local tokenManager = require("core/token/TokenManager") local tokenChecker = require("core/token/TokenChecker") -- set true to enable debug logging and show Physics.cast() local DEBUG = false -- we use this to turn off collision handling until onLoad() is complete local COLLISION_ENABLED = false -- position offsets relative to mat [x, y, z] local DRAWN_ENCOUNTER_CARD_OFFSET = {1.365, 0.5, -0.635} local DRAWN_CHAOS_TOKEN_OFFSET = {-1.55, 0.5, -0.58} local DISCARD_BUTTON_OFFSETS = { {-1.38, 0.1, -0.94}, {-0.92, 0.1, -0.94}, {-0.46, 0.1, -0.94}, {0.00, 0.1, -0.94}, {0.46, 0.1, -0.94}, {0.92, 0.1, -0.94} } local MAIN_PLAY_AREA = { upperLeft = { x = 1.98, z = 0.736, }, lowerRight = { x = -0.79, z = -0.39, } } local INVESTIGATOR_AREA = { upperLeft = { x = -1.084, z = 0.06517 }, lowerRight = { x = -1.258, z = -0.0805, } } local THREAT_AREA = { upperLeft = { x = 1.53, z = -0.34 }, lowerRight = { x = -1.13, z = -0.92, } } local DRAW_DECK_POSITION = { x = -1.82, y = 1, z = 0 } local DISCARD_PILE_POSITION = { x = -1.82, y = 1.5, z = 0.61 } local PLAY_ZONE_ROTATION = self.getRotation() local TRASHCAN local STAT_TRACKER local RESOURCE_COUNTER -- global variable so it can be reset by the Clean Up Helper activeInvestigatorId = "00000" local isDrawButtonVisible = false function onSave() return JSON.encode({ zoneID = zoneID, playerColor = PLAYER_COLOR, activeInvestigatorId = activeInvestigatorId, isDrawButtonVisible = isDrawButtonVisible }) end function onLoad(save_state) self.interactable = DEBUG TRASHCAN = getObjectFromGUID(TRASHCAN_GUID) STAT_TRACKER = getObjectFromGUID(STAT_TRACKER_GUID) RESOURCE_COUNTER = getObjectFromGUID(RESOURCE_COUNTER_GUID) for i = 1, 6 do makeDiscardButton(DISCARD_BUTTON_OFFSETS[i], {-3.85, 3, 10.38}, i) end self.createButton({ click_function = "drawEncountercard", function_owner = self, position = {-1.84, 0, -0.65}, rotation = {0, 80, 0}, width = 265, height = 190 }) self.createButton({ click_function = "drawChaostokenButton", function_owner = self, position = {1.85, 0, -0.74}, rotation = {0, -45, 0}, width = 135, height = 135 }) self.createButton({ label = "Upkeep", click_function = "doUpkeep", function_owner = self, position = {1.84, 0.1, -0.44}, scale = {0.12, 0.12, 0.12}, width = 800, height = 280, font_size = 180 }) local state = JSON.decode(save_state) if state ~= nil then zoneID = state.zoneID PLAYER_COLOR = state.playerColor activeInvestigatorId = state.activeInvestigatorId isDrawButtonVisible = state.isDrawButtonVisible end showDrawButton(isDrawButtonVisible) if getObjectFromGUID(zoneID) == nil then spawnDeckZone() end COLLISION_ENABLED = true end --------------------------------------------------------- -- utility functions --------------------------------------------------------- function log(message) if DEBUG then print(message) end end -- send messages to player who clicked button if no seated player found function setMessageColor(color) messageColor = Player[PLAYER_COLOR].seated and PLAYER_COLOR or color end function spawnDeckZone() spawnObject({ position = self.positionToWorld({-1.4, 0, 0.3 }), scale = {3, 5, 8 }, type = 'ScriptingTrigger', callback = function (zone) zoneID = zone.getGUID() end, callback_owner = self, rotation = self.getRotation() }) end function searchArea(origin, size) return Physics.cast({ origin = origin, direction = {0, 1, 0}, orientation = PLAY_ZONE_ROTATION, type = 3, size = size, max_distance = 1, debug = DEBUG }) end function doNotReady(card) return card.getVar("do_not_ready") or false end --------------------------------------------------------- -- Discard buttons --------------------------------------------------------- -- builds a function that discards things in searchPosition to discardPosition -- stuff on the card/deck will be put into the local trashcan function makeDiscardHandlerFor(searchPosition, discardPosition) return function () for _, hitObj in ipairs(findObjectsAtPosition(searchPosition)) do local obj = hitObj.hit_object if obj.tag == "Deck" or obj.tag == "Card" then if obj.hasTag("PlayerCard") then obj.setPositionSmooth(self.positionToWorld(DISCARD_PILE_POSITION), false, true) obj.setRotation(PLAY_ZONE_ROTATION) else obj.setPositionSmooth(discardPosition, false, true) obj.setRotation({0, -90, 0}) end -- put chaos tokens back into bag (e.g. Unrelenting) elseif tokenChecker.isChaosToken(obj) then local chaosBag = Global.call("findChaosBag") chaosBag.putObject(obj) -- don't touch the table or this playmat itself elseif obj.guid ~= "4ee1f2" and obj ~= self then TRASHCAN.putObject(obj) end end end end -- build a discard button to discard from searchPosition to discardPosition (number must be unique) function makeDiscardButton(position, discardPosition, number) local searchPosition = {-position[1], position[2], position[3] + 0.32} local handler = makeDiscardHandlerFor(searchPosition, discardPosition) local handlerName = 'handler' .. number self.setVar(handlerName, handler) self.createButton({ label = "Discard", click_function = handlerName, function_owner = self, position = position, scale = {0.12, 0.12, 0.12}, width = 900, height = 350, font_size = 220 }) end function findObjectsAtPosition(localPos) return Physics.cast({ origin = self.positionToWorld(localPos), direction = {0, 1, 0}, orientation = {0, PLAY_ZONE_ROTATION.y + 90, 0}, type = 3, size = {3.2, 1, 2}, max_distance = 0, debug = DEBUG }) end --------------------------------------------------------- -- Upkeep button --------------------------------------------------------- function doUpkeep(_, color, alt_click) setMessageColor(color) -- right-click binds to new player color if alt_click then PLAYER_COLOR = color printToColor("Upkeep button bound to " .. color, color) return end local forcedLearning = false -- unexhaust cards in play zone, flip action tokens and find forcedLearning for _, v in ipairs(searchArea(PLAY_ZONE_POSITION, PLAY_ZONE_SCALE)) do local obj = v.hit_object if obj.getDescription() == "Action Token" and obj.is_face_down then obj.flip() elseif obj.tag == "Card" and not obj.is_face_down and not inArea(self.positionToLocal(obj.getPosition()), INVESTIGATOR_AREA) then local cardMetadata = JSON.decode(obj.getGMNotes()) or {} if not doNotReady(obj) then obj.setRotation(PLAY_ZONE_ROTATION) end if cardMetadata.id == "08031" then forcedLearning = true end if cardMetadata.uses ~= nil then -- check for cards with 'replenish' in their metadata local count local replenish -- Uses structure underwent a breaking change in 2.4.0, have to check to see if this is -- a single entry or an array. TODO: Clean this up when 2.4.0 has been out long -- enough that saved decks don't have old data if cardMetadata.uses.count ~= nil then count = cardMetadata.uses.count replenish = cardMetadata.uses.replenish else count = cardMetadata.uses[1].count replenish = cardMetadata.uses[1].replenish end if count and replenish then replenishTokens(obj, count, replenish) end end end end -- flip investigator mini-card and summoned servitor mini-card -- (all characters allowed to account for custom IDs - e.g. 