SCED/src/playercards/PlayerCardPanel.ttslua

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require("playercards/PlayerCardPanelData")
local allCardsBagApi = require("playercards/AllCardsBagApi")
local arkhamDb = require("arkhamdb/ArkhamDb")
local spawnBag = require("playercards/SpawnBag")
-- Size and position information for the three rows of class buttons
local CIRCLE_BUTTON_SIZE = 250
local CLASS_BUTTONS_X_OFFSET = 0.1325
local INVESTIGATOR_ROW_START = Vector(0.125, 0.1, -0.447)
local LEVEL_ZERO_ROW_START = Vector(0.125, 0.1, -0.007)
local UPGRADED_ROW_START = Vector(0.125, 0.1, 0.333)
-- Size and position information for the two blocks of other buttons
local MISC_BUTTONS_X_OFFSET = 0.155
local WEAKNESS_ROW_START = Vector(0.157, 0.1, 0.666)
local OTHER_ROW_START = Vector(0.605, 0.1, 0.666)
-- Size and position information for the Cycle (box) buttons
local CYCLE_BUTTON_SIZE = 468
local CYCLE_BUTTON_START = Vector(-0.716, 0.1, -0.39)
local CYCLE_COLUMN_COUNT = 3
local CYCLE_BUTTONS_X_OFFSET = 0.267
local CYCLE_BUTTONS_Z_OFFSET = 0.2665
local STARTER_DECK_MODE_SELECTED_COLOR = { 0.2, 0.2, 0.2, 0.8 }
local TRANSPARENT = { 0, 0, 0, 0 }
local STARTER_DECK_MODE_STARTERS = "starters"
local STARTER_DECK_MODE_CARDS_ONLY = "cards"
local FACE_UP_ROTATION = { x = 0, y = 270, z = 0}
local FACE_DOWN_ROTATION = { x = 0, y = 270, z = 180}
-- ---------- IMPORTANT ----------
-- Coordinates defined below are in global dimensions relative to the panel - DO NOT USE THESE
-- DIRECTLY. Call scalePositions() before use, and reference the variables below
-- Layout width for a single card, in global coordinate space
local CARD_WIDTH = 2.3
-- Coordinates to begin laying out cards. These vary based on the cards that are being placed by
-- considering the width of the cards, number of cards, and desired spread intervals.
-- IMPORTANT! Because of the mix of global card sizes and relative-to-scale positions, the X and Y
-- coordinates on these provide global disances while the Z is local.
local START_POSITIONS = {
classCards = Vector(CARD_WIDTH * 9.5, 2, 1.4),
investigator = Vector(6 * 2.5, 2, 1.3),
cycle = Vector(CARD_WIDTH * 9.5, 2, 2.4),
other = Vector(CARD_WIDTH * 9.5, 2, 1.4),
randomWeakness = Vector(0, 2, 1.4),
-- Because the card spread is handled by the SpawnBag, we don't know (programatically) where this
-- should be placed. If more customizable cards are added it will need to be moved.
