Extract card spawning methods from the loader
This refactors the current ArkhamDB loader by moving the card spawning operations to a standalone file which can be included in other objects. Card list build methods are appropriately updated as well.
This commit is contained in:
parent
a74653e128
commit
d23aa2c2e4
@ -1,5 +1,6 @@
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require("playermat/Zones")
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require("playermat/Zones")
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require("arkhamdb/LoaderUi")
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require("arkhamdb/LoaderUi")
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require("playercards/PlayerCardSpawner")
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local bondedList = { }
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local bondedList = { }
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local customizationRowsWithFields = { }
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local customizationRowsWithFields = { }
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@ -389,8 +390,6 @@ function loadCards(slots, investigatorId, playerColor, commandManager, configura
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-- TODO: Re-enable this later, as a command
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-- TODO: Re-enable this later, as a command
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-- handleAltInvestigatorCard(cardsToSpawn, "promo", configuration)
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-- handleAltInvestigatorCard(cardsToSpawn, "promo", configuration)
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table.sort(cardsToSpawn, cardComparator)
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-- TODO: Process commands for the cardsToSpawn list
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-- TODO: Process commands for the cardsToSpawn list
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-- These should probably be commands, once the command handler is updated
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-- These should probably be commands, once the command handler is updated
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@ -399,50 +398,34 @@ function loadCards(slots, investigatorId, playerColor, commandManager, configura
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handleUnderworldMarket(cardsToSpawn, playerColor)
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handleUnderworldMarket(cardsToSpawn, playerColor)
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handleHunchDeck(investigatorId, cardsToSpawn, playerColor)
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handleHunchDeck(investigatorId, cardsToSpawn, playerColor)
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-- Count the number of cards in each zone so we know if it's a deck or card.
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-- Split the card list into separate lists for each zone
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-- TTS's Card vs. Deck distinction requires this since we can't spawn a deck with only one card
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local zoneDecks = buildZoneLists(cardsToSpawn)
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local zoneCounts = getZoneCounts(cardsToSpawn)
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-- Spawn the list for each zone
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local zoneDecks = {}
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for zone, zoneCards in pairs(zoneDecks) do
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for zone, count in pairs(zoneCounts) do
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if count > 1 then
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zoneDecks[zone] = buildDeckDataTemplate()
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end
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end
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-- For each card in a deck zone, add it to that deck. Otherwise, spawn it directly
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for _, spawnCard in ipairs(cardsToSpawn) do
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if zoneDecks[spawnCard.zone] ~= nil then
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addCardToDeck(zoneDecks[spawnCard.zone], spawnCard.data)
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else
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local cardPos = Zones.getZonePosition(playerColor, spawnCard.zone)
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cardPos.y = 2
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spawnObjectData({
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data = spawnCard.data,
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position = cardPos,
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rotation = Zones.getDefaultCardRotation(playerColor, spawnCard.zone),
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})
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end
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end
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-- Spawn each of the decks
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for zone, deck in pairs(zoneDecks) do
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local deckPos = Zones.getZonePosition(playerColor, zone)
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local deckPos = Zones.getZonePosition(playerColor, zone)
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deckPos.y = 3
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deckPos.y = 3
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local spreadCallback = nil;
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local spreadCallback = nil
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-- If cards are spread too close together TTS groups them weirdly, selecting multiples
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-- when hovering over a single card. This distance is the minimum to avoid that
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local spreadDistance = 1.15
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if (zone == "SetAside4") then
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if (zone == "SetAside4") then
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-- SetAside4 is reserved for customization cards, and we want them spread on the table
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-- SetAside4 is reserved for customization cards, and we want them spread on the table
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-- so their checkboxes are visible
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-- so their checkboxes are visible
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if (playerColor == "White") then
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if (playerColor == "White") then
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deckPos.z = deckPos.z + (#deck.ContainedObjects - 1)
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deckPos.z = deckPos.z + (#zoneCards - 1) * spreadDistance
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elseif (playerColor == "Green") then
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elseif (playerColor == "Green") then
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deckPos.x = deckPos.x + (#deck.ContainedObjects - 1)
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deckPos.x = deckPos.x + (#zoneCards - 1) * spreadDistance
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end
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end
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spreadCallback = function(deck) deck.spread(1.0) end
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spreadCallback = function(deck) deck.spread(spreadDistance) end
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end
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end
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spawnObjectData({
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Spawner.spawnCards(
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data = deck,
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zoneCards,
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position = deckPos,
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deckPos,
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rotation = Zones.getDefaultCardRotation(playerColor, zone),
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Zones.getDefaultCardRotation(playerColor, zone),
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callback_function = spreadCallback
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true,
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})
