Merge branch 'main' into image-swapper-fix

This commit is contained in:
Chr1Z93 2023-01-04 00:55:55 +01:00
commit 14aa296b7f
26 changed files with 1210 additions and 416 deletions

View File

@ -154,7 +154,7 @@
"ChaosBagStatTracker.766620",
"Blesstokens.afa06b",
"Cursetokens.bd0253",
"WhimsicalsTokenRemover.0a5a29",
"TokenRemover.0a5a29",
"TokenSpawner.36b4ee",
"Fan-MadeScenariosCampaignsMiscellany.66e97c",
"OfficialStandaloneChallengeScenarios.0ef5c8",
@ -250,7 +250,8 @@
"TokenSpawnTracker.e3ffc9",
"TokenSource.124381",
"GameData.3dbe47",
"SCEDTour.0e5aa8"
"SCEDTour.0e5aa8",
"PlayerCards.2d30ee"
],
"PlayArea": 1,
"PlayerCounts": [

View File

@ -1,6 +1,6 @@
{
"10": {
"body": "Created by Whimsical\n\nAnything that passes over the remover that isn't a card or a deck will be deleted.\r\nTo use the remover, right click on it, choose the \"Enable\" option, and take your card with resources/horror/damage and swipe it over the remover. You may wish to unlock and/or copy the remover to your play area first.",
"body": "Created by Whimsical\n\nAnything that passes over the remover that isn't a card, deck or chaos token will be deleted.\r\nTo use the remover, right click on it, choose the \"Enable\" option, and take your card with resources/horror/damage and swipe it over the remover. You may wish to unlock and/or copy the remover to your play area first.",
"color": "Grey",
"id": 10,
"title": "Token Remover",

View File

@ -33,7 +33,7 @@
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScriptState": "{\"Bless\":8,\"Curse\":0}",
"LuaScriptState": "",
"LuaScript_path": "Fan-MadeAccessories.aa8b38/ChaosBagManager.023240.ttslua",
"MeasureMovement": false,
"Name": "Custom_Token",
@ -48,9 +48,9 @@
"posX": 22.215,
"posY": 5.651,
"posZ": -34.811,
"rotX": 4,
"rotX": 0,
"rotY": 270,
"rotZ": 357,
"rotZ": 0,
"scaleX": 2.5,
"scaleY": 1,
"scaleZ": 2.5

View File

@ -62,7 +62,7 @@ function onLoad()
-- create buttons for tokens
for i = 1, #BUTTON_POSITION do
local funcName = "buttonClick" .. i
self.setVar(funcName, function(_, _, isRightClick) buttonClick(_, _, isRightClick, i) end)
self.setVar(funcName, function(_, _, isRightClick) buttonClick(i, isRightClick) end)
buttonParameters.click_function = funcName
buttonParameters.tooltip = BUTTON_TOOLTIP[i]
@ -70,8 +70,8 @@ function onLoad()
if i < 7 then
buttonParameters.position.z = -0.778
elseif i > 12 then
buttonParameters.position.z = 0.75
elseif i > 11 then
buttonParameters.position.z = 0.755
end
self.createButton(buttonParameters)
@ -111,7 +111,7 @@ function getChaosBag()
end
-- click function for buttons
function buttonClick(_, _, isRightClick, index)
function buttonClick(index, isRightClick)
chaosbag = getChaosBag()
-- error handling: chaos bag not found

View File

@ -153,6 +153,7 @@ end
---------------------------------------------------------
-- discards a random card from hand
---------------------------------------------------------
function discardRandom()
if not playerExists(playerColor) then return end
@ -162,10 +163,8 @@ function discardRandom()
broadcastToAll("Cannot discard from empty hand!", "Red")
else
local searchPos = Player[playerColor].getHandTransform().position
local mat = playmatAPI.getMatbyPosition(searchPos)
if mat == nil then return end
local discardPos = mat.getTable("DISCARD_PILE_POSITION")
local discardPos = playmatAPI.getDiscardPosition(playmatAPI.getMatColorByPosition(searchPos))
if discardPos == nil then
broadcastToAll("Couldn't retrieve discard position from playermat!", "Red")
return

View File

@ -1 +1 @@
{"optionPanel":{"showChaosBagManager":false,"showCleanUpHelper":false,"showDrawButton":false,"showHandHelper":[],"showNavigationOverlay":false,"showTokenArranger":false,"useClueClickers":false,"useSnapTags":true}}
{"optionPanel":{"showAttachmentHelper":false,"showChaosBagManager":false,"showCleanUpHelper":false,"useClueClickers":false,"showCustomPlaymatImages":false,"showCYOA":false,"showDisplacementTool":false,"showDrawButton":false,"showHandHelper":[],"showNavigationOverlay":false,"useSnapTags":true,"showTitleSplash":true,"showTokenArranger":false}}

View File

@ -0,0 +1,57 @@
{
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomTile": {
"Stackable": false,
"Stretch": true,
"Thickness": 0.1,
"Type": 3
},
"ImageScalar": 1,
"ImageSecondaryURL": "https://i.imgur.com/dISlnEk.jpg",
"ImageURL": "https://i.imgur.com/dISlnEk.jpg",
"WidthScale": 0
},
"Description": "",
"DragSelectable": true,
"GMNotes": "",
"GUID": "2d30ee",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "require(\"playercards/PlayerCardPanel\")",
"LuaScriptState": "{\"spawnBagState\":{\"placed\":[],\"placedObjects\":[]}}",
"MeasureMovement": false,
"Name": "Custom_Tile",
"Nickname": "Player Cards",
"Snap": true,
"Sticky": true,
"Tooltip": false,
"Transform": {
"posX": -1.083,
"posY": 1.255,
"posZ": 69.985,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 9.39,
"scaleY": 1,
"scaleZ": 9.39
},
"Value": 0,
"XmlUI": ""
}

View File

@ -14,7 +14,7 @@
"CustomTile": {
"Stackable": false,
"Stretch": true,
"Thickness": 0.2,
"Thickness": 0.1,
"Type": 0
},
"ImageScalar": 1,
@ -34,10 +34,10 @@
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "require(\"util/TokenRemover\")",
"LuaScriptState": "[]",
"LuaScriptState": "",
"MeasureMovement": false,
"Name": "Custom_Tile",
"Nickname": "Whimsical's Token Remover",
"Nickname": "Token Remover",
"Snap": true,
"Sticky": true,
"Tags": [
@ -45,16 +45,16 @@
],
"Tooltip": true,
"Transform": {
"posX": -6.868,
"posX": -7,
"posY": 1.583,
"posZ": -16.394,
"posZ": -16.4,
"rotX": 0,
"rotY": 90,
"rotZ": 0,
"scaleX": 0.75,
"scaleX": 0.8,
"scaleY": 1,
"scaleZ": 0.75
"scaleZ": 0.8
},
"Value": 0,
"XmlUI": ""
}
}

View File

@ -18,7 +18,8 @@
"Damage.cd2a02",
"Horror.36be72",
"ClueDoom.a3fb6c",
"Resource.00d19a"
"Resource.00d19a",
"ResourceCounter.498ec0"
],
"ContainedObjects_path": "TokenSource.124381",
"Description": "",

View File

@ -40,7 +40,7 @@
"Nickname": "ClueDoom",
"Snap": false,
"Sticky": true,
"Tooltip": false,
"Tooltip": true,
"Transform": {
"posX": 78.661,
"posY": 2.398,

