Merge pull request #165 from argonui/pc-relative
Update Unified Player Card panel to use relative positioning
This commit is contained in:
commit
84742a9cb4
@ -31,14 +31,26 @@ local STARTER_DECK_MODE_CARDS_ONLY = "cards"
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local FACE_UP_ROTATION = { x = 0, y = 270, z = 0}
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local FACE_DOWN_ROTATION = { x = 0, y = 270, z = 180}
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-- Coordinates to begin laying out cards. These vary based on the cards that are being placed
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-- ---------- IMPORTANT ----------
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-- Coordinates defined below are in global dimensions relative to the panel - DO NOT USE THESE
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-- DIRECTLY. Call scalePositions() before use, and reference the variables below
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-- Layout width for a single card, in global coordinate space
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local CARD_WIDTH = 2.3
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-- Coordinates to begin laying out cards. These vary based on the cards that are being placed by
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-- considering the width of the cards, number of cards, and desired spread intervals.
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-- IMPORTANT! Because of the mix of global card sizes and relative-to-scale positions, the X and Y
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-- coordinates on these provide global disances while the Z is local.
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local START_POSITIONS = {
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classCards = Vector(58.384, 1.36, 92.4),
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investigator = Vector(60, 1.36, 86),
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cycle = Vector(48, 1.36, 92.4),
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other = Vector(56, 1.36, 86),
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summonedServitor = Vector(55.5, 1.36, 60.2),
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randomWeakness = Vector(55, 1.36, 75)
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classCards = Vector(CARD_WIDTH * 9.5, 2, 1.4),
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investigator = Vector(6 * 2.5, 2, 1.3),
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cycle = Vector(CARD_WIDTH * 9.5, 2, 2.4),
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other = Vector(CARD_WIDTH * 9.5, 2, 1.4),
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randomWeakness = Vector(0, 2, 1.4),
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-- Because the card spread is handled by the SpawnBag, we don't know (programatically) where this
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-- should be placed. If more customizable cards are added it will need to be moved.
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summonedServitor = Vector(CARD_WIDTH * -6.5, 2, 1.7),
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}
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-- Shifts to move rows of cards, and groups of rows, as different groupings are laid out
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@ -47,14 +59,23 @@ local CARD_GROUP_OFFSET = 2
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-- Position offsets for investigator decks in investigator mode, defines the spacing for how the
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-- rows and columns are laid out
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local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(-11, 0, 0)
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local INVESTIGATOR_POSITION_SHIFT_COL = Vector(0, 0, -6)
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local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(0, 0, 11)
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local INVESTIGATOR_POSITION_SHIFT_COL = Vector(-6, 0, 0)
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local INVESTIGATOR_MAX_COLS = 6
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-- Positions relative to the minicard to place other stacks. Both signature card piles and starter
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-- decks use SIGNATURE_OFFSET
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local INVESTIGATOR_CARD_OFFSET = Vector(-2.55, 0, 0)
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local INVESTIGATOR_SIGNATURE_OFFSET = Vector(-5.75, 0, 0)
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local INVESTIGATOR_CARD_OFFSET = Vector(0, 0, 2.55)
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local INVESTIGATOR_SIGNATURE_OFFSET = Vector(0, 0, 5.75)
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-- USE THESE! Positions and offset shifts accounting for the scale of the panel
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local startPositions
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local cardRowOffset
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local cardGroupOffset
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local investigatorPositionShiftRow
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local investigatorPositionShiftCol
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local investigatorCardOffset
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local investigatorSignatureOffset
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local CLASS_LIST = { "Guardian", "Seeker", "Rogue", "Mystic", "Survivor", "Neutral" }
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local CYCLE_LIST = {
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@ -361,6 +382,35 @@ function updateStarterModeButtons()
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createInvestigatorModeButtons()
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end
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-- Clears the table and updates positions based on scale. Should be called before ANY card
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-- placement
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function prepareToPlaceCards()
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deleteAll()
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scalePositions()
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end
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-- Updates the positions based on the current object scale to ensure the relative layout functions
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-- properly at different scales.
