Merge pull request #440 from argonui/discard-hotkey
Added discard hotkey & remove one use hotkey
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commit
1ad154720f
@ -7,7 +7,9 @@ local victoryDisplayApi = require("core/VictoryDisplayApi")
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function onLoad()
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addHotkey("Add Doom to Agenda", addDoomToAgenda)
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addHotkey("Bless/Curse Status", showBlessCurseStatus)
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addHotkey("Discard Object", discardObject)
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addHotkey("Move card to Victory Display", moveCardToVictoryDisplay)
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addHotkey("Remove a use", removeOneUse)
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addHotkey("Take clue from location", takeClueFromLocation)
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addHotkey("Upkeep", triggerUpkeep)
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addHotkey("Upkeep (Multi-handed)", triggerUpkeepMultihanded)
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@ -46,11 +48,142 @@ function addDoomToAgenda()
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doomCounter.call("addVal", 1)
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end
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-- discard the hovered object to the respective trashcan and discard tokens on it if it was a card
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function discardObject(playerColor, hoveredObject)
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-- only continue if an unlocked card, deck or tile was hovered
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if hoveredObject == nil
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or (hoveredObject.type ~= "Card" and hoveredObject.type ~= "Deck" and hoveredObject.type ~= "Tile")
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or hoveredObject.locked then
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broadcastToColor("Hover a token/tile or a card/deck and try again.", playerColor, "Yellow")
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return
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end
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-- warning for locations since these are usually not meant to be discarded
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if hoveredObject.hasTag("Location") then
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broadcastToAll("Watch out: A location was discarded.", "Yellow")
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end
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-- initialize list of objects to discard
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local discardTheseObjects = { hoveredObject }
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-- discard tokens / tiles on cards / decks
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if hoveredObject.type ~= "Tile" then
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for _, v in ipairs(searchOnObj(hoveredObject)) do
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if v.hit_object.type == "Tile" then
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table.insert(discardTheseObjects, v.hit_object)
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end
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end
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end
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local discardForMatColor = getColorToDiscardFor(hoveredObject, playerColor)
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playmatApi.discardListOfObjects(discardForMatColor, discardTheseObjects)
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end
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-- helper function to get the player to trigger the discard function for
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function getColorToDiscardFor(hoveredObject, playerColor)
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local pos = hoveredObject.getPosition()
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local closestMatColor = playmatApi.getMatColorByPosition(pos)
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-- check if actually on the closest playmat
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local closestMat = guidReferenceApi.getObjectByOwnerAndType(closestMatColor, "Playermat")
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local bounds = closestMat.getBounds()
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-- define the area "near" the playmat
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local bufferAroundPlaymat = 2
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local areaNearPlaymat = {}
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areaNearPlaymat.minX = bounds.center.x - bounds.size.x / 2 - bufferAroundPlaymat
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areaNearPlaymat.maxX = bounds.center.x + bounds.size.x / 2 + bufferAroundPlaymat
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areaNearPlaymat.minZ = bounds.center.z - bounds.size.z / 2 - bufferAroundPlaymat
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areaNearPlaymat.maxZ = bounds.center.z + bounds.size.z / 2 + bufferAroundPlaymat
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-- discard to closest mat if near it, use triggering playmat if not
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local discardForMatColor
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if inArea(pos, areaNearPlaymat) then
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return closestMatColor
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else
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return playmatApi.getMatColor(playerColor)
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end
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end
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-- moves the hovered card to the victory display
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function moveCardToVictoryDisplay(_, hoveredObject)
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victoryDisplayApi.placeCard(hoveredObject)
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end
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-- removes a use from a card (or a token if hovered)
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function removeOneUse(playerColor, hoveredObject)
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-- only continue if an unlocked card or tile was hovered
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if hoveredObject == nil
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or (hoveredObject.type ~= "Card" and hoveredObject.type ~= "Tile")
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or hoveredObject.locked then
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broadcastToColor("Hover a token/tile or a card and try again.", playerColor, "Yellow")
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return
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end
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local targetObject = nil
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-- discard hovered token / tile
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if hoveredObject.type == "Tile" then
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targetObject = hoveredObject
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elseif hoveredObject.type == "Card" then
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-- grab the first use type from the metadata (or nil)
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local notes = JSON.decode(hoveredObject.getGMNotes()) or {}
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local usesData = notes.uses or {}
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local useInfo = usesData[1] or {}
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local searchForType = useInfo.type
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if searchForType then searchForType = searchForType:lower() end
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for _, v in ipairs(searchOnObj(hoveredObject)) do
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local obj = v.hit_object
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if obj.type == "Tile" and not obj.locked and obj.memo ~= "resourceCounter" then
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-- check for matching object, otherwise use the first hit
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if obj.memo == searchForType then
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targetObject = obj
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break
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elseif not targetObject then
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targetObject = obj
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end
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end
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end
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end
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-- error handling
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if not targetObject then
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broadcastToColor("No tokens found!", playerColor, "Yellow")
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return
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end
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-- handling for stacked tokens
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if targetObject.getQuantity() > 1 then
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targetObject = targetObject.takeObject()
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end
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-- feedback message
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local tokenName = targetObject.getName()
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if tokenName == "" then
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if targetObject.memo ~= "" then
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-- name handling for clue / doom
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if targetObject.memo == "clueDoom" then
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if targetObject.is_face_down then
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tokenName = "Doom"
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else
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tokenName = "Clue"
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end
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else
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tokenName = titleCase(targetObject.memo)
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end
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else
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tokenName = "Unknown"
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end
