Added ArkhamDB Importer support for SS upgrade sheet changes, and minor refactor on code logic for the same
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@ -34,7 +34,7 @@
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"LayoutGroupSortIndex": 0,
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"LayoutGroupSortIndex": 0,
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"Locked": false,
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"Locked": false,
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"LuaScript": "require(\"playercards/customizable/SummonedServitorUpgradeSheet\")",
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"LuaScript": "require(\"playercards/customizable/SummonedServitorUpgradeSheet\")",
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"LuaScriptState": "[[0,0,0,0,0,0,0,0,0,0],[\"\",\"\",\"\",\"\",\"\"],\"\"]",
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"LuaScriptState": "[[0,0,0,0,0,0,0,0,0,0],[\"\"]]",
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"MeasureMovement": false,
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"MeasureMovement": false,
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"Name": "CardCustom",
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"Name": "CardCustom",
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"Nickname": "Summoned Servitor Upgrade Sheet",
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"Nickname": "Summoned Servitor Upgrade Sheet",
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@ -5,7 +5,7 @@ local playAreaApi = require("core/PlayAreaApi")
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local arkhamDb = require("arkhamdb/ArkhamDb")
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local arkhamDb = require("arkhamdb/ArkhamDb")
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local zones = require("playermat/Zones")
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local zones = require("playermat/Zones")
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local DEBUG = false
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local DEBUG = true
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local ALL_CARDS_GUID = "15bb07"
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local ALL_CARDS_GUID = "15bb07"
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@ -30,6 +30,11 @@ customizationRowsWithFields["09079"].inputMap = {}
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customizationRowsWithFields["09079"].inputMap[1] = 1
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customizationRowsWithFields["09079"].inputMap[1] = 1
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customizationRowsWithFields["09079"].inputMap[5] = 2
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customizationRowsWithFields["09079"].inputMap[5] = 2
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customizationRowsWithFields["09079"].inputMap[6] = 3
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customizationRowsWithFields["09079"].inputMap[6] = 3
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-- Summoned Servitor
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customizationRowsWithFields["09080"] = {}
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customizationRowsWithFields["09080"].inputCount = 1
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customizationRowsWithFields["09080"].inputMap = {}
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customizationRowsWithFields["09080"].inputMap[6] = 1
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-- Grizzled
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-- Grizzled
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customizationRowsWithFields["09101"] = {}
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customizationRowsWithFields["09101"] = {}
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customizationRowsWithFields["09101"].inputCount = 3
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customizationRowsWithFields["09101"].inputCount = 3
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@ -372,6 +377,9 @@ function handleCustomizableUpgrades(cardList, customizations)
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table.insert(inputValues, "")
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table.insert(inputValues, "")
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end
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end
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end
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end
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for key, value in pairs(inputValues) do
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log("Key " .. key.." Value " .. value)
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end
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local inputCount = 0
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local inputCount = 0
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for _, entry in ipairs(index_xp) do
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for _, entry in ipairs(index_xp) do
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local counter = 0
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local counter = 0
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@ -389,15 +397,19 @@ function handleCustomizableUpgrades(cardList, customizations)
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inputValues[customizationRowsWithFields[baseId].inputMap[index]] = convertRavenQuillSelections(str)
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inputValues[customizationRowsWithFields[baseId].inputMap[index]] = convertRavenQuillSelections(str)
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elseif customizationRowsWithFields[baseId] ~= nil then
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elseif customizationRowsWithFields[baseId] ~= nil then
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inputValues[customizationRowsWithFields[baseId].inputMap[index]] = str
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inputValues[customizationRowsWithFields[baseId].inputMap[index]] = str
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log(str)
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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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end
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end
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-- remove first entry in markedBoxes if row 0 has textbox
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-- remove first entry in markedBoxes if row 0 has textbox
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if customizationRowsWithFields[baseId] ~= nil
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if customizationRowsWithFields[baseId] ~= nil and customizationRowsWithFields[baseId].inputCount > 0 then
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and customizationRowsWithFields[baseId].inputCount > 0 then
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if (baseId == "09080" and markedBoxes[6] == 2 and inputValues[customizationRowsWithFields[baseId].inputMap[6]] == "") then
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table.remove(markedBoxes, 1)
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inputValues[customizationRowsWithFields[baseId].inputMap[6]] = "0"
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else
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table.remove(markedBoxes, 1)
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end
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end
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end
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-- write the loaded values to the save_data of the sheets
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-- write the loaded values to the save_data of the sheets
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@ -35,9 +35,12 @@ inputBoxes = {}
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local SLOT_ICON_POSITIONS = {
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local SLOT_ICON_POSITIONS = {
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arcane = { x = 0.160, z = 0.65},
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arcane = { x = 0.160, z = 0.65},
