197 lines
5.9 KiB
Plaintext
197 lines
5.9 KiB
Plaintext
---------------------------------------------------------
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-- general setup
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---------------------------------------------------------
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-- set true to enable debug logging
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DEBUG = false
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-- we use this to turn off collision handling until onLoad() is complete
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COLLISION_ENABLED = false
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local SHIFT_OFFSETS = {
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left = { x = 0.00, y = 0, z = 7.67 },
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right = { x = 0.00, y = 0, z = -7.67 },
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up = { x = 6.54, y = 0, z = 0.00 },
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down = { x = -6.54, y = 0, z = 0.00 }
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}
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local SHIFT_EXCLUSION = {
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["b7b45b"] = true,
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["f182ee"] = true,
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["721ba2"] = true
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}
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local INVESTIGATOR_COUNTER_GUID = "f182ee"
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local PLAY_AREA_ZONE_GUID = "a2f932"
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local clueData = {}
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spawnedLocationGUIDs = {}
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local currentScenario
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---------------------------------------------------------
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-- general code
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---------------------------------------------------------
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function onSave()
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return JSON.encode({
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spawnedLocs = spawnedLocationGUIDs,
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currentScenario = currentScenario
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})
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end
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function onLoad(saveState)
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-- records locations we have spawned clues for
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local saveData = JSON.decode(saveState) or {}
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spawnedLocationGUIDs = saveData.spawnedLocs or { }
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currentScenario = saveData.currentScenario
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local TOKEN_DATA = Global.getTable('TOKEN_DATA')
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clueData = {
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thickness = 0.1,
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stackable = true,
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type = 2,
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image = TOKEN_DATA.clue.image,
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image_bottom = TOKEN_DATA.doom.image
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}
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local dataHelper = getObjectFromGUID('708279')
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LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
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self.interactable = DEBUG
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Wait.time(function() COLLISION_ENABLED = true end, 1)
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end
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function log(message)
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if DEBUG then print(message) end
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end
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---------------------------------------------------------
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-- clue spawning
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---------------------------------------------------------
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-- try the compound key then the name alone as default
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function getLocation(object)
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return LOCATIONS[object.getName() .. '_' .. object.getGUID()] or LOCATIONS[object.getName()]
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end
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-- Return the number of clues to spawn on this location
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function getClueCount(object, isFaceDown, playerCount)
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local details = getLocation(object)
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if details == nil then
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error('attempted to get clue for unexpected object: ' .. object.getName())
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end
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log(object.getName() .. ' : ' .. details['type'] .. ' : ' .. details['value'] .. ' : ' .. details['clueSide'])
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if ((isFaceDown and details['clueSide'] == 'back') or (not isFaceDown and details['clueSide'] == 'front')) then
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if details['type'] == 'fixed' then
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return details['value']
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elseif details['type'] == 'perPlayer' then
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return details['value'] * playerCount
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end
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error('unexpected location type: ' .. details['type'])
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end
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return 0
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end
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function spawnCluesAtLocation(clueCount, object)
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if spawnedLocationGUIDs[object.getGUID()] ~= nil then
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error('tried to spawn clue for already spawned location:' .. object.getName())
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end
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log('spawning clues for ' .. object.getName() .. '_' .. object.getGUID())
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log('player count is ' .. getInvestigatorCount() .. ', clue count is ' .. clueCount)
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-- mark this location as spawned, can't happen again
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spawnedLocationGUIDs[object.getGUID()] = true
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-- spawn clues (starting top right, moving to the next row after 4 clues)
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local pos = object.getPosition()
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for i = 1, clueCount do
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local row = math.floor(1 + (i - 1) / 4)
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local column = (i - 1) % 4
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spawnClue({ pos.x + 1.5 - 0.55 * row, pos.y, pos.z - 0.825 + 0.55 * column })
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end
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end
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function spawnClue(position)
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local token = spawnObject({
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position = position,
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rotation = { 3.88, -90, 0.24 },
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type = 'Custom_Tile'
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})
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token.setCustomObject(clueData)
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token.scale { 0.25, 1, 0.25 }
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token.use_snap_points = false
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end
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function updateLocations(args)
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custom_data_helper_guid = args[1]
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local custom_data_helper = getObjectFromGUID(args[1])
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for k, v in pairs(custom_data_helper.getTable("LOCATIONS_DATA")) do
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LOCATIONS[k] = v
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end
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end
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function onCollisionEnter(collision_info)
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if not COLLISION_ENABLED then return end
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-- check if we should spawn clues here and do so according to playercount
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local object = collision_info.collision_object
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if getLocation(object) ~= nil and spawnedLocationGUIDs[object.getGUID()] == nil then
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local clueCount = getClueCount(object, object.is_face_down, getInvestigatorCount())
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if clueCount > 0 then spawnCluesAtLocation(clueCount, object) end
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end
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end
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-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
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-- fixed objects will be ignored, as will anything the player has tagged with
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-- 'displacement_excluded'
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---@param playerColor Color of the player requesting the shift. Used solely to send an error
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--- message in the unlikely case that the scripting zone has been deleted
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function shiftContentsUp(playerColor)
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shiftContents(playerColor, "up")
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end
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function shiftContentsDown(playerColor)
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shiftContents(playerColor, "down")
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end
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function shiftContentsLeft(playerColor)
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shiftContents(playerColor, "left")
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end
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function shiftContentsRight(playerColor)
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shiftContents(playerColor, "right")
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end
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function shiftContents(playerColor, direction)
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local zone = getObjectFromGUID(PLAY_AREA_ZONE_GUID)
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if not zone then
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broadcastToColor("Scripting zone couldn't be found.", playerColor, "Red")
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return
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end
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for _, object in ipairs(zone.getObjects()) do
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if not (SHIFT_EXCLUSION[object.getGUID()] or object.hasTag("displacement_excluded")) then
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object.translate(SHIFT_OFFSETS[direction])
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end
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end
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end
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-- Returns the current value of the investigator counter from the playmat
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---@return Integer. Number of investigators currently set on the counter
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function getInvestigatorCount()
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local investigatorCounter = getObjectFromGUID("f182ee")
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return investigatorCounter.getVar("val")
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end
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-- Reset the play area's tracking of which cards have had tokens spawned.
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function resetSpawnedCards()
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spawnedLocationGUIDs = {}
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end
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function onScenarioChanged(scenarioName)
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currentScenario = scenarioName
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end
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