summonedServitor = Vector(CARD_WIDTH * -7.5, 2, 1.7),
}
-- Shifts to move rows of cards, and groups of rows, as different groupings are laid out
local CARD_ROW_OFFSET = 3.7
local CARD_GROUP_OFFSET = 2
-- Position offsets for investigator decks in investigator mode, defines the spacing for how the
-- rows and columns are laid out
local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(0, 0, 11)
local INVESTIGATOR_POSITION_SHIFT_COL = Vector(-6, 0, 0)
local INVESTIGATOR_MAX_COLS = 6
-- Positions relative to the minicard to place other stacks. Both signature card piles and starter
-- decks use SIGNATURE_OFFSET
local INVESTIGATOR_CARD_OFFSET = Vector(0, 0, 2.55)
local INVESTIGATOR_SIGNATURE_OFFSET = Vector(0, 0, 5.75)
-- USE THESE! Positions and offset shifts accounting for the scale of the panel
local startPositions
local cardRowOffset
local cardGroupOffset
local investigatorPositionShiftRow
local investigatorPositionShiftCol
local investigatorCardOffset
local investigatorSignatureOffset
local CLASS_LIST = { "Guardian", "Seeker", "Rogue", "Mystic", "Survivor", "Neutral" }
local CYCLE_LIST = {
"Core",
"The Dunwich Legacy",
"The Path to Carcosa",
"The Forgotten Age",
"The Circle Undone",
"The Dream-Eaters",
"The Innsmouth Conspiracy",
"Edge of the Earth",
"The Scarlet Keys",
"The Feast of Hemlock Vale",
"Investigator Packs"
}
local excludedNonBasicWeaknesses
local starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
local helpVisibleToPlayers = { }
function onSave()
local saveState = {
spawnBagState = spawnBag.getStateForSave(),
}
return JSON.encode(saveState)
end
function onLoad(savedData)
arkhamDb.initialize()
if (savedData ~= nil) then
local saveState = JSON.decode(savedData) or { }
if (saveState.spawnBagState ~= nil) then
spawnBag.loadFromSave(saveState.spawnBagState)
end
end
buildExcludedWeaknessList()
createButtons()
end
-- Build a list of non-basic weaknesses which should be excluded from the last weakness set,
-- including all signature cards and evolved weaknesses.
function buildExcludedWeaknessList()
excludedNonBasicWeaknesses = { }
for _, investigator in pairs(INVESTIGATORS) do
for _, signatureId in ipairs(investigator.signatures) do
excludedNonBasicWeaknesses[signatureId] = true
end
end
for _, weaknessId in ipairs(EVOLVED_WEAKNESSES) do
excludedNonBasicWeaknesses[weaknessId] = true
end
end
function createButtons()
createHelpButton()
createInvestigatorButtons()
createLevelZeroButtons()
createUpgradedButtons()
createWeaknessButtons()
createOtherButtons()
createCycleButtons()
createClearButton()
-- Create investigator mode buttons last so the indexes are set when we need to update them
createInvestigatorModeButtons()
end
function createHelpButton()
self.createButton({
function_owner = self,
click_function = "toggleHelp",
position = Vector(0.845, 0.1, -0.855),
rotation = Vector(0, 0, 0),
height = 180,
width = 180,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
})
end
function createInvestigatorButtons()
local invButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = INVESTIGATOR_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
invButtonParams.click_function = "spawnInvestigators" .. class
invButtonParams.position = buttonPos
self.createButton(invButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(invButtonParams.click_function, function(_, _, _) spawnInvestigatorGroup(class) end)
end
end
function createLevelZeroButtons()
local l0ButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = LEVEL_ZERO_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
l0ButtonParams.click_function = "spawnBasic" .. class
l0ButtonParams.position = buttonPos
self.createButton(l0ButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(l0ButtonParams.click_function, function(_, _, _) spawnClassCards(class, false) end)
end
end
function createUpgradedButtons()
local upgradedButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = UPGRADED_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
upgradedButtonParams.click_function = "spawnUpgraded" .. class
upgradedButtonParams.position = buttonPos
self.createButton(upgradedButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(upgradedButtonParams.click_function, function(_, _, _) spawnClassCards(class, true) end)
end
end
function createWeaknessButtons()
local weaknessButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = WEAKNESS_ROW_START:copy()
weaknessButtonParams.click_function = "spawnWeaknesses"
weaknessButtonParams.tooltip = "All Weaknesses"
weaknessButtonParams.position = buttonPos
self.createButton(weaknessButtonParams)
