Merge branch 'main' into chaosbagmanager
This commit is contained in:
commit
b32e339540
@ -1 +1 @@
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||||
{"optionPanel":{"showChaosBagManager":false,"showCleanUpHelper":false,"showDrawButton":false,"showHandHelper":[],"showNavigationOverlay":false,"showTokenArranger":false,"useClueClickers":false,"useSnapTags":true}}
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{"optionPanel":{"showAttachmentHelper":false,"showChaosBagManager":false,"showCleanUpHelper":false,"useClueClickers":false,"showCustomPlaymatImages":false,"showCYOA":false,"showDisplacementTool":false,"showDrawButton":false,"showHandHelper":[],"showNavigationOverlay":false,"useSnapTags":true,"showTitleSplash":true,"showTokenArranger":false}}
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|
@ -40,7 +40,7 @@
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"Nickname": "ClueDoom",
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"Snap": false,
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"Sticky": true,
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"Tooltip": false,
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"Tooltip": true,
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"Transform": {
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"posX": 78.661,
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"posY": 2.398,
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|
@ -40,7 +40,7 @@
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"Nickname": "ClueDoom",
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"Snap": false,
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"Sticky": true,
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"Tooltip": false,
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"Tooltip": true,
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"Transform": {
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"posX": 78.738,
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"posY": 2.287,
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|
@ -40,7 +40,7 @@
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"Nickname": "Resource",
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"Snap": false,
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"Sticky": true,
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"Tooltip": false,
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"Tooltip": true,
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"Transform": {
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"posX": 78.848,
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"posY": 2.273,
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|
@ -34,6 +34,7 @@ local chaosTokens = {}
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local chaosTokensLastMat = nil
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local IS_RESHUFFLING = false
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local bagSearchers = {}
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local hideTitleSplashWaitFunctionId = nil
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local playmatAPI = require("playermat/PlaymatApi")
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---------------------------------------------------------
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@ -818,6 +819,10 @@ function applyOptionPanelChange(id, state)
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-- update master clue counter
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getObjectFromGUID("4a3aa4").setVar("useClickableCounters", state)
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-- option: Show Title on placing scenarios
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elseif id == "showTitleSplash" then
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optionPanel[id] = state
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-- option: Show token arranger
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elseif id == "showTokenArranger" then
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-- delete previously pulled out tokens
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@ -840,9 +845,25 @@ function applyOptionPanelChange(id, state)
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elseif id == "showChaosBagManager" then
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optionPanel[id] = spawnOrRemoveHelper(state, "Chaos Bag Manager", {-67.8, 1.6, -49.5})
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-- option: Show attachment helper
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elseif id == "showAttachmentHelper" then
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optionPanel[id] = spawnOrRemoveHelper(state, "Attachment Helper", {-64, 1.4, 0})
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-- option: Show navigation overlay
