Merge pull request #777 from argonui/weakness-importing

Updated random basic weakness drawing for deck importer
This commit is contained in:
dscarpac 2024-08-01 15:42:13 -05:00 committed by GitHub
commit 439548f139
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GPG Key ID: B5690EEEBB952194
20 changed files with 237 additions and 138 deletions

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@ -138,7 +138,7 @@
"Playermat3Green.383d8b",
"Playermat4Red.0840d5",
"LeadInvestigator.acaa93",
"ArkhamDBDeckImporter.a28140",
"DeckImporter.a28140",
"Configuration.03804b",
"DrawingTool.280086",
"PlayAreaImageSwapper.b7b45b",

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@ -6,5 +6,6 @@
"traits": "Pact.",
"weakness": true,
"basicWeaknessCount": 1,
"modeRestriction": "Campaign",
"cycle": "The Forgotten Age"
}

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@ -5,5 +5,6 @@
"traits": "Curse.",
"weakness": true,
"basicWeaknessCount": 1,
"modeRestriction": "Campaign",
"cycle": "The Forgotten Age"
}

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@ -5,5 +5,6 @@
"traits": "Monster. Geist.",
"weakness": true,
"basicWeaknessCount": 1,
"classRestriction": "Mystic",
"cycle": "The Scarlet Keys"
}

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@ -5,5 +5,6 @@
"traits": "Monster. Shoggoth.",
"weakness": true,
"basicWeaknessCount": 1,
"classRestriction": "Guardian",
"cycle": "The Scarlet Keys"
}

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@ -5,5 +5,6 @@
"traits": "Pact.",
"weakness": true,
"basicWeaknessCount": 1,
"modeRestriction": "Campaign",
"cycle": "Return to the Forgotten Age"
}

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@ -6,5 +6,6 @@
"traits": "Pact.",
"weakness": true,
"basicWeaknessCount": 1,
"classRestriction": "Rogue",
"cycle": "The Scarlet Keys"
}

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@ -6,5 +6,6 @@
"traits": "Paradox.",
"weakness": true,
"basicWeaknessCount": 1,
"classRestriction": "Seeker",
"cycle": "The Scarlet Keys"
}

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@ -6,5 +6,6 @@
"traits": "Blunder.",
"weakness": true,
"basicWeaknessCount": 1,
"classRestriction": "Survivor",
"cycle": "The Scarlet Keys"
}

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@ -5,6 +5,7 @@
"traits": "Madness. Pact.",
"weakness": true,
"basicWeaknessCount": 1,
"modeRestriction": "Campaign",
"hidden": true,
"cycle": "Return to the Path to Carcosa"
}

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@ -5,6 +5,7 @@
"traits": "Madness. Pact.",
"weakness": true,
"basicWeaknessCount": 1,
"modeRestriction": "Campaign",
"hidden": true,
"cycle": "Return to the Path to Carcosa"
}

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@ -5,6 +5,7 @@
"traits": "Madness. Pact.",
"weakness": true,
"basicWeaknessCount": 1,
"modeRestriction": "Campaign",
"hidden": true,
"cycle": "Return to the Path to Carcosa"
}

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@ -1 +0,0 @@
{"greenDeck":"","investigators":true,"loadNewest":true,"orangeDeck":"","privateDeck":true,"redDeck":"","whiteDeck":""}

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@ -19,7 +19,7 @@
},
"ImageScalar": 1,
"ImageSecondaryURL": "",
"ImageURL": "https://i.imgur.com/wDp1Woo.jpg",
"ImageURL": "https://steamusercontent-a.akamaihd.net/ugc/2466368617691603054/ABA4AB3A811107629323CDA2765871EB36626242/",
"WidthScale": 0
},
"Description": "",
@ -34,10 +34,10 @@
"LayoutGroupSortIndex": 0,
"Locked": true,
"LuaScript": "require(\"arkhamdb/DeckImporter\")",
"LuaScriptState_path": "ArkhamDBDeckImporter.a28140.luascriptstate",
"LuaScriptState_path": "DeckImporter.a28140.luascriptstate",
"MeasureMovement": false,
"Name": "Custom_Tile",
"Nickname": "ArkhamDB Deck Importer",
"Nickname": "Deck Importer",
"Snap": false,
"Sticky": true,
"Tooltip": false,

