moved code and fixed TTS merge bug
This commit is contained in:
parent
69b2302c7d
commit
f29335fb86
@ -27,7 +27,6 @@ local NOT_INTERACTABLE = {
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local chaosTokens = {}
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local chaosTokensLastMat = nil
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local IS_RESHUFFLING = false
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local bagSearchers = {}
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local MAT_COLORS = {"White", "Orange", "Green", "Red"}
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local hideTitleSplashWaitFunctionId = nil
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@ -138,14 +137,6 @@ function onLoad(savedData)
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math.randomseed(os.time())
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end
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---------------------------------------------------------
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-- encounter card drawing
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---------------------------------------------------------
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function isDeck(x) return x.tag == 'Deck' end
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function isCardOrDeck(x) return x.tag == 'Card' or x.tag == 'Deck' end
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-- Event hook for any object search. When chaos tokens are manipulated while the chaos bag
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-- container is being searched, a TTS bug can cause tokens to duplicate or vanish. We lock the
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-- chaos bag during search operations to avoid this.
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@ -174,82 +165,6 @@ function tryObjectEnterContainer(container, object)
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return true
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end
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function drawEncountercard(params)
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local position = params[1]
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local rotation = params[2]
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local alwaysFaceUp = params[3]
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local card
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local items = findInRadiusBy(ENCOUNTER_DECK_POS, 4, isCardOrDeck)
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if #items > 0 then
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for _, v in ipairs(items) do
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if v.tag == 'Deck' then
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card = v.takeObject({index = 0})
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break
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end
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end
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-- we didn't find the deck so just pull the first thing we did find
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if card == nil then card = items[1] end
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actualEncounterCardDraw(card, params)
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else
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-- nothing here, time to reshuffle
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reshuffleEncounterDeck(params)
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end
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end
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function actualEncounterCardDraw(card, params)
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local position = params[1]
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local rotation = params[2]
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local alwaysFaceUp = params[3]
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local faceUpRotation = 0
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if not alwaysFaceUp then
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local metadata = JSON.decode(card.getGMNotes()) or {}
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if metadata.hidden or getObjectFromGUID(DATA_HELPER_GUID).call('checkHiddenCard', card.getName()) then
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faceUpRotation = 180
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end
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end
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card.setPositionSmooth(position, false, false)
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card.setRotationSmooth({0, rotation.y, faceUpRotation}, false, false)
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end
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function reshuffleEncounterDeck(params)
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-- finishes moving the deck back and draws a card
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local function move(deck)
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deck.setPositionSmooth({ENCOUNTER_DECK_POS[1], ENCOUNTER_DECK_POS[2] + 2, ENCOUNTER_DECK_POS[3]}, false, true)
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actualEncounterCardDraw(deck.takeObject({index=0}), params)
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Wait.time(function() IS_RESHUFFLING = false end, 1)
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end
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-- bail out if we're mid reshuffle
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if IS_RESHUFFLING then return end
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local discarded = findInRadiusBy(ENCOUNTER_DECK_DISCARD_POSITION, 4, isDeck)
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if #discarded > 0 then
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IS_RESHUFFLING = true
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local deck = discarded[1]
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if not deck.is_face_down then deck.flip() end
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deck.shuffle()
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Wait.time(|| move(deck), 0.3)
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else
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printToAll("Couldn't find encounter discard pile to reshuffle.", {1, 0, 0})
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end
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end
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function findInRadiusBy(pos, radius, filter)
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local objList = Physics.cast({
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origin = pos,
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direction = {0, 1, 0},
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type = 2,
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size = {radius, radius, radius},
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max_distance = 0
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})
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local filteredList = {}
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for _, obj in ipairs(objList) do
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if filter and filter(obj.hit_object) then
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table.insert(filteredList, obj.hit_object)
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end
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end
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return filteredList
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end
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---------------------------------------------------------
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-- chaos token drawing
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---------------------------------------------------------
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@ -12,9 +12,16 @@ local ENCOUNTER_DISCARD_AREA = {
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lowerRight = { x = 1.58, z = 0.38 },
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}
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local currentScenario
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local useFrontData
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local tokenData
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-- global position of encounter deck and discard pile