'Z0000' for TTS Zoop generated IDs) if activeInvestigatorId ~= nil then local miniId = string.match(activeInvestigatorId, ".....") .. "-m" for _, obj in ipairs(getObjects()) do if obj.tag == "Card" and obj.is_face_down then local notes = JSON.decode(obj.getGMNotes()) if notes ~= nil and notes.type == "Minicard" and (notes.id == miniId or notes.id == "09080-m") then obj.flip() end end end end -- gain a resource (or two if playing Jenny Barnes) if string.match(activeInvestigatorId, "%d%d%d%d%d") == "02003" then gainResources(2) printToColor("Gaining 2 resources (Jenny)", messageColor) else gainResources(1) end -- draw a card (with handling for Patrice and Forced Learning) if activeInvestigatorId == "06005" then if forcedLearning then printToColor("Wow, did you really take 'Versatile' to play Patrice with 'Forced Learning'? Choose which draw replacement effect takes priority and draw cards accordingly.", messageColor) else local handSize = #Player[PLAYER_COLOR].getHandObjects() if handSize < 5 then local cardsToDraw = 5 - handSize printToColor("Drawing " .. cardsToDraw .. " cards (Patrice)", messageColor) drawCardsWithReshuffle(cardsToDraw) end end elseif forcedLearning then printToColor("Drawing 2 cards, discard 1 (Forced Learning)", messageColor) drawCardsWithReshuffle(2) else drawCardsWithReshuffle(1) end end -- adds the specified amount of resources to the resource counter function gainResources(amount) local count = RESOURCE_COUNTER.getVar("val") local add = tonumber(amount) or 0 RESOURCE_COUNTER.call("updateVal", count + add) end -- function for "draw 1 button" (that can be added via option panel) function doDrawOne(_, color) setMessageColor(color) drawCardsWithReshuffle(1) end -- draw X cards (shuffle discards if necessary) function drawCardsWithReshuffle(numCards) getDrawDiscardDecks() -- Norman Withers handling if string.match(activeInvestigatorId, "%d%d%d%d%d") == "08004" then local harbinger = false if topCard ~= nil and topCard.getName() == "The Harbinger" then harbinger = true elseif drawDeck ~= nil and not drawDeck.is_face_down then local cards = drawDeck.getObjects() if cards[#cards].name == "The Harbinger" then harbinger = true end end if harbinger then printToColor("The Harbinger is on top of your deck, not drawing cards", messageColor) return end if topCard ~= nil then topCard.deal(numCards, PLAYER_COLOR) numCards = numCards - 1 if numCards == 0 then return end end end local deckSize = 1 if drawDeck == nil then deckSize = 0 elseif drawDeck.tag == "Deck" then deckSize = #drawDeck.getObjects() end if deckSize >= numCards then drawCards(numCards) return end drawCards(deckSize) if discardPile ~= nil then shuffleDiscardIntoDeck() Wait.time(|| drawCards(numCards - deckSize), 1) end printToColor("Take 1 horror (drawing card from empty deck)", messageColor) end -- get the draw deck and discard pile objects function getDrawDiscardDecks() drawDeck = nil discardPile = nil topCard = nil local zone = getObjectFromGUID(zoneID) if zone == nil then return end for _, object in ipairs(zone.getObjects()) do if object.tag == "Deck" or object.tag == "Card" then if self.positionToLocal(object.getPosition()).z > 0.5 then discardPile = object -- Norman Withers handling elseif string.match(activeInvestigatorId, "%d%d%d%d%d") == "08004" and object.tag == "Card" and not object.is_face_down then topCard = object else drawDeck = object end end end end function drawCards(numCards) if drawDeck == nil then return end drawDeck.deal(numCards, PLAYER_COLOR) end function shuffleDiscardIntoDeck() if not discardPile.is_face_down then discardPile.flip() end discardPile.shuffle() discardPile.setPositionSmooth(self.positionToWorld(DRAW_DECK_POSITION), false, false) drawDeck = discardPile discardPile = nil end --------------------------------------------------------- -- playmat