135 lines
3.9 KiB
Plaintext
135 lines
3.9 KiB
Plaintext
local tokenManager = require("core/token/TokenManager")
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---------------------------------------------------------
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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 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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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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currentScenario = saveData.currentScenario
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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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-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
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-- data to the local token manager instance.
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---@param args Table Single-value array holding the GUID of the Custom Data Helper making the call
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function updateLocations(args)
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local customDataHelper = getObjectFromGUID(args[1])
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if customDataHelper ~= nil then
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tokenManager.addLocationData(customDataHelper.getTable("LOCATIONS_DATA"))
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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 card = collision_info.collision_object
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if shouldSpawnTokens(card) then
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tokenManager.spawnForCard(card)
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end
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end
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function shouldSpawnTokens(card)
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local metadata = JSON.decode(card.getGMNotes())
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if metadata == nil then
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return tokenManager.hasLocationData(card) ~= nil
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end
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return metadata.type == "Location"
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or metadata.type == "Enemy"
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or metadata.type == "Treachery"
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or metadata.weakness
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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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Global.call('titleSplash', {scenarioName = scenarioName})
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end
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