-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
	local loadingPlaceholder = {[{}] = true}

	local register
	local modules = {}

	local require
	local loaded = {}

	register = function(name, body)
		if not modules[name] then
			modules[name] = body
		end
	end

	require = function(name)
		local loadedModule = loaded[name]

		if loadedModule then
			if loadedModule == loadingPlaceholder then
				return nil
			end
		else
			if not modules[name] then
				if not superRequire then
					local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
					error('Tried to require ' .. identifier .. ', but no such module has been registered')
				else
					return superRequire(name)
				end
			end

			loaded[name] = loadingPlaceholder
			loadedModule = modules[name](require, loaded, register, modules)
			loaded[name] = loadedModule
		end

		return loadedModule
	end

	return require, loaded, register, modules
end)(nil)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("playercards/CardSearch")
end)
__bundle_register("playercards/CardSearch", function(require, _LOADED, __bundle_register, __bundle_modules)
-- Search-A-Card
-- made by:         Chr1Z
-- description:     spawns the card(s) with the specified name
information = {
    version = "1.2",
    last_updated = "12.11.2022"
}

require("playercards/PlayerCardSpawner")

local buttonParameters          = {}
buttonParameters.function_owner = self
buttonParameters.height         = 200
buttonParameters.width          = 1200
buttonParameters.font_size      = 75

local BUTTON_LABELS            = {}
BUTTON_LABELS["spawn"]         = {}
BUTTON_LABELS["spawn"][true]   = "Mode: Spawn all matching cards "
BUTTON_LABELS["spawn"][false]  = "Mode: Spawn first matching card"
BUTTON_LABELS["search"]        = {}
BUTTON_LABELS["search"][true]  = "Mode: Name matches search term"
BUTTON_LABELS["search"][false] = "Mode: Name contains search term"

local inputParameters          = {}
inputParameters.label          = "Click to enter card name"
inputParameters.input_function = "input_func"
inputParameters.function_owner = self
inputParameters.alignment      = 2
inputParameters.position       = { 0, 0.05, -1.6 }
inputParameters.width          = 1200
inputParameters.height         = 130
inputParameters.font_size      = 107

local ALL_CARDS_GUID = "15bb07"

-- main code
function onSave() return JSON.encode({ spawnAll, searchExact, inputParameters.value }) end

function onLoad(saved_data)
    local loaded_data     = JSON.decode(saved_data)
    spawnAll              = loaded_data[1] or false
    searchExact           = loaded_data[2] or false
    inputParameters.value = loaded_data[3] or ""

    -- index 0: button for spawn mode
    buttonParameters.click_function = "search"
    buttonParameters.label          = "Spawn matching card(s)!"
    buttonParameters.position       = { 0, 0.06, 1.15 }
    self.createButton(buttonParameters)

    -- index 1: button for spawn mode
    buttonParameters.click_function = "spawnMode"
    buttonParameters.label          = BUTTON_LABELS["spawn"][spawnAll]
    buttonParameters.position[3]    = buttonParameters.position[3] + 0.4
    self.createButton(buttonParameters)

    -- index 2: button for search mode
    buttonParameters.click_function = "searchMode"
    buttonParameters.label          = BUTTON_LABELS["search"][searchExact]
    buttonParameters.position[3]    = buttonParameters.position[3] + 0.4
    self.createButton(buttonParameters)

    self.createInput(inputParameters)
    self.addContextMenuItem("More Information", function()
        printToAll("------------------------------", "White")
        printToAll("Search-A-Card v" .. information["version"] .. " by Chr1Z", "Orange")
        printToAll("last updated: " .. information["last_updated"], "White")
    end)
end

function spawnMode()
    spawnAll = not spawnAll
    self.editButton({ index = 1, label = BUTTON_LABELS["spawn"][spawnAll] })
end

function searchMode()
    searchExact = not searchExact
    self.editButton({ index = 2, label = BUTTON_LABELS["search"][searchExact] })
end

-- if "Enter press" (\n) is found, start search and recreate input
function input_func(_, _, input, stillEditing)
    if not stillEditing then
        inputParameters.value = input
    elseif string.find(input, "%\n") ~= nil then
        inputParameters.value = input.gsub(input, "%\n", "")
        search()
        self.removeInput(0)
        self.createInput(inputParameters)
    end
end

function search()
    if inputParameters.value == nil or string.len(inputParameters.value) == 0 then
        printToAll("Please enter a search string.", "Yellow")
        return
    end

    if string.len(inputParameters.value) < 3 then
        printToAll("Please enter a longer search string.", "Yellow")
        return
    end

    local allCardsBag = getObjectFromGUID(ALL_CARDS_GUID)
    if allCardsBag == nil then
        printToAll("Player card bag couldn't be found.", "Red")
        return
    end

