code cleanup, variable renaming
This commit is contained in:
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9a858811c8
commit
f592cd17ea
@ -4,7 +4,7 @@ local mythosAreaApi = require("core/MythosAreaApi")
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local buttonParameters = {}
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buttonParameters.function_owner = self
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buttonParameters.label = ""
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buttonParameters.tooltip = "Add / Remove"
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buttonParameters.tooltip = "Increase / Decrease"
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buttonParameters.color = { 0, 0, 0, 0 }
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buttonParameters.width = 325
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buttonParameters.height = 325
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@ -18,11 +18,14 @@ inputParameters.alignment = 3
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inputParameters.validation = 2
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inputParameters.tab = 2
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local latestLoad = "XXX"
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local updating = false
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local percentage = false
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-- variables with save function
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local tokenPrecedence = {}
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local TOKEN_NAMES = {
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local latestLoad = "XXX"
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local percentage = false
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-- variables without save function
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local updating = false
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local TOKEN_NAMES = {
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"Elder Sign",
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"Skull",
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"Cultist",
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@ -44,6 +47,7 @@ function onSave()
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})
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end
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-- loading data, button creation and initial layouting
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function onLoad(saveState)
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if saveState ~= nil and saveState ~= "" then
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local loadedData = JSON.decode(saveState)
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@ -54,15 +58,18 @@ function onLoad(saveState)
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loadDefaultValues()
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end
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createDefaultButtonsAndInputs(true)
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createButtonsAndInputs(true)
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layout()
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-- reset context menu
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-- context menu items
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self.addContextMenuItem("Load default values", function()
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latestLoad = "XXX"
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loadDefaultValues()
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updateUI()
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layout()
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end)
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self.addContextMenuItem("Toggle Percentages", function()
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self.addContextMenuItem("Toggle percentages", function()
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if percentage then
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percentage = false
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else
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@ -70,25 +77,26 @@ function onLoad(saveState)
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end
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layout()
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end)
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self.addContextMenuItem("Toggle Cumulative", function()
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if percentage == "basic" or not percentage then
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percentage = "cumulative"
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broadcastToAll("Cumulative percentages are unreliable when using tokens that draw other tokens (bless or curse for example)", Color.Yellow)
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else
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self.addContextMenuItem("Toggle cumulative", function()
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if percentage == "cumulative" then
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percentage = "basic"
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else
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percentage = "cumulative"
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broadcastToAll("Cumulative percentages are unreliable when using tokens that draw other tokens (bless or curse for example).", Color.Yellow)
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end
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layout()
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end)
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layout()
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-- grab token metadata from mythos area
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Wait.time(function() onTokenDataChanged(mythosAreaApi.returnTokenData()) end, 0.5)
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Wait.time(function() onTokenDataChanged(mythosAreaApi.returnTokenData()) end, 0.2)
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end
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-- delete temporary tokens when destroyed
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function onDestroy() deleteCopiedTokens() end
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-- layout tokens when dropped (after 2 seconds)
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function onDrop() Wait.time(layout, 2) end
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-- layout tokens when dropped (after 1.5 seconds)
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function onDrop() Wait.time(layout, 1.5) end
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-- delete temporary tokens when picked up
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function onPickUp() deleteCopiedTokens() end
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@ -114,7 +122,10 @@ end
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function tokenClick(isRightClick, index)
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local change = tonumber(isRightClick and "-1" or "1")
