-- Amount to shift for the next card (zShift) or next row of cards (xShift) -- Note that the table rotation is weird, and the X axis is vertical while the -- Z axis is horizontal local SPREAD_Z_SHIFT = -2.3 local SPREAD_X_SHIFT = -3.66 Spawner = { } -- Spawns a list of cards at the given position/rotation. This will separate cards by size - -- investigator, standard, and mini, spawning them in that order with larger cards on bottom. If -- there are different types, the provided callback will be called once for each type as it spawns -- either a card or deck. ---@param cardList table A list of Player Card data structures (data/metadata) ---@param pos tts__Vector table where the cards should be spawned (global) ---@param rot tts__Vector table for the orientation of the spawned cards (global) ---@param sort boolean True if this list of cards should be sorted before spawning ---@param callback? function Callback to be called after the card/deck spawns. Spawner.spawnCards = function(cardList, pos, rot, sort, callback) if sort then table.sort(cardList, Spawner.cardComparator) end local miniCards = { } local standardCards = { } local investigatorCards = { } for _, card in ipairs(cardList) do if card.metadata.type == "Investigator" then table.insert(investigatorCards, card) elseif card.metadata.type == "Minicard" then -- set proper scale for minicards card.data.Transform.scaleX = 0.6 card.data.Transform.scaleZ = 0.6 table.insert(miniCards, card) else table.insert(standardCards, card) end end -- Spawn each of the three types individually. Y position accounts for the thickness of the spawned deck local position = { x = pos.x, y = pos.y, z = pos.z } Spawner.spawn(investigatorCards, position, rot, callback) position.y = position.y + (#investigatorCards + #standardCards) * 0.07 Spawner.spawn(standardCards, position, rot, callback) position.y = position.y + (#standardCards + #miniCards) * 0.07 Spawner.spawn(miniCards, position, rot, callback) end Spawner.spawnCardSpread = function(cardList, startPos, maxCols, rot, sort, callback) if sort then table.sort(cardList, Spawner.cardComparator) end local position = { x = startPos.x, y = startPos.y, z = startPos.z } -- Special handle the first row if we have less than a full single row, but only if there's a -- reasonable max column count. Single-row spreads will send a large value for maxCols if maxCols < 100 and #cardList < maxCols then position.z = startPos.z + ((maxCols - #cardList) / 2 * SPREAD_Z_SHIFT) end local cardsInRow = 0 local rows = 0 for _, card in ipairs(cardList) do Spawner.spawn({ card }, position, rot, callback) position.z = position.z + SPREAD_Z_SHIFT cardsInRow = cardsInRow + 1 if cardsInRow >= maxCols then rows = rows + 1 local cardsForRow = #cardList - rows * maxCols if cardsForRow > maxCols then cardsForRow = maxCols end position.z = startPos.z + ((maxCols - cardsForRow) / 2 * SPREAD_Z_SHIFT) position.x = position.x + SPREAD_X_SHIFT cardsInRow = 0 end end end -- Spawn a specific list of cards. This method is for internal use and should not be called -- directly, use spawnCards instead. ---@param cardList table A list of Player Card data structures (data/metadata) ---@param pos table Position where the cards should be spawned (global) ---@param rot table Rotation for the orientation of the spawned cards (global) ---@param callback? function callback to be called after the card/deck spawns. Spawner.spawn = function(cardList, pos, rot, callback) if #cardList == 0 then return end -- Spawn a single card directly if #cardList == 1 then -- handle sideways card if cardList[1].data.SidewaysCard then rot = { rot.x, rot.y - 90, rot.z } end return spawnObjectData({ data = cardList[1].data, position = pos, rotation = rot, callback_function = callback }) end -- For multiple cards, construct a deck and spawn that local deckScaleX = cardList[1].data.Transform.scaleX local deckScaleZ = cardList[1].data.Transform.scaleZ local deck = Spawner.buildDeckDataTemplate(deckScaleX, deckScaleZ) local sidewaysDeck = true for _, spawnCard in ipairs(cardList) do Spawner.addCardToDeck(deck, spawnCard.data) -- set sidewaysDeck to false if any card is not a sideways card sidewaysDeck = (sidewaysDeck and spawnCard.data.SidewaysCard) end -- set the alt view angle for sideways decks if sidewaysDeck then deck.AltLookAngle = { x = 0, y = 180, z = 90 } rot = { rot.x, rot.y - 90, rot.z } end return spawnObjectData({ data = deck, position = pos, rotation = rot, callback_function = callback }) end -- Inserts a card into the given deck. This does three things: -- 1. Add the card's data to ContainedObjects -- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's -- ID list. Note that the deck's ID list is "DeckIDs" even though it -- contains a list of card Ids -- 3. Extract the card's CustomDeck table and add it to the deck. The deck's -- "CustomDeck" field is a list of all CustomDecks used by cards within the -- deck, keyed by the DeckID and referencing the custom deck table ---@param deck table TTS deck data structure to add to ---@param cardData table Data for the card to be inserted Spawner.addCardToDeck = function(deck, cardData) for customDeckId, customDeckData in pairs(cardData.CustomDeck) do if (deck.CustomDeck[customDeckId] == nil) then -- CustomDeck not added to deck yet, add it deck.CustomDeck[customDeckId] = customDeckData elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then -- CustomDeck for this card matches the current one for the deck, do nothing else -- CustomDeck data conflict local newDeckId = nil for deckId, customDeck in pairs(deck.CustomDeck) do if (customDeckData.FaceURL == customDeck.FaceURL) then newDeckId = deckId end end if (newDeckId == nil) then -- No non-conflicting custom deck for this card, add a new one newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000") deck.CustomDeck[newDeckId] = customDeckData end -- Update the card with the new CustomDeck info cardData.CardID = newDeckId..string.sub(cardData.CardID, 5) cardData.CustomDeck[customDeckId] = nil cardData.CustomDeck[newDeckId] = customDeckData break end end table.insert(deck.ContainedObjects, cardData) table.insert(deck.DeckIDs, cardData.CardID) end -- Create an empty deck data table which can have cards added to it. This -- creates a new table on each call without using metatables or previous -- definitions because we can't be sure that TTS doesn't modify the structure ---@return table deck Table containing the minimal TTS deck data structure Spawner.buildDeckDataTemplate = function(deckScaleX, deckScaleZ) local deck = {} deck.Name = "Deck" -- Card data. DeckIDs and CustomDeck entries will be built from the cards deck.ContainedObjects = {} deck.DeckIDs = {} deck.CustomDeck = {} -- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here -- Decks won't inherently scale to the cards in them. The card list being spawned should be all -- the same type/size by this point, so use the first card to set the size deck.Transform = { scaleX = deckScaleX or 1, scaleY = 1, scaleZ = deckScaleZ or 1, } return deck end -- Returns the first ID which does not exist in the given table, starting at startId and increasing ---@param objectTable table keyed by strings which are numbers ---@param startId string possible ID. ---@return string id >= startId Spawner.findNextAvailableId = function(objectTable, startId) local id = startId while objectTable[id] ~= nil do id = tostring(tonumber(id) + 1) end return id end -- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata. ---@return number PBCN 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are -- irrelevant as they provide only grouping and the order between them doesn't matter. Spawner.getpbcn = function(metadata) if metadata.permanent then return 1 elseif metadata.bonded_to ~= nil then return 2 else -- Normal card return 3 end end -- Comparison function used to sort the cards in a deck. Groups bonded or -- permanent cards first, then sorts within theose types by name/subname. -- Normal cards will sort in standard alphabetical order, while -- permanent/bonded/customizable will be in reverse alphabetical order. -- -- Since cards spawn in the order provided by this comparator, with the first -- cards ending up at the bottom of a pile, this ordering will spawn in reverse -- alphabetical order. This presents the cards in order for non-face-down -- areas, and presents them in order when Searching the face-down deck. Spawner.cardComparator = function(card1, card2) local pbcn1 = Spawner.getpbcn(card1.metadata) local pbcn2 = Spawner.getpbcn(card2.metadata) if pbcn1 ~= pbcn2 then return pbcn1 > pbcn2 end if pbcn1 == 3 then if card1.data.Nickname ~= card2.data.Nickname then return card1.data.Nickname < card2.data.Nickname end return card1.data.Description < card2.data.Description else if card1.data.Nickname ~= card2.data.Nickname then return card1.data.Nickname > card2.data.Nickname end return card1.data.Description > card2.data.Description end end