updated panel

This commit is contained in:
Chr1Z93 2024-08-09 00:10:21 +02:00
parent 0c4e33fd0c
commit 8a525dd4c1
2 changed files with 60 additions and 50 deletions

View File

@ -120,20 +120,19 @@ function processContainedObjects(containedObjects, customDeck)
if objData.ContainedObjects then
-- recursively process nested containers
processContainedObjects(objData.ContainedObjects, objData.CustomDeck)
else
-- we might need to fix the "CustomDeck" entry for cards inside decks since TTS doesn't update it while they are in bags
elseif objData.Name == "Card" or objData.Name == "CardCustom" then
if customDeck then
-- we might need to fix the "CustomDeck" entry for cards inside decks since TTS doesn't update it while they are in bags
local wantedCustomDeckIdStr = tostring(objData.CardID):sub(1, -3)
local presentCustomDeckIdNum = next(objData.CustomDeck)
-- type conversion (TTS seems to store these as strings, but reads them as numbers)
local wantedCustomDeckIdNum = tonumber(wantedCustomDeckIdStr)
if wantedCustomDeckIdNum ~= presentCustomDeckIdNum then
if customDeck[wantedCustomDeckIdNum] then
objData.CustomDeck = {}
objData.CustomDeck[wantedCustomDeckIdStr] = customDeck[wantedCustomDeckIdNum]
log("Correct CustomDeckData for " .. objData.Nickname)
log("Corrected CustomDeckData for " .. objData.Nickname)
else
log("Could not correct CustomDeckData for " .. objData.Nickname)
return