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local ENCOUNTER_DECK_POS = { x = -3.93, y = 1, z = 5.76 }
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local ENCOUNTER_DISCARD_POSITION = { x = -3.85, y = 1, z = 10.38 }
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local isReshuffling = false
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-- scenario metadata
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local currentScenario, useFrontData, tokenData
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-- GUID of data helper
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local DATA_HELPER_GUID = "708279"
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local TRASHCAN
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local TRASHCAN_GUID = "70b9f6"
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@ -117,6 +124,68 @@ function returnTokenData()
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}
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end
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---------------------------------------------------------
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-- encounter card drawing
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---------------------------------------------------------
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-- 'params' contains the position, rotation and a boolean to force a faceup draw
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function drawEncounterCard(params)
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local card
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local items = searchArea(ENCOUNTER_DECK_POS, { 3, 1, 4 }, isCardOrDeck)
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if #items > 0 then
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for _, j in ipairs(items) do
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local v = j.hit_object
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if v.tag == 'Deck' then
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card = v.takeObject({ index = 0 })
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break
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end
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end
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-- we didn't find the deck so just pull the first thing we did find
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if card == nil then card = items[1].hit_object end
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actualEncounterCardDraw(card, params)
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else
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-- nothing here, time to reshuffle
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reshuffleEncounterDeck(params)
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end
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end
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function actualEncounterCardDraw(card, params)
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local faceUpRotation = 0
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if not params.alwaysFaceUp then
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local metadata = JSON.decode(card.getGMNotes()) or {}
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if metadata.hidden or getObjectFromGUID(DATA_HELPER_GUID).call('checkHiddenCard', card.getName()) then
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faceUpRotation = 180
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end
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end
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card.setPositionSmooth(params.pos, false, false)
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card.setRotationSmooth({ 0, params.rotY, faceUpRotation }, false, false)
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end
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function reshuffleEncounterDeck(params)
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-- flag to avoid multiple calls
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if isReshuffling then return end
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isReshuffling = true
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-- shuffle and flip deck, draw card after completion
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local discarded = searchArea(ENCOUNTER_DISCARD_POSITION, { 3, 1, 4 }, isDeck)
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if #discarded > 0 then
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local deck = discarded[1].hit_object
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if not deck.is_face_down then deck.flip() end
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deck.shuffle()
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deck.setPositionSmooth(Vector(ENCOUNTER_DECK_POS) + Vector(0, 2, 0), false, true)
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Wait.time(function() actualEncounterCardDraw(deck.takeObject({ index = 0 }), params) end, 0.5)
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else
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printToAll("Couldn't find encounter discard pile to reshuffle.", { 1, 0, 0 })
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end
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-- disable flag
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Wait.time(function() isReshuffling = false end, 1)
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end
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---------------------------------------------------------
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-- helper functions
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---------------------------------------------------------
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-- Simple method to check if the given point is in a specified area. Local use only,
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---@param point Vector. Point to check, only x and z values are relevant
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---@param bounds Table. Defined area to see if the point is within. See MAIN_PLAY_AREA for sample
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@ -124,16 +193,15 @@ end
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---@return Boolean. True if the point is in the area defined by bounds
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function inArea(point, bounds)
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return (point.x < bounds.upperLeft.x
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and point.x > bounds.lowerRight.x
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and point.z < bounds.upperLeft.z
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and point.z > bounds.lowerRight.z)
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and point.x > bounds.lowerRight.x
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and point.z < bounds.upperLeft.z
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and point.z > bounds.lowerRight.z)
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end
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-- removes tokens from the provided card/deck
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function removeTokensFromObject(object)
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for _, v in ipairs(searchArea(object.getPosition(), { 3, 1, 4 })) do
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local obj = v.hit_object
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if obj.getGUID() ~= "4ee1f2" and -- table
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obj ~= self and
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obj.type ~= "Deck" and
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@ -146,13 +214,31 @@ function removeTokensFromObject(object)
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end
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end
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function searchArea(origin, size)
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return Physics.cast({
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-- searches an area and optionally filters the result
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function searchArea(origin, size, filter)
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local objList = Physics.cast({
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origin = origin,
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direction = {0, 1, 0},