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
weaknessButtonParams.click_function = "spawnRandomWeakness"
weaknessButtonParams.tooltip = "Random Basic Weakness"
weaknessButtonParams.position = buttonPos
self.createButton(weaknessButtonParams)
end
function createOtherButtons()
local otherButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = OTHER_ROW_START:copy()
otherButtonParams.click_function = "spawnBonded"
otherButtonParams.tooltip = "Bonded Cards"
otherButtonParams.position = buttonPos
self.createButton(otherButtonParams)
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
otherButtonParams.click_function = "spawnUpgradeSheets"
otherButtonParams.tooltip = "Customization Upgrade Sheets"
otherButtonParams.position = buttonPos
self.createButton(otherButtonParams)
end
function createCycleButtons()
local cycleButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CYCLE_BUTTON_SIZE,
width = CYCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = CYCLE_BUTTON_START:copy()
local rowCount = 0
local colCount = 0
for _, cycle in ipairs(CYCLE_LIST) do
cycleButtonParams.click_function = "spawnCycle" .. cycle
cycleButtonParams.position = buttonPos
cycleButtonParams.tooltip = cycle
self.createButton(cycleButtonParams)
self.setVar(cycleButtonParams.click_function, function(_, _, _) spawnCycle(cycle) end)
colCount = colCount + 1
-- If we've reached the end of a row, shift down and back to the first column
if colCount >= CYCLE_COLUMN_COUNT then
buttonPos = CYCLE_BUTTON_START:copy()
rowCount = rowCount + 1
colCount = 0
buttonPos.z = buttonPos.z + CYCLE_BUTTONS_Z_OFFSET * rowCount
if rowCount == 3 then
-- Account for two centered buttons on the final row
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET / 2
--[[ Account for centered button on the final row
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
]]
end
else
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
end
end
end
function createClearButton()
self.createButton({
function_owner = self,
click_function = "deleteAll",
position = Vector(0, 0.1, 0.852),
rotation = Vector(0, 0, 0),
height = 170,
width = 750,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
})
end
function createInvestigatorModeButtons()
local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
self.createButton({
function_owner = self,
click_function = "setCardsOnlyMode",
position = Vector(0.251, 0.1, -0.322),
rotation = Vector(0, 0, 0),
height = 170,
width = 760,
scale = Vector(0.25, 1, 0.25),
color = starterMode and TRANSPARENT or STARTER_DECK_MODE_SELECTED_COLOR
})
self.createButton({
function_owner = self,
click_function = "setStarterDeckMode",
position = Vector(0.66, 0.1, -0.322),
rotation = Vector(0, 0, 0),
height = 170,
width = 760,
scale = Vector(0.25, 1, 0.25),
color = starterMode and STARTER_DECK_MODE_SELECTED_COLOR or TRANSPARENT
})
local checkX = starterMode and 0.52 or 0.11
self.createButton({
function_owner = self,
label = "✓",
click_function = "doNothing",
position = Vector(checkX, 0.11, -0.317),
rotation = Vector(0, 0, 0),
height = 0,
width = 0,
scale = Vector(0.3, 1, 0.3),
font_color = { 0, 0, 0 },
color = { 1, 1, 1 }
})
end
function toggleHelp(_, playerColor, _)
if helpVisibleToPlayers[playerColor] then
helpVisibleToPlayers[playerColor] = nil
else
helpVisibleToPlayers[playerColor] = true
end
updateHelpVisibility()
end
function updateHelpVisibility()
local visibility = ""
for player, _ in pairs(helpVisibleToPlayers) do
if string.len(visibility) > 0 then
visibility = visibility .. "|" .. player
else
visibility = player
end
end
self.UI.setAttribute("helpText", "visibility", visibility)
self.UI.setAttribute("helpPanel", "visibility", visibility)
self.UI.setAttribute("helpPanel", "active", string.len(visibility) > 0)
end
function setStarterDeckMode()
starterDeckMode = STARTER_DECK_MODE_STARTERS
updateStarterModeButtons()
end
function setCardsOnlyMode()
starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
updateStarterModeButtons()
end
function updateStarterModeButtons()
local buttonCount = #self.getButtons()
-- Buttons are 0-indexed, so the last three are -1, -2, and -3 from the size
self.removeButton(buttonCount - 1)
self.removeButton(buttonCount - 2)
self.removeButton(buttonCount - 3)
createInvestigatorModeButtons()
end
-- Clears the table and updates positions based on scale. Should be called before ANY card
-- placement
function prepareToPlaceCards()
deleteAll()
scalePositions()
end
-- Updates the positions based on the current object scale to ensure the relative layout functions
-- properly at different scales.