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@ -0,0 +1,9 @@
{
"greenDeck": "",
"loadNewest": true,
"orangeDeck": "",
"privateDeck": true,
"redDeck": "",
"standalone": false,
"whiteDeck": ""
}

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@ -34,19 +34,19 @@ do
end)
end
-- Start the deck build process for the given player color and deck ID. This
-- Start the deck build process for the given player color and deck ID. This
-- will retrieve the deck from ArkhamDB, and pass to a callback for processing.
---@param playerColor string Color name of the player mat to place this deck on (e.g. "Red").
---@param deckId string ArkhamDB deck id to be loaded
---@param isPrivate boolean Whether this deck is published or private on ArkhamDB
---@param loadNewest boolean Whether the newest version of this deck should be loaded
---@param loadInvestigators boolean Whether investigator cards should be loaded as part of this deck
---@param standalone boolean Whether 'Campaign only' weaknesses should be exluded
---@param callback function Callback which will be sent the results of this load
--- Parameters to the callback will be:
--- slots table A map of card ID to count in the deck
--- investigatorCode String. ID of the investigator in this deck
--- investigatorCode String. ID of the investigator in this deck
--- customizations table The decoded table of customization upgrades in this deck
--- playerColor String. Color this deck is being loaded for
--- playerColor String. Color this deck is being loaded for
---@return boolean
---@return string
ArkhamDb.getDecklist = function(
@ -54,7 +54,7 @@ do
deckId,
isPrivate,
loadNewest,
loadInvestigators,
standalone,
callback)
-- Get a simple card to see if the bag indexes are complete. If not, abort
-- the deck load. The called method will handle player notification.
@ -90,11 +90,11 @@ do
return true, json
end)
deck:with(internal.onDeckResult, playerColor, loadNewest, loadInvestigators, callback)
deck:with(internal.onDeckResult, playerColor, loadNewest, standalone, callback)
end
-- Logs that a card could not be loaded in the mod by printing it to the console in the given
-- color of the player owning the deck. Attempts to look up the name on ArkhamDB for clarity,
-- color of the player owning the deck. Attempts to look up the name on ArkhamDB for clarity,
-- but prints the card ID if the name cannot be retrieved.
---@param cardId string ArkhamDB ID of the card that could not be found
---@param playerColor string Color of the player's deck that had the problem
@ -118,23 +118,23 @@ do
end)
end
-- Callback when the deck information is received from ArkhamDB. Parses the
-- Callback when the deck information is received from ArkhamDB. Parses the
-- response then applies standard transformations to the deck such as adding
-- random weaknesses and checking for taboos. Once the deck is processed,
-- random weaknesses and checking for taboos. Once the deck is processed,
-- passes to loadCards to actually spawn the defined deck.
---@param deck table ArkhamImportDeck
---@param playerColor string Color name of the player mat to place this deck on (e.g. "Red")
---@param loadNewest boolean Whether the newest version of this deck should be loaded
---@param loadInvestigators boolean Whether investigator cards should be loaded as part of this deck
---@param standalone boolean Whether 'Campaign only' weaknesses should be exluded
---@param callback function Callback which will be sent the results of this load.
--- Parameters to the callback will be:
--- slots table A map of card ID to count in the deck
--- investigatorCode String. ID of the investigator in this deck
--- bondedList A table of cardID keys to meaningless values. Card IDs in this list were
