SCED/src/playermat/Playmat.ttslua

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local tokenManager = require("core/token/TokenManager")
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local tokenChecker = require("core/token/TokenChecker")
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-- set true to enable debug logging and show Physics.cast()
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local DEBUG = false
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-- we use this to turn off collision handling until onLoad() is complete
local COLLISION_ENABLED = false
-- position offsets relative to mat [x, y, z]
local DRAWN_ENCOUNTER_CARD_OFFSET = {1.365, 0.5, -0.635}
local DRAWN_CHAOS_TOKEN_OFFSET = {-1.55, 0.5, -0.58}
local DISCARD_BUTTON_OFFSETS = {
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{-1.38, 0.1, -0.94},
{-0.92, 0.1, -0.94},
{-0.46, 0.1, -0.94},
{0.00, 0.1, -0.94},
{0.46, 0.1, -0.94},
{0.92, 0.1, -0.94}
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}
local MAIN_PLAY_AREA = {
upperLeft = {
x = 1.98,
z = 0.736,
},
lowerRight = {
x = -0.79,
z = -0.39,
}
}
local INVESTIGATOR_AREA = {
upperLeft = {
x = -1.084,
z = 0.06517
},
lowerRight = {
x = -1.258,
z = -0.0805,
}
}
local THREAT_AREA = {
upperLeft = {
x = 1.53,
z = -0.34
},
lowerRight = {
x = -1.13,
z = -0.92,
}
}
local DRAW_DECK_POSITION = { x = -1.82, y = 1, z = 0 }
local DISCARD_PILE_POSITION = { x = -1.82, y = 1.5, z = 0.61 }
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local PLAY_ZONE_ROTATION = self.getRotation()
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local TRASHCAN
local STAT_TRACKER
local RESOURCE_COUNTER
-- global variable so it can be reset by the Clean Up Helper
activeInvestigatorId = "00000"
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local isDrawButtonVisible = false
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function onSave()
return JSON.encode({
zoneID = zoneID,
playerColor = PLAYER_COLOR,
activeInvestigatorId = activeInvestigatorId,
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isDrawButtonVisible = isDrawButtonVisible
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})
end
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function onLoad(save_state)
self.interactable = DEBUG
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TRASHCAN = getObjectFromGUID(TRASHCAN_GUID)
STAT_TRACKER = getObjectFromGUID(STAT_TRACKER_GUID)
RESOURCE_COUNTER = getObjectFromGUID(RESOURCE_COUNTER_GUID)
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for i = 1, 6 do
makeDiscardButton(DISCARD_BUTTON_OFFSETS[i], {-3.85, 3, 10.38}, i)
end
self.createButton({
click_function = "drawEncountercard",
function_owner = self,
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position = {-1.84, 0, -0.65},
rotation = {0, 80, 0},
width = 265,
height = 190
})
self.createButton({
click_function = "drawChaostokenButton",
function_owner = self,
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position = {1.85, 0, -0.74},
rotation = {0, -45, 0},
width = 135,
height = 135
})
self.createButton({
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label = "Upkeep",
click_function = "doUpkeep",
function_owner = self,
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position = {1.84, 0.1, -0.44},
scale = {0.12, 0.12, 0.12},
width = 800,
height = 280,
font_size = 180
})
local state = JSON.decode(save_state)
if state ~= nil then
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zoneID = state.zoneID
PLAYER_COLOR = state.playerColor
activeInvestigatorId = state.activeInvestigatorId
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isDrawButtonVisible = state.isDrawButtonVisible
end
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showDrawButton(isDrawButtonVisible)
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if getObjectFromGUID(zoneID) == nil then spawnDeckZone() end
COLLISION_ENABLED = true
end
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---------------------------------------------------------
-- utility functions
---------------------------------------------------------
function log(message)
if DEBUG then print(message) end
end
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-- send messages to player who clicked button if no seated player found
function setMessageColor(color)
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messageColor = Player[PLAYER_COLOR].seated and PLAYER_COLOR or color
end
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function spawnDeckZone()
spawnObject({
position = self.positionToWorld({-1.4, 0, 0.3 }),
scale = {3, 5, 8 },
type = 'ScriptingTrigger',
callback = function (zone) zoneID = zone.getGUID() end,
callback_owner = self,
rotation = self.getRotation()
})
end
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function searchArea(origin, size)
return Physics.cast({
origin = origin,
direction = {0, 1, 0},
