156 lines
5.7 KiB
Plaintext
156 lines
5.7 KiB
Plaintext
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Spawner = { }
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-- Spawns a list of cards at the given position/rotation
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-- @param cardList: A list of Player Card data structures (data/metadata)
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-- @param pos Position table where the cards should be spawned (global)
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-- @param rot Rotation table for the orientation of the spawned cards (global)
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-- @param sort Boolean, true if this list of cards should be sorted before spawning
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-- @param callback Function, callback to be called after the card/deck spawns
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Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
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if (sort) then
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table.sort(cardList, Spawner.cardComparator)
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end
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-- Spawn a single card directly
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if (#cardList == 1) then
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local cardPos = { pos.x, 2, pos.z}
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spawnObjectData({
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data = cardList[1].data,
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position = cardPos,
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rotation = rot,
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callback_function = callback,
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})
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return
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end
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-- Multiple cards, build a deck and spawn that
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local deck = Spawner.buildDeckDataTemplate()
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for _, spawnCard in ipairs(cardList) do
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Spawner.addCardToDeck(deck, spawnCard.data)
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end
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local deckPos = { pos.x, 3, pos.z }
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spawnObjectData({
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data = deck,
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position = deckPos,
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rotation = rot,
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callback_function = callback,
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})
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end
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-- Inserts a card into the given deck. This does three things:
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-- 1. Add the card's data to ContainedObjects
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-- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
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-- ID list. Note that the deck's ID list is "DeckIDs" even though it
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-- contains a list of card Ids
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-- 3. Extract the card's CustomDeck table and add it to the deck. The deck's
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-- "CustomDeck" field is a list of all CustomDecks used by cards within the
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-- deck, keyed by the DeckID and referencing the custom deck table
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---@param deck: TTS deck data structure to add to
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---@param card: Data for the card to be inserted
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Spawner.addCardToDeck = function(deck, cardData)
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for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
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if (deck.CustomDeck[customDeckId] == nil) then
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-- CustomDeck not added to deck yet, add it
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deck.CustomDeck[customDeckId] = customDeckData
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elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
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-- CustomDeck for this card matches the current one for the deck, do nothing
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else
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-- CustomDeck data conflict
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local newDeckId = nil
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for deckId, customDeck in pairs(deck.CustomDeck) do
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if (customDeckData.FaceURL == customDeck.FaceURL) then
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newDeckId = deckId
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end
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end
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if (newDeckId == nil) then
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-- No non-conflicting custom deck for this card, add a new one
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newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000")
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deck.CustomDeck[newDeckId] = customDeckData
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end
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-- Update the card with the new CustomDeck info
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cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
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cardData.CustomDeck[customDeckId] = nil
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cardData.CustomDeck[newDeckId] = customDeckData
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break
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end
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end
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table.insert(deck.ContainedObjects, cardData)
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table.insert(deck.DeckIDs, cardData.CardID)
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end
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-- Create an empty deck data table which can have cards added to it. This
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-- creates a new table on each call without using metatables or previous
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-- definitions because we can't be sure that TTS doesn't modify the structure
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---@return: Table containing the minimal TTS deck data structure
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Spawner.buildDeckDataTemplate = function()
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local deck = {}
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deck.Name = "Deck"
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-- Card data. DeckIDs and CustomDeck entries will be built from the cards
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deck.ContainedObjects = {}
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deck.DeckIDs = {}
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deck.CustomDeck = {}
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-- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
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deck.Transform = {
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scaleX = 1,
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scaleY = 1,
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scaleZ = 1,
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}
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return deck
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end
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-- Returns the first ID which does not exist in the given table, starting at startId and increasing
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-- @param objectTable Table keyed by strings which are numbers
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-- @param startId First possible ID.
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-- @return String ID >= startId
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Spawner.findNextAvailableId = function(objectTable, startId)
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local id = startId
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while (objectTable[id] ~= nil) do
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id = tostring(tonumber(id) + 1)
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end
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return id
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end
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-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
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---@return: 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
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-- irrelevant as they provide only grouping and the order between them doesn't matter.
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Spawner.getpbcn = function(metadata)
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if metadata.permanent then
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return 1
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elseif metadata.bonded_to ~= nil then
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return 2
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else -- Normal card
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return 3
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end
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end
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-- Comparison function used to sort the cards in a deck. Groups bonded or
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-- permanent cards first, then sorts within theose types by name/subname.
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-- Normal cards will sort in standard alphabetical order, while
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-- permanent/bonded/customizable will be in reverse alphabetical order.
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--
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-- Since cards spawn in the order provided by this comparator, with the first
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-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
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-- alphabetical order. This presents the cards in order for non-face-down
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-- areas, and presents them in order when Searching the face-down deck.
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Spawner.cardComparator = function(card1, card2)
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local pbcn1 = Spawner.getpbcn(card1.metadata)
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local pbcn2 = Spawner.getpbcn(card2.metadata)
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if pbcn1 ~= pbcn2 then
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return pbcn1 > pbcn2
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end
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if pbcn1 == 3 then
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if card1.data.Nickname ~= card2.data.Nickname then
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return card1.data.Nickname < card2.data.Nickname
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end
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return card1.data.Description < card2.data.Description
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else
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if card1.data.Nickname ~= card2.data.Nickname then
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return card1.data.Nickname > card2.data.Nickname
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end
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return card1.data.Description > card2.data.Description
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end
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end
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