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Fog.js
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Fog.js
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const POLYGON_CLOSE_DISTANCE = 15;
const doorColors = {
0: {
'open': "rgba(255, 100, 255, 0.5)", // door
'closed': "rgba(255, 100, 255, 1)"
},
1: {
'open': "rgba(255, 255, 0, 0.5)", // window
'closed': "rgba(255, 255, 0, 1)"
},
2: {
'open': "rgba(150, 50, 150, 0.5)", // locked door
'closed': "rgba(150, 50, 150, 1)"
},
3: {
'open': "rgba(150, 150, 0, 0.5)", // locked window
'closed': "rgba(150, 150, 0, 1)"
},
4: {
'open': "rgba(100, 0, 255, 0.5)", //secret door
'closed': "rgba(100, 0, 255, 1)"
},
5: {
'open': "rgba(50, 0, 180, 0.5)", // secret locked door
'closed': "rgba(50, 0, 180, 1)"
},
6: {
'open': "rgba(50, 255, 255, 0.5)", // secret window
'closed': "rgba(50, 255, 255, 1)"
},
7: {
'open': "rgba(50, 180, 180, 0.5)", // secret locked window
'closed': "rgba(50, 180, 180, 1)"
},
};
let doorColorsArray = [];
for(let i in doorColors){
for(let j in doorColors[i]){
doorColorsArray.push(doorColors[i][j])
}
}
function sync_fog(){
window.MB.sendMessage("custom/myVTT/fogdata",window.REVEALED);
}
function sync_drawings(newDraw = true){
if(!window.DM && newDraw == true){
if(window.playerDrawUndo == undefined)
window.playerDrawUndo = [];
window.playerDrawUndo.push(window.DRAWINGS[window.DRAWINGS.length-1]);
}
window.MB.sendMessage("custom/myVTT/drawdata",window.DRAWINGS);
}
function roundRect(ctx, x, y, width, height, radius, fill, stroke) {
if (typeof stroke == "undefined" ) {
stroke = true;
}
if (typeof radius === "undefined") {
radius = 5;
}
ctx.beginPath();
ctx.moveTo(x + radius, y);
ctx.lineTo(x + width - radius, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
ctx.lineTo(x + width, y + height - radius);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
ctx.lineTo(x + radius, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
ctx.lineTo(x, y + radius);
ctx.quadraticCurveTo(x, y, x + radius, y);
ctx.closePath();
if (stroke) {
ctx.stroke();
}
if (fill) {
ctx.fill();
}
}
/**
* Class to manage measure waypoints
*/
class WaypointManagerClass {
constructor(){
this.canvas=undefined;
this.ctx=undefined;
this.numWaypoints = 0;
/**
* @type {{startX: number, startY: number, endX: number, endY: number, distance: number}[]}
*/
this.coords = [];
this.currentWaypointIndex = 0;
this.mouseDownCoords = { mousex: undefined, mousey: undefined };
this.timeout = undefined;
/**
* @type {number | undefined}
*/
this.fadeoutAnimationId = undefined;
this.drawStyle = {
lineWidth: Math.max(25 * Math.max((1 - window.ZOOM), 0), 5),
color: window.color ? window.color : "#f2f2f2",
outlineColor: "black",
textColor: "black",
backgroundColor: "rgba(255, 255, 255, 0.7)"
}
}
resetDefaultDrawStyle(){
this.drawStyle = {
lineWidth: Math.max(25 * Math.max((1 - window.ZOOM), 0), 5),
color: window.color ? window.color : "#f2f2f2",
outlineColor: "black",
textColor: "black",
backgroundColor: "rgba(255, 255, 255, 0.7)"
}
}
// Set canvas and further set context
setCanvas(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
}
// Are we in the middle of measuring?
isMeasuring() {
return this.numWaypoints != 0;
}
// Store a waypoint in the array
storeWaypoint(index, startX, startY, endX, endY) {
// Check if we have this waypoint in our array, if not then increment how many waypoints we have
if (typeof this.coords[index] === 'undefined') {
this.numWaypoints++;
}
// If this is the first segment we store the values as passed in
if (this.numWaypoints == 1) {
this.coords[index] = { startX: startX, startY: startY, endX: endX, endY: endY, distance: 0 };
}
else {
// If this is NOT the first, then we stitch the segments together by setting the start of this one to the end of the previous one
this.coords[index] = { startX: this.coords[index - 1].endX, startY: this.coords[index - 1].endY, endX: endX, endY: endY, distance: 0 };
}
}
/**
* Draw a nice circle
* @param x {number}
* @param y {number}
* @returns {string} <circle> tag
*/
makeBobble(x, y) {
/*
this.ctx.beginPath();
this.ctx.arc(x, y, radius, 0, 2 * Math.PI, false);
this.ctx.lineWidth = radius
this.ctx.strokeStyle = this.drawStyle.outlineColor
this.ctx.stroke();
this.ctx.fillStyle = this.drawStyle.color
this.ctx.fill();
*/
return `<circle cx='${x}' cy='${y}' fill='${this.drawStyle.color}' stroke='${this.drawStyle.outlineColor}' />`;
}
// Increment the current index into the array of waypoints, and draw a small indicator
checkNewWaypoint(mousex, mousey) {
//console.log("Incrementing waypoint");
this.currentWaypointIndex++;
// Draw an indicator for cosmetic niceness
//let snapCoords = this.getSnapPointCoords(mousex, mousey);
//this.drawBobble(snapCoords.x, snapCoords.y, Math.max(15 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 3));
}
// Track mouse moving
registerMouseMove(mousex, mousey) {
this.mouseDownCoords.mousex = mousex;
this.mouseDownCoords.mousey = mousey;
}
// On mouse up, clear out the waypoints
clearWaypoints(cancelFadeout=true) {
this.numWaypoints = 0;
this.coords = [];
this.currentWaypointIndex = 0;
this.mouseDownCoords = { mousex: undefined, mousey: undefined };
clearTimeout(this.timeout);
this.timeout = undefined;
this.cancelFadeout()
}
// Helper function to convert mouse coordinates to 'snap' or 'centre of current grid cell' coordinates
getSnapPointCoords(x, y) {
if (!$('#ruler_menu').hasClass('button-enabled')) {
// only snap if the ruler tool is selected.