token spawning --------------------------------------------------------- -- replenish Tokens for specific cards (like 'Physical Training (4)') function replenishTokens(card, count, replenish) local cardPos = card.getPosition() -- don't continue for cards on your deck (Norman) or in your discard pile if self.positionToLocal(cardPos).x < -1 then return end -- get current amount of resource tokens on the card local search = searchArea(cardPos, { 2.5, 0.5, 3.5 }) local clickableResourceCounter = nil local foundTokens = 0 for _, obj in ipairs(search) do local obj = obj.hit_object if obj.getCustomObject().image == "http://cloud-3.steamusercontent.com/ugc/1758068501357192910/11DDDC7EF621320962FDCF3AE3211D5EDC3D1573/" then foundTokens = foundTokens + math.abs(obj.getQuantity()) obj.destruct() elseif obj.getMemo() == "resourceCounter" then foundTokens = obj.getVar("val") clickableResourceCounter = obj break end end -- handling Runic Axe upgrade sheet for additional replenish if card.getName() == "Runic Axe" then for _, v in ipairs(searchArea(PLAY_ZONE_POSITION, PLAY_ZONE_SCALE)) do local obj = v.hit_object if obj.tag == "Card" then local notes = JSON.decode(obj.getGMNotes()) or {} if notes ~= nil and notes.id == "09022-c" then if obj.getVar("markedBoxes")[7] == 3 then replenish = 2 end break end end end end local newCount = foundTokens + replenish if newCount > count then newCount = count end if clickableResourceCounter then clickableResourceCounter.call("updateVal", newCount) else tokenManager.spawnTokenGroup(card, "resource", newCount) end end function syncCustomizableMetadata(card) local cardMetadata = JSON.decode(card.getGMNotes()) or { } if cardMetadata ~= nil and cardMetadata.customizations ~= nil then for _, collision in ipairs(searchArea(PLAY_ZONE_POSITION, PLAY_ZONE_SCALE)) do local obj = collision.hit_object if obj.name == "Card" or obj.name == "CardCustom" then local notes = JSON.decode(obj.getGMNotes()) or { } if notes.id == (cardMetadata.id .. "-c") then for i, customization in ipairs(cardMetadata.customizations) do if obj.getVar("markedBoxes")[i] == customization.xp and customization.replaces ~= nil and customization.replaces.uses ~= nil then cardMetadata.uses = customization.replaces.uses card.setGMNotes(JSON.encode(cardMetadata)) end end end end end end end function spawnTokensFor(object) local extraUses = { } if activeInvestigatorId == "03004" then extraUses["Charge"] = 1 end tokenManager.spawnForCard(object, extraUses) end function onCollisionEnter(collision_info) if not COLLISION_ENABLED then return end local object = collision_info.collision_object -- only continue for cards if object.name ~= "Card" and object.name ~= "CardCustom" then return end maybeUpdateActiveInvestigator(object) syncCustomizableMetadata(object) if isInDeckZone(object) then tokenManager.resetTokensSpawned(object) elseif shouldSpawnTokens(object) then spawnTokensFor(object) end end function shouldSpawnTokens(card) if card.is_face_down then return false end local localCardPos = self.positionToLocal(card.getPosition()) local metadata = JSON.decode(card.getGMNotes()) -- If no metadata we don't know the type, so only spawn in the main area if metadata == nil then return inArea(localCardPos, MAIN_PLAY_AREA) end -- Spawn tokens for assets and events on the main area, and all encounter types in the threat area if inArea(localCardPos, MAIN_PLAY_AREA) and (metadata.type == "Asset" or metadata.type == "Event") then return true end if inArea(localCardPos, THREAT_AREA) and (metadata.type == "Treachery" or metadata.type == "Enemy" or metadata.weakness) then return