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