updated decklib

This commit is contained in:
Chr1Z93 2024-07-03 21:34:27 +02:00
parent 77c2fdafa7
commit b13e0a75b4
5 changed files with 103 additions and 84 deletions

View File

@ -124,22 +124,17 @@ function startSearch(messageColor, number)
end
-- get position and rotation for set aside cards
local handData = Player[handColor].getHandTransform()
local handCards = Player[handColor].getHandObjects()
setAsidePosition = handData.position + offset * handData.right
setAsideRotation = { handData.rotation.x, handData.rotation.y + 180, 180 }
local handData = Player[handColor].getHandTransform()
local handCards = Player[handColor].getHandObjects()
setAsidePosition = (handData.position + offset * handData.right):setAt("y", 1.5)
setAsideRotation = { handData.rotation.x, handData.rotation.y + 180, 180 }
-- set y-value
setAsidePosition.y = 1.5
for i = #handCards, 1, -1 do
handCards[i].setPosition(setAsidePosition + Vector(0, (#handCards - i) * 0.1, 0))
handCards[i].setRotation(setAsideRotation)
end
-- place hand cards set aside
deckLib.placeOrMergeIntoDeck(handCards, setAsidePosition, setAsideRotation)
-- handling for Norman Withers
if deckAreaObjects.topCard then
deckAreaObjects.topCard.flip()
deckAreaObjects.topCard.setRotation(setAsideRotation)
topCardDetected = true
end
@ -155,35 +150,36 @@ end
function endSearch(_, _, isRightClick)
local handCards = Player[handColor].getHandObjects()
local handCount = #handCards
for i = handCount, 1, -1 do
Wait.time(function() deckLib.placeOrMergeIntoDeck(handCards[i], drawDeckPosition, setAsideRotation) end,
(handCount - i + 1) * 0.1)
end
-- place cards on deck
deckLib.placeOrMergeIntoDeck(handCards, drawDeckPosition, setAsideRotation)
-- draw set aside cards (from the ground!)
Wait.time(drawSetAsideCards, 0.5 + #handCards * 0.1)
normalView()
Wait.time(function()
-- maybe shuffle deck
if not isRightClick then
local deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
if deckAreaObjects.draw then
deckAreaObjects.draw.shuffle()
end
end
-- Norman Withers handling
if topCardDetected then
playermatApi.flipTopCardFromDeck(matColor)
end
end, 1 + #handCards * 0.1)
end
function drawSetAsideCards()
for _, obj in ipairs(searchLib.atPosition(setAsidePosition, "isCardOrDeck")) do
local count = 1
if obj.type == "Deck" then
count = #obj.getObjects()
end
Wait.time(function() obj.deal(count, handColor) end, 1)
end
normalView()
-- delay is to wait for cards to enter deck
if not isRightClick then
Wait.time(function()
local deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
if deckAreaObjects.draw then
deckAreaObjects.draw.shuffle()
end
end, #handCards * 0.3 + 0.5)
end
-- Norman Withers handling
if topCardDetected then
Wait.time(function() playermatApi.flipTopCardFromDeck(matColor) end, #handCards * 0.3 + 0.75)
obj.deal(count, handColor)
end
end

View File

@ -1,7 +1,8 @@
local searchLib = require("util/SearchLib")
local chaosBagApi = require("chaosbag/ChaosBagApi")
local deckLib = require("util/DeckLib")
local guidReferenceApi = require("core/GUIDReferenceApi")
local playAreaApi = require("core/PlayAreaApi")
local searchLib = require("util/SearchLib")
local tokenChecker = require("core/token/TokenChecker")
local pendingCall = false
@ -234,6 +235,8 @@ end
-- places the provided card in the first empty spot
function placeCard(card)
local name = card.getName() or "Unnamed card"
-- get sorted list of snap points to check slots
local snaps = self.getSnapPoints()
table.sort(snaps, function(a, b) return a.position.x > b.position.x end)
@ -263,15 +266,15 @@ function placeCard(card)
end
end
-- place the card
card.setRotation({ 0, 270, card.getRotation().z })
local name = card.getName() or "Unnamed card"
-- use the first snap position in case all slots are full
local pos = emptyPos or self.positionToWorld(snaps[1].position)
local rot = card.getRotation():setAt("x", 0):setAt("y", 270)
deckLib.placeOrMergeIntoDeck(card, pos, rot)
-- give a feedback message
if emptyPos then
card.setPositionSmooth(emptyPos, false, true)
broadcastToAll("Victory Display: " .. name .. " placed into slot " .. emptyIndex .. ".", "Green")
else
-- use the first snap position in case all slots are full
card.setPositionSmooth(self.positionToWorld(snaps[1].position), false, true)
broadcastToAll("Victory Display is full! " .. name .. " placed into slot 1.", "Orange")
end
end

View File

@ -92,6 +92,8 @@ end
function elderSignAbility()
blessCurseManagerApi.addToken("Bless")
blessCurseManagerApi.addToken("Curse")
updated = false
Wait.frames(maybeUpdateButtonState, 2)
end
-- count tokens in the bag and show appropriate buttons
@ -118,7 +120,7 @@ function maybeUpdateButtonState()
end
function setUiState(params)
for buttonId, state in ipairs(params) do
for buttonId, state in pairs(params) do
if state then
self.UI.setAttribute(buttonId, "color", xmlData[buttonId].color)
self.UI.setAttribute(buttonId, "onClick", xmlData[buttonId].onClick)

