SCED/objects/Fan-MadeAccessories.aa8b38/TokenArranger.022907.ttslua

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-- names of tokens in order
local TOKEN_NAMES = {
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"Elder Sign",
"Skull",
"Cultist",
"Tablet",
"Elder Thing",
"Auto-fail",
"Bless",
"Curse",
"Frost",
""
}
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-- token modifiers for sorting (and order for same modifier)
-- order starts at 2 because there is a "+1" token
local TOKEN_PRECEDENCE = {
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["Elder Sign"] = { 100, 2 },
["Skull"] = { -1, 3 },
["Cultist"] = { -2, 4 },
["Tablet"] = { -3, 5 },
["Elder Thing"] = { -4, 6 },
["Auto-fail"] = { -100, 7 },
["Bless"] = { 101, 8 },
["Curse"] = { -101, 9 },
["Frost"] = { -99, 10 },
[""] = { 0, 11 }
}
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-- common parameters
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local buttonParameters = {}
buttonParameters.function_owner = self
buttonParameters.label = ""
buttonParameters.tooltip = "Add / Remove"
buttonParameters.color = { 0, 0, 0, 0 }
buttonParameters.width = 325
buttonParameters.height = 325
local inputParameters = {}
inputParameters.function_owner = self
inputParameters.font_size = 100
inputParameters.width = 250
inputParameters.height = inputParameters.font_size + 23
inputParameters.alignment = 3
inputParameters.validation = 2
inputParameters.tab = 2
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updating = false
function onSave() return JSON.encode(TOKEN_PRECEDENCE) end
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function onLoad(save_state)
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if save_state ~= nil then
TOKEN_PRECEDENCE = JSON.decode(save_state)
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end
-- create UI
local offset = 0.725
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local pos = { x = { -1.067, 0.377 }, z = -2.175 }
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-- button and inputs index 1-10
for i = 1, 10 do
if i < 6 then
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buttonParameters.position = { pos.x[1], 0, pos.z + i * offset }
inputParameters.position = { pos.x[1] + offset, 0.1, pos.z + i * offset }
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else
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buttonParameters.position = { pos.x[2], 0, pos.z + (i - 5) * offset }
inputParameters.position = { pos.x[2] + offset, 0.1, pos.z + (i - 5) * offset }
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end
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buttonParameters.click_function = attachIndex("tokenClick", i)
inputParameters.input_function = attachIndex2("tokenInput", i)
inputParameters.value = TOKEN_PRECEDENCE[TOKEN_NAMES[i]][1]
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self.createButton(buttonParameters)
self.createInput(inputParameters)
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end
-- index 11: "Update / Hide" button
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buttonParameters.label = "Update / Hide"
buttonParameters.click_function = "layout"
buttonParameters.tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!"
buttonParameters.position = { 0.725, 0.1, 2.025 }
buttonParameters.color = { 1, 1, 1 }
buttonParameters.width = 675
buttonParameters.height = 175
self.createButton(buttonParameters)
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self.addContextMenuItem("More Information", function()
printToAll("------------------------------", "White")
printToAll("Token Arranger by Chr1Z", "Orange")
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printToAll("original concept by Whimsical", "White")
end)
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-- send object reference to bless/curse manager
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Wait.time(function() getObjectFromGUID("5933fb").setVar("tokenArranger", self) end, 1)
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end
function onDestroy()
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deleteCopiedTokens()
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-- remove object reference from bless/curse manager
getObjectFromGUID("5933fb").setVar("tokenArranger", nil)
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end
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function onPickUp()
deleteCopiedTokens()
end
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-- helper functions to carry index
function attachIndex(click_function, index)
local fn_name = click_function .. index
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_G[fn_name] = function(obj, player_color, isRightClick)
_G[click_function](obj, player_color, isRightClick, index)
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end
return fn_name
end
function attachIndex2(input_function, index)
local fn_name = input_function .. index
_G[fn_name] = function(obj, player_color, input, selected)
_G[input_function](obj, player_color, input, selected, index)
end
return fn_name
end
-- click_function for buttons on chaos tokens
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function tokenClick(_, _, isRightClick, index)
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if not updating then
updating = true
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local change = tonumber(isRightClick and "-1" or "1")
TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] = TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] + change
self.editInput({ index = index - 1, value = TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] })
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layout()
end
end
-- input_function for input_boxes
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function tokenInput(_, _, input, selected, index)
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if selected == false and not updating then
updating = true
local num = tonumber(input)
if num ~= nil then
TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] = num
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end
layout()
end
end
-- order function for data sorting
function token_value_comparator(left, right)
if left.value > right.value then return true
elseif right.value > left.value then return false
elseif left.order < right.order then return true
elseif right.order < left.order then return false
else return left.token.getGUID() > right.token.getGUID()
end
end
-- get chaos bag from scripting zone and description
function getChaosBag()
local chaosbag = nil
local chaosbag_zone = getObjectFromGUID("83ef06")
-- error handling: scripting zone not found
if chaosbag_zone == nil then
printToAll("Zone for chaos bag detection couldn't be found.", "Red")
return nil
end
for _, v in ipairs(chaosbag_zone.getObjects()) do
if v.getDescription() == "Chaos Bag" then
chaosbag = getObjectFromGUID(v.getGUID())
break
end
end
-- error handling: chaos bag not found
if chaosbag == nil then
printToAll("Chaos bag couldn't be found.", "Red")
end
return chaosbag
end
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-- deletes previously placed tokens
function deleteCopiedTokens()
for _, token in ipairs(getObjectsWithTag("to_be_deleted")) do token.destruct() end
end
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-- main function (delete old tokens, clone chaos bag content, sort it and position it)
function layout(_, _, isRightClick)
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deleteCopiedTokens()
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-- stop here if right-clicked
if isRightClick then return end
local chaos_bag = getChaosBag()
local chaos_bag_objects = chaos_bag.getObjects()
-- take each token out and clone it
for _, data in ipairs(chaos_bag_objects) do
chaos_bag.takeObject {
guid = data.guid,
smooth = false,
callback_function = function(tok)
chaos_bag.putObject(tok.clone())
tok.addTag("to_be_deleted")
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end
}
end
-- wait until all tokens have finished spawning
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Wait.condition(function() placeTokens() end, function() return #chaos_bag_objects == #getObjectsWithTag("to_be_deleted") end)
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end
-- position tokens sorted by value
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function placeTokens()
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local data = {}
-- create table with tokens
for i, token in ipairs(getObjectsWithTag("to_be_deleted")) do
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local name = token.getName() or ""
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local value = tonumber(name)
local precedence = TOKEN_PRECEDENCE[name]
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data[i] = {
token = token,
value = value or precedence[1]
}
if precedence ~= nil then
data[i].order = precedence[2]
else
data[i].order = value
end
end
-- sort table by value (symbols last if same value)
table.sort(data, token_value_comparator)
-- laying out the tokens
local pos = self.getPosition() + Vector(3.55, -0.05, -3.95)
local location = { x = pos.x, y = pos.y, z = pos.z }
local current_value = data[1].value
for _, item in ipairs(data) do
if item.value ~= current_value then
location.x = location.x - 1.75
location.z = pos.z
current_value = item.value
end
item.token.setPosition(location)
item.token.setRotation(self.getRotation())
location.z = location.z - 1.75
end
updating = false
end