orientation = PLAY_ZONE_ROTATION,
type = 3,
size = size,
max_distance = 1,
debug = DEBUG
})
end
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function doNotReady(card) return card.getVar("do_not_ready") or false end
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---------------------------------------------------------
-- Discard buttons
---------------------------------------------------------
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-- builds a function that discards things in searchPosition to discardPosition
-- stuff on the card/deck will be put into the local trashcan
function makeDiscardHandlerFor(searchPosition, discardPosition)
return function ()
for _, hitObj in ipairs(findObjectsAtPosition(searchPosition)) do
local obj = hitObj.hit_object
if obj.tag == "Deck" or obj.tag == "Card" then
if obj.hasTag("PlayerCard") then
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obj.setPositionSmooth(self.positionToWorld(DISCARD_PILE_POSITION), false, true)
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obj.setRotation(PLAY_ZONE_ROTATION)
else
obj.setPositionSmooth(discardPosition, false, true)
obj.setRotation({0, -90, 0})
end
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-- put chaos tokens back into bag (e.g. Unrelenting)
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elseif tokenChecker.isChaosToken(obj) then
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local chaosBag = Global.call("findChaosBag")
chaosBag.putObject(obj)
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-- don't touch the table or this playmat itself
elseif obj.guid ~= "4ee1f2" and obj ~= self then
TRASHCAN.putObject(obj)
end
end
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end
end
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-- build a discard button to discard from searchPosition to discardPosition (number must be unique)
function makeDiscardButton(position, discardPosition, number)
local searchPosition = {-position[1], position[2], position[3] + 0.32}
local handler = makeDiscardHandlerFor(searchPosition, discardPosition)
local handlerName = 'handler' .. number
self.setVar(handlerName, handler)
self.createButton({
label = "Discard",
click_function = handlerName,
function_owner = self,
position = position,
scale = {0.12, 0.12, 0.12},
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width = 900,
height = 350,
font_size = 220
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})
end
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function findObjectsAtPosition(localPos)
return Physics.cast({
origin = self.positionToWorld(localPos),
direction = {0, 1, 0},
orientation = {0, PLAY_ZONE_ROTATION.y + 90, 0},
type = 3,
size = {3.2, 1, 2},
max_distance = 0,
debug = DEBUG
})
end
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---------------------------------------------------------
-- Upkeep button
---------------------------------------------------------
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function doUpkeep(_, color, alt_click)
setMessageColor(color)
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-- right-click binds to new player color
if alt_click then
PLAYER_COLOR = color
printToColor("Upkeep button bound to " .. color, color)
return
end
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local forcedLearning = false
-- unexhaust cards in play zone, flip action tokens and find forcedLearning
for _, v in ipairs(searchArea(PLAY_ZONE_POSITION, PLAY_ZONE_SCALE)) do
local obj = v.hit_object
if obj.getDescription() == "Action Token" and obj.is_face_down then
obj.flip()
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elseif obj.tag == "Card" and not obj.is_face_down and not inArea(self.positionToLocal(obj.getPosition()), INVESTIGATOR_AREA) then
local cardMetadata = JSON.decode(obj.getGMNotes()) or {}
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if not doNotReady(obj) then
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obj.setRotation(PLAY_ZONE_ROTATION)
end
if cardMetadata.id == "08031" then
forcedLearning = true
end
if cardMetadata.uses ~= nil then
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-- check for cards with 'replenish' in their metadata
local count
local replenish
-- Uses structure underwent a breaking change in 2.4.0, have to check to see if this is
-- a single entry or an array. TODO: Clean this up when 2.4.0 has been out long
-- enough that saved decks don't have old data
if cardMetadata.uses.count ~= nil then
count = cardMetadata.uses.count
replenish = cardMetadata.uses.replenish
else
count = cardMetadata.uses[1].count
replenish = cardMetadata.uses[1].replenish
end
if count and replenish then
replenishTokens(obj, count, replenish)
end
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end
end
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end
-- flip investigator mini-card and summoned servitor mini-card
