--[[ Library for cards that seal tokens This file is used to add sealing option to cards' context menu. Valid options (set before requiring this file): UPDATE_ON_HOVER --@type: boolean - automatically updates the context menu options when the card is hovered - the "Read Bag" function reads the content of the chaos bag to update the context menu - example usage: "Unrelenting" (to only display valid tokens) SHOW_SINGLE_RELEASE --@type: boolean - enables an entry in the context menu - this entry allows releasing a single token - example usage: "Holy Spear" (to keep the other tokens and just release one) SHOW_MULTI_RELEASE --@type: number (amount of tokens to release at once) - enables an entry in the context menu - this entry allows releasing of multiple tokens at once - example usage: "Nephthys" (to release 3 bless tokens at once) SHOW_MULTI_SEAL --@type: number (amount of tokens to seal at once) - enables an entry in the context menu - this entry allows sealing of multiple tokens at once - example usage: "Holy Spear" (to seal two bless tokens at once) VALID_TOKENS --@type: table ([tokenName] = true) - this table defines which tokens should be abled to be sealed - needs to be defined for each card -> even if empty - example usage: "The Chthonian Stone" > VALID_TOKENS = { > ["Skull"] = true, > ["Cultist"] = true, > ["Tablet"] = true, > ["Elder Thing"] = true, > } INVALID_TOKENS --@type: table ([tokenName] = true) - this table defines which tokens are invalid for sealing - only needs to be defined if needed - usually combined with empty "VALID_TOKENS" table - example usage: "Protective Incantation" (not allowed to seal Auto-fail) ---------------------------------------------------------- Example 1: Crystalline Elder Sign This card can only seal the "+1" or "Elder Sign" token, it does not need specific options for multi-sealing or releasing. Thus it should be implemented like this: > VALID_TOKENS = { > ["+1"] = true, > ["Elder Sign"] = true > } > require ("playercards/CardsThatSealTokens") -- includes a space after "require" to not executing bundling ---------------------------------------------------------- Example 2: Holy Spear This card features the following abilities (just listing the relevant parts): - releasing a single bless token - sealing two bless tokens Thus it should be implemented like this: > VALID_TOKENS = { > ["Bless"] = true > } > SHOW_SINGLE_RELEASE = true > SHOW_MULTI_SEAL = 2 > require ("playercards/CardsThatSealTokens") -- includes a space after "require" to not executing bundling ----------------------------------------------------------]] local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi") local tokenArrangerApi = require("accessories/TokenArrangerApi") local sealedTokens = {} local ID_URL_MAP = {} local tokensInBag = {} function onSave() return JSON.encode(sealedTokens) end function onLoad(savedData) sealedTokens = JSON.decode(savedData) or {} ID_URL_MAP = Global.getTable("ID_URL_MAP") generateContextMenu() end -- builds the context menu function generateContextMenu() -- conditional single or multi release options if SHOW_SINGLE_RELEASE then self.addContextMenuItem("Release token", releaseOneToken) elseif SHOW_MULTI_RELEASE then self.addContextMenuItem("Release " .. SHOW_MULTI_RELEASE .. " token(s)", releaseMultipleTokens) else self.addContextMenuItem("Release token(s)", releaseAllTokens) end -- main context menu options to seal tokens for _, map in pairs(ID_URL_MAP) do if (VALID_TOKENS[map.name] ~= nil) or (UPDATE_ON_HOVER and tokensInBag[map.name] and not INVALID_TOKENS[map.name]) then if not SHOW_MULTI_SEAL then self.addContextMenuItem("Seal " .. map.name, function(playerColor) sealToken(map.name, playerColor) end) else self.addContextMenuItem("Seal " .. SHOW_MULTI_SEAL .. " " .. map.name, function(playerColor) readBag() local allowed = true local notFound for name, _ in pairs(VALID_TOKENS) do if (tokensInBag[name] or 0) < SHOW_MULTI_SEAL then allowed = false notFound = name end end if allowed then for i = 1, SHOW_MULTI_SEAL do sealToken(map.name, playerColor) end else printToColor("Not enough " .. notFound .. " tokens in the chaos bag.", playerColor) end end) end end end end -- generates a list of chaos tokens that is in the chaos bag function readBag() local chaosbag = Global.call("findChaosBag") tokensInBag = {} for _, token in ipairs(chaosbag.getObjects()) do tokensInBag[token.name] = (tokensInBag[token.name] or 0) + 1 end end -- native event from TTS - used to update the context menu for cards like "Unrelenting" function onHover() if UPDATE_ON_HOVER then readBag() self.clearContextMenu() generateContextMenu() end end -- seals the named token on this card function sealToken(name, playerColor) if not Global.call("canTouchChaosTokens") then return end local chaosbag = Global.call("findChaosBag") for i, obj in ipairs(chaosbag.getObjects()) do if obj.name == name then chaosbag.takeObject({ position = self.getPosition() + Vector(0, 0.5 + 0.1 * #sealedTokens, 0), rotation = self.getRotation(), index = i - 1, smooth = false, callback_function = function(token) local guid = token.getGUID() table.insert(sealedTokens, guid) tokenArrangerApi.layout() if name == "Bless" or name == "Curse" then blessCurseManagerApi.sealedToken(name, guid) end end }) return end end printToColor(name .. " token not found in chaos bag", playerColor) end -- release the last sealed token function releaseOneToken(playerColor, doPrint) if not Global.call("canTouchChaosTokens") then return end if #sealedTokens == 0 then if doPrint or doPrint == nil then printToColor("No sealed token(s) found", playerColor) end else if doPrint or doPrint == nil then printToColor("Releasing token", playerColor) end putTokenAway(table.remove(sealedTokens)) end end -- release multiple tokens at once function releaseMultipleTokens(playerColor) if SHOW_MULTI_RELEASE <= #sealedTokens then for i = 1, SHOW_MULTI_RELEASE do releaseOneToken(playerColor, false) end printToColor("Releasing tokens", playerColor) else printToColor("Not enough tokens sealed.", playerColor) end end -- releases all sealed tokens function releaseAllTokens(playerColor) if not Global.call("canTouchChaosTokens") then return end if #sealedTokens == 0 then printToColor("No sealed token(s) found", playerColor) else printToColor("Releasing token(s)", playerColor) for _, guid in ipairs(sealedTokens) do putTokenAway(guid) end sealedTokens = {} end end -- returns the token (referenced by GUID) to the chaos bag function putTokenAway(guid) local token = getObjectFromGUID(guid) if not token then return end local name = token.getName() local chaosbag = Global.call("findChaosBag") chaosbag.putObject(token) tokenArrangerApi.layout() if name == "Bless" or name == "Curse" then blessCurseManagerApi.releasedToken(name, guid) end end