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end
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local playerName = Player[playerColor].steam_name
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broadcastToAll(playerName .. " removed a token: " .. tokenName, playerColor)
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local discardForMatColor = getColorToDiscardFor(hoveredObject, playerColor)
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playmatApi.discardListOfObjects(discardForMatColor, { targetObject })
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end
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-- takes a clue from a location, player needs to hover the clue directly or the location
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function takeClueFromLocation(playerColor, hoveredObject)
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local cardName, clue
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@ -58,7 +191,7 @@ function takeClueFromLocation(playerColor, hoveredObject)
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if hoveredObject == nil then
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broadcastToColor("Hover a clue or card with clues and try again.", playerColor, "Yellow")
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return
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elseif hoveredObject.tag == "Card" then
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elseif hoveredObject.type == "Card" then
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cardName = hoveredObject.getName()
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for _, v in ipairs(searchOnObj(hoveredObject)) do
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@ -91,7 +224,7 @@ function takeClueFromLocation(playerColor, hoveredObject)
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for _, v in ipairs(search) do
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local obj = v.hit_object
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if obj.tag == "Card" then
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if obj.type == "Card" then
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cardName = obj.getName()
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break
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end
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@ -152,3 +285,20 @@ function searchOnObj(obj)
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origin = obj.getPosition()
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})
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end
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-- Simple method to check if the given point is in a specified area
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---@param point Vector Point to check, only x and z values are relevant
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---@param bounds Table Defined area to see if the point is within
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function inArea(point, bounds)
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return (point.x > bounds.minX
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and point.x < bounds.maxX
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and point.z > bounds.minZ
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and point.z < bounds.maxZ)
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end
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-- capitalizes the first letter
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function titleCase(str)
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local first = str:sub(1, 1)
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local rest = str:sub(2)
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return first:upper() .. rest:lower()
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end
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@ -226,26 +226,23 @@ end
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-- Discard buttons
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---------------------------------------------------------
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-- builds a function that discards things in searchPosition
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-- stuff on the card/deck will be put into the local trashcan
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function makeDiscardHandlerFor(searchPosition)
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return function ()
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local origin = self.positionToWorld(searchPosition)
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for _, obj in ipairs(searchArea(origin, {2, 1, 3.2})) do
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if isCardOrDeck(obj) then
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if obj.hasTag("PlayerCard") then
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placeOrMergeIntoDeck(obj, returnGlobalDiscardPosition(), self.getRotation())
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else
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placeOrMergeIntoDeck(obj, ENCOUNTER_DISCARD_POSITION, {x = 0, y = -90, z = 0})
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end
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-- put chaos tokens back into bag (e.g. Unrelenting)
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elseif tokenChecker.isChaosToken(obj) then
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local chaosBag = chaosBagApi.findChaosBag()
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chaosBag.putObject(obj)
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-- don't touch the table or this playmat itself
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elseif obj.guid ~= "4ee1f2" and obj ~= self then
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ownedObjects.Trash.putObject(obj)
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-- handles discarding for a list of objects
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---@param objList Table List of objects to discard
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function discardListOfObjects(objList)
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for _, obj in ipairs(objList) do
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if isCardOrDeck(obj) then
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if obj.hasTag("PlayerCard") then
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placeOrMergeIntoDeck(obj, returnGlobalDiscardPosition(), self.getRotation())
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else
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placeOrMergeIntoDeck(obj, ENCOUNTER_DISCARD_POSITION, {x = 0, y = -90, z = 0})
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end
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-- put chaos tokens back into bag (e.g. Unrelenting)
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elseif tokenChecker.isChaosToken(obj) then
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local chaosBag = chaosBagApi.findChaosBag()
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chaosBag.putObject(obj)
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-- don't touch locked objects (like the table etc.)
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elseif not obj.getLock() then
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ownedObjects.Trash.putObject(obj)
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end
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end
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end
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@ -282,7 +279,7 @@ function placeOrMergeIntoDeck(obj, pos, rot)
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function()
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obj.use_hands = true
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-- this avoids a TTS bug that merges unrelated cards that are not resting
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if #searchResult == 1 then
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if #searchResult == 1 and searchResult[1] ~= obj then
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-- call this with avoiding errors (physics is sometimes too fast so the object doesn't exist for the put)
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pcall(function() searchResult[1].putObject(obj) end)
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end
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@ -294,9 +291,13 @@ end
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function makeDiscardButton(xValue, number)
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local position = { xValue, 0.1, -0.94}
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local searchPosition = {-position[1], position[2], position[3] + 0.32}
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local handler = makeDiscardHandlerFor(searchPosition)
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local handlerName = 'handler' .. number
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self.setVar(handlerName, handler)
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self.setVar(handlerName, function()
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local cardSizeSearch = {2, 1, 3.2}
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local globalSearchPosition = self.positionToWorld(searchPosition)
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local searchResult = searchArea(globalSearchPosition, cardSizeSearch)
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return discardListOfObjects(searchResult)
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end)
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self.createButton({
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label = "Discard",
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click_function = handlerName,
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@ -97,6 +97,15 @@ do
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end
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end
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-- Handles discarding for the requested playmat for the provided list of objects
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---@param matColor String Color of the playmat - White, Orange, Green or Red (does not support "All")
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---@param objList Table List of objects to discard
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PlaymatApi.discardListOfObjects = function(matColor, objList)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("discardListOfObjects", objList)
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end
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end
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-- Returns the active investigator id
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---@param matColor String Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.returnInvestigatorId = function(matColor)
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