updated deck importer
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@ -191,11 +191,11 @@ do
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slots[RANDOM_WEAKNESS_ID] = nil
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if randomWeaknessAmount > 0 then
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for i = 1, randomWeaknessAmount do
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local weaknessId = allCardsBagApi.getRandomWeaknessId(restrictions)
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local weaknessIds = allCardsBagApi.getRandomWeaknessIds(randomWeaknessAmount, restrictions)
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for _, weaknessId in ipairs(weaknessIds) do
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slots[weaknessId] = (slots[weaknessId] or 0) + 1
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end
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internal.maybePrint("Added " .. randomWeaknessAmount .. " random basic weakness(es) to deck", playerColor)
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internal.maybePrint("Added " .. #weaknessIds .. " random basic weakness(es) to deck", playerColor)
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end
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end
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@ -25,10 +25,10 @@ local STANDALONE_TOGGLE_LABELS = {}
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STANDALONE_TOGGLE_LABELS[true] = "Yes"
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STANDALONE_TOGGLE_LABELS[false] = "No"
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local redDeckId = ""
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local orangeDeckId = ""
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local whiteDeckId = ""
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local greenDeckId = ""
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redDeckId = ""
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orangeDeckId = ""
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whiteDeckId = ""
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greenDeckId = ""
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local privateDeck = true
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local loadNewestDeck = true
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@ -123,7 +123,7 @@ function makeDeckIdFields()
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iParams.width = INPUT_FIELD_WIDTH
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iParams.height = INPUT_FIELD_HEIGHT
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iParams.font_size = 320
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iParams.tooltip = "Deck ID from ArkhamDB URL of the deck\nPublic URL: 'https://arkhamdb.com/decklist/view/101/knowledge-overwhelming-solo-deck-1.0' = '101'\nPrivate URL: 'https://arkhamdb.com/deck/view/102' = '102'\n\nAlso supports the deck ID from shared decks from arkham.build!"
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iParams.tooltip = "Deck ID from ArkhamDB URL of the deck\nPublished URL: 'https://arkhamdb.com/decklist/view/101/knowledge-overwhelming-solo-deck-1.0' = '101'\nPrivate URL: 'https://arkhamdb.com/deck/view/102' = '102'\n\nAlso supports the deck ID from shared decks from arkham.build!"
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iParams.alignment = 3 -- Center
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iParams.color = FIELD_COLOR
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iParams.font_color = { 0, 0, 0 }
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@ -190,19 +190,28 @@ function standaloneChanged()
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end
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function loadDecks()
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co = coroutine.create(loadDecksCoroutine)
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resumeLoadDecks()
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end
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function loadDecksCoroutine()
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if not allCardsBagApi.isIndexReady() then return end
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matsWithInvestigator = playermatApi.getUsedMatColors()
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if redDeckId ~= nil and redDeckId ~= "" then
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buildDeck("Red", redDeckId)
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for _, matColor in ipairs({"White", "Orange", "Green", "Red"}) do
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local deckId = _G[string.lower(matColor) .. "DeckId"]
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if deckId ~= nil and deckId ~= "" then
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buildDeck(matColor, deckId)
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coroutine.yield()
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end
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if orangeDeckId ~= nil and orangeDeckId ~= "" then
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buildDeck("Orange", orangeDeckId)
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end
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if whiteDeckId ~= nil and whiteDeckId ~= "" then
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buildDeck("White", whiteDeckId)
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end
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if greenDeckId ~= nil and greenDeckId ~= "" then
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buildDeck("Green", greenDeckId)
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function resumeLoadDecks()
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log("resume")
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if co and coroutine.status(co) ~= "dead" then
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local status, err = coroutine.resume(co)
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if not status then error(err) end
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end
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end
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@ -345,6 +354,7 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
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if (not hadError) then
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printToAll("Deck loaded successfully!", playerColor)
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end
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resumeLoadDecks()
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return 1
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end
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@ -370,18 +370,34 @@ end
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-- Gets a random basic weakness from the bag. Once a given ID has been returned it will be
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-- removed from the list and cannot be selected again until a reload occurs or the indexes
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-- are rebuilt, which will refresh the list to include all weaknesses.
