ddb264fe13
- Fixes broken data retrieval to get the selected upgrades - Moves "is this customization active" logic into the UpgradeSheetLibrary - Extends the area covered by searchAroundSelf() to extend farther in (and past) the set aside card areas - Made searchAroundSelf() dynamic, removing the need for explicit position and areas
447 lines
13 KiB
Plaintext
447 lines
13 KiB
Plaintext
-- Common code for handling customizable card upgrade sheets
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-- Define UI elements in the base card file, then include this
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-- UI element definition is an array of tables, each with this structure. A row may include
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-- checkboxes (number defined by count), a text field, both, or neither (if the row has custom
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-- handling, as Living Ink does)
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-- {
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-- checkboxes = {
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-- posZ = -0.71,
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-- count = 1,
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-- },
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-- textField = {
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-- position = { 0.005, 0.25, -0.58 },
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-- width = 875
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-- }
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-- }
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-- Fields should also be defined for xInitial (left edge of the checkboxes) and xOffset (amount to
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-- shift X from one box to the next) as well as boxSize (checkboxes) and inputFontSize.
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--
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-- selectedUpgrades holds the state of checkboxes and text input, each element being:
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-- selectedUpgrades[row] = { xp = #, text = "" }
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local playmatApi = require("playermat/PlaymatApi")
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-- Y position for UI elements. Visibility of checkboxes moves the checkbox inside the card object
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-- when not selected.
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local Y_VISIBLE = 0.25
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local Y_INVISIBLE = -0.5
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-- Used for Summoned Servitor and Living Ink
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local VECTOR_COLOR = {
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unselected = { 0.5, 0.5, 0.5, 0.75 },
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mystic = { 0.597, 0.195, 0.796 }
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}
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-- These match with ArkhamDB's way of storing the data in the dropdown menu
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local SUMMONED_SERVITOR_SLOT_INDICES = { arcane = "1", ally = "0", none = "" }
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local rowCheckboxFirstIndex = { }
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local rowInputIndex = { }
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local selectedUpgrades = { }
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-- save state when going into bags / decks
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function onDestroy() self.script_state = onSave() end
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function onSave()
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return JSON.encode({
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selections = selectedUpgrades
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})
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end
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-- Startup procedure
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function onLoad(savedData)
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if savedData ~= "" then
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local loadedData = JSON.decode(savedData)
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if loadedData.selections ~= nil then
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selectedUpgrades = loadedData.selections
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end
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end
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selfId = getSelfId()
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maybeLoadLivingInkSkills()
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createUi()
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maybeUpdateLivingInkSkillDisplay()
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maybeUpdateServitorSlotDisplay()
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self.addContextMenuItem("Clear Selections", function() resetSelections() end)
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self.addContextMenuItem("Scale: 1x", function() self.setScale({ 1, 1, 1 }) end)
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self.addContextMenuItem("Scale: 2x", function() self.setScale({ 2, 1, 2 }) end)
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self.addContextMenuItem("Scale: 3x", function() self.setScale({ 3, 1, 3 }) end)
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end
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-- Grabs the ID from the metadata for special functions (Living Ink, Summoned Servitor)
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function getSelfId()
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local metadata = JSON.decode(self.getGMNotes())
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return metadata.id
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end
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function isUpgradeActive(row)
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return customizations[row] ~= nil
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and customizations[row].checkboxes ~= nil
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and customizations[row].checkboxes.count ~= nil
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and customizations[row].checkboxes.count > 0
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and selectedUpgrades[row] ~= nil
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and selectedUpgrades[row].xp ~= nil
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and selectedUpgrades[row].xp >= customizations[row].checkboxes.count
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end
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function resetSelections()
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selectedUpgrades = { }
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updateDisplay()
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end
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function createUi()
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if customizations == nil then
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return
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end
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for i = 1, #customizations do
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if customizations[i].checkboxes ~= nil then
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createRowCheckboxes(i)
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end
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if customizations[i].textField ~= nil then
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createRowTextField(i)
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end
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end
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maybeMakeLivingInkSkillSelectionButtons()
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maybeMakeServitorSlotSelectionButtons()
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updateDisplay()
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end
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function createRowCheckboxes(rowIndex)
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local checkboxes = customizations[rowIndex].checkboxes
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rowCheckboxFirstIndex[rowIndex] = 0
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local previousButtons = self.getButtons()
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if previousButtons ~= nil then
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rowCheckboxFirstIndex[rowIndex] = #previousButtons
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end
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for col = 1, checkboxes.count do
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local funcName = "checkboxRow" .. rowIndex .. "Col" .. col
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local func = function() clickCheckbox(rowIndex, col) end
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self.setVar(funcName, func)
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local checkboxPos = getCheckboxPosition(rowIndex, col)
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self.createButton({
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click_function = funcName,
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function_owner = self,
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position = checkboxPos,
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height = boxSize * 10,
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width = boxSize * 10,
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font_size = 1000,
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scale = { 0.1, 0.1, 0.1 },
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color = { 0, 0, 0 },
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font_color = { 0, 0, 0 }
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})
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end
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end
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function getCheckboxPosition(row, col)
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return {
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x = xInitial + col * xOffset,
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y = Y_VISIBLE,
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z = customizations[row].checkboxes.posZ
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}
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end
