Merge branch 'argonui:main' into kohaku
This commit is contained in:
commit
e8e68de98a
@ -89,12 +89,12 @@
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],
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"Tooltip": true,
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"Transform": {
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"posX": 40.7253036,
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"posY": 1.29860592,
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"posZ": 66.7765656,
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"rotX": 1.697304e-7,
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"rotY": 270.0102,
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"rotZ": 2.00479718e-7,
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"posX": 40,
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"posY": 1.3,
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"posZ": 66,
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"rotX": 0,
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"rotY": 270,
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"rotZ": 0,
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"scaleX": 0.6,
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"scaleY": 1,
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"scaleZ": 0.6
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@ -380,8 +380,9 @@ end
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-- Constructs a list of available basic weaknesses by starting with the full pool of basic
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-- weaknesses then removing any which are currently in the play or deck construction areas
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---@param traits? string Trait(s) to use as filter
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---@return table: Array of weakness IDs which are valid to choose from
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function buildAvailableWeaknesses()
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function buildAvailableWeaknesses(traits)
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local weaknessesInPlay = {}
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local allObjects = getAllObjects()
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for _, object in ipairs(allObjects) do
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@ -399,7 +400,32 @@ function buildAvailableWeaknesses()
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if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then
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weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1
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else
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table.insert(availableWeaknesses, weaknessId)
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if traits then
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-- split the string into separate traits (separated by "|")
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local allowedTraits = {}
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for str in traits:gmatch("([^|]+)") do
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-- remove dots
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str = str:gsub("[%.]", "")
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-- remove leading and trailing whitespace
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str = str:match("^%s*(.-)%s*$")
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-- make sure string ends with a dot
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str = string.lower(str .. ".")
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table.insert(allowedTraits, str)
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end
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-- make sure the trait is present on the weakness
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local card = cardIdIndex[weaknessId]
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for _, allowedTrait in ipairs(allowedTraits) do
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if string.contains(string.lower(card.metadata.traits), allowedTrait) then
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table.insert(availableWeaknesses, weaknessId)
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break
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end
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end
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else
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table.insert(availableWeaknesses, weaknessId)
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end
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end
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end
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return availableWeaknesses
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@ -25,7 +25,7 @@ do
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return getAllCardsBag().call("getCardById", { id = id })
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end
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-- Gets a random basic weakness from the bag. Once a given ID has been returned it
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-- Gets a random basic weakness from the bag. Once a given ID has been returned it
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-- will be removed from the list and cannot be selected again until a reload occurs
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-- or the indexes are rebuilt, which will refresh the list to include all weaknesses.
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---@return string: ID of the selected weakness
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@ -80,6 +80,14 @@ do
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return returnCopyOfList(getAllCardsBag().call("getCardsByCycle", { cycle = cycle, sortByMetadata = sortByMetadata }))
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end
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-- Constructs a list of available basic weaknesses by starting with the full pool of basic
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-- weaknesses then removing any which are currently in the play or deck construction areas
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---@param traits? string Trait(s) to use as filter
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---@return table: Array of weakness IDs which are valid to choose from
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AllCardsBagApi.buildAvailableWeaknesses = function(traits)
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return returnCopyOfList(getAllCardsBag().call("buildAvailableWeaknesses", traits))
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end
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AllCardsBagApi.getUniqueWeaknesses = function()
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return returnCopyOfList(getAllCardsBag().call("getUniqueWeaknesses"))
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end
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@ -5,6 +5,8 @@ local allCardsBagApi = require("playercards/AllCardsBagApi")
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local arkhamDb = require("arkhamdb/ArkhamDb")
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local spawnBag = require("playercards/SpawnBag")
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local lastWeaknessTrait = "Madness"
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-- Size and position information for the three rows of class buttons
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local CIRCLE_BUTTON_SIZE = 250
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local CLASS_BUTTONS_X_OFFSET = 0.1325
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@ -224,9 +226,10 @@ function createWeaknessButtons()
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weaknessButtonParams.tooltip = "All Weaknesses"
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weaknessButtonParams.position = buttonPos
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self.createButton(weaknessButtonParams)
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buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
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weaknessButtonParams.click_function = "spawnRandomWeakness"
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weaknessButtonParams.tooltip = "Random Basic Weakness"
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weaknessButtonParams.tooltip = "Random Basic Weakness\nRight-click to specify a trait"
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weaknessButtonParams.position = buttonPos
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self.createButton(weaknessButtonParams)
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end
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@ -361,9 +364,9 @@ function createXML(showOtherCardsButton)
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alignment = "MiddleLeft",
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horizontalOverflow = "wrap",
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text = "• Select a group to place cards\n" ..
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"• Copy the cards you want for your deck\n" ..
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"• Select a new group to clear the placed cards and see new ones\n" ..
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"• Clear to remove all cards"
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"• Copy the cards you want for your deck\n" ..
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"• Select a new group to clear the placed cards and see new ones\n" ..
