added investigator counter to handler
This commit is contained in:
parent
5cd37055a8
commit
7b0fd216ef
@ -51,6 +51,7 @@ local GuidReferences = {
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DeckImporter = "a28140",
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DoomCounter = "85c4c6",
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DoomInPlayCounter = "652ff3",
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InvestigatorCounter = "f182ee",
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MasterClueCounter = "4a3aa4",
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MythosArea = "9f334f",
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NavigationOverlayHandler = "797ede",
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@ -2,61 +2,60 @@
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-- general setup
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---------------------------------------------------------
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local guidHandler = getObjectFromGUID("123456")
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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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local INCOMING_ONE_WAY = 2
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local BIDIRECTIONAL = 0
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local ONE_WAY = 1
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local INCOMING_ONE_WAY = 2
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-- Connector draw parameters
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local CONNECTION_THICKNESS = 0.015
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local CONNECTION_THICKNESS = 0.015
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local DRAGGING_CONNECTION_THICKNESS = 0.15
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local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 }
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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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local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 }
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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 = 1.529
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local CONNECTION_LINE_Y = 1.529
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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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local collisionEnabled = false
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-- used for recreating the link to a custom data helper after image change
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customDataHelper = nil
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customDataHelper = nil
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local DEFAULT_URL = "http://cloud-3.steamusercontent.com/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
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local DEFAULT_URL =
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"http://cloud-3.steamusercontent.com/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
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local SHIFT_OFFSETS = {
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local SHIFT_OFFSETS = {
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left = { x = 0.00, y = 0, z = 7.67 },
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right = { x = 0.00, y = 0, z = -7.67 },
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up = { x = 6.54, y = 0, z = 0.00 },
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down = { x = -6.54, y = 0, z = 0.00 }
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}
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local SHIFT_EXCLUSION = {
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local SHIFT_EXCLUSION = {
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["b7b45b"] = true,
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["f182ee"] = true,
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["721ba2"] = true
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}
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local LOC_LINK_EXCLUDE_SCENARIOS = {
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local LOC_LINK_EXCLUDE_SCENARIOS = {
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["The Witching Hour"] = true,
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["The Heart of Madness"] = true
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}
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local tokenManager = require("core/token/TokenManager")
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local tokenManager = require("core/token/TokenManager")
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local clueData = {}
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local spawnedLocationGUIDs = {}
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local locations = {}
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local locationConnections = {}
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local draggingGuids = {}
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local clueData = {}
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local spawnedLocationGUIDs = {}
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local locations = {}
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local locationConnections = {}
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local draggingGuids = {}
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local locationData
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local currentScenario
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local missingData = {}
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local countedVP = {}
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local missingData = {}
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local countedVP = {}
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---------------------------------------------------------
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-- general code
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@ -71,8 +70,8 @@ end
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function onLoad(saveState)
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-- records locations we have spawned clues for
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local save = JSON.decode(saveState) or { }
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locations = save.trackedLocations or { }
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local save = JSON.decode(saveState) or {}
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locations = save.trackedLocations or {}
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currentScenario = save.currentScenario
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self.interactable = false
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@ -93,11 +92,11 @@ function updateSurface(newURL)
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local customInfo = self.getCustomObject()
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if newURL ~= "" and newURL ~= nil and newURL ~= DEFAULT_URL then
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customInfo.image = newURL
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broadcastToAll("New Playmat Image Applied", { 0.2, 0.9, 0.2 })
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customInfo.image = newURL
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broadcastToAll("New Playmat Image Applied", { 0.2, 0.9, 0.2 })
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else
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customInfo.image = DEFAULT_URL
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broadcastToAll("Default Playmat Image Applied", { 0.2, 0.9, 0.2 })
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customInfo.image = DEFAULT_URL
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broadcastToAll("Default Playmat Image Applied", { 0.2, 0.9, 0.2 })
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end
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self.setCustomObject(customInfo)
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@ -108,7 +107,7 @@ function updateSurface(newURL)
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self.reload()
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if guid ~= nil then
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Wait.time(function() updateLocations({ guid }) end, 1)
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Wait.time(function() updateLocations({ guid }) end, 1)
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end
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end
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@ -129,12 +128,14 @@ function onCollisionEnter(collisionInfo)
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if shouldSpawnTokens(card) then
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tokenManager.spawnForCard(card)
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end
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-- If this card was being dragged, clear the dragging connections. A multi-drag/drop may send
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-- the dropped card immediately into a deck, so this has to be done here
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if draggingGuids[card.getGUID()] ~= nil then
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card.setVectorLines(nil)
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draggingGuids[card.getGUID()] = nil
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end
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maybeTrackLocation(card)
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end
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@ -167,20 +168,20 @@ function onObjectPickUp(player, object)
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-- should be tracking
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if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
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local pickedUpGuid = object.getGUID()
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local metadata = JSON.decode(object.getGMNotes()) or { }
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local metadata = JSON.decode(object.getGMNotes()) or {}
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if metadata.type == "Location" then
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-- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in
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-- the same frame). This causes a mismatch in the data between dragging the on-table, and
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-- that one frame draws connectors on the card which then show up as shadows for snap points.
