ah_sce_unpacked/unpacked/Checker_white Token Spawn Tool 36b4ee.ttslua

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2022-12-13 14:02:30 -05:00
-- 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("util/TokenSpawnTool", function(require, _LOADED, __bundle_register, __bundle_modules)
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local guidReferenceApi = require("core/GUIDReferenceApi")
local playermatApi = require("playermat/PlayermatApi")
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local searchLib = require("util/SearchLib")
local tokenManager = require("core/token/TokenManager")
local TOKEN_INDEX = {}
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TOKEN_INDEX[1] = "universalActionAbility"
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TOKEN_INDEX[3] = "resourceCounter"
TOKEN_INDEX[4] = "damage"
TOKEN_INDEX[5] = "path"
TOKEN_INDEX[6] = "horror"
TOKEN_INDEX[7] = "doom"
TOKEN_INDEX[8] = "clue"
TOKEN_INDEX[9] = "resource"
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---@param index number Index of the pressed key
---@param playerColor string Color of the triggering player
function onScriptingButtonDown(index, playerColor)
local tokenType = TOKEN_INDEX[index]
if not tokenType then return end
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local rotation = { x = 0, y = Player[playerColor].getPointerRotation(), z = 0 }
local position = Player[playerColor].getPointerPosition() + Vector(0, 0.2, 0)
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-- check for subtype of resource based on card below
if tokenType == "resource" then
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local card
local hoverObj = Player[playerColor].getHoverObject()
if hoverObj and hoverObj.type == "Card" then
card = hoverObj
elseif hoverObj then
-- use the first card below the hovered object if it's not a card1
for _, obj in ipairs(searchLib.belowPosition(position, "isCard")) do
card = obj
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break
end
end
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-- get the metadata from the card and maybe replenish a use
if card and not card.is_face_down then
local metadata = JSON.decode(card.getGMNotes()) or {}
local uses = metadata.uses or {}
for _, useInfo in ipairs(uses) do
if useInfo.token == "resource" then
-- artifically create replenish data to re-use that existing functionality
uses[1].count = 999
uses[1].replenish = 1
local matColor = playermatApi.getMatColorByPosition(position)
local mat = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat")
tokenManager.maybeReplenishCard(card, uses, mat)
return
end
end
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end
-- check hovered object for "resourceCounter" tokens and increase them instead
elseif tokenType == "resourceCounter" then
local hoverObj = Player[playerColor].getHoverObject()
if hoverObj then
if tokenType == hoverObj.getMemo() then
hoverObj.call("addOrSubtract")
return
end
end
-- check hovered object for "damage" and "horror" tokens and increase them instead
elseif tokenType == "damage" or tokenType == "horror" then
local hoverObj = Player[playerColor].getHoverObject()
if hoverObj then
if tokenType == hoverObj.getMemo() then
local stateInfo = hoverObj.getStates()
local stateId = hoverObj.getStateId()
if stateId <= #stateInfo then
hoverObj.setState(stateId + 1)
return
end
end
end
-- check for nearest investigator card and change action token state to its class
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elseif tokenType == "universalActionAbility" then
local matColor = playermatApi.getMatColorByPosition(position)
local class = playermatApi.returnInvestigatorClass(matColor)
callback = function(spawned) spawned.call("updateClassAndSymbol", { class = class, symbol = class }) end
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end
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tokenManager.spawnToken(position, tokenType, rotation, callback)
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end
end)
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__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
do
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local optionPanelApi = require("core/OptionPanelApi")
local playAreaApi = require("core/PlayAreaApi")
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local playermatApi = require("playermat/PlayermatApi")
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local searchLib = require("util/SearchLib")
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local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
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local PLAYER_CARD_TOKEN_OFFSETS = {
[1] = {
Vector(0, 3, -0.2)
},
[2] = {
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[3] = {
Vector(0, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[4] = {
Vector(0.4, 3, -0.9),
Vector(-0.4, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[5] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[6] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2)
},
[7] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0, 3, 0.5)
},
[8] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(-0.35, 3, 0.5),
Vector(0.35, 3, 0.5)
},
[9] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5)
},
[10] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0, 3, 1.2)
},
[11] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(-0.35, 3, 1.2),
Vector(0.35, 3, 1.2)
},
[12] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0.7, 3, 1.2),
Vector(0, 3, 1.2),
Vector(-0.7, 3, 1.2)
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}
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}
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-- stateIDs for the multi-stated resource tokens
local stateTable = {
["resource"] = 1,
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["ammo"] = 2,
["bounty"] = 3,
["charge"] = 4,
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["evidence"] = 5,
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["secret"] = 6,
["supply"] = 7,
["offering"] = 8
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}
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-- Table of data extracted from the token source bag, keyed by the Memo on each token which
-- should match the token type keys ("resource", "clue", etc)
local tokenTemplates
local playerCardData
local locationData
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local TokenManager = {}
local internal = {}
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-- Spawns tokens for the card. This function is built to just throw a card at it and let it do
-- the work once a card has hit an area where it might spawn tokens. It will check to see if
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-- the card has already spawned, find appropriate data from either the uses metadata or the Data
-- Helper, and spawn the tokens.
