266 lines
7.2 KiB
Plaintext
266 lines
7.2 KiB
Plaintext
|
-- Customizable Cards: Living Ink
|
||
|
-- by Chr1Z
|
||
|
information = {
|
||
|
version = "1.7",
|
||
|
last_updated = "12.10.2022"
|
||
|
}
|
||
|
|
||
|
-- Size information for buttons
|
||
|
boxSize = 40
|
||
|
|
||
|
-- static values
|
||
|
x_1 = -0.935
|
||
|
x_offset = 0.075
|
||
|
y_visible = 0.25
|
||
|
y_invisible = -0.5
|
||
|
|
||
|
-- z-values (lines on the sheet)
|
||
|
posZ = {
|
||
|
-0.69,
|
||
|
-0.355,
|
||
|
0.0855,
|
||
|
0.425,
|
||
|
0.555,
|
||
|
0.685,
|
||
|
1.02
|
||
|
}
|
||
|
|
||
|
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||
|
existingBoxes = { 1, 1, 2, 2, 3, 3, 3 }
|
||
|
|
||
|
-- override 'marked boxes' for debugging ('all' or 'none')
|
||
|
markDEBUG = ""
|
||
|
|
||
|
-- Locations of the skill selectors
|
||
|
local SKILL_ICON_POSITIONS = {
|
||
|
willpower = { x = 0.085, z = -0.88},
|
||
|
intellect = { x = -0.183, z = -0.88},
|
||
|
combat = { x = -0.473, z = -0.88},
|
||
|
agility = { x = -0.74, z = -0.88},
|
||
|
}
|
||
|
|
||
|
local selectedSkills = {
|
||
|
willpower = false,
|
||
|
intellect = false,
|
||
|
combat = false,
|
||
|
agility = false
|
||
|
}
|
||
|
|
||
|
-- save state when going into bags / decks
|
||
|
function onDestroy() self.script_state = onSave() end
|
||
|
|
||
|
function onSave()
|
||
|
local skillArray = { }
|
||
|
for skill, isSelected in pairs(selectedSkills) do
|
||
|
if (isSelected) then
|
||
|
table.insert(skillArray, skill)
|
||
|
end
|
||
|
end
|
||
|
return JSON.encode({ markedBoxes, skillArray })
|
||
|
end
|
||
|
|
||
|
-- Startup procedure
|
||
|
function onLoad(saved_data)
|
||
|
if saved_data ~= "" and markDEBUG == "" then
|
||
|
local loaded_data = JSON.decode(saved_data)
|
||
|
markedBoxes = loaded_data[1]
|
||
|
log(loaded_data[2])
|
||
|
for _, skill in ipairs(loaded_data[2]) do
|
||
|
if (skill ~= "") then
|
||
|
log("Skill from load "..skill)
|
||
|
selectedSkills[skill] = true
|
||
|
end
|
||
|
end
|
||
|
else
|
||
|
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||
|
inputValues = { "", "", "", "", "" }
|
||
|
local selectedSkills = {
|
||
|
willpower = false,
|
||
|
intellect = false,
|
||
|
combat = false,
|
||
|
agility = false
|
||
|
}
|
||
|
end
|
||
|
|
||
|
makeData()
|
||
|
createButtonsAndBoxes()
|
||
|
|
||
|
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||
|
self.addContextMenuItem("Scale: normal", function() updateScale(1) end)
|
||
|
self.addContextMenuItem("Scale: double", function() updateScale(2) end)
|
||
|
self.addContextMenuItem("Scale: triple", function() updateScale(3) end)
|
||
|
updateSkillDisplay()
|
||
|
end
|
||
|
|
||
|
function updateScale(scale)
|
||
|
self.setScale({ scale, 1, scale })
|
||
|
updateSkillDisplay()
|
||
|
end
|
||
|
|
||
|
function updateState(markedBoxesNew)
|
||
|
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||
|
makeData()
|
||
|
createButtonsAndBoxes()
|
||
|
updateSkillDisplay()
|
||
|
end
|
||
|
|
||
|
-- create Data
|
||
|
function makeData()
|
||
|
Data = {}
|
||
|
Data.checkbox = {}
|
||
|
Data.textbox = {}
|
||
|
|
||
|
-- repeat this for each entry (= line) in existingBoxes
|
||
|
local totalCount = 0
|
||
|
for i = 1, #existingBoxes do
|
||
|
-- repeat this for each checkbox per line
|
||
|
for j = 1, existingBoxes[i] do
|
||
|
totalCount = totalCount + 1
|
||
|
Data.checkbox[totalCount] = {}
|
||
|
Data.checkbox[totalCount].pos = {}
|
||
|
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||
|
Data.checkbox[totalCount].pos.z = posZ[i]
|
||
|
Data.checkbox[totalCount].row = i
|
||
|
|
||
|
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||
|
Data.checkbox[totalCount].pos.y = y_visible
|
||
|
Data.checkbox[totalCount].state = true
|
||
|
else
|
||
|
Data.checkbox[totalCount].pos.y = y_invisible
|
||
|
Data.checkbox[totalCount].state = false
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- checks or unchecks the given box
|
||
|
function click_checkbox(tableIndex)
|
||
|