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tokenPrecedence[TOKEN_NAMES[index]][1] = tokenPrecedence[TOKEN_NAMES[index]][1] + change
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self.editInput({ index = index - 1, value = tokenPrecedence[TOKEN_NAMES[index]][1] })
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self.editInput({
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index = index - 1,
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value = tokenPrecedence[TOKEN_NAMES[index]][1]
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})
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layout()
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end
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@ -131,81 +142,73 @@ end
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-- loads the default precedence table
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function loadDefaultValues()
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-- token modifiers for sorting (and order for same modifier)
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-- order starts at 2 because there is a "+1" token
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-- 1st value: token modifiers for sorting
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-- 2nd value: order for equivalent tokens (starts at 2 because of "+1" token)
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tokenPrecedence = {
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["Elder Sign"] = { 100, 2 },
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["Skull"] = { -1, 3 },
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["Cultist"] = { -2, 4 },
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["Tablet"] = { -3, 5 },
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["Elder Thing"] = { -4, 6 },
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["Auto-fail"] = { -100, 7 },
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["Bless"] = { 101, 8 },
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["Curse"] = { -101, 9 },
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["Frost"] = { -99, 10 },
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[""] = { 0, 11 }
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["Elder Sign"] = { 100, 2},
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["Skull"] = { -1, 3},
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["Cultist"] = { -2, 4},
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["Tablet"] = { -3, 5},
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["Elder Thing"] = { -4, 6},
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["Auto-fail"] = { -100, 7},
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["Bless"] = { 101, 8},
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["Curse"] = { -101, 9},
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["Frost"] = { -99, 10},
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[""] = { 0, 11}
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}
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end
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-- creates all starting buttons and inputs
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function createDefaultButtonsAndInputs(loadInputs)
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loadInputs = loadInputs or false
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buttonParameters.function_owner = self
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buttonParameters.label = ""
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buttonParameters.tooltip = "Increase / Decrease"
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buttonParameters.color = { 0, 0, 0, 0 }
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buttonParameters.width = 325
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buttonParameters.height = 325
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-- create UI
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-- creates buttons and inputs (if argument is true)
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function createButtonsAndInputs(loadInputs)
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local offset = 0.725
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local pos = { x = { -1.067, 0.377 }, z = -2.175 }
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local pos = { x = { -1.067, 0.377 }, z = -2.175 }
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-- button and inputs index 0-9
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for i = 1, 10 do
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if i < 6 then
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buttonParameters.position = { pos.x[1], 0, pos.z + i * offset }
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if loadInputs then
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inputParameters.position = { pos.x[1] + offset, 0.1, pos.z + i * offset }
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end
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inputParameters.position = { pos.x[1] + offset, 0.1, pos.z + i * offset }
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else
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buttonParameters.position = { pos.x[2], 0, pos.z + (i - 5) * offset }
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if loadInputs then
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inputParameters.position = { pos.x[2] + offset, 0.1, pos.z + (i - 5) * offset }
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end
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inputParameters.position = { pos.x[2] + offset, 0.1, pos.z + (i - 5) * offset }
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end
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buttonParameters.click_function = attachIndex("tokenClick", i)
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buttonParameters.click_function = attachIndex("tokenClick", i)
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self.createButton(buttonParameters)
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-- only create inputs on initial load
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if loadInputs then
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inputParameters.input_function = attachIndex2("tokenInput", i)
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inputParameters.value = tokenPrecedence[TOKEN_NAMES[i]][1]
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inputParameters.input_function = attachIndex2("tokenInput", i)
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inputParameters.value = tokenPrecedence[TOKEN_NAMES[i]][1]
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self.createInput(inputParameters)
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end
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end
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-- index 10: "Update / Hide" button
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buttonParameters.label = "Update / Hide"
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buttonParameters.click_function = "layout"
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buttonParameters.tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!"