-- (all characters allowed to account for custom IDs - e.g. 'Z0000' for TTS Zoop generated IDs)
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if activeInvestigatorId ~= nil then
local miniId = string.match(activeInvestigatorId, ".....") .. "-m"
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for _, obj in ipairs(getObjects()) do
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if obj.tag == "Card" and obj.is_face_down then
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local notes = JSON.decode(obj.getGMNotes())
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if notes ~= nil and notes.type == "Minicard" and (notes.id == miniId or notes.id == "09080-m") then
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obj.flip()
end
end
end
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end
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-- gain a resource (or two if playing Jenny Barnes)
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if string.match(activeInvestigatorId, "%d%d%d%d%d") == "02003" then
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gainResources(2)
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printToColor("Gaining 2 resources (Jenny)", messageColor)
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else
gainResources(1)
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end
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-- draw a card (with handling for Patrice and Forced Learning)
if activeInvestigatorId == "06005" then
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if forcedLearning then
printToColor("Wow, did you really take 'Versatile' to play Patrice with 'Forced Learning'? Choose which draw replacement effect takes priority and draw cards accordingly.", messageColor)
else
local handSize = #Player[PLAYER_COLOR].getHandObjects()
if handSize < 5 then
local cardsToDraw = 5 - handSize
printToColor("Drawing " .. cardsToDraw .. " cards (Patrice)", messageColor)
drawCardsWithReshuffle(cardsToDraw)
end
end
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elseif forcedLearning then
printToColor("Drawing 2 cards, discard 1 (Forced Learning)", messageColor)
drawCardsWithReshuffle(2)
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else
drawCardsWithReshuffle(1)
end
end
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-- adds the specified amount of resources to the resource counter
function gainResources(amount)
local count = RESOURCE_COUNTER.getVar("val")
local add = tonumber(amount) or 0
RESOURCE_COUNTER.call("updateVal", count + add)
end
-- function for "draw 1 button" (that can be added via option panel)
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function doDrawOne(_, color)
setMessageColor(color)
drawCardsWithReshuffle(1)
end
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-- draw X cards (shuffle discards if necessary)
function drawCardsWithReshuffle(numCards)
getDrawDiscardDecks()
-- Norman Withers handling
if string.match(activeInvestigatorId, "%d%d%d%d%d") == "08004" then
local harbinger = false
if topCard ~= nil and topCard.getName() == "The Harbinger" then harbinger = true
elseif drawDeck ~= nil and not drawDeck.is_face_down then
local cards = drawDeck.getObjects()
if cards[#cards].name == "The Harbinger" then harbinger = true end
end
if harbinger then
printToColor("The Harbinger is on top of your deck, not drawing cards", messageColor)
return
end
if topCard ~= nil then
topCard.deal(numCards, PLAYER_COLOR)
numCards = numCards - 1
if numCards == 0 then return end
end
end
local deckSize = 1
if drawDeck == nil then
deckSize = 0
elseif drawDeck.tag == "Deck" then
deckSize = #drawDeck.getObjects()
end
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if deckSize >= numCards then
drawCards(numCards)
return
end
drawCards(deckSize)
if discardPile ~= nil then
shuffleDiscardIntoDeck()
Wait.time(|| drawCards(numCards - deckSize), 1)
end
printToColor("Take 1 horror (drawing card from empty deck)", messageColor)
end
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-- get the draw deck and discard pile objects
function getDrawDiscardDecks()
drawDeck = nil
discardPile = nil
topCard = nil
local zone = getObjectFromGUID(zoneID)
if zone == nil then return end
for _, object in ipairs(zone.getObjects()) do
if object.tag == "Deck" or object.tag == "Card" then
if self.positionToLocal(object.getPosition()).z > 0.5 then
discardPile = object
-- Norman Withers handling
elseif string.match(activeInvestigatorId, "%d%d%d%d%d") == "08004" and object.tag == "Card" and not object.is_face_down then
topCard = object
else
drawDeck = object
end
end
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end
end
function drawCards(numCards)
if drawDeck == nil then return end
drawDeck.deal(numCards, PLAYER_COLOR)
end
function shuffleDiscardIntoDeck()
if not discardPile.is_face_down then discardPile.flip() end
