ah_sce_unpacked/unpacked/Bag All Player Cards 15bb07/Card Flute of the Outer Gods (4) 3cc1e2.ttslua

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-- 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)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("playercards/cards/FluteoftheOuterGods4")
end)
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__bundle_register("playercards/cards/FluteoftheOuterGods4", function(require, _LOADED, __bundle_register, __bundle_modules)
VALID_TOKENS = {
["Curse"] = true
}
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MAX_SEALED = 10
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KEEP_OPEN = true
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require("playercards/CardsThatSealTokens")
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end)
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__bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local ChaosBagApi = {}
-- respawns the chaos bag with a new state of tokens
---@param tokenList table List of chaos token ids
ChaosBagApi.setChaosBagState = function(tokenList)
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Global.call("setChaosBagState", tokenList)
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end
-- returns a Table List of chaos token ids in the current chaos bag
-- requires copying the data into a new table because TTS is weird about handling table return values in Global
ChaosBagApi.getChaosBagState = function()
local chaosBagContentsCatcher = Global.call("getChaosBagState")
local chaosBagContents = {}
for _, v in ipairs(chaosBagContentsCatcher) do
table.insert(chaosBagContents, v)
end
return chaosBagContents
end
-- checks scripting zone for chaos bag (also called by a lot of objects!)
ChaosBagApi.findChaosBag = function()
return Global.call("findChaosBag")
end
-- returns a table of object references to the tokens in play (does not include sealed tokens!)
ChaosBagApi.getTokensInPlay = function()
return Global.call("getChaosTokensinPlay")
end
-- returns all sealed tokens on cards to the chaos bag
---@param playerColor string Color of the player to show the broadcast to
ChaosBagApi.releaseAllSealedTokens = function(playerColor)
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Global.call("releaseAllSealedTokens", playerColor)
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end
-- returns all drawn tokens to the chaos bag
ChaosBagApi.returnChaosTokens = function()
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Global.call("returnChaosTokens")
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end
-- removes the specified chaos token from the chaos bag
---@param id string ID of the chaos token
ChaosBagApi.removeChaosToken = function(id)
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Global.call("removeChaosToken", id)
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end
-- returns a chaos token to the bag and calls all relevant functions
---@param token tts__Object Chaos token to return
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---@param fromBag boolean whether or not the token to return was in the middle of being drawn (true) or elsewhere (false)
ChaosBagApi.returnChaosTokenToBag = function(token, fromBag)
Global.call("returnChaosTokenToBag", { token = token, fromBag = fromBag })
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end
-- spawns the specified chaos token and puts it into the chaos bag
---@param id string ID of the chaos token
ChaosBagApi.spawnChaosToken = function(id)
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Global.call("spawnChaosToken", id)
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end
-- Checks to see if the chaos bag can be manipulated. If a player is searching the bag when tokens
-- are drawn or replaced a TTS bug can cause those tokens to vanish. Any functions which change the
-- contents of the bag should check this method before doing so.
-- This method will broadcast a message to all players if the bag is being searched.
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---@return any: True if the bag is manipulated, false if it should be blocked.
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ChaosBagApi.canTouchChaosTokens = function()
return Global.call("canTouchChaosTokens")
end
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-- draws a chaos token to a playermat
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---@param mat tts__Object Playermat that triggered this
---@param drawAdditional boolean Controls whether additional tokens should be drawn
---@param tokenType? string Name of token (e.g. "Bless") to be drawn from the bag
---@param guidToBeResolved? string GUID of the sealed token to be resolved instead of drawing a token from the bag
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---@param takeParameters? table Position and rotation of the location where the new token should be drawn to, usually to replace a returned token
---@return tts__Object: Object reference to the token that was drawn
ChaosBagApi.drawChaosToken = function(mat, drawAdditional, tokenType, guidToBeResolved, takeParameters)
return Global.call("drawChaosToken", {
mat = mat,
drawAdditional = drawAdditional,
tokenType = tokenType,
guidToBeResolved = guidToBeResolved,
takeParameters = takeParameters
})
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end
-- returns a Table List of chaos token ids in the current chaos bag
-- requires copying the data into a new table because TTS is weird about handling table return values in Global
ChaosBagApi.getIdUrlMap = function()
return Global.getTable("ID_URL_MAP")
end
return ChaosBagApi
end
end)
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__bundle_register("playermat/PlayermatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayermatApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
local searchLib = require("util/SearchLib")
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local localInvestigatorPosition = { x = -1.17, y = 1, z = -0.01 }
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-- Convenience function to look up a mat's object by color, or get all mats.