View File

@ -40,7 +40,7 @@
"Nickname": "ClueDoom",
"Snap": false,
"Sticky": true,
"Tooltip": false,
"Tooltip": true,
"Transform": {
"posX": 78.738,
"posY": 2.287,

View File

@ -40,7 +40,7 @@
"Nickname": "Resource",
"Snap": false,
"Sticky": true,
"Tooltip": false,
"Tooltip": true,
"Transform": {
"posX": 78.848,
"posY": 2.273,

View File

@ -0,0 +1,57 @@
{
"AltLookAngle": {
"x": 0,
"y": 0,
"z": 0
},
"Autoraise": true,
"ColorDiffuse": {
"b": 1,
"g": 1,
"r": 1
},
"CustomImage": {
"CustomToken": {
"MergeDistancePixels": 5,
"Stackable": false,
"StandUp": false,
"Thickness": 0.1
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "http://cloud-3.steamusercontent.com/ugc/949599153663401115/EAA6D40FC6E15204BBE551BCDED35CC8C75111BF/",
"WidthScale": 0
},
"Description": "0",
"DragSelectable": true,
"GMNotes": "resourceCounter",
"GUID": "498ec0",
"Grid": true,
"GridProjection": false,
"Hands": false,
"HideWhenFaceDown": false,
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScript": "require(\"core/GenericCounter\")",
"LuaScriptState": "0",
"MeasureMovement": false,
"Name": "Custom_Token",
"Nickname": "Resource Counter",
"Snap": false,
"Sticky": true,
"Tooltip": false,
"Transform": {
"posX": 0,
"posY": 3,
"posZ": 0,
"rotX": 0,
"rotY": 270,
"rotZ": 0,
"scaleX": 0.26,
"scaleY": 1,
"scaleZ": 0.26
},
"Value": 0,
"XmlUI": ""
}

View File

@ -134,15 +134,6 @@ do
internal.maybePrint(table.concat({ "Found decklist: ", deck.name }), playerColor)
log(table.concat({ "-", deck.name, "-" }))
for k, v in pairs(deck) do
if type(v) == "table" then
log(table.concat { k, ": <table>" })
else
log(table.concat { k, ": ", tostring(v) })
end
end
-- Initialize deck slot table and perform common transformations. The order of these should not
-- be changed, as later steps may act on cards added in each. For example, a random weakness or
-- investigator may have bonded cards or taboo entries, and should be present

View File

@ -1,50 +1,52 @@
MIN_VALUE = -99
MAX_VALUE = 999
MIN_VALUE = 0
MAX_VALUE = 99
val = 0
function onSave() return JSON.encode(val) end
function onLoad(saved_data)
if saved_data ~= nil then
val = JSON.decode(saved_data)
end
function onLoad(savedData)
if savedData ~= nil then
val = JSON.decode(savedData)
end
local name = self.getName()
local position = {}
local name = self.getName()
local position = {}
if name == "Damage" or name == "Resources" then
position = { 0, 0.06, 0.1 }
elseif name == "Horror" then
position = { -0.025, 0.06, -0.025 }
else
position = { 0, 0.06, 0 }
end
if name == "Damage" or name == "Resources" or name == "Resource Counter" then
position = { 0, 0.06, 0.1 }
elseif name == "Horror" then
position = { -0.025, 0.06, -0.025 }
else
position = { 0, 0.06, 0 }
end
self.createButton({
label = tostring(val),
click_function = "addOrSubtract",
function_owner = self,
position = position,
height = 600,
width = 1000,
scale = { 1.5, 1.5, 1.5 },
font_size = 600,
font_color = { 1, 1, 1, 100 },
color = { 0, 0, 0, 0 }
})
self.createButton({
label = tostring(val),
click_function = "addOrSubtract",
function_owner = self,
position = position,
height = 600,
width = 1000,
scale = { 1.5, 1.5, 1.5 },
font_size = 600,
font_color = { 1, 1, 1, 100 },
color = { 0, 0, 0, 0 }
})
self.addContextMenuItem("Add 5", function() updateVal(val + 5) end)
self.addContextMenuItem("Subtract 5", function() updateVal(val - 5) end)
self.addContextMenuItem("Add 10", function() updateVal(val + 10) end)
self.addContextMenuItem("Subtract 10", function() updateVal(val - 10) end)
end
function updateVal(newVal)
if tonumber(newVal) then
val = newVal
self.editButton({
index = 0,
label = tostring(val)
})
end
if tonumber(newVal) then
val = math.min(math.max(newVal, MIN_VALUE), MAX_VALUE)
self.editButton({ index = 0, label = tostring(val) })
end
end
function addOrSubtract(_, _, alt_click)
val = math.min(math.max(val + (alt_click and -1 or 1), MIN_VALUE), MAX_VALUE)
self.editButton({ index = 0, label = tostring(val) })
function addOrSubtract(_, _, isRightClick)
val = math.min(math.max(val + (isRightClick and -1 or 1), MIN_VALUE), MAX_VALUE)
self.editButton({ index = 0, label = tostring(val) })
end

