foundation for custom cards
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@ -150,11 +150,8 @@ end
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-- Event handlers for deck ID change
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function redDeckChanged(_, _, inputValue) redDeckId = inputValue end
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function orangeDeckChanged(_, _, inputValue) orangeDeckId = inputValue end
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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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@ -174,14 +171,7 @@ function loadInvestigatorsChanged()
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end
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function loadDecks()
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-- testLoadLotsOfDecks()
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-- Method in DeckImporterMain, visible due to inclusion
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local indexReady = allCardsBagApi.isIndexReady()
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if (not indexReady) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return
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end
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if not allCardsBagApi.isIndexReady() then return end
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if (redDeckId ~= nil and redDeckId ~= "") then
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buildDeck("Red", redDeckId)
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end
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@ -18,7 +18,7 @@ end
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-- called once indexing is complete it means the hotfix bag has been added
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-- later, and we should rebuild the index to integrate the hotfix bag.
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function rebuildIndexForHotfix()
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if (indexingDone) then
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if indexingDone then
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startIndexBuild()
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end
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end
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@ -210,6 +210,9 @@ function cardComparator(id1, id2)
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end
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function isIndexReady()
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if not indexingDone then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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end
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return indexingDone
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end
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@ -221,10 +224,7 @@ end
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-- cardData: TTS object data, suitable for spawning the card
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-- cardMetadata: Table of parsed metadata
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function getCardById(params)
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if (not indexingDone) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return { }
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end
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if not isIndexReady() then return {} end
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return cardIdIndex[params.id]
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end
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@ -237,10 +237,8 @@ end
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-- cardData: TTS object data, suitable for spawning the card
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-- cardMetadata: Table of parsed metadata
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function getCardsByClassAndLevel(params)
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if (not indexingDone) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return { }
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end
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if not isIndexReady() then return {} end
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local upgradeKey
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if (params.upgraded) then
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upgradeKey = "-upgrade"
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@ -251,10 +249,7 @@ function getCardsByClassAndLevel(params)
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end
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function getCardsByCycle(cycleName)
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if (not indexingDone) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return { }
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end
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if not isIndexReady() then return {} end
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return cycleIndex[string.lower(cycleName)]
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end
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@ -6,6 +6,14 @@ do
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "AllCardsBag")
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end
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local function returnCopyOfList(data)
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local copiedList = {}
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for _, id in ipairs(data) do
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table.insert(copiedList, id)
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end
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return copiedList
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end
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-- Returns a specific card from the bag, based on ArkhamDB ID
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---@param id table String ID of the card to retrieve
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---@return table table
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@ -14,7 +22,7 @@ do
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-- cardData: TTS object data, suitable for spawning the card
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-- cardMetadata: Table of parsed metadata
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AllCardsBagApi.getCardById = function(id)
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return getAllCardsBag().call("getCardById", {id = id})
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return getAllCardsBag().call("getCardById", { id = id })
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end
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-- Gets a random basic weakness from the bag. Once a given ID has been returned
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@ -36,7 +44,7 @@ do
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-- called once indexing is complete it means the hotfix bag has been added
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-- later, and we should rebuild the index to integrate the hotfix bag.
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AllCardsBagApi.rebuildIndexForHotfix = function()
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return getAllCardsBag().call("rebuildIndexForHotfix")
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getAllCardsBag().call("rebuildIndexForHotfix")
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end
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-- Searches the bag for cards which match the given name and returns a list. Note that this is
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@ -44,7 +52,7 @@ do
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---@param name string or string fragment to search for names
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---@param exact boolean Whether the name match should be exact
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AllCardsBagApi.getCardsByName = function(name, exact)
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return getAllCardsBag().call("getCardsByName", {name = name, exact = exact})
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return returnCopyOfList(getAllCardsBag().call("getCardsByName", { name = name, exact = exact }))
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end
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AllCardsBagApi.isBagPresent = function()
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@ -59,16 +67,16 @@ do
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-- cardData: TTS object data, suitable for spawning the card
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-- cardMetadata: Table of parsed metadata
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AllCardsBagApi.getCardsByClassAndLevel = function(class, upgraded)