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elseif id == "showNavigationOverlay" then
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optionPanel[id] = spawnOrRemoveHelper(state, "jaqenZann's Navigation Overlay", {-11.7, 1.6, -15})
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-- option: Show CYOA campaign guides
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elseif id == "showCYOA" then
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optionPanel[id] = spawnOrRemoveHelper(state, "CYOA Campaign Guides", {21.2, 1.4, -65.7})
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-- option: Show custom playmat images
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elseif id == "showCustomPlaymatImages" then
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optionPanel[id] = spawnOrRemoveHelper(state, "Custom Playmat Images", {12, 1.4, -46.5})
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-- option: Show displacement tool
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elseif id == "showDisplacementTool" then
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optionPanel[id] = spawnOrRemoveHelper(state, "Displacement Tool", {-60.7, 1.4, -49.5})
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end
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end
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@ -851,8 +872,8 @@ end
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---@param name String Name of the helper object
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---@param position Vector Position of the object (where it will spawn)
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---@param rotation Vector Rotation of the object for spawning (default: {0, 270, 0})
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---@param color Color This is only needed for correctly setting the color of the "Hand Helper"
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-- returns the GUID of the spawnedObj (or nil if object was removed)
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---@param color String This is only needed for correctly setting the color of the "Hand Helper"
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---@return. GUID of the spawnedObj (or nil if object was removed)
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function spawnOrRemoveHelper(state, name, position, rotation, color)
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if state then
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Player.getPlayers()[1].pingTable(position)
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@ -864,7 +885,7 @@ end
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|
||||
-- copies the specified tool (by name) from the barrel
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---@param name String Name of the object that should be copied
|
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---@param position Position Desired position of the object
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---@param position Table Desired position of the object
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||||
function spawnHelperObject(name, position, rotation, color)
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local barrel = getObjectFromGUID(BARREL_GUID)
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|
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@ -907,7 +928,11 @@ function removeHelperObject(name)
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["Clean Up Helper"] = "showCleanUpHelper",
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["Hand Helper"] = "showHandHelper",
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["Chaos Bag Manager"] = "showChaosBagManager",
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["jaqenZann's Navigation Overlay"] = "showNavigationOverlay"
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["jaqenZann's Navigation Overlay"] = "showNavigationOverlay",
|
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["Displacement Tool"] = "showDisplacementTool",
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["Custom Playmat Images"] = "showCustomPlaymatImages",
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["Attachment Helper"] = "showAttachmentHelper",
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||||
["CYOA Campaign Guides"] = "showCYOA"
|
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}
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|
||||
local data = optionPanel[referenceTable[name]]
|
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@ -931,7 +956,7 @@ function onClick_defaultSettings()
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for id, _ in pairs(optionPanel) do
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local state = false
