Add method to enable or disable card type snap point tagging on a playmat

This uses the new object API concept to provide a layer of indirection between
an object and others which might call() to methods on it.  Example usage:

local playmatApi = require("playermat/PlaymatApi")
playmatApi.setLimitSnapsByType(tag, "All")
This commit is contained in:
Buhallin 2022-12-04 01:21:53 -08:00 committed by Chr1Z93
parent ce8e6815a5
commit 43315aefcc
2 changed files with 120 additions and 1 deletions

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@ -1,5 +1,5 @@
-- set true to enable debug logging and show Physics.cast()
local DEBUG = false
local DEBUG = true
-- we use this to turn off collision handling until onLoad() is complete
local COLLISION_ENABLED = false
@ -16,6 +16,27 @@ local DISCARD_BUTTON_OFFSETS = {
{0.91, 0.1, -0.945}
}
local MAIN_PLAY_AREA = {
upperLeft = {
x = 1.98,
z = 0.736,
},
lowerRight = {
x = -0.79,
z = -0.39,
}
}
local INVESTIGATOR_AREA = {
upperLeft = {
x = -1.084,
z = 0.06517
},
lowerRight = {
x = -1.258,
z = -0.0805,
}
}
local PLAY_ZONE_ROTATION = self.getRotation()
local TRASHCAN
@ -627,6 +648,56 @@ function spawnToken(position, tokenType)
Global.call('spawnToken', {position, tokenType, PLAY_ZONE_ROTATION})
end
-- Sets this playermat's snap points to limit snapping to matching card types or not. If matchTypes
-- is true, the main card slot snap points will only snap assets, while the investigator area point
-- will only snap Investigators. If matchTypes is false, snap points will be reset to snap all
-- cards.
-- @param matchTypes Boolean. Whether snap points should only snap for the matching card types.
function setLimitSnapsByType(params)
local matchTypes = params.matchTypes
if matchTypes then
log("Set true")
else
log("Set false")
end
local snaps = self.getSnapPoints()
for i, snap in ipairs(snaps) do
local snapPos = snap.position
if inArea(snapPos, MAIN_PLAY_AREA) then
local snapTags = snaps[i].tags
if matchTypes then
if snapTags == nil then
snaps[i].tags = { "Asset" }
else
table.insert(snaps[i].tags, "Asset")
end
else
snaps[i].tags = nil
end
end
if inArea(snapPos, INVESTIGATOR_AREA) then
local snapTags = snaps[i].tags
if matchTypes then
if snapTags == nil then
snaps[i].tags = { "Investigator" }
else
table.insert(snaps[i].tags, "Investigator")
end
else
snaps[i].tags = nil
end
end
end
self.setSnapPoints(snaps)
end
function inArea(point, bounds)
return (point.x < bounds.upperLeft.x
and point.x > bounds.lowerRight.x
and point.z < bounds.upperLeft.z
and point.z > bounds.lowerRight.z)
end
-- called by custom data helpers to add player card data
---@param args table Contains only one entry, the GUID of the custom data helper
function updatePlayerCards(args)

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@ -0,0 +1,48 @@
do
local PlaymatApi = { }
local internal = { }
local WHITE_MAT_GUID = "8b081b"
local ORANGE_MAT_GUID = "bd0ff4"
local GREEN_MAT_GUID = "383d8b"
local RED_MAT_GUID = "0840d5"
-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
-- matchTypes is true, the main card slot snap points will only snap assets, while the
-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
-- be reset to snap all cards.
-- @param matchTypes Boolean. Whether snap points should only snap for the matching card types.
-- @param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("setLimitSnapsByType", { matchTypes = matchCardTypes })
end
end
-- Convenience function to look up a mat's object by color, or get all mats.
-- @param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will return all four mats.
-- @return Array of playermat objects. If a single mat is requested, will return a single-element
-- array to simplify processing by consumers.
internal.getMatForColor = function(matColor)
if matColor == "White" then
return { getObjectFromGUID(WHITE_MAT_GUID) }
elseif matColor == "Orange" then
return { getObjectFromGUID(ORANGE_MAT_GUID) }
elseif matColor == "Green" then
return { getObjectFromGUID(GREEN_MAT_GUID) }
elseif matColor == "Red" then
return { getObjectFromGUID(RED_MAT_GUID) }
elseif matColor == "All" then
return {
getObjectFromGUID(WHITE_MAT_GUID),
getObjectFromGUID(ORANGE_MAT_GUID),
getObjectFromGUID(GREEN_MAT_GUID),
getObjectFromGUID(RED_MAT_GUID),
}
end
end
return PlaymatApi
end