custom color support
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d50f34bdc0
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@ -641,10 +641,10 @@ function onClick_load()
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UI.hide('load_button')
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UI.hide('load_button')
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end
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end
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function onClick_toggleUi(color, title)
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function onClick_toggleUi(player, title)
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if title == "Navigation Overlay" then
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if title == "Navigation Overlay" then
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local navigationOverlayHandler = getObjectFromGUID("797ede")
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local navigationOverlayHandler = getObjectFromGUID("797ede")
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navigationOverlayHandler.call("cycleVisibility", color)
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navigationOverlayHandler.call("cycleVisibility", player.color)
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return
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return
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end
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end
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16
src/core/NavigationOverlayApi.ttslua
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16
src/core/NavigationOverlayApi.ttslua
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@ -0,0 +1,16 @@
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do
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local NavigationOverlayApi = {}
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local HANDLER_GUID = "797ede"
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-- Copies the visibility for the Navigation overlay
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---@param startColor String Color of the player to copy from
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---@param targetColor String Color of the targeted player
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NavigationOverlayApi.copyVisibility = function(startColor, targetColor)
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getObjectFromGUID(HANDLER_GUID).call("copyVisibility", {
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startColor = startColor,
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targetColor = targetColor
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})
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end
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return NavigationOverlayApi
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end
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@ -82,13 +82,11 @@ function onLoad(savedData)
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else
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else
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resetCameras()
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resetCameras()
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resetClaimColors()
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resetClaimColors()
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resetVisibility()
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end
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end
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updateOverlay()
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updateXmlButtons()
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end
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updateVisibility()
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function closeOverlay(_, color)
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setVisibility("close", color)
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end
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end
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function cycleVisibility(color)
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function cycleVisibility(color)
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@ -96,19 +94,36 @@ function cycleVisibility(color)
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end
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end
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function setVisibility(type, color)
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function setVisibility(type, color)
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local visibility[color] = { full = false, play = false }
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if type == "next" then
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if type == "next" then
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if visibility[color].full then
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if visibility[color].full then
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visibility[color] = { full = false, play = true }
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visibility[color] = {
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full = false,
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play = true
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}
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elseif visibility[color].play then
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elseif visibility[color].play then
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visibility[color] = { full = false, play = false }
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visibility[color] = {
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full = false,
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play = false
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}
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else
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else
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visibility[color] = { full = true, play = false }
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visibility[color] = {
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full = true,
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play = false
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}
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end
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end
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elseif type == "toggle" then
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visibility[color] = {
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full = not visibility[color].full,
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play = not visibility[color].play
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}
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else
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visibility[color] = {
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full = false,
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play = false
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}
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end
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end
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updateOverlay()
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updateVisibility()
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end
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end
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function getIndices(color)
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function getIndices(color)
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@ -136,88 +151,58 @@ function resetCameras()
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end
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end
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end
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end
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function resizeOverlay(object, color)
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-- update XML visibility
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for _, v in ipairs(getIndices(color)) do
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function updateVisibility()
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if v > 0 then
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local fullColors = "Black"
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local full = fullVisibility[v]
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local playColors = "Black"
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fullVisibility[v] = not full
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playVisibility[v] = full
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for color, v in pairs(visibility) do
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if v.full then
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fullColors = fullColors .. '|' .. color
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elseif v.play then
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playColors = playColors .. '|' .. color
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end
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end
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end
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end
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updateOverlay()
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log(fullColors)
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end
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log(playColors)
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-- update the visibility on the XML
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function updateOverlay()
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-- update XML visibility
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local fullColors, playColors
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for i, v in pairs(fullVisibility) do
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if v then
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local matColor = getPlayerColorForIndex(i)
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if fullColors and matColor ~= nil then
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fullColors = fullColors .. '|' .. matColor
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elseif matColor ~= nil then
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fullColors = matColor
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end
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end
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end
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for i, v in pairs(playVisibility) do
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if v then
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local matColor = getPlayerColorForIndex(i)
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if playColors and matColor ~= nil then
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playColors = playColors .. '|' .. matColor
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elseif matColor ~= nil then
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playColors = matColor
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end
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end
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end
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if fullColors then
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updateXMLbuttons("full")
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UI.setAttribute("navPanelFull", "visibility", fullColors)
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UI.setAttribute("navPanelFull", "visibility", fullColors)