// The select tool manages the snapping based on ctrl key, scene settings, etc. so let it do it's thing
return { x: x, y: y };
}
x -= window.CURRENT_SCENE_DATA.offsetx;
y -= window.CURRENT_SCENE_DATA.offsety;
let gridSize = window.CURRENT_SCENE_DATA.hpps/window.CURRENT_SCENE_DATA.scale_factor;
let currGridX = Math.floor(x / gridSize);
let currGridY = Math.floor(y / gridSize);
let snapPointXStart = (currGridX * gridSize) + (gridSize/2);
let snapPointYStart = (currGridY * gridSize);
// Add in scene offset
snapPointXStart += window.window.CURRENT_SCENE_DATA.offsetx/window.CURRENT_SCENE_DATA.scale_factor;
snapPointYStart += window.window.CURRENT_SCENE_DATA.offsety/window.CURRENT_SCENE_DATA.scale_factor;
return { x: snapPointXStart, y: snapPointYStart }
}
/**
* Find ruler container for this player or create it
* @param playerId {string | boolean}
*/
getOrCreateDrawingContainer(playerId) {
const rulerContainerId = `ruler-container-${playerId}`;
let rulerContainer = document.getElementById(rulerContainerId)
if (!rulerContainer) {
const rulerContainerDiv = document.createElement("div");
rulerContainerDiv.id = rulerContainerId;
document.getElementById("VTT").append(rulerContainerDiv);
// re-query to get created element
rulerContainer = document.getElementById(rulerContainerId);
}
return rulerContainer;
}
/**
* Empties ruler container for this player
* @param playerId
*/
clearWaypointDrawings(playerId) {
const rulerContainerId = `ruler-container-${playerId}`;
let rulerContainer = document.getElementById(rulerContainerId)
if (!rulerContainer) {
// it's empty then
return;
}
rulerContainer.innerHTML = "";
}
/**
* @returns {{sceneHeight: number, sceneWidth: number}}
*/
getSceneMapSize() {
const sceneMap = document.getElementById("scene_map");
return { sceneHeight: Math.floor(sceneMap.offsetHeight), sceneWidth: Math.floor(sceneMap.offsetWidth) }
}
/**
* Draw the waypoints, note that we sum up the cumulative distance
* @param labelX {number | undefined} if provided, move last text of last waypoint there
* @param labelY {number | undefined} if provided, move last text of last waypoint there
* @param alpha {number | undefined} set alpha of drawings to this, 1 if unset
* @param playerId {string | false | undefined} `window.PLAYER_ID` if unset
*/
draw(labelX = undefined, labelY = undefined, alpha = 1, playerId=window.PLAYER_ID) {
const rulerContainer = this.getOrCreateDrawingContainer(playerId);
// update alpha for the entire container
rulerContainer.style.setProperty("--svg-text-alpha", alpha.toString());
const sceneMapSize = this.getSceneMapSize();
let cumulativeDistance = 0;
this.numberOfDiagonals = 0;
let elementsToDraw = "";
const { sceneWidth, sceneHeight } = sceneMapSize;
const bobbles = $(`<svg viewbox='0 0 ${sceneWidth} ${sceneHeight}' width='${sceneWidth}' height='${sceneHeight}' class='ruler-svg-bobbles' style='top:0px; left:0px;'></svg>`);
const lines = $(`<svg viewbox='0 0 ${sceneWidth} ${sceneHeight}' width='${sceneWidth}' height='${sceneHeight}' class='ruler-svg-line' style='top:0px; left:0px;'></svg>`);
for (let i = 0; i < this.coords.length; i++) {
// We do the beginPath here because otherwise the lines on subsequent waypoints get
// drawn over the labels...
this.ctx.beginPath();
if (i < this.coords.length - 1) {
elementsToDraw += this.makeWaypointSegment(this.coords[i], cumulativeDistance, undefined, undefined, sceneMapSize, bobbles, lines);
} else {
elementsToDraw += this.makeWaypointSegment(this.coords[i], cumulativeDistance, labelX, labelY, sceneMapSize, bobbles, lines);
}
cumulativeDistance += this.coords[i].distance
}
elementsToDraw = `${lines[0].outerHTML}${elementsToDraw}${bobbles[0].outerHTML}`
rulerContainer.innerHTML = elementsToDraw;
}
/**
* Make a waypoint segment SVGs with all the lines and labels etc.