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
---@return table: Single-element if only single playermat is requested
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local function getMatForColor(matColor)
if matColor == "All" then
return guidReferenceApi.getObjectsByType("Playermat")
else
return { matColor = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat") }
end
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end
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-- Returns the color of the closest playermat
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---@param startPos table Starting position to get the closest mat from
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PlayermatApi.getMatColorByPosition = function(startPos)
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local result, smallestDistance
for matColor, mat in pairs(getMatForColor("All")) do
local distance = Vector.between(startPos, mat.getPosition()):magnitude()
if smallestDistance == nil or distance < smallestDistance then
smallestDistance = distance
result = matColor
end
end
return result
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end
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-- Returns the color of the player's hand that is seated next to the playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getPlayerColor = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("playerColor")
end
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end
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-- Returns the color of the playermat that owns the playercolor's hand
---@param handColor string Color of the playermat
PlayermatApi.getMatColor = function(handColor)
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for matColor, mat in pairs(getMatForColor("All")) do
local playerColor = mat.getVar("playerColor")
if playerColor == handColor then
return matColor
end
end
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end
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-- Instructs a playermat to check for DES
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.checkForDES = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("checkForDES")
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end
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end
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-- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
---@return boolean: whether DES is present on the playermat
PlayermatApi.hasDES = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("hasDES")
end
end
-- gets the slot data for the playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getSlotData = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getTable("slotData")
end
end
-- sets the slot data for the playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
---@param newSlotData table New slot data for the playermat
PlayermatApi.loadSlotData = function(matColor, newSlotData)
for _, mat in pairs(getMatForColor(matColor)) do
mat.setTable("slotData", newSlotData)
mat.call("redrawSlotSymbols")
return
end
end
-- Performs a search of the deck area of the requested playermat and returns the result as table
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getDeckAreaObjects = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("getDeckAreaObjects")
end
end
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-- Flips the top card of the deck (useful after deck manipulation for Norman Withers)
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.flipTopCardFromDeck = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("flipTopCardFromDeck")
end
end
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-- Returns the position of the discard pile of the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getDiscardPosition = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("returnGlobalDiscardPosition")
end
end
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-- Returns the position of the draw pile of the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getDrawPosition = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("returnGlobalDrawPosition")
end
end
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-- Transforms a local position into a global position
---@param localPos table Local position to be transformed
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.transformLocalPosition = function(localPos, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.positionToWorld(localPos)
end
end
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-- Returns the rotation of the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.returnRotation = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.getRotation()
end
end
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-- Returns a table with spawn data (position and rotation) for a helper object
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param helperName string Name of the helper object
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PlayermatApi.getHelperSpawnData = function(matColor, helperName)
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local resultTable = {}
local localPositionTable = {
["Hand Helper"] = {0.05, 0, -1.182},
["Search Assistant"] = {-0.3, 0, -1.182}
}
for color, mat in pairs(getMatForColor(matColor)) do
resultTable[color] = {
position = mat.positionToWorld(localPositionTable[helperName]),
rotation = mat.getRotation()
}
end
return resultTable
end
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-- Triggers the Upkeep for the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param playerColor string Color of the calling player (for messages)
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PlayermatApi.doUpkeepFromHotkey = function(matColor, playerColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("doUpkeepFromHotkey", playerColor)
end
end
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-- Handles discarding for the requested playermat for the provided list of objects
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
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---@param objList table List of objects to discard
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PlayermatApi.discardListOfObjects = function(matColor, objList)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("discardListOfObjects", objList)
end
end
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-- Returns the active investigator id
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.returnInvestigatorId = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("activeInvestigatorId")
end
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end
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-- Returns the class of the active investigator
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.returnInvestigatorClass = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("activeInvestigatorClass")
end
end
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-- Returns the position for encounter card drawing
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
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---@param stack boolean If true, returns the leftmost position instead of the first empty from the right
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PlayermatApi.getEncounterCardDrawPosition = function(matColor, stack)
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for _, mat in pairs(getMatForColor(matColor)) do
return Vector(mat.call("getEncounterCardDrawPosition", stack))
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end
end
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-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
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-- matchTypes is true, the main card slot snap points will only snap assets, while the
-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
-- be reset to snap all cards.