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direction = { 0, 1, 0 },
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orientation = self.getRotation(),
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type = 3,
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size = size,
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max_distance = 1
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})
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if filter then
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local filteredList = {}
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for _, obj in ipairs(objList) do
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if filter(obj.hit_object) then
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table.insert(filteredList, obj)
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end
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end
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return filteredList
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else
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return objList
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end
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end
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-- filter functions for searchArea
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function isDeck(x) return x.tag == 'Deck' end
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function isCardOrDeck(x) return x.tag == 'Card' or x.tag == 'Deck' end
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@ -7,5 +7,14 @@ do
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return getObjectFromGUID(MYTHOS_AREA_GUID).call("returnTokenData")
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end
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-- draw an encounter card to the requested position/rotation
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MythosAreaApi.drawEncounterCard = function(pos, rotY, alwaysFaceUp)
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getObjectFromGUID(MYTHOS_AREA_GUID).call("drawEncounterCard", {
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pos = pos,
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rotY = rotY,
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alwaysFaceUp = alwaysFaceUp
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})
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end
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return MythosAreaApi
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end
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@ -1,6 +1,8 @@
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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 chaosBagApi = require("chaosbag/ChaosBagApi")
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local mythosAreaApi = require("core/MythosAreaApi")
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local navigationOverlayApi = require("core/NavigationOverlayApi")
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local tokenChecker = require("core/token/TokenChecker")
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local tokenManager = require("core/token/TokenManager")
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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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@ -49,17 +51,17 @@ local THREAT_AREA = {
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}
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}
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local DRAW_DECK_POSITION = { x = -1.82, y = 1, z = 0 }
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local DISCARD_PILE_POSITION = { x = -1.82, y = 1.5, z = 0.61 }
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-- local position of draw and discard pile
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local DRAW_DECK_POSITION = { x = -1.82, y = 0, z = 0 }
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local DISCARD_PILE_POSITION = { x = -1.82, y = 0, z = 0.61 }
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local TRASHCAN
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local STAT_TRACKER
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local RESOURCE_COUNTER
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local chaosBagApi = require("chaosbag/ChaosBagApi")
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-- global position of encounter discard pile
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local ENCOUNTER_DISCARD_POSITION = { x = -3.85, y = 1.5, z = 10.38}
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-- global variable so it can be reset by the Clean Up Helper
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activeInvestigatorId = "00000"
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local TRASHCAN, STAT_TRACKER, RESOURCE_COUNTER
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local isDrawButtonVisible = false
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-- global variable to report "Dream-Enhancing Serum" status
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@ -83,11 +85,11 @@ function onLoad(save_state)
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-- button creation
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for i = 1, 6 do
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makeDiscardButton(DISCARD_BUTTON_OFFSETS[i], {-3.85, 3, 10.38}, i)
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makeDiscardButton(DISCARD_BUTTON_OFFSETS[i], i)
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end
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self.createButton({
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click_function = "drawEncountercard",
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click_function = "drawEncounterCard",
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function_owner = self,
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position = {-1.84, 0, -0.65},
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rotation = {0, 80, 0},
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@ -147,18 +149,35 @@ function spawnDeckZone()
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})
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end
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function searchArea(origin, size)
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return Physics.cast({
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-- searches an area and optionally filters the result
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function searchArea(origin, size, filter)
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local objList = Physics.cast({
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origin = origin,
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direction = {0, 1, 0},
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direction = { 0, 1, 0 },
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orientation = self.getRotation(),
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type = 3,
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size = size,
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max_distance = 1,
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debug = DEBUG
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max_distance = 1
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})
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if filter then
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local filteredList = {}
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for _, obj in ipairs(objList) do
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if filter(obj.hit_object) then
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table.insert(filteredList, obj)
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end
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end
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return filteredList
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else
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return objList
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end
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end
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-- filter functions for searchArea
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function isDeck(x) return x.tag == 'Deck' end
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function isCardOrDeck(x) return x.tag == 'Card' or x.tag == 'Deck' end
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-- Finds all objects on the playmat and associated set aside zone.
