code cleanup, variable renaming

This commit is contained in:
Chr1Z93 2023-03-28 00:54:40 +02:00
parent 9a858811c8
commit f592cd17ea

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@ -4,7 +4,7 @@ local mythosAreaApi = require("core/MythosAreaApi")
local buttonParameters = {} local buttonParameters = {}
buttonParameters.function_owner = self buttonParameters.function_owner = self
buttonParameters.label = "" buttonParameters.label = ""
buttonParameters.tooltip = "Add / Remove" buttonParameters.tooltip = "Increase / Decrease"
buttonParameters.color = { 0, 0, 0, 0 } buttonParameters.color = { 0, 0, 0, 0 }
buttonParameters.width = 325 buttonParameters.width = 325
buttonParameters.height = 325 buttonParameters.height = 325
@ -18,10 +18,13 @@ inputParameters.alignment = 3
inputParameters.validation = 2 inputParameters.validation = 2
inputParameters.tab = 2 inputParameters.tab = 2
local latestLoad = "XXX" -- variables with save function
local updating = false
local percentage = false
local tokenPrecedence = {} local tokenPrecedence = {}
local latestLoad = "XXX"
local percentage = false
-- variables without save function
local updating = false
local TOKEN_NAMES = { local TOKEN_NAMES = {
"Elder Sign", "Elder Sign",
"Skull", "Skull",
@ -44,6 +47,7 @@ function onSave()
}) })
end end
-- loading data, button creation and initial layouting
function onLoad(saveState) function onLoad(saveState)
if saveState ~= nil and saveState ~= "" then if saveState ~= nil and saveState ~= "" then
local loadedData = JSON.decode(saveState) local loadedData = JSON.decode(saveState)
@ -54,15 +58,18 @@ function onLoad(saveState)
loadDefaultValues() loadDefaultValues()
end end
createDefaultButtonsAndInputs(true) createButtonsAndInputs(true)
layout()
-- reset context menu -- context menu items
self.addContextMenuItem("Load default values", function() self.addContextMenuItem("Load default values", function()
latestLoad = "XXX"
loadDefaultValues() loadDefaultValues()
updateUI() updateUI()
layout() layout()
end) end)
self.addContextMenuItem("Toggle Percentages", function()
self.addContextMenuItem("Toggle percentages", function()
if percentage then if percentage then
percentage = false percentage = false
else else
@ -70,25 +77,26 @@ function onLoad(saveState)
end end
layout() layout()
end) end)
self.addContextMenuItem("Toggle Cumulative", function()
if percentage == "basic" or not percentage then self.addContextMenuItem("Toggle cumulative", function()
percentage = "cumulative" if percentage == "cumulative" then
broadcastToAll("Cumulative percentages are unreliable when using tokens that draw other tokens (bless or curse for example)", Color.Yellow)
else
percentage = "basic" percentage = "basic"
else
percentage = "cumulative"
broadcastToAll("Cumulative percentages are unreliable when using tokens that draw other tokens (bless or curse for example).", Color.Yellow)
end end
layout() layout()
end) end)
layout()
-- grab token metadata from mythos area -- grab token metadata from mythos area
Wait.time(function() onTokenDataChanged(mythosAreaApi.returnTokenData()) end, 0.5) Wait.time(function() onTokenDataChanged(mythosAreaApi.returnTokenData()) end, 0.2)
end end
-- delete temporary tokens when destroyed -- delete temporary tokens when destroyed
function onDestroy() deleteCopiedTokens() end function onDestroy() deleteCopiedTokens() end
-- layout tokens when dropped (after 2 seconds) -- layout tokens when dropped (after 1.5 seconds)
function onDrop() Wait.time(layout, 2) end function onDrop() Wait.time(layout, 1.5) end
-- delete temporary tokens when picked up -- delete temporary tokens when picked up
function onPickUp() deleteCopiedTokens() end function onPickUp() deleteCopiedTokens() end
@ -114,7 +122,10 @@ end
function tokenClick(isRightClick, index) function tokenClick(isRightClick, index)
local change = tonumber(isRightClick and "-1" or "1") local change = tonumber(isRightClick and "-1" or "1")
tokenPrecedence[TOKEN_NAMES[index]][1] = tokenPrecedence[TOKEN_NAMES[index]][1] + change tokenPrecedence[TOKEN_NAMES[index]][1] = tokenPrecedence[TOKEN_NAMES[index]][1] + change
self.editInput({ index = index - 1, value = tokenPrecedence[TOKEN_NAMES[index]][1] }) self.editInput({
