2022-11-12 11:46:05 +01:00
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---------------------------------------------------------
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-- general setup
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---------------------------------------------------------
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2021-10-06 20:37:31 -07:00
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-- set true to enable debug logging
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2022-12-02 11:45:59 -08:00
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local DEBUG = true
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-- Location connection directional options
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local BIDIRECTIONAL = 0
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local ONE_WAY = 1
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local CONNECTION_THICKNESS = 0.015
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local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
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local DIRECTIONAL_ARROW_DISTANCE = 3.5
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local ARROW_ARM_LENGTH = 0.9
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local ARROW_ANGLE = 25
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2021-10-06 20:37:31 -07:00
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2022-11-12 11:46:05 +01:00
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-- we use this to turn off collision handling until onLoad() is complete
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2022-12-02 11:45:59 -08:00
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local collisionEnabled = false
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2021-10-06 20:37:31 -07:00
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2022-11-24 13:38:29 -08:00
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local INVESTIGATOR_COUNTER_GUID = "f182ee"
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2022-11-14 00:29:18 +01:00
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local clueData = {}
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2022-12-02 11:45:59 -08:00
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local spawnedLocationGUIDs = {}
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local locations = { }
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local locationConnections = { }
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local draggingGuids = { }
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2022-11-13 01:12:01 +01:00
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2022-11-12 11:46:05 +01:00
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---------------------------------------------------------
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-- general code
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---------------------------------------------------------
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2021-10-06 20:37:31 -07:00
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2022-11-13 01:12:01 +01:00
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function onSave() return JSON.encode(spawnedLocationGUIDs) end
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2021-10-06 20:37:31 -07:00
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2022-11-12 11:46:05 +01:00
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function onLoad(save_state)
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-- records locations we have spawned clues for
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2022-11-13 01:12:01 +01:00
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spawnedLocationGUIDs = JSON.decode(save_state) or {}
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2021-10-06 20:37:31 -07:00
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2022-11-14 00:29:18 +01:00
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local TOKEN_DATA = Global.getTable('TOKEN_DATA')
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clueData = {
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thickness = 0.1,
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stackable = true,
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type = 2,
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image = TOKEN_DATA.clue.image,
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image_bottom = TOKEN_DATA.doom.image
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}
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2022-11-12 11:46:05 +01:00
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local dataHelper = getObjectFromGUID('708279')
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LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
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2021-10-06 20:37:31 -07:00
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2022-11-12 11:46:05 +01:00
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self.interactable = DEBUG
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2022-12-02 11:45:59 -08:00
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Wait.time(function() collisionEnabled = true end, 1)
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2021-10-06 20:37:31 -07:00
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end
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2022-11-12 11:46:05 +01:00
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function log(message)
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if DEBUG then print(message) end
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2021-10-06 20:37:31 -07:00
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end
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2022-11-12 11:46:05 +01:00
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---------------------------------------------------------
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-- clue spawning
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---------------------------------------------------------
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2021-10-06 20:37:31 -07:00
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-- try the compound key then the name alone as default
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function getLocation(object)
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2022-11-12 11:46:05 +01:00
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return LOCATIONS[object.getName() .. '_' .. object.getGUID()] or LOCATIONS[object.getName()]
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2021-10-06 20:37:31 -07:00
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end
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2022-11-12 11:46:05 +01:00
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-- Return the number of clues to spawn on this location
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2021-10-06 20:37:31 -07:00
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function getClueCount(object, isFaceDown, playerCount)
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2022-11-12 11:46:05 +01:00
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local details = getLocation(object)
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if details == nil then
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2021-10-06 20:37:31 -07:00
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error('attempted to get clue for unexpected object: ' .. object.getName())
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end
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2022-11-12 11:46:05 +01:00
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2021-10-06 20:37:31 -07:00
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log(object.getName() .. ' : ' .. details['type'] .. ' : ' .. details['value'] .. ' : ' .. details['clueSide'])
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2022-11-12 11:46:05 +01:00
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if ((isFaceDown and details['clueSide'] == 'back') or (not isFaceDown and details['clueSide'] == 'front')) then
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2021-10-06 20:37:31 -07:00
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if details['type'] == 'fixed' then
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return details['value']
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elseif details['type'] == 'perPlayer' then
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return details['value'] * playerCount
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end
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error('unexpected location type: ' .. details['type'])
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end
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return 0
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end
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2022-11-12 11:46:05 +01:00
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function spawnCluesAtLocation(clueCount, object)
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2022-11-13 01:12:01 +01:00
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if spawnedLocationGUIDs[object.getGUID()] ~= nil then
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2021-10-06 20:37:31 -07:00
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error('tried to spawn clue for already spawned location:' .. object.getName())
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end
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log('spawning clues for ' .. object.getName() .. '_' .. object.getGUID())
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2022-11-24 11:58:57 -08:00
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log('player count is ' .. getInvestigatorCount() .. ', clue count is ' .. clueCount)
