updated attachment helper handling
This commit is contained in:
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591661b9fc
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a40960457d
@ -164,28 +164,47 @@ function onDrop(playerColor)
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-- assume the first eligible object as intended sync object
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local syncObj = searchResult[1]
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local syncName = syncObj.getName()
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local notes = syncObj.getGMNotes()
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local md = JSON.decode(notes) or {}
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local md = JSON.decode(syncObj.getGMNotes()) or {}
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local found = loadDataFromMetadata({
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md = md,
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playerColor = playerColor,
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syncName = syncName,
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syncRotation = syncObj.getRotation()
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})
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if not found then
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printToColor("Didn't find background for '" .. syncName .. "'!", playerColor, "Orange")
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end
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end
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function loadDataFromMetadata(params)
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local md = params.md
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local syncRotation = params.syncRotation
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local playerColor = params.playerColor
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local syncName = params.syncName
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-- loop through background table
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for _, bgInfo in ipairs(BACKGROUNDS) do
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if bgInfo.id == md.id or bgInfo.id2 == md.id then
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if syncName and playerColor then
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printToColor("Background for '" .. syncName .. "' loaded!", playerColor, "Green")
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end
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showIcons = bgInfo.icons
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-- update rotation
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local syncRotY = syncObj.getRotation().y
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-- maybe update rotation
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if syncRotation then
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if md.type == "Investigator" then
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syncRotY = syncRotY + 90
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syncRotation.y = syncRotation.y + 90
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end
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self.setRotation(self.getRotation():setAt("y", syncRotation.y))
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end
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self.setRotation(self.getRotation():setAt("y", syncRotY))
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-- update the image
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updateImage(bgInfo.url)
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return
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return true
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end
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end
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printToColor("Didn't find background for '" .. syncName .. "'!", playerColor, "Orange")
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return false
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end
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-- called by context menu to change background image
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@ -193,7 +193,11 @@ do
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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 " .. #weaknessIds .. " random basic weakness(es) to deck", playerColor)
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if #weaknessIds == 1 then
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internal.maybePrint("Added 1 random basic weakness to deck", playerColor)
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else
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internal.maybePrint("Added " .. #weaknessIds .. " random basic weaknesses to deck", playerColor)
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end
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end
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end
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@ -205,7 +205,7 @@ function loadDecksCoroutine()
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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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coWaitFrames(3)
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end
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end
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end
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@ -224,14 +224,17 @@ end
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function getDefaultCardZone(cardMetadata, bondedList)