function scalePositions()
-- Assume scaling is consistent in X and Z dimensions
local scale = 1 / self.getScale().x
startPositions = { }
for key, pos in pairs(START_POSITIONS) do
-- Because a scaled object means a different global size, using global distance for Z results in
-- the cards being closer or farther depending on the scale. Leave the Z values and only scale
-- X and Y
startPositions[key] = Vector(pos)
startPositions[key].x = startPositions[key].x * scale
startPositions[key].y = startPositions[key].y * scale
end
cardRowOffset = CARD_ROW_OFFSET * scale
cardGroupOffset = CARD_GROUP_OFFSET * scale
investigatorPositionShiftRow = Vector(INVESTIGATOR_POSITION_SHIFT_ROW):scale(scale)
investigatorPositionShiftCol = Vector(INVESTIGATOR_POSITION_SHIFT_COL):scale(scale)
investigatorCardOffset = Vector(INVESTIGATOR_CARD_OFFSET):scale(scale)
investigatorSignatureOffset = Vector(INVESTIGATOR_SIGNATURE_OFFSET):scale(scale)
end
-- Deletes all cards currently placed on the table
function deleteAll()
spawnBag.recall(true)
end
-- Spawn an investigator group, based on the current UI setting for either investigators or starter
-- decks.
---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
function spawnInvestigatorGroup(groupName)
local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
prepareToPlaceCards()
Wait.frames(function()
if starterMode then
spawnStarters(groupName)
else
spawnInvestigators(groupName)
end
end, 2)
end
-- Spawn cards for all investigators in the given group. This creates piles for all defined
-- investigator cards and minicards as well as the signature cards.
---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
function spawnInvestigators(groupName)
if INVESTIGATOR_GROUPS[groupName] == nil then
printToAll("No " .. groupName .. " data yet")
return
end
local col = 1
local row = 1
local investigatorCount = #INVESTIGATOR_GROUPS[groupName]
local position = getInvestigatorRowStartPos(investigatorCount, row)
for i, investigatorName in ipairs(INVESTIGATOR_GROUPS[groupName]) do
for _, spawnSpec in ipairs(buildInvestigatorSpawnSpec(
investigatorName, INVESTIGATORS[investigatorName], position, false)) do
spawnBag.spawn(spawnSpec)
end
position:add(investigatorPositionShiftCol)
col = col + 1
if col > INVESTIGATOR_MAX_COLS then
col = 1
row = row + 1
position = getInvestigatorRowStartPos(investigatorCount, row)
end
end
end
function getInvestigatorRowStartPos(investigatorCount, row)
local rowStart = Vector(startPositions.investigator)
rowStart:add(Vector(
investigatorPositionShiftRow.x * (row - 1),
investigatorPositionShiftRow.y * (row - 1),
investigatorPositionShiftRow.z * (row - 1)))
local investigatorsInRow =
math.min(investigatorCount - INVESTIGATOR_MAX_COLS * (row - 1), INVESTIGATOR_MAX_COLS)
rowStart:add(Vector(
investigatorPositionShiftCol.x * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
investigatorPositionShiftCol.y * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
investigatorPositionShiftCol.z * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2))
return rowStart
end
-- Creates the spawn spec for the investigator's signature cards.
---@param investigatorName String. Name of the investigator, matching a key in
--- InvestigatorPanelData
---@param investigatorData Table. Spawn definition for the investigator, retrieved from
--- INVESTIGATORS
---@param position Vector. Where to spawn the minicard; investigagor cards will be placed below
function buildInvestigatorSpawnSpec(investigatorName, investigatorData, position)
local sigPos = Vector(position):add(investigatorSignatureOffset)
local spawns = buildCommonSpawnSpec(investigatorName, investigatorData, position)
table.insert(spawns, {
name = investigatorName.."signatures",
cards = investigatorData.signatures,
globalPos = self.positionToWorld(sigPos),
rotation = FACE_UP_ROTATION,
})
return spawns
end
-- Builds the spawn specs for minicards and investigator cards. These are common enough to be
-- shared, and will only differ in whether they spawn the full stack of possible investigator and
-- minicards, or only the first of each.
