updated deck importer

This commit is contained in:
Chr1Z93 2024-08-01 22:15:35 +02:00
parent 10df46854a
commit 893bd05801
5 changed files with 65 additions and 38 deletions

View File

@ -191,11 +191,11 @@ do
slots[RANDOM_WEAKNESS_ID] = nil
if randomWeaknessAmount > 0 then
for i = 1, randomWeaknessAmount do
local weaknessId = allCardsBagApi.getRandomWeaknessId(restrictions)
local weaknessIds = allCardsBagApi.getRandomWeaknessIds(randomWeaknessAmount, restrictions)
for _, weaknessId in ipairs(weaknessIds) do
slots[weaknessId] = (slots[weaknessId] or 0) + 1
end
internal.maybePrint("Added " .. randomWeaknessAmount .. " random basic weakness(es) to deck", playerColor)
internal.maybePrint("Added " .. #weaknessIds .. " random basic weakness(es) to deck", playerColor)
end
end

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@ -25,10 +25,10 @@ local STANDALONE_TOGGLE_LABELS = {}
STANDALONE_TOGGLE_LABELS[true] = "Yes"
STANDALONE_TOGGLE_LABELS[false] = "No"
local redDeckId = ""
local orangeDeckId = ""
local whiteDeckId = ""
local greenDeckId = ""
redDeckId = ""
orangeDeckId = ""
whiteDeckId = ""
greenDeckId = ""
local privateDeck = true
local loadNewestDeck = true
@ -123,7 +123,7 @@ function makeDeckIdFields()
iParams.width = INPUT_FIELD_WIDTH
iParams.height = INPUT_FIELD_HEIGHT
iParams.font_size = 320
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!"
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!"
iParams.alignment = 3 -- Center
iParams.color = FIELD_COLOR
iParams.font_color = { 0, 0, 0 }
@ -190,19 +190,28 @@ function standaloneChanged()
end
function loadDecks()
co = coroutine.create(loadDecksCoroutine)
resumeLoadDecks()
end
function loadDecksCoroutine()
if not allCardsBagApi.isIndexReady() then return end
matsWithInvestigator = playermatApi.getUsedMatColors()
if redDeckId ~= nil and redDeckId ~= "" then
buildDeck("Red", redDeckId)
for _, matColor in ipairs({"White", "Orange", "Green", "Red"}) do
local deckId = _G[string.lower(matColor) .. "DeckId"]
if deckId ~= nil and deckId ~= "" then
buildDeck(matColor, deckId)
coroutine.yield()
end
if orangeDeckId ~= nil and orangeDeckId ~= "" then
buildDeck("Orange", orangeDeckId)
end
if whiteDeckId ~= nil and whiteDeckId ~= "" then
buildDeck("White", whiteDeckId)
end
if greenDeckId ~= nil and greenDeckId ~= "" then
buildDeck("Green", greenDeckId)
end
function resumeLoadDecks()
log("resume")
if co and coroutine.status(co) ~= "dead" then
local status, err = coroutine.resume(co)
if not status then error(err) end
end
end
@ -345,6 +354,7 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
if (not hadError) then
printToAll("Deck loaded successfully!", playerColor)
end
resumeLoadDecks()
return 1
end

View File

@ -370,18 +370,34 @@ end
-- Gets a random basic weakness from the bag. Once a given ID has been returned it will be
-- removed from the list and cannot be selected again until a reload occurs or the indexes
-- are rebuilt, which will refresh the list to include all weaknesses.
---@param restrictions? table Additional restrictions:
---@param params table Bundled parameters:
--- count number Number of weaknesses
--- restrictions table Additional restrictions:
--- class string Class to restrict weakness to
--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
--- traits? string Trait(s) to use as filter
---@return string: ID of the selected weakness
function getRandomWeaknessId(restrictions)
local availableWeaknesses = buildAvailableWeaknesses(restrictions)
if #availableWeaknesses > 0 then
return availableWeaknesses[math.random(#availableWeaknesses)]
else
broadcastToAll("No basic weakness available!", { 0.9, 0.2, 0.2 })
---@return table: Table with IDs of the selected weaknesses
function getRandomWeaknessIds(params)
params.count = params.count or 1
local availableWeaknesses = buildAvailableWeaknesses(params.restrictions)
-- check if enough weaknesses are available
local missingWeaknesses = params.count - #availableWeaknesses
if missingWeaknesses > 0 then
broadcastToAll("Not enough basic weaknesses available! (" .. missingWeaknesses .. " missing)", { 0.9, 0.2, 0.2 })
end
local drawnWeaknesses = {}
-- Fisher-Yates shuffle algorithm
local n = #availableWeaknesses
for i = 1, math.min(params.count, n) do
local index = math.random(i, n)
table.insert(drawnWeaknesses, availableWeaknesses[index])
availableWeaknesses[index], availableWeaknesses[i] = availableWeaknesses[i], availableWeaknesses[index]
end
return drawnWeaknesses
end
-- Constructs a list of available basic weaknesses by starting with the full pool of basic

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@ -28,13 +28,14 @@ do
-- Gets a random basic weakness from the bag. Once a given ID has been returned it
-- will be removed from the list and cannot be selected again until a reload occurs
-- or the indexes are rebuilt, which will refresh the list to include all weaknesses.
---@param count number Number of weaknesses
---@param restrictions table Additional restrictions:
--- class string Class to restrict weakness to
--- standalone boolean Whether 'Campaign only' weaknesses should be exluded
--- traits? string Trait(s) to use as filter
---@return string: ID of the selected weakness
AllCardsBagApi.getRandomWeaknessId = function(restrictions)
return getAllCardsBag().call("getRandomWeaknessId", restrictions)
---@return table: Table with IDs of the selected weaknesses
AllCardsBagApi.getRandomWeaknessIds = function(count, restrictions)
return returnCopyOfList(getAllCardsBag().call("getRandomWeaknessIds", {count = count, restrictions = restrictions}))
end
AllCardsBagApi.isIndexReady = function()

View File

@ -782,17 +782,17 @@ function spawnRandomWeakness(_, playerColor, isRightClick)
prepareToPlaceCards()
if not isRightClick then
local weaknessId = allCardsBagApi.getRandomWeaknessId()
if weaknessId then
spawnSingleWeakness(weaknessId)
local weaknessIds = allCardsBagApi.getRandomWeaknessIds(1)
if weaknessIds[1] then
spawnSingleWeakness(weaknessIds[1])
end
else
Player[playerColor].showInputDialog("Specify a trait for the weakness (split multiple eligible traits with '|'):", lastWeaknessTrait,
function(text)
lastWeaknessTrait = text
local weaknessId = allCardsBagApi.getRandomWeaknessId({ traits = text })
if weaknessId then
spawnSingleWeakness(weaknessId)
local weaknessIds = allCardsBagApi.getRandomWeaknessIds(1, { traits = text })
if weaknessIds[1] then
spawnSingleWeakness(weaknessIds[1])
end
end)
end