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if cardMetadata.id == "09080-m" then
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-- Have to check the Servitor before other minicards
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return "SetAside6"
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return "SetAside5"
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elseif cardMetadata.id == "09006" or cardMetadata.id == "06233" or cardMetadata.id == "06275"
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or cardMetadata.id == "71052" or bondedList[cardMetadata.id] then
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-- On The Mend, False Awakening, Jewel of Sarnath and bonded cards are set aside
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return "SetAside2"
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elseif cardMetadata.id == "07303" or cardMetadata.id == "09077" then
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-- Ancestral Knowledge / Underworld Market
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elseif cardMetadata.id == "07303" then
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-- Ancestral Knowledge
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return "SetAside3"
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elseif cardMetadata.id == "09077" then
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-- Underworld Market
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return "SetAside6"
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elseif cardMetadata.type == "Investigator" then
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return "Investigator"
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elseif cardMetadata.type == "Minicard" then
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@ -292,26 +295,29 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
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["09077"] = true,
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["10079"] = true
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}
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local zoneWithAttachments = {}
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-- reset the startsInPlayCount
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startsInPlayCount = 0
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-- reserve slots for cards with attachments
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-- reserve slots for cards with attachments (not for Underworld Market)
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for cardId, _ in pairs(cardsWithAttachments) do
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if slotsCopy[cardId] and slotsCopy[cardId] > 0 then
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if cardId ~= "09077" and slotsCopy[cardId] and slotsCopy[cardId] > 0 then
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-- increase startsInPlayCount by 1 and reserve slot for this card
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startsInPlayCount = startsInPlayCount + 1
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cardsWithAttachments[cardId] = startsInPlayCount
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-- reserve an additional slot for the attachments
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startsInPlayCount = startsInPlayCount + 1
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zoneWithAttachments["Blank" .. startsInPlayCount] = true
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end
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end
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for cardId, cardCount in pairs(slots) do
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local card = allCardsBagApi.getCardById(cardId)
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if card ~= nil then
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if cardsWithAttachments[cardId] and cardsWithAttachments[cardId] < 6 then
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local reservedSlot = cardsWithAttachments[cardId]
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if type(reservedSlot) == "number" and reservedSlot < 6 then
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cardZone = "Blank" .. cardsWithAttachments[cardId]
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else
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cardZone = getDefaultCardZone(card.metadata, bondedList)
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@ -347,25 +353,35 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
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-- Check for existing cards in zones and maybe skip them
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removeBusyZones(playerColor, zoneDecks)
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-- Spawn attachment helpers if option is enabled
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if GlobalApi.getOptionPanelState()["showAttachmentHelper"] then
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local objs = getObjectsWithTag("AttachmentHelperBag")
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if #objs > 0 then
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local helperRot = zones.getDefaultCardRotation(playerColor, "Blank1")
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for cardId, reservedSlot in pairs(cardsWithAttachments) do
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if type(reservedSlot) == "number" and reservedSlot < 6 then
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local helper = objs[1].takeObject({
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position = zones.getZonePosition(playerColor, "Blank" .. (reservedSlot + 1)):setAt("y", 1.8),