* @param coord {{startX: number, startY: number, endX: number, endY: number, distance: number}}
* @param cumulativeDistance {number}
* @param labelX {number}
* @param labelY {number}
* @param sceneMapSize {{sceneHeight: number, sceneWidth: number}}
* @returns {string} SVG elements for waypoint line and label
*/
makeWaypointSegment(coord, cumulativeDistance, labelX, labelY, sceneMapSize, bobbles, lines) {
// Snap to centre of current grid square
let gridSize = window.CURRENT_SCENE_DATA.hpps/window.CURRENT_SCENE_DATA.scale_factor;
let snapPointXStart = coord.startX;
let snapPointYStart = coord.startY;
this.ctx.moveTo(snapPointXStart, snapPointYStart);
let snapPointXEnd = coord.endX;
let snapPointYEnd = coord.endY;
let unitSymbol;
// Pull the scene data for units, unless it doesn't exist (i.e. older maps)
if (typeof window.CURRENT_SCENE_DATA.upsq !== "undefined")
unitSymbol = window.CURRENT_SCENE_DATA.upsq;
else
unitSymbol = 'ft'
// Calculate the distance and set into the waypoint object
const xAdjustment = window.CURRENT_SCENE_DATA.scaleAdjustment?.x != undefined ? window.CURRENT_SCENE_DATA.scaleAdjustment.x : 1;
const yAdjustment = window.CURRENT_SCENE_DATA.scaleAdjustment?.y != undefined ? window.CURRENT_SCENE_DATA.scaleAdjustment.y : 1;
const xLength = Math.abs(snapPointXStart - snapPointXEnd)/xAdjustment;
const yLength = Math.abs(snapPointYStart - snapPointYEnd)/yAdjustment;
let distance = Math.max(xLength, yLength);
const rulerType = $('#ruler_menu .button-enabled').attr('data-type');
if(window.CURRENT_SCENE_DATA.gridType != undefined){
if((xLength > yLength && window.CURRENT_SCENE_DATA.gridType != 1 && rulerType != 'euclidean') || (window.CURRENT_SCENE_DATA.gridType == 2 && rulerType == 'euclidean')){
gridSize = window.hexGridSize.width/window.CURRENT_SCENE_DATA.scale_factor;
} else if((xLength < yLength && window.CURRENT_SCENE_DATA.gridType != 1 && rulerType != 'euclidean' )|| (window.CURRENT_SCENE_DATA.gridType == 3 && rulerType == 'euclidean')){
gridSize = window.hexGridSize.height/window.CURRENT_SCENE_DATA.scale_factor;
}
}
const eucDistance = Math.sqrt(xLength*xLength+yLength*yLength)/gridSize * window.CURRENT_SCENE_DATA.fpsq;
distance = Math.round(distance / gridSize);
const lineSlope = yLength/xLength;
let addedDistance = 0;
if(rulerType == "fiveten" && lineSlope > 0.6 && lineSlope < 1.4){
this.numberOfDiagonals = (this.numberOfDiagonals%2 == 0) ? distance : distance+1 ;
addedDistance = Math.floor(this.numberOfDiagonals/2);
}
distance = (rulerType == 'euclidean') ? eucDistance : (distance+addedDistance) * window.CURRENT_SCENE_DATA.fpsq;
coord.distance = distance;
let textX = 0;
let textY = 0;
let margin = 2;
let heightOffset = 30;
let slopeModifier = 0;
// Setup text metrics
let fontSize = Math.max(75 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 26)
const totalDistance = Number.isInteger(distance + cumulativeDistance)
? (distance + cumulativeDistance)
: (distance + cumulativeDistance).toFixed(1)
let text = `${totalDistance}${unitSymbol}`
let textMetrics = this.ctx.measureText(text);
let contrastRect = { x: 0, y: 0, width: 0, height: 0 }
let textRect = { x: 0, y: 0, width: 0, height: 0 }
if (labelX !== undefined && labelY !== undefined) {
// Calculate our coords and dimensions
contrastRect.x = labelX - margin + slopeModifier;
contrastRect.y = labelY - margin + slopeModifier;
contrastRect.width = textMetrics.width + (margin * 4);
contrastRect.height = Math.max(150 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 30) + (margin * 3);
textRect.x = labelX + slopeModifier;
textRect.y = labelY + slopeModifier;
textRect.width = textMetrics.width + (margin * 3);
textRect.height = Math.max(150 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 30) + margin;
textRect.x -= (textRect.width / 2);
textX = (labelX + margin + slopeModifier - (textRect.width / 2));
textY = (labelY + (margin * 2) + slopeModifier);
} else {
slopeModifier = margin;
// Calculate our coords and dimensions
contrastRect.x = snapPointXEnd - margin + slopeModifier;
contrastRect.y = snapPointYEnd - margin + slopeModifier;
contrastRect.width = textMetrics.width + (margin * 4);
contrastRect.height = Math.max(150 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 30) + (margin * 3);
textRect.x = snapPointXEnd + slopeModifier;
textRect.y = snapPointYEnd + slopeModifier;