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function createRowTextField(rowIndex)
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local textField = customizations[rowIndex].textField
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rowInputIndex[rowIndex] = 0
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local previousInputs = self.getInputs()
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if previousInputs ~= nil then
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rowInputIndex[rowIndex] = #previousInputs
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end
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local funcName = "textbox" .. rowIndex
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local func = function(_, _, val, sel) clickTextbox(rowIndex, val, sel) end
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self.setVar(funcName, func)
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self.createInput({
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input_function = funcName,
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function_owner = self,
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label = "Click to type",
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alignment = 2,
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position = textField.position,
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scale = { 0.1, 0.1, 0.1 },
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width = textField.width * 10,
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height = inputFontsize * 10 + 75,
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font_size = inputFontsize * 10.5,
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color = "White",
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value = ""
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})
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end
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function updateDisplay()
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for i = 1, #customizations do
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updateRowDisplay(i)
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end
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maybeUpdateLivingInkSkillDisplay()
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maybeUpdateServitorSlotDisplay()
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end
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function updateRowDisplay(rowIndex)
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if customizations[rowIndex].checkboxes ~= nil then
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updateCheckboxes(rowIndex)
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end
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if customizations[rowIndex].textField ~= nil then
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updateTextField(rowIndex)
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end
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end
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function updateCheckboxes(rowIndex)
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local checkboxCount = customizations[rowIndex].checkboxes.count
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local selected = 0
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if selectedUpgrades[rowIndex] ~= nil and selectedUpgrades[rowIndex].xp ~= nil then
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selected = selectedUpgrades[rowIndex].xp
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end
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local checkboxIndex = rowCheckboxFirstIndex[rowIndex]
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for col = 1, checkboxCount do
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local pos = getCheckboxPosition(rowIndex, col)
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if col <= selected then
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pos.y = Y_VISIBLE
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else
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pos.y = Y_INVISIBLE
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end
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self.editButton({
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index = checkboxIndex,
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position = pos
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})
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checkboxIndex = checkboxIndex + 1
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end
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end
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function updateTextField(rowIndex)
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local inputIndex = rowInputIndex[rowIndex]
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if selectedUpgrades[rowIndex] ~= nil and selectedUpgrades[rowIndex].text ~= nil then
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self.editInput({
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index = inputIndex,
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value = " " .. selectedUpgrades[rowIndex].text
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})
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end
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end
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function clickCheckbox(row, col, buttonIndex)
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if selectedUpgrades[row] == nil then
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selectedUpgrades[row] = { }
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selectedUpgrades[row].xp = 0
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end
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if selectedUpgrades[row].xp == col then
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selectedUpgrades[row].xp = col - 1
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else
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selectedUpgrades[row].xp = col
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end
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updateCheckboxes(row)
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playmatApi.syncAllCustomizableCards()
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end
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-- Updates saved value for given text box when it loses focus
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function clickTextbox(rowIndex, value, selected)
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if selected == false then
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if selectedUpgrades[rowIndex] == nil then
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selectedUpgrades[rowIndex] = { }
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end
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selectedUpgrades[rowIndex].text = value:gsub("^%s*(.-)%s*$", "%1")
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-- Editing isn't actually done yet, and will block the update. Wait a frame so it's finished
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Wait.frames(function() updateRowDisplay(rowIndex) end, 1)
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end
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end
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---------------------------------------------------------
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-- Living Ink related functions
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---------------------------------------------------------
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-- Builds the list of boolean skill selections from the Row 1 text field
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function maybeLoadLivingInkSkills()
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if selfId ~= "09079-c" then return end
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selectedSkills = {
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willpower = false,
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intellect = false,
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combat = false,
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agility = false
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}
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if selectedUpgrades[1] ~= nil and selectedUpgrades[1].text ~= nil then
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for skill in string.gmatch(selectedUpgrades[1].text, "([^,]+)") do
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selectedSkills[skill] = true
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end
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end
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end
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function clickSkill(skillname)
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selectedSkills[skillname] = not selectedSkills[skillname]
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maybeUpdateLivingInkSkillDisplay()
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updateSelectedLivingInkSkillText()
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end
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-- Creates the invisible buttons overlaying the skill icons
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function maybeMakeLivingInkSkillSelectionButtons()
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if selfId ~= "09079-c" then return end
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local buttonData = {
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function_owner = self,
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position = { y = 0.2 },
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height = 130,
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width = 130,
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color = { 0, 0, 0, 0 },
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}
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for skillname, _ in pairs(selectedSkills) do
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local funcName = "clickSkill" .. skillname
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self.setVar(funcName, function() clickSkill(skillname) end)
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buttonData.click_function = funcName
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buttonData.position.x = -1 * SKILL_ICON_POSITIONS[skillname].x
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buttonData.position.z = SKILL_ICON_POSITIONS[skillname].z
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self.createButton(buttonData)
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end