true end return false end function onObjectEnterContainer(container, object) Wait.frames(function() resetTokensIfInDeckZone(container, object) end, 1) end function resetTokensIfInDeckZone(container, object) if isInDeckZone(container) then tokenManager.resetTokensSpawned(object) end end function isInDeckZone(checkObject) local deckZone = getObjectFromGUID(zoneID) if deckZone == nil then return false end for _, obj in ipairs(deckZone.getObjects()) do if obj == checkObject then return true end end return false end --------------------------------------------------------- -- investigator ID grabbing and skill tracker --------------------------------------------------------- function maybeUpdateActiveInvestigator(card) if not inArea(self.positionToLocal(card.getPosition()), INVESTIGATOR_AREA) then return end local notes = JSON.decode(card.getGMNotes()) local class if notes ~= nil and notes.type == "Investigator" and notes.id ~= nil then if notes.id == activeInvestigatorId then return end class = notes.class activeInvestigatorId = notes.id STAT_TRACKER.call("updateStats", {notes.willpowerIcons, notes.intellectIcons, notes.combatIcons, notes.agilityIcons}) elseif activeInvestigatorId ~= "00000" then class = "Neutral" activeInvestigatorId = "00000" STAT_TRACKER.call("updateStats", {1, 1, 1, 1}) else return end -- change state of action tokens local search = searchArea(self.positionToWorld({-1.1, 0.05, -0.27}), {4, 1, 1}) local smallToken = nil local STATE_TABLE = { ["Guardian"] = 1, ["Seeker"] = 2, ["Rogue"] = 3, ["Mystic"] = 4, ["Survivor"] = 5, ["Neutral"] = 6 } for _, obj in ipairs(search) do local obj = obj.hit_object if obj.getDescription() == "Action Token" and obj.getStateId() > 0 then if obj.getScale().x < 0.4 then smallToken = obj else setObjectState(obj, STATE_TABLE[class]) end end end -- update the small token with special action for certain investigators local SPECIAL_ACTIONS = { ["04002"] = 8, -- Ursula Downs ["01002"] = 9, -- Daisy Walker ["01502"] = 9, -- Daisy Walker ["01002-pb"] = 9, -- Daisy Walker ["06003"] = 10, -- Tony Morgan ["04003"] = 11, -- Finn Edwards ["08016"] = 14 -- Bob Jenkins } if smallToken ~= nil then setObjectState(smallToken, SPECIAL_ACTIONS[activeInvestigatorId] or STATE_TABLE[class]) end end function setObjectState(obj, stateId) if obj.getStateId() ~= stateId then obj.setState(stateId) end end --------------------------------------------------------- -- calls to 'Global' / functions for calls from outside --------------------------------------------------------- function drawChaostokenButton(_, _, isRightClick) Global.call("drawChaostoken", {self, DRAWN_CHAOS_TOKEN_OFFSET, isRightClick}) end function drawEncountercard(_, _, isRightClick) Global.call("drawEncountercard", {self.positionToWorld(DRAWN_ENCOUNTER_CARD_OFFSET), self.getRotation(), isRightClick}) end function returnGlobalDiscardPosition() return self.positionToWorld(DISCARD_PILE_POSITION) end -- Sets this playermat's draw 1 button to visible ---@param visible Boolean. Whether the draw 1 button should be visible function showDrawButton(visible) isDrawButtonVisible = visible -- create the "Draw 1" button if isDrawButtonVisible then self.createButton({ label = "Draw 1", click_function = "doDrawOne", function_owner = self, position = { 1.84, 0.1, -0.36 }, scale = { 0.12, 0.12, 0.12 }, width = 800, height = 280, font_size = 180 }) -- remove the "Draw 1" button else local buttons = self.getButtons() for i = 1, #buttons do if buttons[i].label == "Draw 1" then self.removeButton(buttons[i].index) end end end end -- Spawns / destroys a clickable clue counter for this playmat