682 lines
25 KiB
Plaintext
682 lines
25 KiB
Plaintext
---------------------------------------------------------
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-- general setup
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---------------------------------------------------------
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-- Location connection directional options
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local BIDIRECTIONAL = 0
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local ONE_WAY = 1
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local INCOMING_ONE_WAY = 2
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-- Connector draw parameters
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local CONNECTION_THICKNESS = 0.015
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local DRAGGING_CONNECTION_THICKNESS = 0.15
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local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 }
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local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
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local DIRECTIONAL_ARROW_DISTANCE = 3.5
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local ARROW_ARM_LENGTH = 0.9
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local ARROW_ANGLE = 25
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-- Height to draw the connector lines, places them just above the table and always below cards
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local CONNECTION_LINE_Y = 1.529
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-- we use this to turn off collision handling until onLoad() is complete
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local collisionEnabled = false
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-- used for recreating the link to a custom data helper after image change
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customDataHelper = nil
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local DEFAULT_URL = "http://cloud-3.steamusercontent.com/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
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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 LOC_LINK_EXCLUDE_SCENARIOS = {
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["The Witching Hour"] = true,
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["The Heart of Madness"] = true
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}
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local tokenManager = require("core/token/TokenManager")
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local clueData = {}
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local spawnedLocationGUIDs = {}
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local locations = {}
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local locationConnections = {}
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local draggingGuids = {}
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local locationData
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local currentScenario
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local missingData = {}
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local countedVP = {}
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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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trackedLocations = locations,
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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 save = JSON.decode(saveState) or { }
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locations = save.trackedLocations or { }
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currentScenario = save.currentScenario
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self.interactable = false
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Wait.time(function() collisionEnabled = true end, 1)
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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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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 updateSurface(newURL)
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local customInfo = self.getCustomObject()
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if newURL ~= "" and newURL ~= nil and newURL ~= DEFAULT_URL then
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customInfo.image = newURL
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broadcastToAll("New Playmat Image Applied", { 0.2, 0.9, 0.2 })
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else
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customInfo.image = DEFAULT_URL
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broadcastToAll("Default Playmat Image Applied", { 0.2, 0.9, 0.2 })
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end
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self.setCustomObject(customInfo)
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local guid = nil
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if customDataHelper then guid = customDataHelper.getGUID() end
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self.reload()
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if guid ~= nil then
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Wait.time(function() updateLocations({ guid }) end, 1)
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end
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end
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function onCollisionEnter(collisionInfo)
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local obj = collisionInfo.collision_object
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local objType = obj.name
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-- only continue for cards
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if not collisionEnabled or (objType ~= "Card" and objType ~= "CardCustom") then
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if objType == "Deck" then
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table.insert(missingData, obj)
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end
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return
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end
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-- check if we should spawn clues here and do so according to playercount
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local card = collisionInfo.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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-- If this card was being dragged, clear the dragging connections. A multi-drag/drop may send
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-- the dropped card immediately into a deck, so this has to be done here
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if draggingGuids[card.getGUID()] ~= nil then
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card.setVectorLines(nil)
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draggingGuids[card.getGUID()] = nil
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end
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maybeTrackLocation(card)
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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)
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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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function onCollisionExit(collisionInfo)
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maybeUntrackLocation(collisionInfo.collision_object)
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end
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-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
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function onObjectDestroy(object)
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maybeUntrackLocation(object)
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end
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function onObjectPickUp(player, object)
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-- only continue for cards
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local objType = object.name
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if objType ~= "Card" and objType ~= "CardCustom" then return end
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-- onCollisionExit USUALLY fires first, so we have to check the card to see if it's a location we
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-- should be tracking
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if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
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local pickedUpGuid = object.getGUID()
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local metadata = JSON.decode(object.getGMNotes()) or { }
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if metadata.type == "Location" then
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-- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in
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-- the same frame). This causes a mismatch in the data between dragging the on-table, and
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-- that one frame draws connectors on the card which then show up as shadows for snap points.