discardPile.shuffle()
discardPile.setPositionSmooth(self.positionToWorld(DRAW_DECK_POSITION), false, false)
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drawDeck = discardPile
discardPile = nil
end
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---------------------------------------------------------
-- playmat token spawning
---------------------------------------------------------
-- replenish Tokens for specific cards (like 'Physical Training (4)')
function replenishTokens(card, count, replenish)
local cardPos = card.getPosition()
-- don't continue for cards on your deck (Norman) or in your discard pile
if self.positionToLocal(cardPos).x < -1 then return end
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-- get current amount of resource tokens on the card
local search = searchArea(cardPos, { 2.5, 0.5, 3.5 })
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local clickableResourceCounter = nil
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local foundTokens = 0
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for _, obj in ipairs(search) do
local obj = obj.hit_object
if obj.getCustomObject().image == "http://cloud-3.steamusercontent.com/ugc/1758068501357192910/11DDDC7EF621320962FDCF3AE3211D5EDC3D1573/" then
foundTokens = foundTokens + math.abs(obj.getQuantity())
obj.destruct()
elseif obj.getMemo() == "resourceCounter" then
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foundTokens = obj.getVar("val")
clickableResourceCounter = obj
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break
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end
end
-- handling Runic Axe upgrade sheet for additional replenish
if card.getName() == "Runic Axe" then
for _, v in ipairs(searchArea(PLAY_ZONE_POSITION, PLAY_ZONE_SCALE)) do
local obj = v.hit_object
if obj.tag == "Card" then
local notes = JSON.decode(obj.getGMNotes()) or {}
if notes ~= nil and notes.id == "09022-c" then
if obj.getVar("markedBoxes")[7] == 3 then replenish = 2 end
break
end
end
end
end
local newCount = foundTokens + replenish
if newCount > count then newCount = count end
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if clickableResourceCounter then
clickableResourceCounter.call("updateVal", newCount)
else
tokenManager.spawnTokenGroup(card, "resource", newCount)
end
end
function syncCustomizableMetadata(card)
local cardMetadata = JSON.decode(card.getGMNotes()) or { }
if cardMetadata ~= nil and cardMetadata.customizations ~= nil then
for _, collision in ipairs(searchArea(PLAY_ZONE_POSITION, PLAY_ZONE_SCALE)) do
local obj = collision.hit_object
if obj.name == "Card" or obj.name == "CardCustom" then
local notes = JSON.decode(obj.getGMNotes()) or { }
if notes.id == (cardMetadata.id .. "-c") then
for i, customization in ipairs(cardMetadata.customizations) do
if obj.getVar("markedBoxes")[i] == customization.xp
and customization.replaces ~= nil
and customization.replaces.uses ~= nil then
cardMetadata.uses = customization.replaces.uses
card.setGMNotes(JSON.encode(cardMetadata))
end
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end
end
end
end
end
end
function spawnTokensFor(object)
local extraUses = { }
if activeInvestigatorId == "03004" then
extraUses["Charge"] = 1
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end
tokenManager.spawnForCard(object, extraUses)
end
function onCollisionEnter(collision_info)
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if not COLLISION_ENABLED then return end
local object = collision_info.collision_object
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-- only continue for cards
if object.name ~= "Card" and object.name ~= "CardCustom" then return end
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maybeUpdateActiveInvestigator(object)
syncCustomizableMetadata(object)
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if isInDeckZone(object) then
tokenManager.resetTokensSpawned(object)
elseif shouldSpawnTokens(object) then
spawnTokensFor(object)
end
end
function shouldSpawnTokens(card)
if card.is_face_down then
return false
end
local localCardPos = self.positionToLocal(card.getPosition())
local metadata = JSON.decode(card.getGMNotes())
-- If no metadata we don't know the type, so only spawn in the main area
if metadata == nil then
return inArea(localCardPos, MAIN_PLAY_AREA)
end
-- Spawn tokens for assets and events on the main area, and all encounter types in the threat area
if inArea(localCardPos, MAIN_PLAY_AREA)
and (metadata.type == "Asset"
or metadata.type == "Event") then
return true
end
if inArea(localCardPos, THREAT_AREA)
and (metadata.type == "Treachery"
or metadata.type == "Enemy"
or metadata.weakness) then
return true
end
return false
end
function onObjectEnterContainer(container, object)
Wait.frames(function() resetTokensIfInDeckZone(container, object) end, 1)
end
function resetTokensIfInDeckZone(container, object)
if isInDeckZone(container) then
