fixed param type
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@ -162,7 +162,7 @@ end
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-- Callback handler for the main deck spawning. Looks for cards which should start in hand, and
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-- draws them for the appropriate player.
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---@param deck tts__GameObject Callback-provided spawned deck object
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---@param deck tts__Object Callback-provided spawned deck object
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---@param playerColor string Color of the player to draw the cards to
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function deckSpawned(deck, playerColor)
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local player = Player[playmatApi.getPlayerColor(playerColor)]
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@ -471,7 +471,7 @@ function handlePeteSignatureAssets(investigatorId, cardList)
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end
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-- Callback function for investigator cards and minicards to set the correct state for alt art
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---@param card tts__GameObject Card which needs to be set the state for
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---@param card tts__Object Card which needs to be set the state for
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---@param loadAltInvestigator string Contains the name of alternative art for the investigator ("normal", "revised" or "promo")
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function loadAltArt(card, loadAltInvestigator)
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-- states are set up this way:
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@ -49,7 +49,7 @@ do
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-- adds bless / curse sealing to the hovered card
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---@param playerColor string Color of the player to show the broadcast to
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---@param hoveredObject tts__GameObject Hovered object
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---@param hoveredObject tts__Object Hovered object
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BlessCurseManagerApi.addBlurseSealingMenu = function(playerColor, hoveredObject)
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getManager().call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject })
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end
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@ -46,7 +46,7 @@ do
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end
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-- returns a chaos token to the bag and calls all relevant functions
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---@param token tts__GameObject Chaos token to return
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---@param token tts__Object Chaos token to return
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ChaosBagApi.returnChaosTokenToBag = function(token)
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return Global.call("returnChaosTokenToBag", token)
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end
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@ -67,7 +67,7 @@ do
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end
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-- called by playermats (by the "Draw chaos token" button)
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---@param mat tts__GameObject Playermat that triggered this
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---@param mat tts__Object Playermat that triggered this
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---@param drawAdditional boolean Controls whether additional tokens should be drawn
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ChaosBagApi.drawChaosToken = function(mat, drawAdditional)
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return Global.call("drawChaosToken", {mat = mat, drawAdditional = drawAdditional})
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@ -17,7 +17,7 @@ do
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end
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-- draw an encounter card for the requesting mat
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---@param mat tts__GameObject Playermat that triggered this
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---@param mat tts__Object Playermat that triggered this
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---@param alwaysFaceUp boolean Whether the card should be drawn face-up
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MythosAreaApi.drawEncounterCard = function(mat, alwaysFaceUp)
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getMythosArea().call("drawEncounterCard", {mat = mat, alwaysFaceUp = alwaysFaceUp})
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@ -213,7 +213,7 @@ end
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-- Checks the given card and adds it to the list of locations tracked for connection purposes.
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-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
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---@param card tts__GameObject A card object, possibly a location.
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---@param card tts__Object A card object, possibly a location.
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function maybeTrackLocation(card)
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-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
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-- Ignore any collision where the centerpoint isn't in the area
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@ -243,7 +243,7 @@ end
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-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
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-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
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-- be cleared in the next onUpdate() cycle.
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---@param card tts__GameObject Card to (maybe) stop tracking
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---@param card tts__Object Card to (maybe) stop tracking
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function maybeUntrackLocation(card)
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-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
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-- area. If the object is now locked, don't remove it.
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@ -412,9 +412,9 @@ end
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-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
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-- given lines list.
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---@param card1 tts__GameObject One of the card objects to connect
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---@param card2 tts__GameObject The other card object to connect
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---@param vectorOwner tts__GameObject The object which these lines will be set to. Used for relative
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---@param card1 tts__Object One of the card objects to connect
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---@param card2 tts__Object The other card object to connect
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---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines table List of vector line elements. Mutable, will be updated to add this connector
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function addBidirectionalVector(card1, card2, vectorOwner, lines)
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@ -435,9 +435,9 @@ end
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-- Draws a one-way location connection between the two cards, adding the lines to do so to the
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-- given lines list. Arrows will point towards the target card.