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spreadCallback)
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coroutine.yield(0)
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coroutine.yield(0)
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end
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end
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@ -507,134 +490,19 @@ function getCardName(cardId)
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end
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end
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end
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end
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-- Inserts a card into the given deck. This does three things:
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-- 1. Add the card's data to ContainedObjects
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-- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
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-- ID list. Note that the deck's ID list is "DeckIDs" even though it
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-- contains a list of card Ids
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-- 3. Extract the card's CustomDeck table and add it to the deck. The deck's
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-- "CustomDeck" field is a list of all CustomDecks used by cards within the
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-- deck, keyed by the DeckID and referencing the custom deck table
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---@param deck: TTS deck data structure to add to
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---@param card: Data for the card to be inserted
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function addCardToDeck(deck, cardData)
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for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
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if (deck.CustomDeck[customDeckId] == nil) then
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-- CustomDeck not added to deck yet, add it
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deck.CustomDeck[customDeckId] = customDeckData
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elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
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-- CustomDeck for this card matches the current one for the deck, do nothing
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else
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-- CustomDeck data conflict
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local newDeckId = nil
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for deckId, customDeck in pairs(deck.CustomDeck) do
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if (customDeckData.FaceURL == customDeck.FaceURL) then
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newDeckId = deckId
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end
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end
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if (newDeckId == nil) then
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-- No non-conflicting custom deck for this card, add a new one
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newDeckId = findNextAvailableId(deck.CustomDeck, "1000")
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deck.CustomDeck[newDeckId] = customDeckData
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end
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-- Update the card with the new CustomDeck info
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cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
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cardData.CustomDeck[customDeckId] = nil
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cardData.CustomDeck[newDeckId] = customDeckData
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break
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end
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end
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table.insert(deck.ContainedObjects, cardData)
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table.insert(deck.DeckIDs, cardData.CardID)
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end
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function findNextAvailableId(objectTable, startId)
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local id = startId
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while (objectTable[id] ~= nil) do
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id = tostring(tonumber(id) + 1)
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end
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return id
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end
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-- Count the number of cards in each zone
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-- Count the number of cards in each zone
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---@param cards: Table of {cardData, cardMetadata, zone}
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---@param cards: Table of {cardData, cardMetadata, zone}
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---@return: Table of {zoneName=zoneCount}
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---@return: Table of {zoneName=zoneCount}
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function getZoneCounts(cards)
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function buildZoneLists(cards)
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local counts = {}
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local zoneList = {}
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for _, card in ipairs(cards) do
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for _, card in ipairs(cards) do
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if counts[card.zone] == nil then
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if zoneList[card.zone] == nil then
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counts[card.zone] = 1
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zoneList[card.zone] = { }
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else
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counts[card.zone] = counts[card.zone] + 1
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end
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end
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table.insert(zoneList[card.zone], card)
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end
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end
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return counts
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return zoneList
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end
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-- Create an empty deck data table which can have cards added to it. This
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-- creates a new table on each call without using metatables or previous
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-- definitions because we can't be sure that TTS doesn't modify the structure
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---@return: Table containing the minimal TTS deck data structure
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function buildDeckDataTemplate()
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local deck = {}
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deck.Name = "Deck"
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-- Card data. DeckIDs and CustomDeck entries will be built from the cards
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deck.ContainedObjects = {}
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deck.DeckIDs = {}
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deck.CustomDeck = {}
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-- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
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deck.Transform = {
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scaleX = 1,
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scaleY = 1,
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scaleZ = 1,
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}
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return deck
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end
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-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
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---@return: 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
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-- irrelevant as they provide only grouping and the order between them doesn't matter.