tokenManager.resetTokensSpawned(object)
end
end
function isInDeckZone(checkObject)
local deckZone = getObjectFromGUID(zoneID)
if deckZone == nil then
return false
end
for _, obj in ipairs(deckZone.getObjects()) do
if obj == checkObject then
return true
end
end
return false
end
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---------------------------------------------------------
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-- investigator ID grabbing and skill tracker
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---------------------------------------------------------
function maybeUpdateActiveInvestigator(card)
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if not inArea(self.positionToLocal(card.getPosition()), INVESTIGATOR_AREA) then return end
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local notes = JSON.decode(card.getGMNotes())
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local class
if notes ~= nil and notes.type == "Investigator" and notes.id ~= nil then
if notes.id == activeInvestigatorId then return end
class = notes.class
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activeInvestigatorId = notes.id
STAT_TRACKER.call("updateStats", {notes.willpowerIcons, notes.intellectIcons, notes.combatIcons, notes.agilityIcons})
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elseif activeInvestigatorId ~= "00000" then
class = "Neutral"
activeInvestigatorId = "00000"
STAT_TRACKER.call("updateStats", {1, 1, 1, 1})
else
return
end
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-- change state of action tokens
local search = searchArea(self.positionToWorld({-1.1, 0.05, -0.27}), {4, 1, 1})
local smallToken = nil
local STATE_TABLE = {
["Guardian"] = 1,
["Seeker"] = 2,
["Rogue"] = 3,
["Mystic"] = 4,
["Survivor"] = 5,
["Neutral"] = 6
}
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for _, obj in ipairs(search) do
local obj = obj.hit_object
if obj.getDescription() == "Action Token" and obj.getStateId() > 0 then
if obj.getScale().x < 0.4 then
smallToken = obj
else
setObjectState(obj, STATE_TABLE[class])
end
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end
end
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-- update the small token with special action for certain investigators
local SPECIAL_ACTIONS = {
["04002"] = 8, -- Ursula Downs
["01002"] = 9, -- Daisy Walker
["01502"] = 9, -- Daisy Walker
["01002-pb"] = 9, -- Daisy Walker
["06003"] = 10, -- Tony Morgan
["04003"] = 11, -- Finn Edwards
["08016"] = 14 -- Bob Jenkins
}
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if smallToken ~= nil then
setObjectState(smallToken, SPECIAL_ACTIONS[activeInvestigatorId] or STATE_TABLE[class])
end
end
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function setObjectState(obj, stateId)
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if obj.getStateId() ~= stateId then obj.setState(stateId) end
end
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---------------------------------------------------------
-- calls to 'Global' / functions for calls from outside
---------------------------------------------------------
function drawChaostokenButton(_, _, isRightClick)
Global.call("drawChaostoken", {self, DRAWN_CHAOS_TOKEN_OFFSET, isRightClick})
end
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function drawEncountercard(_, _, isRightClick)
Global.call("drawEncountercard", {self.positionToWorld(DRAWN_ENCOUNTER_CARD_OFFSET), self.getRotation(), isRightClick})
end
function returnGlobalDiscardPosition()
return self.positionToWorld(DISCARD_PILE_POSITION)
end
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-- Sets this playermat's draw 1 button to visible
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---@param visible Boolean. Whether the draw 1 button should be visible
function showDrawButton(visible)
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isDrawButtonVisible = visible
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-- create the "Draw 1" button
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if isDrawButtonVisible then
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self.createButton({
label = "Draw 1",
click_function = "doDrawOne",
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function_owner = self,
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position = { 1.84, 0.1, -0.36 },
scale = { 0.12, 0.12, 0.12 },
width = 800,
height = 280,
font_size = 180
})
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-- remove the "Draw 1" button
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else
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local buttons = self.getButtons()
for i = 1, #buttons do
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if buttons[i].label == "Draw 1" then
self.removeButton(buttons[i].index)
end
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end