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rotation = helperRot,
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smooth = false
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})
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coWaitFrames(3)
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helper.call("loadDataFromMetadata", { md = { id = cardId } })
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coWaitFrames(3)
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end
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end
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end
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end
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-- Spawn the list for each zone
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for zone, zoneCards in pairs(zoneDecks) do
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local deckPos = zones.getZonePosition(playerColor, zone):setAt("y", 3)
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local deckRot = zones.getDefaultCardRotation(playerColor, zone)
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local callback = nil
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-- spawn attachment helpers if option is enabled
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if GlobalApi.getOptionPanelState()["showAttachmentHelper"] then
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local objs = getObjectsWithTag("AttachmentHelperBag")
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if #objs > 0 then
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for cardId, reservedSlot in pairs(cardsWithAttachments) do
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if reservedSlot < 7 then
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objs[1].takeObject({
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position = zones.getZonePosition(playerColor, "Blank" .. reservedSlot):setAt("y", 1.6),
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rotation = deckRot
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})
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end
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end
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end
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-- if this is a zone with attachments, spawn cards facedown and add additional delay
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if zoneWithAttachments[zone] then
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deckRot = deckRot:setAt("z", 180)
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end
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-- If cards are spread too close together TTS groups them weirdly, selecting multiples
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@ -388,7 +404,7 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
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callback = function(card) loadAltArt(card, loadAltInvestigator) end
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end
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Spawner.spawnCards(zoneCards, deckPos, deckRot, true, callback)
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coroutine.yield(0)
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coWaitFrames(3)
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end
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-- Look for any cards which haven't been loaded
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@ -529,6 +545,7 @@ function removeBusyZones(playerColor, zoneDecks)
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zoneDecks["Blank" .. i] = nil
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end
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zoneDecks["UnderSetAside3"] = nil
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zoneDecks["UnderSetAside6"] = nil
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zoneDecks["Deck"] = nil
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printToAll("Skipped deck import", playerColor)
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end
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@ -548,7 +565,6 @@ function handleAncestralKnowledge(cardsToSpawn)
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for i = 1, 5 do
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local skillListIndex = math.random(#skillList)
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cardsToSpawn[skillList[skillListIndex]].zone = "UnderSetAside3"
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table.remove(skillList, skillListIndex)
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end
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end
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@ -556,10 +572,10 @@ end
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function handleAllAttachments(cardsToSpawn, slotsCopy, bondedList, customizations, playerColor)
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for cardId, reservedSlot in pairs(cardsWithAttachments) do
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if slotsCopy[cardId] and slotsCopy[cardId] > 0 then
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if customizations["attachments_" .. cardId] and reservedSlot < 6 then
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if customizations["attachments_" .. cardId] and type(reservedSlot) == "number" and reservedSlot < 6 then
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handleAttachment(cardId, cardsToSpawn, customizations)
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elseif cardId == "09077" then
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handleUnderworldMarket(cardsToSpawn, slotsCopy, playerColor)