--- investigatorCode String. ID of the investigator in this deck
--- bondedList A table of cardID keys to meaningless values. Card IDs in this list were
--- added from a parent bonded card.
--- customizations table The decoded table of customization upgrades in this deck
--- playerColor String. Color this deck is being loaded for
internal.onDeckResult = function(deck, playerColor, loadNewest, loadInvestigators, callback)
--- playerColor String. Color this deck is being loaded for
internal.onDeckResult = function(deck, playerColor, loadNewest, standalone, callback)
-- Load the next deck in the upgrade path if the option is enabled
if (loadNewest and deck.next_deck ~= nil and deck.next_deck ~= "") then
buildDeck(playerColor, deck.next_deck)
@ -143,17 +143,20 @@ do
internal.maybePrint(table.concat({ "Found decklist: ", deck.name }), playerColor)
-- 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
-- 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
local slots = deck.slots
internal.maybeDrawRandomWeakness(slots, playerColor)
-- get class for investigator to handle specific weaknesses
local class
local card = allCardsBagApi.getCardById(deck.investigator_code)
if card and card.metadata then class = card.metadata.class end
local restrictions = { class = class, standalone = standalone }
internal.maybeDrawRandomWeakness(slots, playerColor, restrictions)
-- handles alternative investigators (parallel, promo or revised art)
local loadAltInvestigator = "normal"
if loadInvestigators then
loadAltInvestigator = internal.addInvestigatorCards(deck, slots)
end
local loadAltInvestigator = internal.addInvestigatorCards(deck, slots)
internal.maybeModifyDeckFromDescription(slots, deck.description_md, playerColor)
internal.maybeAddSummonedServitor(slots)
@ -179,22 +182,26 @@ do
--- of those cards which will be spawned
---@param playerColor string Color of the player this deck is being loaded for. Used for broadcast
--- if a weakness is added.
internal.maybeDrawRandomWeakness = function(slots, playerColor)
---@param restrictions table Additional restrictions:
--- class string Class to restrict weakness to
--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
--- traits? string Trait(s) to use as filter
internal.maybeDrawRandomWeakness = function(slots, playerColor, restrictions)
local randomWeaknessAmount = slots[RANDOM_WEAKNESS_ID] or 0
slots[RANDOM_WEAKNESS_ID] = nil
if randomWeaknessAmount > 0 then
for i = 1, randomWeaknessAmount do
local weaknessId = allCardsBagApi.getRandomWeaknessId()
local weaknessIds = allCardsBagApi.getRandomWeaknessIds(randomWeaknessAmount, restrictions)
for _, weaknessId in ipairs(weaknessIds) do
slots[weaknessId] = (slots[weaknessId] or 0) + 1
end
internal.maybePrint("Added " .. randomWeaknessAmount .. " random basic weakness(es) to deck", playerColor)
internal.maybePrint("Added " .. #weaknessIds .. " random basic weakness(es) to deck", playerColor)
end
end
-- Adds both the investigator (XXXXX) and minicard (XXXXX-m) slots with one copy each
---@param deck table The processed ArkhamDB deck response
---@param slots table The slot list for cards in this deck. Table key is the cardId, value is the
---@param slots table The slot list for cards in this deck. Table key is the cardId, value is the
--- number of those cards which will be spawned
---@return string: Contains the name of the art that should be loaded ("normal", "promo" or "revised")
internal.addInvestigatorCards = function(deck, slots)
@ -271,7 +278,7 @@ do
end
end
-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
-- the count based on the investigator count
---@param slots table The slot list for cards in this deck. Table key is the cardId, value is the number
-- of those cards which will be spawned

