SCED/src/core/PlayArea.ttslua
2023-09-29 14:09:54 +02:00

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---------------------------------------------------------
-- general setup
---------------------------------------------------------
-- Location connection directional options
local BIDIRECTIONAL = 0
local ONE_WAY = 1
local INCOMING_ONE_WAY = 2
-- Connector draw parameters
local CONNECTION_THICKNESS = 0.015
local DRAGGING_CONNECTION_THICKNESS = 0.15
local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 }
local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
local DIRECTIONAL_ARROW_DISTANCE = 3.5
local ARROW_ARM_LENGTH = 0.9
local ARROW_ANGLE = 25
-- Height to draw the connector lines, places them just above the table and always below cards
local CONNECTION_LINE_Y = 1.529
-- we use this to turn off collision handling until onLoad() is complete
local collisionEnabled = false
-- used for recreating the link to a custom data helper after image change
customDataHelper = nil
local DEFAULT_URL = "http://cloud-3.steamusercontent.com/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
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 LOC_LINK_EXCLUDE_SCENARIOS = {
["The Witching Hour"] = true,
["The Heart of Madness"] = true
}
local tokenManager = require("core/token/TokenManager")
local clueData = {}
local spawnedLocationGUIDs = {}
local locations = {}
local locationConnections = {}
local draggingGuids = {}
local locationData
local currentScenario
local missingData = {}
local countedVP = {}
---------------------------------------------------------
-- general code
---------------------------------------------------------
function onSave()
return JSON.encode({
trackedLocations = locations,
currentScenario = currentScenario,
})
end
function onLoad(saveState)
-- records locations we have spawned clues for
local save = JSON.decode(saveState) or { }
locations = save.trackedLocations or { }
currentScenario = save.currentScenario
self.interactable = false
Wait.time(function() collisionEnabled = true end, 1)
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)
customDataHelper = getObjectFromGUID(args[1])
if customDataHelper ~= nil then
tokenManager.addLocationData(customDataHelper.getTable("LOCATIONS_DATA"))
end
end
function updateSurface(newURL)
local customInfo = self.getCustomObject()
if newURL ~= "" and newURL ~= nil and newURL ~= DEFAULT_URL then
customInfo.image = newURL
broadcastToAll("New Playmat Image Applied", { 0.2, 0.9, 0.2 })
else
customInfo.image = DEFAULT_URL
broadcastToAll("Default Playmat Image Applied", { 0.2, 0.9, 0.2 })
end
self.setCustomObject(customInfo)
local guid = nil
if customDataHelper then guid = customDataHelper.getGUID() end
self.reload()
if guid ~= nil then
Wait.time(function() updateLocations({ guid }) end, 1)
end
end
function onCollisionEnter(collisionInfo)
local obj = collisionInfo.collision_object
local objType = obj.name
-- only continue for cards
if not collisionEnabled or (objType ~= "Card" and objType ~= "CardCustom") then
if objType == "Deck" then
table.insert(missingData, obj)
end
return
end
-- check if we should spawn clues here and do so according to playercount
local card = collisionInfo.collision_object
if shouldSpawnTokens(card) then
tokenManager.spawnForCard(card)
end
-- If this card was being dragged, clear the dragging connections. A multi-drag/drop may send
-- the dropped card immediately into a deck, so this has to be done here
if draggingGuids[card.getGUID()] ~= nil then
card.setVectorLines(nil)
draggingGuids[card.getGUID()] = nil
end
maybeTrackLocation(card)
end
function shouldSpawnTokens(card)
local metadata = JSON.decode(card.getGMNotes())
if metadata == nil then
return tokenManager.hasLocationData(card)
end
return metadata.type == "Location"
or metadata.type == "Enemy"
or metadata.type == "Treachery"
or metadata.weakness
end
function onCollisionExit(collisionInfo)
maybeUntrackLocation(collisionInfo.collision_object)
end
-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
function onObjectDestroy(object)
maybeUntrackLocation(object)
end
function onObjectPickUp(player, object)
-- only continue for cards
local objType = object.name
if objType ~= "Card" and objType ~= "CardCustom" then return end
-- onCollisionExit USUALLY fires first, so we have to check the card to see if it's a location we
-- should be tracking
if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
local pickedUpGuid = object.getGUID()
local metadata = JSON.decode(object.getGMNotes()) or { }
if metadata.type == "Location" then
-- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in
-- the same frame). This causes a mismatch in the data between dragging the on-table, and
-- that one frame draws connectors on the card which then show up as shadows for snap points.