---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("setLimitSnapsByType", matchCardTypes)
end
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end
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-- Sets the requested playermat's draw 1 button to visible
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---@param isDrawButtonVisible boolean Whether the draw 1 button should be visible or not
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.showDrawButton = function(isDrawButtonVisible, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("showDrawButton", isDrawButtonVisible)
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end
end
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-- Shows or hides the clickable clue counter for the requested playermat
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---@param showCounter boolean Whether the clickable counter should be present or not
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.clickableClues = function(showCounter, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("clickableClues", showCounter)
end
end
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-- Toggles the use of class textures for the requested playermat
---@param state boolean Whether the class texture should be used or not
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.useClassTexture = function(state, matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("useClassTexture", state)
end
end
-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.removeClues = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("removeClues")
end
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end
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-- Reports the clue count for the requested playermat
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---@param useClickableCounters boolean Controls which type of counter is getting checked
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PlayermatApi.getClueCount = function(useClickableCounters, matColor)
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local count = 0
for _, mat in pairs(getMatForColor(matColor)) do
count = count + mat.call("getClueCount", useClickableCounters)
end
return count
end
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-- Updates the specified owned counter
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param type string Counter to target
---@param newValue number Value to set the counter to
---@param modifier number If newValue is not provided, the existing value will be adjusted by this modifier
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PlayermatApi.updateCounter = function(matColor, type, newValue, modifier)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("updateCounter", { type = type, newValue = newValue, modifier = modifier })
end
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end
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-- Triggers the draw function for the specified playermat
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param number number Amount of cards to draw
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PlayermatApi.drawCardsWithReshuffle = function(matColor, number)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("drawCardsWithReshuffle", number)
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end
end
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-- Returns the resource counter amount
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
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---@param type string Counter to target
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PlayermatApi.getCounterValue = function(matColor, type)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("getCounterValue", type)
end
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end
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-- Returns a list of mat colors that have an investigator placed
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PlayermatApi.getUsedMatColors = function()
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local usedColors = {}
for matColor, mat in pairs(getMatForColor("All")) do
local searchPos = mat.positionToWorld(localInvestigatorPosition)
local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck")
if #searchResult > 0 then
table.insert(usedColors, matColor)
end
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end
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return usedColors
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end
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-- Returns investigator name
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getInvestigatorName = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
local searchPos = mat.positionToWorld(localInvestigatorPosition)
local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck")
if #searchResult == 1 then
return searchResult[1].getName()
end
end
return ""
end
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-- Resets the specified skill tracker to "1, 1, 1, 1"
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.resetSkillTracker = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("resetSkillTracker")
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end
end
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-- Redraws the XML for the slot symbols based on the slotData table
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.redrawSlotSymbols = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("redrawSlotSymbols")