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-- Waiting ensures we always do thing in the expected Exit->PickUp order
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Wait.frames(function()
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if object.is_face_down then
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draggingGuids[pickedUpGuid] = metadata.locationBack
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else
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draggingGuids[pickedUpGuid] = metadata.locationFront
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end
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rebuildConnectionList()
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end, 2)
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if object.is_face_down then
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draggingGuids[pickedUpGuid] = metadata.locationBack
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else
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draggingGuids[pickedUpGuid] = metadata.locationFront
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end
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rebuildConnectionList()
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end, 2)
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end
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end
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end
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@ -273,11 +274,11 @@ end
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-- drawBaseConnections()
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function rebuildConnectionList()
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if not showLocationLinks() then
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locationConnections = { }
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locationConnections = {}
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return
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end
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local iconCardList = { }
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local iconCardList = {}
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-- Build a list of cards with each icon as their location ID
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for cardId, metadata in pairs(draggingGuids) do
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@ -288,7 +289,7 @@ function rebuildConnectionList()
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end
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-- Pair up all the icons
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locationConnections = { }
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locationConnections = {}
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for cardId, metadata in pairs(draggingGuids) do
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buildConnection(cardId, iconCardList, metadata)
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end
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@ -307,7 +308,7 @@ function buildLocListByIcon(cardId, iconCardList, locData)
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if locData ~= nil and locData.icons ~= nil then
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for icon in string.gmatch(locData.icons, "%a+") do
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if iconCardList[icon] == nil then
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iconCardList[icon] = { }
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iconCardList[icon] = {}
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end
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table.insert(iconCardList[icon], cardId)
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end
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@ -321,19 +322,19 @@ end
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---@param locData Table A table containing the metadata for the card (for the correct side)
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function buildConnection(cardId, iconCardList, locData)
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if locData ~= nil and locData.connections ~= nil then
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locationConnections[cardId] = { }
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locationConnections[cardId] = {}
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for icon in string.gmatch(locData.connections, "%a+") do
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if iconCardList[icon] ~= nil then
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for _, connectedGuid in ipairs(iconCardList[icon]) do
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-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
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if locationConnections[connectedGuid] ~= nil
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and (locationConnections[connectedGuid][cardId] == ONE_WAY
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or locationConnections[connectedGuid][cardId] == BIDIRECTIONAL) then
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or locationConnections[connectedGuid][cardId] == BIDIRECTIONAL) then
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locationConnections[connectedGuid][cardId] = BIDIRECTIONAL
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locationConnections[cardId][connectedGuid] = nil
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else
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if locationConnections[connectedGuid] == nil then
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locationConnections[connectedGuid] = { }
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locationConnections[connectedGuid] = {}
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end
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locationConnections[cardId][connectedGuid] = ONE_WAY
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locationConnections[connectedGuid][cardId] = INCOMING_ONE_WAY
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@ -348,10 +349,10 @@ end
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-- Constructed vectors will be set to the playmat
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function drawBaseConnections()
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if not showLocationLinks() then
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locationConnections = { }
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locationConnections = {}
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return
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end
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local cardConnectionLines = { }
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local cardConnectionLines = {}
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for originGuid, targetGuids in pairs(locationConnections) do
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-- Objects should reliably exist at this point, but since this can be called during onUpdate the
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@ -380,8 +381,8 @@ function drawDraggingConnections()
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if not showLocationLinks() then
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return
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end
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local cardConnectionLines = { }
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local ownedVectors = { }
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local cardConnectionLines = {}
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local ownedVectors = {}
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for originGuid, _ in pairs(draggingGuids) do
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targetGuids = locationConnections[originGuid]
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@ -389,7 +390,7 @@ function drawDraggingConnections()
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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 draggingGuids[originGuid] and origin ~= nil and targetGuids ~= nil then
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ownedVectors[originGuid] = { }
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ownedVectors[originGuid] = {}
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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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@ -427,9 +428,9 @@ function addBidirectionalVector(card1, card2, vectorOwner, lines)
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local pos2 = vectorOwner.positionToLocal(cardPos2)
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table.insert(lines, {
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points = { pos1, pos2 },
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color = vectorOwner == self and CONNECTION_COLOR or DRAGGING_CONNECTION_COLOR,
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thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
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points = { pos1, pos2 },
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color = vectorOwner == self and CONNECTION_COLOR or DRAGGING_CONNECTION_COLOR,
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thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
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})
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end
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@ -451,11 +452,13 @@ function addOneWayVector(origin, target, vectorOwner, lines)
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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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local heading = Vector(originPos):sub(targetPos):heading("y")
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local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
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local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 +
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DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
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-- Calculate the three possible arrow positions. These are offset by half the arrow length to
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-- make them visually balanced by keeping the arrows centered, not tracking the point
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local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
