updated code
This commit is contained in:
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27643967eb
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5ddce52890
@ -291,25 +291,28 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
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local resourceModifier = 0
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local resourceModifier = 0
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local zoneWithAttachments = {}
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local zoneWithAttachments = {}
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cardsWithAttachments = {
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cardsWithAttachments = {
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["03264"] = true,
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["03264"] = "reserve", -- Stick to the Plan
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["07303"] = true,
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["05002"] = true, -- Joe Diamond
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["09077"] = true,
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["07303"] = "reserve", -- Ancestral Knowledge
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["10079"] = true
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["09077"] = true, -- Underworld Market
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["10079"] = "reserve" -- Bewitching
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}
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}
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-- reset the startsInPlayCount
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-- reset the startsInPlayCount
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startsInPlayCount = 0
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startsInPlayCount = 0
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-- reserve slots for cards with attachments (not for Underworld Market)
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-- reserve slots for certain cards with attachments
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for cardId, _ in pairs(cardsWithAttachments) do
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for cardId, state in pairs(cardsWithAttachments) do
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if cardId ~= "09077" and slotsCopy[cardId] and slotsCopy[cardId] > 0 then
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if state == "reserve" then
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-- increase startsInPlayCount by 1 and reserve slot for this card
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if slotsCopy[cardId] and slotsCopy[cardId] > 0 then
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startsInPlayCount = startsInPlayCount + 1
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-- increase startsInPlayCount by 1 and reserve slot for this card
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cardsWithAttachments[cardId] = startsInPlayCount
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startsInPlayCount = startsInPlayCount + 1
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cardsWithAttachments[cardId] = startsInPlayCount
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-- reserve an additional slot for the attachments
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-- reserve an additional slot for the attachments
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startsInPlayCount = startsInPlayCount + 1
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startsInPlayCount = startsInPlayCount + 1
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zoneWithAttachments["Blank" .. startsInPlayCount] = true
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zoneWithAttachments["Blank" .. startsInPlayCount] = true
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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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@ -548,23 +551,6 @@ function removeBusyZones(playerColor, zoneDecks)
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end
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end
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end
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end
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function handleAncestralKnowledge(cardsToSpawn)
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local skillList = {}
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-- process cardlist for skills
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for i, card in ipairs(cardsToSpawn) do
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if card.metadata.type == "Skill" and card.zone == "Deck" and not card.metadata.weakness then
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table.insert(skillList, i)
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end
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end
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-- move 5 random skills to SetAside3
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for i = 1, 5 do
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local skillListIndex = math.random(#skillList)
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cardsToSpawn[skillList[skillListIndex]].zone = "UnderSetAside3"
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end
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end
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-- handle cards with attachments (Stick to the Plan, Underworld Market and Bewitching)
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-- handle cards with attachments (Stick to the Plan, Underworld Market and Bewitching)
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function handleAllAttachments(cardsToSpawn, slotsCopy, bondedList, customizations, playerColor)
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function handleAllAttachments(cardsToSpawn, slotsCopy, bondedList, customizations, playerColor)
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for cardId, reservedSlot in pairs(cardsWithAttachments) do
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for cardId, reservedSlot in pairs(cardsWithAttachments) do
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@ -574,7 +560,7 @@ function handleAllAttachments(cardsToSpawn, slotsCopy, bondedList, customization
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elseif cardId == "09077" then
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elseif cardId == "09077" then
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handleUnderworldMarket(cardsToSpawn, customizations, playerColor)
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handleUnderworldMarket(cardsToSpawn, customizations, playerColor)
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elseif cardId == "05002" then
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elseif cardId == "05002" then
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handleHunchDeck(cardsToSpawn, bondedList, playerColor)
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handleHunchDeck(cardsToSpawn, customizations, bondedList, playerColor)
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elseif cardId == "07303" then
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elseif cardId == "07303" then
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handleAncestralKnowledge(cardsToSpawn)
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handleAncestralKnowledge(cardsToSpawn)
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end
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end
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@ -601,105 +587,84 @@ function handleAttachment(parentId, cardsToSpawn, customizations)
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end
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end
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end
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end
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-- Check for and handle Underworld Market by moving all Illicit cards to UnderSetAside6
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function handleAncestralKnowledge(cardsToSpawn)
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---@param cardsToSpawn table Deck list being created
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local skillList = {}
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---@param playerColor string Color this deck is being loaded for
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function handleUnderworldMarket(cardsToSpawn, customizations, playerColor)
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-- process cardlist for skills
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local attachmentList = {}
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for i, card in ipairs(cardsToSpawn) do
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if customizations["attachments_09077"] then
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if card.metadata.type == "Skill" and card.zone == "Deck" and not card.metadata.weakness then
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-- get list of cards that are attached (split by ",")
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table.insert(skillList, i)
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for str in string.gmatch(customizations["attachments_09077"], "([^,]+)") do
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table.insert(attachmentList, str)
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end
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end