end
end
-- Finds all objects on the playermat and associated set aside zone and returns a table
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param filter string Name of the filte function (see util/SearchLib)
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PlayermatApi.searchAroundPlayermat = function(matColor, filter)
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local objList = {}
for _, mat in pairs(getMatForColor(matColor)) do
for _, obj in ipairs(mat.call("searchAroundSelf", filter)) do
table.insert(objList, obj)
end
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end
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return objList
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end
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-- Discard a non-hidden card from the corresponding player's hand
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.doDiscardOne = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("doDiscardOne")
end
end
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-- Triggers the metadata sync for all playermats
PlayermatApi.syncAllCustomizableCards = function()
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for _, mat in pairs(getMatForColor("All")) do
mat.call("syncAllCustomizableCards")
end
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end
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return PlayermatApi
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end
end)
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__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local SearchLib = {}
local filterFunctions = {
isCard = function(x) return x.type == "Card" end,
isDeck = function(x) return x.type == "Deck" end,
isCardOrDeck = function(x) return x.type == "Card" or x.type == "Deck" end,
isClue = function(x) return x.memo == "clueDoom" and x.is_face_down == false end,
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isTileOrToken = function(x) return x.type == "Tile" end,
isUniversalToken = function(x) return x.getMemo() == "universalActionAbility" end,
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}
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-- performs the actual search and returns a filtered list of object references
---@param pos tts__Vector Global position
---@param rot? tts__Vector Global rotation
---@param size table Size
---@param filter? string Name of the filter function
---@param direction? table Direction (positive is up)
---@param maxDistance? number Distance for the cast
local function returnSearchResult(pos, rot, size, filter, direction, maxDistance)
local filterFunc
if filter then
filterFunc = filterFunctions[filter]
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end
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local searchResult = Physics.cast({
origin = pos,
direction = direction or { 0, 1, 0 },
orientation = rot or { 0, 0, 0 },
type = 3,
size = size,
max_distance = maxDistance or 0
})
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-- filter the result for matching objects
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local objList = {}
for _, v in ipairs(searchResult) do
if not filter or filterFunc(v.hit_object) then
table.insert(objList, v.hit_object)
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end
end
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return objList
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end
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-- searches the specified area
SearchLib.inArea = function(pos, rot, size, filter)
return returnSearchResult(pos, rot, size, filter)
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end
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-- searches the area on an object
SearchLib.onObject = function(obj, filter)
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local pos = obj.getPosition()
local size = obj.getBounds().size:setAt("y", 1)
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return returnSearchResult(pos, _, size, filter)
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end
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-- searches the specified position (a single point)
SearchLib.atPosition = function(pos, filter)
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local size = { 0.1, 2, 0.1 }
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return returnSearchResult(pos, _, size, filter)
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end
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-- searches below the specified position (downwards until y = 0)
SearchLib.belowPosition = function(pos, filter)
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local size = { 0.1, 2, 0.1 }
local direction = { 0, -1, 0 }
local maxDistance = pos.y
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return returnSearchResult(pos, _, size, filter, direction, maxDistance)
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end
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return SearchLib
end
end)
__bundle_register("playercards/CardsThatSealTokens", function(require, _LOADED, __bundle_register, __bundle_modules)
--[[ Library for cards that seal tokens
This file is used to add sealing option to cards' context menu.
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NOTE: all cards are allowed to release a single token to enable Hallow and A Watchful Peace,
and to release all sealed tokens to allow for cards that might leave play with sealed tokens on them.