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function getpbcn(metadata)
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if metadata.permanent then
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return 1
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elseif metadata.bonded_to ~= nil then
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return 2
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else -- Normal card
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return 3
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end
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end
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-- Comparison function used to sort the cards in a deck. Groups bonded or
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-- permanent cards first, then sorts within theose types by name/subname.
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-- Normal cards will sort in standard alphabetical order, while
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-- permanent/bonded/customizable will be in reverse alphabetical order.
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--
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-- Since cards spawn in the order provided by this comparator, with the first
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-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
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-- alphabetical order. This presents the cards in order for non-face-down
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-- areas, and presents them in order when Searching the face-down deck.
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function cardComparator(card1, card2)
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local pbcn1 = getpbcn(card1.metadata)
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local pbcn2 = getpbcn(card2.metadata)
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if pbcn1 ~= pbcn2 then
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return pbcn1 > pbcn2
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end
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if pbcn1 == 3 then
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if card1.data.Nickname ~= card2.data.Nickname then
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return card1.data.Nickname < card2.data.Nickname
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end
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return card1.data.Description < card2.data.Description
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else
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if card1.data.Nickname ~= card2.data.Nickname then
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return card1.data.Nickname > card2.data.Nickname
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end
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return card1.data.Description > card2.data.Description
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end
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end
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end
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-- Replace the investigator card and minicard with an alternate version. This
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-- Replace the investigator card and minicard with an alternate version. This
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155
src/playercards/PlayerCardSpawner.ttslua
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155
src/playercards/PlayerCardSpawner.ttslua
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@ -0,0 +1,155 @@
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Spawner = { }
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-- Spawns a list of cards at the given position/rotation
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-- @param cardList: A list of Player Card data structures (data/metadata)
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-- @param pos Position table where the cards should be spawned (global)
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-- @param rot Rotation table for the orientation of the spawned cards (global)
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-- @param sort Boolean, true if this list of cards should be sorted before spawning
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-- @param callback Function, callback to be called after the card/deck spawns
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Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
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if (sort) then
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table.sort(cardList, Spawner.cardComparator)
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end
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-- Spawn a single card directly
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if (#cardList == 1) then
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local cardPos = { pos.x, 2, pos.z}
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spawnObjectData({
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data = cardList[1].data,
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position = cardPos,
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rotation = rot,
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callback_function = callback,
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})
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return
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end
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-- Multiple cards, build a deck and spawn that
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local deck = Spawner.buildDeckDataTemplate()
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for _, spawnCard in ipairs(cardList) do
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Spawner.addCardToDeck(deck, spawnCard.data)
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end
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local deckPos = { pos.x, 3, pos.z }
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spawnObjectData({
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data = deck,
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position = deckPos,
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rotation = rot,
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callback_function = callback,
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})
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end
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-- Inserts a card into the given deck. This does three things:
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-- 1. Add the card's data to ContainedObjects
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-- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
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-- ID list. Note that the deck's ID list is "DeckIDs" even though it
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-- contains a list of card Ids
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-- 3. Extract the card's CustomDeck table and add it to the deck. The deck's
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-- "CustomDeck" field is a list of all CustomDecks used by cards within the
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-- deck, keyed by the DeckID and referencing the custom deck table
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---@param deck: TTS deck data structure to add to
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---@param card: Data for the card to be inserted
