Merge pull request #54 from argonui/living-ink-circles

Add skill selection capability to Living Ink
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Chr1Z 2022-11-18 19:22:04 +01:00 committed by GitHub
commit 86c8bac295
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3 changed files with 358 additions and 5 deletions

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@ -33,8 +33,8 @@
"IgnoreFoW": false,
"LayoutGroupSortIndex": 0,
"Locked": false,
"LuaScriptState": "[[0,0,0,0,0,0,0,0,0,0],[\"\",\"\",\"\",\"\",\"\"]]",
"LuaScript_path": "AllPlayerCards.15bb07/LivingLinkUpgradeSheet.19a05b.ttslua",
"LuaScript": "require(\"playercards/customizable/LivingInkUpgradeSheet\")",
"LuaScriptState": "[[0,0,0,0,0,0,0,0,0,0],[]]",
"MeasureMovement": false,
"Name": "CardCustom",
"Nickname": "Living Link Upgrade Sheet",
@ -46,9 +46,9 @@
],
"Tooltip": true,
"Transform": {
"posX": -36.407,
"posY": 2.296,
"posZ": 52.084,
"posX": -23.264,
"posY": 3.488,
"posZ": -44.194,
"rotX": 0,
"rotY": 270,
"rotZ": 0,

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@ -0,0 +1,265 @@
-- Customizable Cards: Living Ink
-- by Chr1Z
information = {
version = "1.7",
last_updated = "12.10.2022"
}
-- Size information for buttons
boxSize = 40
-- static values
x_1 = -0.935
x_offset = 0.075
y_visible = 0.25
y_invisible = -0.5
-- z-values (lines on the sheet)
posZ = {
-0.69,
-0.355,
0.0855,
0.425,
0.555,
0.685,
1.02
}
-- box setup (amount of boxes per line and amount of marked boxes in that line)
existingBoxes = { 1, 1, 2, 2, 3, 3, 3 }
-- override 'marked boxes' for debugging ('all' or 'none')
markDEBUG = ""
-- Locations of the skill selectors
local SKILL_ICON_POSITIONS = {
willpower = { x = 0.085, z = -0.88},
intellect = { x = -0.183, z = -0.88},
combat = { x = -0.473, z = -0.88},
agility = { x = -0.74, z = -0.88},
}
local selectedSkills = {
willpower = false,
intellect = false,
combat = false,
agility = false
}
-- save state when going into bags / decks
function onDestroy() self.script_state = onSave() end
function onSave()
local skillArray = { }
for skill, isSelected in pairs(selectedSkills) do
if (isSelected) then
table.insert(skillArray, skill)
end
end
return JSON.encode({ markedBoxes, skillArray })
end
-- Startup procedure
function onLoad(saved_data)
if saved_data ~= "" and markDEBUG == "" then
local loaded_data = JSON.decode(saved_data)
markedBoxes = loaded_data[1]
log(loaded_data[2])
for _, skill in ipairs(loaded_data[2]) do
if (skill ~= "") then
log("Skill from load "..skill)
selectedSkills[skill] = true
end
end
else
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
inputValues = { "", "", "", "", "" }
local selectedSkills = {
willpower = false,
intellect = false,
combat = false,
agility = false
}
end
makeData()
createButtonsAndBoxes()
self.addContextMenuItem("Reset Inputs", function() updateState() end)
self.addContextMenuItem("Scale: normal", function() updateScale(1) end)
self.addContextMenuItem("Scale: double", function() updateScale(2) end)
self.addContextMenuItem("Scale: triple", function() updateScale(3) end)
updateSkillDisplay()
end
function updateScale(scale)
self.setScale({ scale, 1, scale })
updateSkillDisplay()
end
function updateState(markedBoxesNew)
if markedBoxesNew then markedBoxes = markedBoxesNew end
makeData()
createButtonsAndBoxes()
updateSkillDisplay()
end
-- create Data
function makeData()
Data = {}
Data.checkbox = {}
Data.textbox = {}
-- repeat this for each entry (= line) in existingBoxes
local totalCount = 0
for i = 1, #existingBoxes do
-- repeat this for each checkbox per line
for j = 1, existingBoxes[i] do
totalCount = totalCount + 1
Data.checkbox[totalCount] = {}
Data.checkbox[totalCount].pos = {}
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
Data.checkbox[totalCount].pos.z = posZ[i]
Data.checkbox[totalCount].row = i
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
Data.checkbox[totalCount].pos.y = y_visible
Data.checkbox[totalCount].state = true
else
Data.checkbox[totalCount].pos.y = y_invisible
Data.checkbox[totalCount].state = false
end
end
end
end
-- checks or unchecks the given box
function click_checkbox(tableIndex)
local row = Data.checkbox[tableIndex].row
if Data.checkbox[tableIndex].state == true then
Data.checkbox[tableIndex].pos.y = y_invisible
Data.checkbox[tableIndex].state = false
markedBoxes[row] = markedBoxes[row] - 1
else
Data.checkbox[tableIndex].pos.y = y_visible
Data.checkbox[tableIndex].state = true
markedBoxes[row] = markedBoxes[row] + 1
end
self.editButton({
index = tableIndex - 1,
position = Data.checkbox[tableIndex].pos
})
end
function click_willpower()
selectedSkills.willpower = not selectedSkills.willpower
updateSkillDisplay()
end
function click_intellect()
selectedSkills.intellect = not selectedSkills.intellect
updateSkillDisplay()
end
function click_combat()
selectedSkills.combat = not selectedSkills.combat
updateSkillDisplay()
end
function click_agility()
selectedSkills.agility = not selectedSkills.agility
updateSkillDisplay()
end
function createButtonsAndBoxes()
self.clearButtons()
for i, box_data in ipairs(Data.checkbox) do
local funcName = "checkbox" .. i
local func = function() click_checkbox(i) end
self.setVar(funcName, func)
self.createButton({
click_function = funcName,
function_owner = self,
position = box_data.pos,
height = boxSize,
width = boxSize,
font_size = box_data.size,
scale = { 1, 1, 1 },
color = { 0, 0, 0 },
font_color = { 0, 0, 0 }
})
end
makeSkillSelectionButtons()
end
-- Creates the invisible buttons overlaying the skill icons
function makeSkillSelectionButtons()
local buttonPositions = { x = -1 * SKILL_ICON_POSITIONS.willpower.x, y = 0.2, z = SKILL_ICON_POSITIONS.willpower.z }
local buttonData = {
click_function = "click_willpower",
function_owner = self,
position = buttonPositions,
height = 130,
width = 130,
scale = { 1, 1, 1 },
color = { 0, 0, 0, 0 },
}
self.createButton(buttonData)
buttonData.click_function = "click_intellect"
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.intellect.x
buttonData.position = buttonPositions
self.createButton(buttonData)
buttonData.click_function = "click_combat"
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.combat.x
buttonData.position = buttonPositions
self.createButton(buttonData)
buttonData.click_function = "click_agility"
buttonPositions.x = -1 * SKILL_ICON_POSITIONS.agility.x
buttonData.position = buttonPositions
self.createButton(buttonData)
end
-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
-- vectors set, have to refresh all 4 at once
function updateSkillDisplay()
local circles = { }
for skill, isSelected in pairs(selectedSkills) do
if isSelected then
local circle = getCircleVector(SKILL_ICON_POSITIONS[skill])
if circle ~= nil then
table.insert(circles, circle)
end
end
end
self.setVectorLines(circles)
end
function getCircleVector(center)
local diameter = Vector(0, 0, 0.1)
local pointOfOrigin = Vector(center.x, 0.3, center.z)
-- Declare Results vectors
local vec = Vector(0, 0, 0)
local vecList = {}
local arcStep = 5
for i = 0, 360, arcStep do
diameter:rotateOver('y', arcStep)
vec = pointOfOrigin + diameter
vec.y = pointOfOrigin.y
table.insert(vecList, vec)
end
return {
points = vecList,
color = {0.597, 0.195, 0.796},
thickness = 0.02,
}
end