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end
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-- Builds a comma-delimited string of skills and places it in the Row 1 text field
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function updateSelectedLivingInkSkillText()
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local skillString = ""
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if selectedSkills.willpower then
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skillString = skillString .. "willpower" .. ","
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end
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if selectedSkills.intellect then
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skillString = skillString .. "intellect" .. ","
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end
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if selectedSkills.combat then
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skillString = skillString .. "combat" .. ","
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end
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if selectedSkills.agility then
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skillString = skillString .. "agility" .. ","
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end
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if selectedUpgrades[1] == nil then
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selectedUpgrades[1] = { }
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end
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selectedUpgrades[1].text = skillString
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end
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-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
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-- vectors set, have to refresh all 4 at once
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function maybeUpdateLivingInkSkillDisplay()
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if selfId ~= "09079-c" then return end
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local circles = {}
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for skill, isSelected in pairs(selectedSkills) do
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if isSelected then
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local circle = getCircleVector(SKILL_ICON_POSITIONS[skill])
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if circle ~= nil then
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table.insert(circles, circle)
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end
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end
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end
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self.setVectorLines(circles)
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end
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function getCircleVector(center)
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local diameter = Vector(0, 0, 0.1)
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local pointOfOrigin = Vector(center.x, Y_VISIBLE, center.z)
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local vec
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local vecList = {}
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local arcStep = 5
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for i = 0, 360, arcStep do
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diameter:rotateOver('y', arcStep)
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vec = pointOfOrigin + diameter
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vec.y = pointOfOrigin.y
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table.insert(vecList, vec)
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end
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return {
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points = vecList,
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color = VECTOR_COLOR.mystic,
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thickness = 0.02,
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}
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end
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---------------------------------------------------------
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-- Summoned Servitor related functions
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---------------------------------------------------------
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-- Creates the invisible buttons overlaying the slot words
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function maybeMakeServitorSlotSelectionButtons()
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if selfId ~= "09080-c" then return end
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local buttonData = {
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click_function = "clickArcane",
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function_owner = self,
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position = { x = -1 * SLOT_ICON_POSITIONS.arcane.x, y = 0.2, z = SLOT_ICON_POSITIONS.arcane.z },
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height = 130,
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width = 130,
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color = { 0, 0, 0, 0 },
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}
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self.createButton(buttonData)
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buttonData.click_function = "clickAlly"
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buttonData.position.x = -1 * SLOT_ICON_POSITIONS.ally.x
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self.createButton(buttonData)
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end
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-- toggles the clicked slot
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function clickArcane()
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if selectedUpgrades[6] == nil then
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selectedUpgrades[6] = { }
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end
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if selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.arcane then
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.none
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else
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.arcane
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end
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maybeUpdateServitorSlotDisplay()
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end
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-- toggles the clicked slot
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function clickAlly()
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if selectedUpgrades[6] == nil then
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selectedUpgrades[6] = { }
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end
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if selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.ally then
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.none
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else
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.ally
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end
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maybeUpdateServitorSlotDisplay()
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end
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-- Refresh the vector circles indicating a slot is selected.
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function maybeUpdateServitorSlotDisplay()
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if selfId ~= "09080-c" then return end
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local center = SLOT_ICON_POSITIONS["arcane"]
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local arcaneVecList = {
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Vector(center.x + 0.12, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.12, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.12, Y_VISIBLE, center.z - 0.05),
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Vector(center.x + 0.12, Y_VISIBLE, center.z - 0.05),
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Vector(center.x + 0.12, Y_VISIBLE, center.z + 0.05),
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}
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center = SLOT_ICON_POSITIONS["ally"]
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local allyVecList = {
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Vector(center.x + 0.07, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.07, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.07, Y_VISIBLE, center.z - 0.05),
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Vector(center.x + 0.07, Y_VISIBLE, center.z - 0.05),
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Vector(center.x + 0.07, Y_VISIBLE, center.z + 0.05),
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}
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local arcaneVecColor = VECTOR_COLOR.unselected
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local allyVecColor = VECTOR_COLOR.unselected
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if selectedUpgrades[6] ~= nil and selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.arcane then
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arcaneVecColor = VECTOR_COLOR.mystic
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elseif selectedUpgrades[6] ~= nil and selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.ally then
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allyVecColor = VECTOR_COLOR.mystic
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end
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self.setVectorLines({
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{
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points = arcaneVecList,
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color = arcaneVecColor,
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thickness = 0.02,
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},
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{
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points = allyVecList,
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color = allyVecColor,
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thickness = 0.02,
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}
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})
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end
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