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---@param restrictions? table Additional restrictions:
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---@param params table Bundled parameters:
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--- count number Number of weaknesses
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--- restrictions table Additional restrictions:
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--- class string Class to restrict weakness to
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--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
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--- traits? string Trait(s) to use as filter
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---@return string: ID of the selected weakness
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function getRandomWeaknessId(restrictions)
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local availableWeaknesses = buildAvailableWeaknesses(restrictions)
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if #availableWeaknesses > 0 then
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return availableWeaknesses[math.random(#availableWeaknesses)]
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else
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broadcastToAll("No basic weakness available!", { 0.9, 0.2, 0.2 })
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---@return table: Table with IDs of the selected weaknesses
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function getRandomWeaknessIds(params)
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params.count = params.count or 1
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local availableWeaknesses = buildAvailableWeaknesses(params.restrictions)
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-- check if enough weaknesses are available
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local missingWeaknesses = params.count - #availableWeaknesses
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if missingWeaknesses > 0 then
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broadcastToAll("Not enough basic weaknesses available! (" .. missingWeaknesses .. " missing)", { 0.9, 0.2, 0.2 })
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end
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local drawnWeaknesses = {}
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-- Fisher-Yates shuffle algorithm
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local n = #availableWeaknesses
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for i = 1, math.min(params.count, n) do
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local index = math.random(i, n)
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table.insert(drawnWeaknesses, availableWeaknesses[index])
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availableWeaknesses[index], availableWeaknesses[i] = availableWeaknesses[i], availableWeaknesses[index]
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end
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return drawnWeaknesses
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end
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-- Constructs a list of available basic weaknesses by starting with the full pool of basic
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@ -28,13 +28,14 @@ do
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-- Gets a random basic weakness from the bag. Once a given ID has been returned it
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-- will be removed from the list and cannot be selected again until a reload occurs
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-- or the indexes are rebuilt, which will refresh the list to include all weaknesses.
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---@param count number Number of weaknesses
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---@param restrictions table Additional restrictions:
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--- class string Class to restrict weakness to
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--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
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--- traits? string Trait(s) to use as filter
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---@return string: ID of the selected weakness
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AllCardsBagApi.getRandomWeaknessId = function(restrictions)
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return getAllCardsBag().call("getRandomWeaknessId", restrictions)
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---@return table: Table with IDs of the selected weaknesses
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AllCardsBagApi.getRandomWeaknessIds = function(count, restrictions)
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return returnCopyOfList(getAllCardsBag().call("getRandomWeaknessIds", {count = count, restrictions = restrictions}))
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end
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AllCardsBagApi.isIndexReady = function()
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@ -782,17 +782,17 @@ function spawnRandomWeakness(_, playerColor, isRightClick)
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prepareToPlaceCards()
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if not isRightClick then
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local weaknessId = allCardsBagApi.getRandomWeaknessId()
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if weaknessId then
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spawnSingleWeakness(weaknessId)
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local weaknessIds = allCardsBagApi.getRandomWeaknessIds(1)
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if weaknessIds[1] then
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spawnSingleWeakness(weaknessIds[1])
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end
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else
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Player[playerColor].showInputDialog("Specify a trait for the weakness (split multiple eligible traits with '|'):", lastWeaknessTrait,
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function(text)
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lastWeaknessTrait = text
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local weaknessId = allCardsBagApi.getRandomWeaknessId({ traits = text })
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if weaknessId then
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spawnSingleWeakness(weaknessId)
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local weaknessIds = allCardsBagApi.getRandomWeaknessIds(1, { traits = text })
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if weaknessIds[1] then
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spawnSingleWeakness(weaknessIds[1])
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end
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end)
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end
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