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return getAllCardsBag().call("getCardsByClassAndLevel", {class = class, upgraded = upgraded})
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return returnCopyOfList(getAllCardsBag().call("getCardsByClassAndLevel", { class = class, upgraded = upgraded }))
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end
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AllCardsBagApi.getCardsByCycle = function(cycle)
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return getAllCardsBag().call("getCardsByCycle", cycle)
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return returnCopyOfList(getAllCardsBag().call("getCardsByCycle", cycle))
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end
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AllCardsBagApi.getUniqueWeaknesses = function()
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return getAllCardsBag().call("getUniqueWeaknesses")
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return returnCopyOfList(getAllCardsBag().call("getUniqueWeaknesses"))
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end
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return AllCardsBagApi
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end
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end
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@ -26,22 +26,20 @@ local CYCLE_BUTTONS_Z_OFFSET = 0.2665
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local STARTER_DECK_MODE_SELECTED_COLOR = { 0.2, 0.2, 0.2, 0.8 }
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local TRANSPARENT = { 0, 0, 0, 0 }
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local STARTER_DECK_MODE_STARTERS = "starters"
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local STARTER_DECK_MODE_CARDS_ONLY = "cards"
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local FACE_UP_ROTATION = { x = 0, y = 270, z = 0}
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local FACE_DOWN_ROTATION = { x = 0, y = 270, z = 180}
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local FACE_UP_ROTATION = { x = 0, y = 270, z = 0 }
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local FACE_DOWN_ROTATION = { x = 0, y = 270, z = 180 }
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-- ---------- IMPORTANT ----------
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-- Coordinates defined below are in global dimensions relative to the panel - DO NOT USE THESE
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-- DIRECTLY. Call scalePositions() before use, and reference the variables below
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-- DIRECTLY. Call scalePositions() before use, and reference the variables below
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-- Layout width for a single card, in global coordinate space
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local CARD_WIDTH = 2.3
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-- Coordinates to begin laying out cards. These vary based on the cards that are being placed by
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-- Coordinates to begin laying out cards. These vary based on the cards that are being placed by
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-- considering the width of the cards, number of cards, and desired spread intervals.
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-- IMPORTANT! Because of the mix of global card sizes and relative-to-scale positions, the X and Y
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-- IMPORTANT! Because of the mix of global card sizes and relative-to-scale positions, the X and Y
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-- coordinates on these provide global disances while the Z is local.
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local START_POSITIONS = {
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classCards = Vector(CARD_WIDTH * 9.5, 2, 1.4),
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@ -50,7 +48,7 @@ local START_POSITIONS = {
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other = Vector(CARD_WIDTH * 9.5, 2, 1.4),
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randomWeakness = Vector(0, 2, 1.4),
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-- Because the card spread is handled by the SpawnBag, we don't know (programatically) where this
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-- should be placed. If more customizable cards are added it will need to be moved.
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-- should be placed. If more customizable cards are added it will need to be moved.
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summonedServitor = Vector(CARD_WIDTH * -7.5, 2, 1.7)
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}
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@ -64,12 +62,12 @@ local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(0, 0, 11)
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local INVESTIGATOR_POSITION_SHIFT_COL = Vector(-6, 0, 0)
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local INVESTIGATOR_MAX_COLS = 6
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-- Positions relative to the minicard to place other stacks. Both signature card piles and starter
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-- Positions relative to the minicard to place other stacks. Both signature card piles and starter
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-- decks use SIGNATURE_OFFSET
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local INVESTIGATOR_CARD_OFFSET = Vector(0, 0, 2.55)
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local INVESTIGATOR_SIGNATURE_OFFSET = Vector(0, 0, 5.75)
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-- USE THESE! Positions and offset shifts accounting for the scale of the panel
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-- USE THESE! Positions and offset shifts accounting for the scale of the panel
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local startPositions
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local cardRowOffset
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local cardGroupOffset
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@ -78,7 +76,14 @@ local investigatorPositionShiftCol
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local investigatorCardOffset
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local investigatorSignatureOffset
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local CLASS_LIST = { "Guardian", "Seeker", "Rogue", "Mystic", "Survivor", "Neutral" }
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local CLASS_LIST = {
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"Guardian",
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"Seeker",
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"Rogue",
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"Mystic",
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"Survivor",
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"Neutral"
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}
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local CYCLE_LIST = {
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"Core",
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"The Dunwich Legacy",
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@ -94,9 +99,8 @@ local CYCLE_LIST = {
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}
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local excludedNonBasicWeaknesses
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local starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
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local helpVisibleToPlayers = { }
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local spawnStarterDecks = false
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local helpVisibleToPlayers = {}
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function onSave()
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return JSON.encode({ spawnBagState = spawnBag.getStateForSave() })
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@ -104,7 +108,7 @@ end
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function onLoad(savedData)
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if savedData and savedData ~= "" then
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local saveState = JSON.decode(savedData) or { }
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local saveState = JSON.decode(savedData) or {}
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if saveState.spawnBagState ~= nil then
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spawnBag.loadFromSave(saveState.spawnBagState)
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end
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@ -117,7 +121,7 @@ end
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-- Build a list of non-basic weaknesses which should be excluded from the last weakness set,
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-- including all signature cards and evolved weaknesses.