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end
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end
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if #attachmentList == 10 then
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-- move 5 random skills to SetAside3
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-- handling for 10 cards selected in deck data
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for i = 1, 5 do
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for i = #attachmentList, 1, -1 do
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local skillListIndex = math.random(#skillList)
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for j = #cardsToSpawn, 1, -1 do
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cardsToSpawn[skillList[skillListIndex]].zone = "UnderSetAside3"
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if cardsToSpawn[j].metadata.id == attachmentList[i] and cardsToSpawn[j].zone == "Deck" then
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cardsToSpawn[j].zone = "UnderSetAside6"
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break
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end
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end
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end
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else
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-- regular handling
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local illicitList = {}
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-- get all possible Illicit cards
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for i, card in ipairs(cardsToSpawn) do
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if card.metadata.traits ~= nil and string.find(card.metadata.traits, "Illicit", 1, true) and card.zone == "Deck" then
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table.insert(illicitList, i)
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end
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end
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if #illicitList < 10 then
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printToAll("Only " .. #illicitList .. " Illicit cards in your deck, you can't trigger Underworld Market's ability.", playerColor)
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else
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for i = #illicitList, 1, -1 do
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cardsToSpawn[illicitList[i]].zone = "UnderSetAside6"
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end
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if #illicitList > 10 then
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printToAll("Moved all " .. #illicitList .. " Illicit cards to the Market deck, reduce it to 10", playerColor)
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else
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printToAll("Built the Market deck", playerColor)
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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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end
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-- Extract all Insight events to SetAside5 to build the Hunch Deck for Joe Diamond
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-- Extract all Insight events to SetAside5 to build the Hunch Deck for Joe Diamond
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---@param cardList table Deck list being created
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---@param cardsToSpawn table Deck list being created
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---@param customizations table ArkhamDB data for customizations on customizable cards
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---@param playerColor string Color this deck is being loaded for
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---@param playerColor string Color this deck is being loaded for
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function handleHunchDeck(cardList, bondedList, playerColor)
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function handleHunchDeck(cardsToSpawn, customizations, bondedList, playerColor)
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local insightList = {}
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local attachmentList = {}
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for i, card in ipairs(cardList) do
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if customizations["attachments_05002"] then
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if card.metadata.type == "Event"
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-- get list of cards that are attached (split by ",")
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and card.metadata.traits ~= nil
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for str in string.gmatch(customizations["attachments_05002"], "([^,]+)") do
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and string.match(card.metadata.traits, "Insight")
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table.insert(attachmentList, str)
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and bondedList[card.metadata.id] == nil then
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end
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table.insert(insightList, i)
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else
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-- regular handling, get all possible insight events
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for i, card in ipairs(cardsToSpawn) do
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if card.metadata.type == "Event"
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and card.metadata.traits ~= nil
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and string.match(card.metadata.traits, "Insight")
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and bondedList[card.metadata.id] == nil then
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table.insert(attachmentList, card.metadata.id)
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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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-- Process cards to move them to the hunch deck. This is done in reverse order because the sorting needs
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local count = #attachmentList
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-- to be reversed (deck sorts for face down). Performance here may be an issue, as table.remove() is an O(n)
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-- operation which makes the full shift O(n^2). But keep it simple unless it becomes a problem
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-- change zone for cards
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for i = #insightList, 1, -1 do
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for i = count, 1, -1 do
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local moving = cardList[insightList[i]]
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for j = #cardsToSpawn, 1, -1 do
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moving.zone = "SetAside5"
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if cardsToSpawn[j].metadata.id == attachmentList[i] and cardsToSpawn[j].zone == "Deck" then
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table.remove(cardList, insightList[i])
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cardsToSpawn[j].zone = "SetAside5"
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table.insert(cardList, moving)
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break
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end
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end
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end
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end
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if #insightList < 11 then
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if count < 11 then
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printToAll("Joe's hunch deck must have 11 cards but the deck only has " .. #insightList .. " Insight events.", playerColor)
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printToAll("Joe's hunch deck must have 11 cards but the deck only has " .. count .. " Insight events.", playerColor)
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elseif #insightList > 11 then
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elseif count > 11 then
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printToAll("Moved all " .. #insightList .. " Insight events to the hunch deck, reduce it to 11.", playerColor)
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printToAll("Moved all " .. count .. " Insight events to the hunch deck, reduce it to 11.", playerColor)
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else
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else
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printToAll("Built Joe's hunch deck", playerColor)
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printToAll("Built Joe's hunch deck", playerColor)
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end
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end
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end
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end
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-- Extract all Ally assets to SetAside5 to build the Spirit Deck for parallel Jim Culver
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-- Extract all Ally assets to SetAside5 to build the Spirit Deck for parallel Jim Culver
