bugfix for discarding from hands
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b1e754bc09
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@ -245,39 +245,37 @@ function placeOrMergeIntoDeck(obj, pos, rot)
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if not pos then return end
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if not pos then return end
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local offset = 0.5
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local offset = 0.5
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local deck, card, newPos
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-- search the new position for existing card/deck
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-- search the new position for existing card/deck
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local searchResult = searchArea(pos, { 1, 1, 1 }, isCardOrDeck)
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local searchResult = searchArea(pos, { 1, 1, 1 }, isCardOrDeck)
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if #searchResult == 1 then
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local match = searchResult[1]
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if match.type == 'Card' then
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card = match
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elseif match.type == 'Deck' then
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deck = match
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end
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end
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-- update vertical component of new position
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-- get new position
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if card or deck then
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local newPos
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if #searchResult == 1 then
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local bounds = searchResult[1].getBounds()
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local bounds = searchResult[1].getBounds()
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newPos = Vector(pos):setAt("y", bounds.center.y + bounds.size.y / 2 + offset)
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newPos = Vector(pos):setAt("y", bounds.center.y + bounds.size.y / 2 + offset)
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else
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else
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newPos = Vector(pos) + Vector(0, offset, 0)
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newPos = Vector(pos) + Vector(0, offset, 0)
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end
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end
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-- actual movement of the object
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-- allow moving the objects smoothly out of the hand
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obj.use_hands = false
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if rot then
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if rot then
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obj.setRotationSmooth(rot, false, true)
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obj.setRotationSmooth(rot, false, true)
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end
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end
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obj.setPositionSmooth(newPos, false, true)
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obj.setPositionSmooth(newPos, false, true)
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-- this avoids a TTS bug that merges unrelated cards that are not resting
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-- continue if the card stops smooth moving
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if deck then
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Wait.condition(
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Wait.time(function() deck.putObject(obj) end, 0.3)
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function()
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elseif card then
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obj.use_hands = true
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Wait.time(function() obj.setPosition(newPos) end, 0.3)
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-- this avoids a TTS bug that merges unrelated cards that are not resting
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end
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if #searchResult == 1 then
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searchResult[1].putObject(obj)
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end
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end,
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function() return not obj.isSmoothMoving() end, 3)
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end
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end
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-- build a discard button to discard from searchPosition (number must be unique)
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-- build a discard button to discard from searchPosition (number must be unique)
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