View File

@ -1,5 +1,3 @@
local tokenManager = require("core/token/TokenManager")
---------------------------------------------------------
-- general setup
---------------------------------------------------------
@ -34,7 +32,9 @@ local chaosTokens = {}
local chaosTokensLastMat = nil
local IS_RESHUFFLING = false
local bagSearchers = {}
local hideTitleSplashWaitFunctionId = nil
local playmatAPI = require("playermat/PlaymatApi")
local tokenManager = require("core/token/TokenManager")
---------------------------------------------------------
-- data for tokens
@ -818,12 +818,20 @@ function applyOptionPanelChange(id, state)
-- update master clue counter
getObjectFromGUID("4a3aa4").setVar("useClickableCounters", state)
-- option: Clickable resource counters
elseif id == "useResourceCounters" then
optionPanel[id] = state
-- option: Show Title on placing scenarios
elseif id == "showTitleSplash" then
optionPanel[id] = state
-- option: Show token arranger
elseif id == "showTokenArranger" then
-- delete previously pulled out tokens
for _, token in ipairs(getObjectsWithTag("to_be_deleted")) do token.destruct() end
optionPanel[id] = spawnOrRemoveHelper(state, "Token Arranger", {-42.3, 1.4, -46.5})
optionPanel[id] = spawnOrRemoveHelper(state, "Token Arranger", {-42.3, 1.6, -46.5})
-- option: Show clean up helper
elseif id == "showCleanUpHelper" then
@ -838,11 +846,27 @@ function applyOptionPanelChange(id, state)
-- option: Show chaos bag manager
elseif id == "showChaosBagManager" then
optionPanel[id] = spawnOrRemoveHelper(state, "Chaos Bag Manager", {-67.8, 1.4, -49.5})
optionPanel[id] = spawnOrRemoveHelper(state, "Chaos Bag Manager", {-67.8, 1.6, -49.5})
-- option: Show attachment helper
elseif id == "showAttachmentHelper" then
optionPanel[id] = spawnOrRemoveHelper(state, "Attachment Helper", {-64, 1.4, 0})
-- option: Show navigation overlay
elseif id == "showNavigationOverlay" then
optionPanel[id] = spawnOrRemoveHelper(state, "jaqenZann's Navigation Overlay", {-11.7, 1.4, -15})
optionPanel[id] = spawnOrRemoveHelper(state, "jaqenZann's Navigation Overlay", {-11.7, 1.6, -15})
-- option: Show CYOA campaign guides
elseif id == "showCYOA" then
optionPanel[id] = spawnOrRemoveHelper(state, "CYOA Campaign Guides", {21.2, 1.4, -65.7})
-- option: Show custom playmat images
elseif id == "showCustomPlaymatImages" then
optionPanel[id] = spawnOrRemoveHelper(state, "Custom Playmat Images", {12, 1.4, -46.5})
-- option: Show displacement tool
elseif id == "showDisplacementTool" then
optionPanel[id] = spawnOrRemoveHelper(state, "Displacement Tool", {-60.7, 1.4, -49.5})
end
end
@ -851,8 +875,8 @@ end
---@param name String Name of the helper object
---@param position Vector Position of the object (where it will spawn)
---@param rotation Vector Rotation of the object for spawning (default: {0, 270, 0})
---@param color Color This is only needed for correctly setting the color of the "Hand Helper"
-- returns the GUID of the spawnedObj (or nil if object was removed)
---@param color String This is only needed for correctly setting the color of the "Hand Helper"
---@return. GUID of the spawnedObj (or nil if object was removed)
function spawnOrRemoveHelper(state, name, position, rotation, color)
if state then
Player.getPlayers()[1].pingTable(position)
@ -864,7 +888,7 @@ end
-- copies the specified tool (by name) from the barrel
---@param name String Name of the object that should be copied
---@param position Position Desired position of the object
---@param position Table Desired position of the object
function spawnHelperObject(name, position, rotation, color)
local barrel = getObjectFromGUID(BARREL_GUID)
@ -907,7 +931,11 @@ function removeHelperObject(name)
["Clean Up Helper"] = "showCleanUpHelper",
["Hand Helper"] = "showHandHelper",
["Chaos Bag Manager"] = "showChaosBagManager",
["jaqenZann's Navigation Overlay"] = "showNavigationOverlay"
["jaqenZann's Navigation Overlay"] = "showNavigationOverlay",
["Displacement Tool"] = "showDisplacementTool",
["Custom Playmat Images"] = "showCustomPlaymatImages",
["Attachment Helper"] = "showAttachmentHelper",
["CYOA Campaign Guides"] = "showCYOA"
}
local data = optionPanel[referenceTable[name]]
@ -931,7 +959,7 @@ function onClick_defaultSettings()
for id, _ in pairs(optionPanel) do
local state = false
-- override for settings that are enabled by default
if id == "useSnapTags" then
if id == "useSnapTags" or id == "showTitleSplash" then
state = true
end
applyOptionPanelChange(id, state)
@ -939,16 +967,43 @@ function onClick_defaultSettings()
-- clean reset of variable
optionPanel = {
useSnapTags = true,
showDrawButton = false,
useClueClickers = false,
showTokenArranger = false,
showAttachmentHelper = false,
showCleanUpHelper = false,
showHandHelper = {},
showChaosBagManager = false,
showNavigationOverlay = false
showCustomPlaymatImages = false,
showCYOA = false,
showDisplacementTool = false,
showDrawButton = false,
showHandHelper = {},
showNavigationOverlay = false,
showTitleSplash = true,
showTokenArranger = false,
useClueClickers = false,
useSnapTags = true
}
-- update UI
updateOptionPanelState()
end
-- splash scenario title on setup
function titleSplash(scenarioName)
if optionPanel['showTitleSplash'] then
-- if there's any ongoing title being displayed, hide it and cancel the waiting function
if hideTitleSplashWaitFunctionId then
Wait.stop(hideTitleSplashWaitFunctionId)
hideTitleSplashWaitFunctionId = nil
UI.setAttribute('title_splash', 'active', false)
end
-- display scenario name and set a 4 seconds (2 seconds animation and 2 seconds on screen)
-- wait timer to hide the scenario name
UI.setValue('title_splash', scenarioName)
UI.show('title_splash')
hideTitleSplashWaitFunctionId = Wait.time(function()
UI.hide('title_splash')
hideTitleSplashWaitFunctionId = nil
end, 4)
end
end

View File

@ -55,6 +55,7 @@ function resetTokensIfInDeckZone(container, object)
end
function fireScenarioChangedEvent()
Global.call('titleSplash', currentScenario)
playArea.onScenarioChanged(currentScenario)
end

View File

@ -3,10 +3,24 @@
---------------------------------------------------------
-- set true to enable debug logging
DEBUG = false
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 = 1.529
-- we use this to turn off collision handling until onLoad() is complete
COLLISION_ENABLED = false
local collisionEnabled = false
-- used for recreating the link to a custom data helper after image change
customDataHelper = nil
@ -22,10 +36,24 @@ local SHIFT_EXCLUSION = {
["f182ee"] = true,
["721ba2"] = true
}
local LOC_LINK_EXCLUDE_SCENARIOS = {
["Devil Reef"] = true,
["The Witching Hour"] = true,
}
local tokenManager = require("core/token/TokenManager")
local INVESTIGATOR_COUNTER_GUID = "f182ee"
local PLAY_AREA_ZONE_GUID = "a2f932"
local clueData = {}
local spawnedLocationGUIDs = {}
local locations = { }
local locationConnections = { }
local draggingGuids = { }
local locationData
local currentScenario
---------------------------------------------------------
@ -34,17 +62,19 @@ local currentScenario
function onSave()
return JSON.encode({
currentScenario = currentScenario
trackedLocations = locations,
currentScenario = currentScenario,
})
end
function onLoad(saveState)
-- records locations we have spawned clues for
local saveData = JSON.decode(saveState) or {}
currentScenario = saveData.currentScenario
local save = JSON.decode(saveState) or { }
locations = save.trackedLocations or { }
currentScenario = save.currentScenario
self.interactable = DEBUG
Wait.time(function() COLLISION_ENABLED = true end, 1)
Wait.time(function() collisionEnabled = true end, 1)
end
function log(message)
@ -61,17 +91,20 @@ function updateLocations(args)
end
end
function onCollisionEnter(collision_info)
local obj = collision_info.collision_object
function onCollisionEnter(collisionInfo)
local obj = collisionInfo.collision_object
local objType = obj.name
-- only continue for cards
if not COLLISION_ENABLED or (objType ~= "Card" and objType ~= "CardCustom") then return end
if not collisionEnabled or (objType ~= "Card" and objType ~= "CardCustom") then return end
-- check if we should spawn clues here and do so according to playercount
if shouldSpawnTokens(obj) then
tokenManager.spawnForCard(obj)
local card = collisionInfo.collision_object
if shouldSpawnTokens(card) then
tokenManager.spawnForCard(card)
end
draggingGuids[card.getGUID()] = nil
maybeTrackLocation(card)
end
function shouldSpawnTokens(card)
@ -85,6 +118,267 @@ function shouldSpawnTokens(card)
or metadata.weakness
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 showLocationLinks() and 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 showLocationLinks() and 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)
-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
-- area. If the object is now locked, don't remove it.
if locations[card.getGUID()] ~= nil and not card.locked 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()
if not showLocationLinks() then
locationConnections = { }
return
end
local iconCardList = { }
-- Build a list of cards with each icon as their location ID
for cardId, metadata in pairs(draggingGuids) do
buildLocListByIcon(cardId, iconCardList)
end
for cardId, metadata in pairs(locations) do
buildLocListByIcon(cardId, iconCardList)
end
-- Pair up all the icons
locationConnections = { }
for cardId, metadata in pairs(draggingGuids) do
buildConnection(cardId, iconCardList)
end
for cardId, metadata in pairs(locations) do
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 ~= nil and 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 ~= nil and 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, or nil if the
-- metadata doesn't exist
function getLocationData(card)
if card == nil then
return nil
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()
if not showLocationLinks() then
locationConnections = { }
return
end
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
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
---@param playerColor String Color of the player requesting the shift. Used solely to send an error
@ -126,6 +420,20 @@ function getInvestigatorCount()
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
-- Reset the play area's tracking of which cards have had tokens spawned.
function resetSpawnedCards()
spawnedLocationGUIDs = {}
@ -133,4 +441,11 @@ end
function onScenarioChanged(scenarioName)
currentScenario = scenarioName
if not showLocationLinks() then
broadcastToAll("Automatic location connections not available for this scenario")
end
end
function showLocationLinks()
return not LOC_LINK_EXCLUDE_SCENARIOS[currentScenario]
end