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-- override for settings that are enabled by default
|
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if id == "useSnapTags" then
|
||||
if id == "useSnapTags" or id == "showTitleSplash" then
|
||||
state = true
|
||||
end
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applyOptionPanelChange(id, state)
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@ -939,16 +964,43 @@ function onClick_defaultSettings()
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||||
|
||||
-- clean reset of variable
|
||||
optionPanel = {
|
||||
useSnapTags = true,
|
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showDrawButton = false,
|
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useClueClickers = false,
|
||||
showTokenArranger = false,
|
||||
showAttachmentHelper = false,
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||||
showCleanUpHelper = false,
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showHandHelper = {},
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showChaosBagManager = false,
|
||||
showNavigationOverlay = false
|
||||
showCustomPlaymatImages = false,
|
||||
showCYOA = false,
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showDisplacementTool = false,
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showDrawButton = false,
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||||
showHandHelper = {},
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||||
showNavigationOverlay = false,
|
||||
showTitleSplash = true,
|
||||
showTokenArranger = false,
|
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useClueClickers = false,
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useSnapTags = true
|
||||
}
|
||||
|
||||
-- update UI
|
||||
updateOptionPanelState()
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||||
end
|
||||
|
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-- splash scenario title on setup
|
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function titleSplash(scenarioName)
|
||||
if optionPanel['showTitleSplash'] then
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||||
|
||||
-- if there's any ongoing title being displayed, hide it and cancel the waiting function
|
||||
if hideTitleSplashWaitFunctionId then
|
||||
Wait.stop(hideTitleSplashWaitFunctionId)
|
||||
hideTitleSplashWaitFunctionId = nil
|
||||
UI.setAttribute('title_splash', 'active', false)
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||||
end
|
||||
|
||||
-- display scenario name and set a 4 seconds (2 seconds animation and 2 seconds on screen)
|
||||
-- wait timer to hide the scenario name
|
||||
UI.setValue('title_splash', scenarioName)
|
||||
UI.show('title_splash')
|
||||
hideTitleSplashWaitFunctionId = Wait.time(function()
|
||||
UI.hide('title_splash')
|
||||
hideTitleSplashWaitFunctionId = nil
|
||||
end, 4)
|
||||
end
|
||||
end
|
||||
|
@ -55,6 +55,7 @@ function resetTokensIfInDeckZone(container, object)
|
||||
end
|
||||
|
||||
function fireScenarioChangedEvent()
|
||||
Global.call('titleSplash', currentScenario)
|
||||
playArea.onScenarioChanged(currentScenario)
|
||||
end
|
||||
|
||||
|
@ -5,10 +5,24 @@ local tokenManager = require("core/token/TokenManager")
|
||||
---------------------------------------------------------
|
||||
|
||||
-- set true to enable debug logging
|
||||
DEBUG = false
|
||||
local DEBUG = false
|
||||
|
||||
-- Location connection directional options
|
||||
local BIDIRECTIONAL = 0
|
||||
local ONE_WAY = 1
|
||||
|
||||
-- Connector draw parameters
|
||||
local CONNECTION_THICKNESS = 0.015
|
||||
local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
|
||||
local DIRECTIONAL_ARROW_DISTANCE = 3.5
|
||||
local ARROW_ARM_LENGTH = 0.9
|
||||
local ARROW_ANGLE = 25
|
||||
|
||||
-- Height to draw the connector lines, places them just above the table and always below cards
|
||||
local CONNECTION_LINE_Y = 1.529
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||||
|
||||
-- we use this to turn off collision handling until onLoad() is complete
|
||||
COLLISION_ENABLED = false
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||||
local collisionEnabled = false
|
||||
|
||||
local SHIFT_OFFSETS = {
|
||||
left = { x = 0.00, y = 0, z = 7.67 },
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||||
@ -21,10 +35,23 @@ local SHIFT_EXCLUSION = {
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||||
["f182ee"] = true,
|
||||
["721ba2"] = true
|
||||
}
|
||||
local LOC_LINK_EXCLUDE_SCENARIOS = {
|
||||
["Devil Reef"] = true,
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["The Witching Hour"] = true,
|
||||
}
|
||||
|
||||
local INVESTIGATOR_COUNTER_GUID = "f182ee"
|
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local PLAY_AREA_ZONE_GUID = "a2f932"
|
||||
|
||||
local clueData = {}
|
||||
local spawnedLocationGUIDs = {}
|
||||
