deck importer update
This commit is contained in:
parent
4071545d96
commit
8a8293d1a2
@ -138,7 +138,7 @@
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"Playermat3Green.383d8b",
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"Playermat4Red.0840d5",
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"LeadInvestigator.acaa93",
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"ArkhamDBDeckImporter.a28140",
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"DeckImporter.a28140",
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"Configuration.03804b",
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"DrawingTool.280086",
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"PlayAreaImageSwapper.b7b45b",
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@ -1 +0,0 @@
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{"greenDeck":"","investigators":true,"loadNewest":true,"orangeDeck":"","privateDeck":true,"redDeck":"","whiteDeck":""}
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@ -19,7 +19,7 @@
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},
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"ImageScalar": 1,
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"ImageSecondaryURL": "",
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"ImageURL": "https://i.imgur.com/wDp1Woo.jpg",
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"ImageURL": "https://steamusercontent-a.akamaihd.net/ugc/2466368617690977900/DCFE14F204C4038FA382741683862B95DC892F8E/",
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"WidthScale": 0
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},
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"Description": "",
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@ -34,10 +34,10 @@
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"LayoutGroupSortIndex": 0,
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"Locked": true,
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"LuaScript": "require(\"arkhamdb/DeckImporter\")",
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"LuaScriptState_path": "ArkhamDBDeckImporter.a28140.luascriptstate",
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"LuaScriptState_path": "DeckImporter.a28140.luascriptstate",
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"MeasureMovement": false,
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"Name": "Custom_Tile",
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"Nickname": "ArkhamDB Deck Importer",
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"Nickname": "Deck Importer",
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"Snap": false,
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"Sticky": true,
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"Tooltip": false,
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@ -54,4 +54,4 @@
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},
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"Value": 0,
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"XmlUI": ""
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}
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}
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9
objects/DeckImporter.a28140.luascriptstate
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9
objects/DeckImporter.a28140.luascriptstate
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@ -0,0 +1,9 @@
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{
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"greenDeck": "",
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"loadNewest": true,
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"orangeDeck": "",
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"privateDeck": true,
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"redDeck": "",
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"standalone": false,
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"whiteDeck": ""
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}
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@ -34,19 +34,19 @@ do
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end)
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end
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-- Start the deck build process for the given player color and deck ID. This
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-- Start the deck build process for the given player color and deck ID. This
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-- will retrieve the deck from ArkhamDB, and pass to a callback for processing.
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---@param playerColor string Color name of the player mat to place this deck on (e.g. "Red").
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---@param deckId string ArkhamDB deck id to be loaded
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---@param isPrivate boolean Whether this deck is published or private on ArkhamDB
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---@param loadNewest boolean Whether the newest version of this deck should be loaded
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---@param loadInvestigators boolean Whether investigator cards should be loaded as part of this deck
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---@param standalone boolean Whether 'Campaign only' weaknesses should be exluded
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---@param callback function Callback which will be sent the results of this load
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--- Parameters to the callback will be:
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--- slots table A map of card ID to count in the deck
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--- investigatorCode String. ID of the investigator in this deck
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--- investigatorCode String. ID of the investigator in this deck
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--- customizations table The decoded table of customization upgrades in this deck
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--- playerColor String. Color this deck is being loaded for
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--- playerColor String. Color this deck is being loaded for
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---@return boolean
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---@return string
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ArkhamDb.getDecklist = function(
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@ -54,7 +54,7 @@ do
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deckId,
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isPrivate,
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loadNewest,
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loadInvestigators,
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standalone,
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callback)
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-- Get a simple card to see if the bag indexes are complete. If not, abort
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-- the deck load. The called method will handle player notification.