View File

@ -149,8 +149,12 @@ do
-- spawned state object rather than spawning multiple tokens
---@param shiftDown An offset for the z-value of this group of tokens
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown)
local optionPanel = Global.getTable("optionPanel")
if tokenType == "damage" or tokenType == "horror" then
TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
elseif tokenType == "resource" and optionPanel["useResourceCounters"] then
TokenManager.spawnResourceCounterToken(card, tokenCount)
else
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown)
end
@ -184,6 +188,14 @@ do
end)
end
TokenManager.spawnResourceCounterToken = function(card, tokenCount)
local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5))
local rot = card.getRotation()
TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned)
spawned.call("updateVal", tokenCount)
end)
end
-- Spawns a number of tokens.
---@param tokenType String type of token to spawn, valid values are resource", "doom", or "clue".
-- Other types should use spawnCounterToken()
@ -248,6 +260,8 @@ do
else
rot.y = 270
end
tokenTemplate.Nickname = ""
return spawnObjectData({
data = tokenTemplate,
position = position,

View File

@ -7,6 +7,8 @@ local WEAKNESS_CHECK_Z = 37
local cardIdIndex = { }
local classAndLevelIndex = { }
local basicWeaknessList = { }
local uniqueWeaknessList = { }
local cycleIndex = { }
local indexingDone = false
local allowRemoval = false
@ -45,7 +47,9 @@ function clearIndexes()
classAndLevelIndex["Survivor-level0"] = { }
classAndLevelIndex["Rogue-level0"] = { }
classAndLevelIndex["Neutral-level0"] = { }
cycleIndex = { }
basicWeaknessList = { }
uniqueWeaknessList = { }
end
-- Clears the bag indexes and starts the coroutine to rebuild the indexes
@ -121,27 +125,27 @@ function buildSupplementalIndexes()
local cardMetadata = card.metadata
-- If the ID key and the metadata ID don't match this is a duplicate card created by an
-- alternate_id, and we should skip it
if (cardId == cardMetadata.id) then
if cardId == cardMetadata.id then
-- Add card to the basic weakness list, if appropriate. Some weaknesses have
-- multiple copies, and are added multiple times
if (cardMetadata.weakness and cardMetadata.basicWeaknessCount ~= nil) then
if cardMetadata.weakness and cardMetadata.basicWeaknessCount ~= nil then
table.insert(uniqueWeaknessList, cardMetadata.id)
for i = 1, cardMetadata.basicWeaknessCount do
table.insert(basicWeaknessList, cardMetadata.id)
end
end
end
table.sort(basicWeaknessList, cardComparator)
-- Add the card to the appropriate class and level indexes
local isGuardian = false
local isSeeker = false
local isMystic = false
local isRogue = false
local isSurvivor = false
local isNeutral = false
local upgradeKey
-- Excludes signature cards (which have no class or level) and alternate
-- ID entries
if (cardMetadata.class ~= nil and cardMetadata.level ~= nil) then
-- Add the card to the appropriate class and level indexes
local isGuardian = false
local isSeeker = false
local isMystic = false
local isRogue = false
local isSurvivor = false
local isNeutral = false
local upgradeKey
-- Excludes signature cards (which have no class or level) and alternate
-- ID entries
if (cardMetadata.class ~= nil and cardMetadata.level ~= nil) then
isGuardian = string.match(cardMetadata.class, "Guardian")
isSeeker = string.match(cardMetadata.class, "Seeker")
isMystic = string.match(cardMetadata.class, "Mystic")
@ -171,12 +175,32 @@ function buildSupplementalIndexes()
if (isNeutral) then
table.insert(classAndLevelIndex["Neutral"..upgradeKey], cardMetadata.id)
end
local cycleName = cardMetadata.cycle
if cycleName ~= nil then
cycleName = string.lower(cycleName)
if string.match(cycleName, "return") then
cycleName = string.sub(cycleName, 11)
end
if cycleName == "the night of the zealot" then
cycleName = "core"
end
if cycleIndex[cycleName] == nil then
cycleIndex[cycleName] = { }
end
table.insert(cycleIndex[cycleName], cardMetadata.id)
end
end
end
end
for _, indexTable in pairs(classAndLevelIndex) do
table.sort(indexTable, cardComparator)
end
for _, indexTable in pairs(cycleIndex) do
table.sort(indexTable)
end
table.sort(basicWeaknessList, cardComparator)
table.sort(uniqueWeaknessList, cardComparator)
end
-- Comparison function used to sort the class card bag indexes. Sorts by card
@ -235,6 +259,14 @@ function getCardsByClassAndLevel(params)
return classAndLevelIndex[params.class..upgradeKey];
end
function getCardsByCycle(cycleName)
if (not indexingDone) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return { }
end
return cycleIndex[string.lower(cycleName)]
end
-- Searches the bag for cards which match the given name and returns a list. Note that this is
-- an O(n) search without index support. It may be slow.
-- Parameter array must contain these fields to define the search:
@ -303,6 +335,10 @@ function getBasicWeaknesses()
return basicWeaknessList
end
function getUniqueWeaknesses()
return uniqueWeaknessList
end
-- Helper function that adds one to the table entry for the number of weaknesses in play
function incrementWeaknessCount(table, cardMetadata)
if (isBasicWeakness(cardMetadata)) then
@ -322,6 +358,7 @@ function isInPlayArea(object)
return position.x < WEAKNESS_CHECK_X
and position.z < WEAKNESS_CHECK_Z
end
function isBasicWeakness(cardMetadata)
return cardMetadata ~= nil
and cardMetadata.weakness