|
||||
local locations = { }
|
||||
local locationConnections = { }
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||||
local draggingGuids = { }
|
||||
|
||||
local locationData
|
||||
|
||||
local currentScenario
|
||||
|
||||
---------------------------------------------------------
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||||
@ -33,17 +60,19 @@ local currentScenario
|
||||
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||||
function onSave()
|
||||
return JSON.encode({
|
||||
currentScenario = currentScenario
|
||||
trackedLocations = locations,
|
||||
currentScenario = currentScenario,
|
||||
})
|
||||
end
|
||||
|
||||
function onLoad(saveState)
|
||||
-- records locations we have spawned clues for
|
||||
local saveData = JSON.decode(saveState) or {}
|
||||
currentScenario = saveData.currentScenario
|
||||
local save = JSON.decode(saveState) or { }
|
||||
locations = save.trackedLocations or { }
|
||||
currentScenario = save.currentScenario
|
||||
|
||||
self.interactable = DEBUG
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||||
Wait.time(function() COLLISION_ENABLED = true end, 1)
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||||
Wait.time(function() collisionEnabled = true end, 1)
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||||
end
|
||||
|
||||
function log(message)
|
||||
@ -60,14 +89,15 @@ function updateLocations(args)
|
||||
end
|
||||
end
|
||||
|
||||
function onCollisionEnter(collision_info)
|
||||
if not COLLISION_ENABLED then return end
|
||||
|
||||
function onCollisionEnter(collisionInfo)
|
||||
if not collisionEnabled then return end
|
||||
-- check if we should spawn clues here and do so according to playercount
|
||||
local card = collision_info.collision_object
|
||||
local card = collisionInfo.collision_object
|
||||
if shouldSpawnTokens(card) then
|
||||
tokenManager.spawnForCard(card)
|
||||
end
|
||||
draggingGuids[card.getGUID()] = nil
|
||||
maybeTrackLocation(card)
|
||||
end
|
||||
|
||||
function shouldSpawnTokens(card)
|
||||
@ -81,6 +111,267 @@ function shouldSpawnTokens(card)
|
||||
or metadata.weakness
|
||||
end
|
||||
|
||||
function onCollisionExit(collisionInfo)
|
||||
maybeUntrackLocation(collisionInfo.collision_object)
|
||||
end
|
||||
|
||||
-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
|
||||
function onObjectDestroy(object)
|
||||
maybeUntrackLocation(object)
|
||||
end
|
||||
|
||||
function onObjectPickUp(player, object)
|
||||
-- onCollisionExit fires first, so we have to check the card to see if it's a location we should
|
||||
-- be tracking
|
||||
if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
|
||||
local pickedUpGuid = object.getGUID()
|
||||
local metadata = JSON.decode(object.getGMNotes())
|
||||
if (metadata.type == "Location") then
|
||||
draggingGuids[pickedUpGuid] = metadata
|
||||
rebuildConnectionList()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function onUpdate()
|
||||
-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
|
||||
-- connection list once, and only redraw once
|
||||
local needsConnectionRebuild = false
|
||||
local needsConnectionDraw = false
|
||||
for guid, _ in pairs(draggingGuids) do
|
||||
local obj = getObjectFromGUID(guid)
|
||||
if obj == nil or not isInPlayArea(obj) then
|
||||
draggingGuids[guid] = nil
|
||||
needsConnectionRebuild = true
|
||||
end
|
||||
-- Even if the last location left the play area, need one last draw to clear the lines
|
||||
needsConnectionDraw = true
|
||||
end
|
||||
if (needsConnectionRebuild) then
|
||||
rebuildConnectionList()
|
||||
end
|
||||
if needsConnectionDraw then
|
||||
drawConnections()
|
||||
end
|
||||
end
|
||||
|
||||
-- Checks the given card and adds it to the list of locations tracked for connection purposes.
|
||||
-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
|
||||
-- @param A card object, possibly a location.
|
||||
function maybeTrackLocation(card)
|
||||
-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
|
||||
-- Ignore any collision where the centerpoint isn't in the area
|
||||
if showLocationLinks() and isInPlayArea(card) then
|
||||
local metadata = JSON.decode(card.getGMNotes()) or { }
|
||||
if metadata.type == "Location" then
|
||||
locations[card.getGUID()] = metadata
|
||||
rebuildConnectionList()
|
||||
drawConnections()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Stop tracking a location for connection drawing. This should be called for both collision exit
|
||||
-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
|
||||
-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
|
||||
-- be cleared in the next onUpdate() cycle.
|
||||
-- @param card Card to (maybe) stop tracking
|
||||
function maybeUntrackLocation(card)
|
||||
-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
|
||||
-- area. If the object is now locked, don't remove it.