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handleUnderworldMarket(cardsToSpawn, customizations, playerColor)
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elseif cardId == "05002" then
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handleHunchDeck(cardsToSpawn, bondedList, playerColor)
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elseif cardId == "07303" then
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@ -580,7 +596,7 @@ function handleAttachment(parentId, cardsToSpawn, customizations)
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local zone = "Blank" .. (cardsWithAttachments[parentId] + 1)
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for i = #attachmentList, 1, -1 do
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for j = #cardsToSpawn, 1, -1 do
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if cardsToSpawn[j].metadata.id == attachmentList[i] and cardsToSpawn[j].zone ~= zone then
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if cardsToSpawn[j].metadata.id == attachmentList[i] and cardsToSpawn[j].zone == "Deck" then
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cardsToSpawn[j].zone = zone
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break
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end
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@ -588,16 +604,34 @@ function handleAttachment(parentId, cardsToSpawn, customizations)
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end
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end
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-- Check for and handle Underworld Market by moving all Illicit cards to UnderSetAside3
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---@param cardList table Deck list being created
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-- Check for and handle Underworld Market by moving all Illicit cards to UnderSetAside6
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---@param cardsToSpawn table Deck list being created
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---@param playerColor string Color this deck is being loaded for
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function handleUnderworldMarket(cardList, slotsCopy, playerColor)
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if not slotsCopy["09077"] or slotsCopy["09077"] == 0 then return end
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function handleUnderworldMarket(cardsToSpawn, customizations, playerColor)
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local attachmentList = {}
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if customizations["attachments_09077"] then
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-- get list of cards that are attached (split by ",")
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for str in string.gmatch(customizations["attachments_09077"], "([^,]+)") do
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table.insert(attachmentList, str)
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end
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end
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if #attachmentList == 10 then
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-- handling for 10 cards selected in deck data
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for i = #attachmentList, 1, -1 do
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for j = #cardsToSpawn, 1, -1 do
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if cardsToSpawn[j].metadata.id == attachmentList[i] and cardsToSpawn[j].zone == "Deck" then
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cardsToSpawn[j].zone = "UnderSetAside6"
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break
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end
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end
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end
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else
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-- regular handling
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local illicitList = {}
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-- get all possible Illicit cards
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for i, card in ipairs(cardList) do
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for i, card in ipairs(cardsToSpawn) do
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if card.metadata.traits ~= nil and string.find(card.metadata.traits, "Illicit", 1, true) and card.zone == "Deck" then
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table.insert(illicitList, i)
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end
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@ -606,14 +640,8 @@ function handleUnderworldMarket(cardList, slotsCopy, playerColor)
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if #illicitList < 10 then
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printToAll("Only " .. #illicitList .. " Illicit cards in your deck, you can't trigger Underworld Market's ability.", playerColor)
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else
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-- Process cards to move them to the market deck. This is done in reverse order because the sorting needs
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-- to be reversed (deck sorts for face down). Performance here may be an issue, as table.remove() is an O(n)
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-- operation which makes the full shift O(n^2). But keep it simple unless it becomes a problem
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for i = #illicitList, 1, -1 do