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@ -90,11 +90,11 @@ do
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return true, json
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end)
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deck:with(internal.onDeckResult, playerColor, loadNewest, loadInvestigators, callback)
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deck:with(internal.onDeckResult, playerColor, loadNewest, standalone, callback)
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end
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-- Logs that a card could not be loaded in the mod by printing it to the console in the given
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-- color of the player owning the deck. Attempts to look up the name on ArkhamDB for clarity,
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-- color of the player owning the deck. Attempts to look up the name on ArkhamDB for clarity,
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-- but prints the card ID if the name cannot be retrieved.
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---@param cardId string ArkhamDB ID of the card that could not be found
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---@param playerColor string Color of the player's deck that had the problem
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@ -118,23 +118,23 @@ do
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end)
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end
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-- Callback when the deck information is received from ArkhamDB. Parses the
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-- Callback when the deck information is received from ArkhamDB. Parses the
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-- response then applies standard transformations to the deck such as adding
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-- random weaknesses and checking for taboos. Once the deck is processed,
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-- random weaknesses and checking for taboos. Once the deck is processed,
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-- passes to loadCards to actually spawn the defined deck.
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---@param deck table ArkhamImportDeck
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---@param playerColor string Color name of the player mat to place this deck on (e.g. "Red")
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---@param loadNewest boolean Whether the newest version of this deck should be loaded
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---@param loadInvestigators boolean Whether investigator cards should be loaded as part of this deck
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---@param standalone boolean Whether 'Campaign only' weaknesses should be exluded
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---@param callback function Callback which will be sent the results of this load.
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--- Parameters to the callback will be:
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--- slots table A map of card ID to count in the deck
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--- investigatorCode String. ID of the investigator in this deck
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--- bondedList A table of cardID keys to meaningless values. Card IDs in this list were
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--- investigatorCode String. ID of the investigator in this deck
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--- bondedList A table of cardID keys to meaningless values. Card IDs in this list were
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--- added from a parent bonded card.
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--- customizations table The decoded table of customization upgrades in this deck
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--- playerColor String. Color this deck is being loaded for
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internal.onDeckResult = function(deck, playerColor, loadNewest, loadInvestigators, callback)
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--- playerColor String. Color this deck is being loaded for
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internal.onDeckResult = function(deck, playerColor, loadNewest, standalone, callback)
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-- Load the next deck in the upgrade path if the option is enabled
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if (loadNewest and deck.next_deck ~= nil and deck.next_deck ~= "") then
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buildDeck(playerColor, deck.next_deck)
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@ -143,17 +143,20 @@ do
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internal.maybePrint(table.concat({ "Found decklist: ", deck.name }), playerColor)
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-- Initialize deck slot table and perform common transformations. The order of these should not
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-- be changed, as later steps may act on cards added in each. For example, a random weakness or
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-- Initialize deck slot table and perform common transformations. The order of these should not
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-- be changed, as later steps may act on cards added in each. For example, a random weakness or
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-- investigator may have bonded cards or taboo entries, and should be present
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local slots = deck.slots
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internal.maybeDrawRandomWeakness(slots, playerColor)
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-- get class for investigator to handle specific weaknesses
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local class
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local card = allCardsBagApi.getCardById(deck.investigator_code)
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if card and card.metadata then class = card.metadata.class end
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local restrictions = { class = class, standalone = standalone }
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internal.maybeDrawRandomWeakness(slots, playerColor, restrictions)
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-- handles alternative investigators (parallel, promo or revised art)
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local loadAltInvestigator = "normal"
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if loadInvestigators then
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loadAltInvestigator = internal.addInvestigatorCards(deck, slots)
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end
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local loadAltInvestigator = internal.addInvestigatorCards(deck, slots)
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internal.maybeModifyDeckFromDescription(slots, deck.description_md, playerColor)
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internal.maybeAddSummonedServitor(slots)
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@ -179,13 +182,17 @@ do
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--- of those cards which will be spawned
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---@param playerColor string Color of the player this deck is being loaded for. Used for broadcast
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--- if a weakness is added.