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Valid options (set before requiring this file):
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MAX_SEALED --@type: number (maximum number of tokens allowable by the card to be sealed)
- required for all cards
- if MAX_SEALED is more than 1, then an XML label is created for the topmost token indicating the number of sealed tokens
- gives an error if user tries to seal additional tokens on the card
- example usage: "The Chthonian Stone"
> MAX_SEALED = 1
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UPDATE_ON_HOVER --@type: boolean
- automatically updates the context menu options when the card is hovered
- the "Read Bag" function reads the content of the chaos bag to update the context menu
- example usage: "Unrelenting" (to only display valid tokens)
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KEEP_OPEN --@type: boolean
- meant for cards that seal single tokens multiple times (one by one)
- makes the context menu stay open after selecting an option
- example usage: "Unrelenting"
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SHOW_MULTI_RELEASE --@type: number (maximum amount of tokens to release at once)
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- enables an entry in the context menu
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- this entry allows releasing of multiple tokens at once, to the maximum number
- does not fail if there are fewer than the maximum sealed
- example usage: "Nephthys" (to release up to 3 bless tokens at once)
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SHOW_MULTI_RETURN --@type: number (amount of tokens to return to pool at once)
- enables an entry in the context menu
- this entry allows returning tokens to the token pool
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- fails if not enough tokens are sealed
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- example usage: "Nephthys" (to return 3 bless tokens at once)
SHOW_MULTI_SEAL --@type: number (amount of tokens to seal at once)
- enables an entry in the context menu
- this entry allows sealing of multiple tokens at once
- example usage: "Holy Spear" (to seal two bless tokens at once)
VALID_TOKENS --@type: table ([tokenName] = true)
- this table defines which tokens should be abled to be sealed
- needs to be defined for each card -> even if empty
- example usage: "The Chthonian Stone"
> VALID_TOKENS = {
> ["Skull"] = true,
> ["Cultist"] = true,
> ["Tablet"] = true,
> ["Elder Thing"] = true,
> }
INVALID_TOKENS --@type: table ([tokenName] = true)
- this table defines which tokens are invalid for sealing
- only needs to be defined if needed
- usually combined with empty "VALID_TOKENS" table
- example usage: "Protective Incantation" (not allowed to seal Auto-fail)
----------------------------------------------------------
Example 1: Crystalline Elder Sign
This card can only seal the "+1" or "Elder Sign" token,
it does not need specific options for multi-sealing or releasing.
Thus it should be implemented like this:
> VALID_TOKENS = {
> ["+1"] = true,
> ["Elder Sign"] = true
> }
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> MAX_SEALED = 1
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> require...
----------------------------------------------------------
Example 2: Holy Spear
This card features the following abilities (just listing the relevant parts):
- releasing a single bless token
- sealing two bless tokens
Thus it should be implemented like this:
> VALID_TOKENS = {
> ["Bless"] = true
> }
> SHOW_MULTI_SEAL = 2
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> MAX_SEALED = 10
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> require...
----------------------------------------------------------]]
local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
local chaosBagApi = require("chaosbag/ChaosBagApi")
local guidReferenceApi = require("core/GUIDReferenceApi")
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local playermatApi = require("playermat/PlayermatApi")
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local tokenArrangerApi = require("accessories/TokenArrangerApi")
local sealedTokens = {}
local ID_URL_MAP = {}
local tokensInBag = {}
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-- XML background color for each token for label when stacked
local tokenColor = {
["Skull"] = "#4A0400E6",
["Cultist"] = "#173B0BE6",
["Tablet"] = "#1D2238E6",
["Elder Thing"] = "#4D2331E6",
["Auto-fail"] = "#9B0004E6",
["Bless"] = "#9D702CE6",
["Curse"] = "#633A84E6",
["Frost"] = "#404450E6",
["Elder Sign"] = "#50A8CEE6",
[""] = "#77674DE6"
}
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function onSave() return JSON.encode(sealedTokens) end
function onLoad(savedData)
sealedTokens = JSON.decode(savedData) or {}
ID_URL_MAP = chaosBagApi.getIdUrlMap()
generateContextMenu()
self.addTag("CardThatSeals")
end
-- builds the context menu
function generateContextMenu()
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self.addContextMenuItem("Release one token", releaseOneToken)
-- conditional release options
if MAX_SEALED > 1 then
self.addContextMenuItem("Release all tokens", releaseAllTokens)
end
if SHOW_MULTI_RELEASE then
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self.addContextMenuItem("Release " .. SHOW_MULTI_RELEASE .. " token(s)", releaseMultipleTokens)
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end
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if RESOLVE_TOKEN then