textRect.width = textMetrics.width + (margin * 3);
textRect.height = Math.max(150 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 30) + margin;
textX = snapPointXEnd + margin + slopeModifier;
textY = snapPointYEnd + (margin * 2) + slopeModifier;
}
/*
// Draw our 'contrast line'
this.ctx.strokeStyle = this.drawStyle.outlineColor
this.ctx.lineWidth = Math.floor(Math.max(25 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 3));
this.ctx.lineTo(snapPointXEnd, snapPointYEnd);
this.ctx.stroke();
// Draw our centre line
this.ctx.strokeStyle = this.drawStyle.color
this.ctx.lineWidth = Math.floor(Math.max(15 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 2));
this.ctx.lineTo(snapPointXEnd, snapPointYEnd);
this.ctx.stroke();
/*this.ctx.strokeStyle = this.drawStyle.outlineColor
this.ctx.fillStyle = this.drawStyle.backgroundColor
this.ctx.lineWidth = Math.floor(Math.max(15 * Math.max((1 - window.ZOOM), 0)/window.CURRENT_SCENE_DATA.scale_factor, 3));
roundRect(this.ctx, Math.floor(textRect.x), Math.floor(textRect.y), Math.floor(textRect.width), Math.floor(textRect.height), 10, true);
// draw the outline of the text box
roundRect(this.ctx, Math.floor(textRect.x), Math.floor(textRect.y), Math.floor(textRect.width), Math.floor(textRect.height), 10, false, true);
// Finally draw our text
this.ctx.fillStyle = this.drawStyle.textColor
this.ctx.textBaseline = 'top';
this.ctx.fillText(text, textX, textY);*/
const { sceneWidth, sceneHeight } = sceneMapSize;
// add ruler line and text
const rulerLineSVG = `
<line x1='${snapPointXStart}' y1='${snapPointYStart}' x2='${snapPointXEnd}' y2='${snapPointYEnd}' stroke="${this.drawStyle.outlineColor}"></line>
<line x1='${snapPointXStart}' y1='${snapPointYStart}' x2='${snapPointXEnd}' y2='${snapPointYEnd}' stroke="${this.drawStyle.color}"></line>
`;
lines.append(rulerLineSVG);
if(bobbles.children().length == 0){
const startBobble = this.makeBobble(snapPointXStart, snapPointYStart);
const endBobble = this.makeBobble(snapPointXEnd, snapPointYEnd)
bobbles.append(startBobble, endBobble);
}
else{
const endBobble = this.makeBobble(snapPointXEnd, snapPointYEnd)
bobbles.append(endBobble);
}
const textSVG = `
<svg class='ruler-svg-text' style='top:${textY*window.CURRENT_SCENE_DATA.scale_factor}px; left:${textX*window.CURRENT_SCENE_DATA.scale_factor}px; width:${textRect.width}px;'>
<text x="1" y="11">
${text}
</text>
</svg>
`;
return `${textSVG}`;
}
/**
* redraws the waypoints using various levels of opacity until completely clear
* then removes all waypoints and resets canvas opacity
*/
fadeoutMeasuring(playerID){
let alpha = 1.0
const self = this
if(self.ctx == undefined){
self.cancelFadeout()
self.clearWaypoints();
clear_temp_canvas(playerID)
return;
}
// only ever allow a single fadeout to occur
// this stops weird flashing behaviour with interacting
// interval function calls
if (this.fadeoutAnimationId) {
return
}
let prevFrameTime, deltaTime;
/**
* This is a function expression to make sure `this` is available.
* @type {FrameRequestCallback}
*/
const fadeout = (time) =>{
if (prevFrameTime === undefined) {
deltaTime = 0;
} else {
deltaTime = time - prevFrameTime;
}
prevFrameTime = time;
self.ctx.clearRect(0,0, self.canvas.width, self.canvas.height);
self.ctx.globalAlpha = alpha;
self.draw(undefined, undefined, alpha, window.PLAYER_ID)
alpha = alpha - (0.08 * deltaTime / 100); // 0.08 per 100 ms
if (alpha <= 0.0) {
self.clearWaypoints();
clear_temp_canvas(playerID)
return;
}
this.fadeoutAnimationId = requestAnimationFrame(fadeout)
};
this.fadeoutAnimationId = requestAnimationFrame(fadeout);
}
/**
*
*/
cancelFadeout(){
if (this.fadeoutAnimationId !== undefined) {
clear_temp_canvas();
cancelAnimationFrame(this.fadeoutAnimationId);
this.ctx.globalAlpha = 1.0
this.fadeoutAnimationId = undefined
}
}
};
function is_token_under_fog(tokenid, fogContext=undefined){
if((window.DM && !window.SelectedTokenVision) || window.TOKEN_OBJECTS[tokenid].options.revealInFog)
return false;
if(fogContext == undefined){
fogContext = $('#fog_overlay')[0].getContext('2d');
}
let left = (parseInt(window.TOKEN_OBJECTS[tokenid].options.left.replace('px', '')) + (window.TOKEN_OBJECTS[tokenid].options.size / 2)) / window.CURRENT_SCENE_DATA.scale_factor;
