added right-click function to specify a trait
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@ -380,8 +380,9 @@ end
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-- Constructs a list of available basic weaknesses by starting with the full pool of basic
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-- weaknesses then removing any which are currently in the play or deck construction areas
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---@param trait? string Trait to use as filter
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---@return table: Array of weakness IDs which are valid to choose from
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function buildAvailableWeaknesses()
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function buildAvailableWeaknesses(trait)
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local weaknessesInPlay = {}
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local allObjects = getAllObjects()
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for _, object in ipairs(allObjects) do
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@ -399,7 +400,15 @@ function buildAvailableWeaknesses()
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if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then
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weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1
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else
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table.insert(availableWeaknesses, weaknessId)
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if trait then
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-- make sure the trait is present on the weakness
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local card = cardIdIndex[weaknessId]
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if string.contains(string.lower(card.metadata.traits), string.lower(trait)) then
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table.insert(availableWeaknesses, weaknessId)
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end
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else
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table.insert(availableWeaknesses, weaknessId)
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end
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end
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end
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return availableWeaknesses
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@ -25,7 +25,7 @@ do
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return getAllCardsBag().call("getCardById", { id = id })
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end
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-- Gets a random basic weakness from the bag. Once a given ID has been returned it
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-- Gets a random basic weakness from the bag. Once a given ID has been returned it
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-- will be removed from the list and cannot be selected again until a reload occurs
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-- or the indexes are rebuilt, which will refresh the list to include all weaknesses.
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---@return string: ID of the selected weakness
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@ -80,6 +80,14 @@ do
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return returnCopyOfList(getAllCardsBag().call("getCardsByCycle", { cycle = cycle, sortByMetadata = sortByMetadata }))
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end
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-- Constructs a list of available basic weaknesses by starting with the full pool of basic
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-- weaknesses then removing any which are currently in the play or deck construction areas
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---@param trait? string Trait to use as filter
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---@return table: Array of weakness IDs which are valid to choose from
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AllCardsBagApi.buildAvailableWeaknesses = function(trait)
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return returnCopyOfList(getAllCardsBag().call("buildAvailableWeaknesses", trait))
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end
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AllCardsBagApi.getUniqueWeaknesses = function()
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return returnCopyOfList(getAllCardsBag().call("getUniqueWeaknesses"))
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end
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@ -5,6 +5,8 @@ local allCardsBagApi = require("playercards/AllCardsBagApi")
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local arkhamDb = require("arkhamdb/ArkhamDb")
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local spawnBag = require("playercards/SpawnBag")
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local lastWeaknessTrait = "Madness"
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-- Size and position information for the three rows of class buttons
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local CIRCLE_BUTTON_SIZE = 250
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local CLASS_BUTTONS_X_OFFSET = 0.1325
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@ -224,9 +226,10 @@ function createWeaknessButtons()
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weaknessButtonParams.tooltip = "All Weaknesses"
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weaknessButtonParams.position = buttonPos
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self.createButton(weaknessButtonParams)
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buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
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weaknessButtonParams.click_function = "spawnRandomWeakness"
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weaknessButtonParams.tooltip = "Random Basic Weakness"
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weaknessButtonParams.tooltip = "Random Basic Weakness\nRight-click to specify a trait"
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weaknessButtonParams.position = buttonPos
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self.createButton(weaknessButtonParams)
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end
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@ -361,9 +364,9 @@ function createXML(showOtherCardsButton)
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alignment = "MiddleLeft",
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horizontalOverflow = "wrap",
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text = "• Select a group to place cards\n" ..
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"• Copy the cards you want for your deck\n" ..
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"• Select a new group to clear the placed cards and see new ones\n" ..
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"• Clear to remove all cards"
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"• Copy the cards you want for your deck\n" ..
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"• Select a new group to clear the placed cards and see new ones\n" ..
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"• Clear to remove all cards"
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}
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}
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}
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@ -775,13 +778,32 @@ function spawnWeaknesses()
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})
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end
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function spawnRandomWeakness()
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function spawnRandomWeakness(_, playerColor, isRightClick)
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prepareToPlaceCards()
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local weaknessId = allCardsBagApi.getRandomWeaknessId()
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if (weaknessId == nil) then
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broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 })
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return
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if not isRightClick then
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local weaknessId = allCardsBagApi.getRandomWeaknessId()
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if weaknessId == nil then
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broadcastToAll("All basic weaknesses are in play!", { 0.9, 0.2, 0.2 })
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else
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spawnSingleWeakness(weaknessId)
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end
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else
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Player[playerColor].showInputDialog("Specify a trait for the weakness:", lastWeaknessTrait,
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function(text)
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lastWeaknessTrait = text
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local availableWeaknesses = allCardsBagApi.buildAvailableWeaknesses(text)
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if #availableWeaknesses > 0 then
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spawnSingleWeakness(availableWeaknesses[math.random(#availableWeaknesses)])
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else
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broadcastToAll("No matching weakness available!", { 0.9, 0.2, 0.2 })
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end
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end)
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end
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end
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-- spawn the random weakness
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function spawnSingleWeakness(weaknessId)
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spawnBag.spawn({
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name = "randomWeakness",
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cards = { weaknessId },
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