426 lines
15 KiB
Plaintext
426 lines
15 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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local DEBUG = true
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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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-- Connector draw parameters
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local CONNECTION_THICKNESS = 0.015
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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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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 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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---------------------------------------------------------
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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 = DEBUG
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Wait.time(function() collisionEnabled = 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(collisionInfo)
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if not collisionEnabled 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 = 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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draggingGuids[card.getGUID()] = nil
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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) ~= 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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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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-- onCollisionExit fires first, so we have to check the card to see if it's a location we should
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-- be tracking
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if 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())
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if (metadata.type == "Location") then
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draggingGuids[pickedUpGuid] = metadata
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rebuildConnectionList()
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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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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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drawConnections()
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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 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()) or { }
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if metadata.type == "Location" then
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locations[card.getGUID()] = metadata
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rebuildConnectionList()
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drawConnections()
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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 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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drawConnections()
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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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-- drawConnections()
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function rebuildConnectionList()
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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)
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end
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for cardId, metadata in pairs(locations) do
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buildLocListByIcon(cardId, iconCardList)
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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)
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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)
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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 GUID of the card to pull the icon data from
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-- @param iconCardList A table of icon->GUID list. Mutable, will be updated by this method
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function buildLocListByIcon(cardId, iconCardList)
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local card = getObjectFromGUID(cardId)
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local locData = getLocationData(card)
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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], card.getGUID())
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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 GUID of the card to build the connections for
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-- @param iconCardList A table of icon->GUID List. Used to find matching icons for connections.
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function buildConnection(cardId, iconCardList)
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local card = getObjectFromGUID(cardId)
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local locData = getLocationData(card)
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if locData ~= nil and locData.connections ~= nil then
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locationConnections[card.getGUID()] = { }
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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][card.getGUID()] ~= nil then
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locationConnections[connectedGuid][card.getGUID()] = BIDIRECTIONAL
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else
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locationConnections[card.getGUID()][connectedGuid] = 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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-- Helper method to extract the location metadata from a card based on whether it's front or back
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-- is showing.
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-- @param card Card object to extract data from
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-- @return Table with either the locationFront or locationBack metadata structure, or nil if the
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-- metadata doesn't exist
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function getLocationData(card)
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if card == nil then
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return nil
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end
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if card.is_face_down then
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return JSON.decode(card.getGMNotes()).locationBack
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else
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return JSON.decode(card.getGMNotes()).locationFront
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end
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end
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-- Draws the lines for connections currently in locationConnections.
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function drawConnections()
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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 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 target != nil then
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if direction == BIDIRECTIONAL then
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addBidirectionalVector(origin, target, cardConnectionLines)
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elseif direction == ONE_WAY then
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addOneWayVector(origin, target, 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 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 One of the card objects to connect
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-- @param card2 The other card object to connect
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-- @param lines List of vector line elements. Mutable, will be updated to add this connector
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function addBidirectionalVector(card1, card2, 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 = self.positionToLocal(cardPos1)
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local pos2 = self.positionToLocal(cardPos2)
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table.insert(lines, {
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points = { pos1, pos2 },
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color = CONNECTION_COLOR,
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thickness = 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 Origin card in the connection
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-- @param target Target card object to connect
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-- @param lines List of vector line elements. Mutable, will be updated to add this connector
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function addOneWayVector(origin, target, lines)
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-- Start with the BiDi then add the arrow lines to it
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addBidirectionalVector(origin, target, 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, lines)
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else
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addArrowLines(closeToOrigin, originPos, lines)
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addArrowLines(closeToTarget, originPos, 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 Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
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-- @param originPos Origin point of the connection, used to position the arrow arms
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-- @param lines List of vector line elements. Mutable, will be updated to add this arrow
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function addArrowLines(arrowheadPos, originPos, 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 = self.positionToLocal(arrowheadPos)
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local arm1 = self.positionToLocal(arrowArm1)
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local arm2 = self.positionToLocal(arrowArm2)
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table.insert(lines, {
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points = { arm1, head, arm2},
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color = CONNECTION_COLOR,
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thickness = CONNECTION_THICKNESS
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})
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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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-- Check to see if the given object is within the bounds of the play area, based solely on the X and
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-- Z coordinates, ignoring height
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-- @param object Object to check
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-- @return True if the object is inside the play area
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function isInPlayArea(object)
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local bounds = self.getBounds()
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local position = object.getPosition()
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-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
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local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2}
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local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2}
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return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
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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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end
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