with the correct amount of clues ---@param showCounter Boolean Whether the clickable clue counter should be present function clickableClues(showCounter) local CLUE_COUNTER = getObjectFromGUID(CLUE_COUNTER_GUID) local CLUE_CLICKER = getObjectFromGUID(CLUE_CLICKER_GUID) local clickerPos = CLUE_CLICKER.getPosition() local clueCount = 0 if showCounter then -- current clue count clueCount = CLUE_COUNTER.getVar("exposedValue") -- remove clues CLUE_COUNTER.call("removeAllClues") -- set value for clue clickers CLUE_CLICKER.call("updateVal", clueCount) -- move clue counters up clickerPos.y = 1.52 CLUE_CLICKER.setPosition(clickerPos) else -- current clue count clueCount = CLUE_CLICKER.getVar("val") -- move clue counters down clickerPos.y = 1.3 CLUE_CLICKER.setPosition(clickerPos) -- spawn clues local pos = self.positionToWorld({x = -1.12, y = 0.05, z = 0.7}) for i = 1, clueCount do pos.y = pos.y + 0.045 * i tokenManager.spawnToken(pos, "clue", PLAY_ZONE_ROTATION) end end end -- removes all clues (moving tokens to the trash and setting counters to 0) function removeClues() local CLUE_COUNTER = getObjectFromGUID(CLUE_COUNTER_GUID) local CLUE_CLICKER = getObjectFromGUID(CLUE_CLICKER_GUID) CLUE_COUNTER.call("removeAllClues") CLUE_CLICKER.call("updateVal", 0) end -- reports the clue count ---@param useClickableCounters Boolean Controls which type of counter is getting checked function getClueCount(useClickableCounters) local count = 0 if useClickableCounters then local CLUE_CLICKER = getObjectFromGUID(CLUE_CLICKER_GUID) count = tonumber(CLUE_CLICKER.getVar("val")) else local CLUE_COUNTER = getObjectFromGUID(CLUE_COUNTER_GUID) count = tonumber(CLUE_COUNTER.getVar("exposedValue")) end return count end -- Sets this playermat's snap points to limit snapping to matching card types or not. If matchTypes -- is true, the main card slot snap points will only snap assets, while the investigator area point -- will only snap Investigators. If matchTypes is false, snap points will be reset to snap all -- cards. ---@param matchTypes Boolean. Whether snap points should only snap for the matching card types. function setLimitSnapsByType(matchTypes) local snaps = self.getSnapPoints() for i, snap in ipairs(snaps) do local snapPos = snap.position if inArea(snapPos, MAIN_PLAY_AREA) then local snapTags = snaps[i].tags if matchTypes then if snapTags == nil then snaps[i].tags = { "Asset" } else table.insert(snaps[i].tags, "Asset") end else snaps[i].tags = nil end end if inArea(snapPos, INVESTIGATOR_AREA) then local snapTags = snaps[i].tags if matchTypes then if snapTags == nil then snaps[i].tags = { "Investigator" } else table.insert(snaps[i].tags, "Investigator") end else snaps[i].tags = nil end end end self.setSnapPoints(snaps) end -- Simple method to check if the given point is in a specified area. Local use only, ---@param point Vector. Point to check, only x and z values are relevant ---@param bounds Table. Defined area to see if the point is within. See MAIN_PLAY_AREA for sample -- bounds definition. ---@return Boolean. True if the point is in the area defined by bounds function inArea(point, bounds) return (point.x < bounds.upperLeft.x and point.x > bounds.lowerRight.x and point.z < bounds.upperLeft.z and point.z > bounds.lowerRight.z) end -- called by custom data helpers to add player card data ---@param args table Contains only one entry, the GUID of the custom data helper function updatePlayerCards(args) local customDataHelper = getObjectFromGUID(args[1]) local playerCardData = customDataHelper.getTable("PLAYER_CARD_DATA") tokenManager.addPlayerCardData(playerCardData) end