|
||||
if locations[card.getGUID()] ~= nil and not card.locked then
|
||||
locations[card.getGUID()] = nil
|
||||
rebuildConnectionList()
|
||||
drawConnections()
|
||||
end
|
||||
end
|
||||
|
||||
-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
|
||||
-- This will update the connection information and store it in the locationConnections data member,
|
||||
-- but does not draw those connections. This should often be followed by a call to
|
||||
-- drawConnections()
|
||||
function rebuildConnectionList()
|
||||
if not showLocationLinks() then
|
||||
locationConnections = { }
|
||||
return
|
||||
end
|
||||
|
||||
local iconCardList = { }
|
||||
|
||||
-- Build a list of cards with each icon as their location ID
|
||||
for cardId, metadata in pairs(draggingGuids) do
|
||||
buildLocListByIcon(cardId, iconCardList)
|
||||
end
|
||||
for cardId, metadata in pairs(locations) do
|
||||
buildLocListByIcon(cardId, iconCardList)
|
||||
end
|
||||
|
||||
-- Pair up all the icons
|
||||
locationConnections = { }
|
||||
for cardId, metadata in pairs(draggingGuids) do
|
||||
buildConnection(cardId, iconCardList)
|
||||
end
|
||||
for cardId, metadata in pairs(locations) do
|
||||
if draggingGuids[cardId] == nil then
|
||||
buildConnection(cardId, iconCardList)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Extracts the card's icon string into a list of individual location icons
|
||||
-- @param cardID GUID of the card to pull the icon data from
|
||||
-- @param iconCardList A table of icon->GUID list. Mutable, will be updated by this method
|
||||
function buildLocListByIcon(cardId, iconCardList)
|
||||
local card = getObjectFromGUID(cardId)
|
||||
local locData = getLocationData(card)
|
||||
if locData ~= nil and locData.icons ~= nil then
|
||||
for icon in string.gmatch(locData.icons, "%a+") do
|
||||
if iconCardList[icon] == nil then
|
||||
iconCardList[icon] = { }
|
||||
end
|
||||
table.insert(iconCardList[icon], card.getGUID())
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Builds the connections for the given cardID by finding matching icons and adding them to the
|
||||
-- Playarea's locationConnections table.
|
||||
-- @param cardId GUID of the card to build the connections for
|
||||
-- @param iconCardList A table of icon->GUID List. Used to find matching icons for connections.
|
||||
function buildConnection(cardId, iconCardList)
|
||||
local card = getObjectFromGUID(cardId)
|
||||
local locData = getLocationData(card)
|
||||
if locData ~= nil and locData.connections ~= nil then
|
||||
locationConnections[card.getGUID()] = { }
|
||||
for icon in string.gmatch(locData.connections, "%a+") do
|
||||
if iconCardList[icon] ~= nil then
|
||||
for _, connectedGuid in ipairs(iconCardList[icon]) do
|
||||
-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
|
||||
if locationConnections[connectedGuid] ~= nil
|
||||
and locationConnections[connectedGuid][card.getGUID()] ~= nil then
|
||||
locationConnections[connectedGuid][card.getGUID()] = BIDIRECTIONAL
|
||||
else
|
||||
locationConnections[card.getGUID()][connectedGuid] = ONE_WAY
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Helper method to extract the location metadata from a card based on whether it's front or back
|
||||
-- is showing.
|
||||
-- @param card Card object to extract data from
|
||||
-- @return Table with either the locationFront or locationBack metadata structure, or nil if the
|
||||
-- metadata doesn't exist
|
||||
function getLocationData(card)
|
||||
if card == nil then
|
||||
return nil
|
||||
end
|
||||
if card.is_face_down then
|
||||
return JSON.decode(card.getGMNotes()).locationBack
|
||||
else
|
||||
return JSON.decode(card.getGMNotes()).locationFront
|
||||
end
|
||||
end
|
||||
|
||||
-- Draws the lines for connections currently in locationConnections.
|
||||
function drawConnections()
|
||||
if not showLocationLinks() then
|
||||
locationConnections = { }
|
||||
return
|
||||
end
|
||||
local cardConnectionLines = { }
|
||||
|
||||
for originGuid, targetGuids in pairs(locationConnections) do
|
||||
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
|
||||
-- object checks are conservative just to make sure.
|
||||
local origin = getObjectFromGUID(originGuid)
|
||||
if origin != nil then
|
||||
for targetGuid, direction in pairs(targetGuids) do
|
||||
local target = getObjectFromGUID(targetGuid)
|
||||
if target != nil then
|
||||
if direction == BIDIRECTIONAL then
|
||||
addBidirectionalVector(origin, target, cardConnectionLines)
|
||||
elseif direction == ONE_WAY then
|
||||
addOneWayVector(origin, target, cardConnectionLines)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self.setVectorLines(cardConnectionLines)
|
||||
end
|
||||
|
||||
-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
|
||||
-- given lines list.
