SCED/src/core/PlayArea.ttslua

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---------------------------------------------------------
-- general setup
---------------------------------------------------------
-- set true to enable debug logging
local DEBUG = false
-- Location connection directional options
local BIDIRECTIONAL = 0
local ONE_WAY = 1
-- Connector draw parameters
local CONNECTION_THICKNESS = 0.015
local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
local DIRECTIONAL_ARROW_DISTANCE = 3.5
local ARROW_ARM_LENGTH = 0.9
local ARROW_ANGLE = 25
-- Height to draw the connector lines, places them just above the table and always below cards
local CONNECTION_LINE_Y = 1.525
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-- we use this to turn off collision handling until onLoad() is complete
local collisionEnabled = false
local INVESTIGATOR_COUNTER_GUID = "f182ee"
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local clueData = {}
local spawnedLocationGUIDs = {}
local locations = { }
local locationConnections = { }
local draggingGuids = { }
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---------------------------------------------------------
-- general code
---------------------------------------------------------
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function onSave() return JSON.encode(spawnedLocationGUIDs) end
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function onLoad(save_state)
-- records locations we have spawned clues for
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spawnedLocationGUIDs = JSON.decode(save_state) or {}
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local TOKEN_DATA = Global.getTable('TOKEN_DATA')
clueData = {
thickness = 0.1,
stackable = true,
type = 2,
image = TOKEN_DATA.clue.image,
image_bottom = TOKEN_DATA.doom.image
}
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local dataHelper = getObjectFromGUID('708279')
LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
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self.interactable = DEBUG
Wait.time(function() collisionEnabled = true end, 1)
end
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function log(message)
if DEBUG then print(message) end
end
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---------------------------------------------------------
-- clue spawning
---------------------------------------------------------
-- try the compound key then the name alone as default
function getLocation(object)
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return LOCATIONS[object.getName() .. '_' .. object.getGUID()] or LOCATIONS[object.getName()]
end
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-- Return the number of clues to spawn on this location
function getClueCount(object, isFaceDown, playerCount)
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local details = getLocation(object)
if details == nil then
error('attempted to get clue for unexpected object: ' .. object.getName())
end
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log(object.getName() .. ' : ' .. details['type'] .. ' : ' .. details['value'] .. ' : ' .. details['clueSide'])
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if ((isFaceDown and details['clueSide'] == 'back') or (not isFaceDown and details['clueSide'] == 'front')) then
if details['type'] == 'fixed' then
return details['value']
elseif details['type'] == 'perPlayer' then
return details['value'] * playerCount
end
error('unexpected location type: ' .. details['type'])
end
return 0
end
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function spawnCluesAtLocation(clueCount, object)
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if spawnedLocationGUIDs[object.getGUID()] ~= nil then
error('tried to spawn clue for already spawned location:' .. object.getName())
end
log('spawning clues for ' .. object.getName() .. '_' .. object.getGUID())
log('player count is ' .. getInvestigatorCount() .. ', clue count is ' .. clueCount)
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-- mark this location as spawned, can't happen again
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spawnedLocationGUIDs[object.getGUID()] = true
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-- spawn clues (starting top right, moving to the next row after 4 clues)
local pos = object.getPosition()
for i = 1, clueCount do
local row = math.floor(1 + (i - 1) / 4)
local column = (i - 1) % 4
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spawnClue({ pos.x + 1.5 - 0.55 * row, pos.y, pos.z - 0.825 + 0.55 * column })
end
end
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function spawnClue(position)
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local token = spawnObject({
position = position,
rotation = { 3.88, -90, 0.24 },
type = 'Custom_Tile'
})
token.setCustomObject(clueData)
token.scale { 0.25, 1, 0.25 }
token.use_snap_points = false
end
function updateLocations(args)
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custom_data_helper_guid = args[1]
local custom_data_helper = getObjectFromGUID(args[1])
for k, v in pairs(custom_data_helper.getTable("LOCATIONS_DATA")) do
LOCATIONS[k] = v
end
end
function onCollisionEnter(collisionInfo)