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internal.maybeDrawRandomWeakness = function(slots, playerColor)
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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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internal.maybeDrawRandomWeakness = function(slots, playerColor, restrictions)
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local randomWeaknessAmount = slots[RANDOM_WEAKNESS_ID] or 0
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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()
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local weaknessId = allCardsBagApi.getRandomWeaknessId(restrictions)
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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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@ -194,7 +201,7 @@ do
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-- Adds both the investigator (XXXXX) and minicard (XXXXX-m) slots with one copy each
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---@param deck table The processed ArkhamDB deck response
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---@param slots table The slot list for cards in this deck. Table key is the cardId, value is the
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---@param slots table The slot list for cards in this deck. Table key is the cardId, value is the
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--- number of those cards which will be spawned
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---@return string: Contains the name of the art that should be loaded ("normal", "promo" or "revised")
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internal.addInvestigatorCards = function(deck, slots)
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@ -271,7 +278,7 @@ do
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end
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end
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-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
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-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
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-- the count based on the investigator count
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---@param slots table The slot list for cards in this deck. Table key is the cardId, value is the number
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-- of those cards which will be spawned
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@ -21,9 +21,9 @@ local UPGRADED_TOGGLE_LABELS = {}
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UPGRADED_TOGGLE_LABELS[true] = "Upgraded"
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UPGRADED_TOGGLE_LABELS[false] = "Specific"
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local LOAD_INVESTIGATOR_TOGGLE_LABELS = {}
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LOAD_INVESTIGATOR_TOGGLE_LABELS[true] = "Yes"
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LOAD_INVESTIGATOR_TOGGLE_LABELS[false] = "No"
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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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@ -32,7 +32,7 @@ local greenDeckId = ""
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local privateDeck = true
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local loadNewestDeck = true
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local loadInvestigators = false
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local standalone = false
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function onLoad(script_state)
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initializeUi(JSON.decode(script_state))
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@ -53,7 +53,7 @@ function getUiState()
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greenDeck = greenDeckId,
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privateDeck = privateDeck,
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loadNewest = loadNewestDeck,
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investigators = loadInvestigators
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standalone = standalone
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}
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end
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@ -74,7 +74,7 @@ function initializeUi(savedUiState)
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greenDeckId = savedUiState.greenDeck
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privateDeck = savedUiState.privateDeck
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loadNewestDeck = savedUiState.loadNewest
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loadInvestigators = savedUiState.investigators
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standalone = savedUiState.standalone
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end
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makeOptionToggles()
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@ -84,72 +84,74 @@ end
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function makeOptionToggles()
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-- common parameters
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local checkboxParameters = {}
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checkboxParameters.function_owner = self
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checkboxParameters.width = INPUT_FIELD_WIDTH
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checkboxParameters.height = INPUT_FIELD_HEIGHT
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checkboxParameters.scale = { 0.1, 0.1, 0.1 }
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checkboxParameters.font_size = 240
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checkboxParameters.hover_color = { 0.4, 0.6, 0.8 }
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checkboxParameters.color = FIELD_COLOR
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local cParams = {}
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cParams.function_owner = self
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cParams.width = 1750
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cParams.height = INPUT_FIELD_HEIGHT
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cParams.position = Vector( 0.22, 0.1, -0.102)
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cParams.scale = { 0.1, 0.1, 0.1 }
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cParams.font_size = 240
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cParams.hover_color = { 0.4, 0.6, 0.8 }
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cParams.color = FIELD_COLOR
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-- public / private deck
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checkboxParameters.click_function = "publicPrivateChanged"
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checkboxParameters.position = { 0.25, 0.1, -0.102 }
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checkboxParameters.tooltip = "Published or private deck?\n\nPLEASE USE A PRIVATE DECK IF JUST FOR TTS TO AVOID FLOODING ARKHAMDB PUBLISHED DECK LISTS!"