local row = Data.checkbox[tableIndex].row
|
||
|
|
||
|
if Data.checkbox[tableIndex].state == true then
|
||
|
Data.checkbox[tableIndex].pos.y = y_invisible
|
||
|
Data.checkbox[tableIndex].state = false
|
||
|
|
||
|
markedBoxes[row] = markedBoxes[row] - 1
|
||
|
else
|
||
|
Data.checkbox[tableIndex].pos.y = y_visible
|
||
|
Data.checkbox[tableIndex].state = true
|
||
|
|
||
|
markedBoxes[row] = markedBoxes[row] + 1
|
||
|
end
|
||
|
|
||
|
self.editButton({
|
||
|
index = tableIndex - 1,
|
||
|
position = Data.checkbox[tableIndex].pos
|
||
|
})
|
||
|
end
|
||
|
|
||
|
function click_willpower()
|
||
|
selectedSkills.willpower = not selectedSkills.willpower
|
||
|
updateSkillDisplay()
|
||
|
end
|
||
|
|
||
|
function click_intellect()
|
||
|
selectedSkills.intellect = not selectedSkills.intellect
|
||
|
updateSkillDisplay()
|
||
|
end
|
||
|
|
||
|
function click_combat()
|
||
|
selectedSkills.combat = not selectedSkills.combat
|
||
|
updateSkillDisplay()
|
||
|
end
|
||
|
|
||
|
function click_agility()
|
||
|
selectedSkills.agility = not selectedSkills.agility
|
||
|
updateSkillDisplay()
|
||
|
end
|
||
|
|
||
|
function createButtonsAndBoxes()
|
||
|
self.clearButtons()
|
||
|
|
||
|
for i, box_data in ipairs(Data.checkbox) do
|
||
|
local funcName = "checkbox" .. i
|
||
|
local func = function() click_checkbox(i) end
|
||
|
self.setVar(funcName, func)
|
||
|
|
||
|
self.createButton({
|
||
|
click_function = funcName,
|
||
|
function_owner = self,
|
||
|
position = box_data.pos,
|
||
|
height = boxSize,
|
||
|
width = boxSize,
|
||
|
font_size = box_data.size,
|
||
|
scale = { 1, 1, 1 },
|
||
|
color = { 0, 0, 0 },
|
||
|
font_color = { 0, 0, 0 }
|
||
|
})
|
||
|
end
|
||
|
|
||
|
makeSkillSelectionButtons()
|
||
|
end
|
||
|
|
||
|
-- Creates the invisible buttons overlaying the skill icons
|
||
|
function makeSkillSelectionButtons()
|
||
|
local buttonPositions = { x = -1 * SKILL_ICON_POSITIONS.willpower.x, y = 0.2, z = SKILL_ICON_POSITIONS.willpower.z }
|
||
|
local buttonData = {
|
||
|
click_function = "click_willpower",
|
||
|
function_owner = self,
|
||
|
position = buttonPositions,
|
||
|
height = 130,
|
||
|
width = 130,
|
||
|
scale = { 1, 1, 1 },
|
||
|
color = { 0, 0, 0, 0 },
|
||
|
}
|
||
|
self.createButton(buttonData)
|
||
|
buttonData.click_function = "click_intellect"
|
||
|
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.intellect.x
|
||
|
buttonData.position = buttonPositions
|
||
|
self.createButton(buttonData)
|
||
|
buttonData.click_function = "click_combat"
|
||
|
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.combat.x
|
||
|
buttonData.position = buttonPositions
|
||
|
self.createButton(buttonData)
|
||
|
buttonData.click_function = "click_agility"
|
||
|
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.agility.x
|
||
|
buttonData.position = buttonPositions
|
||
|
self.createButton(buttonData)
|
||
|
end
|
||
|
|
||
|
-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
|
||
|
-- vectors set, have to refresh all 4 at once
|
||
|
function updateSkillDisplay()
|
||
|
local circles = { }
|
||
|
for skill, isSelected in pairs(selectedSkills) do
|
||
|
if isSelected then
|
||
|
local circle = getCircleVector(SKILL_ICON_POSITIONS[skill])
|
||
|
if circle ~= nil then
|
||
|
table.insert(circles, circle)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
self.setVectorLines(circles)
|
||
|
end
|
||
|
|
||
|
function getCircleVector(center)
|
||
|
local diameter = Vector(0, 0, 0.1)
|
||
|
local pointOfOrigin = Vector(center.x, 0.3, center.z)
|
||
|
|
||
|
-- Declare Results vectors
|
||
|
local vec = Vector(0, 0, 0)
|
||
|
local vecList = {}
|
||
|
|
||
|
local arcStep = 5
|
||
|
for i = 0, 360, arcStep do
|
||
|
diameter:rotateOver('y', arcStep)
|
||
|
vec = pointOfOrigin + diameter
|
||
|
vec.y = pointOfOrigin.y
|
||
|
table.insert(vecList, vec)
|
||
|
end
|
||
|
|
||
|
return {
|
||
|
points = vecList,
|
||
|
color = {0.597, 0.195, 0.796},
|
||
|
thickness = 0.02,
|
||
|
}
|
||
|
end
|