end
end
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-- Spawns / destroys a clickable clue counter for this playmat with the correct amount of clues
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---@param showCounter Boolean Whether the clickable clue counter should be present
function clickableClues(showCounter)
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local CLUE_COUNTER = getObjectFromGUID(CLUE_COUNTER_GUID)
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local CLUE_CLICKER = getObjectFromGUID(CLUE_CLICKER_GUID)
local clickerPos = CLUE_CLICKER.getPosition()
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local clueCount = 0
if showCounter then
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-- current clue count
clueCount = CLUE_COUNTER.getVar("exposedValue")
-- remove clues
CLUE_COUNTER.call("removeAllClues")
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-- set value for clue clickers
CLUE_CLICKER.call("updateVal", clueCount)
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-- move clue counters up
clickerPos.y = 1.52
CLUE_CLICKER.setPosition(clickerPos)
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else
-- current clue count
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clueCount = CLUE_CLICKER.getVar("val")
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-- move clue counters down
clickerPos.y = 1.3
CLUE_CLICKER.setPosition(clickerPos)
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-- spawn clues
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local pos = self.positionToWorld({x = -1.12, y = 0.05, z = 0.7})
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for i = 1, clueCount do
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pos.y = pos.y + 0.045 * i
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tokenManager.spawnToken(pos, "clue", PLAY_ZONE_ROTATION)
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end
end
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end
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-- removes all clues (moving tokens to the trash and setting counters to 0)
function removeClues()
local CLUE_COUNTER = getObjectFromGUID(CLUE_COUNTER_GUID)
local CLUE_CLICKER = getObjectFromGUID(CLUE_CLICKER_GUID)
CLUE_COUNTER.call("removeAllClues")
CLUE_CLICKER.call("updateVal", 0)
end
-- reports the clue count
---@param useClickableCounters Boolean Controls which type of counter is getting checked
function getClueCount(useClickableCounters)
local count = 0
if useClickableCounters then
local CLUE_CLICKER = getObjectFromGUID(CLUE_CLICKER_GUID)
count = tonumber(CLUE_CLICKER.getVar("val"))
else
local CLUE_COUNTER = getObjectFromGUID(CLUE_COUNTER_GUID)
count = tonumber(CLUE_COUNTER.getVar("exposedValue"))
end
return count
end
-- Sets this playermat's snap points to limit snapping to matching card types or not. If matchTypes
-- is true, the main card slot snap points will only snap assets, while the investigator area point
-- will only snap Investigators. If matchTypes is false, snap points will be reset to snap all
-- cards.
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---@param matchTypes Boolean. Whether snap points should only snap for the matching card types.
function setLimitSnapsByType(matchTypes)
local snaps = self.getSnapPoints()
for i, snap in ipairs(snaps) do
local snapPos = snap.position
if inArea(snapPos, MAIN_PLAY_AREA) then
local snapTags = snaps[i].tags
if matchTypes then
if snapTags == nil then
snaps[i].tags = { "Asset" }
else
table.insert(snaps[i].tags, "Asset")
end
else
snaps[i].tags = nil
end
end
if inArea(snapPos, INVESTIGATOR_AREA) then
local snapTags = snaps[i].tags
if matchTypes then
if snapTags == nil then
snaps[i].tags = { "Investigator" }
else
table.insert(snaps[i].tags, "Investigator")
end
else
snaps[i].tags = nil
end
end
end
self.setSnapPoints(snaps)
end
-- Simple method to check if the given point is in a specified area. Local use only,
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---@param point Vector. Point to check, only x and z values are relevant
---@param bounds Table. Defined area to see if the point is within. See MAIN_PLAY_AREA for sample
-- bounds definition.
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---@return Boolean. True if the point is in the area defined by bounds
function inArea(point, bounds)
return (point.x < bounds.upperLeft.x
and point.x > bounds.lowerRight.x
and point.z < bounds.upperLeft.z
and point.z > bounds.lowerRight.z)
end
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-- called by custom data helpers to add player card data
---@param args table Contains only one entry, the GUID of the custom data helper
function updatePlayerCards(args)
local customDataHelper = getObjectFromGUID(args[1])
local playerCardData = customDataHelper.getTable("PLAYER_CARD_DATA")
tokenManager.addPlayerCardData(playerCardData)
end