Updated drawing tool
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@ -1,6 +1,6 @@
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{
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"1": {
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"body": "Welcome to Arkham Horror LCG - Super Complete Edition!\n\nMake sure to take the tour that can be started with the token in the middle of the main playarea. Some basic notes:\n\nDECKBUILDING\n- All currently existing investigators and player cards are accessible via the player card panel in the upper left corner of the table.\n\n- On the leftside underneath the Investigators, you will find the ArkhamDB Deckimporter. Insert your deck ID and it will build the deck automatically for you.\n\nSCENARIOS & SETUP\n- Arkham Horror LCG comes with a core campaign (Night of the Zealot) and several expansions. Within each box you will find all the cards required for each scenario setup, as well as a the official campaign guide PDF.\n\n2. Each scenario is setup differently, and while some of the work has been prepared beforehand (such as building encounter decks), you will have to refer to the Campaign Guide for specific instructions on how to set up each scenario.\n\nINVESTIGATOR PLAYMAT AND GAMEPLAY\n- Playermats are scripted to automate most of the gameplay for you.",
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"body": "Welcome to Arkham Horror LCG - Super Complete Edition!\n\nMake sure to take the tour that can be started with the token in the middle of the main playarea. Some basic notes:\n\nDECKBUILDING\n- All currently existing investigators and player cards are accessible via the player card panel in the upper left corner of the table.\n\n- On the leftside underneath the Investigators, you will find the ArkhamDB Deckimporter. Insert your deck ID and it will build the deck automatically for you.\n\nSCENARIOS \u0026 SETUP\n- Arkham Horror LCG comes with a core campaign (Night of the Zealot) and several expansions. Within each box you will find all the cards required for each scenario setup, as well as a the official campaign guide PDF.\n\n2. Each scenario is setup differently, and while some of the work has been prepared beforehand (such as building encounter decks), you will have to refer to the Campaign Guide for specific instructions on how to set up each scenario.\n\nINVESTIGATOR PLAYMAT AND GAMEPLAY\n- Playermats are scripted to automate most of the gameplay for you.",
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"color": "Grey",
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"id": 1,
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"title": "Basic Intro",
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@ -34,7 +34,7 @@
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"LayoutGroupSortIndex": 0,
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"Locked": true,
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"LuaScript": "require(\"util/ConnectionDrawingTool\")",
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"LuaScriptState": "{\"e8e04b\":[]}",
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"LuaScriptState": "{\"connections\":[]}",
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"MeasureMovement": false,
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"Name": "Custom_Token",
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"Nickname": "Drawing Tool",
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@ -1,87 +1,98 @@
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local lines = {}
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local connections = {}
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-- save "lines" to be able to remove them after loading
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function onSave()
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return JSON.encode(lines)
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return JSON.encode({ connections = connections })
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end
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function onLoad(savedData)
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if savedData and savedData ~= "" then
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lines = JSON.decode(savedData) or {}
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end
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local loadedData = JSON.decode(savedData) or {}
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connections = loadedData.connections
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processLines()
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end
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addHotkey("Drawing Tool: Reset", function() connections = {} processLines() end)
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addHotkey("Drawing Tool: Redraw", processLines)
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end
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-- create timer when numpad 0 is pressed
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function onScriptingButtonDown(index, player_color)
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if index ~= 10 then return end
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TimerID = Wait.time(function() draw_from(Player[player_color]) end, 1)
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Timer.create {
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identifier = player_color .. "_draw_from",
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function_name = "draw_from",
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parameters = { Player[player_color] },
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delay = 1
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}
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end
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-- called for long press of numpad 0, draws lines from hovered object to selected objects
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function draw_from(player)
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local source = player.getHoverObject()
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if not source then return end
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for _, item in ipairs(player.getSelectedObjects()) do
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if item.getGUID() ~= source.getGUID() then
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if item ~= source then
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if item.getGUID() > source.getGUID() then
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draw_with_pair(item, source)
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addPair(item, source)
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else
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draw_with_pair(source, item)
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addPair(source, item)
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end
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end
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end
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process_lines()
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processLines()
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end
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-- general drawing of all lines between selected objects
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function onScriptingButtonUp(index, player_color)
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if index ~= 10 then return end
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-- returns true only if there is a timer to cancel. If this is false then we've waited longer than a second.
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if not Wait.stop(TimerID) then return end
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if not Timer.destroy(player_color .. "_draw_from") then return end
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local items = Player[player_color].getSelectedObjects()
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if #items < 2 then
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broadcastToColor("You must have at least two items selected (currently: " .. #items .. ").", player_color, "Red")
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return
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end
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if #items < 2 then return end
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table.sort(items, function(a, b) return a.getGUID() > b.getGUID() end)
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for f = 1, #items - 1 do
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for s = f + 1, #items do
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draw_with_pair(items[f], items[s])
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for i = 1, #items do
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local first = items[i]
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for j = i, #items do
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local second = items[j]
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addPair(first, second)
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end
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end
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process_lines()
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processLines()
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end
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-- adds two objects to table of vector lines
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function draw_with_pair(first, second)
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local guid_first = first.getGUID()
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local guid_second = second.getGUID()
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function addPair(first, second)
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local first_guid = first.getGUID()
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local second_guid = second.getGUID()
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if Global.getVectorLines() == nil then lines = {} end
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if not lines[guid_first] then lines[guid_first] = {} end
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if not connections[first_guid] then connections[first_guid] = {} end
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connections[first_guid][second_guid] = not connections[first_guid][second_guid]
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end
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if lines[guid_first][guid_second] then
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lines[guid_first][guid_second] = nil
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else
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lines[guid_first][guid_second] = { points = { first.getPosition(), second.getPosition() }, color = "White" }
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function processLines()
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local lines = {}
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for source_guid, target_guids in pairs(connections) do
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local source = getObjectFromGUID(source_guid)
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for target_guid, exists in pairs(target_guids) do
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if exists then
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local target = getObjectFromGUID(target_guid)
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if source and target then
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table.insert(lines, {
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points = { source.getPosition(), target.getPosition() },
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color = Color.White
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})
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end
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end
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end
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end
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-- updates the global vector lines based on "lines"
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function process_lines()
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local drawing = {}
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for _, first in pairs(lines) do
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for _, data in pairs(first) do
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table.insert(drawing, data)
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end
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end
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Global.setVectorLines(drawing)
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Global.setVectorLines(lines)
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end
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