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Enhanced Terrain Layer

Adds a Terrain Layer to Foundry that can be used by other modules to calculate difficult terrain.

Installation

Simply use the install module screen within the FoundryVTT setup

Please note, this module by itself only records the difficult terrain. You'll need to use a ruler that accesses this module to see the changes when dragging a token.

Usage & Current Features

Currently you can draw a polygon onto the map to represent the terrain at that location. This tool functions the same way you would use the polygon tool to draw polygons shapes to the scene. Left drag to start the shape, left click to add a point, right click to remove a point, and double-click to close the shape when you're done. You can then set how difficult that terrain is to move through, and what type of terrain it is, and if it affects ground based tokens or air based tokens.

Switching to the select tool you can resize an area or reposition the area as you would with most object in Foundry. You can also delete an area by pressing the delete key while the the area is selected.

The Terrain Layer will also let you assign difficulty to a measured templates. You can use this for spells that set difficult terrain.

And it will also calculate other tokens so that when you're moving through another creatures square it will count as difficult terrain.

Terrain Layer can either be shown all the time, or hidden until a token is selected and dragged across the screen. This can be changed using the Enable/Disable Terrain button with the other terrain controls.

You can also set blocks of Terrain to be shown or not shown, so if the difficult terrain is only temporary or conditional you can control it.

Coding

For those who are developing Rulers based on the Enhanced Terrain Layer, to get access to the difficulty cost of terrain grid you call the cost function. canvas.terrrain.cost(pts, options); pts can be a single object {x: 0, y:0}, or an array of point objects. options {elevation: 0, reduce:[], tokenId: token.id, token:token} lets the terrain layer know certain things about what you're asking for.

  • elevation: adding a value for elevation will ignore all terrain that is a ground type if the elevation is greater than 0 and ignore any air terrain if the elevation is less than or equal to 0. It will also ignore any tokens that aren't at the same elevation.
  • reduce: [{id:'arctic',value:1}] will result in any calculation essentially ignoring arctic terrain. [{id:'arctic',value:'-1',stop:1}] will result in any calculation reducing the difficulty by 1 and stopping at 1. You can also use '+1' to add to the difficulty. stop is an optional parameter. And you can use the id 'token' to have these settings applied when calculating cost through another token's space.
  • tokenId - pass in the token id to avoid having the result use the token's own space as difficult terrain.
  • token - pass in the token, will use both the id and elevation of that token. passing in elevation:false will result in the the function ignoring the token's elevation.
  • calculate - this is how you'd like the cost to be calculated. default is 'maximum', which returns the highest value found while looking through all terrains. you can also pass in 'additive' if you want all costs to be added together. And if neither of those work, you can pass your own function in to make the final calculation calculate(cost, total, object) with cost being the current cost and total being the running total so far and object being either the terrain, measure, or token that's caused the difficult terrain.
  • verbose - setting this to true will return an object with 'cost' set to the total cost and 'details' as an array of all terrain object found.

A list of Terrain Environments can be found by calling canvas.terrain.environment(); and can be overridden if the environments in your game differ.

if you need to find the terrain at a certain grid co-ordinate you can call canvas.terrain.terrainAt(x, y); This is useful if you want to determine if the terrain in question is water, and use the swim speed instead of walking speed to calculate speed.

Credit

The orginal idea came from the Terrain Layer module. But in the process of re-developing it I realised that none of the original code remained. This is why I branched out into a new module. But I want to give credit to the original author Will Saunders.

Bug Reporting

Please feel free to contact me on discord if you have any questions or concerns. ironmonk88#4075

Support

If you feel like being generous, stop by my patreon. Not necessary but definitely appreciated.

License

This Foundry VTT module, writen by Ironmonk, is licensed under MIT License

This work is licensed under Foundry Virtual Tabletop EULA - Limited License Agreement for module development from May 29, 2020.

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