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"• Clear to remove all cards"
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}
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}
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}
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@ -775,13 +778,32 @@ function spawnWeaknesses()
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})
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end
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function spawnRandomWeakness()
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function spawnRandomWeakness(_, playerColor, isRightClick)
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prepareToPlaceCards()
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local weaknessId = allCardsBagApi.getRandomWeaknessId()
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if (weaknessId == nil) then
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broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 })
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return
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if not isRightClick then
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local weaknessId = allCardsBagApi.getRandomWeaknessId()
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if weaknessId == nil then
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broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 })
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else
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spawnSingleWeakness(weaknessId)
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end
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else
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Player[playerColor].showInputDialog("Specify a trait for the weakness (split multiple eligible traits with '|'):", lastWeaknessTrait,
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function(text)
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lastWeaknessTrait = text
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local availableWeaknesses = allCardsBagApi.buildAvailableWeaknesses(text)
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if #availableWeaknesses > 0 then
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spawnSingleWeakness(availableWeaknesses[math.random(#availableWeaknesses)])
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else
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broadcastToAll("No matching weakness available!", { 0.9, 0.2, 0.2 })
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end
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end)
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end
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end
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-- spawn the random weakness
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function spawnSingleWeakness(weaknessId)
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spawnBag.spawn({
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name = "randomWeakness",
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cards = { weaknessId },
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@ -28,6 +28,9 @@ Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
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if card.metadata.type == "Investigator" then
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table.insert(investigatorCards, card)
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elseif card.metadata.type == "Minicard" then
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-- set proper scale for minicards
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card.data.Transform.scaleX = 0.6
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card.data.Transform.scaleZ = 0.6
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table.insert(miniCards, card)
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else
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table.insert(standardCards, card)
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@ -1,32 +1,31 @@
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-- this script is shared between the lvl 0 and lvl 3 versions of Scroll of Secrets
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local mythosAreaApi = require("core/MythosAreaApi")
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local playermatApi = require("playermat/PlayermatApi")
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-- get class via metadata and create context menu accordingly
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function onLoad()
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-- get class via metadata and proceed menu accordingly:
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-- lvl 0: draw 1 card from the bottom
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-- mystic lvl 3: draw 1 card from the bottom
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local buttonLabel = "Draw bottom card"
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local amount = 1
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local notes = JSON.decode(self.getGMNotes())
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if notes then
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createContextMenu(notes.id)
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else
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print("Missing metadata for Scroll of Secrets!")
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end
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end
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function createContextMenu(id)
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if id == "05116" or id == "05116-t" then
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-- lvl 0: draw 1 card from the bottom
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self.addContextMenuItem("Draw bottom card", function(playerColor) contextFunc(playerColor, 1) end)
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elseif id == "05188" or id == "05188-t" then
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if notes.id == "05188" or notes.id == "05188-t" then
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-- seeker lvl 3: draw 3 cards from the bottom
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self.addContextMenuItem("Draw bottom card(s)", function(playerColor) contextFunc(playerColor, 3) end)
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elseif id == "05189" or id == "05189-t" then
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-- mystic lvl 3: draw 1 card from the bottom
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self.addContextMenuItem("Draw bottom card", function(playerColor) contextFunc(playerColor, 1) end)
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buttonLabel = buttonLabel .. "(s)"
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amount = 3
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end
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self.addContextMenuItem(buttonLabel, function(playerColor) contextFunc(playerColor, amount) end)
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end
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function contextFunc(playerColor, amount)
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local options = { "Encounter Deck" }
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deckData = {}
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local options = {}
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-- check for encounter deck
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local encounterDeck = mythosAreaApi.getEncounterDeck()
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if encounterDeck then
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table.insert(options, "Encounter Deck")
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deckData["Encounter Deck"] = { draw = encounterDeck }
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end
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-- check for players with a deck and only display them as option
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for _, color in ipairs(Player.getAvailableColors()) do
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@ -34,28 +33,35 @@ function contextFunc(playerColor, amount)
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local deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
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if deckAreaObjects.draw or deckAreaObjects.topCard then
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table.insert(options, color)
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local playerName = Player[color].steam_name
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local invName = playermatApi.getInvestigatorName(matColor)
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-- figure out a proper display name for the drop down menu
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local displayName = color .. " (color)"
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if playerName then
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displayName = playerName
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elseif invName ~= "" then
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displayName = invName .. " (inv)"
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end
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-- recreate table in this script to have access
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deckData[displayName] = {
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draw = deckAreaObjects.draw,
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topCard = deckAreaObjects.topCard
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}
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table.insert(options, displayName)
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end
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end
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-- show the target selection dialog
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Player[playerColor].showOptionsDialog("Select target deck", options, _, function(owner) drawCardsFromBottom(playerColor, owner, amount) end)
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Player[playerColor].showOptionsDialog("Select target deck", options, _,
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function(owner) drawCardsFromBottom(playerColor, owner, amount) end)
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end
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function drawCardsFromBottom(playerColor, owner, amount)
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-- variable initialization
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local deck = nil
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local deckAreaObjects = deckData[owner]
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local deck = deckAreaObjects.draw
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local deckSize = 1
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local deckAreaObjects = {}
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-- get the respective deck
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if owner == "Encounter Deck" then
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deck = mythosAreaApi.getEncounterDeck()
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else
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local matColor = playermatApi.getMatColor(owner)
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deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
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deck = deckAreaObjects.draw
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end
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-- error handling
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if not deck then
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@ -2,6 +2,7 @@ do
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local PlayermatApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local searchLib = require("util/SearchLib")
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local localInvestigatorPosition = { x = -1.17, y = 1, z = -0.01 }
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-- Convenience function to look up a mat's object by color, or get all mats.
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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@ -283,7 +284,6 @@ do
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-- Returns a list of mat colors that have an investigator placed
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PlayermatApi.getUsedMatColors = function()
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local localInvestigatorPosition = { x = -1.17, y = 1, z = -0.01 }
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local usedColors = {}
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for matColor, mat in pairs(getMatForColor("All")) do
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local searchPos = mat.positionToWorld(localInvestigatorPosition)
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@ -295,6 +295,19 @@ do
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return usedColors
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end
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-- Returns investigator name
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlayermatApi.getInvestigatorName = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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local searchPos = mat.positionToWorld(localInvestigatorPosition)
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local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck")
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if #searchResult == 1 then
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return searchResult[1].getName()
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end
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end
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return ""
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end
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-- Resets the specified skill tracker to "1, 1, 1, 1"
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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PlayermatApi.resetSkillTracker = function(matColor)
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|
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