Merge pull request #1021 from argonui/token-moving
Removed token moving from TTS events
This commit is contained in:
commit
13153befb4
@ -245,7 +245,7 @@
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0,
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0
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],
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"SaveName": "Arkham SCE - 4.0.1",
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"SaveName": "Arkham SCE - 4.0.2",
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"Sky": "Sky_Museum",
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"SkyURL": "https://i.imgur.com/GkQqaOF.jpg",
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"SnapPoints_path": "SnapPoints.json",
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@ -85,7 +85,7 @@
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},
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"tooltip": "None",
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"value": [
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"Arkham Horror LCG SCE 4.0.1 - 11/20/2024"
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"Arkham Horror LCG SCE 4.0.2 - 11/21/2024"
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]
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},
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{
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@ -124,7 +124,7 @@
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},
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"tooltip": "None",
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"value": [
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"Changes from 4.0.1\n- added handling for moving cards with tokens on them\n- added ability for 'number typing' to the chaos token draw button\n- added \"0 uses\" metadata for Charles Ross\n- added \"imprinting\" to Charisma / Relic Hunter (drop them on a playermat!)\n- turned \"randomize\" feature of action / ability tokens into a context menu entry\n- turned upgradesheets into XML and their boxes into crosses\n- fixed Clean Up Helper toggling the \"subtract doom\" feature\n- fixed DES scripting\n- fixed error with Navigation Overlay\n- fixed error with investigator placing on playermats\n- fixed error with Kohaku feedback messages\n- fixed issues with Campaign Importer / Exporter\n- fixed handling for cards with attachments (Deck Importer)\n\nHighlights from 4.0.0\n\nNew Stuff\n- added Parallel Mateo\n- added a global UI for the Bless / Curse manager\n- added a \"shuffle discard into deck\" button to playermats (for example for the mulligan)\n- added XML helper for \"Stella Clark\", \"The Red Clock\" and \"Elle Rubash\"\n- added \"clickability\" to damage / horror tokens and updated the font / image\n- added investigator specific things spawning when placing (e.g. Bounty tokens for Tony)\n- added a right-click function to the left-most \"Discard\" button on playermats\n- added ability for the \"doom in play\" counter to subtract from the total (e.g. Longest Night)\n\nBugfixes\n- fixed hotkey for multi-handed Upkeep\n- fixed wrong visibility of playermat option panels after loading\n- fixed issues with token redrawing\n- fixed issues with scenario reference card detection\n- updated Navigation Overlay to not break with removed playermats\n- Clean Up Helper: 'nil' handling for scenario, mini card detection and action token resetting\n\nThe campaigns were also updated with improved helpers and upgraded campaign logs!\nPreviewed / spoiled cards for the upcoming cycle \"The Drowned City\" can be accessed\nvia the download menu (bottom right corner of your screen).\n"
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"Changes from 4.0.2\n- added ability for 'number typing' to the chaos token draw button\n- added \"0 uses\" metadata for Charles Ross\n- added \"imprinting\" to Charisma / Relic Hunter (drop them on a playermat!)\n- turned \"randomize\" feature of action / ability tokens into a context menu entry\n- turned upgradesheets into XML and their boxes into crosses\n- fixed Clean Up Helper toggling the \"subtract doom\" feature\n- fixed DES scripting\n- fixed error with Navigation Overlay\n- fixed error with investigator placing on playermats\n- fixed error with Kohaku feedback messages\n- fixed issues with Campaign Importer / Exporter\n- fixed handling for cards with attachments (Deck Importer)\n\nHighlights from 4.0.0\n\nNew Stuff\n- added Parallel Mateo\n- added a global UI for the Bless / Curse manager\n- added a \"shuffle discard into deck\" button to playermats (for example for the mulligan)\n- added XML helper for \"Stella Clark\", \"The Red Clock\" and \"Elle Rubash\"\n- added \"clickability\" to damage / horror tokens and updated the font / image\n- added investigator specific things spawning when placing (e.g. Bounty tokens for Tony)\n- added a right-click function to the left-most \"Discard\" button on playermats\n- added ability for the \"doom in play\" counter to subtract from the total (e.g. Longest Night)\n\nBugfixes\n- fixed hotkey for multi-handed Upkeep\n- fixed wrong visibility of playermat option panels after loading\n- fixed issues with token redrawing\n- fixed issues with scenario reference card detection\n- updated Navigation Overlay to not break with removed playermats\n- Clean Up Helper: 'nil' handling for scenario, mini card detection and action token resetting\n\nThe campaigns were also updated with improved helpers and upgraded campaign logs!\nPreviewed / spoiled cards for the upcoming cycle \"The Drowned City\" can be accessed\nvia the download menu (bottom right corner of your screen).\n"
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]
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}
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],
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@ -34,6 +34,6 @@ ENCOUNTER_DECK_POS = Vector(-3.93, 1.5, 5.76)
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ENCOUNTER_DISCARD_POSITION = Vector(-3.85, 1.5, 10.38)
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-- online functionality related variables
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MOD_VERSION = "4.0.1"
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MOD_VERSION = "4.0.2"
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SOURCE_REPO = "https://github.com/Chr1Z93/SCED-downloads/releases/latest/download/"
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--SOURCE_REPO = "https://github.com/Chr1Z93/SCED-downloads/releases/download/v1.0.1/"
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@ -264,7 +264,7 @@ function removeOneUse(playerColor, hoveredObject)
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local indexByMemo = {}
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local distanceByMemo = {}
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for _, obj in ipairs(searchResult) do
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if obj.memo or not obj.locked then
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if not obj.locked then
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local objPos = obj.getPosition()
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local distance = Vector.between(cardPos, objPos):magnitude()
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local memo = obj.memo or "NO_MEMO"
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@ -180,18 +180,6 @@ function getRandomSeed()
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return math.random(999)
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end
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function onObjectDrop(_, object)
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if object.type == "Card" or object.type == "Deck" then
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moveCardWithTokens({ card = object })
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end
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end
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function onObjectRotate(object, _, flip, _, _, oldFlip)
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if flip ~= oldFlip then
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stopTokenTransformUpdating(object)
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end
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end
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-- Event hook for any object search. When chaos tokens are manipulated while the chaos bag
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-- container is being searched, a TTS bug can cause tokens to duplicate or vanish. We lock the
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-- chaos bag during search operations to avoid this.