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function scalePositions()
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-- Assume scaling is consistent in X and Z dimensions
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local scale = 1 / self.getScale().x
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startPositions = { }
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for key, pos in pairs(START_POSITIONS) do
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-- Because a scaled object means a different global size, using global distance for Z results in
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-- the cards being closer or farther depending on the scale. Leave the Z values and only scale
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-- X and Y
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startPositions[key] = Vector(pos)
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startPositions[key].x = startPositions[key].x * scale
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startPositions[key].y = startPositions[key].y * scale
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end
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cardRowOffset = CARD_ROW_OFFSET * scale
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cardGroupOffset = CARD_GROUP_OFFSET * scale
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investigatorPositionShiftRow = Vector(INVESTIGATOR_POSITION_SHIFT_ROW):scale(scale)
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investigatorPositionShiftCol = Vector(INVESTIGATOR_POSITION_SHIFT_COL):scale(scale)
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investigatorCardOffset = Vector(INVESTIGATOR_CARD_OFFSET):scale(scale)
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investigatorSignatureOffset = Vector(INVESTIGATOR_SIGNATURE_OFFSET):scale(scale)
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end
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-- Deletes all cards currently placed on the table
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function deleteAll()
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spawnBag.recall(true)
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@ -371,7 +421,7 @@ end
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---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
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function spawnInvestigatorGroup(groupName)
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local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
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spawnBag.recall(true)
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prepareToPlaceCards()
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Wait.frames(function()
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if starterMode then
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spawnStarters(groupName)
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@ -385,32 +435,47 @@ end
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-- investigator cards and minicards as well as the signature cards.
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---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
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function spawnInvestigators(groupName)
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local position = Vector(START_POSITIONS.investigator)
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local col = 1
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local row = 1
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if INVESTIGATOR_GROUPS[groupName] == nil then
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printToAll("No " .. groupName .. " data yet")
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return
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end
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for _, investigatorName in ipairs(INVESTIGATOR_GROUPS[groupName]) do
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local col = 1
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local row = 1
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local investigatorCount = #INVESTIGATOR_GROUPS[groupName]
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local position = getInvestigatorRowStartPos(investigatorCount, row)
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for i, investigatorName in ipairs(INVESTIGATOR_GROUPS[groupName]) do
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for _, spawnSpec in ipairs(buildInvestigatorSpawnSpec(
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investigatorName, INVESTIGATORS[investigatorName], position, false)) do
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spawnBag.spawn(spawnSpec)
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end
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position:add(INVESTIGATOR_POSITION_SHIFT_COL)
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position:add(investigatorPositionShiftCol)
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col = col + 1
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if col > INVESTIGATOR_MAX_COLS then
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col = 1
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position = Vector(START_POSITIONS.investigator)
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position:add(Vector(
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INVESTIGATOR_POSITION_SHIFT_ROW.x * row,
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INVESTIGATOR_POSITION_SHIFT_ROW.z * row,
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INVESTIGATOR_POSITION_SHIFT_ROW.z * row))
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row = row + 1
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position = getInvestigatorRowStartPos(investigatorCount, row)
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end
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end
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end
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function getInvestigatorRowStartPos(investigatorCount, row)
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local rowStart = Vector(startPositions.investigator)
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rowStart:add(Vector(
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investigatorPositionShiftRow.x * (row - 1),
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investigatorPositionShiftRow.y * (row - 1),
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investigatorPositionShiftRow.z * (row - 1)))
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local investigatorsInRow =
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math.min(investigatorCount - INVESTIGATOR_MAX_COLS * (row - 1), INVESTIGATOR_MAX_COLS)
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rowStart:add(Vector(
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investigatorPositionShiftCol.x * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
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investigatorPositionShiftCol.y * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
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investigatorPositionShiftCol.z * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2))
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return rowStart
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end
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-- Creates the spawn spec for the investigator's signature cards.