let top = (parseInt(window.TOKEN_OBJECTS[tokenid].options.top.replace('px', '')) + (window.TOKEN_OBJECTS[tokenid].options.size / 2)) / window.CURRENT_SCENE_DATA.scale_factor;
let pixeldata = fogContext.getImageData(left, top, 1, 1).data;
if (pixeldata[3] >= 100)
return true;
else
return false;
}
function is_token_in_raycasting_context(tokenid, rayContext=undefined){
if(rayContext == undefined){
rayContext = $("#raycastingCanvas")[0].getContext('2d');
}
let pixeldata = rayContext.getImageData((parseInt(window.TOKEN_OBJECTS[tokenid].options.left.replace('px', ''))/ window.CURRENT_SCENE_DATA.scale_factor) + (window.TOKEN_OBJECTS[tokenid].sizeWidth()/2/ window.CURRENT_SCENE_DATA.scale_factor),(parseInt(window.TOKEN_OBJECTS[tokenid].options.top.replace('px', ''))/ window.CURRENT_SCENE_DATA.scale_factor)+(window.TOKEN_OBJECTS[tokenid].sizeHeight()/2/ window.CURRENT_SCENE_DATA.scale_factor), 1, 1).data;
for(let i=0; i<pixeldata.length; i+=4){
if(pixeldata[i]>4 || pixeldata[i+1]>4 || pixeldata[i+2]>4){
return true;
}
}
return false;
}
function is_token_under_light_aura(tokenid, lightContext=undefined){
if(lightContext == undefined){
lightContext = window.lightInLos.getContext('2d');
}
let pixeldata = lightContext.getImageData(parseInt(window.TOKEN_OBJECTS[tokenid].options.left.replace('px', ''))/ window.CURRENT_SCENE_DATA.scale_factor, parseInt(window.TOKEN_OBJECTS[tokenid].options.top.replace('px', ''))/ window.CURRENT_SCENE_DATA.scale_factor, window.TOKEN_OBJECTS[tokenid].sizeWidth()/window.CURRENT_SCENE_DATA.scale_factor, window.TOKEN_OBJECTS[tokenid].sizeHeight()/window.CURRENT_SCENE_DATA.scale_factor).data;
for(let i=0; i<pixeldata.length; i+=4){
if(pixeldata[i]>4 || pixeldata[i+1]>4 || pixeldata[i+2]>4){
return true;
}
}
return false;
}
function is_token_under_truesight_aura(tokenid, truesightContext=undefined){
if(truesightContext == undefined){
truesightContext = window.truesightCanvas.getContext('2d');
}
let pixeldata = truesightContext.getImageData(parseInt(window.TOKEN_OBJECTS[tokenid].options.left.replace('px', ''))/ window.CURRENT_SCENE_DATA.scale_factor, parseInt(window.TOKEN_OBJECTS[tokenid].options.top.replace('px', ''))/ window.CURRENT_SCENE_DATA.scale_factor, window.TOKEN_OBJECTS[tokenid].sizeWidth()/ window.CURRENT_SCENE_DATA.scale_factor, window.TOKEN_OBJECTS[tokenid].sizeHeight()/ window.CURRENT_SCENE_DATA.scale_factor).data;
for(let i=0; i<pixeldata.length; i+=4){
if(pixeldata[i]>4 || pixeldata[i+1]>4 || pixeldata[i+2]>4)
return true;
}
return false;
}
function is_door_under_fog(door, fogContext=undefined){
if(window.DM)
return false;
if(fogContext == undefined){
fogContext = $('#fog_overlay')[0].getContext('2d');
}
let left = parseFloat($(door).css('--mid-x'))/window.CURRENT_SCENE_DATA.scale_factor;
let top = parseFloat($(door).css('--mid-y'))/window.CURRENT_SCENE_DATA.scale_factor;
let pixeldata = fogContext.getImageData(left, top, 1, 1).data;
if (pixeldata[3] >= 253)
return true;
else
return false;
}
function is_door_under_light_aura(door, lightContext=undefined){
if(lightContext == undefined){
lightContext = window.lightInLos.getContext('2d');
}
let left = parseFloat($(door).css('--mid-x'))/window.CURRENT_SCENE_DATA.scale_factor;
let top = parseFloat($(door).css('--mid-y'))/window.CURRENT_SCENE_DATA.scale_factor;
let pixeldata = lightContext.getImageData(left-5, top-5, 10, 10).data;
for(let i=0; i<pixeldata.length; i+=4){
if(pixeldata[i]>4 || pixeldata[i+1]>4 || pixeldata[i+2]>4)
return true;
}
return false;
}
function check_single_token_visibility(id){
console.log("check_single_token_visibility");
if (window.DM || $("#fog_overlay").is(":hidden") || window.TOKEN_OBJECTS[id].options.combatGroupToken)
return;
let fogContext = $('#fog_overlay')[0].getContext('2d');
let auraSelectorId = id.replaceAll("/", "").replaceAll('.', '');
let auraSelector = ".aura-element[id='aura_" + auraSelectorId + "']";
let selector = "div.token[data-id='" + id + "']";
let playerTokenId = $(`.token[data-id*='${window.PLAYER_ID}']`).attr("data-id");
const playerHasTruesight = (playerTokenId == undefined) ? false : window.TOKEN_OBJECTS[playerTokenId].options.sight == 'truesight';
const playerTokenHasVision = (playerTokenId == undefined) ? ((window.walls.length > 4 || window.CURRENT_SCENE_DATA.darkness_filter > 0) ? true : false) : window.TOKEN_OBJECTS[playerTokenId].options.auraislight;