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function buildExcludedWeaknessList()
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excludedNonBasicWeaknesses = { }
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excludedNonBasicWeaknesses = {}
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for _, investigator in pairs(INVESTIGATORS) do
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for _, signatureId in ipairs(investigator.signatures) do
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excludedNonBasicWeaknesses[signatureId] = true
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@ -274,9 +278,8 @@ function createCycleButtons()
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if rowCount == 3 then
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-- Account for two centered buttons on the final row
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buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET / 2
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--[[ Account for centered button on the final row
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buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
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]]
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-- Account for centered button on the final row
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-- buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
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end
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else
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buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
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@ -297,8 +300,6 @@ function createClearButton()
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end
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function createInvestigatorModeButtons()
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local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
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self.createButton({
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function_owner = self,
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click_function = "setCardsOnlyMode",
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@ -306,18 +307,18 @@ function createInvestigatorModeButtons()
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height = 170,
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width = 760,
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scale = Vector(0.25, 1, 0.25),
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color = starterMode and TRANSPARENT or STARTER_DECK_MODE_SELECTED_COLOR
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color = spawnStarterDecks and TRANSPARENT or STARTER_DECK_MODE_SELECTED_COLOR
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})
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self.createButton({
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function_owner = self,
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click_function = "setStarterDeckMode",
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click_function = "setspawnStarterDecks",
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position = Vector(0.66, 0.1, -0.322),
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height = 170,
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width = 760,
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scale = Vector(0.25, 1, 0.25),
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color = starterMode and STARTER_DECK_MODE_SELECTED_COLOR or TRANSPARENT
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color = spawnStarterDecks and STARTER_DECK_MODE_SELECTED_COLOR or TRANSPARENT
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})
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local checkX = starterMode and 0.52 or 0.11
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local checkX = spawnStarterDecks and 0.52 or 0.11
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self.createButton({
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function_owner = self,
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label = "✓",
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@ -325,7 +326,8 @@ function createInvestigatorModeButtons()
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position = Vector(checkX, 0.11, -0.317),
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height = 0,
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width = 0,
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scale = Vector(0.3, 1, 0.3),
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font_size = 300,
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scale = Vector(0.1, 1, 0.1),
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font_color = { 0, 0, 0 },
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color = { 1, 1, 1 }
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})
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@ -354,13 +356,13 @@ function updateHelpVisibility()
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self.UI.setAttribute("helpPanel", "active", string.len(visibility) > 0)
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end
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function setStarterDeckMode()
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starterDeckMode = STARTER_DECK_MODE_STARTERS
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function setspawnStarterDecks()
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spawnStarterDecks = true
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updateStarterModeButtons()
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end
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function setCardsOnlyMode()
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starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
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spawnStarterDecks = false
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updateStarterModeButtons()
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end
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@ -384,7 +386,7 @@ end
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function scalePositions()
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-- Assume scaling is consistent in X and Z dimensions
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local scale = 1 / self.getScale().x
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startPositions = { }
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startPositions = {}
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for key, pos in pairs(START_POSITIONS) do
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-- Because a scaled object means a different global size, using global distance for Z results in
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-- the cards being closer or farther depending on the scale. Leave the Z values and only scale X and Y
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@ -405,14 +407,12 @@ function deleteAll()
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spawnBag.recall(true)
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end
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-- Spawn an investigator group, based on the current UI setting for either investigators or starter
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-- decks.
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-- Spawn an investigator group, based on the current UI setting for either investigators or starter decks
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---@param groupName string Name of the group to spawn, matching a key in InvestigatorPanelData
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function spawnInvestigatorGroup(groupName)
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local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
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prepareToPlaceCards()
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Wait.frames(function()
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if starterMode then
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if spawnStarterDecks then
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spawnStarters(groupName)
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else
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spawnInvestigators(groupName)
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@ -420,7 +420,7 @@ function spawnInvestigatorGroup(groupName)
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end, 2)
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end
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-- Spawn cards for all investigators in the given group. This creates piles for all defined
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-- Spawn cards for all investigators in the given group. This creates piles for all defined
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-- investigator cards and minicards as well as the signature cards.