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checkboxParameters.label = PRIVATE_TOGGLE_LABELS[privateDeck]
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self.createButton(checkboxParameters)
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cParams.click_function = "publishedPrivateChanged"
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cParams.tooltip = "Published or private deck?\n\nPLEASE USE A PRIVATE DECK IF JUST FOR TTS TO AVOID FLOODING ARKHAMDB PUBLISHED DECK LISTS!\n\nMake sure to enable deck sharing in your account settings.\n\nKeep this on 'Private' for arkham.build."
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cParams.label = PRIVATE_TOGGLE_LABELS[privateDeck]
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self.createButton(cParams)
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-- load upgraded?
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checkboxParameters.click_function = "loadUpgradedChanged"
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checkboxParameters.position = { 0.25, 0.1, -0.01 }
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checkboxParameters.tooltip = "Load newest upgrade or exact deck?"
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checkboxParameters.label = UPGRADED_TOGGLE_LABELS[loadNewestDeck]
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self.createButton(checkboxParameters)
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cParams.click_function = "loadUpgradedChanged"
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cParams.position.z = -0.01
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cParams.tooltip = "Load newest upgrade or exact deck?"
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cParams.label = UPGRADED_TOGGLE_LABELS[loadNewestDeck]
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self.createButton(cParams)
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-- load investigators?
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checkboxParameters.click_function = "loadInvestigatorsChanged"
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checkboxParameters.position = { 0.25, 0.1, 0.081 }
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checkboxParameters.tooltip = "Spawn investigator cards?"
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checkboxParameters.label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators]
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self.createButton(checkboxParameters)
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-- standalone mode?
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cParams.click_function = "standaloneChanged"
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cParams.position.z = 0.081
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cParams.tooltip = "Are you playing standalone mode? Enabling this will make all 'Campaign Only' weaknesses ineligible when determining the random basic weakness(es)."
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cParams.label = STANDALONE_TOGGLE_LABELS[standalone]
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self.createButton(cParams)
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end
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-- Create the four deck ID entry fields
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function makeDeckIdFields()
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local inputParameters = {}
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-- Parameters common to all entry fields
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inputParameters.function_owner = self
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inputParameters.scale = { 0.1, 0.1, 0.1 }
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inputParameters.width = INPUT_FIELD_WIDTH
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inputParameters.height = INPUT_FIELD_HEIGHT
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inputParameters.font_size = 320
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inputParameters.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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inputParameters.alignment = 3 -- Center
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inputParameters.color = FIELD_COLOR
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inputParameters.font_color = { 0, 0, 0 }
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inputParameters.validation = 4 -- alphanumeric (to support arkham.build IDs)
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local iParams = {}
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iParams.function_owner = self
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iParams.scale = { 0.1, 0.1, 0.1 }
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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.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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iParams.validation = 4 -- alphanumeric (to support arkham.build IDs)
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-- Green
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inputParameters.input_function = "greenDeckChanged"
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inputParameters.position = { -0.166, 0.1, 0.385 }
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inputParameters.value = greenDeckId