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ally = { x = -0.073, z = 0.65}
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ally = { x = -0.073, z = 0.65}
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}
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}
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local selectedSlot = ""
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-- These match with ArkhamDB's way of storing the data in the dropdown menu
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local slotIndices = {arcane = "1", ally = "0", none = ""}
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local selectedSlot = slotIndices.none
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-- override 'marked boxes' for debugging ('all' or 'none')
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-- override 'marked boxes' for debugging ('all' or 'none')
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markDEBUG = ""
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markDEBUG = ""
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@ -45,22 +48,17 @@ markDEBUG = ""
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-- save state when going into bags / decks
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-- save state when going into bags / decks
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function onDestroy() self.script_state = onSave() end
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function onDestroy() self.script_state = onSave() end
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function onSave() return JSON.encode({ markedBoxes, inputValues, selectedSlot }) end
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function onSave() return JSON.encode({ markedBoxes, {selectedSlot} }) end
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-- Startup procedure
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-- Startup procedure
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function onLoad(saved_data)
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function onLoad(saved_data)
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if saved_data ~= "" and markDEBUG == "" then
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if saved_data ~= "" and markDEBUG == "" then
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local loaded_data = JSON.decode(saved_data)
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local loaded_data = JSON.decode(saved_data)
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markedBoxes = loaded_data[1]
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markedBoxes = loaded_data[1]
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inputValues = loaded_data[2]
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selectedSlot = loaded_data[2][1]
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if #loaded_data > 2 then
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selectedSlot = loaded_data[3]
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else
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selectedSlot = ""
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end
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else
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else
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markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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inputValues = { "", "", "", "", "" }
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selectedSlot = ""
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end
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end
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makeData()
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makeData()
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@ -214,22 +212,22 @@ function makeSlotSelectionButtons()
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buttonPositions.x = -1 * SLOT_ICON_POSITIONS.ally.x
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buttonPositions.x = -1 * SLOT_ICON_POSITIONS.ally.x
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buttonData.position = buttonPositions
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buttonData.position = buttonPositions
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self.createButton(buttonData)
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self.createButton(buttonData)
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end
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end
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function click_arcane()
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function click_arcane()
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if selectedSlot ~= "arcane" then
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if selectedSlot == slotIndices.arcane then
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selectedSlot = "arcane"
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selectedSlot = slotIndices.none
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else
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else
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selectedSlot = ""
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selectedSlot = slotIndices.arcane
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end
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end
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updateSlotDisplay()
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updateSlotDisplay()
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end
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end
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function click_ally()
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function click_ally()
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if selectedSlot ~= "ally" then
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if selectedSlot == slotIndices.ally then
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selectedSlot = "ally"
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selectedSlot = slotIndices.none
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else
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else
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selectedSlot = ""
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selectedSlot = slotIndices.ally
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end
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end
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updateSlotDisplay()
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updateSlotDisplay()
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end
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end
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@ -256,9 +254,9 @@ function updateSlotDisplay()
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}
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}
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local arcaneVecColor = {0.5, 0.5, 0.5, 0.75}
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local arcaneVecColor = {0.5, 0.5, 0.5, 0.75}
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local allyVecColor = {0.5, 0.5, 0.5, 0.75}
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local allyVecColor = {0.5, 0.5, 0.5, 0.75}
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if selectedSlot == "arcane" then
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if selectedSlot == slotIndices.arcane then
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arcaneVecColor = {0.597, 0.195, 0.796}
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arcaneVecColor = {0.597, 0.195, 0.796}
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elseif selectedSlot == "ally" then
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elseif selectedSlot == slotIndices.ally then
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allyVecColor = {0.597, 0.195, 0.796}
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allyVecColor = {0.597, 0.195, 0.796}
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end
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end
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