local firstTokenType
for tokenType, val in pairs(VALID_TOKENS) do
firstTokenType = tokenType
break
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end
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self.addContextMenuItem("Resolve " .. firstTokenType, resolveSealed)
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end
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-- conditional release option
if SHOW_MULTI_RETURN then
self.addContextMenuItem("Return " .. SHOW_MULTI_RETURN .. " token(s)", returnMultipleTokens)
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end
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-- main context menu options to seal tokens
for _, map in pairs(ID_URL_MAP) do
if (VALID_TOKENS[map.name] ~= nil) or (UPDATE_ON_HOVER and tokensInBag[map.name] and not INVALID_TOKENS[map.name]) then
if not SHOW_MULTI_SEAL then
self.addContextMenuItem("Seal " .. map.name, function(playerColor)
sealToken(map.name, playerColor)
end, KEEP_OPEN)
else
self.addContextMenuItem("Seal " .. SHOW_MULTI_SEAL .. " " .. map.name, function(playerColor)
readBag()
local allowed = true
local notFound
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for name, _ in pairs(VALID_TOKENS) do
if (tokensInBag[name] or 0) < SHOW_MULTI_SEAL then
allowed = false
notFound = name
end
end
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if allowed then
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for i = SHOW_MULTI_SEAL, 1, -1 do
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sealToken(map.name, playerColor)
end
else
printToColor("Not enough " .. notFound .. " tokens in the chaos bag.", playerColor)
end
end)
end
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end
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end
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end
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-- generates a list of chaos tokens that is in the chaos bag
function readBag()
local chaosbag = chaosBagApi.findChaosBag()
tokensInBag = {}
for _, token in ipairs(chaosbag.getObjects()) do
tokensInBag[token.name] = (tokensInBag[token.name] or 0) + 1
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end
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end
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function resetSealedTokens()
sealedTokens = {}
end
-- native event from TTS - used to update the context menu for cards like "Unrelenting"
function onHover()
if UPDATE_ON_HOVER then
readBag()
self.clearContextMenu()
generateContextMenu()
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end
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end
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-- seals the named token on this card
function sealToken(name, playerColor)
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if #sealedTokens >= MAX_SEALED then
printToColor("Cannot seal any more tokens on this card", playerColor, "Red")
return
end
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if not chaosBagApi.canTouchChaosTokens() then return end
local chaosbag = chaosBagApi.findChaosBag()
for i, obj in ipairs(chaosbag.getObjects()) do
if obj.name == name then
chaosbag.takeObject({
position = self.getPosition() + Vector(0, 0.5 + 0.1 * #sealedTokens, 0),
rotation = self.getRotation(),
index = i - 1,
smooth = false,
callback_function = function(token)
local guid = token.getGUID()
table.insert(sealedTokens, guid)
tokenArrangerApi.layout()
if name == "Bless" or name == "Curse" then
blessCurseManagerApi.sealedToken(name, guid)
end
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-- destroy XML on just covered token
if #sealedTokens > 1 then
local coveredToken = getObjectFromGUID(sealedTokens[#sealedTokens - 1])
if coveredToken ~= nil then
coveredToken.UI.setXml("")
else
table.remove(sealedTokens, #sealedTokens - 1)
end
end
updateStackSize()
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end
})
return
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end
end
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printToColor(name .. " token not found in chaos bag", playerColor)
end
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-- release the last sealed token
function releaseOneToken(playerColor)
if not chaosBagApi.canTouchChaosTokens() then return end
if #sealedTokens == 0 then
printToColor("No sealed token(s) found", playerColor)
else
printToColor("Releasing token", playerColor)
putTokenAway(table.remove(sealedTokens))
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end
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end
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-- release up to multiple tokens at once with no minimum
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function releaseMultipleTokens(playerColor)
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if #sealedTokens == 0 then
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printToColor("Not enough tokens sealed.", playerColor)
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return
end
local numRemoved = SHOW_MULTI_RELEASE
if #sealedTokens < SHOW_MULTI_RELEASE then
numRemoved = #sealedTokens
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end
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for i = 1, numRemoved do
putTokenAway(table.remove(sealedTokens))
end
printToColor("Releasing " .. numRemoved .. " tokens", playerColor)
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end
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-- releases all sealed tokens