View File

@ -2,24 +2,49 @@ require("playercards/PlayerCardPanelData")
local spawnBag = require("playercards/spawnbag/SpawnBag")
local arkhamDb = require("arkhamdb/ArkhamDb")
-- TODO: Update when the real UI image is in place
local BUTTON_WIDTH = 150
local BUTTON_HEIGHT = 550
-- Size and position information for the three rows of class buttons
local CIRCLE_BUTTON_SIZE = 250
local CLASS_BUTTONS_X_OFFSET = 0.1325
local INVESTIGATOR_ROW_START = Vector(0.125, 0.1, -0.447)
local LEVEL_ZERO_ROW_START = Vector(0.125, 0.1, -0.007)
local UPGRADED_ROW_START = Vector(0.125, 0.1, 0.333)
-- Size and position information for the two blocks of other buttons
local MISC_BUTTONS_X_OFFSET = 0.155
local WEAKNESS_ROW_START = Vector(0.157, 0.1, 0.666)
local OTHER_ROW_START = Vector(0.605, 0.1, 0.666)
-- Size and position information for the Cycle (box) buttons
local CYCLE_BUTTON_SIZE = 468
local CYCLE_BUTTON_START = Vector(-0.716, 0.1, -0.39)
local CYCLE_COLUMN_COUNT = 3
local CYCLE_BUTTONS_X_OFFSET = 0.267
local CYCLE_BUTTONS_Z_OFFSET = 0.2665
local ALL_CARDS_BAG_GUID = "15bb07"
local STARTER_DECK_MODE_SELECTED_COLOR = { 0.2, 0.2, 0.2, 0.8 }
local TRANSPARENT = { 0, 0, 0, 0 }
local STARTER_DECK_MODE_STARTERS = "starters"
local STARTER_DECK_MODE_CARDS_ONLY = "cards"
local FACE_UP_ROTATION = { x = 0, y = 270, z = 0}
local FACE_DOWN_ROTATION = { x = 0, y = 270, z = 180}
-- Coordinates to begin laying out cards to match the reserved areas of the
-- table. Cards will lay out horizontally, then create additional rows
-- Coordinates to begin laying out cards. These vary based on the cards that are being placed
local START_POSITIONS = {
skill = Vector(58.384, 1.36, 92.4),
event = Vector(53.229, 1.36, 92.4),
asset = Vector(40.960, 1.36, 92.4),
investigator = Vector(60, 1.36, 80)
classCards = Vector(58.384, 1.36, 92.4),
investigator = Vector(60, 1.36, 86),
cycle = Vector(48, 1.36, 92.4),
other = Vector(56, 1.36, 86),
summonedServitor = Vector(55.5, 1.36, 60.2),
randomWeakness = Vector(55, 1.36, 75)
}
-- Shifts to move rows of cards, and groups of rows, as different groupings are laid out
local CARD_ROW_OFFSET = 3.7
local CARD_GROUP_OFFSET = 2
-- Position offsets for investigator decks in investigator mode, defines the spacing for how the
-- rows and columns are laid out
local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(-11, 0, 0)
@ -31,7 +56,21 @@ local INVESTIGATOR_MAX_COLS = 6
local INVESTIGATOR_CARD_OFFSET = Vector(-2.55, 0, 0)
local INVESTIGATOR_SIGNATURE_OFFSET = Vector(-5.75, 0, 0)
local spawnStarterDecks = false
local CLASS_LIST = { "Guardian", "Seeker", "Rogue", "Mystic", "Survivor", "Neutral" }
local CYCLE_LIST = {
"Core",
"The Dunwich Legacy",
"The Path to Carcosa",
"The Forgotten Age",
"The Circle Undone",
"The Dream-Eaters",
"The Innsmouth Conspiracy",
"Edge of the Earth",
"The Scarlet Keys",
"Investigator Packs"
}
local starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
function onSave()
local saveState = {
@ -48,232 +87,223 @@ function onLoad(savedData)
spawnBag.loadFromSave(saveState.spawnBagState)
end
end
createButtons()
end
self.createButton({
label="Guardian", click_function="spawnInvestigatorsGuardian", function_owner=self,
position={-0.3,0.2,-0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Seeker", click_function="spawnInvestigatorsSeeker", function_owner=self,
position={0,0.2,-0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Mystic", click_function="spawnInvestigatorsMystic", function_owner=self,
position={0.3,0.2,-0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Rogue", click_function="spawnInvestigatorsRogue", function_owner=self,
position={-0.3,0.2,-0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Survivor", click_function="spawnSurvivor", function_owner=self,
position={0,0.2,-0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Neutral", click_function="spawnNeutral", function_owner=self,
position={0.3,0.2,-0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
function createButtons()
createInvestigatorButtons()
createLevelZeroButtons()
createUpgradedButtons()
createWeaknessButtons()
createOtherButtons()
createCycleButtons()
createClearButton()
-- Create investigator mode buttons last so the indexes are set when we need to update them
createInvestigatorModeButtons()
end
self.createButton({
label="Core", click_function="spawnCore", function_owner=self,
position={-0.3,0.2,-0.2}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Dunwich", click_function="spawnDunwich", function_owner=self,
position={0,0.2,-0.2}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Carcosa", click_function="spawnCarcosa", function_owner=self,
position={0.3,0.2,-0.2}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Forgotten Age", click_function="spawnForgottenAge", function_owner=self,
position={-0.3,0.2,-0.1}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Circle Undone", click_function="spawnCircleUndone", function_owner=self,
position={0,0.2,-0.1}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Dream Eaters", click_function="spawnDreamEaters", function_owner=self,
position={0.3,0.2,-0.1}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Innsmouth", click_function="spawnInnsmouth", function_owner=self,
position={-0.3,0.2,0}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="EotE", click_function="spawnEotE", function_owner=self,
position={0,0.2,0}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Scarlet Keys", click_function="spawnScarletKeys", function_owner=self,
position={0.3,0.2,0}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="InvPacks", click_function="spawnInvestigatorDecks", function_owner=self,
position={-0.3,0.2,0.1}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Investigators", click_function="setInvestigators", function_owner=self,
position={-0.15,0.2,-0.6}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Starters", click_function="setStarters", function_owner=self,
position={0.15,0.2,-0.6}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L0 Guardian", click_function="spawnBasicGuardian", function_owner=self,
position={-0.15,0.2,0.3}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L1-5 Guardian", click_function="spawnUpgradedGuardian", function_owner=self,
position={0.15,0.2,0.3}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L0 Seeker", click_function="spawnBasicSeeker", function_owner=self,
position={-0.15,0.2,0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L1-5 Seeker", click_function="spawnUpgradedSeeker", function_owner=self,
position={0.15,0.2,0.4}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L0 Mystic", click_function="spawnBasicMystic", function_owner=self,
position={-0.15,0.2,0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L1-5 Mystic", click_function="spawnUpgradedGuardian", function_owner=self,
position={0.15,0.2,0.5}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L0 Rogue", click_function="spawnBasicRogue", function_owner=self,
position={-0.15,0.2,0.6}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L1-5 Rogue", click_function="spawnUpgradedRogue", function_owner=self,
position={0.15,0.2,0.6}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L0 Survivor", click_function="spawnBasicSurvivor", function_owner=self,
position={-0.15,0.2,0.7}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L1-5 Survivor", click_function="spawnUpgradedSurvivor", function_owner=self,
position={0.15,0.2,0.7}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L0 Neutral", click_function="spawnBasicNeutral", function_owner=self,
position={-0.15,0.2,0.8}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="L1-5 Neutral", click_function="spawnUpgradedNeutral", function_owner=self,
position={0.15,0.2,0.8}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Clear", click_function="deleteAll", function_owner=self,
position={0.5,0.2,0.9}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
self.createButton({
label="Weaknesses", click_function="spawnWeaknesses", function_owner=self,
position={-0.5,0.2,0.9}, rotation={0,0,0}, height=BUTTON_WIDTH, width=BUTTON_HEIGHT,
font_size=64, color={0,0,0}, font_color={1,1,1}, scale={0.25, 0.25, 0.25}
})
local classList = { "Guardian", "Seeker", "Mystic", "Rogue", "Survivor", "Neutral" }
for _, className in ipairs(classList) do
local funcName = "spawnInvestigators"..className
self.setVar(funcName, function(_, _, _) spawnGroup(className) end)
funcName = "spawnBasic"..className
self.setVar(funcName, function(_, _, _) spawnClassCards(className, false) end)
funcName = "spawnUpgraded"..className
self.setVar(funcName, function(_, _, _) spawnClassCards(className, true) end)
function createInvestigatorButtons()
local invButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = INVESTIGATOR_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
invButtonParams.click_function = "spawnInvestigators" .. class
invButtonParams.position = buttonPos
self.createButton(invButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(invButtonParams.click_function, function(_, _, _) spawnInvestigatorGroup(class) end)
end
end
-- TODO: Replace these with something less manual once the full data in in place so we know what
-- keys to use
function placeCore()
spawnGroup("Core")
function createLevelZeroButtons()
local l0ButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = LEVEL_ZERO_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
l0ButtonParams.click_function = "spawnBasic" .. class
l0ButtonParams.position = buttonPos
self.createButton(l0ButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(l0ButtonParams.click_function, function(_, _, _) spawnClassCards(class, false) end)
end
end
function placeDunwich()
spawnGroup("Dunwich")
function createUpgradedButtons()
local upgradedButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = UPGRADED_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
upgradedButtonParams.click_function = "spawnUpgraded" .. class