const hideThisTokenInFogOrDarkness = (!window.TOKEN_OBJECTS[id].options.revealInFog); //we want to hide this token in fog or darkness
const inFog = playerTokenId != id && is_token_under_fog(id, fogContext); // this token is in fog
const notInLight = (inFog || (window.CURRENT_SCENE_DATA.disableSceneVision != 1 && playerTokenHasVision && !is_token_in_raycasting_context(id)) || (window.CURRENT_SCENE_DATA.disableSceneVision != 1 && playerTokenHasVision && !is_token_under_light_aura(id) )); // this token is not in light, the player is using vision/light and darkness > 0
const dmSelected = window.DM && $(tokenSelector).hasClass('tokenselected');
const showThisPlayerToken = window.TOKEN_OBJECTS[id].options.itemType == 'pc' && !window.DM && playerTokenId == undefined //show this token when logged in as a player without your own token
const hideInvisible = !dmSelected && window.TOKEN_OBJECTS[id].options.conditions.some(d=> d.name == 'Invisible') && playerTokenId != id && window.TOKEN_OBJECTS[id].options.share_vision != true && window.TOKEN_OBJECTS[id].options.share_vision != window.myUser
let inTruesight = false;
if(window.TOKEN_OBJECTS[id].conditions.includes('Invisible') && $(`.aura-element-container-clip.truesight`).length>0 ){
inTruesight = is_token_under_truesight_aura(id);
}
if (!showThisPlayerToken && (hideThisTokenInFogOrDarkness && notInLight || (window.TOKEN_OBJECTS[id].options.hidden && !inTruesight) || (hideInvisible && !inTruesight))) {
$(selector + "," + auraSelector).hide();
}
else if (!window.TOKEN_OBJECTS[id].options.hidden || inTruesight) {
$(selector).css('opacity', 1);
$(selector).show();
if(!window.TOKEN_OBJECTS[id].options.hideaura && id != playerTokenId)
$(auraSelector).show();
//console.log('SHOW '+id);
}
}
// if it was not executed in the last 1 second, execute it immediately and asynchronously
// if it's already scheduled to be executed, return
// otherwise, schedule it to execute in 1 second
async function check_token_visibility(){
if(window.DM)
return;
else if(window.NEXT_CHECK_TOKEN_VISIBILITY && (window.NEXT_CHECK_TOKEN_VISIBILITY - Date.now() > 0)){
return;
}
else if(!window.NEXT_CHECK_TOKEN_VISIBILITY || (window.NEXT_CHECK_TOKEN_VISIBILITY - Date.now() < -1000)){
window.NEXT_CHECK_TOKEN_VISIBILITY = Date.now();
await do_check_token_visibility();
return;
}
else {
window.NEXT_CHECK_TOKEN_VISIBILITY = Date.now() + 1000;
setTimeout(async () => do_check_token_visibility(), 1000);
return;
}
}
function do_check_token_visibility() {
console.log("do_check_token_visibility");
if(window.LOADING)
return;
if((window.DM && !window.SelectedTokenVision) || (window.DM && window.CURRENTLY_SELECTED_TOKENS.length == 0)){
$(`.token`).show();
$(`.door-button`).toggleClass('notVisible', false);
$(`.aura-element`).show();
return;
}
let promises = [];
let fogContext = $('#fog_overlay')[0].getContext('2d');
let lightContext = window.lightInLos.getContext('2d');
let rayContext = $('#raycastingCanvas')[0].getContext('2d');
const truesightAuraExists = $(`.aura-element-container-clip.truesight`).length>0;
let truesightContext;
if(truesightAuraExists)
truesightContext = window.truesightCanvas.getContext('2d');
let playerTokenId = $(`.token[data-id*='${window.PLAYER_ID}']`).attr("data-id");
const playerTokenHasVision = (playerTokenId == undefined) ? ((window.walls.length > 4 || window.CURRENT_SCENE_DATA.darkness_filter > 0) ? true : false) : window.TOKEN_OBJECTS[playerTokenId].options.auraislight;
const playerHasTruesight = (playerTokenId == undefined) ? false : window.TOKEN_OBJECTS[playerTokenId].options.sight == 'truesight';
let hideIds = [];
let showTokenIds = [];
let showAuraIds = [];
let showDoors =[];
let hideDoors =[];
let dmSelectedTokens = [];
for (let id in window.TOKEN_OBJECTS) {
if(window.TOKEN_OBJECTS[id].options.combatGroupToken || window.TOKEN_OBJECTS[id].options.type != undefined)
continue;
promises.push(new Promise(function(resolve) {
let auraSelectorId = id.replaceAll("/", "").replaceAll('.','');
let auraSelector = ".aura-element[id='aura_" + auraSelectorId + "']";
let tokenSelector = "div.token[data-id='" + id + "']";
//Combining some and filter cut down about 140ms for average sized picture
const hideThisTokenInFogOrDarkness = (!window.TOKEN_OBJECTS[id].options.revealInFog); //we want to hide this token in fog or darkness