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@ -0,0 +1,88 @@
require("playercards/spawnbag/SpawnBag")
local UPGRADES_SPEC = {
name = "UpgradeSheets",
cards = {
"09040-c", -- Alchemical Distillation
"09023-c", -- Custom Modifications
"09059-c", -- Damning Testimony
"09041-c", -- Emperical Hypothesis
"09060-c", -- Friends in Low Places
"09101-c", -- Grizzled
"09061-c", -- Honed Instinct
"09021-c", -- Hunter's Armor
"09119-c", -- Hyperphysical Shotcaster
"09079-c", -- Living Ink
"09100-c", -- Makeshift Trap
"09099-c", -- Pocket Multi Tool
"09081-c", -- Power Word
"09022-c", -- Runic Axe
"09080-c", -- Summoned Servitor
"09042-c", -- Raven's Quill
},
globalPos = { x = -42.71, y = 1.5, z = 85.61 },
rotation = { x = 0, y = 270, z = 0 },
spread = true,
}
local SERVITOR_SPEC = {
name = "SummonedServitorMini",
cards = {
"09080-m",
},
globalPos = { x = -45.84, y = 1.5, z = 53.41 },
rotation = { x = 0, y = 270, z = 0 },
}
function onLoad(savedData)
if (savedData ~= nil) then
local saveState = JSON.decode(savedData)
if (saveState.spawnBagState ~= nil) then
SpawnBag.loadFromSave(saveState.spawnBagState)
end
end
createActionButtons()
end
function onSave()
local saveState = {
spawnBagState = SpawnBag.getStateForSave(),
}
return JSON.encode(saveState)
end
function createActionButtons()
self.createButton({
label="Place",
click_function="buttonClick_place",
function_owner=self,
position={1,0.1,2.1},
rotation={0,0,0},
height=350,
width=800,
font_size=250,
color={0,0,0},
font_color={1,1,1}
})
self.createButton({
label="Recall",
click_function="buttonClick_recall",
function_owner=self,
position={-1,0.1,2.1},
rotation={0,0,0},
height=350,
width=800,
font_size=250,
color={0,0,0},
font_color={1,1,1}
})
end
function buttonClick_place()
SpawnBag.spawn(UPGRADES_SPEC)
SpawnBag.spawn(SERVITOR_SPEC)
end
-- Recalls objects to bag from table
function buttonClick_recall()
SpawnBag.recall()
end