index = index - 1,
value = tokenPrecedence[TOKEN_NAMES[index]][1]
})
layout() layout()
end end
@ -131,33 +142,24 @@ end
-- loads the default precedence table -- loads the default precedence table
function loadDefaultValues() function loadDefaultValues()
-- token modifiers for sorting (and order for same modifier) -- 1st value: token modifiers for sorting
-- order starts at 2 because there is a "+1" token -- 2nd value: order for equivalent tokens (starts at 2 because of "+1" token)
tokenPrecedence = { tokenPrecedence = {
["Elder Sign"] = { 100, 2 }, ["Elder Sign"] = { 100, 2},
["Skull"] = { -1, 3 }, ["Skull"] = { -1, 3},
["Cultist"] = { -2, 4 }, ["Cultist"] = { -2, 4},
["Tablet"] = { -3, 5 }, ["Tablet"] = { -3, 5},
["Elder Thing"] = { -4, 6 }, ["Elder Thing"] = { -4, 6},
["Auto-fail"] = { -100, 7 }, ["Auto-fail"] = { -100, 7},
["Bless"] = { 101, 8 }, ["Bless"] = { 101, 8},
["Curse"] = { -101, 9 }, ["Curse"] = { -101, 9},
["Frost"] = { -99, 10 }, ["Frost"] = { -99, 10},
[""] = { 0, 11 } [""] = { 0, 11}
} }
end end
-- creates all starting buttons and inputs -- creates buttons and inputs (if argument is true)
function createDefaultButtonsAndInputs(loadInputs) function createButtonsAndInputs(loadInputs)
loadInputs = loadInputs or false
buttonParameters.function_owner = self
buttonParameters.label = ""
buttonParameters.tooltip = "Increase / Decrease"
buttonParameters.color = { 0, 0, 0, 0 }
buttonParameters.width = 325
buttonParameters.height = 325
-- create UI
local offset = 0.725 local offset = 0.725
local pos = { x = { -1.067, 0.377 }, z = -2.175 } local pos = { x = { -1.067, 0.377 }, z = -2.175 }
@ -165,47 +167,48 @@ function createDefaultButtonsAndInputs(loadInputs)
for i = 1, 10 do for i = 1, 10 do
if i < 6 then if i < 6 then
buttonParameters.position = { pos.x[1], 0, pos.z + i * offset } buttonParameters.position = { pos.x[1], 0, pos.z + i * offset }
if loadInputs then
inputParameters.position = { pos.x[1] + offset, 0.1, pos.z + i * offset } inputParameters.position = { pos.x[1] + offset, 0.1, pos.z + i * offset }
end
else else
buttonParameters.position = { pos.x[2], 0, pos.z + (i - 5) * offset } buttonParameters.position = { pos.x[2], 0, pos.z + (i - 5) * offset }
if loadInputs then
inputParameters.position = { pos.x[2] + offset, 0.1, pos.z + (i - 5) * offset } inputParameters.position = { pos.x[2] + offset, 0.1, pos.z + (i - 5) * offset }
end end
end
buttonParameters.click_function = attachIndex("tokenClick", i) buttonParameters.click_function = attachIndex("tokenClick", i)
self.createButton(buttonParameters) self.createButton(buttonParameters)
-- only create inputs on initial load
if loadInputs then if loadInputs then
inputParameters.input_function = attachIndex2("tokenInput", i) inputParameters.input_function = attachIndex2("tokenInput", i)
inputParameters.value = tokenPrecedence[TOKEN_NAMES[i]][1] inputParameters.value = tokenPrecedence[TOKEN_NAMES[i]][1]
self.createInput(inputParameters) self.createInput(inputParameters)
end end
end end
-- index 10: "Update / Hide" button -- index 10: "Update / Hide" button
buttonParameters.label = "Update / Hide" self.createButton({
buttonParameters.click_function = "layout" function_owner = self,
buttonParameters.tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!" label = "Update / Hide",
buttonParameters.position = { 0.725, 0.1, 2.025 } click_function = "layout",
buttonParameters.color = { 1, 1, 1 } tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!",
buttonParameters.width = 675 position = { 0.725, 0.1, 2.025 },
buttonParameters.height = 175 color = { 1, 1, 1 },
self.createButton(buttonParameters) width = 675,
height = 175
})
end end
-- update input fields -- update input fields
function updateUI() function updateUI()
for i = 1, 10 do for i = 1, 10 do
self.editInput({ index = i - 1, value = tokenPrecedence[TOKEN_NAMES[i]][1] }) self.editInput({
index = i - 1,
value = tokenPrecedence[TOKEN_NAMES[i]][1]
})
end end
end end
-- order function for data sorting -- order function for data sorting
function token_value_comparator(left, right) function tokenValueComparator(left, right)
if left.value > right.value then if left.value > right.value then
