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