if not collisionEnabled then return end
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-- check if we should spawn clues here and do so according to playercount
local object = collisionInfo.collision_object
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if getLocation(object) ~= nil and spawnedLocationGUIDs[object.getGUID()] == nil then
local clueCount = getClueCount(object, object.is_face_down, getInvestigatorCount())
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if clueCount > 0 then spawnCluesAtLocation(clueCount, object) end
end
draggingGuids[object.getGUID()] = nil
maybeTrackLocation(collisionInfo.collision_object)
end
function onCollisionExit(collisionInfo)
maybeUntrackLocation(collisionInfo.collision_object)
end
-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
function onObjectDestroy(object)
maybeUntrackLocation(object)
end
function onObjectPickUp(player, object)
-- onCollisionExit fires first, so we have to check the card to see if it's a location we should
-- be tracking
if isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
local pickedUpGuid = object.getGUID()
local metadata = JSON.decode(object.getGMNotes())
if (metadata.type == "Location") then
draggingGuids[pickedUpGuid] = metadata
rebuildConnectionList()
end
end
end
function onUpdate()
-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
-- connection list once, and only redraw once
local needsConnectionRebuild = false
local needsConnectionDraw = false
for guid, _ in pairs(draggingGuids) do
local obj = getObjectFromGUID(guid)
if obj == nil or not isInPlayArea(obj) then
draggingGuids[guid] = nil
needsConnectionRebuild = true
end
-- Even if the last location left the play area, need one last draw to clear the lines
needsConnectionDraw = true
end
if (needsConnectionRebuild) then
rebuildConnectionList()
end
if needsConnectionDraw then
drawConnections()
end
end
-- Checks the given card and adds it to the list of locations tracked for connection purposes.
-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
-- @param A card object, possibly a location.
function maybeTrackLocation(card)
-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
-- Ignore any collision where the centerpoint isn't in the area
if isInPlayArea(card) then
local metadata = JSON.decode(card.getGMNotes()) or { }
if metadata.type == "Location" then
locations[card.getGUID()] = metadata
rebuildConnectionList()
drawConnections()
end
end
end
-- Stop tracking a location for connection drawing. This should be called for both collision exit
-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
-- be cleared in the next onUpdate() cycle.
-- @param card Card to (maybe) stop tracking
function maybeUntrackLocation(card)
if locations[card.getGUID()] ~= nil then
locations[card.getGUID()] = nil
rebuildConnectionList()
drawConnections()
end
end
-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
-- This will update the connection information and store it in the locationConnections data member,
-- but does not draw those connections. This should often be followed by a call to
-- drawConnections()
function rebuildConnectionList()
local iconCardList = { }
for cardId, metadata in pairs(draggingGuids) do
buildLocListByIcon(cardId, iconCardList)
end
for cardId, metadata in pairs(locations) do
buildLocListByIcon(cardId, iconCardList)
end
locationConnections = { }
for cardId, metadata in pairs(draggingGuids) do
buildConnection(cardId, iconCardList)
end
for cardId, metadata in pairs(locations) do
-- Build everything else
if draggingGuids[cardId] == nil then
buildConnection(cardId, iconCardList)
end
end
end
-- Extracts the card's icon string into a list of individual location icons
-- @param cardID GUID of the card to pull the icon data from
-- @param iconCardList A table of icon->GUID list. Mutable, will be updated by this method
function buildLocListByIcon(cardId, iconCardList)
local card = getObjectFromGUID(cardId)
local locData = getLocationData(card)
if locData.icons ~= nil then
for icon in string.gmatch(locData.icons, "%a+") do
if iconCardList[icon] == nil then
iconCardList[icon] = { }
end
table.insert(iconCardList[icon], card.getGUID())
end
end
end
-- Builds the connections for the given cardID by finding matching icons and adding them to the
-- Playarea's locationConnections table.
-- @param cardId GUID of the card to build the connections for
-- @param iconCardList A table of icon->GUID List. Used to find matching icons for connections.
function buildConnection(cardId, iconCardList)
local card = getObjectFromGUID(cardId)
local locData = getLocationData(card)
if locData.connections ~= nil then
locationConnections[card.getGUID()] = { }
for icon in string.gmatch(locData.connections, "%a+") do
if iconCardList[icon] ~= nil then
for _, connectedGuid in ipairs(iconCardList[icon]) do
-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
if locationConnections[connectedGuid] ~= nil
and locationConnections[connectedGuid][card.getGUID()] ~= nil then
locationConnections[connectedGuid][card.getGUID()] = BIDIRECTIONAL
else
locationConnections[card.getGUID()][connectedGuid] = ONE_WAY
end
end
end
end
end
end
-- Helper method to extract the location metadata from a card based on whether it's front or back
-- is showing.