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---@param cardList table Deck list being created
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---@param cardsToSpawn table Deck list being created
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---@param playerColor string Color this deck is being loaded for
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---@param playerColor string Color this deck is being loaded for
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---@param customizations table Additional deck information
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---@param customizations table ArkhamDB data for customizations on customizable cards
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function handleSpiritDeck(cardList, playerColor, customizations)
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function handleSpiritDeck(cardsToSpawn, playerColor, customizations)
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local spiritList = {}
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local spiritList = {}
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if customizations["extra_deck"] then
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if customizations["extra_deck"] then
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-- split by ","
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-- split by ","
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for str in string.gmatch(customizations["extra_deck"], "([^,]+)") do
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for str in string.gmatch(customizations["extra_deck"], "([^,]+)") do
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local card = allCardsBagApi.getCardById(str)
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local card = allCardsBagApi.getCardById(str)
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if card ~= nil then
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if card ~= nil then
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table.insert(cardList, { data = card.data, metadata = card.metadata, zone = "SetAside5" })
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table.insert(cardsToSpawn, { data = card.data, metadata = card.metadata, zone = "SetAside5" })
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table.insert(spiritList, str)
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table.insert(spiritList, str)
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end
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end
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end
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end
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else
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else
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for i, card in ipairs(cardList) do
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for i, card in ipairs(cardsToSpawn) do
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if card.metadata.id == "90053" or (
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if card.metadata.id == "90053" or (
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card.metadata.type == "Asset"
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card.metadata.type == "Asset"
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and card.metadata.traits ~= nil
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and card.metadata.traits ~= nil
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@ -710,14 +675,8 @@ function handleSpiritDeck(cardList, playerColor, customizations)
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end
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end
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end
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end
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-- Process cards to move them to the spirit deck. This is done in reverse order because the sorting needs
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-- to be reversed (deck sorts for face down). Performance here may be an issue, as table.remove() is an O(n)
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-- operation which makes the full shift O(n^2). But keep it simple unless it becomes a problem
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for i = #spiritList, 1, -1 do
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for i = #spiritList, 1, -1 do
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local moving = cardList[spiritList[i]]
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cardsToSpawn[spiritList[i]].zone = "SetAside5"
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moving.zone = "SetAside5"
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table.remove(cardList, spiritList[i])
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table.insert(cardList, moving)
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end
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end
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end
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end
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@ -730,6 +689,47 @@ function handleSpiritDeck(cardList, playerColor, customizations)
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end
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end
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end
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end
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-- Check for and handle Underworld Market by moving all Illicit cards to UnderSetAside6
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---@param cardsToSpawn table Deck list being created
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---@param customizations table ArkhamDB data for customizations on customizable cards
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---@param playerColor string Color this deck is being loaded for
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function handleUnderworldMarket(cardsToSpawn, customizations, playerColor)
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local attachmentList = {}
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if customizations["attachments_09077"] then
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-- get list of cards that are attached (split by ",")
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for str in string.gmatch(customizations["attachments_09077"], "([^,]+)") do
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table.insert(attachmentList, str)
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end
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else
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-- regular handling, get all possible Illicit cards
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for i, card in ipairs(cardsToSpawn) do
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if card.metadata.traits ~= nil and string.match(card.metadata.traits, "Illicit") and card.zone == "Deck" then
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table.insert(attachmentList, card.metadata.id)
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end
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end
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end
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local count = #attachmentList
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-- change zone for cards
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for i = count, 1, -1 do
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for j = #cardsToSpawn, 1, -1 do
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if cardsToSpawn[j].metadata.id == attachmentList[i] and cardsToSpawn[j].zone == "Deck" then
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cardsToSpawn[j].zone = "UnderSetAside6"
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break
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end
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end
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end
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if count < 10 then
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printToAll("Only " .. count .. " Illicit cards in your deck, you can't trigger Underworld Market's ability.", playerColor)
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elseif count > 10 then
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printToAll("Moved all " .. count .. " Illicit cards to the Market deck, reduce it to 10", playerColor)
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else
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printToAll("Built the Market deck", playerColor)
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end
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end
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-- For any customization upgrade cards in the card list, process the metadata from the deck to
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-- For any customization upgrade cards in the card list, process the metadata from the deck to
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-- set the save state to show the correct checkboxes/text field values
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-- set the save state to show the correct checkboxes/text field values
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---@param cardList table Deck list being created
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---@param cardList table Deck list being created
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Reference in New Issue
Block a user