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---@param investigatorName String. Name of the investigator, matching a key in
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--- InvestigatorPanelData
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@ -418,12 +483,12 @@ end
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--- INVESTIGATORS
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---@param position Vector. Where to spawn the minicard; investigagor cards will be placed below
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function buildInvestigatorSpawnSpec(investigatorName, investigatorData, position)
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local sigPos = Vector(position):add(INVESTIGATOR_SIGNATURE_OFFSET)
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local sigPos = Vector(position):add(investigatorSignatureOffset)
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local spawns = buildCommonSpawnSpec(investigatorName, investigatorData, position)
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table.insert(spawns, {
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name = investigatorName.."signatures",
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cards = investigatorData.signatures,
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globalPos = sigPos,
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globalPos = self.positionToWorld(sigPos),
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rotation = FACE_UP_ROTATION,
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})
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@ -441,18 +506,18 @@ end
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---@param oneCardOnly Boolean. If true, will spawn only the first card in the investigator card
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--- and minicard lists. Otherwise, spawn them all in a deck
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function buildCommonSpawnSpec(investigatorName, investigatorData, position, oneCardOnly)
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local cardPos = Vector(position):add(INVESTIGATOR_CARD_OFFSET)
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local cardPos = Vector(position):add(investigatorCardOffset)
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return {
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{
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name = investigatorName.."minicards",
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cards = oneCardOnly and { investigatorData.minicards[1] } or investigatorData.minicards,
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globalPos = position,
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globalPos = self.positionToWorld(position),
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rotation = FACE_UP_ROTATION,
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},
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{
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name = investigatorName.."cards",
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cards = oneCardOnly and { investigatorData.cards[1] } or investigatorData.cards,
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globalPos = cardPos,
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globalPos = self.positionToWorld(cardPos),
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rotation = FACE_UP_ROTATION,
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},
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}
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@ -462,21 +527,18 @@ end
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-- investigators in the given group.
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---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
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function spawnStarters(groupName)
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local position = Vector(START_POSITIONS.investigator)
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local col = 1
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local row = 1
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local investigatorCount = #INVESTIGATOR_GROUPS[groupName]
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local position = getInvestigatorRowStartPos(investigatorCount, row)
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for _, investigatorName in ipairs(INVESTIGATOR_GROUPS[groupName]) do
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spawnStarterDeck(investigatorName, INVESTIGATORS[investigatorName], position)
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position:add(INVESTIGATOR_POSITION_SHIFT_COL)
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position:add(investigatorPositionShiftCol)
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col = col + 1
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if col > INVESTIGATOR_MAX_COLS then
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col = 1
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position = Vector(START_POSITIONS.investigator)
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position:add(Vector(
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INVESTIGATOR_POSITION_SHIFT_ROW.x * row,
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INVESTIGATOR_POSITION_SHIFT_ROW.z * row,
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INVESTIGATOR_POSITION_SHIFT_ROW.z * row))
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row = row + 1
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position = getInvestigatorRowStartPos(investigatorCount, row)
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end
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end
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end
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@ -489,7 +551,7 @@ function spawnStarterDeck(investigatorName, investigatorData, position)
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buildCommonSpawnSpec(investigatorName, INVESTIGATORS[investigatorName], position, true)) do
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spawnBag.spawn(spawnSpec)
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end
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local deckPos = Vector(position):add(INVESTIGATOR_SIGNATURE_OFFSET)
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local deckPos = Vector(position):add(investigatorSignatureOffset)
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arkhamDb.getDecklist("None", investigatorData.starterDeck, true, false, false, function(slots)
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local cardIdList = { }
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for id, count in pairs(slots) do
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@ -500,7 +562,7 @@ function spawnStarterDeck(investigatorName, investigatorData, position)
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spawnBag.spawn({
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name = investigatorName.."starter",
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cards = cardIdList,
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globalPos = deckPos,
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globalPos = self.positionToWorld(deckPos),
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rotation = FACE_DOWN_ROTATION
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})
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end)
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@ -509,7 +571,7 @@ end
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---@param cardClass String. Class to place ("Guardian", "Seeker", etc)
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---@param isUpgraded Boolean. If true, spawn the Level 1-5 cards. Otherwise, Level 0.