|
||||
-- @param card1 One of the card objects to connect
|
||||
-- @param card2 The other card object to connect
|
||||
-- @param lines List of vector line elements. Mutable, will be updated to add this connector
|
||||
function addBidirectionalVector(card1, card2, lines)
|
||||
local cardPos1 = card1.getPosition()
|
||||
local cardPos2 = card2.getPosition()
|
||||
cardPos1.y = CONNECTION_LINE_Y
|
||||
cardPos2.y = CONNECTION_LINE_Y
|
||||
local pos1 = self.positionToLocal(cardPos1)
|
||||
local pos2 = self.positionToLocal(cardPos2)
|
||||
table.insert(lines, {
|
||||
points = { pos1, pos2 },
|
||||
color = CONNECTION_COLOR,
|
||||
thickness = CONNECTION_THICKNESS,
|
||||
})
|
||||
end
|
||||
|
||||
-- Draws a one-way location connection between the two cards, adding the lines to do so to the
|
||||
-- given lines list. Arrows will point towards the target card.
|
||||
-- @param origin Origin card in the connection
|
||||
-- @param target Target card object to connect
|
||||
-- @param lines List of vector line elements. Mutable, will be updated to add this connector
|
||||
function addOneWayVector(origin, target, lines)
|
||||
-- Start with the BiDi then add the arrow lines to it
|
||||
addBidirectionalVector(origin, target, lines)
|
||||
local originPos = origin.getPosition()
|
||||
local targetPos = target.getPosition()
|
||||
originPos.y = CONNECTION_LINE_Y
|
||||
targetPos.y = CONNECTION_LINE_Y
|
||||
|
||||
-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
|
||||
-- taller than they are wide
|
||||
local heading = Vector(originPos):sub(targetPos):heading("y")
|
||||
local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
|
||||
|
||||
-- Calculate the three possible arrow positions. These are offset by half the arrow length to
|
||||
-- make them visually balanced by keeping the arrows centered, not tracking the point
|
||||
local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
|
||||
local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
|
||||
local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
|
||||
|
||||
if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
|
||||
addArrowLines(midpoint, originPos, lines)
|
||||
else
|
||||
addArrowLines(closeToOrigin, originPos, lines)
|
||||
addArrowLines(closeToTarget, originPos, lines)
|
||||
end
|
||||
end
|
||||
|
||||
-- Draws an arrowhead at the given position.
|
||||
-- @param arrowheadPosition Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
|
||||
-- @param originPos Origin point of the connection, used to position the arrow arms
|
||||
-- @param lines List of vector line elements. Mutable, will be updated to add this arrow
|
||||
function addArrowLines(arrowheadPos, originPos, lines)
|
||||
local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
|
||||
local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
|
||||
|
||||
local head = self.positionToLocal(arrowheadPos)
|
||||
local arm1 = self.positionToLocal(arrowArm1)
|
||||
local arm2 = self.positionToLocal(arrowArm2)
|
||||
table.insert(lines, {
|
||||
points = { arm1, head, arm2},
|
||||
color = CONNECTION_COLOR,
|
||||
thickness = CONNECTION_THICKNESS
|
||||
})
|
||||
end
|
||||
|
||||
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
|
||||
-- fixed objects will be ignored, as will anything the player has tagged with
|
||||
-- 'displacement_excluded'
|
||||
@ -123,6 +414,20 @@ function getInvestigatorCount()
|
||||
return investigatorCounter.getVar("val")
|
||||
end
|
||||
|
||||
-- Check to see if the given object is within the bounds of the play area, based solely on the X and
|
||||
-- Z coordinates, ignoring height
|
||||
-- @param object Object to check
|
||||
-- @return True if the object is inside the play area
|
||||
function isInPlayArea(object)
|
||||
local bounds = self.getBounds()
|
||||
local position = object.getPosition()
|
||||
-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
|
||||
local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2}
|
||||
local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2}
|
||||
|
||||
return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
|
||||
end
|
||||
|
||||
-- Reset the play area's tracking of which cards have had tokens spawned.