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-- Waiting ensures we always do thing in the expected Exit->PickUp order
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Wait.frames(function()
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if object.is_face_down then
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draggingGuids[pickedUpGuid] = metadata.locationBack
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else
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draggingGuids[pickedUpGuid] = metadata.locationFront
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end
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rebuildConnectionList()
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end, 2)
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end
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end
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end
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function onUpdate()
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-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
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-- connection list once, and only redraw once
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local needsConnectionRebuild = false
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local needsConnectionDraw = false
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for guid, _ in pairs(draggingGuids) do
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local obj = getObjectFromGUID(guid)
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if obj == nil or not isInPlayArea(obj) then
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draggingGuids[guid] = nil
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needsConnectionRebuild = true
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-- If object still exists then it's been dragged outside the area and needs to clear the
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-- lines attached to it
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if obj ~= nil then
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obj.setVectorLines(nil)
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end
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end
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-- Even if the last location left the play area, need one last draw to clear the lines
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needsConnectionDraw = true
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end
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if (needsConnectionRebuild) then
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rebuildConnectionList()
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end
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if needsConnectionDraw then
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drawDraggingConnections()
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end
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end
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-- Checks the given card and adds it to the list of locations tracked for connection purposes.
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-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
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---@param card Object A card object, possibly a location.
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function maybeTrackLocation(card)
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-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
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-- Ignore any collision where the centerpoint isn't in the area
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if isInPlayArea(card) then
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local metadata = JSON.decode(card.getGMNotes())
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if metadata == nil then
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table.insert(missingData, card)
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else
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if metadata.type == "Location" then
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if card.is_face_down then
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locations[card.getGUID()] = metadata.locationBack
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else
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locations[card.getGUID()] = metadata.locationFront
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end
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-- only draw connection lines for not-excluded scenarios
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if showLocationLinks() then
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rebuildConnectionList()
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drawBaseConnections()
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end
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end
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end
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end
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end
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-- Stop tracking a location for connection drawing. This should be called for both collision exit
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-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
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-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
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-- be cleared in the next onUpdate() cycle.
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---@param card Object Card to (maybe) stop tracking
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function maybeUntrackLocation(card)
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-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
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-- area. If the object is now locked, don't remove it.
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if locations[card.getGUID()] ~= nil and not card.locked then
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locations[card.getGUID()] = nil
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rebuildConnectionList()
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drawBaseConnections()
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end
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end
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-- Global event handler, delegated from Global. Clears any connection lines from dragged cards
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-- before they are destroyed by entering a deck. Removal of the card from the dragging list will
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-- be handled during the next onUpdate() call.
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function tryObjectEnterContainer(params)
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for draggedGuid, _ in pairs(draggingGuids) do
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local draggedObj = getObjectFromGUID(draggedGuid)
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if draggedObj ~= nil then
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draggedObj.setVectorLines(nil)
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end
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end
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end
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-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
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-- This will update the connection information and store it in the locationConnections data member,
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-- but does not draw those connections. This should often be followed by a call to
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-- drawBaseConnections()
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function rebuildConnectionList()
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if not showLocationLinks() then
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locationConnections = { }
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return
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end
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local iconCardList = { }
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-- Build a list of cards with each icon as their location ID
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for cardId, metadata in pairs(draggingGuids) do
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buildLocListByIcon(cardId, iconCardList, metadata)
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end
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for cardId, metadata in pairs(locations) do
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buildLocListByIcon(cardId, iconCardList, metadata)
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end
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-- Pair up all the icons
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locationConnections = { }
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for cardId, metadata in pairs(draggingGuids) do
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buildConnection(cardId, iconCardList, metadata)
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end
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for cardId, metadata in pairs(locations) do
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if draggingGuids[cardId] == nil then
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buildConnection(cardId, iconCardList, metadata)
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end
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end
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end
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-- Extracts the card's icon string into a list of individual location icons
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---@param cardID String GUID of the card to pull the icon data from
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---@param iconCardList Table A table of icon->GUID list. Mutable, will be updated by this method
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---@param locData Table A table containing the metadata for the card (for the correct side)
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function buildLocListByIcon(cardId, iconCardList, locData)
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if locData ~= nil and locData.icons ~= nil then
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for icon in string.gmatch(locData.icons, "%a+") do
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if iconCardList[icon] == nil then
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iconCardList[icon] = { }
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end
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table.insert(iconCardList[icon], cardId)
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end
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end
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end
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-- Builds the connections for the given cardID by finding matching icons and adding them to the
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-- Playarea's locationConnections table.