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function spawnClassCards(cardClass, isUpgraded)
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spawnBag.recall(true)
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prepareToPlaceCards()
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Wait.frames(function() placeClassCards(cardClass, isUpgraded) end, 2)
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end
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@ -538,34 +600,34 @@ function placeClassCards(cardClass, isUpgraded)
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table.insert(assetList, cardId)
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end
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end
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local groupPos = Vector(START_POSITIONS.classCards)
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local groupPos = Vector(startPositions.classCards)
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if #skillList > 0 then
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spawnBag.spawn({
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name = cardClass .. (isUpgraded and "upgraded" or "basic"),
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cards = skillList,
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globalPos = groupPos,
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globalPos = self.positionToWorld(groupPos),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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})
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groupPos.x = groupPos.x - math.ceil(#skillList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
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groupPos.z = groupPos.z + math.ceil(#skillList / 20) * cardRowOffset + cardGroupOffset
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end
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if #eventList > 0 then
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spawnBag.spawn({
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name = cardClass .. "event" .. (isUpgraded and "upgraded" or "basic"),
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cards = eventList,
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globalPos = groupPos,
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globalPos = self.positionToWorld(groupPos),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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})
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groupPos.x = groupPos.x - math.ceil(#eventList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
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groupPos.z = groupPos.z + math.ceil(#eventList / 20) * cardRowOffset + cardGroupOffset
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end
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if #assetList > 0 then
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spawnBag.spawn({
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name = cardClass .. "asset" .. (isUpgraded and "upgraded" or "basic"),
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cards = assetList,
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globalPos = groupPos,
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globalPos = self.positionToWorld(groupPos),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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@ -576,7 +638,7 @@ end
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-- Spawns the investigator sets and all cards for the given cycle
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---@param cycle String Name of a cycle, should match the standard used in card metadata
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function spawnCycle(cycle)
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spawnBag.recall(true)
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prepareToPlaceCards()
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spawnInvestigators(cycle)
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local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
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local indexReady = allCardsBag.call("isIndexReady")
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@ -592,7 +654,7 @@ function spawnCycle(cycle)
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spawnBag.spawn({
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name = "cycle"..cycle,
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cards = copiedList,
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globalPos = START_POSITIONS.cycle,
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globalPos = self.positionToWorld(startPositions.cycle),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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@ -600,11 +662,11 @@ function spawnCycle(cycle)
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end
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function spawnBonded()
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spawnBag.recall(true)
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prepareToPlaceCards()
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spawnBag.spawn({
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name = "bonded",
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cards = BONDED_CARD_LIST,
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globalPos = START_POSITIONS.classCards,
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globalPos = self.positionToWorld(startPositions.classCards),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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@ -612,11 +674,11 @@ function spawnBonded()
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end
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function spawnUpgradeSheets()
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spawnBag.recall(true)
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prepareToPlaceCards()
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spawnBag.spawn({
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name = "upgradeSheets",
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cards = UPGRADE_SHEET_LIST,
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globalPos = START_POSITIONS.classCards,
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globalPos = self.positionToWorld(startPositions.classCards),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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@ -624,14 +686,14 @@ function spawnUpgradeSheets()
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spawnBag.spawn({
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name = "servitor",
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cards = { "09080-m" },
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globalPos = START_POSITIONS.summonedServitor,
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globalPos = self.positionToWorld(startPositions.summonedServitor),
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rotation = FACE_UP_ROTATION,
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})
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end
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-- Clears the current cards, and places all basic weaknesses on the table.