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---@param card tts__Object Card to maybe spawn tokens for
---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
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--- spawned for that type. e.g. Akachi's playermat should pass "Charge"=1
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TokenManager.spawnForCard = function(card, extraUses)
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if tokenSpawnTrackerApi.hasSpawnedTokens(card.getGUID()) then
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return
end
local metadata = JSON.decode(card.getGMNotes())
if metadata ~= nil then
internal.spawnTokensFromUses(card, extraUses)
else
internal.spawnTokensFromDataHelper(card)
end
end
-- Spawns a set of tokens on the given card.
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---@param card tts__Object Card to spawn tokens on
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---@param tokenType string Type of token to spawn (template needs to be in source bag)
---@param tokenCount number How many tokens to spawn. For damage or horror this value will be set to the
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-- spawned state object rather than spawning multiple tokens
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---@param shiftDown? number An offset for the z-value of this group of tokens
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---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens
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TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, subType)
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local optionPanel = optionPanelApi.getOptions()
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if tokenType == "damage" or tokenType == "horror" then
TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
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elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "enabled" then
TokenManager.spawnResourceCounterToken(card, tokenCount)
elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "custom" and tokenCount == 0 then
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TokenManager.spawnResourceCounterToken(card, tokenCount)
else
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TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, subType)
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end
end
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-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror tokens.
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---@param card tts__Object Card to spawn tokens on
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---@param tokenType string Type of token to spawn (template needs to be in source bag)
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---@param tokenValue number Value to set the damage/horror to
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TokenManager.spawnCounterToken = function(card, tokenType, tokenValue, shiftDown)
if tokenValue < 1 or tokenValue > 50 then return end
local pos = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[1][1] + Vector(0, 0, shiftDown))
local rot = card.getRotation()
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TokenManager.spawnToken(pos, tokenType, rot, function(spawned)
-- token starts in state 1, so don't attempt to change it to avoid error
if tokenValue ~= 1 then
spawned.setState(tokenValue)
end
end)
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end
TokenManager.spawnResourceCounterToken = function(card, tokenCount)
local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5))
local rot = card.getRotation()
TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned)
spawned.call("updateVal", tokenCount)
end)
end
-- Spawns a number of tokens.
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---@param tokenType string Type of token to spawn (template needs to be in source bag)
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---@param tokenCount number How many tokens to spawn
---@param shiftDown? number An offset for the z-value of this group of tokens
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---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource or action tokens
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TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, subType)
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-- not checking the max at this point since clue offsets are calculated dynamically
if tokenCount < 1 then return end
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local offsets = {}
if tokenType == "clue" then
offsets = internal.buildClueOffsets(card, tokenCount)
else
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-- only up to 12 offset tables defined
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if tokenCount > 12 then
printToAll("Attempting to spawn " .. tokenCount .. " tokens. Spawning clickable counter instead.")