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---@param cardId String GUID of the card to build the connections for
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---@param iconCardList Table A table of icon->GUID List. Used to find matching icons for connections.
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---@param locData Table A table containing the metadata for the card (for the correct side)
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function buildConnection(cardId, iconCardList, locData)
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if locData ~= nil and locData.connections ~= nil then
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locationConnections[cardId] = { }
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for icon in string.gmatch(locData.connections, "%a+") do
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if iconCardList[icon] ~= nil then
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for _, connectedGuid in ipairs(iconCardList[icon]) do
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-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
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if locationConnections[connectedGuid] ~= nil
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and (locationConnections[connectedGuid][cardId] == ONE_WAY
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or locationConnections[connectedGuid][cardId] == BIDIRECTIONAL) then
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locationConnections[connectedGuid][cardId] = BIDIRECTIONAL
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locationConnections[cardId][connectedGuid] = nil
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else
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if locationConnections[connectedGuid] == nil then
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locationConnections[connectedGuid] = { }
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end
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locationConnections[cardId][connectedGuid] = ONE_WAY
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locationConnections[connectedGuid][cardId] = INCOMING_ONE_WAY
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end
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end
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end
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end
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end
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end
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-- Draws the lines for connections currently in locationConnections but not in draggingGuids.
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-- Constructed vectors will be set to the playmat
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function drawBaseConnections()
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if not showLocationLinks() then
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locationConnections = { }
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return
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end
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local cardConnectionLines = { }
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for originGuid, targetGuids in pairs(locationConnections) do
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-- Objects should reliably exist at this point, but since this can be called during onUpdate the
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-- object checks are conservative just to make sure.
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local origin = getObjectFromGUID(originGuid)
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if draggingGuids[originGuid] == nil and origin != nil then
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for targetGuid, direction in pairs(targetGuids) do
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local target = getObjectFromGUID(targetGuid)
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if draggingGuids[targetGuid] == nil and target != nil then
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-- Since we process the full list, we're guaranteed to hit any ONE_WAY connections later
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-- so we can ignore INCOMING_ONE_WAY
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if direction == BIDIRECTIONAL then
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addBidirectionalVector(origin, target, self, cardConnectionLines)
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elseif direction == ONE_WAY then
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addOneWayVector(origin, target, self, cardConnectionLines)
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end
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end
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end
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end
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end
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self.setVectorLines(cardConnectionLines)
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end
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-- Draws the lines for cards which are currently being dragged.
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function drawDraggingConnections()
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if not showLocationLinks() then
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return
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end
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local cardConnectionLines = { }
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local ownedVectors = { }
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for originGuid, _ in pairs(draggingGuids) do
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targetGuids = locationConnections[originGuid]
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-- Objects should reliably exist at this point, but since this can be called during onUpdate the
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-- object checks are conservative just to make sure.
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local origin = getObjectFromGUID(originGuid)
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if draggingGuids[originGuid] and origin ~= nil and targetGuids ~= nil then
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ownedVectors[originGuid] = { }
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for targetGuid, direction in pairs(targetGuids) do
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local target = getObjectFromGUID(targetGuid)
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if target != nil then
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if direction == BIDIRECTIONAL then
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addBidirectionalVector(origin, target, origin, ownedVectors[originGuid])
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elseif direction == ONE_WAY then
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addOneWayVector(origin, target, origin, ownedVectors[originGuid])
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elseif direction == INCOMING_ONE_WAY and not draggingGuids[targetGuid] then
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addOneWayVector(target, origin, origin, ownedVectors[originGuid])
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end
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end
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end
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end
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end
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for ownerGuid, vectors in pairs(ownedVectors) do
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local card = getObjectFromGUID(ownerGuid)
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card.setVectorLines(vectors)
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end
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end
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-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
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-- given lines list.