View File

@ -21,18 +21,18 @@ local UPGRADED_TOGGLE_LABELS = {}
UPGRADED_TOGGLE_LABELS[true] = "Upgraded"
UPGRADED_TOGGLE_LABELS[false] = "Specific"
local LOAD_INVESTIGATOR_TOGGLE_LABELS = {}
LOAD_INVESTIGATOR_TOGGLE_LABELS[true] = "Yes"
LOAD_INVESTIGATOR_TOGGLE_LABELS[false] = "No"
local STANDALONE_TOGGLE_LABELS = {}
STANDALONE_TOGGLE_LABELS[true] = "Yes"
STANDALONE_TOGGLE_LABELS[false] = "No"
local redDeckId = ""
local orangeDeckId = ""
local whiteDeckId = ""
local greenDeckId = ""
redDeckId = ""
orangeDeckId = ""
whiteDeckId = ""
greenDeckId = ""
local privateDeck = true
local loadNewestDeck = true
local loadInvestigators = false
local standalone = false
function onLoad(script_state)
initializeUi(JSON.decode(script_state))
@ -53,7 +53,7 @@ function getUiState()
greenDeck = greenDeckId,
privateDeck = privateDeck,
loadNewest = loadNewestDeck,
investigators = loadInvestigators
standalone = standalone
}
end
@ -74,7 +74,7 @@ function initializeUi(savedUiState)
greenDeckId = savedUiState.greenDeck
privateDeck = savedUiState.privateDeck
loadNewestDeck = savedUiState.loadNewest
loadInvestigators = savedUiState.investigators
standalone = savedUiState.standalone
end
makeOptionToggles()
@ -84,72 +84,74 @@ end
function makeOptionToggles()
-- common parameters
local checkboxParameters = {}
checkboxParameters.function_owner = self
checkboxParameters.width = INPUT_FIELD_WIDTH
checkboxParameters.height = INPUT_FIELD_HEIGHT
checkboxParameters.scale = { 0.1, 0.1, 0.1 }
checkboxParameters.font_size = 240
checkboxParameters.hover_color = { 0.4, 0.6, 0.8 }
checkboxParameters.color = FIELD_COLOR
local cParams = {}
cParams.function_owner = self
cParams.width = 1750
cParams.height = INPUT_FIELD_HEIGHT
cParams.position = Vector( 0.22, 0.1, -0.102)
cParams.scale = { 0.1, 0.1, 0.1 }
cParams.font_size = 240
cParams.hover_color = { 0.4, 0.6, 0.8 }
cParams.color = FIELD_COLOR
-- public / private deck
checkboxParameters.click_function = "publicPrivateChanged"
checkboxParameters.position = { 0.25, 0.1, -0.102 }
checkboxParameters.tooltip = "Published or private deck?\n\nPLEASE USE A PRIVATE DECK IF JUST FOR TTS TO AVOID FLOODING ARKHAMDB PUBLISHED DECK LISTS!"
checkboxParameters.label = PRIVATE_TOGGLE_LABELS[privateDeck]
self.createButton(checkboxParameters)
cParams.click_function = "publishedPrivateChanged"
cParams.tooltip = "Published or private deck?\n\nPLEASE USE A PRIVATE DECK IF JUST FOR TTS TO AVOID FLOODING ARKHAMDB PUBLISHED DECK LISTS!\n\nMake sure to enable deck sharing in your account settings.\n\nKeep this on 'Private' for arkham.build."
cParams.label = PRIVATE_TOGGLE_LABELS[privateDeck]
self.createButton(cParams)
-- load upgraded?
checkboxParameters.click_function = "loadUpgradedChanged"
checkboxParameters.position = { 0.25, 0.1, -0.01 }
checkboxParameters.tooltip = "Load newest upgrade or exact deck?"
checkboxParameters.label = UPGRADED_TOGGLE_LABELS[loadNewestDeck]
self.createButton(checkboxParameters)
cParams.click_function = "loadUpgradedChanged"
cParams.position.z = -0.01
cParams.tooltip = "Load newest upgrade or exact deck?"
cParams.label = UPGRADED_TOGGLE_LABELS[loadNewestDeck]
self.createButton(cParams)
-- load investigators?
checkboxParameters.click_function = "loadInvestigatorsChanged"
checkboxParameters.position = { 0.25, 0.1, 0.081 }
checkboxParameters.tooltip = "Spawn investigator cards?"
checkboxParameters.label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators]
self.createButton(checkboxParameters)
-- standalone mode?
cParams.click_function = "standaloneChanged"
cParams.position.z = 0.081
cParams.tooltip = "Are you playing standalone mode? Enabling this will make all 'Campaign Only' weaknesses ineligible when determining the random basic weakness(es)."
cParams.label = STANDALONE_TOGGLE_LABELS[standalone]
self.createButton(cParams)
end
-- Create the four deck ID entry fields
function makeDeckIdFields()
local inputParameters = {}
-- Parameters common to all entry fields
inputParameters.function_owner = self
inputParameters.scale = { 0.1, 0.1, 0.1 }
inputParameters.width = INPUT_FIELD_WIDTH
inputParameters.height = INPUT_FIELD_HEIGHT
inputParameters.font_size = 320
inputParameters.tooltip = "Deck ID from ArkhamDB URL of the deck\nPublic URL: 'https://arkhamdb.com/decklist/view/101/knowledge-overwhelming-solo-deck-1.0' = '101'\nPrivate URL: 'https://arkhamdb.com/deck/view/102' = '102'\n\nAlso supports the deck ID from shared decks from arkham.build!"
inputParameters.alignment = 3 -- Center
inputParameters.color = FIELD_COLOR
