Fix panning to players across worlds

This commit is contained in:
James Lyne 2020-12-18 14:53:06 +00:00
parent 774d83e896
commit 38476266b0
2 changed files with 24 additions and 3 deletions

View File

@ -112,6 +112,11 @@ export default defineComponent({
}, },
panTarget(newValue) { panTarget(newValue) {
if(newValue) { if(newValue) {
//Immediately clear if on the correct world, to allow repeated panning
if(this.currentWorld && newValue.location.world === this.currentWorld.name) {
useStore().commit(MutationTypes.CLEAR_PAN_TARGET, undefined);
}
this.updateFollow(newValue, false); this.updateFollow(newValue, false);
} }
}, },
@ -124,10 +129,20 @@ export default defineComponent({
store.dispatch(ActionTypes.GET_MARKER_SETS, undefined); store.dispatch(ActionTypes.GET_MARKER_SETS, undefined);
if(oldValue || !store.state.parsedUrl.location) { //Abort if follow target is present, to avoid panning twice
location = newValue.center; if(store.state.followTarget && store.state.followTarget.location.world === newValue.name) {
} else { return;
//Abort if pan target is present, to avoid panning to the wrong place.
// Also clear it to allow repeated panning.
} else if(store.state.panTarget && store.state.panTarget.location.world === newValue.name) {
store.commit(MutationTypes.CLEAR_PAN_TARGET, undefined);
return;
//Otherwise pan to url location, if present and if we have just loaded
} else if(!oldValue && store.state.parsedUrl.location) {
location = store.state.parsedUrl.location; location = store.state.parsedUrl.location;
//Otherwise pan to world center
} else {
location = newValue.center;
} }
if(!oldValue) { if(!oldValue) {

View File

@ -68,6 +68,7 @@ export type Mutations<S = State> = {
[MutationTypes.SET_FOLLOW_TARGET](state: S, payload: DynmapPlayer): void [MutationTypes.SET_FOLLOW_TARGET](state: S, payload: DynmapPlayer): void
[MutationTypes.SET_PAN_TARGET](state: S, payload: DynmapPlayer): void [MutationTypes.SET_PAN_TARGET](state: S, payload: DynmapPlayer): void
[MutationTypes.CLEAR_FOLLOW_TARGET](state: S, a?: void): void [MutationTypes.CLEAR_FOLLOW_TARGET](state: S, a?: void): void
[MutationTypes.CLEAR_PAN_TARGET](state: S, a?: void): void
} }
export const mutations: MutationTree<State> & Mutations = { export const mutations: MutationTree<State> & Mutations = {
@ -347,5 +348,10 @@ export const mutations: MutationTree<State> & Mutations = {
//Clear the follow target //Clear the follow target
[MutationTypes.CLEAR_FOLLOW_TARGET](state: State) { [MutationTypes.CLEAR_FOLLOW_TARGET](state: State) {
state.followTarget = undefined; state.followTarget = undefined;
},
//Clear the pan target
[MutationTypes.CLEAR_PAN_TARGET](state: State) {
state.panTarget = undefined;
} }
} }