SCED/src/core/PlayArea.ttslua

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local tokenManager = require("core/token/TokenManager")
---------------------------------------------------------
-- general setup
---------------------------------------------------------
-- set true to enable debug logging
DEBUG = false
-- we use this to turn off collision handling until onLoad() is complete
COLLISION_ENABLED = false
local SHIFT_OFFSETS = {
left = { x = 0.00, y = 0, z = 7.67 },
right = { x = 0.00, y = 0, z = -7.67 },
up = { x = 6.54, y = 0, z = 0.00 },
down = { x = -6.54, y = 0, z = 0.00 }
}
local SHIFT_EXCLUSION = {
["b7b45b"] = true,
["f182ee"] = true,
["721ba2"] = true
}
local INVESTIGATOR_COUNTER_GUID = "f182ee"
local PLAY_AREA_ZONE_GUID = "a2f932"
local currentScenario
---------------------------------------------------------
-- general code
---------------------------------------------------------
function onSave()
return JSON.encode({
currentScenario = currentScenario
})
end
function onLoad(saveState)
-- records locations we have spawned clues for
local saveData = JSON.decode(saveState) or {}
currentScenario = saveData.currentScenario
self.interactable = DEBUG
Wait.time(function() COLLISION_ENABLED = true end, 1)
end
function log(message)
if DEBUG then print(message) end
end
-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
-- data to the local token manager instance.
---@param args Table Single-value array holding the GUID of the Custom Data Helper making the call
function updateLocations(args)
local customDataHelper = getObjectFromGUID(args[1])
if customDataHelper ~= nil then
tokenManager.addLocationData(customDataHelper.getTable("LOCATIONS_DATA"))
end
end
function onCollisionEnter(collision_info)
if not COLLISION_ENABLED then return end
-- check if we should spawn clues here and do so according to playercount
local card = collision_info.collision_object
if shouldSpawnTokens(card) then
tokenManager.spawnForCard(card)
end
end
function shouldSpawnTokens(card)
local metadata = JSON.decode(card.getGMNotes())
if metadata == nil then
return tokenManager.hasLocationData(card) ~= nil
end
return metadata.type == "Location"
or metadata.type == "Enemy"
or metadata.type == "Treachery"
or metadata.weakness
end
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with
-- 'displacement_excluded'
---@param playerColor Color of the player requesting the shift. Used solely to send an error
--- message in the unlikely case that the scripting zone has been deleted
function shiftContentsUp(playerColor)
shiftContents(playerColor, "up")
end
function shiftContentsDown(playerColor)
shiftContents(playerColor, "down")
end
function shiftContentsLeft(playerColor)
shiftContents(playerColor, "left")
end
function shiftContentsRight(playerColor)
shiftContents(playerColor, "right")
end
function shiftContents(playerColor, direction)
local zone = getObjectFromGUID(PLAY_AREA_ZONE_GUID)
if not zone then
broadcastToColor("Scripting zone couldn't be found.", playerColor, "Red")
return
end
for _, object in ipairs(zone.getObjects()) do
if not (SHIFT_EXCLUSION[object.getGUID()] or object.hasTag("displacement_excluded")) then
object.translate(SHIFT_OFFSETS[direction])
end
end
end
-- Returns the current value of the investigator counter from the playmat
---@return Integer. Number of investigators currently set on the counter
function getInvestigatorCount()
local investigatorCounter = getObjectFromGUID("f182ee")
return investigatorCounter.getVar("val")
end
-- Reset the play area's tracking of which cards have had tokens spawned.
function resetSpawnedCards()
spawnedLocationGUIDs = {}
end
function onScenarioChanged(scenarioName)
currentScenario = scenarioName
Global.call('titleSplash', {scenarioName = scenarioName})
end