Create SpawnBag to replace card memory bags
This adds a new SpawnBag capability which will replace the various small memory bags around the table. Initial implementation is for the Bonded container, which is no longer a bag.
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bbbc7428c5
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2eba59d971
@ -5,31 +5,11 @@
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"z": 0
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},
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"Autoraise": true,
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"Bag": {
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"Order": 0
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},
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"ColorDiffuse": {
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"b": 1,
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"g": 1,
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"r": 1
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},
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"ContainedObjects_order": [
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"GuardianoftheCrystallizer.100e24",
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"Augur.143e38",
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"Bloodlust.14c7e0",
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"WishEater.20570c",
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"PendantoftheQueen.29f699",
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"TheStarsAreRight.406a2b",
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"UnboundBeast.4a8eef",
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"Blood-Rite.4cc413",
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"Hope.4da36d",
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"Zeal.506382",
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"EssenceoftheDream.6ad46b",
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"SoothingMelody.6ced1f",
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"DreamParasite.cb91bd",
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"Dream-Gate.fa4c1e"
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],
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"ContainedObjects_path": "Bonded.c5261f",
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"CustomMesh": {
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"CastShadows": true,
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"ColliderURL": "",
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@ -48,7 +28,7 @@
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"MaterialIndex": 3,
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"MeshURL": "https://pastebin.com/raw/ALrYhQGb",
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"NormalURL": "",
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"TypeIndex": 6
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"TypeIndex": 0
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},
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"Description": "",
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"DragSelectable": true,
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@ -61,12 +41,10 @@
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"IgnoreFoW": false,
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"LayoutGroupSortIndex": 0,
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"Locked": true,
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"LuaScriptState_path": "Bonded.c5261f.luascriptstate",
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"LuaScript_path": "Bonded.c5261f.ttslua",
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"MaterialIndex": -1,
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"LuaScript": "require(\"playercards/spawnbag/BondedBag\")",
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"LuaScriptState": "{\"spawnBagState\":{\"placed\":[],\"placedObjects\":[]}}",
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"MeasureMovement": false,
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"MeshIndex": -1,
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"Name": "Custom_Model_Bag",
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"Name": "Custom_Model",
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"Nickname": "Bonded",
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"Snap": true,
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"Sticky": true,
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@ -1,3 +1,9 @@
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-- Amount to shift for the next card (zShift) or next row of cards (xShift)
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-- Note that the table rotation is weird, and the X axis is vertical while the
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-- Z axis is horizontal
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local zShift = -2.29998
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Spawner = { }
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-- Spawns a list of cards at the given position/rotation. This will separate cards by size -
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@ -39,6 +45,18 @@ Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
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Spawner.spawn(miniCards, position, rot, callback)
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end
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Spawner.spawnCardSpread = function(cardList, startPos, rot, sort, callback)
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if (sort) then
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table.sort(cardList, Spawner.cardComparator)
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end
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local position = { x = startPos.x, y = startPos.y, z = startPos.z }
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for _, card in ipairs(cardList) do
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Spawner.spawn({ card }, position, rot, callback)
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position.z = position.z + zShift
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end
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end
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-- Spawn a specific list of cards. This method is for internal use and should not be called
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-- directly, use spawnCards instead.