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@ -312,12 +300,6 @@ function onPlayerAction(player, action, targets)
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trash.putObject(target)
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end
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return false
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elseif action == Player.Action.PickUp then
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for _, target in ipairs(targets) do
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if target.type == "Card" or target.type == "Deck" then
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storeTokenTransform(target)
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end
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end
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end
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end
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@ -2897,7 +2879,7 @@ function storeTokenTransform(card)
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cardTokens[card] = {}
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local cardRot = card.getRotation()
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for _, token in ipairs(searchLib.onObject(card, "isTileOrToken", 0.95)) do
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if token.memo or not token.locked then
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if not token.locked then
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-- offset to stop the token from colliding with the card
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local tokenPos = token.getPosition() + Vector(0, 0.05, 0)
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token.setPosition(tokenPos)
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@ -2933,24 +2915,6 @@ function stopTokenTransformUpdating(card)
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card.use_hands = true
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end
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function unregisterCard(card)
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cardTokens[card] = nil
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end
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function unregisterTokenFromCard(params)
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local card = params.card
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local token = params.token
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if cardTokens[card] == nil then return end
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for i, tokenData in ipairs(cardTokens[card] or {}) do
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if tokenData.token == token then
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table.remove(cardTokens[card], i)
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break
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end
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end
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end
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-- removes tokens from the provided card/deck
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function removeTokensFromObject(params)
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local object = params.object
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@ -68,13 +68,6 @@ do
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Global.call("moveCardWithTokens", { card = card, position = position, rotation = rotation })
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end
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-- unregisters a token from a card
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---@param card tts__Object Card that might have this token added
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---@param token tts__Object Token that should get unregistered
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function GlobalApi.unregisterTokenFromCard(card, token)
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Global.call("unregisterTokenFromCard", { card = card, token = token })
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end
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-- loads saved options
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---@param options table Set a new state for the option table
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function GlobalApi.loadOptionPanelSettings(options)
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@ -297,7 +297,7 @@ function discardListOfObjects(objList)
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elseif tokenChecker.isChaosToken(obj) then
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-- put chaos tokens back into bag (e.g. Unrelenting)
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chaosBagApi.returnChaosTokenToBag(obj, false)
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elseif (obj.memo or not obj.getLock()) and not obj.hasTag("DontDiscard") then
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elseif not obj.getLock() and not obj.hasTag("DontDiscard") then
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-- don't touch locked objects (like the table etc.) or specific objects (like key tokens)
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ownedObjects.Trash.putObject(obj)
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end
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@ -6,7 +6,7 @@ do
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isCardOrDeck = function(x) return x.type == "Card" or x.type == "Deck" end,
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isClue = function(x) return x.memo == "clueDoom" and x.is_face_down == false end,
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isDoom = function(x) return x.memo == "clueDoom" and x.is_face_down == true end,
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isTileOrToken = function(x) return (x.type == "Tile" or x.type == "Generic") and x.interactable end,
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isTileOrToken = function(x) return x.type == "Tile" or x.type == "Generic" end,
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isUniversalToken = function(x) return x.getMemo() == "universalActionAbility" end,
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}
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@ -31,7 +31,7 @@ do
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-- filter the result for matching objects
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local objList = {}
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for _, v in ipairs(searchResult) do
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if not filter or filterFunc(v.hit_object) then
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if (not filter or filterFunc(v.hit_object)) and v.hit_object.interactable then
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table.insert(objList, v.hit_object)
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end
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end
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@ -9,17 +9,3 @@ function emptyTrash()
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self.takeObject().destruct()
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end
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end
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function onObjectLeaveContainer(container, object)
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if container == self then
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object.locked = false
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if object.type == "Card" then
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object.use_hands = true
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end
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if object.type == "Card" or object.type == "Deck" then
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Global.call("unregisterCard", object)
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end
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end
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end
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