inputParameters.font_color = { 0, 0, 0 }
inputParameters.validation = 4 -- alphanumeric (to support arkham.build IDs)
local iParams = {}
iParams.function_owner = self
iParams.scale = { 0.1, 0.1, 0.1 }
iParams.width = INPUT_FIELD_WIDTH
iParams.height = INPUT_FIELD_HEIGHT
iParams.font_size = 320
iParams.tooltip = "Deck ID from ArkhamDB URL of the deck\nPublished URL: 'https://arkhamdb.com/decklist/view/101/knowledge-overwhelming-solo-deck-1.0' = '101'\nPrivate URL: 'https://arkhamdb.com/deck/view/102' = '102'\n\nAlso supports the deck ID from shared decks from arkham.build!"
iParams.alignment = 3 -- Center
iParams.color = FIELD_COLOR
iParams.font_color = { 0, 0, 0 }
iParams.validation = 4 -- alphanumeric (to support arkham.build IDs)
-- Green
inputParameters.input_function = "greenDeckChanged"
inputParameters.position = { -0.166, 0.1, 0.385 }
inputParameters.value = greenDeckId
self.createInput(inputParameters)
iParams.input_function = "greenDeckChanged"
iParams.position = { -0.16, 0.1, 0.385 }
iParams.value = greenDeckId
self.createInput(iParams)
-- Red
inputParameters.input_function = "redDeckChanged"
inputParameters.position = { 0.171, 0.1, 0.385 }
inputParameters.value = redDeckId
self.createInput(inputParameters)
iParams.input_function = "redDeckChanged"
iParams.position = { 0.165, 0.1, 0.385 }
iParams.value = redDeckId
self.createInput(iParams)
-- White
inputParameters.input_function = "whiteDeckChanged"
inputParameters.position = { -0.166, 0.1, 0.474 }
inputParameters.value = whiteDeckId
self.createInput(inputParameters)
iParams.input_function = "whiteDeckChanged"
iParams.position = { -0.16, 0.1, 0.474 }
iParams.value = whiteDeckId
self.createInput(iParams)
-- Orange
inputParameters.input_function = "orangeDeckChanged"
inputParameters.position = { 0.171, 0.1, 0.474 }
inputParameters.value = orangeDeckId
self.createInput(inputParameters)
iParams.input_function = "orangeDeckChanged"
iParams.position = { 0.165, 0.1, 0.474 }
iParams.value = orangeDeckId
self.createInput(iParams)
end
-- Create the Build All button. This is a transparent button which covers the Build All portion of the background graphic
@ -172,7 +174,7 @@ function whiteDeckChanged(_, _, inputValue) whiteDeckId = inputValue end
function greenDeckChanged(_, _, inputValue) greenDeckId = inputValue end
-- Event handlers for toggle buttons
function publicPrivateChanged()
function publishedPrivateChanged()
privateDeck = not privateDeck
self.editButton({ index = 0, label = PRIVATE_TOGGLE_LABELS[privateDeck] })
end
@ -182,25 +184,37 @@ function loadUpgradedChanged()
self.editButton({ index = 1, label = UPGRADED_TOGGLE_LABELS[loadNewestDeck] })
end
function loadInvestigatorsChanged()
loadInvestigators = not loadInvestigators
self.editButton({ index = 2, label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators] })
function standaloneChanged()
standalone = not standalone
self.editButton({ index = 2, label = STANDALONE_TOGGLE_LABELS[standalone] })
end
-- start the deck importing process
function loadDecks()
co = coroutine.create(loadDecksCoroutine)
resumeLoadDecks()
end
-- perform the deck importing (with a pause after each deck load)
-- this pause will for example allow weaknesses to be spawned so that the RBW drawing can detect them
function loadDecksCoroutine()
if not allCardsBagApi.isIndexReady() then return end
matsWithInvestigator = playermatApi.getUsedMatColors()
if redDeckId ~= nil and redDeckId ~= "" then
buildDeck("Red", redDeckId)
for _, matColor in ipairs({"White", "Orange", "Green", "Red"}) do
local deckId = _G[string.lower(matColor) .. "DeckId"]
if deckId ~= nil and deckId ~= "" then
buildDeck(matColor, deckId)
coroutine.yield()
end
end
if orangeDeckId ~= nil and orangeDeckId ~= "" then
buildDeck("Orange", orangeDeckId)
end
if whiteDeckId ~= nil and whiteDeckId ~= "" then
buildDeck("White", whiteDeckId)
end
if greenDeckId ~= nil and greenDeckId ~= "" then
buildDeck("Green", greenDeckId)
end
-- resume the deck importing process
function resumeLoadDecks()
if co and coroutine.status(co) ~= "dead" then
local status, err = coroutine.resume(co)
if not status then error(err) end
end
end
@ -247,7 +261,7 @@ function buildDeck(playerColor, deckId)
deckId,
uiState.privateDeck,
uiState.loadNewest,
uiState.investigators,
uiState.standalone,
loadCards)
end
@ -343,6 +357,7 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
if (not hadError) then
printToAll("Deck loaded successfully!", playerColor)
end
resumeLoadDecks()
return 1
end