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-- @param cardList: A list of Player Card data structures (data/metadata)
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63
src/playercards/spawnbag/BondedBag.ttslua
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63
src/playercards/spawnbag/BondedBag.ttslua
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@ -0,0 +1,63 @@
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require("playercards/spawnbag/SpawnBag")
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SPAWN_SPEC = {
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name = "BondedCards",
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cards = {
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"05314", -- Soothing Melody
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"06277", -- Wish Eater
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"06019", -- Bloodlust
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"06022", -- Pendant of the Queen
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"05317", -- Blood-rite
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"06113", -- Essence of the Dream
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"06028", -- Stars Are Right
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"06025", -- Guardian of the Crystallizer
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"06283", -- Unbound Beast
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"06032", -- Zeal
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"06031", -- Hope
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"06033", -- Augur
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"06331", -- Dream Parasite
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"06015a", -- Dream-Gate
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},
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globalPos = { x = -33.88, y = 1.5, z = 85.61 },
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rotation = { x = 0, y = 270, z = 0 },
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spread = true,
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}
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function onLoad(savedData)
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if (savedData ~= nil) then
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local saveState = JSON.decode(savedData)
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if (saveState.spawnBagState ~= nil) then
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SpawnBag.loadFromSave(saveState.spawnBagState)
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end
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end
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createActionButtons()
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end
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function onSave()
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local saveState = {
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spawnBagState = SpawnBag.getStateForSave(),
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}
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return JSON.encode(saveState)
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end
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function createActionButtons()
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self.createButton({
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label="Place", click_function="buttonClick_place", function_owner=self,
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position={1,0.1,2.1}, rotation={0,0,0}, height=350, width=800,
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font_size=250, color={0,0,0}, font_color={1,1,1}
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})
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self.createButton({
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label="Recall", click_function="buttonClick_recall", function_owner=self,
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position={-1,0.1,2.1}, rotation={0,0,0}, height=350, width=800,
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font_size=250, color={0,0,0}, font_color={1,1,1}
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})
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end
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function buttonClick_place()
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SpawnBag.spawn(SPAWN_SPEC)
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end
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--Recalls objects to bag from table
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function buttonClick_recall()
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SpawnBag.recall()
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end
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202
src/playercards/spawnbag/SpawnBag.ttslua
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202
src/playercards/spawnbag/SpawnBag.ttslua
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@ -0,0 +1,202 @@
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require("playercards/PlayerCardSpawner")
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-- Allows spawning of defined lists of cards which will be created from the template in the All
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-- Player Cards bag. SpawnBag.spawn will create objects based on a table definition, while
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-- SpawnBag.recall will clean them all up. Recall will be limited to a small area around the
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-- spawned objects. Objects moved out of this area will not be cleaned up.
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--
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-- SpawnSpec: Spawning requires a spawn specification with the following structure:
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-- {
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-- name: Name of this spawn content, used for internal tracking. Multiple specs can be spawned,
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-- but each requires a separate name
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-- cards: A list of card IDs to be spawned
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-- globalPos: Where the spawned objects should be placed, in global coordinates. This should be
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-- a valid Vector with x, y, and z defined, e.g. { x = 5, y = 1, z = 15 }
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-- rotation: Rotation for the spawned objects. X=180 should be used for face down items. As with
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-- globalPos, this should be a valid Vector with x, y, and z defined
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-- spread: Optional. If present and true, cards will be spawned next to each other in a spread
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-- moving to the right. globalPos will define the location of the first card, each after that
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-- will be moved a predefined distance
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-- }
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-- See BondedBag.ttslua for an example
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SpawnBag = { }
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-- To assist debugging, will draw a box around the recall zone when it's set up
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local SHOW_RECALL_ZONE = false
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local ALL_CARDS_GUID = "15bb07"
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-- Distance to expand the recall zone around any added object.
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local RECALL_BUFFER_X = 0.9
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local RECALL_BUFFER_Z = 0.5
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-- In order to mimic the behavior of the previous memory buttons we use a temporary bag when
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-- recalling objects. This bag is tiny and transparent, and will be placed at the same location as
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-- this object. Once all placed cards are recalled bag to this bag, it will be destroyed
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local RECALL_BAG = {
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Name = "Bag",
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Transform = {
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scaleX = 0.01,
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scaleY = 0.01,
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scaleZ = 0.01,
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},
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ColorDiffuse = {
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r = 0,
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g = 0,
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b = 0,
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a = 0,
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},
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Locked = true,
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Grid = true,
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Snap = false,
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Tooltip = false,
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}
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-- Tracks what has been placed by this "bag" so they can be recalled
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local placedSpecs = { }
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local placedObjectGuids = { }
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local recallZone = nil
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-- Loads a table of saved state, extracted during the parent object's onLoad
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SpawnBag.loadFromSave = function(saveTable)
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placedSpecs = saveTable.placed
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placedObjectGuids = saveTable.placedObjects
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recallZone = saveTable.recall
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end
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-- Generates a table of save state that can be included in the parent object's onSave
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SpawnBag.getStateForSave = function()
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local saveState = {
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placed = placedSpecs,
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placedObjects = placedObjectGuids,
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recall = recallZone,
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}
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return saveState
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end
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-- Places the given spawnSpec on the table. See SpawnBag.ttslua header for spawnSpec table data and
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-- examples
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SpawnBag.spawn = function(spawnSpec)
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-- Limit to one placement at a time
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if (placedSpecs[spawnSpec.name]) then
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return
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end
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if (spawnSpec == nil) then
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-- TODO: error here
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return
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end
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local cardsToSpawn = { }
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local allCardsBag = getObjectFromGUID(ALL_CARDS_GUID)
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for _, cardId in ipairs(spawnSpec.cards) do
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local cardData = allCardsBag.call("getCardById", { id = cardId })
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if (cardData ~= nil) then
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table.insert(cardsToSpawn, cardData)
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else
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-- TODO: error here
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end
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end
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if (spawnSpec.spread) then
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Spawner.spawnCardSpread(cardsToSpawn, spawnSpec.globalPos, spawnSpec.rotation, false, recordPlacedObject)
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else
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Spawner.spawnCards(cardsToSpawn, spawnSpec.globalPos, spawnSpec.rotation, false, recordPlacedObject)
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end
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placedSpecs[spawnSpec.name] = true
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end
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-- Recalls all spawned objects to the bag, and clears the placedObjectGuids list
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SpawnBag.recall = function()
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local trash = spawnObjectData({data = RECALL_BAG, position = self.getPosition()})
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for guid, _ in pairs(placedObjectGuids) do
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local obj = getObjectFromGUID(guid)
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if (obj ~= nil) then
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if (isInRecallZone(obj)) then
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trash.putObject(obj)
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end
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placedObjectGuids[guid] = nil
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end
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end
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trash.destruct()
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-- We've recalled everything we can, some cards may have been moved out of the
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-- card area. Just reset at this point.