function releaseAllTokens(playerColor)
if not chaosBagApi.canTouchChaosTokens() then return end
if #sealedTokens == 0 then
printToColor("No sealed token(s) found", playerColor)
else
printToColor("Releasing token(s)", playerColor)
for _, guid in ipairs(sealedTokens) do
putTokenAway(guid)
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end
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sealedTokens = {}
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end
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end
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-- returns multiple tokens at once to the token pool
function returnMultipleTokens(playerColor)
if SHOW_MULTI_RETURN <= #sealedTokens then
for i = 1, SHOW_MULTI_RETURN do
returnToken(table.remove(sealedTokens))
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end
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printToColor("Returning " .. SHOW_MULTI_RETURN .. " tokens", playerColor)
else
printToColor("Not enough tokens sealed.", playerColor)
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end
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end
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-- returns the token (referenced by GUID) to the chaos bag
function putTokenAway(guid)
local token = getObjectFromGUID(guid)
if not token then return end
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local name = token.getName()
local chaosbag = chaosBagApi.findChaosBag()
chaosbag.putObject(token)
tokenArrangerApi.layout()
if name == "Bless" or name == "Curse" then
blessCurseManagerApi.releasedToken(name, guid)
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end
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updateStackSize()
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end
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-- returns the token to the pool (== removes it)
function returnToken(guid)
local token = getObjectFromGUID(guid)
if not token then return end
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local name = token.getName()
token.destruct()
if name == "Bless" or name == "Curse" then
blessCurseManagerApi.returnedToken(name, guid)
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end
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updateStackSize()
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end
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-- resolves sealed token as if it came from the chaos bag
function resolveSealed()
if #sealedTokens == 0 then
broadcastToAll("No tokens sealed.", "Red")
return
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end
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local closestMatColor = playermatApi.getMatColorByPosition(self.getPosition())
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local mat = guidReferenceApi.getObjectByOwnerAndType(closestMatColor, "Playermat")
local guidToBeResolved = table.remove(sealedTokens)
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local resolvedToken = getObjectFromGUID(guidToBeResolved)
resolvedToken.UI.setXml("")
updateStackSize()
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chaosBagApi.drawChaosToken(mat, true, _, guidToBeResolved)
end
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function updateStackSize()
if MAX_SEALED == 1 then return end
if #sealedTokens == 0 then return end
-- get topmost sealed token
local topToken = getObjectFromGUID(sealedTokens[#sealedTokens])
local name = topToken.getName()
topToken.UI.setXmlTable({
{
tag = "Panel",
attributes = {
height = 380,
width = 380,
rotation = "0 0 180",
scale = "0.2 0.2 1",
position = "0 0 -12",
color = tokenColor[name] or "#77674DE6"
},
children = {
tag = "Text",
attributes = {
fontSize = "380",
font = "font_teutonic-arkham",
color = "#ffffff",
outline = "#000000",
outlineSize = "8 -8",
text = "x" .. #sealedTokens
}
}
}
})
end
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end)
__bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenArrangerApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
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-- local function to call the token arranger, if it is on the table
---@param functionName string Name of the function to cal
---@param argument? table Parameter to pass
local function callIfExistent(functionName, argument)
local tokenArranger = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenArranger")
if tokenArranger ~= nil then
tokenArranger.call(functionName, argument)
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end
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end
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-- updates the token modifiers with the provided data
---@param fullData table Contains the chaos token metadata
TokenArrangerApi.onTokenDataChanged = function(fullData)
callIfExistent("onTokenDataChanged", fullData)
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end
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-- deletes already laid out tokens
TokenArrangerApi.deleteCopiedTokens = function()
callIfExistent("deleteCopiedTokens")
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end
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-- updates the laid out tokens
TokenArrangerApi.layout = function()
Wait.time(function() callIfExistent("layout") end, 0.1)
end
return TokenArrangerApi
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end