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---@param groupName string Name of the group to spawn, matching a key in InvestigatorPanelData
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function spawnInvestigators(groupName)
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@ -451,14 +451,14 @@ end
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function getInvestigatorRowStartPos(investigatorCount, row)
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local rowStart = Vector(startPositions.investigator)
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rowStart:add(Vector(
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investigatorPositionShiftRow.x * (row - 1),
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investigatorPositionShiftRow.y * (row - 1),
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investigatorPositionShiftRow.z * (row - 1)))
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investigatorPositionShiftRow.x * (row - 1),
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investigatorPositionShiftRow.y * (row - 1),
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investigatorPositionShiftRow.z * (row - 1)))
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local investigatorsInRow = math.min(investigatorCount - INVESTIGATOR_MAX_COLS * (row - 1), INVESTIGATOR_MAX_COLS)
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rowStart:add(Vector(
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investigatorPositionShiftCol.x * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
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investigatorPositionShiftCol.y * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
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investigatorPositionShiftCol.z * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2))
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investigatorPositionShiftCol.x * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
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investigatorPositionShiftCol.y * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
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investigatorPositionShiftCol.z * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2))
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return rowStart
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end
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@ -470,23 +470,23 @@ function buildInvestigatorSpawnSpec(investigatorName, investigatorData, position
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local sigPos = Vector(position):add(investigatorSignatureOffset)
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local spawns = buildCommonSpawnSpec(investigatorName, investigatorData, position)
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table.insert(spawns, {
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name = investigatorName .. "signatures",
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cards = investigatorData.signatures,
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globalPos = self.positionToWorld(sigPos),
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rotation = FACE_UP_ROTATION
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})
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name = investigatorName .. "signatures",
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cards = investigatorData.signatures,
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globalPos = self.positionToWorld(sigPos),
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rotation = FACE_UP_ROTATION
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})
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return spawns
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end
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-- Builds the spawn specs for minicards and investigator cards. These are common enough to be
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-- Builds the spawn specs for minicards and investigator cards. These are common enough to be
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-- shared, and will only differ in whether they spawn the full stack of possible investigator and
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-- minicards, or only the first of each.
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---@param investigatorName string Name of the investigator, matching a key in InvestigatorPanelData
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---@param investigatorData table Spawn definition for the investigator, retrieved from INVESTIGATORS
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---@param position tts__Vector Where to spawn the minicard; investigagor cards will be placed below
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---@param oneCardOnly? boolean If true, will spawn only the first card in the investigator card
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--- and minicard lists. Otherwise, spawn them all in a deck
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--- and minicard lists. Otherwise, spawn them all in a deck
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function buildCommonSpawnSpec(investigatorName, investigatorData, position, oneCardOnly)
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local cardPos = Vector(position):add(investigatorCardOffset)
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return {
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@ -533,23 +533,24 @@ function spawnStarterDeck(investigatorName, investigatorData, position)
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end
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local deckPos = Vector(position):add(investigatorSignatureOffset)
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arkhamDb.getDecklist("None", investigatorData.starterDeck, true, false, false, function(slots)
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local cardIdList = { }
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local cardIdList = {}
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for id, count in pairs(slots) do
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for i = 1, count do
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table.insert(cardIdList, id)
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end
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end
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spawnBag.spawn({
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name = investigatorName.."starter",
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name = investigatorName .. "starter",
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cards = cardIdList,
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globalPos = self.positionToWorld(deckPos),
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rotation = FACE_DOWN_ROTATION
|
||||
})
|
||||
end)
|
||||
end
|
||||
|
||||
-- Clears the currently placed cards, then places cards for the given class and level spread
|
||||
---@param cardClass string Class to place ("Guardian", "Seeker", etc)
|
||||
---@param isUpgraded boolean If true, spawn the Level 1-5 cards. Otherwise, Level 0.
|
||||
---@param isUpgraded boolean If true, spawn the Level 1-5 cards. Otherwise, Level 0.
|
||||
function spawnClassCards(cardClass, isUpgraded)
|
||||
prepareToPlaceCards()
|
||||
Wait.frames(function() placeClassCards(cardClass, isUpgraded) end, 2)
|
||||
@ -557,18 +558,15 @@ end
|
||||
|
||||
-- Spawn the class cards.
|
||||
---@param cardClass string Class to place ("Guardian", "Seeker", etc)
|
||||
---@param isUpgraded boolean If true, spawn the Level 1-5 cards. Otherwise, Level 0.
|
||||
---@param isUpgraded boolean If true, spawn the Level 1-5 cards. Otherwise, Level 0.