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local moving = cardList[illicitList[i]]
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moving.zone = "UnderSetAside3"
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table.remove(cardList, illicitList[i])
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table.insert(cardList, moving)
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cardsToSpawn[illicitList[i]].zone = "UnderSetAside6"
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end
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if #illicitList > 10 then
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@ -623,6 +651,7 @@ function handleUnderworldMarket(cardList, slotsCopy, playerColor)
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end
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end
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end
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end
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-- Extract all Insight events to SetAside5 to build the Hunch Deck for Joe Diamond
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---@param cardList table Deck list being created
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@ -630,10 +659,10 @@ end
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function handleHunchDeck(cardList, bondedList, playerColor)
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local insightList = {}
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for i, card in ipairs(cardList) do
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if (card.metadata.type == "Event"
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if card.metadata.type == "Event"
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and card.metadata.traits ~= nil
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and string.match(card.metadata.traits, "Insight")
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and bondedList[card.metadata.id] == nil) then
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and bondedList[card.metadata.id] == nil then
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table.insert(insightList, i)
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end
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end
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@ -696,11 +725,9 @@ function handleSpiritDeck(cardList, playerColor, customizations)
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end
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if #spiritList < 10 then
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printToAll("Jim's spirit deck must have 9 Ally assets but the deck only has " ..
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(#spiritList - 1) .. " Ally assets.", playerColor)
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printToAll("Jim's spirit deck must have 9 Ally assets but the deck only has " .. (#spiritList - 1) .. " Ally assets.", playerColor)
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elseif #spiritList > 11 then
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printToAll("Moved all " .. (#spiritList - 1) ..
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" Ally assets to the spirit deck, reduce it to 10 (including Vengeful Shade).", playerColor)
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printToAll("Moved all " .. (#spiritList - 1) .. " Ally assets to the spirit deck, reduce it to 10 (including Vengeful Shade).", playerColor)
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else
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printToAll("Built Jim's spirit deck", playerColor)
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end
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@ -835,3 +862,10 @@ function deepCopy(data)
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end
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return copiedList
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end
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-- pauses the current coroutine for 'frameCount' frames
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function coWaitFrames(frameCount)
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for k = 1, frameCount do
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coroutine.yield(0)
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end
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end
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@ -15,10 +15,10 @@
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-- SetAside[4-6]: Column farther away from the mat, with 4 at the top and 6 at the bottom.
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-- SetAside1: Permanent cards
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-- SetAside2: Bonded cards
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-- SetAside3: Ancestral Knowledge / Underworld Market
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-- SetAside3: Ancestral Knowledge
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-- SetAside4: Upgrade sheets for customizable cards
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-- SetAside5: Hunch Deck for Joe Diamond
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-- SetAside6: currently unused
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-- SetAside5: Hunch Deck for Joe Diamond // Summoned Servitor Minicard
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-- SetAside6: Underworld Market
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-- AboveSetAside: Investigator specific object
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-- BelowSetAside: Investigator specific object
