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