return true return true
elseif right.value > left.value then elseif right.value > left.value then
@ -219,46 +222,47 @@ function token_value_comparator(left, right)
end end
end end
-- checks scripting zone for chaos bag -- deletes previously placed tokens
function findChaosBag()
for _, item in ipairs(getObjectFromGUID("83ef06").getObjects()) do
if item.getDescription() == "Chaos Bag" then
return item
end
end
end
-- deletes previously placed tokens AND percentage buttons
function deleteCopiedTokens() function deleteCopiedTokens()
for _, token in ipairs(getObjectsWithTag("tempToken")) do
token.destruct()
end
-- this removes the percentage buttons
self.clearButtons() self.clearButtons()
createDefaultButtonsAndInputs() createButtonsAndInputs()
for _, token in ipairs(getObjectsWithTag("tempToken")) do token.destruct() end
end end
-- creates percentage representation buttons -- creates percentage representation buttons
function createPercentageButton(token_count, value_count, data, token_name, cumulative_percentage) function createPercentageButton(basePercentage, valueCount, tokenName, cumulativePercentage)
local offset = -2.675 local buttonScale, offset, textColor, labelString
local label_string = string.format("%s", string.format("%05.2f", math.floor((token_count / #data) * 10000) / 100) .. "%")
local buttonScale = {2, 2, 2}
local textColor = {1, 1, 1}
if percentage == "cumulative" then
if percentage == "cumulative" then
buttonScale = {1.5, 1.5, 1.5} buttonScale = {1.5, 1.5, 1.5}
offset = -2.85 offset = -2.85
else
buttonScale = {2, 2, 2}
offset = -2.675
end end
if cumulative_percentage then
-- if this is a cumulative button (bottom one of the two created buttons)
if cumulativePercentage then
offset = -2.45 offset = -2.45
textColor = {1, 1, 1} textColor = {1, 1, 1}
label_string = string.format("%s", string.format("%05.2f", cumulative_percentage) .. "%")
if cumulative_percentage == 100 then -- only display one digit for 100%
label_string = string.format("%s", string.format("%05.1f", cumulative_percentage) .. "%") if cumulativePercentage == 100 then
labelString = string.format("%s", string.format("%05.1f", cumulativePercentage) .. "%")
else
labelString = string.format("%s", string.format("%05.2f", cumulativePercentage) .. "%")
end end
else else
if token_name == "Elder Sign" then labelString = string.format("%s", string.format("%05.2f", basePercentage) .. "%")
if tokenName == "Elder Sign" then
textColor = {0.35, 0.71, 0.85} textColor = {0.35, 0.71, 0.85}
elseif token_name == "Auto-fail" then elseif tokenName == "Auto-fail" then
textColor = {0.86, 0.1, 0.1} textColor = {0.86, 0.1, 0.1}
elseif token_name then elseif tokenName then
textColor = {0.68, 0.53, 0.86} textColor = {0.68, 0.53, 0.86}
else else
textColor = {0.85, 0.67, 0.33} textColor = {0.85, 0.67, 0.33}
@ -266,13 +270,13 @@ function createPercentageButton(token_count, value_count, data, token_name, cumu
end end
self.createButton({ self.createButton({
label = label_string, label = labelString,
click_function = "print", click_function = "none",
width = 0, width = 0,
height = 0, height = 0,
scale = buttonScale, scale = buttonScale,
font_color = textColor, font_color = textColor,
position = (Vector(2.2, -0.05, offset) + Vector(0.1, 0, 0.875 * value_count)) position = Vector(2.3, -0.05, offset + 0.875 * valueCount)
}) })
end end
@ -288,7 +292,7 @@ function layout(_, _, isRightClick)
return return
end end
local chaosBag = findChaosBag() local chaosBag = Global.call("findChaosBag")
local data = {} local data = {}
-- clone tokens from chaos bag (default position above trash can) -- clone tokens from chaos bag (default position above trash can)
@ -299,14 +303,15 @@ function layout(_, _, isRightClick)
position = { 0.49, 3, 0 } position = { 0.49, 3, 0 }
}) })
local value = tonumber(obj["Nickname"]) local value = tonumber(obj.Nickname)
local precedence = tokenPrecedence[obj["Nickname"]] local precedence = tokenPrecedence[obj.Nickname]
data[i] = { data[i] = {
token = spawnedObj, token = spawnedObj,
value = value or precedence[1] value = value or precedence[1]
} }
-- order for comparator function
if precedence ~= nil then if precedence ~= nil then