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---@param card1 Object One of the card objects to connect
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---@param card2 Object The other card object to connect
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---@param vectorOwner Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines Table List of vector line elements. Mutable, will be updated to add this connector
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function addBidirectionalVector(card1, card2, vectorOwner, lines)
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local cardPos1 = card1.getPosition()
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local cardPos2 = card2.getPosition()
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cardPos1.y = CONNECTION_LINE_Y
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cardPos2.y = CONNECTION_LINE_Y
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local pos1 = vectorOwner.positionToLocal(cardPos1)
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local pos2 = vectorOwner.positionToLocal(cardPos2)
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table.insert(lines, {
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points = { pos1, pos2 },
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color = vectorOwner == self and CONNECTION_COLOR or DRAGGING_CONNECTION_COLOR,
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thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
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})
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end
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-- Draws a one-way location connection between the two cards, adding the lines to do so to the
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-- given lines list. Arrows will point towards the target card.
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---@param origin Object Origin card in the connection
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---@param target Object Target card object to connect
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---@param vectorOwner Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines Table List of vector line elements. Mutable, will be updated to add this connector
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function addOneWayVector(origin, target, vectorOwner, lines)
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-- Start with the BiDi then add the arrow lines to it
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addBidirectionalVector(origin, target, vectorOwner, lines)
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local originPos = origin.getPosition()
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local targetPos = target.getPosition()
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originPos.y = CONNECTION_LINE_Y
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targetPos.y = CONNECTION_LINE_Y
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-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
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-- taller than they are wide
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local heading = Vector(originPos):sub(targetPos):heading("y")
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local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
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-- Calculate the three possible arrow positions. These are offset by half the arrow length to
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-- make them visually balanced by keeping the arrows centered, not tracking the point
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local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
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local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
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local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
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if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
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addArrowLines(midpoint, originPos, vectorOwner, lines)
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else
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addArrowLines(closeToOrigin, originPos, vectorOwner, lines)
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addArrowLines(closeToTarget, originPos, vectorOwner, lines)
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end
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end
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-- Draws an arrowhead at the given position.
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---@param arrowheadPosition Table Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
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---@param originPos Table Origin point of the connection, used to position the arrow arms
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---@param vectorOwner Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines Table List of vector line elements. Mutable, will be updated to add this arrow
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function addArrowLines(arrowheadPos, originPos, vectorOwner, lines)
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local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
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local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
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local head = vectorOwner.positionToLocal(arrowheadPos)
|
|
local arm1 = vectorOwner.positionToLocal(arrowArm1)
|
|
local arm2 = vectorOwner.positionToLocal(arrowArm2)
|
|
table.insert(lines, {
|
|
points = { arm1, head, arm2},
|
|
color = vectorOwner == self and CONNECTION_COLOR or DRAGGING_CONNECTION_COLOR,
|
|
thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
|
|
})
|
|
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 String 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 = Global.call("getObjectFromMemo", {matColor = "Mythos", type = "PlayAreaZone"})
|
|
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
|
|
Wait.time(drawBaseConnections, 0.1)
|
|
end
|
|
|
|
-- Check to see if the given object is within the bounds of the play area, based solely on the X and
|
|
-- Z coordinates, ignoring height
|
|
---@param object Object Object to check
|
|
---@return. True if the object is inside the play area
|
|
function isInPlayArea(object)
|
|
local bounds = self.getBounds()
|
|
local position = object.getPosition()
|
|
-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
|
|
local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2}
|
|
local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2}
|
|
|
|
return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
|
|
end
|
|
|
|
-- Reset the play area's tracking of which cards have had tokens spawned.
|
|
function resetSpawnedCards()
|
|
spawnedLocationGUIDs = {}
|
|
end
|
|
|
|
function onScenarioChanged(scenarioName)
|
|
currentScenario = scenarioName
|
|
if not showLocationLinks() then
|
|
broadcastToAll("Automatic location connections not available for this scenario")
|
|
end
|
|
end
|
|
|
|
function showLocationLinks()
|
|
return not LOC_LINK_EXCLUDE_SCENARIOS[currentScenario]
|
|
end
|
|
|
|
-- Sets this playmat's snap points to limit snapping to locations or not.
|
|
-- If matchTypes is false, snap points will be reset to snap all cards.