|
||||
function resetSpawnedCards()
|
||||
spawnedLocationGUIDs = {}
|
||||
@ -130,4 +435,11 @@ end
|
||||
|
||||
function onScenarioChanged(scenarioName)
|
||||
currentScenario = scenarioName
|
||||
if not showLocationLinks() then
|
||||
broadcastToAll("Automatic location connections not available for this scenario")
|
||||
end
|
||||
end
|
||||
|
||||
function showLocationLinks()
|
||||
return not LOC_LINK_EXCLUDE_SCENARIOS[currentScenario]
|
||||
end
|
||||
|
@ -248,6 +248,8 @@ do
|
||||
else
|
||||
rot.y = 270
|
||||
end
|
||||
|
||||
tokenTemplate.Nickname = ""
|
||||
return spawnObjectData({
|
||||
data = tokenTemplate,
|
||||
position = position,
|
||||
|
@ -663,7 +663,7 @@ function clickableClues(showCounter)
|
||||
local pos = self.positionToWorld({x = -1.12, y = 0.05, z = 0.7})
|
||||
for i = 1, clueCount do
|
||||
pos.y = pos.y + 0.045 * i
|
||||
TokenManager.spawnToken(pos, "clue", PLAY_ZONE_ROTATION)
|
||||
tokenManager.spawnToken(pos, "clue", PLAY_ZONE_ROTATION)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -104,4 +104,17 @@
|
||||
</Panel>
|
||||
</VerticalLayout>
|
||||
|
||||
<!-- Title Splash when starting a scenario -->
|
||||
<Text id="title_splash"
|
||||
fontSize="150"
|
||||
font="font_teutonic-arkham"
|
||||
outline="black"
|
||||
outlineSize="3 -3"
|
||||
showAnimation="FadeIn"
|
||||
hideAnimation="FadeOut"
|
||||
active="false"
|
||||
animationDuration="2"
|
||||
horizontalOverflow="Wrap">
|
||||
</Text>
|
||||
|
||||
<Include src="OptionPanel.xml"/>
|
||||
|
@ -36,7 +36,7 @@
|
||||
|
||||
<!-- options -->
|
||||
<Row class="option-text"
|
||||
preferredHeight="85"/>
|
||||
preferredHeight="70"/>
|
||||
<Cell class="option-text"
|
||||
color="#333333"/>
|
||||
<Cell class="option-button"
|
||||
@ -105,7 +105,7 @@
|
||||
<Cell class="option-text">
|
||||
<VerticalLayout class="text-column">
|
||||
<Text class="option-header">Enable snap tags</Text>
|
||||
<Text class="description">Only cards with the tag "Asset" will snap (official cards are supported by default).
