Merge branch 'main' into card-panel

This commit is contained in:
Chr1Z93 2024-05-28 23:45:18 +02:00
commit e9b25d5f88
9 changed files with 113 additions and 44 deletions

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@ -1 +1 @@
{"includeDrawnTokens":true,"percentage":false,"tokenPrecedence":{"":[0,11],"Auto-fail":[-100,7],"Bless":[101,8],"Cultist":[-2,4],"Curse":[-101,9],"Elder Sign":[100,2],"Elder Thing":[-4,6],"Frost":[-99,10],"Skull":[-1,3],"Tablet":[-3,5]}}
{"includeDrawnTokens":true,"percentage":false,"tokenPrecedence":{"":[0,11],"Auto-fail":[-100,7],"Bless":[110,8],"Cultist":[-2,4],"Curse":[-110,9],"Elder Sign":[100,2],"Elder Thing":[-4,6],"Frost":[-105,10],"Skull":[-1,3],"Tablet":[-3,5]}}

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@ -161,12 +161,12 @@ function restoreCampaignData(importData, coin)
deckImporterApi.setUiState(importData["decks"])
end
-- maybe set campaign guide page
if importData["guide"] then
-- maybe set campaign guide page (unless it was on the first page)
if importData["guide"] and importData["guide"] ~= 0 then
local campaignGuide = findUniqueObjectWithTag("CampaignGuide")
if campaignGuide then
Wait.condition(
-- Called after the condition function returns true
-- Called after the condition function returns true
function() printToAll("Campaign Guide import successful!") end,
-- Condition function that is called continuously until it returns true or timeout is reached
function() return campaignGuide.Book.setPage(importData["guide"]) end,
@ -190,6 +190,13 @@ function restoreCampaignData(importData, coin)
playAreaApi.updateSurface(importData["playarea"])
playAreaApi.setInvestigatorCount(importData["clueCount"])
-- restore Playmat slots
if importData["slotData"] then
for matColor, slotData in pairs(importData["slotData"]) do
playmatApi.loadSlotData(matColor, slotData)
end
end
coin.destruct()
broadcastToAll("Campaign successfully imported!", "Green")
end
@ -265,6 +272,13 @@ function createCampaignToken(_, playerColor, _)
table.insert(campaignTokenData.ContainedObjects, indexData)
end
-- get the slot symbol data for each playmat (use GUIDReferenceApi to only get this for existing playmats)
campaignData.slotData = {}
for matColor, _ in pairs(guidReferenceApi.getObjectsByType("Playermat")) do
local slotData = playmatApi.getSlotData(matColor)
campaignData.slotData[matColor] = slotData
end
-- finish the data for the campaign token
campaignTokenData.GMNotes = JSON.encode(campaignData)
campaignTokenData.Nickname = campaignBox.getName() .. os.date(" %b %d") .. " Save"

View File

@ -11,7 +11,8 @@ local phaseImages = {
"http://cloud-3.steamusercontent.com/ugc/982233321870237261/C287CAED2423970F33E72D6C7415CBEC6794C533/"
}
local phaseId, broadcastChange
-- these are intentionally global for remote updating
-- phaseId, broadcastChange
function onSave()
return JSON.encode({

