Automatic location connections, Phase 1
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@ -3,14 +3,27 @@
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---------------------------------------------------------
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-- set true to enable debug logging
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DEBUG = false
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local DEBUG = true
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-- Location connection directional options
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local BIDIRECTIONAL = 0
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local ONE_WAY = 1
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local CONNECTION_THICKNESS = 0.015
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local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
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local DIRECTIONAL_ARROW_DISTANCE = 3.5
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local ARROW_ARM_LENGTH = 0.9
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local ARROW_ANGLE = 25
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-- we use this to turn off collision handling until onLoad() is complete
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COLLISION_ENABLED = false
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local collisionEnabled = false
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local INVESTIGATOR_COUNTER_GUID = "f182ee"
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local clueData = {}
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spawnedLocationGUIDs = {}
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local spawnedLocationGUIDs = {}
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local locations = { }
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local locationConnections = { }
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local draggingGuids = { }
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---------------------------------------------------------
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-- general code
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@ -35,7 +48,7 @@ function onLoad(save_state)
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LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
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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
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function log(message)
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@ -112,7 +125,7 @@ function updateLocations(args)
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end
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function onCollisionEnter(collision_info)
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if not COLLISION_ENABLED then return end
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if not collisionEnabled then return end
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-- check if we should spawn clues here and do so according to playercount
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local object = collision_info.collision_object
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@ -120,9 +133,207 @@ function onCollisionEnter(collision_info)
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local clueCount = getClueCount(object, object.is_face_down, getInvestigatorCount())
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if clueCount > 0 then spawnCluesAtLocation(clueCount, object) end
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end
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draggingGuid = nil
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maybeTrackLocation(collision_info.collision_object)
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end
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function onCollisionExit(collisionInfo)
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maybeUntrackLocation(collisionInfo.collision_object)
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end
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function onObjectPickUp(player, object)
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-- onCollisionExit fires first, so we have to check the card to see if it's a location we should
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-- be tracking
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if isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
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local pickedUpGuid = object.getGUID()
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local metadata = JSON.decode(object.getGMNotes())
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if (metadata.type == "Location") then
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draggingGuids[pickedUpGuid] = metadata
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rebuildConnectionList()
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end
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end
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end
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function onUpdate()
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local needsConnectionDraw = false
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for guid, _ in pairs(draggingGuids) do
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local obj = getObjectFromGUID(guid)
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if obj == nil or not isInPlayArea(obj) then
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draggingGuids[guid] = nil
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rebuildConnectionList()
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end
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-- Even if the last location left the play area, need one last draw to clear the lines
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needsConnectionDraw = true
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end
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if needsConnectionDraw then
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drawConnections()
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end
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end
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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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if isInPlayArea(card) then
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local metadata = JSON.decode(card.getGMNotes()) or { }
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if metadata.type == "Location" then
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locations[card.getGUID()] = metadata
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rebuildConnectionList()
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end
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end
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end
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function maybeUntrackLocation(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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locations[card.getGUID()] = nil
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rebuildConnectionList()
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end
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end
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function rebuildConnectionList()
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local iconCardList = { }
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for cardId, metadata in pairs(draggingGuids) do
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buildLocListByIcon(cardId, iconCardList)
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end
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for cardId, metadata in pairs(locations) do
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buildLocListByIcon(cardId, iconCardList)
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end
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locationConnections = { }
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for cardId, metadata in pairs(draggingGuids) do
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buildConnection(cardId, iconCardList)
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end
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for cardId, metadata in pairs(locations) do
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-- Build everything else
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if draggingGuids[cardId] == nil then
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buildConnection(cardId, iconCardList)
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end
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end
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drawConnections()
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end
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function buildLocListByIcon(cardId, iconCardList)
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local card = getObjectFromGUID(cardId)
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local locData = getLocationData(card)
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if locData.icons ~= nil then
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for icon in string.gmatch(locData.icons, "%a+") do
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if iconCardList[icon] == nil then
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iconCardList[icon] = { }
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end
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table.insert(iconCardList[icon], card.getGUID())
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end
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end
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end
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function buildConnection(cardId, iconCardList)
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local card = getObjectFromGUID(cardId)
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local locData = getLocationData(card)
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if locData.connections ~= nil then
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locationConnections[card.getGUID()] = { }
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for icon in string.gmatch(locData.connections, "%a+") do
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if iconCardList[icon] ~= nil then
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for _, connectedGuid in ipairs(iconCardList[icon]) do
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-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
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if locationConnections[connectedGuid] ~= nil
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and locationConnections[connectedGuid][card.getGUID()] ~= nil then
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locationConnections[connectedGuid][card.getGUID()] = BIDIRECTIONAL
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else
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locationConnections[card.getGUID()][connectedGuid] = ONE_WAY
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end
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end
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end
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end
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end
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end
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function getLocationData(card)
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if card == nil then
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return { }
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end
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if card.is_face_down then
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return JSON.decode(card.getGMNotes()).locationBack
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else
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return JSON.decode(card.getGMNotes()).locationFront
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end
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end
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function drawConnections()
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local cardConnectionLines = { }
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for originGuid, targetGuids in pairs(locationConnections) do
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local originCard = getObjectFromGUID(originGuid)
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for targetGuid, direction in pairs(targetGuids) do
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local targetCard = getObjectFromGUID(targetGuid)
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if direction == BIDIRECTIONAL then
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addBidirectionalVector(originCard, targetCard, cardConnectionLines)
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elseif direction == ONE_WAY then
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addOneWayVector(originCard, targetCard, cardConnectionLines)
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end
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end
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end
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self.setVectorLines(cardConnectionLines)
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end
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function addBidirectionalVector(card1, card2, lines)
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table.insert(lines, {
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points = { self.positionToLocal(card1.getPosition()), self.positionToLocal(card2.getPosition()) },
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color = CONNECTION_COLOR,
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thickness = CONNECTION_THICKNESS,
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});
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end
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function addOneWayVector(origin, target, lines)
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-- Start with the BiDi then add the arrow lines to it
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addBidirectionalVector(origin, target, lines)
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local originPos = origin.getPosition()
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local targetPos = target.getPosition()
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-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
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-- taller than they are wide
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local heading = Vector(originPos):sub(targetPos):heading("y")
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local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
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-- Calculate the three possible arrow positions. These are offset by half the arrow length to
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-- make them visually balanced by keeping the arrows centered, not tracking the point
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local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
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local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
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local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
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if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
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addArrowLines(midpoint, originPos, lines)
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else
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addArrowLines(closeToOrigin, originPos, lines)
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addArrowLines(closeToTarget, originPos, lines)
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end
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end
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function addArrowLines(arrowheadPos, originPos, lines)
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local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
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local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
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local head = self.positionToLocal(arrowheadPos)
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local arm1 = self.positionToLocal(arrowArm1)
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local arm2 = self.positionToLocal(arrowArm2)
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table.insert(lines, {
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points = { arm1, head, arm2},
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color = CONNECTION_COLOR,
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thickness = CONNECTION_THICKNESS
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})
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end
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function getInvestigatorCount()
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local investigatorCounter = getObjectFromGUID('f182ee')
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return investigatorCounter.getVar("val")
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end
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function isInPlayArea(object)
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local bounds = self.getBounds()
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local position = object.getPosition()
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-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
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local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2}
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local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2}
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return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
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end
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