upgradedButtonParams.position = buttonPos
self.createButton(upgradedButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(upgradedButtonParams.click_function, function(_, _, _) spawnClassCards(class, true) end)
end
end
function placeCarcosa()
spawnGroup("Carcosa")
function createWeaknessButtons()
local weaknessButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = WEAKNESS_ROW_START:copy()
weaknessButtonParams.click_function = "spawnWeaknesses"
weaknessButtonParams.tooltip = "Basic Weaknesses"
weaknessButtonParams.position = buttonPos
self.createButton(weaknessButtonParams)
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
weaknessButtonParams.click_function = "spawnRandomWeakness"
weaknessButtonParams.tooltip = "Random Weakness"
weaknessButtonParams.position = buttonPos
self.createButton(weaknessButtonParams)
end
function placeForgottenAge()
spawnGroup("ForgottenAge")
function createOtherButtons()
local otherButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = OTHER_ROW_START:copy()
otherButtonParams.click_function = "spawnBonded"
otherButtonParams.tooltip = "Bonded Cards"
otherButtonParams.position = buttonPos
self.createButton(otherButtonParams)
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
otherButtonParams.click_function = "spawnUpgradeSheets"
otherButtonParams.tooltip = "Customization Upgrade Sheets"
otherButtonParams.position = buttonPos
self.createButton(otherButtonParams)
end
function placeCircleUndone()
spawnGroup("CircleUndone")
function createCycleButtons()
local cycleButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CYCLE_BUTTON_SIZE,
width = CYCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = CYCLE_BUTTON_START:copy()
local rowCount = 0
local colCount = 0
for _, cycle in ipairs(CYCLE_LIST) do
cycleButtonParams.click_function = "spawnCycle" .. cycle
cycleButtonParams.position = buttonPos
cycleButtonParams.tooltip = cycle
self.createButton(cycleButtonParams)
self.setVar(cycleButtonParams.click_function, function(_, _, _) spawnCycle(cycle) end)
colCount = colCount + 1
-- If we've reached the end of a row, shift down and back to the first column
if colCount >= CYCLE_COLUMN_COUNT then
buttonPos = CYCLE_BUTTON_START:copy()
rowCount = rowCount + 1
colCount = 0
buttonPos.z = buttonPos.z + CYCLE_BUTTONS_Z_OFFSET * rowCount
if rowCount == 3 then
-- Account for centered button on the final row
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
end
else
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
end
end
end
function placeDreamEaters()
spawnGroup("DreamEaters")
function createClearButton()
self.createButton({
function_owner = self,
click_function = "deleteAll",
position = Vector(0, 0.1, 0.852),
rotation = Vector(0, 0, 0),
height = 170,
width = 750,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
})
end
function placeInnsmouth()
spawnGroup("Innsmouth")
function createInvestigatorModeButtons()
local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
self.createButton({
function_owner = self,
click_function = "setCardsOnlyMode",
position = Vector(0.251, 0.1, -0.322),
rotation = Vector(0, 0, 0),
height = 170,
width = 760,
scale = Vector(0.25, 1, 0.25),
color = starterMode and TRANSPARENT or STARTER_DECK_MODE_SELECTED_COLOR
})
self.createButton({
function_owner = self,
click_function = "setStarterDeckMode",
position = Vector(0.66, 0.1, -0.322),
rotation = Vector(0, 0, 0),
height = 170,
width = 760,
scale = Vector(0.25, 1, 0.25),
color = starterMode and STARTER_DECK_MODE_SELECTED_COLOR or TRANSPARENT
})
local checkX = starterMode and 0.52 or 0.11
self.createButton({
function_owner = self,
label = "✓",
click_function = "doNothing",
position = Vector(checkX, 0.11, -0.317),
rotation = Vector(0, 0, 0),
height = 0,
width = 0,
scale = Vector(0.3, 1, 0.3),
font_color = { 0, 0, 0 },
color = { 1, 1, 1 }
})
end
function placeEotE()
spawnGroup("EotE")
function setStarterDeckMode()
starterDeckMode = STARTER_DECK_MODE_STARTERS
updateStarterModeButtons()
end
function placeScarletKeys()
spawnGroup("ScarletKeys")
function setCardsOnlyMode()
starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
updateStarterModeButtons()
end
function placeInvestigatorDecks()
spawnGroup("InvestigatorDecks")
end
-- UI handler to put the investigator spawn in investigator mode.
function setInvestigators()
spawnStarterDecks = false
printToAll("Spawning investigator piles")
end
-- UI handler to put the investigator spawn in starter deck mode.
function setStarters()
spawnStarterDecks = true
printToAll("Spawning starter decks")
function updateStarterModeButtons()
local buttonCount = #self.getButtons()
-- Buttons are 0-indexed, so the last three are -1, -2, and -3 from the size
self.removeButton(buttonCount - 1)
self.removeButton(buttonCount - 2)
self.removeButton(buttonCount - 3)
createInvestigatorModeButtons()
end
-- Deletes all cards currently placed on the table
@ -284,10 +314,11 @@ end
-- Spawn an investigator group, based on the current UI setting for either investigators or starter
-- decks.
---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
function spawnGroup(groupName)
function spawnInvestigatorGroup(groupName)
local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
spawnBag.recall(true)
Wait.frames(function()
if spawnStarterDecks then
if starterMode then
spawnStarters(groupName)
else
spawnInvestigators(groupName)
@ -359,13 +390,13 @@ function buildCommonSpawnSpec(investigatorName, investigatorData, position, oneC
return {
{
name = investigatorName.."minicards",
cards = oneCardOnly and investigatorData.minicards[1] or investigatorData.minicards,
cards = oneCardOnly and { investigatorData.minicards[1] } or investigatorData.minicards,
globalPos = position,
rotation = FACE_UP_ROTATION,
},
{
name = investigatorName.."cards",
cards = oneCardOnly and investigatorData.cards[1] or investigatorData.cards,
cards = oneCardOnly and { investigatorData.cards[1] } or investigatorData.cards,
globalPos = cardPos,
rotation = FACE_UP_ROTATION,
},
@ -452,31 +483,34 @@ function placeClassCards(cardClass, isUpgraded)
table.insert(assetList, cardId)
end
end
local groupPos = Vector(START_POSITIONS.classCards)
if #skillList > 0 then
spawnBag.spawn({
name = cardClass .. (isUpgraded and "upgraded" or "basic"),
cards = skillList,
globalPos = START_POSITIONS.skill,
globalPos = groupPos,
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.x = groupPos.x - math.ceil(#skillList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
end
if #eventList > 0 then
spawnBag.spawn({
name = cardClass .. "event" .. (isUpgraded and "upgraded" or "basic"),
cards = eventList,
globalPos = START_POSITIONS.event,
globalPos = groupPos,
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.x = groupPos.x - math.ceil(#eventList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
end
if #assetList > 0 then
spawnBag.spawn({
name = cardClass .. "asset" .. (isUpgraded and "upgraded" or "basic"),
cards = assetList,
globalPos = START_POSITIONS.asset,
globalPos = groupPos,
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
@ -484,26 +518,108 @@ function placeClassCards(cardClass, isUpgraded)
end
end
-- Clears the current cards, and places all basic weaknesses on the table.
function spawnWeaknesses()
spawnBag.recall(fast)
-- Spawns the investigator sets and all cards for the given cycle
---@param cycle String Name of a cycle, should match the standard used in card metadata
function spawnCycle(cycle)
spawnBag.recall(true)
spawnInvestigators(cycle)
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
local indexReady = allCardsBag.call("isIndexReady")
if (not indexReady) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return
end
local weaknessIdList = allCardsBag.call("getBasicWeaknesses")
local cycleCardList = allCardsBag.call("getCardsByCycle", cycle)
local copiedList = { }
for i, id in ipairs(weaknessIdList) do
for i, id in ipairs(cycleCardList) do
copiedList[i] = id
end
spawnBag.spawn({
name = "weaknesses",
name = "cycle"..cycle,
cards = copiedList,
globalPos = START_POSITIONS.asset,
globalPos = START_POSITIONS.cycle,
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnBonded()
spawnBag.recall(true)
spawnBag.spawn({
name = "bonded",
cards = BONDED_CARD_LIST,
globalPos = START_POSITIONS.classCards,
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnUpgradeSheets()
spawnBag.recall(true)
spawnBag.spawn({
name = "upgradeSheets",
cards = UPGRADE_SHEET_LIST,
globalPos = START_POSITIONS.classCards,
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
spawnBag.spawn({
name = "servitor",
cards = { "09080-m" },
globalPos = START_POSITIONS.summonedServitor,
rotation = FACE_UP_ROTATION,
})
end
-- Clears the current cards, and places all basic weaknesses on the table.
function spawnWeaknesses()
spawnBag.recall(true)
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
local indexReady = allCardsBag.call("isIndexReady")
if (not indexReady) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return
end
local weaknessIdList = allCardsBag.call("getUniqueWeaknesses")
local copiedList = { }
for i, id in ipairs(weaknessIdList) do
copiedList[i] = id
end
local groupPos = Vector(START_POSITIONS.classCards)
spawnBag.spawn({
name = "weaknesses",
cards = copiedList,
globalPos = groupPos,
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.x = groupPos.x - math.ceil(#copiedList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
spawnBag.spawn({
name = "evolvedWeaknesses",
cards = EVOLVED_WEAKNESSES,
globalPos = groupPos,
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnRandomWeakness()
spawnBag.recall(true)
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
local weaknessId = allCardsBag.call("getRandomWeaknessId")
if (weaknessId == nil) then
broadcastToAll("All basic weaknesses are in play!", {0.9, 0.2, 0.2})
return
end
spawnBag.spawn({
name = "randomWeakness",
cards = { weaknessId },
globalPos = START_POSITIONS.randomWeakness,
rotation = FACE_UP_ROTATION,
})
end