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---@param origin tts__GameObject Origin card in the connection
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---@param target tts__GameObject Target card object to connect
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---@param vectorOwner tts__GameObject The object which these lines will be set to. Used for relative
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---@param origin tts__Object Origin card in the connection
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---@param target tts__Object Target card object to connect
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---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines table List of vector line elements. Mutable, will be updated to add this connector
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function addOneWayVector(origin, target, vectorOwner, lines)
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@ -470,7 +470,7 @@ end
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-- Draws an arrowhead at the given position.
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---@param arrowheadPos tts__Vector Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
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---@param originPos tts__Vector Origin point of the connection, used to position the arrow arms
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---@param vectorOwner tts__GameObject The object which these lines will be set to. Used for relative
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---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines table List of vector line elements. Mutable, will be updated to add this arrow
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function addArrowLines(arrowheadPos, originPos, vectorOwner, lines)
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@ -524,7 +524,7 @@ end
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-- Check to see if the given object is within the bounds of the play area, based solely on the X and
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-- Z coordinates, ignoring height
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---@param object tts__GameObject Object to check
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---@param object tts__Object Object to check
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---@return boolean: True if the object is inside the play area
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function isInPlayArea(object)
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local bounds = self.getBounds()
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@ -613,7 +613,7 @@ function countVP(highlightOff)
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end
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-- checks if a card has clues on it, returns true if clues are on it
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---@param card tts__GameObject Card to check for clues
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---@param card tts__Object Card to check for clues
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function cardHasClues(card)
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local searchResult = searchLib.onObject(card, "isClue")
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return #searchResult > 0
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@ -13,7 +13,7 @@ do
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end
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-- moves a card to the victory display (in the first empty spot)
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---@param object tts__GameObject Object that should be checked and potentially moved
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---@param object tts__Object Object that should be checked and potentially moved
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VictoryDisplayApi.placeCard = function(object)
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if object ~= nil and object.tag == "Card" then
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getVictoryDisplay().call("placeCard", object)
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@ -135,7 +135,7 @@ do
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-- the work once a card has hit an area where it might spawn tokens. It will check to see if
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-- the card has already spawned, find appropriate data from either the uses metadata or the Data
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-- Helper, and spawn the tokens.
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---@param card tts__GameObject Card to maybe spawn tokens for
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---@param card tts__Object Card to maybe spawn tokens for
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---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
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--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
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TokenManager.spawnForCard = function(card, extraUses)
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@ -151,7 +151,7 @@ do
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end
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-- Spawns a set of tokens on the given card.
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---@param card tts__GameObject Card to spawn tokens on
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---@param card tts__Object Card to spawn tokens on
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---@param tokenType string Type of token to spawn, for example "damage", "horror" or "resource"
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---@param tokenCount number How many tokens to spawn. For damage or horror this value will be set to the
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-- spawned state object rather than spawning multiple tokens
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@ -173,7 +173,7 @@ do
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-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror
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-- tokens.
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---@param card tts__GameObject Card to spawn tokens on
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---@param card tts__Object Card to spawn tokens on
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---@param tokenType string type of token to spawn, valid values are "damage" and "horror". Other
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-- types should use spawnMultipleTokens()
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---@param tokenValue number Value to set the damage/horror to
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@ -291,9 +291,9 @@ do
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end
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-- Checks a card for metadata to maybe replenish it
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---@param card tts__GameObject Card object to be replenished
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---@param card tts__Object Card object to be replenished
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---@param uses table The already decoded metadata.uses (to avoid decoding again)
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---@param mat tts__GameObject The playmat the card is placed on (for rotation and casting)
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---@param mat tts__Object The playmat the card is placed on (for rotation and casting)
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TokenManager.maybeReplenishCard = function(card, uses, mat)
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-- TODO: support for cards with multiple uses AND replenish (as of yet, no official card needs that)
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if uses[1].count and uses[1].replenish then
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@ -303,7 +303,7 @@ do
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-- Delegate function to the token spawn tracker. Exists to avoid circular dependencies in some
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-- callers.