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UI.show("navPanelFull")
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else
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UI.hide("navPanelFull")
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end
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if playColors then
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updateXMLbuttons("play")
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UI.setAttribute("navPanelPlay", "visibility", playColors)
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UI.setAttribute("navPanelPlay", "visibility", playColors)
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UI.show("navPanelPlay")
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else
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UI.hide("navPanelPlay")
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end
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end
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end
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function updateXMLbuttons(type)
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function updateXmlButtons()
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local data, id, overlay, color
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if type == "full" then
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data = fullButtonData
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id = "navPanelFull"
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overlay = "OverlayLarge"
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else
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data = playButtonData
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id = "navPanelPlay"
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overlay = "OverlaySmall"
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end
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-- XML button creation
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local guid = self.getGUID()
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local ui = UI.getXmlTable()
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local ui = UI.getXmlTable()
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local xml = findTagWithId(ui, id)
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ui = updateXmlButtonHelper(ui, {
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data = fullButtonData,
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id = "navPanelFull",
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overlay = "OverlayLarge"
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})
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ui = updateXmlButtonHelper(ui, {
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data = playButtonData,
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id = "navPanelPlay",
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overlay = "OverlaySmall"
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})
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UI.setXmlTable(ui)
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end
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-- XML button creation
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function updateXmlButtonHelper(ui, params)
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local color
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local guid = self.getGUID()
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local xml = findTagWithId(ui, params.id)
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-- add basic image
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-- add basic image
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xml.children = { {
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xml.children = { {
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tag = "image",
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tag = "image",
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attributes = {
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attributes = {
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id = "backgroundImage",
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id = "backgroundImage",
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image = overlay
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image = params.overlay
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}
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}
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} }
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} }
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-- add all buttons
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-- add all buttons
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for _, d in ipairs(data) do
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for _, d in ipairs(params.data) do
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local buttonID = tonumber(d.id)
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local buttonID = tonumber(d.id)
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if editing and buttonID < 19 then
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if editing and buttonID < 19 then
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@ -250,8 +235,7 @@ function updateXMLbuttons(type)
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}
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}
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})
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})
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end
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end
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return ui
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UI.setXmlTable(ui)
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end
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end
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function findTagWithId(ui, id)
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function findTagWithId(ui, id)
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@ -270,10 +254,10 @@ function buttonClicked(player, _, idValue)
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local buttonID = tonumber(idValue)
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local buttonID = tonumber(idValue)
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if buttonID == 19 then
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if buttonID == 19 then
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resizeOverlay(nil, player.color)
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setVisibility("toggle", player.color)
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return
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return
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elseif buttonID == 20 then
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elseif buttonID == 20 then
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closeOverlay(nil, player.color)
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setVisibility("close", player.color)
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return
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return
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end
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end
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@ -294,44 +278,22 @@ function buttonClicked(player, _, idValue)
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selectedEditButton = -1
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selectedEditButton = -1
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end
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end
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updateOverlay()
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updateXmlButtons()
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elseif claiming then
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elseif claiming then
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if buttonID >= 3 and buttonID <= 6 then
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if buttonID >= 3 and buttonID <= 6 then
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local colorID = buttonID - 2
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local colors = {"White", "Orange", "Green", "Red"}
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local playerIndex = getIndexForPlayerColor(player.color)
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local matColor = colors[buttonID - 2]
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claims[player.color][matColor] = not claims[player.color][matColor]
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-- if we haven't claimed it, break all earlier claims
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if playermatData[playerIndex].claims[colorID] == false then
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for i = 1, 4 do
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if i ~= colorID then
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playermatData[i].claims[colorID] = false
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playermatData[colorID].claims[i] = false
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end
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end
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end
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for i = 1, 4 do
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if playermatData[playerIndex].claims[i] then
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playermatData[i].claims[colorID] = true
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playermatData[colorID].claims[i] = true
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end
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end
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fullVisibility[colorID] = fullVisibility[playerIndex]
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playVisibility[colorID] = playVisibility[playerIndex]
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end
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end
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claiming = false
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claiming = false
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updateOverlay()
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updateXmlButtons()
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else
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else
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loadCamera(player, _, buttonID)
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loadCamera(player, _, buttonID)
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end
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end
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end
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end
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function loadCamera(player, _, index)
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function loadCamera(player, _, index)
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local playerColor = player.color
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local playerIndex = getIndexForPlayerColor(playerColor)
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-- only do map zooming if the camera hasn't been specially set by user
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-- only do map zooming if the camera hasn't been specially set by user
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if index == 2 and cameraParams[playerIndex][index].distance <= 0 then
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if index == 2 and cameraParams[playerIndex][index].distance <= 0 then
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local zone = getObjectFromGUID("a2f932")
