also grab data onLoad
This commit is contained in:
parent
b9fe13b658
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@ -34,7 +34,7 @@
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"LayoutGroupSortIndex": 0,
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"Locked": false,
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"LuaScript": "require(\"accessories/TokenArranger\")",
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"LuaScriptState_path": "Fan-MadeAccessories.aa8b38/TokenArranger.022907.luascriptstate",
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"LuaScriptState": "",
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"MeasureMovement": false,
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"Name": "Custom_Token",
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"Nickname": "Token Arranger",
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@ -1 +0,0 @@
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{"":[0,11],"Auto-fail":[-100,7],"Bless":[101,8],"Cultist":[-2,4],"Curse":[-101,9],"Elder Sign":[100,2],"Elder Thing":[-4,6],"Frost":[-99,10],"Skull":[-1,3],"Tablet":[-3,5]}
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@ -1,17 +1,3 @@
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local TOKEN_PRECEDENCE = {}
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local TOKEN_NAMES = {
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"Elder Sign",
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"Skull",
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"Cultist",
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"Tablet",
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"Elder Thing",
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"Auto-fail",
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"Bless",
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"Curse",
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"Frost",
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""
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}
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-- common parameters
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local buttonParameters = {}
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buttonParameters.function_owner = self
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@ -21,64 +7,92 @@ buttonParameters.color = { 0, 0, 0, 0 }
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buttonParameters.width = 325
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buttonParameters.height = 325
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local inputParameters = {}
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inputParameters.function_owner = self
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inputParameters.font_size = 100
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inputParameters.width = 250
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inputParameters.height = inputParameters.font_size + 23
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inputParameters.alignment = 3
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inputParameters.validation = 2
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inputParameters.tab = 2
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local inputParameters = {}
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inputParameters.function_owner = self
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inputParameters.font_size = 100
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inputParameters.width = 250
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inputParameters.height = inputParameters.font_size + 23
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inputParameters.alignment = 3
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inputParameters.validation = 2
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inputParameters.tab = 2
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updating = false
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local latestLoad = "XXX"
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local updating = false
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local tokenPrecedence = {}
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local TOKEN_NAMES = {
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"Elder Sign",
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"Skull",
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"Cultist",
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"Tablet",
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"Elder Thing",
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"Auto-fail",
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"Bless",
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"Curse",
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"Frost",
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""
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}
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function onSave() return JSON.encode(TOKEN_PRECEDENCE) end
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-- saving the precedence settings and information on the most recently loaded data
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function onSave()
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return JSON.encode({
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tokenPrecedence = tokenPrecedence,
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latestLoad = latestLoad
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})
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end
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function onLoad(saveState)
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if saveState ~= nil then
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TOKEN_PRECEDENCE = JSON.decode(saveState)
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if saveState ~= nil and saveState ~= "" then
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local loadedData = JSON.decode(saveState)
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tokenPrecedence = loadedData.tokenPrecedence
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latestLoad = loadedData.latestLoad or "XXX"
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else
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loadDefaultValues()
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end
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-- create UI
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local offset = 0.725
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local pos = { x = { -1.067, 0.377 }, z = -2.175 }
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-- button and inputs index 0-9
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for i = 1, 10 do
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if i < 6 then
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buttonParameters.position = { pos.x[1], 0, pos.z + i * offset }
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inputParameters.position = { pos.x[1] + offset, 0.1, pos.z + i * offset }
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else
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loadDefaultValues()
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buttonParameters.position = { pos.x[2], 0, pos.z + (i - 5) * offset }
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inputParameters.position = { pos.x[2] + offset, 0.1, pos.z + (i - 5) * offset }
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end
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-- create UI
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local offset = 0.725
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local pos = { x = { -1.067, 0.377 }, z = -2.175 }
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buttonParameters.click_function = attachIndex("tokenClick", i)
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inputParameters.input_function = attachIndex2("tokenInput", i)
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inputParameters.value = tokenPrecedence[TOKEN_NAMES[i]][1]
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-- button and inputs index 0-9
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for i = 1, 10 do
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if i < 6 then
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buttonParameters.position = { pos.x[1], 0, pos.z + i * offset }
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inputParameters.position = { pos.x[1] + offset, 0.1, pos.z + i * offset }
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else
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buttonParameters.position = { pos.x[2], 0, pos.z + (i - 5) * offset }
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inputParameters.position = { pos.x[2] + offset, 0.1, pos.z + (i - 5) * offset }
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end
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buttonParameters.click_function = attachIndex("tokenClick", i)
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inputParameters.input_function = attachIndex2("tokenInput", i)
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inputParameters.value = TOKEN_PRECEDENCE[TOKEN_NAMES[i]][1]
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self.createButton(buttonParameters)
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self.createInput(inputParameters)
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end
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-- index 10: "Update / Hide" button
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buttonParameters.label = "Update / Hide"
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buttonParameters.click_function = "layout"
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buttonParameters.tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!"
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buttonParameters.position = { 0.725, 0.1, 2.025 }
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buttonParameters.color = { 1, 1, 1 }
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buttonParameters.width = 675
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buttonParameters.height = 175
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self.createButton(buttonParameters)
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self.createInput(inputParameters)
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end
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-- reset context menu
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self.addContextMenuItem("Load default values", function()
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loadDefaultValues()
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updateUI()
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layout()
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end)
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-- index 10: "Update / Hide" button
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buttonParameters.label = "Update / Hide"
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buttonParameters.click_function = "layout"
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buttonParameters.tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!"
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buttonParameters.position = { 0.725, 0.1, 2.025 }
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buttonParameters.color = { 1, 1, 1 }
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buttonParameters.width = 675
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buttonParameters.height = 175
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self.createButton(buttonParameters)
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-- reset context menu
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self.addContextMenuItem("Load default values", function()
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loadDefaultValues()
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updateUI()
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layout()
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end)
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-- grab token metadata from mythos area
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local mythosArea = getObjectFromGUID("9f334f")
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Wait.time(function() mythosArea.call("fireTokenDataChangedEvent") end, 0.5)
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Wait.time(layout, 2)
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end
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-- delete temporary tokens when destroyed
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@ -92,159 +106,177 @@ function onPickUp() deleteCopiedTokens() end
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-- helper functions to carry index
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function attachIndex(click_function, index)
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local fn_name = click_function .. index
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_G[fn_name] = function(_, _, isRightClick)
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_G[click_function](isRightClick, index)
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end
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return fn_name
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local fn_name = click_function .. index
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_G[fn_name] = function(_, _, isRightClick)
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_G[click_function](isRightClick, index)
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end
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return fn_name
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end
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function attachIndex2(input_function, index)
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local fn_name = input_function .. index
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_G[fn_name] = function(_, _, input, selected)
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_G[input_function](input, selected, index)
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end
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return fn_name
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local fn_name = input_function .. index
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_G[fn_name] = function(_, _, input, selected)
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_G[input_function](input, selected, index)
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end
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return fn_name
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end
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-- click_function for buttons on chaos tokens
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function tokenClick(isRightClick, index)
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local change = tonumber(isRightClick and "-1" or "1")
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TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] = TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] + change
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self.editInput({ index = index - 1, value = TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] })
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layout()
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local change = tonumber(isRightClick and "-1" or "1")
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tokenPrecedence[TOKEN_NAMES[index]][1] = tokenPrecedence[TOKEN_NAMES[index]][1] + change
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self.editInput({ index = index - 1, value = tokenPrecedence[TOKEN_NAMES[index]][1] })
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layout()
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end
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-- input_function for input_boxes
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function tokenInput(input, selected, index)
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if selected == false then
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local num = tonumber(input)
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if num ~= nil then
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TOKEN_PRECEDENCE[TOKEN_NAMES[index]][1] = num
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end
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layout()
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if selected == false then
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local num = tonumber(input)
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if num ~= nil then
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tokenPrecedence[TOKEN_NAMES[index]][1] = num
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end
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layout()
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end
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end
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-- loads the default precedence table
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function loadDefaultValues()
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-- token modifiers for sorting (and order for same modifier)
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-- order starts at 2 because there is a "+1" token
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TOKEN_PRECEDENCE = {
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["Elder Sign"] = { 100, 2 },
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["Skull"] = { -1, 3 },
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["Cultist"] = { -2, 4 },
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["Tablet"] = { -3, 5 },
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["Elder Thing"] = { -4, 6 },
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["Auto-fail"] = { -100, 7 },
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["Bless"] = { 101, 8 },
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["Curse"] = { -101, 9 },
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["Frost"] = { -99, 10 },
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[""] = { 0, 11 }
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}
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-- token modifiers for sorting (and order for same modifier)
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-- order starts at 2 because there is a "+1" token
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tokenPrecedence = {
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["Elder Sign"] = { 100, 2 },
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["Skull"] = { -1, 3 },
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["Cultist"] = { -2, 4 },
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["Tablet"] = { -3, 5 },
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["Elder Thing"] = { -4, 6 },
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["Auto-fail"] = { -100, 7 },
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["Bless"] = { 101, 8 },
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["Curse"] = { -101, 9 },
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["Frost"] = { -99, 10 },
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[""] = { 0, 11 }
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}
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end
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-- update input fields
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function updateUI()
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for i = 1, 10 do
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self.editInput({ index = i-1, value = TOKEN_PRECEDENCE[TOKEN_NAMES[i]][1] })
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end
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for i = 1, 10 do
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self.editInput({ index = i - 1, value = tokenPrecedence[TOKEN_NAMES[i]][1] })
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end
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end
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-- order function for data sorting
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function token_value_comparator(left, right)
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if left.value > right.value then return true
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elseif right.value > left.value then return false
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elseif left.order < right.order then return true
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elseif right.order < left.order then return false
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else return left.token.getGUID() > right.token.getGUID()
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end
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if left.value > right.value then
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return true
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elseif right.value > left.value then
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return false
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elseif left.order < right.order then
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return true
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elseif right.order < left.order then
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return false
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else
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return left.token.getGUID() > right.token.getGUID()
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end
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end
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-- checks scripting zone for chaos bag
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function findChaosBag()
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for _, item in ipairs(getObjectFromGUID("83ef06").getObjects()) do
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if item.getDescription() == "Chaos Bag" then
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return item
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end
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for _, item in ipairs(getObjectFromGUID("83ef06").getObjects()) do
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if item.getDescription() == "Chaos Bag" then
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return item
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end
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end
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end
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-- deletes previously placed tokens
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function deleteCopiedTokens()
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for _, token in ipairs(getObjectsWithTag("tempToken")) do token.destruct() end
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for _, token in ipairs(getObjectsWithTag("tempToken")) do token.destruct() end
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end
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-- main function (delete old tokens, clone chaos bag content, sort it and position it)
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function layout(_, _, isRightClick)
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if updating then return end
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updating = true
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deleteCopiedTokens()
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if updating then return end
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updating = true
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deleteCopiedTokens()
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-- stop here if right-clicked
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if isRightClick then return end
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-- stop here if right-clicked
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if isRightClick then
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updating = false
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return
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end
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local chaosBag = findChaosBag()
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local data = {}
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local chaosBag = findChaosBag()
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local data = {}
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-- clone tokens from chaos bag (default position above trash can)
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for i, obj in ipairs(chaosBag.getData().ContainedObjects) do
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obj["Tags"] = { "tempToken" }
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local spawnedObj = spawnObjectData({
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data = obj,
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position = { 0.49, 3, 0 }
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})
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-- clone tokens from chaos bag (default position above trash can)
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for i, obj in ipairs(chaosBag.getData().ContainedObjects) do
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obj["Tags"] = { "tempToken" }
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local spawnedObj = spawnObjectData({
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data = obj,
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position = { 0.49, 3, 0 }
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})
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local value = tonumber(obj["Nickname"])
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local precedence = TOKEN_PRECEDENCE[obj["Nickname"]]
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local value = tonumber(obj["Nickname"])
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local precedence = tokenPrecedence[obj["Nickname"]]
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data[i] = {
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token = spawnedObj,
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value = value or precedence[1]
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}
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data[i] = {
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token = spawnedObj,
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value = value or precedence[1]
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}
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if precedence ~= nil then
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data[i].order = precedence[2]
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else
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data[i].order = value
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end
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if precedence ~= nil then
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data[i].order = precedence[2]
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else
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data[i].order = value
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end
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end
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-- sort table by value (symbols last if same value)
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table.sort(data, token_value_comparator)
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-- sort table by value (symbols last if same value)
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table.sort(data, token_value_comparator)
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-- error handling for removal of token arranger
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if self == nil then
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for _, token in ipairs(getObjectsWithTag("tempToken")) do token.destruct() end
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return
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-- error handling for removal of token arranger
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if self == nil then
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for _, token in ipairs(getObjectsWithTag("tempToken")) do token.destruct() end
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return
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end
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-- laying out the tokens
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local pos = self.getPosition() + Vector(3.55, -0.05, -3.95)
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local location = { x = pos.x, y = pos.y, z = pos.z }
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local current_value = data[1].value
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for _, item in ipairs(data) do
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if item.value ~= current_value then
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location.x = location.x - 1.75
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location.z = pos.z
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current_value = item.value
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end
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-- laying out the tokens
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local pos = self.getPosition() + Vector(3.55, -0.05, -3.95)
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local location = { x = pos.x, y = pos.y, z = pos.z }
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local current_value = data[1].value
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for _, item in ipairs(data) do
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if item.value ~= current_value then
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location.x = location.x - 1.75
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location.z = pos.z
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current_value = item.value
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end
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item.token.setPosition(location)
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item.token.setRotation(self.getRotation())
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location.z = location.z - 1.75
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end
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Wait.time(function() updating = false end, 0.1)
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item.token.setPosition(location)
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item.token.setRotation(self.getRotation())
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location.z = location.z - 1.75
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end
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Wait.time(function() updating = false end, 0.1)
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end
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-- called from outside to set default values for tokens
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function onTokenDataChanged(tokenData)
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-- update token precedence
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for key, table in pairs(tokenData) do
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local modifier = table.modifier
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if modifier == -999 then modifier = 0 end
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TOKEN_PRECEDENCE[key][1] = modifier
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end
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updateUI()
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layout()
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function onTokenDataChanged(parameters)
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local tokenData = parameters.tokenData or {}
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local currentScenario = parameters.currentScenario or ""
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local useFrontData = parameters.useFrontData or "true"
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-- only update if this data is new
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local info = currentScenario .. useFrontData
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if latestLoad == info then return end
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latestLoad = info
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-- update token precedence
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for key, table in pairs(tokenData) do
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local modifier = table.modifier
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if modifier == -999 then modifier = 0 end
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tokenPrecedence[key][1] = modifier
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end
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updateUI()
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layout()
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end
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@ -13,8 +13,12 @@ do
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-- updates the token modifiers with the provided data
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---@param tokenData Table Contains the chaos token metadata
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TokenArrangerApi.onTokenDataChanged = function(tokenData)
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callIfExistent("onTokenDataChanged", tokenData)
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TokenArrangerApi.onTokenDataChanged = function(tokenData, currentScenario, useFrontData)
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callIfExistent("onTokenDataChanged", {
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tokenData = tokenData,
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currentScenario = currentScenario,
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useFrontData = useFrontData
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})
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end
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-- deletes already laid out tokens
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@ -919,16 +919,7 @@ function spawnHelperObject(name, position, rotation, color)
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return
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end
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local spawnTable = {
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position = position,
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callback_function = function(object)
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if name == "Hand Helper" then
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Wait.time(function() object.call("externalColorChange", color) end, 0.1)
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elseif name == "Token Arranger" then
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Wait.time(function() object.call("layout") end, 0.1)
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end
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end
|
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}
|
||||
local spawnTable = {position = position}
|
||||
|
||||
-- only overrride rotation if there is one provided (object's rotation used instead)
|
||||
if rotation then
|
||||
|
@ -13,14 +13,17 @@ local ENCOUNTER_DISCARD_AREA = {
|
||||
|
||||
local currentScenario
|
||||
local useFrontData
|
||||
local tokenData
|
||||
|
||||
-- we use this to turn off collision handling until onLoad() is complete
|
||||
local collisionEnabled = false
|
||||
|
||||
function onLoad(saveState)
|
||||
if saveState ~= nil then
|
||||
local loadedState = JSON.decode(saveState) or { }
|
||||
local loadedState = JSON.decode(saveState) or {}
|
||||
currentScenario = loadedState.currentScenario or ""
|
||||
useFrontData = loadedState.useFrontData or true
|
||||
tokenData = loadedState.tokenData or {}
|
||||
end
|
||||
collisionEnabled = true
|
||||
end
|
||||
@ -28,7 +31,8 @@ end
|
||||
function onSave()
|
||||
return JSON.encode({
|
||||
currentScenario = currentScenario,
|
||||
useFrontData = useFrontData
|
||||
useFrontData = useFrontData,
|
||||
tokenData = tokenData
|
||||
})
|
||||
end
|
||||
|
||||
@ -54,12 +58,13 @@ function onCollisionEnter(collisionInfo)
|
||||
updateNeeded = true
|
||||
fireScenarioChangedEvent()
|
||||
end
|
||||
|
||||
-- trigger update if a change was detected and push new data
|
||||
if updateNeeded then
|
||||
local metadata = JSON.decode(object.getGMNotes()) or {}
|
||||
if not metadata["tokens"] then return end
|
||||
local tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
|
||||
fireTokenDataChangedEvent(tokenData)
|
||||
tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
|
||||
fireTokenDataChangedEvent()
|
||||
end
|
||||
end
|
||||
|
||||
@ -78,13 +83,15 @@ function onObjectEnterContainer(container, object)
|
||||
end
|
||||
end
|
||||
|
||||
-- fires if the scenario title changes
|
||||
function fireScenarioChangedEvent()
|
||||
Wait.frames(function() Global.call('titleSplash', currentScenario) end, 20)
|
||||
playAreaApi.onScenarioChanged(currentScenario)
|
||||
end
|
||||
|
||||
function fireTokenDataChangedEvent(tokenData)
|
||||
tokenArrangerApi.onTokenDataChanged(tokenData)
|
||||
-- fires if the scenario title or the difficulty changes
|
||||
function fireTokenDataChangedEvent()
|
||||
tokenArrangerApi.onTokenDataChanged(tokenData, currentScenario, tostring(useFrontData))
|
||||
end
|
||||
|
||||
-- Simple method to check if the given point is in a specified area. Local use only,
|
||||
|
Loading…
Reference in New Issue
Block a user