Merge branch 'main' into clean-up-helper

This commit is contained in:
Chr1Z93 2024-06-28 00:44:38 +02:00
commit 55aaf7df51
3 changed files with 68 additions and 12 deletions

View File

@ -380,8 +380,9 @@ end
-- Constructs a list of available basic weaknesses by starting with the full pool of basic -- 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 -- weaknesses then removing any which are currently in the play or deck construction areas
---@param traits? string Trait(s) to use as filter
---@return table: Array of weakness IDs which are valid to choose from ---@return table: Array of weakness IDs which are valid to choose from
function buildAvailableWeaknesses() function buildAvailableWeaknesses(traits)
local weaknessesInPlay = {} local weaknessesInPlay = {}
local allObjects = getAllObjects() local allObjects = getAllObjects()
for _, object in ipairs(allObjects) do for _, object in ipairs(allObjects) do
@ -399,7 +400,32 @@ function buildAvailableWeaknesses()
if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then
weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1 weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1
else else
table.insert(availableWeaknesses, weaknessId) if traits then
-- split the string into separate traits (separated by "|")
local allowedTraits = {}
for str in traits:gmatch("([^|]+)") do
-- remove dots
str = str:gsub("[%.]", "")
-- remove leading and trailing whitespace
str = str:match("^%s*(.-)%s*$")
-- make sure string ends with a dot
str = string.lower(str .. ".")
table.insert(allowedTraits, str)
end
-- 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)
break
end
end
else
table.insert(availableWeaknesses, weaknessId)
end
end end
end end
return availableWeaknesses return availableWeaknesses

View File

@ -80,6 +80,14 @@ do
return returnCopyOfList(getAllCardsBag().call("getCardsByCycle", { cycle = cycle, sortByMetadata = sortByMetadata })) return returnCopyOfList(getAllCardsBag().call("getCardsByCycle", { cycle = cycle, sortByMetadata = sortByMetadata }))
end 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
---@return table: Array of weakness IDs which are valid to choose from
AllCardsBagApi.buildAvailableWeaknesses = function(traits)
return returnCopyOfList(getAllCardsBag().call("buildAvailableWeaknesses", traits))
end
AllCardsBagApi.getUniqueWeaknesses = function() AllCardsBagApi.getUniqueWeaknesses = function()
return returnCopyOfList(getAllCardsBag().call("getUniqueWeaknesses")) return returnCopyOfList(getAllCardsBag().call("getUniqueWeaknesses"))
end end

View File

@ -5,6 +5,8 @@ local allCardsBagApi = require("playercards/AllCardsBagApi")
local arkhamDb = require("arkhamdb/ArkhamDb") local arkhamDb = require("arkhamdb/ArkhamDb")
local spawnBag = require("playercards/SpawnBag") local spawnBag = require("playercards/SpawnBag")
local lastWeaknessTrait = "Madness"
-- Size and position information for the three rows of class buttons -- Size and position information for the three rows of class buttons
local CIRCLE_BUTTON_SIZE = 250 local CIRCLE_BUTTON_SIZE = 250
local CLASS_BUTTONS_X_OFFSET = 0.1325 local CLASS_BUTTONS_X_OFFSET = 0.1325
@ -224,9 +226,10 @@ function createWeaknessButtons()
weaknessButtonParams.tooltip = "All Weaknesses" weaknessButtonParams.tooltip = "All Weaknesses"
weaknessButtonParams.position = buttonPos weaknessButtonParams.position = buttonPos
self.createButton(weaknessButtonParams) self.createButton(weaknessButtonParams)
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
weaknessButtonParams.click_function = "spawnRandomWeakness" weaknessButtonParams.click_function = "spawnRandomWeakness"
weaknessButtonParams.tooltip = "Random Basic Weakness" weaknessButtonParams.tooltip = "Random Basic Weakness\nRight-click to specify a trait"
weaknessButtonParams.position = buttonPos weaknessButtonParams.position = buttonPos
self.createButton(weaknessButtonParams) self.createButton(weaknessButtonParams)
end end
@ -361,9 +364,9 @@ function createXML(showOtherCardsButton)
alignment = "MiddleLeft", alignment = "MiddleLeft",
horizontalOverflow = "wrap", horizontalOverflow = "wrap",
text = "• Select a group to place cards\n" .. text = "• Select a group to place cards\n" ..
"• Copy the cards you want for your deck\n" .. "• Copy the cards you want for your deck\n" ..
"• Select a new group to clear the placed cards and see new ones\n" .. "• Select a new group to clear the placed cards and see new ones\n" ..
"• Clear to remove all cards" "• Clear to remove all cards"
} }
} }
} }
@ -775,13 +778,32 @@ function spawnWeaknesses()
}) })
end end
function spawnRandomWeakness() function spawnRandomWeakness(_, playerColor, isRightClick)
prepareToPlaceCards() prepareToPlaceCards()
local weaknessId = allCardsBagApi.getRandomWeaknessId()
if (weaknessId == nil) then if not isRightClick then
broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 }) local weaknessId = allCardsBagApi.getRandomWeaknessId()
return if weaknessId == nil then
broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 })
else
spawnSingleWeakness(weaknessId)
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 })
end
end)
end end
end
-- spawn the random weakness
function spawnSingleWeakness(weaknessId)
spawnBag.spawn({ spawnBag.spawn({
name = "randomWeakness", name = "randomWeakness",
cards = { weaknessId }, cards = { weaknessId },