export class LightHandler{ static isLightVisibleWrapper(wrapped, ...args){ const result = wrapped(...args); if(!CONFIG.Levels.handlers.UIHandler.emitsLightUI(this)) return false; if(game.Levels3DPreview?._active) return result; const rangeBottom = this instanceof Token ? this.document.elevation : this.document.flags.levels?.rangeBottom ?? -Infinity; const rangeTop = this instanceof Token ? 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 (this instanceof Token) isLightVisible = this.visible || rangeBottom <= currentElevation; else isLightVisible = rangeBottom <= currentElevation; }else{ isLightVisible = rangeBottom <= currentElevation && currentElevation <= rangeTop; } return result && isLightVisible; } }