Added "Ready Cards" button to Play Area
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@ -959,6 +959,13 @@
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"ImageURL": "https://steamusercontent-a.akamaihd.net/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/",
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"WidthScale": 0
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},
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"CustomUIAssets": [
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{
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"Name": "font_teutonic-arkham",
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"Type": 1,
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"URL": "https://steamusercontent-a.akamaihd.net/ugc/2027213118467703445/89328E273B4C5180BF491516CE998DE3C604E162/"
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}
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],
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"Description": "",
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"DragSelectable": true,
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"GMNotes": "",
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@ -995,5 +1002,5 @@
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"scaleZ": 10
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},
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"Value": 0,
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"XmlUI": ""
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"XmlUI": "\u003cInclude src=\"PlayArea.xml\"/\u003e"
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}
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@ -61,7 +61,7 @@ function updateVal(number)
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if number then
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broadcastDoom(val)
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else
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broadcastToAll("0 doom on the agenda", "White")
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broadcastToAll("0 doom on the agenda")
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end
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end
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@ -72,9 +72,9 @@ function broadcastDoom(val)
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local doomThreshold = getDoomThreshold()
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if doomThreshold then
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broadcastToAll(val .. " doom on the agenda (" .. doomInPlay .. "/" .. doomThreshold .. " in play)", "White")
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broadcastToAll(val .. " doom on the agenda (" .. doomInPlay .. "/" .. doomThreshold .. " in play)")
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else
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broadcastToAll(val .. " doom on the agenda (" .. doomInPlay .. " in play)", "White")
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broadcastToAll(val .. " doom on the agenda (" .. doomInPlay .. " in play)")
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end
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end
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@ -54,6 +54,9 @@ function triggerUpkeepMultihanded(playerColor)
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playermatApi.doUpkeepFromHotkey(matColor, playerColor)
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end
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end
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-- also trigger the PlayArea's "Ready Cards" function
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playAreaApi.readyCards()
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end
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-- adds 1 doom to the agenda
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@ -21,7 +21,8 @@ local CONNECTION_LINE_Y = 1.529
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-- used for recreating the link to a custom data helper after image change
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customDataHelper = nil
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local DEFAULT_URL = "https://steamusercontent-a.akamaihd.net/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
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local DEFAULT_URL =
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"https://steamusercontent-a.akamaihd.net/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
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local SHIFT_OFFSETS = {
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left = { x = 0.00, y = 0, z = 7.67 },
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@ -426,7 +427,8 @@ function addOneWayVector(origin, target, vectorOwner, lines)
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-- Calculate distance to be closer for horizontal positions than vertical, since cards are taller than wide
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local heading = Vector(originPos):sub(targetPos):heading("y")
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local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
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local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 +
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DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
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-- Calculate the three possible arrow positions. These are offset by half the arrow length to
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-- make them visually balanced by keeping the arrows centered, not tracking the point
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@ -449,8 +451,10 @@ end
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines table List of vector line elements. Mutable, will be updated to add this arrow
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function addArrowLines(arrowheadPos, originPos, vectorOwner, lines)
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local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
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local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
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local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y",
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-1 * ARROW_ANGLE):add(arrowheadPos)
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local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y",
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ARROW_ANGLE):add(arrowheadPos)
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local head = vectorOwner.positionToLocal(arrowheadPos)
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local arm1 = vectorOwner.positionToLocal(arrowArm1)
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@ -512,6 +516,55 @@ function highlightMissingData(state)
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end
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end
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-- Readies all cards in the main playarea (both player cards, treacheries and enemies)
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function readyCards(player, clickType)
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local playerColor = player.color
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-- when right-clicked
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if clickType == "-2" then
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printToColor("This will ready (rotate 90° closer to 0°) all cards in the main play area." ..
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" Make sure to handle enemy engagement manually. To exclude a card from this (e.g. Handcuffs)," ..