View File

@ -57,10 +57,12 @@ local START_POSITIONS = {
-- Shifts to move rows of cards, and groups of rows, as different groupings are laid out
local CARD_ROW_OFFSET = 3.7
local CARD_GROUP_OFFSET = 2
local CARD_MAX_ROWS = 15
local CARD_MAX_COLS = 20
-- Position offsets for investigator decks in investigator mode, defines the spacing for how the
-- rows and columns are laid out
local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(0, 0, 11)
local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(0, 0, 10)
local INVESTIGATOR_POSITION_SHIFT_COL = Vector(-6, 0, 0)
local INVESTIGATOR_MAX_COLS = 6
@ -173,7 +175,7 @@ function createInvestigatorButtons()
invButtonParams.position = buttonPos
self.createButton(invButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(invButtonParams.click_function, function(_, _, _) spawnInvestigatorGroup(class) end)
self.setVar(invButtonParams.click_function, function() spawnInvestigatorGroup(class) end)
end
end
@ -458,9 +460,7 @@ function scalePositions()
for key, pos in pairs(START_POSITIONS) do
-- Because a scaled object means a different global size, using global distance for Z results in
-- the cards being closer or farther depending on the scale. Leave the Z values and only scale X and Y
startPositions[key] = Vector(pos)
startPositions[key].x = startPositions[key].x * scale
startPositions[key].y = startPositions[key].y * scale
startPositions[key] = Vector(pos):scale(Vector(scale, scale, 1))
end
cardRowOffset = CARD_ROW_OFFSET * scale
cardGroupOffset = CARD_GROUP_OFFSET * scale
@ -507,36 +507,35 @@ function spawnInvestigators(groupName)
return
end
local col = 1
local col = 0
local row = 1
local investigatorCount = #mainData
local position = getInvestigatorRowStartPos(investigatorCount, row)
for _, investigatorName in ipairs(mainData) do
col = col + 1
if col > INVESTIGATOR_MAX_COLS then
col = 0
row = row + 1
position = getInvestigatorRowStartPos(investigatorCount, row)
end
for _, spawnSpec in ipairs(buildInvestigatorSpawnSpec(investigatorName, subData[investigatorName], position)) do
spawnBag.spawn(spawnSpec)
end
position:add(investigatorPositionShiftCol)
col = col + 1
if col > INVESTIGATOR_MAX_COLS then
col = 1
row = row + 1
position = getInvestigatorRowStartPos(investigatorCount, row)
end
end
return row
end
function getInvestigatorRowStartPos(investigatorCount, row)
local rowStart = Vector(startPositions.investigator)
rowStart:add(Vector(
investigatorPositionShiftRow.x * (row - 1),
investigatorPositionShiftRow.y * (row - 1),
investigatorPositionShiftRow.z * (row - 1)))
local rowOffset = Vector(investigatorPositionShiftRow):scale(row - 1)
local investigatorsInRow = math.min(investigatorCount - INVESTIGATOR_MAX_COLS * (row - 1), INVESTIGATOR_MAX_COLS)
rowStart:add(Vector(
investigatorPositionShiftCol.x * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
investigatorPositionShiftCol.y * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
investigatorPositionShiftCol.z * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2))
local colOffset = Vector(investigatorPositionShiftCol):scale((INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2)
local rowStart = Vector(startPositions.investigator)
rowStart:add(rowOffset)
rowStart:add(colOffset)
return rowStart
end
@ -667,9 +666,9 @@ function placeClassCards(cardClass, isUpgraded)
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
groupPos.z = groupPos.z + math.ceil(#skillList / 20) * cardRowOffset + cardGroupOffset
groupPos.z = groupPos.z + math.ceil(#skillList / CARD_MAX_COLS) * cardRowOffset + cardGroupOffset
end
if #eventList > 0 then
spawnBag.spawn({
@ -678,9 +677,9 @@ function placeClassCards(cardClass, isUpgraded)
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
groupPos.z = groupPos.z + math.ceil(#eventList / 20) * cardRowOffset + cardGroupOffset
groupPos.z = groupPos.z + math.ceil(#eventList / CARD_MAX_COLS) * cardRowOffset + cardGroupOffset
end
if #assetList > 0 then
spawnBag.spawn({
@ -689,7 +688,7 @@ function placeClassCards(cardClass, isUpgraded)
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
end
end
@ -709,15 +708,26 @@ function spawnCycle(cycle)
local cardList = allCardsBagApi.getCardsByCycle(cycle, sortByMetadata, includeNoLevelCards)
prepareToPlaceCards()
spawnInvestigators(cycle)
local rowCount = spawnInvestigators(cycle)
-- need to shift the start position for cycle down if there are multiple rows of investigators
local rowOffset = Vector((rowCount - 1) * investigatorPositionShiftRow)
local cycleStartPos = Vector(startPositions.cycle):add(rowOffset)
-- potentially don't spawn all cards if there are too many
local maxCardCount = (CARD_MAX_ROWS - rowCount * 3) * CARD_MAX_COLS
if #cardList > maxCardCount then
printToAll("Only spawning the first " .. maxCardCount .. " cards from " .. #cardList .. " total cards.")
cardList = table.pack(table.unpack(cardList, 1, maxCardCount))
end
spawnBag.spawn({
name = "cycle" .. cycle,
cards = cardList,
globalPos = self.positionToWorld(startPositions.cycle),
globalPos = self.positionToWorld(cycleStartPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
end
@ -729,7 +739,7 @@ function spawnBonded()
globalPos = self.positionToWorld(startPositions.classCards),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
end
@ -741,7 +751,7 @@ function spawnUpgradeSheets()
globalPos = self.positionToWorld(startPositions.classCards),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
spawnBag.spawn({
name = "servitor",
@ -774,25 +784,25 @@ function spawnWeaknesses()
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
groupPos.z = groupPos.z + math.ceil(#basicWeaknessList / 20) * cardRowOffset + cardGroupOffset
groupPos.z = groupPos.z + math.ceil(#basicWeaknessList / CARD_MAX_COLS) * cardRowOffset + cardGroupOffset
spawnBag.spawn({
name = "evolvedWeaknesses",
cards = EVOLVED_WEAKNESSES,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
groupPos.z = groupPos.z + math.ceil(#EVOLVED_WEAKNESSES / 20) * cardRowOffset + cardGroupOffset
groupPos.z = groupPos.z + math.ceil(#EVOLVED_WEAKNESSES / CARD_MAX_COLS) * cardRowOffset + cardGroupOffset
spawnBag.spawn({
name = "otherWeaknesses",
cards = otherWeaknessList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
spreadCols = CARD_MAX_COLS
})
end
@ -805,7 +815,8 @@ function spawnRandomWeakness(_, playerColor, isRightClick)
spawnSingleWeakness(weaknessIds[1])
end
else
Player[playerColor].showInputDialog("Specify a trait for the weakness (split multiple eligible traits with '|'):", lastWeaknessTrait,
Player[playerColor].showInputDialog("Specify a trait for the weakness (split multiple eligible traits with '|'):",
lastWeaknessTrait,
function(text)
lastWeaknessTrait = text
local weaknessIds = allCardsBagApi.getRandomWeaknessIds(1, { traits = text })