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self.createInput(inputParameters)
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iParams.input_function = "greenDeckChanged"
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iParams.position = { -0.16, 0.1, 0.385 }
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iParams.value = greenDeckId
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self.createInput(iParams)
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-- Red
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inputParameters.input_function = "redDeckChanged"
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inputParameters.position = { 0.171, 0.1, 0.385 }
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inputParameters.value = redDeckId
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self.createInput(inputParameters)
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iParams.input_function = "redDeckChanged"
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iParams.position = { 0.165, 0.1, 0.385 }
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iParams.value = redDeckId
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self.createInput(iParams)
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-- White
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inputParameters.input_function = "whiteDeckChanged"
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inputParameters.position = { -0.166, 0.1, 0.474 }
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inputParameters.value = whiteDeckId
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self.createInput(inputParameters)
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iParams.input_function = "whiteDeckChanged"
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iParams.position = { -0.16, 0.1, 0.474 }
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iParams.value = whiteDeckId
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self.createInput(iParams)
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-- Orange
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inputParameters.input_function = "orangeDeckChanged"
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inputParameters.position = { 0.171, 0.1, 0.474 }
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inputParameters.value = orangeDeckId
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self.createInput(inputParameters)
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iParams.input_function = "orangeDeckChanged"
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iParams.position = { 0.165, 0.1, 0.474 }
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iParams.value = orangeDeckId
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self.createInput(iParams)
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end
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-- Create the Build All button. This is a transparent button which covers the Build All portion of the background graphic
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@ -172,7 +174,7 @@ function whiteDeckChanged(_, _, inputValue) whiteDeckId = inputValue end
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function greenDeckChanged(_, _, inputValue) greenDeckId = inputValue end
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-- Event handlers for toggle buttons
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function publicPrivateChanged()
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function publishedPrivateChanged()
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privateDeck = not privateDeck
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self.editButton({ index = 0, label = PRIVATE_TOGGLE_LABELS[privateDeck] })
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end
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@ -182,9 +184,9 @@ function loadUpgradedChanged()
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self.editButton({ index = 1, label = UPGRADED_TOGGLE_LABELS[loadNewestDeck] })
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end
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function loadInvestigatorsChanged()
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loadInvestigators = not loadInvestigators
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self.editButton({ index = 2, label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators] })
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function standaloneChanged()
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standalone = not standalone
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self.editButton({ index = 2, label = STANDALONE_TOGGLE_LABELS[standalone] })
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end
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function loadDecks()
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@ -247,7 +249,7 @@ function buildDeck(playerColor, deckId)
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deckId,
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uiState.privateDeck,
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uiState.loadNewest,
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uiState.investigators,
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uiState.standalone,
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loadCards)
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end
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@ -370,19 +370,29 @@ end