View File

@ -314,7 +314,7 @@ function doUpkeep(_, clickedByColor, isRightClick)
local rot = self.getRotation()
for _, obj in ipairs(searchAroundSelf()) do
if obj.hasTag("Temporary") == true then
discardListOfObjects({obj})
discardListOfObjects({ obj })
elseif obj.hasTag("UniversalToken") == true and obj.is_face_down then
obj.flip()
elseif obj.type == "Card" and not inArea(self.positionToLocal(obj.getPosition()), INVESTIGATOR_AREA) then
@ -389,35 +389,32 @@ function doUpkeep(_, clickedByColor, isRightClick)
local handCards = Player[playerColor].getHandObjects()
local cardsToDiscard = {}
for i = 1, #handCards do
local md = JSON.decode(handCards[i].getGMNotes())
for _, card in ipairs(handCards) do
local md = JSON.decode(card.getGMNotes())
if md ~= nil and (not md.weakness and not md.hidden and md.type ~= "Enemy") then
table.insert(cardsToDiscard, handCards[i])
table.insert(cardsToDiscard, card)
end
end
-- perform discarding 1 by 1
local pos = returnGlobalDiscardPosition()
local count = #cardsToDiscard
for i = count, 1, -1 do
Wait.time(function() deckLib.placeOrMergeIntoDeck(cardsToDiscard[i], pos, rot) end,
(count - i + 1) * 0.1)
end
deckLib.placeOrMergeIntoDeck(cardsToDiscard, pos, rot)
-- add some time if there are any cards to discard, if not, draw up to 5 immediately
-- add some time if there are any cards to discard
local k = 0
if count > 0 then
k = 0.5 + (count * 0.1)
if #cardsToDiscard > 0 then
k = 1 + (#cardsToDiscard * 0.1)
end
Wait.time(function()
local handSize = #Player[playerColor].getHandObjects()
if handSize < 5 then
local cardsToDraw = 5 - handSize
printToColor("Drawing " .. cardsToDraw .. " cards (Patrice)", messageColor)
drawCardsWithReshuffle(cardsToDraw)
end
end, k)
-- draw up to 5 cards
Wait.time(
function()
local cardsToDraw = 5 - #handCards + #cardsToDiscard
if cardsToDraw > 0 then
printToColor("Drawing " .. cardsToDraw .. " cards (Patrice)", messageColor)
drawCardsWithReshuffle(cardsToDraw)
end
end, k)
end
elseif forcedLearning then
printToColor("Drawing 2 cards, discard 1 (Forced Learning)", messageColor)

View File

@ -3,12 +3,20 @@ do
local searchLib = require("util/SearchLib")
-- places a card/deck at a position or merges into an existing deck below
---@param obj tts__Object Object to move
---@param objOrTable tts__Object|table Object or table of objects to move
---@param pos table New position for the object
---@param rot? table New rotation for the object
---@param below? boolean Should the object be placed below an existing deck?
DeckLib.placeOrMergeIntoDeck = function(obj, pos, rot, below)
if obj == nil or obj.isDestroyed() or pos == nil then return end
DeckLib.placeOrMergeIntoDeck = function(objOrTable, pos, rot, below)
if objOrTable == nil or pos == nil then return end
-- handle 'objOrTable' parameter
local objects = {}
if type(objOrTable) == "table" then
objects = objOrTable
else
table.insert(objects, objOrTable)
end
-- search the new position for existing card/deck
local searchResult = searchLib.atPosition(pos, "isCardOrDeck")
@ -28,26 +36,39 @@ do
end
end
-- allow moving the objects smoothly out of the hand and temporarily lock it
obj.setLock(true)
obj.use_hands = false
-- process objects in reverse order
for i = #objects, 1, -1 do
local obj = objects[i]
-- add a 0.1 delay for each object (for animation purposes)
Wait.time(function()
-- allow moving smoothly out of hand and temporarily lock it
obj.setLock(true)
obj.use_hands = false
if rot then
obj.setRotationSmooth(rot, false, true)
end
obj.setPositionSmooth(newPos, false, true)
-- use putObject if the card stops smooth moving to avoid a TTS bug that merges unrelated cards that are not resting
-- pcall avoids errors (physics is sometimes too fast so the object doesn't exist for the put)
Wait.condition(
pcall(function()
obj.setLock(false)
obj.use_hands = true
if #searchResult == 1 and targetObj ~= obj then
targetObj.putObject(obj)
if rot then
obj.setRotationSmooth(rot, false, true)
end
end),
function() return not obj.isSmoothMoving() end, 3)
obj.setPositionSmooth(newPos, false, true)
-- wait for object to finish movement (or 2 seconds)
Wait.condition(
function()
-- revert toggles
obj.setLock(false)
obj.use_hands = true
-- use putObject to avoid a TTS bug that merges unrelated cards that are not resting
if #searchResult == 1 and targetObj ~= obj and not targetObj.isDestroyed() and not obj.isDestroyed() then
targetObj = targetObj.putObject(obj)
else
targetObj = obj
end
end,
-- check state of the object (make sure it's not moving)
function() return obj.isDestroyed() or not obj.isSmoothMoving() end,
2)
end, (#objects- i) * 0.1)
end
end
return DeckLib