Addressed Feedback on Summoned Servitor changes from #227
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@ -31,16 +31,13 @@ existingBoxes = { 1, 1, 1, 1, 1, 2, 3, 5 }
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inputBoxes = {}
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-- Locations of the skill selectors
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-- Locations of the slot selectors
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local SLOT_ICON_POSITIONS = {
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arcane = { x = 0.160, z = 0.65},
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ally = { x = -0.073, z = 0.65}
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}
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local selectedSlots = {
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arcane = false,
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ally = false
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}
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local selectedSlot = ""
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-- override 'marked boxes' for debugging ('all' or 'none')
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markDEBUG = ""
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@ -48,15 +45,7 @@ markDEBUG = ""
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-- save state when going into bags / decks
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function onDestroy() self.script_state = onSave() end
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function onSave()
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local slotArray = { }
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for slot, isSelected in pairs(selectedSlots) do
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if (isSelected) then
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table.insert(slotArray, slot)
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end
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end
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return JSON.encode({ markedBoxes, inputValues, slotArray })
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end
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function onSave() return JSON.encode({ markedBoxes, inputValues, selectedSlot }) end
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-- Startup procedure
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function onLoad(saved_data)
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@ -64,12 +53,10 @@ function onLoad(saved_data)
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local loaded_data = JSON.decode(saved_data)
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markedBoxes = loaded_data[1]
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inputValues = loaded_data[2]
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log(loaded_data[3])
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for _, slot in ipairs(loaded_data[3]) do
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if (slot ~= "") then
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log("Slot from load "..slot)
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selectedSlots[slot] = true
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end
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if #loaded_data > 2 then
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selectedSlot = loaded_data[3]
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else
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selectedSlot = ""
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end
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else
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markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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@ -210,7 +197,7 @@ function createButtonsAndBoxes()
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makeSlotSelectionButtons()
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end
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-- Creates the invisible buttons overlaying the skill icons
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-- Creates the invisible buttons overlaying the slot words
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function makeSlotSelectionButtons()
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local buttonPositions = { x = -1 * SLOT_ICON_POSITIONS.arcane.x, y = 0.2, z = SLOT_ICON_POSITIONS.arcane.z }
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local buttonData = {
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@ -230,45 +217,33 @@ function makeSlotSelectionButtons()
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end
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function click_arcane()
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selectedSlots.arcane = not selectedSlots.arcane
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updateSlotDisplay()
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end
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function click_ally()
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selectedSlots.ally = not selectedSlots.ally
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updateSlotDisplay()
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end
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-- Refresh the vector circles indicating a slot is selected. Since we can only have one table of
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-- vectors set, have to refresh all 2 at once
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function updateSlotDisplay()
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local circles = { }
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for slot, isSelected in pairs(selectedSlots) do
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if isSelected then
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local circle = getCircleVector(SLOT_ICON_POSITIONS[slot], slot)
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if circle ~= nil then
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table.insert(circles, circle)
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end
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end
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if selectedSlot ~= "arcane" then
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selectedSlot = "arcane"
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else
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selectedSlot = ""
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end
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self.setVectorLines(circles)
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updateSlotDisplay()
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end
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function getCircleVector(center, slot)
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-- local diameter = Vector(0, 0, 0.1)
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-- local pointOfOrigin = Vector(center.x, 0.3, center.z)
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function click_ally()
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if selectedSlot ~= "ally" then
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selectedSlot = "ally"
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else
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selectedSlot = ""
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end
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updateSlotDisplay()
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end
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-- Refresh the vector circles indicating a slot is selected.
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function updateSlotDisplay()
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local box = {}
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if selectedSlot ~= "" then
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box = getBoxVector(SLOT_ICON_POSITIONS[selectedSlot], selectedSlot)
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end
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self.setVectorLines({box})
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end
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-- -- Declare Results vectors
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-- local vec = Vector(0, 0, 0)
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-- local vecList = {}
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-- local arcStep = 5
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-- for i = 0, 360, arcStep do
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-- diameter:rotateOver('y', arcStep)
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-- vec = pointOfOrigin + diameter
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-- vec.y = pointOfOrigin.y
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-- table.insert(vecList, vec)
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-- end
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function getBoxVector(center, slot)
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local vecList = {}
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if slot == "arcane" then
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vecList = {
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