---@param investigatorName String. Name of the investigator, matching a key in
--- InvestigatorPanelData
---@param investigatorData Table. Spawn definition for the investigator, retrieved from
--- INVESTIGATORS
---@param position Vector. Where to spawn the minicard; investigagor cards will be placed below
---@param oneCardOnly Boolean. If true, will spawn only the first card in the investigator card
--- and minicard lists. Otherwise, spawn them all in a deck
function buildCommonSpawnSpec(investigatorName, investigatorData, position, oneCardOnly)
local cardPos = Vector(position):add(investigatorCardOffset)
return {
{
name = investigatorName.."minicards",
cards = oneCardOnly and { investigatorData.minicards[1] } or investigatorData.minicards,
globalPos = self.positionToWorld(position),
rotation = FACE_UP_ROTATION,
},
{
name = investigatorName.."cards",
cards = oneCardOnly and { investigatorData.cards[1] } or investigatorData.cards,
globalPos = self.positionToWorld(cardPos),
rotation = FACE_UP_ROTATION,
},
}
end
-- Spawns all starter decks (single minicard and investigator card, plus the starter deck) for
-- investigators in the given group.
---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
function spawnStarters(groupName)
local col = 1
local row = 1
local investigatorCount = #INVESTIGATOR_GROUPS[groupName]
local position = getInvestigatorRowStartPos(investigatorCount, row)
for _, investigatorName in ipairs(INVESTIGATOR_GROUPS[groupName]) do
spawnStarterDeck(investigatorName, INVESTIGATORS[investigatorName], position)
position:add(investigatorPositionShiftCol)
col = col + 1
if col > INVESTIGATOR_MAX_COLS then
col = 1
row = row + 1
position = getInvestigatorRowStartPos(investigatorCount, row)
end
end
end
-- Spawns the defined starter deck for the given investigator's.
---@param investigatorName String. Name of the investigator, matching a key in
--- InvestigatorPanelData
function spawnStarterDeck(investigatorName, investigatorData, position)
for _, spawnSpec in ipairs(
buildCommonSpawnSpec(investigatorName, INVESTIGATORS[investigatorName], position, true)) do
spawnBag.spawn(spawnSpec)
end
local deckPos = Vector(position):add(investigatorSignatureOffset)
arkhamDb.getDecklist("None", investigatorData.starterDeck, true, false, false, function(slots)
local cardIdList = { }
for id, count in pairs(slots) do
for i = 1, count do
table.insert(cardIdList, id)
end
end
spawnBag.spawn({
name = investigatorName.."starter",
cards = cardIdList,
globalPos = self.positionToWorld(deckPos),
rotation = FACE_DOWN_ROTATION
})
end)
end
-- Clears the currently placed cards, then places cards for the given class and level spread
---@param cardClass String. Class to place ("Guardian", "Seeker", etc)
---@param isUpgraded Boolean. If true, spawn the Level 1-5 cards. Otherwise, Level 0.
function spawnClassCards(cardClass, isUpgraded)
prepareToPlaceCards()
Wait.frames(function() placeClassCards(cardClass, isUpgraded) end, 2)
end
-- Spawn the class cards.
---@param cardClass String. Class to place ("Guardian", "Seeker", etc)
---@param isUpgraded Boolean. If true, spawn the Level 1-5 cards. Otherwise, Level 0.