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Spawner.addCardToDeck = function(deck, cardData)
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for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
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if (deck.CustomDeck[customDeckId] == nil) then
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-- CustomDeck not added to deck yet, add it
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deck.CustomDeck[customDeckId] = customDeckData
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elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
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-- CustomDeck for this card matches the current one for the deck, do nothing
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else
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-- CustomDeck data conflict
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local newDeckId = nil
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for deckId, customDeck in pairs(deck.CustomDeck) do
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if (customDeckData.FaceURL == customDeck.FaceURL) then
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newDeckId = deckId
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end
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end
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if (newDeckId == nil) then
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-- No non-conflicting custom deck for this card, add a new one
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newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000")
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deck.CustomDeck[newDeckId] = customDeckData
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end
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-- Update the card with the new CustomDeck info
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cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
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cardData.CustomDeck[customDeckId] = nil
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cardData.CustomDeck[newDeckId] = customDeckData
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break
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end
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end
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table.insert(deck.ContainedObjects, cardData)
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table.insert(deck.DeckIDs, cardData.CardID)
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end
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-- Create an empty deck data table which can have cards added to it. This
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-- creates a new table on each call without using metatables or previous
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-- definitions because we can't be sure that TTS doesn't modify the structure
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---@return: Table containing the minimal TTS deck data structure
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Spawner.buildDeckDataTemplate = function()
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local deck = {}
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deck.Name = "Deck"
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-- Card data. DeckIDs and CustomDeck entries will be built from the cards
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deck.ContainedObjects = {}
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deck.DeckIDs = {}
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deck.CustomDeck = {}
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-- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
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deck.Transform = {
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scaleX = 1,
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scaleY = 1,
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scaleZ = 1,
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}
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return deck
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end
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-- Returns the first ID which does not exist in the given table, starting at startId and increasing
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-- @param objectTable Table keyed by strings which are numbers
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-- @param startId First possible ID.
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-- @return String ID >= startId
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Spawner.findNextAvailableId = function(objectTable, startId)
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local id = startId
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while (objectTable[id] ~= nil) do
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id = tostring(tonumber(id) + 1)
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end
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return id
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end
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-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
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---@return: 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
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-- irrelevant as they provide only grouping and the order between them doesn't matter.
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Spawner.getpbcn = function(metadata)
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if metadata.permanent then
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return 1
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elseif metadata.bonded_to ~= nil then
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return 2
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else -- Normal card
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return 3
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end
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end
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||||||
|
-- Comparison function used to sort the cards in a deck. Groups bonded or
|
||||||
|
-- permanent cards first, then sorts within theose types by name/subname.
|
||||||
|
-- Normal cards will sort in standard alphabetical order, while
|
||||||
|
-- permanent/bonded/customizable will be in reverse alphabetical order.
|
||||||
|
--
|
||||||
|
-- Since cards spawn in the order provided by this comparator, with the first
|
||||||
|
-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
|
||||||
|
-- alphabetical order. This presents the cards in order for non-face-down
|
||||||
|
-- areas, and presents them in order when Searching the face-down deck.
|
||||||
|
Spawner.cardComparator = function(card1, card2)
|
||||||
|
local pbcn1 = Spawner.getpbcn(card1.metadata)
|
||||||
|
local pbcn2 = Spawner.getpbcn(card2.metadata)
|
||||||
|
if pbcn1 ~= pbcn2 then
|
||||||
|
return pbcn1 > pbcn2
|
||||||
|
end
|
||||||
|
if pbcn1 == 3 then
|
||||||
|
if card1.data.Nickname ~= card2.data.Nickname then
|
||||||
|
return card1.data.Nickname < card2.data.Nickname
|
||||||
|
end
|
||||||
|
return card1.data.Description < card2.data.Description
|
||||||
|
else
|
||||||
|
if card1.data.Nickname ~= card2.data.Nickname then
|
||||||
|
return card1.data.Nickname > card2.data.Nickname
|
||||||
|
end
|
||||||
|
return card1.data.Description > card2.data.Description
|
||||||
|
end
|
||||||
|
end
|
Loading…
Reference in New Issue
Block a user