data[i].order = precedence[2] data[i].order = precedence[2]
else else
@ -315,58 +320,60 @@ function layout(_, _, isRightClick)
end end
-- sort table by value (symbols last if same value) -- sort table by value (symbols last if same value)
table.sort(data, token_value_comparator) table.sort(data, tokenValueComparator)
-- error handling for removal of token arranger
if self == nil then
for _, token in ipairs(getObjectsWithTag("tempToken")) do token.destruct() end
return
end
-- laying out the tokens -- laying out the tokens
local pos = self.getPosition() + Vector(3.55, -0.05, -3.95) local pos = self.getPosition() + Vector(3.55, -0.05, -3.95)
if percentage then if percentage then pos.z = pos.z - 3.05 end
pos.z = self.getPosition().z - 7
end
local location = { x = pos.x, y = pos.y, z = pos.z } local location = { x = pos.x, y = pos.y, z = pos.z }
local current_value = data[1].value local currentValue = data[1].value
local token_count = 0 local tokenCount = 0
local value_count = 1 local valueCount = 1
local cumulative_percentage = 0 local cumulativePercentage = 0
local current_token = false local tokenName = false
for _, item in ipairs(data) do for _, item in ipairs(data) do
if item.value ~= current_value then if item.value ~= currentValue then
if percentage then if percentage then
cumulative_percentage = cumulative_percentage + math.floor((token_count / #data) * 10000) / 100 local basePercentage = math.floor((tokenCount / #data) * 10000) / 100
createPercentageButton(token_count, value_count, data, current_token) createPercentageButton(basePercentage, valueCount, tokenName)
if percentage == "cumulative" then if percentage == "cumulative" then
createPercentageButton(token_count, value_count, data, current_token, cumulative_percentage) cumulativePercentage = cumulativePercentage + basePercentage
createPercentageButton(basePercentage, valueCount, tokenName, cumulativePercentage)
end end
end end
location.x = location.x - 1.75 location.x = location.x - 1.75
location.z = pos.z location.z = pos.z
current_value = item.value currentValue = item.value
value_count = value_count + 1 valueCount = valueCount + 1
token_count = 0 tokenCount = 0
current_token = false
end
if string.match(item.token.getName(), "%a") ~= nil then
current_token = item.token.getName()
end end
item.token.setPosition(location) item.token.setPosition(location)
item.token.setRotation(self.getRotation()) item.token.setRotation(self.getRotation())
location.z = location.z - 1.75 location.z = location.z - 1.75
token_count = token_count + 1 tokenCount = tokenCount + 1
tokenName = item.token.getName()
-- set tokenName to false if it does not contain letters
if string.match(tokenName, "%a") == nil then
tokenName = false
end end
if percentage then
cumulative_percentage = cumulative_percentage + math.floor((token_count / #data) * 10000) / 100
createPercentageButton(token_count, value_count, data, current_token)
if percentage == "cumulative" then
createPercentageButton(token_count, value_count, data, current_token, cumulative_percentage)
end end
-- this is repeated to create the button for the last token
if percentage then
local basePercentage = math.floor((tokenCount / #data) * 10000) / 100
createPercentageButton(basePercentage, valueCount, tokenName)
if percentage == "cumulative" then
cumulativePercentage = cumulativePercentage + basePercentage
createPercentageButton(basePercentage, valueCount, tokenName, cumulativePercentage)
end end
end
-- introducing a small delay to limit update calls
Wait.time(function() updating = false end, 0.1) Wait.time(function() updating = false end, 0.1)
end end
@ -374,7 +381,7 @@ end
function onTokenDataChanged(parameters) function onTokenDataChanged(parameters)
local tokenData = parameters.tokenData or {} local tokenData = parameters.tokenData or {}
local currentScenario = parameters.currentScenario or "" local currentScenario = parameters.currentScenario or ""
local useFrontData = parameters.useFrontData or true local useFrontData = parameters.useFrontData
-- only update if this data is new -- only update if this data is new
local info = currentScenario .. tostring(useFrontData) local info = currentScenario .. tostring(useFrontData)