All user data for FoundryVTT. Includes worlds, systems, modules, and any asset in the "foundryuserdata" directory. Does NOT include the FoundryVTT installation itself.
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/* theripper93
* Copyright (C) 2021 dnd-randomizer
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Original License:
* https://github.com/theripper93/dnd-randomizer/blob/master/LICENSE
*/
/* WARPGATE CHANGES
* exporting propagator class
* removed test function from original code
*/
export class Propagator{
// Find a non-occupied cell in the grid that matches the size of the token given an origin
static getFreePosition(tokenData,origin, collision = true){
const center = canvas.grid.getCenter(origin.x,origin.y)
origin = {x:center[0],y:center[1]};
const positions = Propagator.generatePositions(origin);
for(let position of positions){
if(Propagator.canFit(tokenData, position, positions[0], collision)){
return position;
}
}
}
//generate positions radiantially from the origin
static generatePositions(origin){
let positions = [canvas.grid.getSnappedPosition(origin.x-1,origin.y-1)];
for(let r = canvas.scene.dimensions.size; r < canvas.scene.dimensions.size*10; r+=canvas.scene.dimensions.size){
for(let theta = 0; theta < 2*Math.PI; theta+=Math.PI/(4*r/canvas.scene.dimensions.size)){
const newPos = canvas.grid.getTopLeft(origin.x + r*Math.cos(theta),origin.y + r*Math.sin(theta))
positions.push({x:newPos[0],y:newPos[1]});
}
}
return positions;
}
//check if a position is free
static isFree(position){
for(let token of canvas.tokens.placeables){
const hitBox = new PIXI.Rectangle(token.x,token.y,token.w,token.h);
if(hitBox.contains(position.x,position.y)){
return false;
}
}
return true;
}
//check if a token can fit in a position
static canFit(tokenData, position, origin, collision){
for(let i = 0; i < tokenData.width; i++){
for(let j = 0; j < tokenData.height; j++){
const x = position.x + j*canvas.scene.dimensions.size;
const y = position.y + i*canvas.scene.dimensions.size;
if(!Propagator.isFree({x,y})){
return false;
}
}
}
const wallCollisions = canvas.walls.checkCollision(
new Ray(origin, {
x:position.x+tokenData.width*canvas.scene.dimensions.size/2,
y:position.y+tokenData.height*canvas.scene.dimensions.size/2
}),{ type: "move" }
)?.length ?? 0;
return !collision || !wallCollisions
}
}