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||||
-- 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:
|
||||
--- 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()
|
||||
local availableWeaknesses = buildAvailableWeaknesses()
|
||||
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 })
|
||||
end
|
||||
end
|
||||
|
||||
-- Constructs a list of available basic weaknesses by starting with the full pool of basic
|
||||
-- weaknesses then removing any which are currently in the play or deck construction areas
|
||||
---@param traits? string Trait(s) to use as filter
|
||||
---@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 table: Array of weakness IDs which are valid to choose from
|
||||
function buildAvailableWeaknesses(traits)
|
||||
function buildAvailableWeaknesses(restrictions)
|
||||
restrictions = restrictions or {}
|
||||
local weaknessesInPlay = {}
|
||||
local allObjects = getAllObjects()
|
||||
for _, object in ipairs(allObjects) do
|
||||
@ -400,10 +410,29 @@ function buildAvailableWeaknesses(traits)
|
||||
if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then
|
||||
weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1
|
||||
else
|
||||
if traits then
|
||||
local eligible = true
|
||||
|
||||
-- disable 'Campaign only' weaknesses in standalone mode
|
||||
if restrictions.standalone then
|
||||
local card = cardIdIndex[weaknessId]
|
||||
if card.metadata.modeRestriction == "Campaign" then
|
||||
eligible = false
|
||||
end
|
||||
end
|
||||
|
||||
-- disable class restricted weaknesses
|
||||
if restrictions.class then
|
||||
local card = cardIdIndex[weaknessId]
|
||||
if card.metadata.classRestriction ~= restrictions.class then
|
||||
eligible = false
|
||||
end
|
||||
end
|
||||
|
||||
-- disable non-matching traits
|
||||
if restrictions.traits then
|
||||
-- split the string into separate traits (separated by "|")
|
||||
local allowedTraits = {}
|
||||
for str in traits:gmatch("([^|]+)") do
|
||||
for str in restrictions.traits:gmatch("([^|]+)") do
|
||||
-- remove dots
|
||||
str = str:gsub("[%.]", "")
|
||||
|
||||
@ -415,15 +444,24 @@ function buildAvailableWeaknesses(traits)
|
||||
table.insert(allowedTraits, str)
|
||||
end
|
||||
|
||||
local match = false
|
||||
|
||||
-- make sure the trait is present on the weakness
|
||||
local card = cardIdIndex[weaknessId]
|
||||
for _, allowedTrait in ipairs(allowedTraits) do
|
||||
if string.contains(string.lower(card.metadata.traits), allowedTrait) then
|
||||
table.insert(availableWeaknesses, weaknessId)
|
||||
match = true
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
|
||||
if not match then
|
||||
eligible = false
|
||||
end
|
||||
end
|
||||
|
||||
-- add weakness to list if eligible
|
||||
if eligible then
|
||||
table.insert(availableWeaknesses, weaknessId)
|
||||
end
|
||||
end
|
||||
|
@ -28,9 +28,13 @@ 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 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()
|
||||
return getAllCardsBag().call("getRandomWeaknessId")
|
||||
AllCardsBagApi.getRandomWeaknessId = function(restrictions)
|
||||
return getAllCardsBag().call("getRandomWeaknessId", restrictions)
|
||||
end
|
||||
|
||||
AllCardsBagApi.isIndexReady = function()
|
||||
@ -82,10 +86,13 @@ do
|
||||
|
||||
-- Constructs a list of available basic weaknesses by starting with the full pool of basic
|
||||
-- weaknesses then removing any which are currently in the play or deck construction areas
|
||||
---@param traits? string Trait(s) to use as filter
|
||||
---@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 table: Array of weakness IDs which are valid to choose from
|
||||
AllCardsBagApi.buildAvailableWeaknesses = function(traits)
|
||||
return returnCopyOfList(getAllCardsBag().call("buildAvailableWeaknesses", traits))
|
||||
AllCardsBagApi.buildAvailableWeaknesses = function(restrictions)
|
||||
return returnCopyOfList(getAllCardsBag().call("buildAvailableWeaknesses", restrictions))
|
||||
end
|
||||
|
||||
AllCardsBagApi.getUniqueWeaknesses = function()
|
||||
|
@ -783,20 +783,16 @@ function spawnRandomWeakness(_, playerColor, isRightClick)
|
||||
|
||||
if not isRightClick then
|
||||
local weaknessId = allCardsBagApi.getRandomWeaknessId()
|
||||
if weaknessId == nil then
|
||||
broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 })
|
||||
else
|
||||
if weaknessId then
|
||||
spawnSingleWeakness(weaknessId)
|
||||
end
|
||||
else
|
||||
Player[playerColor].showInputDialog("Specify a trait for the weakness (split multiple eligible traits with '|'):", lastWeaknessTrait,
|
||||
function(text)
|
||||
lastWeaknessTrait = text
|
||||
local availableWeaknesses = allCardsBagApi.buildAvailableWeaknesses(text)
|
||||
if #availableWeaknesses > 0 then
|
||||
spawnSingleWeakness(availableWeaknesses[math.random(#availableWeaknesses)])
|
||||
else
|
||||
broadcastToAll("No matching weakness available!", { 0.9, 0.2, 0.2 })
|
||||
local weaknessId = allCardsBagApi.getRandomWeaknessId({ traits = text })
|
||||
if weaknessId then
|
||||
spawnSingleWeakness(weaknessId)
|
||||
end
|
||||
end)
|
||||
end
|
||||
@ -808,6 +804,6 @@ function spawnSingleWeakness(weaknessId)
|
||||
name = "randomWeakness",
|
||||
cards = { weaknessId },
|
||||
globalPos = self.positionToWorld(startPositions.randomWeakness),
|
||||
rotation = FACE_UP_ROTATION,
|
||||
rotation = FACE_UP_ROTATION
|
||||
})
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user