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function spawnWeaknesses()
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spawnBag.recall(true)
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prepareToPlaceCards()
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local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
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local indexReady = allCardsBag.call("isIndexReady")
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if (not indexReady) then
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@ -649,29 +711,29 @@ function spawnWeaknesses()
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table.insert(otherWeaknessList, id)
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end
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end
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local groupPos = Vector(START_POSITIONS.classCards)
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local groupPos = Vector(startPositions.classCards)
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spawnBag.spawn({
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name = "basicWeaknesses",
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cards = basicWeaknessList,
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globalPos = groupPos,
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globalPos = self.positionToWorld(groupPos),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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})
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groupPos.x = groupPos.x - math.ceil(#basicWeaknessList / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
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groupPos.z = groupPos.z + math.ceil(#basicWeaknessList / 20) * cardRowOffset + cardGroupOffset
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spawnBag.spawn({
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name = "evolvedWeaknesses",
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cards = EVOLVED_WEAKNESSES,
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globalPos = groupPos,
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globalPos = self.positionToWorld(groupPos),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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})
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groupPos.x = groupPos.x - math.ceil(#EVOLVED_WEAKNESSES / 20) * CARD_ROW_OFFSET - CARD_GROUP_OFFSET
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groupPos.z = groupPos.z + math.ceil(#EVOLVED_WEAKNESSES / 20) * cardRowOffset + cardGroupOffset
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spawnBag.spawn({
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name = "otherWeaknesses",
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cards = otherWeaknessList,
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globalPos = groupPos,
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globalPos = self.positionToWorld(groupPos),
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rotation = FACE_UP_ROTATION,
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spread = true,
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spreadCols = 20
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@ -679,7 +741,7 @@ function spawnWeaknesses()
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end
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function spawnRandomWeakness()
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spawnBag.recall(true)
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prepareToPlaceCards()
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local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
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local weaknessId = allCardsBag.call("getRandomWeaknessId")
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if (weaknessId == nil) then
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@ -689,7 +751,7 @@ function spawnRandomWeakness()
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spawnBag.spawn({
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name = "randomWeakness",
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cards = { weaknessId },
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globalPos = START_POSITIONS.randomWeakness,
|
||||
globalPos = self.positionToWorld(startPositions.randomWeakness),
|
||||
rotation = FACE_UP_ROTATION,
|
||||
})
|
||||
end
|
||||
|
@ -52,13 +52,24 @@ Spawner.spawnCardSpread = function(cardList, startPos, maxCols, rot, sort, callb
|
||||
end
|
||||
|
||||
local position = { x = startPos.x, y = startPos.y, z = startPos.z }
|
||||
-- Special handle the first row if we have less than a full single row, but only if there's a
|
||||
-- reasonable max column count. Single-row spreads will send a large value for maxCols
|
||||
if maxCols < 100 and #cardList < maxCols then
|
||||
position.z = startPos.z + ((maxCols - #cardList) / 2 * SPREAD_Z_SHIFT)
|
||||
end
|
||||
local cardsInRow = 0
|
||||
local rows = 0
|
||||
for _, card in ipairs(cardList) do
|
||||
Spawner.spawn({ card }, position, rot, callback)
|
||||
position.z = position.z + SPREAD_Z_SHIFT
|
||||
cardsInRow = cardsInRow + 1
|
||||
if cardsInRow >= maxCols then
|
||||
position.z = startPos.z
|
||||
rows = rows + 1
|
||||
local cardsForRow = #cardList - rows * maxCols
|
||||
if cardsForRow > maxCols then
|
||||
cardsForRow = maxCols
|
||||
end
|
||||
position.z = startPos.z + ((maxCols - cardsForRow) / 2 * SPREAD_Z_SHIFT)
|
||||
position.x = position.x + SPREAD_X_SHIFT
|
||||
cardsInRow = 0
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user