TokenManager.spawnResourceCounterToken(card, tokenCount)
return
end
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for i = 1, tokenCount do
offsets[i] = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[tokenCount][i])
-- Fix the y-position for the spawn, since positionToWorld considers rotation which can
-- have bad results for face up/down differences
offsets[i].y = card.getPosition().y + 0.15
end
end
if shiftDown ~= nil then
-- Copy the offsets to make sure we don't change the static values
local baseOffsets = offsets
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offsets = {}
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-- get a vector for the shifting (downwards local to the card)
local shiftDownVector = Vector(0, 0, shiftDown):rotateOver("y", card.getRotation().y)
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for i, baseOffset in ipairs(baseOffsets) do
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offsets[i] = baseOffset + shiftDownVector
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end
end
if offsets == nil then
error("couldn't find offsets for " .. tokenCount .. ' tokens')
return
end
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-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
local callback = nil
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local stateID = stateTable[string.lower(subType or "")]
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if tokenType == "resource" and stateID ~= nil and stateID ~= 1 then
callback = function(spawned) spawned.setState(stateID) end
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elseif tokenType == "universalActionAbility" then
local matColor = playermatApi.getMatColorByPosition(card.getPosition())
local class = playermatApi.returnInvestigatorClass(matColor)
callback = function(spawned) spawned.call("updateClassAndSymbol", { class = class, symbol = subType or class }) end
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end
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for i = 1, tokenCount do
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TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback)
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end
end
-- Spawns a single token at the given global position by copying it from the template bag.
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---@param position tts__Vector Global position to spawn the token
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---@param tokenType string Type of token to spawn (template needs to be in source bag)
---@param rotation tts__Vector Rotation to be used for the new token. Only the y-value will be used,
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-- x and z will use the default rotation from the source bag
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---@param callback? function A callback function triggered after the new token is spawned
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TokenManager.spawnToken = function(position, tokenType, rotation, callback)
internal.initTokenTemplates()
local loadTokenType = tokenType
if tokenType == "clue" or tokenType == "doom" then
loadTokenType = "clueDoom"
end
if tokenTemplates[loadTokenType] == nil then
error("Unknown token type '" .. tokenType .. "'")
return
end
local tokenTemplate = tokenTemplates[loadTokenType]
-- Take ONLY the Y-value for rotation, so we don't flip the token coming out of the bag
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local rot = Vector(tokenTemplate.Transform.rotX, 270, tokenTemplate.Transform.rotZ)
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if rotation ~= nil then
rot.y = rotation.y
end
if tokenType == "doom" then
rot.z = 180
end
tokenTemplate.Nickname = ""
return spawnObjectData({
data = tokenTemplate,
position = position,
rotation = rot,
callback_function = callback
})
end
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-- Checks a card for metadata to maybe replenish it
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---@param card tts__Object Card object to be replenished
---@param uses table The already decoded metadata.uses (to avoid decoding again)
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TokenManager.maybeReplenishCard = function(card, uses)
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-- TODO: support for cards with multiple uses AND replenish (as of yet, no official card needs that)
if uses[1].count and uses[1].replenish then
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internal.replenishTokens(card, uses)
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end
end
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-- Pushes new player card data into the local copy of the Data Helper player data.
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---@param dataTable table Key/Value pairs following the DataHelper style
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TokenManager.addPlayerCardData = function(dataTable)
internal.initDataHelperData()
for k, v in pairs(dataTable) do
playerCardData[k] = v
end
end
-- Pushes new location data into the local copy of the Data Helper location data.
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---@param dataTable table Key/Value pairs following the DataHelper style
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TokenManager.addLocationData = function(dataTable)
internal.initDataHelperData()
for k, v in pairs(dataTable) do
locationData[k] = v
end
end
-- Checks to see if the given card has location data in the DataHelper
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---@param card tts__Object Card to check for data
---@return boolean: True if this card has data in the helper, false otherwise
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TokenManager.hasLocationData = function(card)
internal.initDataHelperData()
return internal.getLocationData(card) ~= nil
end
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internal.initTokenTemplates = function()
if tokenTemplates ~= nil then
return
end
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tokenTemplates = {}
local tokenSource = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSource")
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for _, tokenTemplate in ipairs(tokenSource.getData().ContainedObjects) do
local tokenName = tokenTemplate.Memo
tokenTemplates[tokenName] = tokenTemplate
end
end
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-- Copies the data from the DataHelper. Will only happen once.