View File

@ -1,3 +1,45 @@
BONDED_CARD_LIST = {
"05314", -- Soothing Melody
"06277", -- Wish Eater
"06019", -- Bloodlust
"06022", -- Pendant of the Queen
"05317", -- Blood-rite
"06113", -- Essence of the Dream
"06028", -- Stars Are Right
"06025", -- Guardian of the Crystallizer
"06283", -- Unbound Beast
"06032", -- Zeal
"06031", -- Hope
"06033", -- Augur
"06331", -- Dream Parasite
"06015a", -- Dream-Gate
}
UPGRADE_SHEET_LIST = {
"09040-c", -- Alchemical Distillation
"09023-c", -- Custom Modifications
"09059-c", -- Damning Testimony
"09041-c", -- Emperical Hypothesis
"09060-c", -- Friends in Low Places
"09101-c", -- Grizzled
"09061-c", -- Honed Instinct
"09021-c", -- Hunter's Armor
"09119-c", -- Hyperphysical Shotcaster
"09079-c", -- Living Ink
"09100-c", -- Makeshift Trap
"09099-c", -- Pocket Multi Tool
"09081-c", -- Power Word
"09022-c", -- Runic Axe
"09080-c", -- Summoned Servitor
"09042-c", -- Raven's Quill
}
EVOLVED_WEAKNESSES = {
"04039",
"04041",
"04042",
}
------------------ START INVESTIGATOR DATA DEFINITION ------------------
INVESTIGATOR_GROUPS = {
Guardian = {
@ -13,10 +55,6 @@ INVESTIGATOR_GROUPS = {
"D2",
"R3",
"D3",
"R4",
"D4",
"R5",
"D5",
},
}
@ -25,13 +63,13 @@ INVESTIGATORS["Roland Banks"] = {
cards = { "01001", "01001-promo", "01001-p", "01001-pf", "01001-pb", },
minicards = { "01001-m", "01001-promo-m", },
signatures = { "01006", "01007", "90030", "90031", },
starterDeck = "1462",
starterDeck = "2624931",
}
INVESTIGATORS["Daisy Walker"] = {
cards = { "01002", "01002-p", "01002-pf", "01002-pb", },
minicards = { "01002-m", },
signatures = { "01008", "01009", "90002", "90003" },
starterDeck = "42652",
starterDeck = "2624938",
}
------------------ END INVESTIGATOR DATA DEFINITION ------------------
INVESTIGATORS["R2"] = INVESTIGATORS["Roland Banks"]

View File

@ -409,12 +409,18 @@ function replenishTokens(card, count, replenish)
-- get current amount of resource tokens on the card
local search = searchArea(cardPos, { 2.5, 0.5, 3.5 })
local clickableResourceCounter = nil
local foundTokens = 0
for _, obj in ipairs(search) do
local obj = obj.hit_object
if obj.getCustomObject().image == "http://cloud-3.steamusercontent.com/ugc/1758068501357192910/11DDDC7EF621320962FDCF3AE3211D5EDC3D1573/" then
foundTokens = foundTokens + math.abs(obj.getQuantity())
obj.destruct()
elseif obj.getName() == "Resource Counter" then
foundTokens = obj.getVar("val")
clickableResourceCounter = obj
break
end
end
@ -434,7 +440,12 @@ function replenishTokens(card, count, replenish)
local newCount = foundTokens + replenish
if newCount > count then newCount = count end
tokenManager.spawnTokenGroup(card, "resource", newCount)
if clickableResourceCounter then
clickableResourceCounter.call("updateVal", newCount)
else
tokenManager.spawnTokenGroup(card, "resource", newCount)
end
end
function syncCustomizableMetadata(card)
@ -663,7 +674,7 @@ function clickableClues(showCounter)
local pos = self.positionToWorld({x = -1.12, y = 0.05, z = 0.7})
for i = 1, clueCount do
pos.y = pos.y + 0.045 * i
TokenManager.spawnToken(pos, "clue", PLAY_ZONE_ROTATION)
tokenManager.spawnToken(pos, "clue", PLAY_ZONE_ROTATION)
end
end
end