const inFog = (playerTokenId != id && is_token_under_fog(id, fogContext)); // this token is in fog and not the players token
const notInLight = (inFog || (window.CURRENT_SCENE_DATA.disableSceneVision != 1 && playerTokenHasVision && !is_token_in_raycasting_context(id, rayContext)) || (playerTokenId != id && window.CURRENT_SCENE_DATA.disableSceneVision != 1 && playerTokenHasVision && !is_token_under_light_aura(id, lightContext))); // this token is not in light, the player is using vision/light and darkness > 0
const dmSelected = window.DM && window.CURRENTLY_SELECTED_TOKENS.includes(id)
const showThisPlayerToken = window.TOKEN_OBJECTS[id].options.itemType == 'pc' && !window.DM && playerTokenId == undefined //show this token when logged in as a player without your own token
const hideInvisible = !dmSelected && window.TOKEN_OBJECTS[id].options.conditions.some(d=> d.name == 'Invisible') && playerTokenId != id && window.TOKEN_OBJECTS[id].options.share_vision != true && window.TOKEN_OBJECTS[id].options.share_vision != window.myUser
let inTruesight = false;
if(window.TOKEN_OBJECTS[id].conditions.includes('Invisible') && truesightAuraExists){
inTruesight = is_token_under_truesight_aura(id, truesightContext);
}
if (!showThisPlayerToken && (hideThisTokenInFogOrDarkness && notInLight && !dmSelected || (window.TOKEN_OBJECTS[id].options.hidden && !inTruesight && !dmSelected) || (hideInvisible && !inTruesight))) {
hideIds.push(tokenSelector, auraSelector)
}
else if (!window.TOKEN_OBJECTS[id].options.hidden || inTruesight) {
showTokenIds.push(tokenSelector);
if(!window.TOKEN_OBJECTS[id].options.hideaura || id == playerTokenId)
showAuraIds.push(auraSelector);
}else if(dmSelected){
dmSelectedTokens.push(tokenSelector);
}
resolve();
}));
}
let doors = $('.door-button');
for(let i=0; i<doors.length; i++){
let door = doors[i];
promises.push(new Promise(function(resolve) {
const inFog = (is_door_under_fog(door, fogContext)); // this token is in fog and not the players token
const notInLight = (inFog || (window.CURRENT_SCENE_DATA.disableSceneVision != 1 && playerTokenHasVision && !is_door_under_light_aura(door, lightContext) && (window.CURRENT_SCENE_DATA.darkness_filter > 0 || window.walls.length>4))); // this token is not in light, the player is using vision/light and darkness > 0
if (notInLight || $(door).hasClass('secret')) {
hideDoors.push(`[data-id='${$(door).attr('data-id')}']`)
}
else {
showDoors.push(`[data-id='${$(door).attr('data-id')}']`)
}
resolve();
}));
}
Promise.all(promises);
requestAnimationFrame(() => {
hideIds = hideIds.join(',');
showTokenIds = showTokenIds.join(',');
showAuraIds = showAuraIds.join(',');
dmSelectedTokens = dmSelectedTokens.join(',');
$(hideIds).hide();
$(showTokenIds).css({'opacity': 1, 'display': 'flex'});
$(showAuraIds).show();
$(dmSelectedTokens).css({'display': 'flex'});
hideDoors = hideDoors.join(',');
showDoors = showDoors.join(',');
$(showDoors).toggleClass('notVisible', false);
$(hideDoors).toggleClass('notVisible', true);
})
console.log("finished");
}
function circle2(a, b) {
let R = a.r,
r = b.r,
dx = b.x - a.x,
dy = b.y - a.y,
d = Math.sqrt(dx * dx + dy * dy),
x = (d * d - r * r + R * R) / (2 * d),
y = Math.sqrt(R * R - x * x);
dx /= d;
dy /= d;
return [
[a.x + dx * x - dy * y, a.y + dy * x + dx * y],
[a.x + dx * x + dy * y, a.y + dy * x - dx * y]
];
}
function circle_intersection(x0, y0, r0, x1, y1, r1) {
let a, dx, dy, d, h, rx, ry;
let x2, y2;
/* dx and dy are the vertical and horizontal distances between
* the circle centers.
*/
dx = x1 - x0;
dy = y1 - y0;
/* Determine the straight-line distance between the centers. */
d = Math.sqrt((dy * dy) + (dx * dx));
/* Check for solvability. */
if (d > (r0 + r1)) {
/* no solution. circles do not intersect. */
return false;
}
if (d < Math.abs(r0 - r1)) {
/* no solution. one circle is contained in the other */
return false;
}
/* 'point 2' is the point where the line through the circle
* intersection points crosses the line between the circle
* centers.
*/
/* Determine the distance from point 0 to point 2. */
a = ((r0 * r0) - (r1 * r1) + (d * d)) / (2.0 * d);
/* Determine the coordinates of point 2. */
x2 = x0 + (dx * a / d);
y2 = y0 + (dy * a / d);
/* Determine the distance from point 2 to either of the
* intersection points.
*/
h = Math.sqrt((r0 * r0) - (a * a));
/* Now determine the offsets of the intersection points from
* point 2.