    -- search all objects in bag
    local cardList = allCardsBag.call("getCardsByName", { name = inputParameters.value, exact = searchExact })
    if cardList == nil or #cardList == 0 then
        printToAll("No match found.", "Red")
        return
    end
    if (#cardList > 100) then
      printToAll("Matched more than 100 cards, please try a more specific search.", "Yellow")
      return
    end

    -- sort table by name (reverse for multiple results, because bottom card spawns first)
    table.sort(cardList, function(k1, k2) return spawnAll == (k1.data.Nickname > k2.data.Nickname) end)

    local rot = self.getRotation()
    local pos = self.positionToWorld(Vector(0, 2, -0.225))
    Spawner.spawnCards(cardList, pos, rot, true)
end
end)
__bundle_register("playercards/PlayerCardSpawner", function(require, _LOADED, __bundle_register, __bundle_modules)

-- Amount to shift for the next card (zShift) or next row of cards (xShift)
-- Note that the table rotation is weird, and the X axis is vertical while the
-- Z axis is horizontal
local SPREAD_Z_SHIFT = -2.3

Spawner = { }

-- Spawns a list of cards at the given position/rotation.  This will separate cards by size -
-- investigator, standard, and mini, spawning them in that order with larger cards on bottom.  If
-- there are different types, the provided callback will be called once for each type as it spawns
-- either a card or deck.
-- @param cardList: A list of Player Card data structures (data/metadata)
-- @param pos Position table where the cards should be spawned (global)
-- @param rot Rotation table for the orientation of the spawned cards (global)
-- @param sort Boolean, true if this list of cards should be sorted before spawning
-- @param callback Function, callback to be called after the card/deck spawns.
Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
  if (sort) then
    table.sort(cardList, Spawner.cardComparator)
  end

  local miniCards = { }
  local standardCards = { }
  local investigatorCards = { }

  for _, card in ipairs(cardList) do
    if (card.metadata.type == "Investigator") then
      table.insert(investigatorCards, card)
    elseif (card.metadata.type == "Minicard") then
      table.insert(miniCards, card)
    else
      table.insert(standardCards, card)
    end
  end
  -- Spawn each of the three types individually.  Each Y position shift accounts for the thickness
  -- of the spawned deck
  local position = { x = pos.x, y = pos.y, z = pos.z }
  Spawner.spawn(investigatorCards, position, { rot.x, rot.y - 90, rot.z}, callback)

  position.y = position.y + (#investigatorCards + #standardCards) * 0.07
  Spawner.spawn(standardCards, position, rot, callback)

  position.y = position.y + (#standardCards + #miniCards) * 0.07
  Spawner.spawn(miniCards, position, rot, callback)
end

Spawner.spawnCardSpread = function(cardList, startPos, rot, sort, callback)
  if (sort) then
    table.sort(cardList, Spawner.cardComparator)
  end

  local position = { x = startPos.x, y = startPos.y, z = startPos.z }
  for _, card in ipairs(cardList) do
    Spawner.spawn({ card }, position, rot, callback)
    position.z = position.z + SPREAD_Z_SHIFT
  end
end

-- Spawn a specific list of cards.  This method is for internal use and should not be called
-- directly, use spawnCards instead.
-- @param cardList: A list of Player Card data structures (data/metadata)
-- @param pos Position table where the cards should be spawned (global)
-- @param rot Rotation table for the orientation of the spawned cards (global)
-- @param callback Function, callback to be called after the card/deck spawns.
Spawner.spawn = function(cardList, pos, rot, callback)
  if (#cardList == 0) then
    return
  end
  -- Spawn a single card directly
  if (#cardList == 1) then
    spawnObjectData({
      data = cardList[1].data,
      position = pos,
      rotation = rot,
      callback_function = callback,
    })
    return
  end
  -- For multiple cards, construct a deck and spawn that
  local deck = Spawner.buildDeckDataTemplate()
  -- Decks won't inherently scale to the cards in them.  The card list being spawned should be all
  -- the same type/size by this point, so use the first card to set the size
  deck.Transform = {
    scaleX = cardList[1].data.Transform.scaleX,
    scaleY = 1,
    scaleZ = cardList[1].data.Transform.scaleZ,
  }
  for _, spawnCard in ipairs(cardList) do
    Spawner.addCardToDeck(deck, spawnCard.data)
  end
  spawnObjectData({
    data = deck,
    position = pos,
    rotation = rot,
    callback_function = callback,
  })
end