View File

@ -1,72 +1,74 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by Whimsical.
--- DateTime: 2021-02-02 9:41 a.m.
---
local zone = nil
local CHAOS_TOKEN_NAMES = {
["Elder Sign"] = true,
["+1"] = true,
["0"] = true,
["-1"] = true,
["-2"] = true,
["-3"] = true,
["-4"] = true,
["-5"] = true,
["-6"] = true,
["-7"] = true,
["-8"] = true,
["Skull"] = true,
["Cultist"] = true,
["Tablet"] = true,
["Elder Thing"] = true,
["Auto-fail"] = true,
["Bless"] = true,
["Curse"] = true,
["Frost"] = true
}
-- Forward Declaration
---@param is_enabled boolean
local setMenu = function(is_enabled) end
local function enable()
if self.held_by_color~=nil then return end
local position = self:getPosition()
local rotation = self:getRotation()
local scale = self:getScale()
zone = spawnObject {
type = "ScriptingTrigger",
position = Vector(position.x, position.y+25+(bit32.rshift(scale.y, 1))+0.41, position.z),
rotation = rotation,
scale = Vector(scale.x*2, 50, scale.z*2),
sound = true,
snap_to_grid = true
}
setMenu(false)
end
local function disable()
if zone~=nil then zone:destruct() end
setMenu(true)
end
---@param is_enabled boolean
setMenu = function(is_enabled)
self:clearContextMenu()
if is_enabled then
self:addContextMenuItem("Enable", enable, false)
else
self:addContextMenuItem("Disable", disable, false)
end
end
function onLoad(save_state)
if save_state=="" then return end
local data = JSON.decode(save_state)
zone = getObjectFromGUID(data.zone)
setMenu(zone==nil)
end
-- general code
function onSave()
return JSON.encode {
zone = zone and zone:getGUID() or nil
}
return JSON.encode(zone and zone.getGUID() or nil)
end
---@param entering TTSObject
---@param object TTSObject
function onObjectEnterScriptingZone(entering , object)
if zone~=entering then return end
if object==self then return end
if object.type=="Deck" or object.type=="Card" then return end
object:destruct()
function onLoad(savedData)
if savedData ~= "" and savedData ~= nil then
zone = getObjectFromGUID(JSON.decode(savedData))
end
setMenu(zone == nil)
end
---@param color string
function onPickUp(color)
disable()
-- context menu functions
function enable()
local scale = self.getScale()
zone = spawnObject({
type = "ScriptingTrigger",
position = self.getPosition() + Vector(0, 2.5 + 0.11, 0),
rotation = self.getRotation(),
scale = { scale.x * 2, 5, scale.z * 2 }
})
setMenu(false)
end
function disable()
if zone ~= nil then zone.destruct() end
setMenu(true)
end
-- core functions
function setMenu(isEnabled)
self.clearContextMenu()
if isEnabled then
self.addContextMenuItem("Enable", enable)
else
self.addContextMenuItem("Disable", disable)
end
end
function onObjectEnterScriptingZone(entering, object)
if zone ~= entering then return end
if object == self or object.type == "Deck" or object.type == "Card" then return end
if CHAOS_TOKEN_NAMES[object.getName()] then return end
object.destruct()
end
function onPickUp()
disable()
end

View File

@ -104,4 +104,17 @@
</Panel>
</VerticalLayout>
<!-- Title Splash when starting a scenario -->
<Text id="title_splash"
fontSize="150"
font="font_teutonic-arkham"
outline="black"
outlineSize="3 -3"
showAnimation="FadeIn"
hideAnimation="FadeOut"
active="false"
animationDuration="2"
horizontalOverflow="Wrap">
</Text>
<Include src="OptionPanel.xml"/>

View File

@ -36,7 +36,7 @@
<!-- options -->
<Row class="option-text"
preferredHeight="85"/>
preferredHeight="70"/>
<Cell class="option-text"
color="#333333"/>
<Cell class="option-button"
@ -105,7 +105,7 @@
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Enable snap tags</Text>
<Text class="description">Only cards with the tag "Asset" will snap (official cards are supported by default).&#xA;Disable this if you are having issues with custom content.</Text>
<Text class="description">Only cards with the tag "Asset" will snap (official cards are supported by default). Disable this if you are having issues with custom content.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
@ -142,6 +142,34 @@
</Cell>
</Row>
<!-- Option: use clickable resource counters -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Use clickable resource counters</Text>
<Text class="description">This enables spawning of clickable resource tokens for player cards.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="useResourceCounters"
onValueChanged="onClick_toggleOption(useResourceCounters)"/>
</Cell>
</Row>
<!-- Option: splash scenario name on setup -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Show Scenario Title on Setup</Text>
<Text class="description">Fade in the name of the scenario for 2 seconds when placing down a scenario.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showTitleSplash"
onValueChanged="onClick_toggleOption(showTitleSplash)"/>
</Cell>
</Row>
<!-- Group: fan-made accessories -->
<Row class="group-header">
<Cell class="group-header">
@ -185,7 +213,7 @@
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Hand Helper</Text>
<Text class="description">Never count your hand cards again! This tool does that for you and can even take "Dream-Enhancing Serum" into account. Also includes a button for randomly discard a card.</Text>
<Text class="description">Never count your hand cards again! This tool does that for you and additionally enables easy discarding of random cards.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
@ -208,6 +236,20 @@
</Cell>
</Row>
<!-- Option: show attachment helper -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Attachment Helper</Text>
<Text class="description">Provides a card-sized bag for cards that are attached to other cards (e.g. Backpack).</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showAttachmentHelper"
onValueChanged="onClick_toggleOption(showAttachmentHelper)"/>
</Cell>
</Row>
<!-- Option: show navigation overlay -->
<Row class="option-text">
<Cell class="option-text">
@ -221,6 +263,48 @@
onValueChanged="onClick_toggleOption(showNavigationOverlay)"/>
</Cell>
</Row>
<!-- Option: show CYOA campaign guides -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">CYOA Campaign Guides</Text>
<Text class="description">Displays in a "Choose Your Own Adventure" style redesigned campaign guides.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showCYOA"
onValueChanged="onClick_toggleOption(showCYOA)"/>
</Cell>
</Row>
<!-- Option: show custom playmat images -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Custom Playmat Images</Text>
<Text class="description">Places a tool that displays custom playmat images for all cycles in a gallery-like fashion.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showCustomPlaymatImages"
onValueChanged="onClick_toggleOption(showCustomPlaymatImages)"/>
</Cell>
</Row>
<!-- Option: show displacement tool -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Displacement Tool</Text>
<Text class="description">This allows moving all objects on the main playmat in a chosen direction.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showDisplacementTool"
onValueChanged="onClick_toggleOption(showDisplacementTool)"/>
</Cell>
</Row>
</TableLayout>
</VerticalScrollView>
</Cell>