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placedSpecs = { }
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placedObjectGuids = { }
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recallZone = nil
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end
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-- Callback for when an object has been spawned. Tracks the object for later recall and updates the
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-- recall zone.
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function recordPlacedObject(spawned)
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placedObjectGuids[spawned.getGUID()] = true
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expandRecallZone(spawned)
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end
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-- Expands the current recall zone based on the position of the given object. The recall zone will
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-- be maintained as the bounding box of the extreme object positions, plus a small amount of buffer
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function expandRecallZone(spawnedCard)
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local pos = spawnedCard.getPosition()
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if (recallZone == nil) then
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-- First card out of the bag, initialize surrounding that
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recallZone = { }
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recallZone.upperLeft = { x = pos.x + RECALL_BUFFER_X, z = pos.z + RECALL_BUFFER_Z }
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recallZone.lowerRight = { x = pos.x - RECALL_BUFFER_X, z = pos.z - RECALL_BUFFER_Z }
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return
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else
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if (pos.x > recallZone.upperLeft.x) then
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recallZone.upperLeft.x = pos.x + RECALL_BUFFER_X
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end
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if (pos.x < recallZone.lowerRight.x) then
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recallZone.upperLeft.x = pos.x - RECALL_BUFFER_X
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end
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if (pos.z > recallZone.upperLeft.z) then
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recallZone.upperLeft.z = pos.z + RECALL_BUFFER_Z
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end
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if (pos.z < recallZone.lowerRight.z) then
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recallZone.lowerRight.z = pos.z - RECALL_BUFFER_Z
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end
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end
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if (SHOW_RECALL_ZONE) then
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local y = 1.5
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local thick = 0.05
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Global.setVectorLines({
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{
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points = { {recallZone.upperLeft.x,y,recallZone.upperLeft.z}, {recallZone.upperLeft.x,y,recallZone.lowerRight.z} },
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color = {1,0,0},
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thickness = thick,
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rotation = {0,0,0},
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},
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{
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points = { {recallZone.upperLeft.x,y,recallZone.lowerRight.z}, {recallZone.lowerRight.x,y,recallZone.lowerRight.z} },
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color = {1,0,0},
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thickness = thick,
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rotation = {0,0,0},
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},
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{
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points = { {recallZone.lowerRight.x,y,recallZone.lowerRight.z}, {recallZone.lowerRight.x,y,recallZone.upperLeft.z} },
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color = {1,0,0},
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thickness = thick,
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rotation = {0,0,0},
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},
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{
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points = { {recallZone.lowerRight.x,y,recallZone.upperLeft.z}, {recallZone.upperLeft.x,y,recallZone.upperLeft.z} },
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color = {1,0,0},
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thickness = thick,
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rotation = {0,0,0},
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},
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})
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end
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end
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-- Checks to see if the given object is in the current recall zone. If there isn't a recall zone,
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-- will return true so that everything can be easily cleaned up.
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function isInRecallZone(obj)
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if (recallZone == nil) then
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return true
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end
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local pos = obj.getPosition()
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return (pos.x < recallZone.upperLeft.x and pos.x > recallZone.lowerRight.x
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and pos.z < recallZone.upperLeft.z and pos.z > recallZone.lowerRight.z)
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end
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