-- Waiting ensures we always do thing in the expected Exit->PickUp order
Wait.frames(function()
if object.is_face_down then
draggingGuids[pickedUpGuid] = metadata.locationBack
else
draggingGuids[pickedUpGuid] = metadata.locationFront
end
rebuildConnectionList()
end, 2)
end
end
end
function onUpdate()
-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
-- connection list once, and only redraw once
local needsConnectionRebuild = false
local needsConnectionDraw = false
for guid, _ in pairs(draggingGuids) do
local obj = getObjectFromGUID(guid)
if obj == nil or not isInPlayArea(obj) then
draggingGuids[guid] = nil
needsConnectionRebuild = true
-- If object still exists then it's been dragged outside the area and needs to clear the
-- lines attached to it
if obj ~= nil then
obj.setVectorLines(nil)
end
end
-- Even if the last location left the play area, need one last draw to clear the lines
needsConnectionDraw = true
end
if (needsConnectionRebuild) then
rebuildConnectionList()
end
if needsConnectionDraw then
drawDraggingConnections()
end
end
-- Checks the given card and adds it to the list of locations tracked for connection purposes.
-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
---@param card Object A card object, possibly a location.
function maybeTrackLocation(card)
-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
-- Ignore any collision where the centerpoint isn't in the area
if isInPlayArea(card) then
local metadata = JSON.decode(card.getGMNotes())
if metadata == nil then
table.insert(missingData, card)
else
if metadata.type == "Location" then
if card.is_face_down then
locations[card.getGUID()] = metadata.locationBack
else
locations[card.getGUID()] = metadata.locationFront
end
-- only draw connection lines for not-excluded scenarios
if showLocationLinks() then
rebuildConnectionList()
drawBaseConnections()
end
end
end
end
end
-- Stop tracking a location for connection drawing. This should be called for both collision exit
-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
-- be cleared in the next onUpdate() cycle.
---@param card Object Card to (maybe) stop tracking
function maybeUntrackLocation(card)
-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
-- area. If the object is now locked, don't remove it.
if locations[card.getGUID()] ~= nil and not card.locked then
locations[card.getGUID()] = nil
rebuildConnectionList()
drawBaseConnections()
end
end
-- Global event handler, delegated from Global. Clears any connection lines from dragged cards
-- before they are destroyed by entering a deck. Removal of the card from the dragging list will
-- be handled during the next onUpdate() call.
function tryObjectEnterContainer(params)
for draggedGuid, _ in pairs(draggingGuids) do
local draggedObj = getObjectFromGUID(draggedGuid)
if draggedObj ~= nil then
draggedObj.setVectorLines(nil)
end
end
end
-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
-- This will update the connection information and store it in the locationConnections data member,
-- but does not draw those connections. This should often be followed by a call to
-- drawBaseConnections()
function rebuildConnectionList()
if not showLocationLinks() then
locationConnections = { }
return
end
local iconCardList = { }
-- Build a list of cards with each icon as their location ID
for cardId, metadata in pairs(draggingGuids) do
buildLocListByIcon(cardId, iconCardList, metadata)
end
for cardId, metadata in pairs(locations) do
buildLocListByIcon(cardId, iconCardList, metadata)
end
-- Pair up all the icons
locationConnections = { }
for cardId, metadata in pairs(draggingGuids) do
buildConnection(cardId, iconCardList, metadata)
end
for cardId, metadata in pairs(locations) do
if draggingGuids[cardId] == nil then
buildConnection(cardId, iconCardList, metadata)
end
end
end
-- Extracts the card's icon string into a list of individual location icons
---@param cardID String GUID of the card to pull the icon data from
---@param iconCardList Table A table of icon->GUID list. Mutable, will be updated by this method
---@param locData Table A table containing the metadata for the card (for the correct side)
function buildLocListByIcon(cardId, iconCardList, locData)
if locData ~= nil and locData.icons ~= nil then
for icon in string.gmatch(locData.icons, "%a+") do
if iconCardList[icon] == nil then
iconCardList[icon] = { }
end
table.insert(iconCardList[icon], cardId)
end
end
end
-- Builds the connections for the given cardID by finding matching icons and adding them to the
-- Playarea's locationConnections table.
---@param cardId String GUID of the card to build the connections for
---@param iconCardList Table A table of icon->GUID List. Used to find matching icons for connections.
---@param locData Table A table containing the metadata for the card (for the correct side)
function buildConnection(cardId, iconCardList, locData)
if locData ~= nil and locData.connections ~= nil then
locationConnections[cardId] = { }
for icon in string.gmatch(locData.connections, "%a+") do
if iconCardList[icon] ~= nil then
for _, connectedGuid in ipairs(iconCardList[icon]) do
-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
if locationConnections[connectedGuid] ~= nil
and (locationConnections[connectedGuid][cardId] == ONE_WAY
or locationConnections[connectedGuid][cardId] == BIDIRECTIONAL) then
locationConnections[connectedGuid][cardId] = BIDIRECTIONAL
locationConnections[cardId][connectedGuid] = nil
else
if locationConnections[connectedGuid] == nil then
locationConnections[connectedGuid] = { }
end
locationConnections[cardId][connectedGuid] = ONE_WAY
locationConnections[connectedGuid][cardId] = INCOMING_ONE_WAY
end
end
end
end
end
end
-- Draws the lines for connections currently in locationConnections but not in draggingGuids.