View File

@ -12,16 +12,18 @@ buttonParameters.height = 325
local inputParameters = {}
inputParameters.function_owner = self
inputParameters.font_size = 100
inputParameters.width = 250
inputParameters.height = inputParameters.font_size + 23
inputParameters.font_size = 200
inputParameters.width = 500
inputParameters.height = inputParameters.font_size + 46
inputParameters.alignment = 3
inputParameters.validation = 2
inputParameters.tab = 2
inputParameters.scale = { 0.5, 0.5, 0.5 }
local percentageLabel = {}
percentageLabel.function_owner = self
percentageLabel.click_function = "none"
percentageLabel.font_size = 200
percentageLabel.width = 0
percentageLabel.height = 0
@ -69,13 +71,13 @@ function onLoad(savedData)
end
createButtonsAndInputs()
-- maybe trigger layout() to draw percentage buttons
local objList = getObjectsWithTag("tempToken")
if #objList > 0 then
Wait.time(layout, 0.5)
end
-- context menu items
self.addContextMenuItem("Load default values", function()
loadDefaultValues()
@ -153,10 +155,10 @@ function loadDefaultValues()
["Tablet"] = { -3, 5},
["Elder Thing"] = { -4, 6},
["Auto-fail"] = { -100, 7},
["Bless"] = { 101, 8},
["Curse"] = { -101, 9},
["Frost"] = { -99, 10},
[""] = { 0, 11}
["Bless"] = { 110, 8},
["Curse"] = { -110, 9},
["Frost"] = { -105, 10},
[""] = { 0, 11}
}
end
@ -195,9 +197,11 @@ function createButtonsAndInputs()
click_function = "layout",
tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!",
position = { 0.725, 0.1, 2.025 },
scale = { 0.5, 0.5, 0.5 },
color = { 1, 1, 1 },
width = 675,
height = 175
font_size = 200,
width = 1350,
height = 325
})
end
@ -238,14 +242,14 @@ function deleteCopiedTokens()
end
-- creates buttons as labels as display for percentage values
function createPercentageButton(tokenCount, valueCount, tokenName)
local startPos = Vector(2.3, -0.04, 0.875 * valueCount)
function createPercentageButton(tokenCount, rowCount, tokenName)
local startPos = Vector(2.3, -0.04, 0.875 * rowCount)
if percentage == "cumulative" then
percentageLabel.scale = { 1.5, 1.5, 1.5 }
percentageLabel.scale = { 0.75, 0.75, 0.75 }
percentageLabel.position = startPos - Vector(0, 0, 2.85)
else
percentageLabel.scale = { 2, 2, 2 }
percentageLabel.scale = { 1, 1, 1 }
percentageLabel.position = startPos - Vector(0, 0, 2.675)
end
@ -254,8 +258,8 @@ function createPercentageButton(tokenCount, valueCount, tokenName)
percentageLabel.font_color = { 0.35, 0.71, 0.85 }
elseif tokenName == "Auto-fail" then
percentageLabel.font_color = { 0.86, 0.1, 0.1 }
-- check if the tokenName contains letters (e.g. symbol token)
elseif string.match(tokenName, "%a") ~= nil then
-- tokenName contains letters (e.g. symbol token)
percentageLabel.font_color = { 0.68, 0.53, 0.86 }
else
percentageLabel.font_color = { 0.85, 0.67, 0.33 }
@ -302,12 +306,14 @@ function layout(_, _, isRightClick)
end
-- clone tokens from chaos bag (default position above trash can)
local rawData = chaosBag.getData().ContainedObjects
local rawData = chaosBag.getData().ContainedObjects or {}
-- optionally get the data for tokens in play
if includeDrawnTokens then
for _, token in pairs(chaosBagApi.getTokensInPlay()) do
if token ~= nil then table.insert(rawData, token.getData()) end
if token ~= nil then
table.insert(rawData, token.getData())
end
end
end
@ -335,8 +341,15 @@ function layout(_, _, isRightClick)
end
end
-- sort table by value (symbols last if same value)
table.sort(data, tokenValueComparator)
-- handling for near empty chaos bag
if #data == 0 then
-- small delay to limit update calls
Wait.time(function() updating = false end, 0.1)
return
elseif #data > 1 then
-- sort table by value (symbols last if same value)
table.sort(data, tokenValueComparator)
end
-- laying out the tokens
local pos = self.getPosition() + Vector(3.55, -0.05, -3.95)
@ -346,21 +359,21 @@ function layout(_, _, isRightClick)
local rotation = self.getRotation()
local currentValue = data[1].value
local tokenCount = { row = 0, sum = 0, total = #data }
local valueCount = 1
local tokenName = false
local rowCount = 1
local tokenName
for i, item in ipairs(data) do
for _, item in ipairs(data) do
-- this is true for the first token in a new row
if item.value ~= currentValue then
if percentage then
tokenCount.sum = tokenCount.sum + tokenCount.row
createPercentageButton(tokenCount, valueCount, tokenName)
createPercentageButton(tokenCount, rowCount, tokenName)
end
location.x = location.x - 1.75
location.z = pos.z
currentValue = item.value
valueCount = valueCount + 1
rowCount = rowCount + 1
tokenCount.row = 0
end
@ -377,21 +390,17 @@ function layout(_, _, isRightClick)
-- this is repeated to create the button for the last token
if percentage then
tokenCount.sum = tokenCount.sum + tokenCount.row
createPercentageButton(tokenCount, valueCount, tokenName)
createPercentageButton(tokenCount, rowCount, tokenName)
end
-- introducing a small delay to limit update calls
-- small delay to limit update calls
Wait.time(function() updating = false end, 0.1)
end
-- called from outside to set default values for tokens
function onTokenDataChanged(parameters)
local tokenData = parameters.tokenData or {}
local currentScenario = parameters.currentScenario or ""
local useFrontData = parameters.useFrontData
-- update token precedence
for key, table in pairs(tokenData) do
for key, table in pairs(parameters.tokenData or {}) do
local modifier = table.modifier
if modifier == -999 then modifier = 0 end
tokenPrecedence[key][1] = modifier