|
||||
function placeClassCards(cardClass, isUpgraded)
|
||||
local indexReady = allCardsBagApi.isIndexReady()
|
||||
if (not indexReady) then
|
||||
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
|
||||
return
|
||||
end
|
||||
if not allCardsBagApi.isIndexReady() then return end
|
||||
|
||||
local cardIdList = allCardsBagApi.getCardsByClassAndLevel(cardClass, isUpgraded)
|
||||
|
||||
local skillList = { }
|
||||
local eventList = { }
|
||||
local assetList = { }
|
||||
local skillList = {}
|
||||
local eventList = {}
|
||||
local assetList = {}
|
||||
for _, cardId in ipairs(cardIdList) do
|
||||
local cardMetadata = allCardsBagApi.getCardById(cardId).metadata
|
||||
if (cardMetadata.type == "Skill") then
|
||||
@ -614,24 +612,22 @@ function placeClassCards(cardClass, isUpgraded)
|
||||
end
|
||||
end
|
||||
|
||||
-- called by the XML UI to spawn cards from fan-made camnpaigns
|
||||
function spawnOtherCards()
|
||||
spawnCycle("Other")
|
||||
end
|
||||
|
||||
-- Spawns the investigator sets and all cards for the given cycle
|
||||
---@param cycle string Name of a cycle, should match the standard used in card metadata
|
||||
function spawnCycle(cycle)
|
||||
if not allCardsBagApi.isIndexReady() then return end
|
||||
|
||||
prepareToPlaceCards()
|
||||
spawnInvestigators(cycle)
|
||||
local indexReady = allCardsBagApi.isIndexReady()
|
||||
if (not indexReady) then
|
||||
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
|
||||
return
|
||||
end
|
||||
local cycleCardList = allCardsBagApi.getCardsByCycle(cycle)
|
||||
local copiedList = { }
|
||||
for i, id in ipairs(cycleCardList) do
|
||||
copiedList[i] = id
|
||||
end
|
||||
|
||||
spawnBag.spawn({
|
||||
name = "cycle"..cycle,
|
||||
cards = copiedList,
|
||||
name = "cycle" .. cycle,
|
||||
cards = allCardsBagApi.getCardsByCycle(cycle),
|
||||
globalPos = self.positionToWorld(startPositions.cycle),
|
||||
rotation = FACE_UP_ROTATION,
|
||||
spread = true,
|
||||
@ -671,16 +667,13 @@ end
|
||||
|
||||
-- Clears the current cards, and places all basic weaknesses on the table.
|
||||
function spawnWeaknesses()
|
||||
if not allCardsBagApi.isIndexReady() then return end
|
||||
|
||||
prepareToPlaceCards()
|
||||
local indexReady = allCardsBagApi.isIndexReady()
|
||||
if (not indexReady) then
|
||||
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
|
||||
return
|
||||
end
|
||||
local weaknessIdList = allCardsBagApi.getUniqueWeaknesses()
|
||||
local basicWeaknessList = { }
|
||||
local otherWeaknessList = { }
|
||||
for i, id in ipairs(weaknessIdList) do
|
||||
|
||||
local basicWeaknessList = {}
|
||||
local otherWeaknessList = {}
|
||||
for _, id in ipairs(allCardsBagApi.getUniqueWeaknesses()) do
|
||||
local cardMetadata = allCardsBagApi.getCardById(id).metadata
|
||||
if cardMetadata.basicWeaknessCount ~= nil and cardMetadata.basicWeaknessCount > 0 then
|
||||
table.insert(basicWeaknessList, id)
|
||||
@ -721,7 +714,7 @@ function spawnRandomWeakness()
|
||||
prepareToPlaceCards()
|
||||
local weaknessId = allCardsBagApi.getRandomWeaknessId()
|
||||
if (weaknessId == nil) then
|
||||
broadcastToAll("All basic weaknesses are in play!", {0.9, 0.2, 0.2})
|
||||
broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 })
|
||||
return
|
||||
end
|
||||
spawnBag.spawn({
|
||||
|
@ -1,32 +1,32 @@
|
||||
require("playercards/PlayerCardSpawner")
|
||||
|
||||
-- Allows spawning of defined lists of cards which will be created from the template in the All
|
||||
-- Player Cards bag. SpawnBag.spawn will create objects based on a table definition, while
|
||||
-- SpawnBag.recall will clean them all up. Recall will be limited to a small area around the
|
||||
-- spawned objects. Objects moved out of this area will not be cleaned up.
|
||||
-- Player Cards bag. SpawnBag.spawn will create objects based on a table definition, while
|
||||
-- SpawnBag.recall will clean them all up. Recall will be limited to a small area around the
|
||||
-- spawned objects. Objects moved out of this area will not be cleaned up.