-- Constructed vectors will be set to the playmat
function drawBaseConnections()
if not showLocationLinks() then
locationConnections = { }
return
end
local cardConnectionLines = { }
for originGuid, targetGuids in pairs(locationConnections) do
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
-- object checks are conservative just to make sure.
local origin = getObjectFromGUID(originGuid)
if draggingGuids[originGuid] == nil and origin != nil then
for targetGuid, direction in pairs(targetGuids) do
local target = getObjectFromGUID(targetGuid)
if draggingGuids[targetGuid] == nil and target != nil then
-- Since we process the full list, we're guaranteed to hit any ONE_WAY connections later
-- so we can ignore INCOMING_ONE_WAY
if direction == BIDIRECTIONAL then
addBidirectionalVector(origin, target, self, cardConnectionLines)
elseif direction == ONE_WAY then
addOneWayVector(origin, target, self, cardConnectionLines)
end
end
end
end
end
self.setVectorLines(cardConnectionLines)
end
-- Draws the lines for cards which are currently being dragged.
function drawDraggingConnections()
if not showLocationLinks() then
return
end
local cardConnectionLines = { }
local ownedVectors = { }
for originGuid, _ in pairs(draggingGuids) do
targetGuids = locationConnections[originGuid]
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
-- object checks are conservative just to make sure.
local origin = getObjectFromGUID(originGuid)
if draggingGuids[originGuid] and origin ~= nil and targetGuids ~= nil then
ownedVectors[originGuid] = { }
for targetGuid, direction in pairs(targetGuids) do
local target = getObjectFromGUID(targetGuid)
if target != nil then
if direction == BIDIRECTIONAL then
addBidirectionalVector(origin, target, origin, ownedVectors[originGuid])
elseif direction == ONE_WAY then
addOneWayVector(origin, target, origin, ownedVectors[originGuid])
elseif direction == INCOMING_ONE_WAY and not draggingGuids[targetGuid] then
addOneWayVector(target, origin, origin, ownedVectors[originGuid])
end
end
end
end
end
for ownerGuid, vectors in pairs(ownedVectors) do
local card = getObjectFromGUID(ownerGuid)
card.setVectorLines(vectors)
end
end
-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
-- given lines list.
---@param card1 Object One of the card objects to connect
---@param card2 Object The other card object to connect
---@param vectorOwner Object The object which these lines will be set to. Used for relative
--- positioning and scaling, as well as highlighting connections during a drag operation
---@param lines Table List of vector line elements. Mutable, will be updated to add this connector
function addBidirectionalVector(card1, card2, vectorOwner, lines)
local cardPos1 = card1.getPosition()
local cardPos2 = card2.getPosition()
cardPos1.y = CONNECTION_LINE_Y
cardPos2.y = CONNECTION_LINE_Y
local pos1 = vectorOwner.positionToLocal(cardPos1)
local pos2 = vectorOwner.positionToLocal(cardPos2)
table.insert(lines, {
points = { pos1, pos2 },
color = vectorOwner == self and CONNECTION_COLOR or DRAGGING_CONNECTION_COLOR,
thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
})
end
-- Draws a one-way location connection between the two cards, adding the lines to do so to the
-- given lines list. Arrows will point towards the target card.
---@param origin Object Origin card in the connection
---@param target Object Target card object to connect
---@param vectorOwner Object The object which these lines will be set to. Used for relative
--- positioning and scaling, as well as highlighting connections during a drag operation
---@param lines Table List of vector line elements. Mutable, will be updated to add this connector
function addOneWayVector(origin, target, vectorOwner, lines)
-- Start with the BiDi then add the arrow lines to it
addBidirectionalVector(origin, target, vectorOwner, lines)
local originPos = origin.getPosition()
local targetPos = target.getPosition()
originPos.y = CONNECTION_LINE_Y
targetPos.y = CONNECTION_LINE_Y
-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
-- taller than they are wide
local heading = Vector(originPos):sub(targetPos):heading("y")
local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
-- Calculate the three possible arrow positions. These are offset by half the arrow length to
-- make them visually balanced by keeping the arrows centered, not tracking the point
local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
addArrowLines(midpoint, originPos, vectorOwner, lines)
else
addArrowLines(closeToOrigin, originPos, vectorOwner, lines)
addArrowLines(closeToTarget, originPos, vectorOwner, lines)
end
end
-- Draws an arrowhead at the given position.
---@param arrowheadPosition Table Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
---@param originPos Table Origin point of the connection, used to position the arrow arms
---@param vectorOwner Object The object which these lines will be set to. Used for relative
--- positioning and scaling, as well as highlighting connections during a drag operation
---@param lines Table List of vector line elements. Mutable, will be updated to add this arrow
function addArrowLines(arrowheadPos, originPos, vectorOwner, lines)
local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
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