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2022-11-12 11:46:05 +01:00
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2021-10-06 20:37:31 -07:00
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-- mark this location as spawned, can't happen again
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2022-11-13 01:12:01 +01:00
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spawnedLocationGUIDs[object.getGUID()] = true
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2022-11-12 11:46:05 +01:00
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-- spawn clues (starting top right, moving to the next row after 4 clues)
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local pos = object.getPosition()
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for i = 1, clueCount do
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local row = math.floor(1 + (i - 1) / 4)
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local column = (i - 1) % 4
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2022-11-13 01:12:01 +01:00
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spawnClue({ pos.x + 1.5 - 0.55 * row, pos.y, pos.z - 0.825 + 0.55 * column })
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2021-10-06 20:37:31 -07:00
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end
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end
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2022-11-13 01:12:01 +01:00
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function spawnClue(position)
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2022-11-12 11:46:05 +01:00
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local token = spawnObject({
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position = position,
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rotation = { 3.88, -90, 0.24 },
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type = 'Custom_Tile'
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})
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token.setCustomObject(clueData)
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token.scale { 0.25, 1, 0.25 }
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token.use_snap_points = false
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end
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2021-10-06 20:37:31 -07:00
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function updateLocations(args)
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2022-11-12 11:46:05 +01:00
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custom_data_helper_guid = args[1]
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local custom_data_helper = getObjectFromGUID(args[1])
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for k, v in pairs(custom_data_helper.getTable("LOCATIONS_DATA")) do
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LOCATIONS[k] = v
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end
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2021-10-06 20:37:31 -07:00
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end
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function onCollisionEnter(collision_info)
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2022-12-02 11:45:59 -08:00
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if not collisionEnabled then return end
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2021-10-06 20:37:31 -07:00
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2022-11-12 11:46:05 +01:00
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-- check if we should spawn clues here and do so according to playercount
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2021-10-06 20:37:31 -07:00
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local object = collision_info.collision_object
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2022-11-13 01:12:01 +01:00
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if getLocation(object) ~= nil and spawnedLocationGUIDs[object.getGUID()] == nil then
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2022-11-24 11:58:57 -08:00
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local clueCount = getClueCount(object, object.is_face_down, getInvestigatorCount())
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2022-11-12 11:46:05 +01:00
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if clueCount > 0 then spawnCluesAtLocation(clueCount, object) end
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2021-10-06 20:37:31 -07:00
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end
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2022-12-02 11:45:59 -08:00
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draggingGuid = nil
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maybeTrackLocation(collision_info.collision_object)
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end
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function onCollisionExit(collisionInfo)
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maybeUntrackLocation(collisionInfo.collision_object)
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end
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function onObjectPickUp(player, object)
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-- onCollisionExit fires first, so we have to check the card to see if it's a location we should
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-- be tracking
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if isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
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local pickedUpGuid = object.getGUID()
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local metadata = JSON.decode(object.getGMNotes())
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if (metadata.type == "Location") then
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draggingGuids[pickedUpGuid] = metadata
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rebuildConnectionList()
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end
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end
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end
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function onUpdate()
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local needsConnectionDraw = false
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for guid, _ in pairs(draggingGuids) do
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local obj = getObjectFromGUID(guid)
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if obj == nil or not isInPlayArea(obj) then
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draggingGuids[guid] = nil
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rebuildConnectionList()
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end
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-- Even if the last location left the play area, need one last draw to clear the lines
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needsConnectionDraw = true
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end
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if needsConnectionDraw then
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drawConnections()
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end
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end
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function maybeTrackLocation(card)
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-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
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-- Ignore any collision where the centerpoint isn't in the area
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if isInPlayArea(card) then
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local metadata = JSON.decode(card.getGMNotes()) or { }
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if metadata.type == "Location" then
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locations[card.getGUID()] = metadata
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rebuildConnectionList()
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end
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end
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end
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function maybeUntrackLocation(card)
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local metadata = JSON.decode(card.getGMNotes()) or { }
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if metadata.type == "Location" then
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locations[card.getGUID()] = nil
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rebuildConnectionList()
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end
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end
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function rebuildConnectionList()
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local iconCardList = { }
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for cardId, metadata in pairs(draggingGuids) do
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buildLocListByIcon(cardId, iconCardList)
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end
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for cardId, metadata in pairs(locations) do
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buildLocListByIcon(cardId, iconCardList)
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end
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locationConnections = { }
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for cardId, metadata in pairs(draggingGuids) do
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buildConnection(cardId, iconCardList)
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end