View File

@ -135,11 +135,17 @@ function discardObject(playerColor, hoveredObject)
return
end
-- warning for locations since these are usually not meant to be discarded
if hoveredObject.hasTag("Location") then
broadcastToAll("Watch out: A location was discarded.", "Yellow")
-- These should probably not be discarded normally. Ask player for confirmation.
if (hoveredObject.type == "Deck") or hoveredObject.hasTag("Location") then
local suspect = (hoveredObject.type == "Deck") and "Deck" or "Location"
Player[playerColor].showConfirmDialog("Discard " .. suspect .. "?", function () performDiscard(playerColor, hoveredObject) end)
return
end
performDiscard(playerColor, hoveredObject)
end
function performDiscard(playerColor, hoveredObject)
-- initialize list of objects to discard
local discardTheseObjects = { hoveredObject }
@ -168,7 +174,7 @@ function discardTopDeck(playerColor, hoveredObject)
else
takenCard = hoveredObject
end
Wait.frames(function() discardObject(playerColor, takenCard) end, 1)
Wait.frames(function() performDiscard(playerColor, takenCard) end, 1)
end
-- helper function to get the player to trigger the discard function for

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@ -222,6 +222,11 @@ function onObjectNumberTyped(hoveredObject, playerColor, number)
end
end
-- TTS event, used to redraw the playmat slot symbols after a small delay to account for the custom font loading
function onPlayerConnect()
Wait.time(function() playmatApi.redrawSlotSymbols("All") end, 0.2)
end
---------------------------------------------------------
-- chaos token drawing
---------------------------------------------------------

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@ -121,7 +121,14 @@ end
---@param cardData table TTS object data for the card
function addCardToIndex(cardData)
-- using the more efficient 'json.parse()' to speed this process up
local cardMetadata = json.parse(cardData.GMNotes)
local status, cardMetadata = pcall(function() json.parse(cardData.GMNotes) end)
-- if an error happens, fallback to the regular parser
if status ~= true then
cardMetadata = JSON.decode(cardData.GMNotes)
end
-- if metadata was not valid JSON or empty, don't add the card
if not cardMetadata then return end
-- use the ZoopGuid as fallback if no id present

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@ -72,8 +72,8 @@ local slotNameToChar = {
["Tarot"] = "A"
}
-- slot symbol for the respective slot (from top left to bottom right)
local slotData = {}
-- slot symbol for the respective slot (from top left to bottom right) - intentionally global!
slotData = {}
local defaultSlotData = {
-- 1st row
"any", "any", "any", "Tarot", "Hand (left)", "Hand (right)", "Ally",

View File

@ -55,6 +55,25 @@ do
end
end
-- gets the slot data for the playmat
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.getSlotData = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getTable("slotData")
end
end
-- sets the slot data for the playmat
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
---@param newSlotData table New slot data for the playmat
PlaymatApi.loadSlotData = function(matColor, newSlotData)
for _, mat in pairs(getMatForColor(matColor)) do
mat.setTable("slotData", newSlotData)
mat.call("redrawSlotSymbols")
return
end
end
-- Performs a search of the deck area of the requested playmat and returns the result as table
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.getDeckAreaObjects = function(matColor)
@ -258,6 +277,14 @@ do
end
end
-- Redraws the XML for the slot symbols based on the slotData table
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
PlaymatApi.redrawSlotSymbols = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("redrawSlotSymbols")
end
end
-- Finds all objects on the playmat and associated set aside zone and returns a table
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
---@param filter string Name of the filte function (see util/SearchLib)