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buttonParameters.position = { 0.725, 0.1, 2.025 }
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buttonParameters.color = { 1, 1, 1 }
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buttonParameters.width = 675
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buttonParameters.height = 175
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self.createButton(buttonParameters)
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self.createButton({
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function_owner = self,
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label = "Update / Hide",
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click_function = "layout",
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tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!",
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position = { 0.725, 0.1, 2.025 },
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color = { 1, 1, 1 },
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width = 675,
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height = 175
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})
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end
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-- update input fields
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function updateUI()
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for i = 1, 10 do
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self.editInput({ index = i - 1, value = tokenPrecedence[TOKEN_NAMES[i]][1] })
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self.editInput({
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index = i - 1,
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value = tokenPrecedence[TOKEN_NAMES[i]][1]
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})
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end
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end
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-- order function for data sorting
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function token_value_comparator(left, right)
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function tokenValueComparator(left, right)
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if left.value > right.value then
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return true
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elseif right.value > left.value then
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@ -219,46 +222,47 @@ function token_value_comparator(left, right)
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end
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end
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-- checks scripting zone for chaos bag
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function findChaosBag()
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for _, item in ipairs(getObjectFromGUID("83ef06").getObjects()) do
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if item.getDescription() == "Chaos Bag" then
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return item
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end
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end
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end
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-- deletes previously placed tokens AND percentage buttons
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-- deletes previously placed tokens
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function deleteCopiedTokens()
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for _, token in ipairs(getObjectsWithTag("tempToken")) do
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token.destruct()
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end
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-- this removes the percentage buttons
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self.clearButtons()
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createDefaultButtonsAndInputs()
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for _, token in ipairs(getObjectsWithTag("tempToken")) do token.destruct() end
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createButtonsAndInputs()
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end
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-- creates percentage representation buttons
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function createPercentageButton(token_count, value_count, data, token_name, cumulative_percentage)
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local offset = -2.675
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local label_string = string.format("%s", string.format("%05.2f", math.floor((token_count / #data) * 10000) / 100) .. "%")
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local buttonScale = {2, 2, 2}
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local textColor = {1, 1, 1}
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if percentage == "cumulative" then
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function createPercentageButton(basePercentage, valueCount, tokenName, cumulativePercentage)
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local buttonScale, offset, textColor, labelString
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if percentage == "cumulative" then
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buttonScale = {1.5, 1.5, 1.5}
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offset = -2.85
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else
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buttonScale = {2, 2, 2}
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offset = -2.675
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end
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if cumulative_percentage then
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-- if this is a cumulative button (bottom one of the two created buttons)
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if cumulativePercentage then
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offset = -2.45
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textColor = {1, 1, 1}
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label_string = string.format("%s", string.format("%05.2f", cumulative_percentage) .. "%")
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if cumulative_percentage == 100 then
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label_string = string.format("%s", string.format("%05.1f", cumulative_percentage) .. "%")
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-- only display one digit for 100%
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if cumulativePercentage == 100 then
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labelString = string.format("%s", string.format("%05.1f", cumulativePercentage) .. "%")
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else
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labelString = string.format("%s", string.format("%05.2f", cumulativePercentage) .. "%")
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end
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else
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if token_name == "Elder Sign" then
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labelString = string.format("%s", string.format("%05.2f", basePercentage) .. "%")
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if tokenName == "Elder Sign" then
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textColor = {0.35, 0.71, 0.85}
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elseif token_name == "Auto-fail" then
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elseif tokenName == "Auto-fail" then
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textColor = {0.86, 0.1, 0.1}
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elseif token_name then
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elseif tokenName then
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textColor = {0.68, 0.53, 0.86}
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else
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textColor = {0.85, 0.67, 0.33}
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@ -266,13 +270,13 @@ function createPercentageButton(token_count, value_count, data, token_name, cumu
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end
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self.createButton({
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label = label_string,
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click_function = "print",
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label = labelString,
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click_function = "none",
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width = 0,
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height = 0,
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scale = buttonScale,
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font_color = textColor,
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position = (Vector(2.2, -0.05, offset) + Vector(0.1, 0, 0.875 * value_count))
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position = Vector(2.3, -0.05, offset + 0.875 * valueCount)
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})
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end
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@ -288,7 +292,7 @@ function layout(_, _, isRightClick)
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return
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end
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local chaosBag = findChaosBag()
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local chaosBag = Global.call("findChaosBag")
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local data = {}