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end)
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__bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local BlessCurseManagerApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getManager()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "BlessCurseManager")
end
-- removes all taken tokens and resets the counts
BlessCurseManagerApi.removeTakenTokensAndReset = function()
local BlessCurseManager = getManager()
Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Bless") end, 0.05)
Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Curse") end, 0.10)
Wait.time(function() BlessCurseManager.call("doReset", "White") end, 0.15)
end
-- updates the internal count (called by cards that seal bless/curse tokens)
---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
BlessCurseManagerApi.sealedToken = function(type, guid)
getManager().call("sealedToken", { type = type, guid = guid })
end
-- updates the internal count (called by cards that seal bless/curse tokens)
---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
---@param fromBag? boolean Whether or not token was just drawn from the chaos bag
BlessCurseManagerApi.releasedToken = function(type, guid, fromBag)
getManager().call("releasedToken", { type = type, guid = guid, fromBag = fromBag })
end
-- updates the internal count (called by cards that seal bless/curse tokens)
---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
BlessCurseManagerApi.returnedToken = function(type, guid)
getManager().call("returnedToken", { type = type, guid = guid })
end
-- broadcasts the current status for bless/curse tokens
---@param playerColor string Color of the player to show the broadcast to
BlessCurseManagerApi.broadcastStatus = function(playerColor)
getManager().call("broadcastStatus", playerColor)
end
-- removes all bless / curse tokens from the chaos bag and play
---@param playerColor string Color of the player to show the broadcast to
BlessCurseManagerApi.removeAll = function(playerColor)
getManager().call("doRemove", playerColor)
end
-- adds bless / curse sealing to the hovered card
---@param playerColor string Color of the player to show the broadcast to
---@param hoveredObject tts__Object Hovered object
BlessCurseManagerApi.addBlurseSealingMenu = function(playerColor, hoveredObject)
getManager().call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject })
end
-- adds bless / curse to the chaos bag
---@param type string Type of chaos token ("Bless" or "Curse")
BlessCurseManagerApi.addToken = function(type)
getManager().call("addToken", type)
end
-- removes bless / curse from the chaos bag
---@param type string Type of chaos token ("Bless" or "Curse")
BlessCurseManagerApi.removeToken = function(type)
getManager().call("removeToken", type)
end
BlessCurseManagerApi.getBlessCurseInBag = function()
return getManager().call("getBlessCurseInBag", {})
end
return BlessCurseManagerApi
end
end)
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__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local GUIDReferenceApi = {}
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local function getGuidHandler()
return getObjectFromGUID("123456")
end
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-- Returns the matching object
---@param owner string Parent object for this search
---@param type string Type of object to search for
---@return any: Object reference to the matching object
GUIDReferenceApi.getObjectByOwnerAndType = function(owner, type)
return getGuidHandler().call("getObjectByOwnerAndType", { owner = owner, type = type })
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end
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-- Returns all matching objects as a table with references
---@param type string Type of object to search for
---@return table: List of object references to matching objects
GUIDReferenceApi.getObjectsByType = function(type)
return getGuidHandler().call("getObjectsByType", type)
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end
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-- Returns all matching objects as a table with references
---@param owner string Parent object for this search
---@return table: List of object references to matching objects
GUIDReferenceApi.getObjectsByOwner = function(owner)
return getGuidHandler().call("getObjectsByOwner", owner)
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end
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-- Sends new information to the reference handler to edit the main index
---@param owner string Parent of the object
---@param type string Type of the object
---@param guid string GUID of the object
GUIDReferenceApi.editIndex = function(owner, type, guid)
return getGuidHandler().call("editIndex", {
owner = owner,
type = type,
guid = guid
})
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end
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-- Returns the owner of an object or the object it's located on
---@param object tts__GameObject Object for this search
---@return string: Parent of the object or object it's located on
GUIDReferenceApi.getOwnerOfObject = function(object)
return getGuidHandler().call("getOwnerOfObject", object)
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end
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return GUIDReferenceApi
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end
end)
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return __bundle_require("__root")