-- Inserts a card into the given deck.  This does three things:
--   1. Add the card's data to ContainedObjects
--   2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
--      ID list.  Note that the deck's ID list is "DeckIDs" even though it
--      contains a list of card Ids
--   3. Extract the card's CustomDeck table and add it to the deck.  The deck's
--      "CustomDeck" field is a list of all CustomDecks used by cards within the
--      deck, keyed by the DeckID and referencing the custom deck table
---@param deck: TTS deck data structure to add to
---@param card: Data for the card to be inserted
Spawner.addCardToDeck = function(deck, cardData)
  for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
    if (deck.CustomDeck[customDeckId] == nil) then
      -- CustomDeck not added to deck yet, add it
      deck.CustomDeck[customDeckId] = customDeckData
    elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
      -- CustomDeck for this card matches the current one for the deck, do nothing
    else
      -- CustomDeck data conflict
      local newDeckId = nil
      for deckId, customDeck in pairs(deck.CustomDeck) do
        if (customDeckData.FaceURL == customDeck.FaceURL) then
          newDeckId = deckId
        end
      end
      if (newDeckId == nil) then
        -- No non-conflicting custom deck for this card, add a new one
        newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000")
        deck.CustomDeck[newDeckId] = customDeckData
      end
      -- Update the card with the new CustomDeck info
      cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
      cardData.CustomDeck[customDeckId] = nil
      cardData.CustomDeck[newDeckId] = customDeckData
      break
    end
  end
  table.insert(deck.ContainedObjects, cardData)
  table.insert(deck.DeckIDs, cardData.CardID)
end

-- Create an empty deck data table which can have cards added to it. This
-- creates a new table on each call without using metatables or previous
-- definitions because we can't be sure that TTS doesn't modify the structure
---@return: Table containing the minimal TTS deck data structure
Spawner.buildDeckDataTemplate = function()
  local deck = {}
  deck.Name = "Deck"

  -- Card data.  DeckIDs and CustomDeck entries will be built from the cards
  deck.ContainedObjects = {}
  deck.DeckIDs = {}
  deck.CustomDeck = {}

  -- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
  deck.Transform = {
    scaleX = 1,
    scaleY = 1,
    scaleZ = 1,
  }

  return deck
end

-- Returns the first ID which does not exist in the given table, starting at startId and increasing
-- @param objectTable Table keyed by strings which are numbers
-- @param startId First possible ID.
-- @return String ID >= startId
Spawner.findNextAvailableId = function(objectTable, startId)
  local id = startId
  while (objectTable[id] ~= nil) do
    id = tostring(tonumber(id) + 1)
  end

  return id
end

-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
---@return: 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
--      irrelevant as they provide only grouping and the order between them doesn't matter.
Spawner.getpbcn = function(metadata)
  if metadata.permanent then
    return 1
  elseif metadata.bonded_to ~= nil then
    return 2
  else -- Normal card
    return 3
  end
end

-- Comparison function used to sort the cards in a deck.  Groups bonded or
-- permanent cards first, then sorts within theose types by name/subname.
-- Normal cards will sort in standard alphabetical order, while
-- permanent/bonded/customizable will be in reverse alphabetical order.
--
-- Since cards spawn in the order provided by this comparator, with the first
-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
-- alphabetical order.  This presents the cards in order for non-face-down
-- areas, and presents them in order when Searching the face-down deck.
Spawner.cardComparator = function(card1, card2)
  local pbcn1 = Spawner.getpbcn(card1.metadata)
  local pbcn2 = Spawner.getpbcn(card2.metadata)
  if pbcn1 ~= pbcn2 then
    return pbcn1 > pbcn2
  end
  if pbcn1 == 3 then
    if card1.data.Nickname ~= card2.data.Nickname then
      return card1.data.Nickname < card2.data.Nickname
    end
    return card1.data.Description < card2.data.Description
  else
    if card1.data.Nickname ~= card2.data.Nickname then
      return card1.data.Nickname > card2.data.Nickname
    end
    return card1.data.Description > card2.data.Description
  end
end
end)
return __bundle_require("__root")