-- @param card Card object to extract data from
-- @return Table with either the locationFront or locationBack metadata structure
function getLocationData(card)
if card == nil then
return { }
end
if card.is_face_down then
return JSON.decode(card.getGMNotes()).locationBack
else
return JSON.decode(card.getGMNotes()).locationFront
end
end
-- Draws the lines for connections currently in locationConnections.
function drawConnections()
local cardConnectionLines = { }
for originGuid, targetGuids in pairs(locationConnections) do
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
-- object checks are conservative just to make sure.
local origin = getObjectFromGUID(originGuid)
if origin != nil then
for targetGuid, direction in pairs(targetGuids) do
local target = getObjectFromGUID(targetGuid)
if target != nil then
if direction == BIDIRECTIONAL then
addBidirectionalVector(origin, target, cardConnectionLines)
elseif direction == ONE_WAY then
addOneWayVector(origin, target, cardConnectionLines)
end
end
end
end
end
self.setVectorLines(cardConnectionLines)
end
-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
-- given lines list.
-- @param card1 One of the card objects to connect
-- @param card2 The other card object to connect
-- @param lines List of vector line elements. Mutable, will be updated to add this connector
function addBidirectionalVector(card1, card2, lines)
local cardPos1 = card1.getPosition()
local cardPos2 = card2.getPosition()
cardPos1.y = CONNECTION_LINE_Y
cardPos2.y = CONNECTION_LINE_Y
local pos1 = self.positionToLocal(cardPos1)
local pos2 = self.positionToLocal(cardPos2)
table.insert(lines, {
points = { pos1, pos2 },
color = CONNECTION_COLOR,
thickness = CONNECTION_THICKNESS,
});
end
-- Draws a one-way location connection between the two cards, adding the lines to do so to the
-- given lines list. Arrows will point towards the target card.
-- @param origin Origin card in the connection
-- @param target Target card object to connect
-- @param lines List of vector line elements. Mutable, will be updated to add this connector
function addOneWayVector(origin, target, lines)
-- Start with the BiDi then add the arrow lines to it
addBidirectionalVector(origin, target, lines)
local originPos = origin.getPosition()
local targetPos = target.getPosition()
originPos.y = CONNECTION_LINE_Y
targetPos.y = CONNECTION_LINE_Y
-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
-- taller than they are wide
local heading = Vector(originPos):sub(targetPos):heading("y")
local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
-- Calculate the three possible arrow positions. These are offset by half the arrow length to
-- make them visually balanced by keeping the arrows centered, not tracking the point
local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
addArrowLines(midpoint, originPos, lines)
else
addArrowLines(closeToOrigin, originPos, lines)
addArrowLines(closeToTarget, originPos, lines)
end
end
-- Draws an arrowhead at the given position.
-- @param arrowheadPosition Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
-- @param originPos Origin point of the connection, used to position the arrow arms
-- @param lines List of vector line elements. Mutable, will be updated to add this arrow
function addArrowLines(arrowheadPos, originPos, lines)
local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
local head = self.positionToLocal(arrowheadPos)
local arm1 = self.positionToLocal(arrowArm1)
local arm2 = self.positionToLocal(arrowArm2)
table.insert(lines, {
points = { arm1, head, arm2},
color = CONNECTION_COLOR,
thickness = CONNECTION_THICKNESS
})
end
function getInvestigatorCount()
local investigatorCounter = getObjectFromGUID('f182ee')
return investigatorCounter.getVar("val")
end
-- Check to see if the given object is within the bounds of the play area, based solely on the X and
-- Z coordinates, ignoring height
-- @param object Object to check
-- @return True if the object is inside the play area
function isInPlayArea(object)
local bounds = self.getBounds()
local position = object.getPosition()
-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2}
local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2}
return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
end