View File

@ -370,19 +370,45 @@ end
-- Gets a random basic weakness from the bag. Once a given ID has been returned it will be
-- removed from the list and cannot be selected again until a reload occurs or the indexes
-- are rebuilt, which will refresh the list to include all weaknesses.
---@return string: ID of the selected weakness
function getRandomWeaknessId()
local availableWeaknesses = buildAvailableWeaknesses()
if #availableWeaknesses > 0 then
return availableWeaknesses[math.random(#availableWeaknesses)]
---@param params table Bundled parameters:
--- count number Number of weaknesses
--- restrictions table Additional restrictions:
--- class string Class to restrict weakness to
--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
--- traits? string Trait(s) to use as filter
---@return table: Table with IDs of the selected weaknesses
function getRandomWeaknessIds(params)
params.count = params.count or 1
local availableWeaknesses = buildAvailableWeaknesses(params.restrictions)
-- check if enough weaknesses are available
local missingWeaknesses = params.count - #availableWeaknesses
if missingWeaknesses > 0 then
broadcastToAll("Not enough basic weaknesses available! (" .. missingWeaknesses .. " missing)", { 0.9, 0.2, 0.2 })
end
local drawnWeaknesses = {}
-- Fisher-Yates shuffle algorithm
local n = #availableWeaknesses
for i = 1, math.min(params.count, n) do
local index = math.random(i, n)
table.insert(drawnWeaknesses, availableWeaknesses[index])
availableWeaknesses[index], availableWeaknesses[i] = availableWeaknesses[i], availableWeaknesses[index]
end
return drawnWeaknesses
end
-- Constructs a list of available basic weaknesses by starting with the full pool of basic
-- weaknesses then removing any which are currently in the play or deck construction areas
---@param traits? string Trait(s) to use as filter
---@param restrictions? table Additional restrictions:
--- class string Class to restrict weakness to
--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
--- traits? string Trait(s) to use as filter
---@return table: Array of weakness IDs which are valid to choose from
function buildAvailableWeaknesses(traits)
function buildAvailableWeaknesses(restrictions)
restrictions = restrictions or {}
local weaknessesInPlay = {}
local allObjects = getAllObjects()
for _, object in ipairs(allObjects) do
@ -400,10 +426,29 @@ function buildAvailableWeaknesses(traits)
if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then
weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1
else
if traits then
local eligible = true
-- disable 'Campaign only' weaknesses in standalone mode
if restrictions.standalone then
local card = cardIdIndex[weaknessId]
if card.metadata.modeRestriction == "Campaign" then
eligible = false
end
end
-- disable class restricted weaknesses
if restrictions.class then
local card = cardIdIndex[weaknessId]
if card.metadata.classRestriction and card.metadata.classRestriction ~= restrictions.class then
eligible = false
end
end
-- disable non-matching traits
if restrictions.traits then
-- split the string into separate traits (separated by "|")
local allowedTraits = {}
for str in traits:gmatch("([^|]+)") do
for str in restrictions.traits:gmatch("([^|]+)") do
-- remove dots
str = str:gsub("[%.]", "")
@ -415,15 +460,24 @@ function buildAvailableWeaknesses(traits)
table.insert(allowedTraits, str)
end
local match = false
-- make sure the trait is present on the weakness
local card = cardIdIndex[weaknessId]
for _, allowedTrait in ipairs(allowedTraits) do
if string.contains(string.lower(card.metadata.traits), allowedTrait) then
table.insert(availableWeaknesses, weaknessId)
match = true
break
end
end
else
if not match then
eligible = false
end
end
-- add weakness to list if eligible
if eligible then
table.insert(availableWeaknesses, weaknessId)
end
end