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for cardId, metadata in pairs(locations) do
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-- Build everything else
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if draggingGuids[cardId] == nil then
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buildConnection(cardId, iconCardList)
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end
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end
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drawConnections()
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end
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function buildLocListByIcon(cardId, iconCardList)
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local card = getObjectFromGUID(cardId)
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local locData = getLocationData(card)
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if locData.icons ~= nil then
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for icon in string.gmatch(locData.icons, "%a+") do
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if iconCardList[icon] == nil then
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iconCardList[icon] = { }
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end
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table.insert(iconCardList[icon], card.getGUID())
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end
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end
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end
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function buildConnection(cardId, iconCardList)
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local card = getObjectFromGUID(cardId)
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local locData = getLocationData(card)
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if locData.connections ~= nil then
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locationConnections[card.getGUID()] = { }
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for icon in string.gmatch(locData.connections, "%a+") do
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if iconCardList[icon] ~= nil then
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for _, connectedGuid in ipairs(iconCardList[icon]) do
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-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
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if locationConnections[connectedGuid] ~= nil
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and locationConnections[connectedGuid][card.getGUID()] ~= nil then
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locationConnections[connectedGuid][card.getGUID()] = BIDIRECTIONAL
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else
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locationConnections[card.getGUID()][connectedGuid] = ONE_WAY
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end
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end
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end
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end
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end
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end
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function getLocationData(card)
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if card == nil then
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return { }
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end
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if card.is_face_down then
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return JSON.decode(card.getGMNotes()).locationBack
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else
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return JSON.decode(card.getGMNotes()).locationFront
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end
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end
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function drawConnections()
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local cardConnectionLines = { }
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for originGuid, targetGuids in pairs(locationConnections) do
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local originCard = getObjectFromGUID(originGuid)
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for targetGuid, direction in pairs(targetGuids) do
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local targetCard = getObjectFromGUID(targetGuid)
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if direction == BIDIRECTIONAL then
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addBidirectionalVector(originCard, targetCard, cardConnectionLines)
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elseif direction == ONE_WAY then
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addOneWayVector(originCard, targetCard, cardConnectionLines)
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end
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end
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end
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self.setVectorLines(cardConnectionLines)
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2021-10-06 20:37:31 -07:00
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end
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2022-11-24 11:58:57 -08:00
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2022-12-02 11:45:59 -08:00
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function addBidirectionalVector(card1, card2, lines)
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table.insert(lines, {
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points = { self.positionToLocal(card1.getPosition()), self.positionToLocal(card2.getPosition()) },
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color = CONNECTION_COLOR,
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thickness = CONNECTION_THICKNESS,
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});
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end
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function addOneWayVector(origin, target, lines)
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-- Start with the BiDi then add the arrow lines to it
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addBidirectionalVector(origin, target, lines)
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local originPos = origin.getPosition()
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local targetPos = target.getPosition()
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-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
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-- taller than they are wide
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local heading = Vector(originPos):sub(targetPos):heading("y")
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local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
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-- Calculate the three possible arrow positions. These are offset by half the arrow length to
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-- make them visually balanced by keeping the arrows centered, not tracking the point
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local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
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local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
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local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
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if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
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addArrowLines(midpoint, originPos, lines)
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else
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addArrowLines(closeToOrigin, originPos, lines)
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addArrowLines(closeToTarget, originPos, lines)
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end
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end
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function addArrowLines(arrowheadPos, originPos, lines)
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local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
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local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
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local head = self.positionToLocal(arrowheadPos)
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local arm1 = self.positionToLocal(arrowArm1)
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local arm2 = self.positionToLocal(arrowArm2)
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table.insert(lines, {
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points = { arm1, head, arm2},
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color = CONNECTION_COLOR,
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|
|
|
thickness = CONNECTION_THICKNESS
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|
|
|
})
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|
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end
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2022-11-24 11:58:57 -08:00
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function getInvestigatorCount()
|
2022-11-24 13:38:29 -08:00
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|
local investigatorCounter = getObjectFromGUID('f182ee')
|
2022-11-24 11:58:57 -08:00
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|
|
return investigatorCounter.getVar("val")
|
|
|
|
end
|
2022-12-02 11:45:59 -08:00
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|
|
|
|
|
|
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
|