|
||||
--
|
||||
-- SpawnSpec: Spawning requires a spawn specification with the following structure:
|
||||
-- {
|
||||
-- name: Name of this spawn content, used for internal tracking. Multiple specs can be spawned,
|
||||
-- name: Name of this spawn content, used for internal tracking. Multiple specs can be spawned,
|
||||
-- but each requires a separate name
|
||||
-- cards: A list of card IDs to be spawned
|
||||
-- globalPos: Where the spawned objects should be placed, in global coordinates. This should be
|
||||
-- globalPos: Where the spawned objects should be placed, in global coordinates. This should be
|
||||
-- a valid Vector with x, y, and z defined, e.g. { x = 5, y = 1, z = 15 }
|
||||
-- rotation: Rotation for the spawned objects. X=180 should be used for face down items. As with
|
||||
-- rotation: Rotation for the spawned objects. X=180 should be used for face down items. As with
|
||||
-- globalPos, this should be a valid Vector with x, y, and z defined
|
||||
-- spread: Optional Boolean. If present and true, cards will be spawned next to each other in a
|
||||
-- spread moving to the right. globalPos will define the location of the first card, each
|
||||
-- spread: Optional Boolean. If present and true, cards will be spawned next to each other in a
|
||||
-- spread moving to the right. globalPos will define the location of the first card, each
|
||||
-- after that will be moved a predefined distance
|
||||
-- spreadCols: Optional integer. If spread is true, specifies the maximum columns cards will be
|
||||
-- laid out in before starting a new row. If spread is true but spreadCols is not set, all
|
||||
-- spreadCols: Optional integer. If spread is true, specifies the maximum columns cards will be
|
||||
-- laid out in before starting a new row. If spread is true but spreadCols is not set, all
|
||||
-- cards will be in a single row (however long that may be)
|
||||
-- }
|
||||
-- See BondedBag.ttslua for an example
|
||||
do
|
||||
local allCardsBagApi = require("playercards/AllCardsBagApi")
|
||||
|
||||
local SpawnBag = { }
|
||||
local internal = { }
|
||||
local SpawnBag = {}
|
||||
local internal = {}
|
||||
|
||||
-- To assist debugging, will draw a box around the recall zone when it's set up
|
||||
local SHOW_RECALL_ZONE = false
|
||||
@ -36,8 +36,8 @@ do
|
||||
local RECALL_BUFFER_Z = 0.5
|
||||
|
||||
-- In order to mimic the behavior of the previous memory buttons we use a temporary bag when
|
||||
-- recalling objects. This bag is tiny and transparent, and will be placed at the same location as
|
||||
-- this object. Once all placed cards are recalled bag to this bag, it will be destroyed
|
||||
-- recalling objects. This bag is tiny and transparent, and will be placed at the same location as
|
||||
-- this object. Once all placed cards are recalled bag to this bag, it will be destroyed
|
||||
local RECALL_BAG = {
|
||||
Name = "Bag",
|
||||
Transform = {
|
||||
@ -58,8 +58,8 @@ do
|
||||
}
|
||||
|
||||
-- Tracks what has been placed by this "bag" so they can be recalled
|
||||
local placedSpecs = { }
|
||||
local placedObjectGuids = { }
|
||||
local placedSpecs = {}
|
||||
local placedObjectGuids = {}
|
||||
local recallZone = nil
|
||||
|
||||
-- Loads a table of saved state, extracted during the parent object's onLoad
|
||||
@ -81,21 +81,13 @@ do
|
||||
-- Places the given spawnSpec on the table. See comment at the start of the file for spawnSpec table data and examples
|
||||
SpawnBag.spawn = function(spawnSpec)
|
||||
-- Limit to one placement at a time
|
||||
if (placedSpecs[spawnSpec.name]) then
|
||||
return
|
||||
end
|
||||
if (spawnSpec == nil) then
|
||||
-- TODO: error here
|
||||
return
|
||||
end
|
||||
local cardsToSpawn = { }
|
||||
local cardList = spawnSpec.cards
|
||||
for _, cardId in ipairs(cardList) do
|
||||
if placedSpecs[spawnSpec.name] or spawnSpec == nil then return end
|
||||
|
||||
local cardsToSpawn = {}
|
||||
for _, cardId in ipairs(spawnSpec.cards) do
|
||||
local cardData = allCardsBagApi.getCardById(cardId)
|
||||
if (cardData ~= nil) then
|
||||
if cardData ~= nil then
|
||||
table.insert(cardsToSpawn, cardData)
|
||||
else
|
||||
-- TODO: error here
|
||||
end
|
||||
end
|
||||
if (spawnSpec.spread) then
|
||||
@ -120,14 +112,13 @@ do
|
||||
internal.recallSpawned()
|
||||
end
|
||||
|
||||
-- We've recalled everything we can, some cards may have been moved out of the
|
||||
-- card area. Just reset at this point.