*/
rx = -dy * (h / d);
ry = dx * (h / d);
/* Determine the absolute intersection points. */
let xi = x2 + rx;
let xi_prime = x2 - rx;
let yi = y2 + ry;
let yi_prime = y2 - ry;
return [xi, xi_prime, yi, yi_prime];
}
function midPointBtw(p1, p2) {
return {
x: p1.x + (p2.x - p1.x) / 2,
y: p1.y + (p2.y - p1.y) / 2
};
}
function clear_grid(){
const gridCanvas = document.getElementById("grid_overlay");
const gridContext = gridCanvas.getContext("2d");
gridContext.clearRect(0, 0, gridCanvas.width, gridCanvas.height);
}
function redraw_hex_grid(hpps=null, vpps=null, offsetX=null, offsetY=null, color=null, lineWidth=null, subdivide=null, dash=[], columns=true, drawGrid = window.CURRENT_SCENE_DATA.grid){
const gridCanvas = document.getElementById("grid_overlay");
gridCanvas.width = $('#scene_map').width() / window.CURRENT_SCENE_DATA.scaleAdjustment.x
gridCanvas.height = $('#scene_map').height() / window.CURRENT_SCENE_DATA.scaleAdjustment.y;
const gridContext = gridCanvas.getContext("2d");
if(window.CURRENT_SCENE_DATA.gridType == 2){
hpps = vpps || window.CURRENT_SCENE_DATA.vpps;
window.CURRENT_SCENE_DATA.hpps = vpps || window.CURRENT_SCENE_DATA.vpps;
}
clear_grid();
gridContext.setLineDash(dash);
let startX = offsetX / window.CURRENT_SCENE_DATA.scale_factor || window.CURRENT_SCENE_DATA.offsetx / window.CURRENT_SCENE_DATA.scale_factor;
let startY = offsetY / window.CURRENT_SCENE_DATA.scale_factor || window.CURRENT_SCENE_DATA.offsety / window.CURRENT_SCENE_DATA.scale_factor;
startX = Math.round(startX)
startY = Math.round(startY)
const hexSize = hpps/1.5 / window.CURRENT_SCENE_DATA.scale_factor || window.CURRENT_SCENE_DATA.hpps/1.5 / window.CURRENT_SCENE_DATA.scale_factor;
gridContext.lineWidth = lineWidth || window.CURRENT_SCENE_DATA.grid_line_width;
gridContext.strokeStyle = color || window.CURRENT_SCENE_DATA.grid_color;
const a = 2 * Math.PI / 6;
if(window.CURRENT_SCENE_DATA.gridType == 2){
if(drawGrid == 1 || window.WIZARDING){
for (let x = startX, j = 0; x + hexSize * Math.sin(a) < gridCanvas.width+hexSize+startX; x += 2 ** ((j + 1) % 2) * hexSize * Math.sin(a), j = 0){
for (let y = startY; y + hexSize * (1 + Math.cos(a)) < gridCanvas.height+hexSize+startY; y += hexSize * (1 + Math.cos(a)), x += (-1) ** j++ * hexSize * Math.sin(a)){
drawHexagon(x, y);
}
}
}
let hexWidth = hexSize * Math.sin(a) * 2 * window.CURRENT_SCENE_DATA.scale_factor;
let hexHeight = hexSize * (1 + Math.cos(a)) * window.CURRENT_SCENE_DATA.scale_factor;
window.hexGridSize = {
width: hexWidth,
height: hexHeight
}
}
else{
if(drawGrid == 1 || window.WIZARDING){
for (let y = startY, j = 0; y + hexSize * Math.sin(a) < gridCanvas.height+startY+hexSize; y += 2 ** ((j + 1) % 2) * hexSize * Math.sin(a), j = 0){
for (let x = startX; x + hexSize * (1 + Math.cos(a)) < gridCanvas.width+startX+hexSize; x += hexSize * (1 + Math.cos(a)), y += (-1) ** j++ * hexSize * Math.sin(a)){
drawHexagon(x, y);
}
}
}
let hexWidth = hexSize * (1 + Math.cos(a)) * window.CURRENT_SCENE_DATA.scale_factor;
let hexHeight = hexSize * Math.sin(a) * 2 * window.CURRENT_SCENE_DATA.scale_factor;
window.hexGridSize = {
width: hexWidth,
height: hexHeight
}
}
function drawHexagon(x, y) {
if(window.CURRENT_SCENE_DATA.gridType == 3){
gridContext.beginPath();
gridContext.moveTo(x + hexSize, y);
for (let i = 1; i <= 6; i++) {
let angle = i * Math.PI / 3;
let dx = hexSize * Math.cos(angle);
let dy = hexSize * Math.sin(angle);
gridContext.lineTo(x + dx, y + dy);
}
gridContext.closePath();
gridContext.stroke();
}
else{
gridContext.beginPath();
gridContext.moveTo(x, y + hexSize);
for (let i = 1; i <= 6; i++) {
let angle = i * Math.PI / 3;
let dx = hexSize * Math.sin(angle);
let dy = hexSize * Math.cos(angle);
gridContext.lineTo(x + dx, y + dy);
}
gridContext.closePath();
gridContext.stroke();
}
}
$('#grid_overlay').css('transform', `scale(calc(var(--scene-scale) * ${window.CURRENT_SCENE_DATA.scaleAdjustment.x}), calc(var(--scene-scale) * ${window.CURRENT_SCENE_DATA.scaleAdjustment.y}))`)