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@ -26,97 +26,59 @@ do
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local playermatApi = require("playermat/PlayermatApi")
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local Zones = {}
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-- local coordinates for each playermat
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local commonZones = {}
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commonZones["Investigator"] = { -1.177, 0, 0.002 }
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commonZones["Deck"] = { -1.82, 0, 0 }
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commonZones["Discard"] = { -1.82, 0, 0.61 }
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commonZones["Ally"] = { -0.615, 0, 0.024 }
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commonZones["Body"] = { -0.630, 0, 0.553 }
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commonZones["Hand1"] = { 0.215, 0, 0.042 }
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commonZones["Hand2"] = { -0.180, 0, 0.037 }
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commonZones["Arcane1"] = { 0.212, 0, 0.559 }
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commonZones["Arcane2"] = { -0.171, 0, 0.557 }
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commonZones["Tarot"] = { 0.602, 0, 0.033 }
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commonZones["Accessory"] = { 0.602, 0, 0.555 }
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commonZones["Blank1"] = { 1.758, 0, 0.040 }
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commonZones["Blank2"] = { 1.754, 0, 0.563 }
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commonZones["Blank3"] = { 1.371, 0, 0.038 }
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commonZones["Blank4"] = { 1.371, 0, 0.558 }
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commonZones["Blank5"] = { 0.98, 0, 0.035 }
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commonZones["Blank6"] = { 0.977, 0, 0.556 }
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commonZones["Threat1"] = { -0.911, 0, -0.625 }
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commonZones["Threat2"] = { -0.454, 0, -0.625 }
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commonZones["Threat3"] = { 0.002, 0, -0.625 }
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commonZones["Threat4"] = { 0.459, 0, -0.625 }
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commonZones["Investigator"] = Vector(-1.177, 0, 0.002)
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commonZones["Deck"] = Vector(-1.82, 0, 0)
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commonZones["Discard"] = Vector(-1.82, 0, 0.61)
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commonZones["Ally"] = Vector(-0.616, 0, 0.024)
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commonZones["Body"] = Vector(-0.631, 0, 0.551)
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commonZones["Hand1"] = Vector(0.217, 0, 0.035)
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commonZones["Hand2"] = Vector(-0.177, 0, 0.032)
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commonZones["Arcane1"] = Vector(0.212, 0, 0.559)
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commonZones["Arcane2"] = Vector(-0.174, 0, 0.551)
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commonZones["Tarot"] = Vector(0.602, 0, 0.033)
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commonZones["Accessory"] = Vector(0.605, 0, 0.555)
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commonZones["Blank1"] = Vector(1.758, 0, 0.040)
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commonZones["Blank2"] = Vector(1.754, 0, 0.563)
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commonZones["Blank3"] = Vector(1.371, 0, 0.038)
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commonZones["Blank4"] = Vector(1.371, 0, 0.558)
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commonZones["Blank5"] = Vector(0.98, 0, 0.035)
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commonZones["Blank6"] = Vector(0.977, 0, 0.556)
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commonZones["Threat1"] = Vector(-0.911, 0, -0.625)
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commonZones["Threat2"] = Vector(-0.454, 0, -0.625)
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commonZones["Threat3"] = Vector(0.002, 0, -0.625)
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commonZones["Threat4"] = Vector(0.459, 0, -0.625)
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-- local coordinates for white / green (inverted X for orange / red)
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local mirrorZones = {}
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mirrorZones["Minicard"] = Vector(-1, 0, -1.45)
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mirrorZones["SetAside1"] = Vector(2.35, 0, -0.520)
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mirrorZones["SetAside2"] = Vector(2.35, 0, 0.042)
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mirrorZones["SetAside3"] = Vector(2.35, 0, 0.605)
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mirrorZones["UnderSetAside3"] = Vector(2.50, 0, 0.805)
|
||||
mirrorZones["SetAside4"] = Vector(2.78, 0, -0.520)
|
||||
mirrorZones["SetAside5"] = Vector(2.78, 0, 0.042)
|
||||
mirrorZones["SetAside6"] = Vector(2.78, 0, 0.605)
|
||||
mirrorZones["UnderSetAside6"] = Vector(2.93, 0, 0.805)
|
||||
mirrorZones["AboveSetAside"] = Vector(2.35, 0, -1.069)
|
||||
mirrorZones["BelowSetAside"] = Vector(2.85, 0, 1.650)
|
||||
|
||||
local zoneData = {}
|
||||
zoneData["White"] = {}
|
||||
zoneData["White"]["Investigator"] = commonZones["Investigator"]
|
||||