|
||||
placedSpecs = { }
|
||||
placedObjectGuids = { }
|
||||
-- We've recalled everything we can, some cards may have been moved out of the card area. Just reset at this point.
|
||||
placedSpecs = {}
|
||||
placedObjectGuids = {}
|
||||
recallZone = nil
|
||||
end
|
||||
|
||||
-- Deleted all spawned cards.
|
||||
-- Delete all spawned cards
|
||||
internal.deleteSpawned = function()
|
||||
for guid, _ in pairs(placedObjectGuids) do
|
||||
local obj = getObjectFromGUID(guid)
|
||||
@ -140,9 +131,9 @@ do
|
||||
end
|
||||
end
|
||||
|
||||
-- Recalls spawned cards with a fake bag that replicates the memory bag recall style.
|
||||
-- Recalls spawned cards with a fake bag that replicates the memory bag recall style
|
||||
internal.recallSpawned = function()
|
||||
local trash = spawnObjectData({data = RECALL_BAG, position = self.getPosition()})
|
||||
local trash = spawnObjectData({ data = RECALL_BAG, position = self.getPosition() })
|
||||
for guid, _ in pairs(placedObjectGuids) do
|
||||
local obj = getObjectFromGUID(guid)
|
||||
if (obj ~= nil) then
|
||||
@ -156,71 +147,70 @@ do
|
||||
trash.destruct()
|
||||
end
|
||||
|
||||
|
||||
-- Callback for when an object has been spawned. Tracks the object for later recall and updates the
|
||||
-- recall zone.
|
||||
-- Callback for when an object has been spawned. Tracks the object for later recall and updates the recall zone.
|
||||
internal.recordPlacedObject = function(spawned)
|
||||
placedObjectGuids[spawned.getGUID()] = true
|
||||
internal.expandRecallZone(spawned)
|
||||
end
|
||||
|
||||
-- Expands the current recall zone based on the position of the given object. The recall zone will
|
||||
-- Expands the current recall zone based on the position of the given object. The recall zone will
|
||||
-- be maintained as the bounding box of the extreme object positions, plus a small amount of buffer
|
||||
internal.expandRecallZone = function(spawnedCard)
|
||||
local pos = spawnedCard.getPosition()
|
||||
if (recallZone == nil) then
|
||||
-- First card out of the bag, initialize surrounding that
|
||||
recallZone = { }
|
||||
recallZone = {}
|
||||
recallZone.upperLeft = { x = pos.x + RECALL_BUFFER_X, z = pos.z + RECALL_BUFFER_Z }
|
||||
recallZone.lowerRight = { x = pos.x - RECALL_BUFFER_X, z = pos.z - RECALL_BUFFER_Z }
|
||||
return
|
||||
else
|
||||
if (pos.x > recallZone.upperLeft.x) then
|
||||
recallZone.upperLeft.x = pos.x + RECALL_BUFFER_X
|
||||
end
|
||||
if (pos.x < recallZone.lowerRight.x) then
|
||||
recallZone.lowerRight.x = pos.x - RECALL_BUFFER_X
|
||||
end
|
||||
if (pos.z > recallZone.upperLeft.z) then
|
||||
recallZone.upperLeft.z = pos.z + RECALL_BUFFER_Z
|
||||
end
|
||||
if (pos.z < recallZone.lowerRight.z) then
|
||||
recallZone.lowerRight.z = pos.z - RECALL_BUFFER_Z
|
||||
end
|
||||
end
|
||||
if (SHOW_RECALL_ZONE) then
|
||||
|
||||
if pos.x > recallZone.upperLeft.x then
|
||||
recallZone.upperLeft.x = pos.x + RECALL_BUFFER_X
|
||||
end
|
||||
if pos.x < recallZone.lowerRight.x then
|
||||
recallZone.lowerRight.x = pos.x - RECALL_BUFFER_X
|
||||
end
|
||||
if pos.z > recallZone.upperLeft.z then
|
||||
recallZone.upperLeft.z = pos.z + RECALL_BUFFER_Z
|
||||
end
|
||||
if pos.z < recallZone.lowerRight.z then
|
||||
recallZone.lowerRight.z = pos.z - RECALL_BUFFER_Z
|
||||
end
|
||||
|
||||
if SHOW_RECALL_ZONE then
|
||||
local y = 1.5
|
||||
local thick = 0.05
|
||||
Global.setVectorLines({
|
||||
{
|
||||
points = { {recallZone.upperLeft.x,y,recallZone.upperLeft.z}, {recallZone.upperLeft.x,y,recallZone.lowerRight.z} },
