Automatic location connections, Phase 1

This commit is contained in:
Buhallin 2022-12-02 11:45:59 -08:00
parent 9fd95fc126
commit c05238cbce
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@ -3,14 +3,27 @@
---------------------------------------------------------
-- set true to enable debug logging
DEBUG = false
local DEBUG = true
-- Location connection directional options
local BIDIRECTIONAL = 0
local ONE_WAY = 1
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
-- we use this to turn off collision handling until onLoad() is complete
COLLISION_ENABLED = false
local collisionEnabled = false
local INVESTIGATOR_COUNTER_GUID = "f182ee"
local clueData = {}
spawnedLocationGUIDs = {}
local spawnedLocationGUIDs = {}
local locations = { }
local locationConnections = { }
local draggingGuids = { }
---------------------------------------------------------
-- general code
@ -35,7 +48,7 @@ function onLoad(save_state)
LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
self.interactable = DEBUG
Wait.time(function() COLLISION_ENABLED = true end, 1)
Wait.time(function() collisionEnabled = true end, 1)
end
function log(message)
@ -112,7 +125,7 @@ function updateLocations(args)
end
function onCollisionEnter(collision_info)
if not COLLISION_ENABLED then return end
if not collisionEnabled then return end
-- check if we should spawn clues here and do so according to playercount
local object = collision_info.collision_object
@ -120,9 +133,207 @@ function onCollisionEnter(collision_info)
local clueCount = getClueCount(object, object.is_face_down, getInvestigatorCount())
if clueCount > 0 then spawnCluesAtLocation(clueCount, object) end
end
draggingGuid = nil
maybeTrackLocation(collision_info.collision_object)
end
function onCollisionExit(collisionInfo)
maybeUntrackLocation(collisionInfo.collision_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 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()
local needsConnectionDraw = false
for guid, _ in pairs(draggingGuids) do
local obj = getObjectFromGUID(guid)
if obj == nil or not isInPlayArea(obj) then
draggingGuids[guid] = nil
rebuildConnectionList()
end
-- Even if the last location left the play area, need one last draw to clear the lines
needsConnectionDraw = true
end
if needsConnectionDraw then
drawConnections()
end
end
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 isInPlayArea(card) then
local metadata = JSON.decode(card.getGMNotes()) or { }
if metadata.type == "Location" then
locations[card.getGUID()] = metadata
rebuildConnectionList()
end
end
end
function maybeUntrackLocation(card)
local metadata = JSON.decode(card.getGMNotes()) or { }
if metadata.type == "Location" then
locations[card.getGUID()] = nil
rebuildConnectionList()
end
end
function rebuildConnectionList()
local iconCardList = { }
for cardId, metadata in pairs(draggingGuids) do
buildLocListByIcon(cardId, iconCardList)
end
for cardId, metadata in pairs(locations) do
buildLocListByIcon(cardId, iconCardList)
end
locationConnections = { }
for cardId, metadata in pairs(draggingGuids) do
buildConnection(cardId, iconCardList)
end
for cardId, metadata in pairs(locations) do
-- Build everything else
if draggingGuids[cardId] == nil then
buildConnection(cardId, iconCardList)
end
end
drawConnections()
end
function buildLocListByIcon(cardId, iconCardList)
local card = getObjectFromGUID(cardId)
local locData = getLocationData(card)
if 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
function buildConnection(cardId, iconCardList)
local card = getObjectFromGUID(cardId)
local locData = getLocationData(card)
if 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
function getLocationData(card)
if card == nil then
return { }
end
if card.is_face_down then
return JSON.decode(card.getGMNotes()).locationBack
else
return JSON.decode(card.getGMNotes()).locationFront
end
end
function drawConnections()
local cardConnectionLines = { }
for originGuid, targetGuids in pairs(locationConnections) do
local originCard = getObjectFromGUID(originGuid)
for targetGuid, direction in pairs(targetGuids) do
local targetCard = getObjectFromGUID(targetGuid)
if direction == BIDIRECTIONAL then
addBidirectionalVector(originCard, targetCard, cardConnectionLines)
elseif direction == ONE_WAY then
addOneWayVector(originCard, targetCard, cardConnectionLines)
end
end
end
self.setVectorLines(cardConnectionLines)
end
function addBidirectionalVector(card1, card2, lines)
table.insert(lines, {
points = { self.positionToLocal(card1.getPosition()), self.positionToLocal(card2.getPosition()) },
color = CONNECTION_COLOR,
thickness = CONNECTION_THICKNESS,
});
end
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()
-- 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
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
function getInvestigatorCount()
local investigatorCounter = getObjectFromGUID('f182ee')
return investigatorCounter.getVar("val")
end
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