View File

@ -28,9 +28,14 @@ do
-- Gets a random basic weakness from the bag. Once a given ID has been returned it
-- will be removed from the list and cannot be selected again until a reload occurs
-- or the indexes are rebuilt, which will refresh the list to include all weaknesses.
---@return string: ID of the selected weakness
AllCardsBagApi.getRandomWeaknessId = function()
return getAllCardsBag().call("getRandomWeaknessId")
---@param count number Number of weaknesses
---@param restrictions table Additional restrictions:
--- class string Class to restrict weakness to
--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
--- traits? string Trait(s) to use as filter
---@return table: Table with IDs of the selected weaknesses
AllCardsBagApi.getRandomWeaknessIds = function(count, restrictions)
return returnCopyOfList(getAllCardsBag().call("getRandomWeaknessIds", {count = count, restrictions = restrictions}))
end
AllCardsBagApi.isIndexReady = function()
@ -82,10 +87,13 @@ do
-- Constructs a list of available basic weaknesses by starting with the full pool of basic
-- weaknesses then removing any which are currently in the play or deck construction areas
---@param traits? string Trait(s) to use as filter
---@param restrictions table Additional restrictions:
--- class string Class to restrict weakness to
--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
--- traits? string Trait(s) to use as filter
---@return table: Array of weakness IDs which are valid to choose from
AllCardsBagApi.buildAvailableWeaknesses = function(traits)
return returnCopyOfList(getAllCardsBag().call("buildAvailableWeaknesses", traits))
AllCardsBagApi.buildAvailableWeaknesses = function(restrictions)
return returnCopyOfList(getAllCardsBag().call("buildAvailableWeaknesses", restrictions))
end
AllCardsBagApi.getUniqueWeaknesses = function()

View File

@ -782,21 +782,17 @@ function spawnRandomWeakness(_, playerColor, isRightClick)
prepareToPlaceCards()
if not isRightClick then
local weaknessId = allCardsBagApi.getRandomWeaknessId()
if weaknessId == nil then
broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 })
else
spawnSingleWeakness(weaknessId)
local weaknessIds = allCardsBagApi.getRandomWeaknessIds(1)
if weaknessIds[1] then
spawnSingleWeakness(weaknessIds[1])
end
else
Player[playerColor].showInputDialog("Specify a trait for the weakness (split multiple eligible traits with '|'):", lastWeaknessTrait,
function(text)
lastWeaknessTrait = text
local availableWeaknesses = allCardsBagApi.buildAvailableWeaknesses(text)
if #availableWeaknesses > 0 then
spawnSingleWeakness(availableWeaknesses[math.random(#availableWeaknesses)])
else
broadcastToAll("No matching weakness available!", { 0.9, 0.2, 0.2 })
local weaknessIds = allCardsBagApi.getRandomWeaknessIds(1, { traits = text })
if weaknessIds[1] then
spawnSingleWeakness(weaknessIds[1])
end
end)
end
@ -808,6 +804,6 @@ function spawnSingleWeakness(weaknessId)
name = "randomWeakness",
cards = { weaknessId },
globalPos = self.positionToWorld(startPositions.randomWeakness),
rotation = FACE_UP_ROTATION,
rotation = FACE_UP_ROTATION
})
end