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function searchAroundSelf()
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local bounds = self.getBoundsNormalized()
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@ -170,9 +189,7 @@ function searchAroundSelf()
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-- table position of the playmat
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local setAsideDirection = bounds.center.z > 0 and 1 or -1
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local localCenter = self.positionToLocal(bounds.center)
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localCenter.x = localCenter.x
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+ setAsideDirection * SEARCH_AROUND_SELF_X_BUFFER / 2 / self.getScale().x
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localCenter.x = localCenter.x + setAsideDirection * SEARCH_AROUND_SELF_X_BUFFER / 2 / self.getScale().x
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return searchArea(self.positionToWorld(localCenter), bounds.size)
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end
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@ -196,19 +213,17 @@ end
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-- Discard buttons
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---------------------------------------------------------
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-- builds a function that discards things in searchPosition to discardPosition
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-- builds a function that discards things in searchPosition
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-- stuff on the card/deck will be put into the local trashcan
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function makeDiscardHandlerFor(searchPosition, discardPosition)
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function makeDiscardHandlerFor(searchPosition, )
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return function ()
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for _, hitObj in ipairs(findObjectsAtPosition(searchPosition)) do
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local obj = hitObj.hit_object
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if obj.tag == "Deck" or obj.tag == "Card" then
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if obj.hasTag("PlayerCard") then
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obj.setPositionSmooth(self.positionToWorld(DISCARD_PILE_POSITION), false, true)
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obj.setRotation(self.getRotation())
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placeOrMergeIntoDeck(obj, returnGlobalDiscardPosition(), self.getRotation())
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else
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obj.setPositionSmooth(discardPosition, false, true)
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obj.setRotation({0, -90, 0})
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placeOrMergeIntoDeck(obj, ENCOUNTER_DISCARD_POSITION, {x = 0, y = -90, z = 0})
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end
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-- put chaos tokens back into bag (e.g. Unrelenting)
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elseif tokenChecker.isChaosToken(obj) then
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@ -222,11 +237,52 @@ function makeDiscardHandlerFor(searchPosition, discardPosition)
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end
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end
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-- build a discard button to discard from searchPosition to discardPosition (number must be unique)
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function makeDiscardButton(xValue, discardPosition, number)
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-- places a card/deck at a position or merges into an existing deck
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-- rotation is optional
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function placeOrMergeIntoDeck(obj, pos, rot)
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if not pos then return end
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local offset = 0.5
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local deck, card, newPos
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-- search the new position for existing card/deck
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local searchResult = searchArea(pos, { 1, 1, 1 }, isCardOrDeck)
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if #searchResult == 1 then
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local match = searchResult[1].hit_object
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if match.type == 'Card' then
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card = match
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elseif match.type == 'Deck' then
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deck = match
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end
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end
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-- update vertical component of new position
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if card or deck then
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local bounds = searchResult[1].hit_object.getBounds()
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newPos = Vector(pos):setAt("y", bounds.center.y + bounds.size.y / 2 + offset)
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else
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newPos = Vector(pos) + Vector(0, offset, 0)
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end
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-- actual movement of the object
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if rot then
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obj.setRotationSmooth(rot, false, true)
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end
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obj.setPositionSmooth(newPos, false, true)
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-- this avoids a TTS bug that merges unrelated cards that are not resting
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if deck then
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Wait.time(function() deck.putObject(obj) end, 0.3)
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elseif card then
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Wait.time(function() obj.setPosition(newPos) end, 0.3)
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end
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end
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-- build a discard button to discard from searchPosition (number must be unique)
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function makeDiscardButton(xValue, number)
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local position = { xValue, 0.1, -0.94}
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local searchPosition = {-position[1], position[2], position[3] + 0.32}
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local handler = makeDiscardHandlerFor(searchPosition, discardPosition)
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local handler = makeDiscardHandlerFor(searchPosition)
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local handlerName = 'handler' .. number
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self.setVar(handlerName, handler)
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self.createButton({
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@ -479,7 +535,7 @@ function doDiscardOne()
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-- get a random non-hidden card (from the "choices" table)
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local num = math.random(1, #choices)
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hand[choices[num]].setPosition(returnGlobalDiscardPosition())
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placeOrMergeIntoDeck(hand[choices[num]], returnGlobalDiscardPosition(), self.getRotation())
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broadcastToAll(playerColor .. " randomly discarded card " .. choices[num] .. "/" .. #hand .. ".", "White")
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end
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end
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@ -782,8 +838,10 @@ function drawChaosTokenButton(_, _, isRightClick)
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chaosBagApi.drawChaosToken(self, DRAWN_CHAOS_TOKEN_OFFSET, isRightClick)
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end
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function drawEncountercard(_, _, isRightClick)
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Global.call("drawEncountercard", {self.positionToWorld(DRAWN_ENCOUNTER_CARD_OFFSET), self.getRotation(), isRightClick})
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function drawEncounterCard(_, _, isRightClick)
|
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local pos = self.positionToWorld(DRAWN_ENCOUNTER_CARD_OFFSET)
|
||||
local rotY = self.getRotation().y
|
||||
mythosAreaApi.drawEncounterCard(pos, rotY, isRightClick)
|
||||
end
|
||||
|
||||
function returnGlobalDiscardPosition()
|
||||
|
Loading…
Reference in New Issue
Block a user