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" right-click it, select 'Tags' and add the tag 'DoNotReady' to it.", playerColor)
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return
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end
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local zone = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaZone")
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if not zone then
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broadcastToColor("Scripting zone couldn't be found.", playerColor, "Red")
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return
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end
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broadcastToAll("Readied cards in Play Area")
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local rot = self.getRotation()
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for _, obj in ipairs(zone.getObjects()) do
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if obj.type == "Card" and obj.locked == false and not (obj.getVar("do_not_ready") or obj.hasTag("DoNotReady")) then
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local cardRotation = obj.getRotation()
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local roundedRotY = round(cardRotation.y, 0)
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local yRotDiff = roundedRotY - rot.y
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if yRotDiff < 0 then
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yRotDiff = yRotDiff + 360
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end
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-- rotate cards to the next multiple of 90° towards 0°
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local cardRotY = rot.y
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if yRotDiff > 90 and yRotDiff <= 180 then
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cardRotY = rot.y + 90
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elseif yRotDiff > 180 and yRotDiff < 270 then
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cardRotY = rot.y + 270
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end
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-- highlighting for readied cards
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if cardRotY == rot.y and roundedRotY ~= rot.y then
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obj.highlightOn({ r = 0.8, g = 1, b = 0.05 }, 2)
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end
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obj.setRotation(cardRotation:setAt("y", cardRotY))
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end
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end
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end
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---------------------------------------------------------
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-- functions for outside calls
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---------------------------------------------------------
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@ -105,7 +105,12 @@ do
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-- Updates the surface of the play area
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PlayAreaApi.updateSurface = function(url)
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return getPlayArea().call("updateSurface", url)
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getPlayArea().call("updateSurface", url)
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end
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-- Readies cards in the PlayArea
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PlayAreaApi.readyCards = function()
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getPlayArea().call("readyCards")
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end
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-- Returns a deep copy of the currently tracked locations
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@ -350,23 +350,22 @@ function doUpkeep(_, clickedByColor, isRightClick)
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elseif obj.type == "Card" and not inArea(self.positionToLocal(obj.getPosition()), INVESTIGATOR_AREA) then
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local cardMetadata = JSON.decode(obj.getGMNotes()) or {}
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if not (obj.getVar("do_not_ready") or obj.hasTag("DoNotReady")) then
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local cardRotation = round(obj.getRotation().y, 0) - rot.y
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local yRotDiff = 0
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local cardRotation = obj.getRotation()
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local yRotDiff = round(cardRotation.y, 0) - rot.y
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if cardRotation < 0 then
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cardRotation = cardRotation + 360
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if yRotDiff < 0 then
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yRotDiff = yRotDiff + 360
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end
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-- rotate cards to the next multiple of 90° towards 0°
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if cardRotation > 90 and cardRotation <= 180 then
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yRotDiff = 90
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elseif cardRotation < 270 and cardRotation > 180 then
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yRotDiff = 270
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local cardRotY = rot.y
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if yRotDiff > 90 and yRotDiff <= 180 then
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cardRotY = rot.y + 90
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elseif yRotDiff > 180 and yRotDiff < 270 then
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cardRotY = rot.y + 270
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end
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-- set correct rotation for face-down cards
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rot.z = obj.is_face_down and 180 or 0
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obj.setRotation({ rot.x, rot.y + yRotDiff, rot.z })
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obj.setRotation(cardRotation:setAt("y", cardRotY))
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end
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-- detect Forced Learning to handle card drawing accordingly
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@ -1,4 +1,4 @@
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<Panel position="160 70 -13"
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<Panel position="160 70 -11"
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rotation="0 0 180"
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height="74"
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width="315">
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@ -7,5 +7,6 @@
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textColors="#ffffff|#88e3cf|#4f8478"
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font="font_teutonic-arkham"
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fontSize="62"
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textAlignment="MiddleCenter"
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onClick="reshuffleEncounterDeck">Reshuffle ➡</Button>
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</Panel>
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25
xml/PlayArea.xml
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25
xml/PlayArea.xml
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@ -0,0 +1,25 @@
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<Panel position="169 182 -11"
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rotation="0 0 180"
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height="280"
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width="660">
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<Button scale="0.045 0.045 1"
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color="#ffffff05"
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textColors="#ffffff|#88e3cf|#4f8478"
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font="font_teutonic-arkham"
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fontSize="125"
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textAlignment="MiddleCenter"
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onClick="readyCards">Ready Cards in Play Area ↺</Button>
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</Panel>
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<Panel position="-169 182 -11"
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rotation="0 0 180"
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height="280"
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width="660">
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<Button scale="0.045 0.045 1"
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color="#ffffff05"
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textColors="#ffffff|#88e3cf|#4f8478"
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font="font_teutonic-arkham"
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fontSize="125"
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textAlignment="MiddleCenter"
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onClick="readyCards">Ready Cards in Play Area ↺</Button>
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</Panel>
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