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- export class LightHandler{
- static isLightVisibleWrapper(wrapped, ...args){
- const result = wrapped(...args);
- const isPreview = this.document?.id == null;
- if(isPreview) return result;
- if(!CONFIG.Levels.handlers.UIHandler.emitsLightUI(this)) return false;
- if (game.Levels3DPreview?._active) return result;
- const isToken = this instanceof Token;
- const rangeBottom = isToken ? this.document.elevation : this.document.flags.levels?.rangeBottom ?? -Infinity;
- const rangeTop = isToken ? this.losHeight : this.document.flags.levels?.rangeTop ?? Infinity;
- const currentElevation = CONFIG.Levels.currentToken?.losHeight
- if(currentElevation === undefined) return result;
- const underBackground = currentElevation >= canvas.primary.background.elevation && rangeTop < canvas.primary.background.elevation;
- if(underBackground) return false;
- let isLightVisible = false;
- if ((canvas.scene.flags.levels?.lightMasking ?? true)) {
- if (isToken) isLightVisible = true;//this.visible || rangeBottom <= currentElevation;
- else isLightVisible = rangeBottom <= currentElevation;
- } else {
- let inTokenElevationRange = false;
- if (isToken) {
- const currentTokenElevation = CONFIG.Levels.currentToken?.document?.elevation ?? currentElevation;
- inTokenElevationRange = rangeBottom <= currentTokenElevation && currentTokenElevation <= rangeTop;
- }
- isLightVisible = (rangeBottom <= currentElevation && currentElevation <= rangeTop) || inTokenElevationRange;
- }
- return result && isLightVisible;
- }
- }
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