|
||||
color = {1,0,0},
|
||||
points = { { recallZone.upperLeft.x, y, recallZone.upperLeft.z }, { recallZone.upperLeft.x, y, recallZone.lowerRight.z } },
|
||||
color = { 1, 0, 0 },
|
||||
thickness = thick,
|
||||
rotation = {0,0,0}
|
||||
rotation = { 0, 0, 0 }
|
||||
},
|
||||
{
|
||||
points = { {recallZone.upperLeft.x,y,recallZone.lowerRight.z}, {recallZone.lowerRight.x,y,recallZone.lowerRight.z} },
|
||||
color = {1,0,0},
|
||||
points = { { recallZone.upperLeft.x, y, recallZone.lowerRight.z }, { recallZone.lowerRight.x, y, recallZone.lowerRight.z } },
|
||||
color = { 1, 0, 0 },
|
||||
thickness = thick,
|
||||
rotation = {0,0,0}
|
||||
rotation = { 0, 0, 0 }
|
||||
},
|
||||
{
|
||||
points = { {recallZone.lowerRight.x,y,recallZone.lowerRight.z}, {recallZone.lowerRight.x,y,recallZone.upperLeft.z} },
|
||||
color = {1,0,0},
|
||||
points = { { recallZone.lowerRight.x, y, recallZone.lowerRight.z }, { recallZone.lowerRight.x, y, recallZone.upperLeft.z } },
|
||||
color = { 1, 0, 0 },
|
||||
thickness = thick,
|
||||
rotation = {0,0,0}
|
||||
rotation = { 0, 0, 0 }
|
||||
},
|
||||
{
|
||||
points = { {recallZone.lowerRight.x,y,recallZone.upperLeft.z}, {recallZone.upperLeft.x,y,recallZone.upperLeft.z} },
|
||||
color = {1,0,0},
|
||||
points = { { recallZone.lowerRight.x, y, recallZone.upperLeft.z }, { recallZone.upperLeft.x, y, recallZone.upperLeft.z } },
|
||||
color = { 1, 0, 0 },
|
||||
thickness = thick,
|
||||
rotation = {0,0,0}
|
||||
rotation = { 0, 0, 0 }
|
||||
}
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
-- Checks to see if the given object is in the current recall zone. If there isn't a recall zone,
|
||||
-- Checks to see if the given object is in the current recall zone. If there isn't a recall zone,
|
||||
-- will return true so that everything can be easily cleaned up.
|
||||
internal.isInRecallZone = function(obj)
|
||||
if (recallZone == nil) then
|
||||
@ -228,11 +218,11 @@ do
|
||||
end
|
||||
local pos = obj.getPosition()
|
||||
return (pos.x < recallZone.upperLeft.x and pos.x > recallZone.lowerRight.x
|
||||
and pos.z < recallZone.upperLeft.z and pos.z > recallZone.lowerRight.z)
|
||||
and pos.z < recallZone.upperLeft.z and pos.z > recallZone.lowerRight.z)
|
||||
end
|
||||
|
||||
internal.reverseList = function(list)
|
||||
local reversed = { }
|
||||
local reversed = {}
|
||||
for i = 1, #list do
|
||||
reversed[i] = list[#list - i + 1]
|
||||
end
|
||||
|
@ -1,24 +1,31 @@
|
||||
<Panel
|
||||
active="false"
|
||||
<Panel active="false"
|
||||
id="helpPanel"
|
||||
position="-165 -60 -2"
|
||||
position="-165 -70 -2"
|
||||
rotation="0 0 180"
|
||||
height="55"
|
||||
height="50"
|
||||
width="107"
|
||||
color="#00000099">
|
||||
<Text
|
||||
id="helpText"
|
||||
<Text id="helpText"
|
||||
rectAlignment="MiddleCenter"
|
||||
height="490"
|
||||
height="480"
|
||||
width="1000"
|
||||
scale="0.1 0.1 1"
|
||||
fontSize="66"
|
||||
color="#F5F5F5"
|
||||
backgroundColor="#FF0000"
|
||||
alignment="UpperLeft"
|
||||
alignment="MiddleLeft"
|
||||
horizontalOverflow="wrap">
|
||||
• Select a group to place cards
|
||||
• Copy the cards you want for your deck
|
||||
• Select a new group to clear the placed cards and see new ones
|
||||
• Clear to remove all cards</Text>
|
||||
</Panel>
|
||||
|
||||
<Panel position="45 65 -11"
|
||||
rotation="0 0 180"
|
||||
height="200"
|
||||
width="200"
|
||||
scale="0.1 0.1 1"
|
||||
color="#FFFFFF"
|
||||
onClick="spawnOtherCards">
|
||||
</Panel>
|
Loading…
x
Reference in New Issue
Block a user