrTrapezoid(width, height, shape) {
|
||||
if (!Number.isInteger(width) || !Number.isInteger(height)) return null;
|
||||
const points = [];
|
||||
let top;
|
||||
let bottom;
|
||||
switch (shape) {
|
||||
case CONST.TOKEN_SHAPES.ELLIPSE_1:
|
||||
if (height >= 2 * width) return null;
|
||||
top = Math.floor(height / 2);
|
||||
bottom = Math.floor((height - 1) / 2);
|
||||
break;
|
||||
case CONST.TOKEN_SHAPES.ELLIPSE_2:
|
||||
if (height >= 2 * width) return null;
|
||||
top = Math.floor((height - 1) / 2);
|
||||
bottom = Math.floor(height / 2);
|
||||
break;
|
||||
case CONST.TOKEN_SHAPES.TRAPEZOID_1:
|
||||
if (height > width) return null;
|
||||
top = height - 1;
|
||||
bottom = 0;
|
||||
break;
|
||||
case CONST.TOKEN_SHAPES.TRAPEZOID_2:
|
||||
if (height > width) return null;
|
||||
top = 0;
|
||||
bottom = height - 1;
|
||||
break;
|
||||
}
|
||||
const offsets = { even: [], odd: [] };
|
||||
for (let i = bottom; i > 0; i--) {
|
||||
for (let j = 0; j < width - i; j++) {
|
||||
offsets.even.push({ i: bottom - i, j: j + (((bottom & 1) + i + 1) >> 1) });
|
||||
offsets.odd.push({ i: bottom - i, j: j + (((bottom & 1) + i) >> 1) });
|
||||
}
|
||||
}
|
||||
for (let i = 0; i <= top; i++) {
|
||||
for (let j = 0; j < width - i; j++) {
|
||||
offsets.even.push({ i: bottom + i, j: j + (((bottom & 1) + i + 1) >> 1) });
|
||||
offsets.odd.push({ i: bottom + i, j: j + (((bottom & 1) + i) >> 1) });
|
||||
}
|
||||
}
|
||||
let x = 0.5 * bottom;
|
||||
let y = 0.25;
|
||||
for (let k = width - bottom; k--; ) {
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y += 0.25;
|
||||
}
|
||||
points.push(x, y);
|
||||
for (let k = bottom; k--; ) {
|
||||
y += 0.5;
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
y += 0.5;
|
||||
for (let k = top; k--; ) {
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
y += 0.5;
|
||||
}
|
||||
for (let k = width - top; k--; ) {
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y -= 0.25;
|
||||
}
|
||||
points.push(x, y);
|
||||
for (let k = top; k--; ) {
|
||||
y -= 0.5;
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
y -= 0.5;
|
||||
for (let k = bottom; k--; ) {
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
y -= 0.5;
|
||||
}
|
||||
return {
|
||||
offsets,
|
||||
points,
|
||||
// We use the centroid of the polygon for ellipse and trapzoid shapes
|
||||
center: foundry.utils.polygonCentroid(points),
|
||||
anchor: bottom % 2 ? { x: 0.0, y: 0.5 } : { x: 0.5, y: 0.5 }
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Create the row-based hexagonal rectangle given the type, width, and height.
|
||||
* @param {number} width The width of the Token (positive)
|
||||
* @param {number} height The height of the Token (positive)
|
||||
* @param {TokenShapeType} shape The shape type (must be RECTANGLE_1 or RECTANGLE_2)
|
||||
* @returns {TokenHexagonalShapeData|null} The hexagonal shape or null if there is no shape
|
||||
* for the given combination of arguments
|
||||
*/
|
||||
static #createHexagonalRectangle(width, height, shape) {
|
||||
if (width < 1 || !Number.isInteger(height)) return null;
|
||||
if (width === 1 && height > 1) return null;
|
||||
if (!Number.isInteger(width) && height === 1) return null;
|
||||
|
||||
const even = shape === CONST.TOKEN_SHAPES.RECTANGLE_1 || height === 1;
|
||||
const offsets = { even: [], odd: [] };
|
||||
for (let i = 0; i < height; i++) {
|
||||
const j0 = even ? 0 : (i + 1) & 1;
|
||||
const j1 = ((width + (i & 1) * 0.5) | 0) - (even ? i & 1 : 0);
|
||||
for (let j = j0; j < j1; j++) {
|
||||
offsets.even.push({ i, j: j + (i & 1) });
|
||||
offsets.odd.push({ i, j });
|
||||
}
|
||||
}
|
||||
let x = even ? 0.0 : 0.5;
|
||||
let y = 0.25;
|
||||
const points = [x, y];
|
||||
while (x + 1 <= width) {
|
||||
x += 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
if (x !== width) {
|
||||
y += 0.5;
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
while (y + 1.5 <= 0.75 * height) {
|
||||
y += 0.5;
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
y += 0.5;
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
if (y + 0.75 < 0.75 * height) {
|
||||
y += 0.5;
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
y += 0.5;
|
||||
points.push(x, y);
|
||||
while (x - 1 >= 0) {
|
||||
x -= 0.5;
|
||||
y += 0.25;
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
if (x !== 0) {
|
||||
y -= 0.5;
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
while (y - 1.5 > 0) {
|
||||
y -= 0.5;
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
y -= 0.5;
|
||||
points.push(x, y);
|
||||
x -= 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
if (y - 0.75 > 0) {
|
||||
y -= 0.5;
|
||||
points.push(x, y);
|
||||
x += 0.5;
|
||||
y -= 0.25;
|
||||
points.push(x, y);
|
||||
}
|
||||
return {
|
||||
offsets,
|
||||
points,
|
||||
// We use center of the rectangle (and not the centroid of the polygon) for the rectangle shapes
|
||||
center: {
|
||||
x: width / 2,
|
||||
y: (0.75 * Math.floor(height) + 0.5 * (height % 1) + 0.25) / 2
|
||||
},
|
||||
anchor: even ? { x: 0.5, y: 0.5 } : { x: 0.0, y: 0.5 }
|
||||
};
|
||||
}
|
||||
//#endregion
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue