Finalize location connections

Includes some bugfixes and further optimizations
This commit is contained in:
Buhallin 2022-12-02 17:42:19 -08:00
parent c05238cbce
commit 5d1e23a91b
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@ -3,17 +3,22 @@
---------------------------------------------------------
-- set true to enable debug logging
local DEBUG = true
local DEBUG = false
-- Location connection directional options
local BIDIRECTIONAL = 0
local ONE_WAY = 1
-- Connector draw parameters
local CONNECTION_THICKNESS = 0.015
local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
local DIRECTIONAL_ARROW_DISTANCE = 3.5
local ARROW_ARM_LENGTH = 0.9
local ARROW_ANGLE = 25
-- Height to draw the connector lines, places them just above the table and always below cards
local CONNECTION_LINE_Y = 1.525
-- we use this to turn off collision handling until onLoad() is complete
local collisionEnabled = false
@ -124,23 +129,28 @@ function updateLocations(args)
end
end
function onCollisionEnter(collision_info)
function onCollisionEnter(collisionInfo)
if not collisionEnabled then return end
-- check if we should spawn clues here and do so according to playercount
local object = collision_info.collision_object
local object = collisionInfo.collision_object
if getLocation(object) ~= nil and spawnedLocationGUIDs[object.getGUID()] == nil then
local clueCount = getClueCount(object, object.is_face_down, getInvestigatorCount())
if clueCount > 0 then spawnCluesAtLocation(clueCount, object) end
end
draggingGuid = nil
maybeTrackLocation(collision_info.collision_object)
draggingGuids[object.getGUID()] = nil
maybeTrackLocation(collisionInfo.collision_object)
end
function onCollisionExit(collisionInfo)
maybeUntrackLocation(collisionInfo.collision_object)
end
-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
function onObjectDestroy(object)
maybeUntrackLocation(object)
end
function onObjectPickUp(player, object)
-- onCollisionExit fires first, so we have to check the card to see if it's a location we should
-- be tracking
@ -155,21 +165,30 @@ function onObjectPickUp(player, object)
end
function onUpdate()
-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
-- connection list once, and only redraw once
local needsConnectionRebuild = false
local needsConnectionDraw = false
for guid, _ in pairs(draggingGuids) do
local obj = getObjectFromGUID(guid)
if obj == nil or not isInPlayArea(obj) then
draggingGuids[guid] = nil
rebuildConnectionList()
needsConnectionRebuild = true
end
-- Even if the last location left the play area, need one last draw to clear the lines
needsConnectionDraw = true
end
if (needsConnectionRebuild) then
rebuildConnectionList()
end
if needsConnectionDraw then
drawConnections()
end
end
-- Checks the given card and adds it to the list of locations tracked for connection purposes.
-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
-- @param A card object, possibly a location.
function maybeTrackLocation(card)
-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
-- Ignore any collision where the centerpoint isn't in the area
@ -178,18 +197,28 @@ function maybeTrackLocation(card)
if metadata.type == "Location" then
locations[card.getGUID()] = metadata
rebuildConnectionList()
drawConnections()
end
end
end
-- Stop tracking a location for connection drawing. This should be called for both collision exit
-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
-- be cleared in the next onUpdate() cycle.
-- @param card Card to (maybe) stop tracking
function maybeUntrackLocation(card)
local metadata = JSON.decode(card.getGMNotes()) or { }
if metadata.type == "Location" then
if locations[card.getGUID()] ~= nil then
locations[card.getGUID()] = nil
rebuildConnectionList()
drawConnections()
end
end
-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
-- This will update the connection information and store it in the locationConnections data member,
-- but does not draw those connections. This should often be followed by a call to
-- drawConnections()
function rebuildConnectionList()
local iconCardList = { }
@ -210,10 +239,11 @@ function rebuildConnectionList()
buildConnection(cardId, iconCardList)
end
end
drawConnections()
end
-- Extracts the card's icon string into a list of individual location icons
-- @param cardID GUID of the card to pull the icon data from
-- @param iconCardList A table of icon->GUID list. Mutable, will be updated by this method
function buildLocListByIcon(cardId, iconCardList)
local card = getObjectFromGUID(cardId)
local locData = getLocationData(card)
@ -227,6 +257,10 @@ function buildLocListByIcon(cardId, iconCardList)
end
end
-- Builds the connections for the given cardID by finding matching icons and adding them to the
-- Playarea's locationConnections table.
-- @param cardId GUID of the card to build the connections for
-- @param iconCardList A table of icon->GUID List. Used to find matching icons for connections.
function buildConnection(cardId, iconCardList)
local card = getObjectFromGUID(cardId)
local locData = getLocationData(card)
@ -248,6 +282,10 @@ function buildConnection(cardId, iconCardList)
end
end
-- Helper method to extract the location metadata from a card based on whether it's front or back
-- is showing.
-- @param card Card object to extract data from
-- @return Table with either the locationFront or locationBack metadata structure
function getLocationData(card)
if card == nil then
return { }
@ -259,35 +297,61 @@ function getLocationData(card)
end
end
-- Draws the lines for connections currently in locationConnections.
function drawConnections()
local cardConnectionLines = { }
for originGuid, targetGuids in pairs(locationConnections) do
local originCard = getObjectFromGUID(originGuid)
for targetGuid, direction in pairs(targetGuids) do
local targetCard = getObjectFromGUID(targetGuid)
if direction == BIDIRECTIONAL then
addBidirectionalVector(originCard, targetCard, cardConnectionLines)
elseif direction == ONE_WAY then
addOneWayVector(originCard, targetCard, cardConnectionLines)
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
-- object checks are conservative just to make sure.
local origin = getObjectFromGUID(originGuid)
if origin != nil then
for targetGuid, direction in pairs(targetGuids) do
local target = getObjectFromGUID(targetGuid)
if target != nil then
if direction == BIDIRECTIONAL then
addBidirectionalVector(origin, target, cardConnectionLines)
elseif direction == ONE_WAY then
addOneWayVector(origin, target, cardConnectionLines)
end
end
end
end
end
self.setVectorLines(cardConnectionLines)
end
-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
-- given lines list.
-- @param card1 One of the card objects to connect
-- @param card2 The other card object to connect
-- @param lines List of vector line elements. Mutable, will be updated to add this connector
function addBidirectionalVector(card1, card2, lines)
local cardPos1 = card1.getPosition()
local cardPos2 = card2.getPosition()
cardPos1.y = CONNECTION_LINE_Y
cardPos2.y = CONNECTION_LINE_Y
local pos1 = self.positionToLocal(cardPos1)
local pos2 = self.positionToLocal(cardPos2)
table.insert(lines, {
points = { self.positionToLocal(card1.getPosition()), self.positionToLocal(card2.getPosition()) },
points = { pos1, pos2 },
color = CONNECTION_COLOR,
thickness = CONNECTION_THICKNESS,
});
end
-- Draws a one-way location connection between the two cards, adding the lines to do so to the
-- given lines list. Arrows will point towards the target card.
-- @param origin Origin card in the connection
-- @param target Target card object to connect
-- @param lines List of vector line elements. Mutable, will be updated to add this connector
function addOneWayVector(origin, target, lines)
-- Start with the BiDi then add the arrow lines to it
addBidirectionalVector(origin, target, lines)
local originPos = origin.getPosition()
local targetPos = target.getPosition()
originPos.y = CONNECTION_LINE_Y
targetPos.y = CONNECTION_LINE_Y
-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
-- taller than they are wide
@ -308,6 +372,10 @@ function addOneWayVector(origin, target, lines)
end
end
-- Draws an arrowhead at the given position.
-- @param arrowheadPosition Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
-- @param originPos Origin point of the connection, used to position the arrow arms
-- @param lines List of vector line elements. Mutable, will be updated to add this arrow
function addArrowLines(arrowheadPos, originPos, lines)
local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
@ -322,12 +390,15 @@ function addArrowLines(arrowheadPos, originPos, lines)
})
end
function getInvestigatorCount()
local investigatorCounter = getObjectFromGUID('f182ee')
return investigatorCounter.getVar("val")
end
-- Check to see if the given object is within the bounds of the play area, based solely on the X and
-- Z coordinates, ignoring height
-- @param object Object to check
-- @return True if the object is inside the play area
function isInPlayArea(object)
local bounds = self.getBounds()
local position = object.getPosition()