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---@param card tts__GameObject Card object to reset the tokens for
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---@param card tts__Object Card object to reset the tokens for
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TokenManager.resetTokensSpawned = function(card)
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tokenSpawnTrackerApi.resetTokensSpawned(card.getGUID())
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end
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@ -327,7 +327,7 @@ do
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end
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-- Checks to see if the given card has location data in the DataHelper
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---@param card tts__GameObject Card to check for data
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---@param card tts__Object Card to check for data
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---@return boolean: True if this card has data in the helper, false otherwise
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TokenManager.hasLocationData = function(card)
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internal.initDataHelperData()
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@ -358,7 +358,7 @@ do
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-- Spawn tokens for a card based on the uses metadata. This will consider the face up/down state
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-- of the card for both locations and standard cards.
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---@param card tts__GameObject Card to maybe spawn tokens for
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---@param card tts__Object Card to maybe spawn tokens for
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---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
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--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
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internal.spawnTokensFromUses = function(card, extraUses)
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@ -381,7 +381,7 @@ do
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-- Spawn tokens for a card based on the data helper data. This will consider the face up/down state
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-- of the card for both locations and standard cards.
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---@param card tts__GameObject Card to maybe spawn tokens for
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---@param card tts__Object Card to maybe spawn tokens for
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internal.spawnTokensFromDataHelper = function(card)
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internal.initDataHelperData()
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local playerData = internal.getPlayerCardData(card)
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@ -395,7 +395,7 @@ do
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end
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-- Spawn tokens for a player card using data retrieved from the Data Helper.
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---@param card tts__GameObject Card to maybe spawn tokens for
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---@param card tts__Object Card to maybe spawn tokens for
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---@param playerData table Player card data structure retrieved from the DataHelper. Should be
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-- the right data for this card.
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internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData)
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@ -406,7 +406,7 @@ do
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end
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-- Spawn tokens for a location using data retrieved from the Data Helper.
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---@param card tts__GameObject Card to maybe spawn tokens for
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---@param card tts__Object Card to maybe spawn tokens for
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---@param locationData table Location data structure retrieved from the DataHelper. Should be
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-- the right data for this card.
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internal.spawnLocationTokensFromDataHelper = function(card, locationData)
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@ -446,7 +446,7 @@ do
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end
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-- Gets the right uses structure for this card, based on metadata and face up/down state
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---@param card tts__GameObject Card to pull the uses from
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---@param card tts__Object Card to pull the uses from
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internal.getUses = function(card)
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local metadata = JSON.decode(card.getGMNotes()) or { }
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if metadata.type == "Location" then
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@ -463,7 +463,7 @@ do
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end
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-- Dynamically create positions for clues on a card.
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---@param card tts__GameObject Card the clues will be placed on
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---@param card tts__Object Card the clues will be placed on
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---@param count number How many clues?
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---@return table: Array of global positions to spawn the clues at
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internal.buildClueOffsets = function(card, count)
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@ -477,9 +477,9 @@ do
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return cluePositions
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end
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---@param card tts__GameObject Card object to be replenished
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---@param card tts__Object Card object to be replenished
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---@param uses table The already decoded metadata.uses (to avoid decoding again)
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---@param mat tts__GameObject The playmat the card is placed on (for rotation and casting)
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---@param mat tts__Object The playmat the card is placed on (for rotation and casting)
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internal.replenishTokens = function(card, uses, mat)
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local cardPos = card.getPosition()
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-- Callback for creation of the camera hook object. Will attach the camera and show the current
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-- (presumably first) card.
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---@param hook tts__GameObject Created object
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---@param hook tts__Object Created object
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internal.onHookCreated = function(hook)
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local playerColor = hook.getGMNotes()
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tourState[playerColor].cameraHookGuid = hook.getGUID()
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local searchLib = require("util/SearchLib")
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-- places a card/deck at a position or merges into an existing deck
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---@param obj tts__GameObject Object to move
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---@param obj tts__Object Object to move
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---@param pos table New position for the object
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---@param rot table New rotation for the object (optional)
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DeckLib.placeOrMergeIntoDeck = function(obj, pos, rot)
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