zoneData["White"]["Deck"] = commonZones["Deck"]
|
||||
zoneData["White"]["Discard"] = commonZones["Discard"]
|
||||
zoneData["White"]["Ally"] = commonZones["Ally"]
|
||||
zoneData["White"]["Body"] = commonZones["Body"]
|
||||
zoneData["White"]["Hand1"] = commonZones["Hand1"]
|
||||
zoneData["White"]["Hand2"] = commonZones["Hand2"]
|
||||
zoneData["White"]["Arcane1"] = commonZones["Arcane1"]
|
||||
zoneData["White"]["Arcane2"] = commonZones["Arcane2"]
|
||||
zoneData["White"]["Tarot"] = commonZones["Tarot"]
|
||||
zoneData["White"]["Accessory"] = commonZones["Accessory"]
|
||||
zoneData["White"]["Blank1"] = commonZones["Blank1"]
|
||||
zoneData["White"]["Blank2"] = commonZones["Blank2"]
|
||||
zoneData["White"]["Blank3"] = commonZones["Blank3"]
|
||||
zoneData["White"]["Blank4"] = commonZones["Blank4"]
|
||||
zoneData["White"]["Blank5"] = commonZones["Blank5"]
|
||||
zoneData["White"]["Blank6"] = commonZones["Blank6"]
|
||||
zoneData["White"]["Threat1"] = commonZones["Threat1"]
|
||||
zoneData["White"]["Threat2"] = commonZones["Threat2"]
|
||||
zoneData["White"]["Threat3"] = commonZones["Threat3"]
|
||||
zoneData["White"]["Threat4"] = commonZones["Threat4"]
|
||||
zoneData["White"]["Minicard"] = { -1, 0, -1.45 }
|
||||
zoneData["White"]["SetAside1"] = { 2.35, 0, -0.520 }
|
||||
zoneData["White"]["SetAside2"] = { 2.35, 0, 0.042 }
|
||||
zoneData["White"]["SetAside3"] = { 2.35, 0, 0.605 }
|
||||
zoneData["White"]["UnderSetAside3"] = { 2.50, 0, 0.805 }
|
||||
zoneData["White"]["SetAside4"] = { 2.78, 0, -0.520 }
|
||||
zoneData["White"]["SetAside5"] = { 2.78, 0, 0.042 }
|
||||
zoneData["White"]["SetAside6"] = { 2.78, 0, 0.605 }
|
||||
zoneData["White"]["UnderSetAside6"] = { 2.93, 0, 0.805 }
|
||||
zoneData["White"]["AboveSetAside"] = { 2.35, 0, -1.069 }
|
||||
zoneData["White"]["BelowSetAside"] = { 2.85, 0, 1.650 }
|
||||
|
||||
zoneData["Orange"] = {}
|
||||
zoneData["Orange"]["Investigator"] = commonZones["Investigator"]
|
||||
zoneData["Orange"]["Deck"] = commonZones["Deck"]
|
||||
zoneData["Orange"]["Discard"] = commonZones["Discard"]
|
||||
zoneData["Orange"]["Ally"] = commonZones["Ally"]
|
||||
zoneData["Orange"]["Body"] = commonZones["Body"]
|
||||
zoneData["Orange"]["Hand1"] = commonZones["Hand1"]
|
||||
zoneData["Orange"]["Hand2"] = commonZones["Hand2"]
|
||||
zoneData["Orange"]["Arcane1"] = commonZones["Arcane1"]
|
||||
zoneData["Orange"]["Arcane2"] = commonZones["Arcane2"]
|
||||
zoneData["Orange"]["Tarot"] = commonZones["Tarot"]
|
||||
zoneData["Orange"]["Accessory"] = commonZones["Accessory"]
|
||||
zoneData["Orange"]["Blank1"] = commonZones["Blank1"]
|
||||
zoneData["Orange"]["Blank2"] = commonZones["Blank2"]
|
||||
zoneData["Orange"]["Blank3"] = commonZones["Blank3"]
|
||||
zoneData["Orange"]["Blank4"] = commonZones["Blank4"]
|
||||
zoneData["Orange"]["Blank5"] = commonZones["Blank5"]
|
||||
zoneData["Orange"]["Blank6"] = commonZones["Blank6"]
|
||||
zoneData["Orange"]["Threat1"] = commonZones["Threat1"]
|
||||
zoneData["Orange"]["Threat2"] = commonZones["Threat2"]
|
||||
zoneData["Orange"]["Threat3"] = commonZones["Threat3"]
|
||||
zoneData["Orange"]["Threat4"] = commonZones["Threat4"]
|
||||
zoneData["Orange"]["Minicard"] = { 1, 0, -1.45 }
|
||||
zoneData["Orange"]["SetAside1"] = { -2.35, 0, -0.520 }
|
||||
zoneData["Orange"]["SetAside2"] = { -2.35, 0, 0.042}
|
||||
zoneData["Orange"]["SetAside3"] = { -2.35, 0, 0.605 }
|
||||
zoneData["Orange"]["UnderSetAside3"] = { -2.50, 0, 0.805 }
|
||||
zoneData["Orange"]["SetAside4"] = { -2.78, 0, -0.520 }
|
||||
zoneData["Orange"]["SetAside5"] = { -2.78, 0, 0.042 }
|
||||
zoneData["Orange"]["SetAside6"] = { -2.78, 0, 0.605 }
|
||||
zoneData["Orange"]["UnderSetAside6"] = { -2.93, 0, 0.805 }
|
||||
zoneData["Orange"]["AboveSetAside"] = { -2.35, 0, -1.069 }
|
||||
zoneData["Orange"]["BelowSetAside"] = { -2.85, 0, 1.650 }
|
||||
|
||||
-- copy common coordinates
|
||||
for zoneName, zonePos in pairs(commonZones) do
|
||||
zoneData["White"][zoneName] = zonePos
|
||||
zoneData["Orange"][zoneName] = zonePos
|
||||
end
|
||||
|
||||
-- copy mirrored coordinates
|
||||
for zoneName, zonePos in pairs(mirrorZones) do
|
||||
zoneData["White"][zoneName] = zonePos
|
||||
zoneData["Orange"][zoneName] = zonePos * Vector(-1, 1, 1)
|
||||
end
|
||||
|
||||
-- Green positions are the same as White and Red the same as Orange
|
||||
zoneData["Red"] = zoneData["Orange"]
|
||||
@ -127,14 +89,11 @@ do
|
||||
---@param zoneName string Name of the zone to get the position for. See Zones object documentation for a list of valid zones.
|
||||
---@return tts__Vector|nil: Global position table, or nil if an invalid player color or zone is specified
|
||||
Zones.getZonePosition = function(playerColor, zoneName)
|
||||
if (playerColor ~= "Red"
|
||||
and playerColor ~= "Orange"
|
||||
and playerColor ~= "White"
|
||||
and playerColor ~= "Green") then
|
||||
return nil
|
||||
end
|
||||
if zoneData[playerColor] then
|
||||
return playermatApi.transformLocalPosition(zoneData[playerColor][zoneName], playerColor)
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Return the global rotation for a card on the given player mat, based on its zone.
|
||||
---@param playerColor string Color name of the player mat to get the rotation for (e.g. "Red")
|
||||
@ -144,8 +103,8 @@ do
|
||||
-- Z rotation to place the card face up or face down.
|
||||
Zones.getDefaultCardRotation = function(playerColor, zoneName)
|
||||
local cardRotation = playermatApi.returnRotation(playerColor)
|
||||
if zoneName == "Deck" then
|
||||
cardRotation = cardRotation + Vector(0, 0, 180)
|
||||
if zoneName == "Deck" or zoneName == "UnderSetAside3" or zoneName == "UnderSetAside6" then
|
||||
cardRotation = cardRotation:setAt("z", 180)
|
||||
end
|
||||
return cardRotation
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user