|
|
---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
|
|
function setLimitSnapsByType(matchTypes)
|
|
local snaps = self.getSnapPoints()
|
|
for i, snap in ipairs(snaps) do
|
|
local snapTags = snaps[i].tags
|
|
if matchTypes then
|
|
if snapTags == nil then
|
|
snaps[i].tags = { "Location" }
|
|
else
|
|
table.insert(snaps[i].tags, "Location")
|
|
end
|
|
else
|
|
snaps[i].tags = nil
|
|
end
|
|
end
|
|
self.setSnapPoints(snaps)
|
|
end
|
|
|
|
-- count victory points on locations in play area
|
|
---@return. Returns the total amount of VP found in the play area
|
|
function countVP()
|
|
local totalVP = 0
|
|
|
|
for cardId, metadata in pairs(locations) do
|
|
if metadata ~= nil then
|
|
local cardVP = tonumber(metadata.victory) or 0
|
|
if cardVP ~= 0 and not cardHasClues(cardId) then
|
|
totalVP = totalVP + cardVP
|
|
if cardVP >0 then
|
|
table.insert(countedVP, getObjectFromGUID(cardId))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return totalVP
|
|
end
|
|
|
|
-- checks if a card has clues on it, returns true if clues are on it
|
|
---@param cardId String GUID of the card to check for clues
|
|
function cardHasClues(cardId)
|
|
local card = getObjectFromGUID(cardId)
|
|
for _, v in ipairs(searchOnObj(card)) do
|
|
local obj = v.hit_object
|
|
if obj.memo == "clueDoom" and obj.is_face_down == false then
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
-- searches on an object (by using its bounds)
|
|
---@param obj Object Object to search on
|
|
function searchOnObj(obj)
|
|
return Physics.cast({
|
|
direction = { 0, 1, 0 },
|
|
max_distance = 0.5,
|
|
type = 3,
|
|
size = obj.getBounds().size,
|
|
origin = obj.getPosition()
|
|
})
|
|
end
|
|
|
|
-- highlights all locations in the play area without metadata
|
|
---@param state Boolean True if highlighting should be enabled
|
|
function highlightMissingData(state)
|
|
for i, obj in pairs(missingData) do
|
|
if obj ~= nil then
|
|
if state then
|
|
obj.highlightOff("Red")
|
|
else
|
|
obj.highlightOn("Red")
|
|
end
|
|
else
|
|
missingData[i] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- highlights all locations in the play area with VP
|
|
---@param state Boolean True if highlighting should be enabled
|
|
function highlightCountedVP(state)
|
|
for i, obj in pairs(countedVP) do
|
|
if obj ~= nil then
|
|
if state then
|
|
obj.highlightOff("Green")
|
|
else
|
|
obj.highlightOn("Green")
|
|
end
|
|
else
|
|
countedVP[i] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- rebuilds local snap points (could be useful in the future again)
|
|
function buildSnaps()
|
|
local upperleft = { x = 1.53, z = -1.09}
|
|
local lowerright = {x = -1.53, z = 1.55}
|
|
local snaps = {}
|
|
|
|
-- creates 81 snap points, for uneven rows + columns it makes a rotation snap point
|
|
for i = 1, 9 do
|
|
for j = 1, 9 do
|
|
local snap = {}
|
|
snap.position = {}
|
|
snap.position.x = round(upperleft.x - (upperleft.x - lowerright.x) * (i - 1) / 8, 3)
|
|
snap.position.y = 0.1
|
|
snap.position.z = round(upperleft.z - (upperleft.z - lowerright.z) * (j - 1) / 8, 3)
|
|
|
|
-- enable rotation snaps for uneven rows / columns
|
|
if (i % 2 ~= 0) and (j % 2 ~= 0) then
|
|
snap.rotation = {0, 0, 0}
|
|
snap.rotation_snap = true
|
|
end
|
|
|
|
table.insert(snaps, snap)
|
|
end
|
|
end
|
|
self.setSnapPoints(snaps)
|
|
end
|
|
|
|
-- utility function
|
|
function round(num, numDecimalPlaces)
|
|
local mult = 10^(numDecimalPlaces or 0)
|
|
return math.floor(num * mult + 0.5) / mult
|
|
end
|