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local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos,
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ARROW_ARM_LENGTH / 2)
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local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
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local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
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@ -474,14 +477,16 @@ end
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines Table List of vector line elements. Mutable, will be updated to add this arrow
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function addArrowLines(arrowheadPos, originPos, vectorOwner, 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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local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y",
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-1 * ARROW_ANGLE):add(arrowheadPos)
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local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y",
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ARROW_ANGLE):add(arrowheadPos)
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local head = vectorOwner.positionToLocal(arrowheadPos)
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local arm1 = vectorOwner.positionToLocal(arrowArm1)
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local arm2 = vectorOwner.positionToLocal(arrowArm2)
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table.insert(lines, {
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points = { arm1, head, arm2},
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points = { arm1, head, arm2 },
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color = vectorOwner == self and CONNECTION_COLOR or DRAGGING_CONNECTION_COLOR,
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thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
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})
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@ -508,6 +513,7 @@ function shiftContentsRight(playerColor)
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end
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function shiftContents(playerColor, direction)
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local guidHandler = getObjectFromGUID("123456")
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local zone = guidHandler.call("getObjectByOwnerAndType", { owner = "Mythos", type = "PlayAreaZone" })
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if not zone then
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broadcastToColor("Scripting zone couldn't be found.", playerColor, "Red")
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@ -530,8 +536,8 @@ function isInPlayArea(object)
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local bounds = self.getBounds()
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local position = object.getPosition()
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-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
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local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2}
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local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2}
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local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2 }
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local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2 }
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return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
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end
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@ -582,7 +588,7 @@ function countVP()
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local cardVP = tonumber(metadata.victory) or 0
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if cardVP ~= 0 and not cardHasClues(cardId) then
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totalVP = totalVP + cardVP
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if cardVP >0 then
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if cardVP > 0 then
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table.insert(countedVP, getObjectFromGUID(cardId))
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end
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end
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@ -651,8 +657,8 @@ end
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-- rebuilds local snap points (could be useful in the future again)
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function buildSnaps()
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local upperleft = { x = 1.53, z = -1.09}
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local lowerright = {x = -1.53, z = 1.55}
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local upperleft = { x = 1.53, z = -1.09 }
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local lowerright = { x = -1.53, z = 1.55 }
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local snaps = {}
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-- creates 81 snap points, for uneven rows + columns it makes a rotation snap point
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@ -666,7 +672,7 @@ function buildSnaps()
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-- enable rotation snaps for uneven rows / columns
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if (i % 2 ~= 0) and (j % 2 ~= 0) then
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snap.rotation = {0, 0, 0}
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snap.rotation = { 0, 0, 0 }
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snap.rotation_snap = true
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end
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@ -678,6 +684,6 @@ end
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-- utility function
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function round(num, numDecimalPlaces)
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local mult = 10^(numDecimalPlaces or 0)
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local mult = 10 ^ (numDecimalPlaces or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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@ -14,7 +14,7 @@ do
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-- Returns the current value of the investigator counter from the playmat
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---@return Integer. Number of investigators currently set on the counter
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PlayAreaApi.getInvestigatorCount = function()
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getInvestigatorCounter().getVar("val")
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return getInvestigatorCounter().getVar("val")
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end
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-- Updates the current value of the investigator counter from the playmat
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@ -365,18 +365,16 @@ do
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if uses == nil then return end
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-- go through tokens to spawn
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local type, token, tokenCount
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local tokenCount
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for i, useInfo in ipairs(uses) do
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type = useInfo.type
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token = useInfo.token
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tokenCount = (useInfo.count or 0)
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+ (useInfo.countPerInvestigator or 0) * playAreaApi.getInvestigatorCount()
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if extraUses ~= nil and extraUses[type] ~= nil then
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tokenCount = tokenCount + extraUses[type]
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tokenCount = (useInfo.count or 0) + (useInfo.countPerInvestigator or 0) * playAreaApi.getInvestigatorCount()
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if extraUses ~= nil and extraUses[useInfo.type] ~= nil then
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tokenCount = tokenCount + extraUses[useInfo.type]
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end
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-- Shift each spawned group after the first down so they don't pile on each other
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TokenManager.spawnTokenGroup(card, token, tokenCount, (i - 1) * 0.8, type)
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TokenManager.spawnTokenGroup(card, useInfo.token, tokenCount, (i - 1) * 0.8, useInfo.type)
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end
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tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
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end
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@ -400,9 +398,8 @@ do
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---@param playerData Table Player card data structure retrieved from the DataHelper. Should be
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-- the right data for this card.
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internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData)
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token = playerData.tokenType
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tokenCount = playerData.tokenCount
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--log("Spawning data helper tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
|
||||
local token = playerData.tokenType
|
||||
local tokenCount = playerData.tokenCount
|
||||
TokenManager.spawnTokenGroup(card, token, tokenCount)
|
||||
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
|
||||
end
|
||||
@ -435,7 +432,6 @@ do
|
||||
return 0
|
||||
end
|
||||
|
||||
--log(card.getName() .. ' : ' .. locationData.type .. ' : ' .. locationData.value .. ' : ' .. locationData.clueSide)
|
||||
if ((card.is_face_down and locationData.clueSide == 'back')
|
||||
or (not card.is_face_down and locationData.clueSide == 'front')) then
|
||||
if locationData.type == 'fixed' then
|
||||
|
Loading…
Reference in New Issue
Block a user