function placeClassCards(cardClass, isUpgraded)
local indexReady = allCardsBagApi.isIndexReady()
if (not indexReady) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return
end
local cardIdList = allCardsBagApi.getCardsByClassAndLevel(cardClass, isUpgraded)
local skillList = { }
local eventList = { }
local assetList = { }
for _, cardId in ipairs(cardIdList) do
local cardMetadata = allCardsBagApi.getCardById(cardId).metadata
if (cardMetadata.type == "Skill") then
table.insert(skillList, cardId)
elseif (cardMetadata.type == "Event") then
table.insert(eventList, cardId)
elseif (cardMetadata.type == "Asset") then
table.insert(assetList, cardId)
end
end
local groupPos = Vector(startPositions.classCards)
if #skillList > 0 then
spawnBag.spawn({
name = cardClass .. (isUpgraded and "upgraded" or "basic"),
cards = skillList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.z = groupPos.z + math.ceil(#skillList / 20) * cardRowOffset + cardGroupOffset
end
if #eventList > 0 then
spawnBag.spawn({
name = cardClass .. "event" .. (isUpgraded and "upgraded" or "basic"),
cards = eventList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.z = groupPos.z + math.ceil(#eventList / 20) * cardRowOffset + cardGroupOffset
end
if #assetList > 0 then
spawnBag.spawn({
name = cardClass .. "asset" .. (isUpgraded and "upgraded" or "basic"),
cards = assetList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
end
-- Spawns the investigator sets and all cards for the given cycle
---@param cycle String Name of a cycle, should match the standard used in card metadata
function spawnCycle(cycle)
prepareToPlaceCards()
spawnInvestigators(cycle)
local indexReady = allCardsBagApi.isIndexReady()
if (not indexReady) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return
end
local cycleCardList = allCardsBagApi.getCardsByCycle(cycle)
local copiedList = { }
for i, id in ipairs(cycleCardList) do
copiedList[i] = id
end
spawnBag.spawn({
name = "cycle"..cycle,
cards = copiedList,
globalPos = self.positionToWorld(startPositions.cycle),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnBonded()
prepareToPlaceCards()
spawnBag.spawn({
name = "bonded",
cards = BONDED_CARD_LIST,
globalPos = self.positionToWorld(startPositions.classCards),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnUpgradeSheets()
prepareToPlaceCards()
spawnBag.spawn({
name = "upgradeSheets",
cards = UPGRADE_SHEET_LIST,
globalPos = self.positionToWorld(startPositions.classCards),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
spawnBag.spawn({
name = "servitor",
cards = { "09080-m" },
globalPos = self.positionToWorld(startPositions.summonedServitor),
rotation = FACE_UP_ROTATION,
})
end
-- Clears the current cards, and places all basic weaknesses on the table.
function spawnWeaknesses()
prepareToPlaceCards()
local indexReady = allCardsBagApi.isIndexReady()
if (not indexReady) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return
end
local weaknessIdList = allCardsBagApi.getUniqueWeaknesses()
local basicWeaknessList = { }
local otherWeaknessList = { }
for i, id in ipairs(weaknessIdList) do
local cardMetadata = allCardsBagApi.getCardById(id).metadata
if cardMetadata.basicWeaknessCount ~= nil and cardMetadata.basicWeaknessCount > 0 then
table.insert(basicWeaknessList, id)
elseif excludedNonBasicWeaknesses[id] == nil then
table.insert(otherWeaknessList, id)
end
end
local groupPos = Vector(startPositions.classCards)
spawnBag.spawn({
name = "basicWeaknesses",
cards = basicWeaknessList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.z = groupPos.z + math.ceil(#basicWeaknessList / 20) * cardRowOffset + cardGroupOffset
spawnBag.spawn({
name = "evolvedWeaknesses",
cards = EVOLVED_WEAKNESSES,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.z = groupPos.z + math.ceil(#EVOLVED_WEAKNESSES / 20) * cardRowOffset + cardGroupOffset
spawnBag.spawn({
name = "otherWeaknesses",
cards = otherWeaknessList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnRandomWeakness()
prepareToPlaceCards()
local weaknessId = allCardsBagApi.getRandomWeaknessId()
if (weaknessId == nil) then
broadcastToAll("All basic weaknesses are in play!", {0.9, 0.2, 0.2})
return
end
spawnBag.spawn({
name = "randomWeakness",
cards = { weaknessId },
globalPos = self.positionToWorld(startPositions.randomWeakness),
rotation = FACE_UP_ROTATION,
})
end