Disable this if you are having issues with custom content.</Text>
|
||||
<Text class="description">Only cards with the tag "Asset" will snap (official cards are supported by default). Disable this if you are having issues with custom content.</Text>
|
||||
</VerticalLayout>
|
||||
</Cell>
|
||||
<Cell class="option-button">
|
||||
@ -142,6 +142,20 @@
|
||||
</Cell>
|
||||
</Row>
|
||||
|
||||
<!-- Option: splash scenario name on setup -->
|
||||
<Row class="option-text">
|
||||
<Cell class="option-text">
|
||||
<VerticalLayout class="text-column">
|
||||
<Text class="option-header">Show Scenario Title on Setup</Text>
|
||||
<Text class="description">Fade in the name of the scenario for 2 seconds when placing down a scenario.</Text>
|
||||
</VerticalLayout>
|
||||
</Cell>
|
||||
<Cell class="option-button">
|
||||
<Toggle id="showTitleSplash"
|
||||
onValueChanged="onClick_toggleOption(showTitleSplash)"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
|
||||
<!-- Group: fan-made accessories -->
|
||||
<Row class="group-header">
|
||||
<Cell class="group-header">
|
||||
@ -185,7 +199,7 @@
|
||||
<Cell class="option-text">
|
||||
<VerticalLayout class="text-column">
|
||||
<Text class="option-header">Hand Helper</Text>
|
||||
<Text class="description">Never count your hand cards again! This tool does that for you and can even take "Dream-Enhancing Serum" into account. Also includes a button for randomly discard a card.</Text>
|
||||
<Text class="description">Never count your hand cards again! This tool does that for you and additionally enables easy discarding of random cards.</Text>
|
||||
</VerticalLayout>
|
||||
</Cell>
|
||||
<Cell class="option-button">
|
||||
@ -208,6 +222,20 @@
|
||||
</Cell>
|
||||
</Row>
|
||||
|
||||
<!-- Option: show attachment helper -->
|
||||
<Row class="option-text">
|
||||
<Cell class="option-text">
|
||||
<VerticalLayout class="text-column">
|
||||
<Text class="option-header">Attachment Helper</Text>
|
||||
<Text class="description">Provides a card-sized bag for cards that are attached to other cards (e.g. Backpack).</Text>
|
||||
</VerticalLayout>
|
||||
</Cell>
|
||||
<Cell class="option-button">
|
||||
<Toggle id="showAttachmentHelper"
|
||||
onValueChanged="onClick_toggleOption(showAttachmentHelper)"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
|
||||
<!-- Option: show navigation overlay -->
|
||||
<Row class="option-text">
|
||||
<Cell class="option-text">
|
||||
@ -221,6 +249,48 @@
|
||||
onValueChanged="onClick_toggleOption(showNavigationOverlay)"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
|
||||
<!-- Option: show CYOA campaign guides -->
|
||||
<Row class="option-text">
|
||||
<Cell class="option-text">
|
||||
<VerticalLayout class="text-column">
|
||||
<Text class="option-header">CYOA Campaign Guides</Text>
|
||||
<Text class="description">Displays in a "Choose Your Own Adventure" style redesigned campaign guides.</Text>
|
||||
</VerticalLayout>
|
||||
</Cell>
|
||||
<Cell class="option-button">
|
||||
<Toggle id="showCYOA"
|
||||
onValueChanged="onClick_toggleOption(showCYOA)"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
|
||||
<!-- Option: show custom playmat images -->
|
||||
<Row class="option-text">
|
||||
<Cell class="option-text">
|
||||
<VerticalLayout class="text-column">
|
||||
<Text class="option-header">Custom Playmat Images</Text>
|
||||
<Text class="description">Places a tool that displays custom playmat images for all cycles in a gallery-like fashion.</Text>
|
||||
</VerticalLayout>
|
||||
</Cell>
|
||||
<Cell class="option-button">
|
||||
<Toggle id="showCustomPlaymatImages"
|
||||
onValueChanged="onClick_toggleOption(showCustomPlaymatImages)"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
|
||||
<!-- Option: show displacement tool -->
|
||||
<Row class="option-text">
|
||||
<Cell class="option-text">
|
||||
<VerticalLayout class="text-column">
|
||||
<Text class="option-header">Displacement Tool</Text>
|
||||
<Text class="description">This allows moving all objects on the main playmat in a chosen direction.</Text>
|
||||
</VerticalLayout>
|
||||
</Cell>
|
||||
<Cell class="option-button">
|
||||
<Toggle id="showDisplacementTool"
|
||||
onValueChanged="onClick_toggleOption(showDisplacementTool)"/>
|
||||
</Cell>
|
||||
</Row>
|
||||
</TableLayout>
|
||||
</VerticalScrollView>
|
||||
</Cell>
|
||||
|
Loading…
Reference in New Issue
Block a user