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local zone = getObjectFromGUID("a2f932")
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@ -360,10 +322,13 @@ function loadCamera(player, _, index)
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})
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})
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elseif index >= 3 and index <= 6 then
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elseif index >= 3 and index <= 6 then
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local newMatIndex = index - 2 -- mat index 1 - 4
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local newMatIndex = index - 2 -- mat index 1 - 4
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local newMatColor = getPlayerColorForIndex(newMatIndex)
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local colorList = { "White", "Orange", "Green", "Red" }
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local newMatColor = colorList[newMatIndex]
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local newPlayerColor = playmatApi.getPlayerColor(newMatColor)
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if newMatColor ~= nil and (#getSeatedPlayers() == 1 or playermatData[playerIndex].claims[newMatIndex]) then
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if newMatColor ~= nil and (#getSeatedPlayers() == 1 or claims[player.color][newMatColor]) then
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player.changeColor(newMatColor)
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copyVisibility({startColor = player.color, targetColor = newPlayerColor})
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player.changeColor(newPlayerColor)
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end
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end
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if cameraParams[newMatIndex][index].distance <= 0 then
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if cameraParams[newMatIndex][index].distance <= 0 then
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@ -384,10 +349,10 @@ function loadCamera(player, _, index)
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-- White/Orange
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-- White/Orange
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if index == 3 or index == 4 then
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if index == 3 or index == 4 then
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divisor = {x = 1, z = 1.6 } -- screen ratio * 1.2 (for my macbook pro, no idea how to generalize this)
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divisor = {x = 1.5, z = 1.5 } -- screen ratio * 1.2 (for my macbook pro, no idea how to generalize this)
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-- Green/Red
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-- Green/Red
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else
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else
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divisor = {x = 1.6, z = 1}
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divisor = {x = 1.5, z = 1.5}
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end
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end
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-- need to wait if the player color changed
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-- need to wait if the player color changed
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@ -403,13 +368,27 @@ function loadCamera(player, _, index)
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Wait.frames(function() player.lookAt(cameraParams[newMatIndex][index]) end, 2)
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Wait.frames(function() player.lookAt(cameraParams[newMatIndex][index]) end, 2)
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end
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end
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else
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else
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local playerIndex = getIndexForPlayerColor(player.color)
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player.lookAt(cameraParams[playerIndex][index])
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player.lookAt(cameraParams[playerIndex][index])
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end
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end
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end
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end
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function beginSetCamera(object, color)
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function copyVisibility(params)
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visibility[params.targetColor] = {
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full = visibility[params.startColor].full,
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play = visibility[params.startColor].play
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}
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updateVisibility()
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end
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function beginClaimColor()
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claiming = true
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updateXmlButtons()
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end
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function beginSetCamera()
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editing = true
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editing = true
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updateOverlay()
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updateXmlButtons()
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end
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end
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-- TO-DO: update this
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-- TO-DO: update this
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@ -426,24 +405,19 @@ function updateEditCamera(params)
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editDistance = params[4]
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editDistance = params[4]
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end
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end
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function beginClaimColor()
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claiming = true
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updateOverlay()
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end
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function resetClaimColors()
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function resetClaimColors()
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for i = 1, 4 do
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for _, seatedColor in ipairs(getSeatedPlayers()) do
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for j = 1, 4 do
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claims[seatedColor] = {}
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playermatData[i].claims = {}
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for _, color in ipairs(Player.getColors()) do
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playermatData[i].claims[j] = (i == j)
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claims[seatedColor][color] = (seatedColor == color)
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end
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end
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end
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end
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end
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end
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-- helper functions
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function resetVisibility()
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function getPlayerColorForIndex(index)
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for _, color in ipairs(Player.getColors()) do
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local color = { "White", "Orange", "Green", "Red" }
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visibility[color] = { full = false, play = false }
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return color[index]
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end
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end
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end
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function getIndexForPlayerColor(color)
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function getIndexForPlayerColor(color)
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@ -1,5 +1,6 @@
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local tokenManager = require("core/token/TokenManager")
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local tokenManager = require("core/token/TokenManager")
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local tokenChecker = require("core/token/TokenChecker")
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local tokenChecker = require("core/token/TokenChecker")
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local navigationOverlayApi = require("core/NavigationOverlayApi")
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-- set true to enable debug logging and show Physics.cast()
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-- set true to enable debug logging and show Physics.cast()
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local DEBUG = false
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local DEBUG = false
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@ -504,6 +505,7 @@ function changeColor(clickedByColor)
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-- if the seated player clicked this, reseat him to the new color
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-- if the seated player clicked this, reseat him to the new color
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if clickedByColor == playerColor then
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if clickedByColor == playerColor then
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navigationOverlayApi.copyVisibility(playerColor, color)
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Player[playerColor].changeColor(color)
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Player[playerColor].changeColor(color)
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end
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end
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@ -1,7 +1,7 @@
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<!-- Defaults -->
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<!-- Defaults -->
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<Defaults>
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<Defaults>
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<Panel class="navPanel"
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<Panel class="navPanel"
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active="false"
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visibility="Black"
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allowDragging="true"
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allowDragging="true"
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rectAlignment="LowerRight"
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rectAlignment="LowerRight"
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returnToOriginalPositionWhenReleased="false"
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returnToOriginalPositionWhenReleased="false"
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