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-- clone tokens from chaos bag (default position above trash can)
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@ -299,14 +303,15 @@ function layout(_, _, isRightClick)
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position = { 0.49, 3, 0 }
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})
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local value = tonumber(obj["Nickname"])
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local precedence = tokenPrecedence[obj["Nickname"]]
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local value = tonumber(obj.Nickname)
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local precedence = tokenPrecedence[obj.Nickname]
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data[i] = {
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token = spawnedObj,
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value = value or precedence[1]
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}
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-- order for comparator function
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if precedence ~= nil then
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data[i].order = precedence[2]
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else
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@ -315,58 +320,60 @@ function layout(_, _, isRightClick)
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end
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-- sort table by value (symbols last if same value)
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table.sort(data, token_value_comparator)
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-- error handling for removal of token arranger
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if self == nil then
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for _, token in ipairs(getObjectsWithTag("tempToken")) do token.destruct() end
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return
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end
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table.sort(data, tokenValueComparator)
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-- laying out the tokens
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local pos = self.getPosition() + Vector(3.55, -0.05, -3.95)
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if percentage then
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pos.z = self.getPosition().z - 7
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end
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local location = { x = pos.x, y = pos.y, z = pos.z }
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local current_value = data[1].value
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local token_count = 0
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local value_count = 1
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local cumulative_percentage = 0
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local current_token = false
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local pos = self.getPosition() + Vector(3.55, -0.05, -3.95)
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if percentage then pos.z = pos.z - 3.05 end
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local location = { x = pos.x, y = pos.y, z = pos.z }
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local currentValue = data[1].value
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local tokenCount = 0
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local valueCount = 1
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local cumulativePercentage = 0
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local tokenName = false
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for _, item in ipairs(data) do
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if item.value ~= current_value then
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if item.value ~= currentValue then
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if percentage then
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cumulative_percentage = cumulative_percentage + math.floor((token_count / #data) * 10000) / 100
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createPercentageButton(token_count, value_count, data, current_token)
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local basePercentage = math.floor((tokenCount / #data) * 10000) / 100
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createPercentageButton(basePercentage, valueCount, tokenName)
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if percentage == "cumulative" then
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createPercentageButton(token_count, value_count, data, current_token, cumulative_percentage)
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cumulativePercentage = cumulativePercentage + basePercentage
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createPercentageButton(basePercentage, valueCount, tokenName, cumulativePercentage)
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end
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end
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location.x = location.x - 1.75
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location.z = pos.z
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current_value = item.value
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value_count = value_count + 1
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token_count = 0
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current_token = false
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end
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if string.match(item.token.getName(), "%a") ~= nil then
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current_token = item.token.getName()
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end
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location.x = location.x - 1.75
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location.z = pos.z
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currentValue = item.value
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valueCount = valueCount + 1
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tokenCount = 0
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end
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item.token.setPosition(location)
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item.token.setRotation(self.getRotation())
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location.z = location.z - 1.75
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token_count = token_count + 1
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end
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if percentage then
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cumulative_percentage = cumulative_percentage + math.floor((token_count / #data) * 10000) / 100
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createPercentageButton(token_count, value_count, data, current_token)
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if percentage == "cumulative" then
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createPercentageButton(token_count, value_count, data, current_token, cumulative_percentage)
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end
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tokenCount = tokenCount + 1
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tokenName = item.token.getName()
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end
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-- set tokenName to false if it does not contain letters
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if string.match(tokenName, "%a") == nil then
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tokenName = false
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end
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end
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-- this is repeated to create the button for the last token
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if percentage then
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local basePercentage = math.floor((tokenCount / #data) * 10000) / 100
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createPercentageButton(basePercentage, valueCount, tokenName)
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if percentage == "cumulative" then
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cumulativePercentage = cumulativePercentage + basePercentage
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createPercentageButton(basePercentage, valueCount, tokenName, cumulativePercentage)
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end
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end
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-- introducing a small delay to limit update calls
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Wait.time(function() updating = false end, 0.1)
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end
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@ -374,7 +381,7 @@ end
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function onTokenDataChanged(parameters)
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local tokenData = parameters.tokenData or {}
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local currentScenario = parameters.currentScenario or ""
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local useFrontData = parameters.useFrontData or true
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local useFrontData = parameters.useFrontData
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-- only update if this data is new
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local info = currentScenario .. tostring(useFrontData)
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