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internal.initDataHelperData = function()
if playerCardData ~= nil then
return
end
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local dataHelper = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper")
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playerCardData = dataHelper.getTable('PLAYER_CARD_DATA')
locationData = dataHelper.getTable('LOCATIONS_DATA')
end
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-- Spawn tokens for a card based on the uses metadata. This will consider the face up/down state
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-- of the card for both locations and standard cards.
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---@param card tts__Object Card to maybe spawn tokens for
---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
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--- spawned for that type. e.g. Akachi's playermat should pass "Charge"=1
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internal.spawnTokensFromUses = function(card, extraUses)
local uses = internal.getUses(card)
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if uses == nil then return end
-- go through tokens to spawn
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local tokenCount
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for i, useInfo in ipairs(uses) do
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tokenCount = (useInfo.count or 0) + (useInfo.countPerInvestigator or 0) * playAreaApi.getInvestigatorCount()
if extraUses ~= nil and extraUses[useInfo.type] ~= nil then
tokenCount = tokenCount + extraUses[useInfo.type]
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end
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-- Shift each spawned group after the first down so they don't pile on each other
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TokenManager.spawnTokenGroup(card, useInfo.token, tokenCount, (i - 1) * 0.8, useInfo.type)
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end
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tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
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end
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-- Spawn tokens for a card based on the data helper data. This will consider the face up/down state
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-- of the card for both locations and standard cards.
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---@param card tts__Object Card to maybe spawn tokens for
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internal.spawnTokensFromDataHelper = function(card)
internal.initDataHelperData()
local playerData = internal.getPlayerCardData(card)
if playerData ~= nil then
internal.spawnPlayerCardTokensFromDataHelper(card, playerData)
end
local locationData = internal.getLocationData(card)
if locationData ~= nil then
internal.spawnLocationTokensFromDataHelper(card, locationData)
end
end
-- Spawn tokens for a player card using data retrieved from the Data Helper.
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---@param card tts__Object Card to maybe spawn tokens for
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---@param playerData table Player card data structure retrieved from the DataHelper. Should be
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-- the right data for this card.
internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData)
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local token = playerData.tokenType
local tokenCount = playerData.tokenCount
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TokenManager.spawnTokenGroup(card, token, tokenCount)
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tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
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end
-- Spawn tokens for a location using data retrieved from the Data Helper.
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---@param card tts__Object Card to maybe spawn tokens for
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---@param locationData table Location data structure retrieved from the DataHelper. Should be
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-- the right data for this card.
internal.spawnLocationTokensFromDataHelper = function(card, locationData)
local clueCount = internal.getClueCountFromData(card, locationData)
if clueCount > 0 then
TokenManager.spawnTokenGroup(card, "clue", clueCount)
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tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
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end
end
internal.getPlayerCardData = function(card)
return playerCardData[card.getName() .. ':' .. card.getDescription()]
or playerCardData[card.getName()]
end
internal.getLocationData = function(card)
return locationData[card.getName() .. '_' .. card.getGUID()] or locationData[card.getName()]
end
internal.getClueCountFromData = function(card, locationData)
-- Return the number of clues to spawn on this location
if locationData == nil then
error('attempted to get clue for unexpected object: ' .. card.getName())
return 0
end
if ((card.is_face_down and locationData.clueSide == 'back')
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or (not card.is_face_down and locationData.clueSide == 'front')) then
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if locationData.type == 'fixed' then
return locationData.value
elseif locationData.type == 'perPlayer' then
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return locationData.value * playAreaApi.getInvestigatorCount()
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end
error('unexpected location type: ' .. locationData.type)
end
return 0
end
-- Gets the right uses structure for this card, based on metadata and face up/down state
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---@param card tts__Object Card to pull the uses from
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internal.getUses = function(card)
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local metadata = JSON.decode(card.getGMNotes()) or {}
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if metadata.type == "Location" then
if card.is_face_down and metadata.locationBack ~= nil then
return metadata.locationBack.uses
elseif not card.is_face_down and metadata.locationFront ~= nil then
return metadata.locationFront.uses
end
elseif not card.is_face_down then
return metadata.uses
end
return nil
end
-- Dynamically create positions for clues on a card.
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---@param card tts__Object Card the clues will be placed on
---@param count number How many clues?
---@return table: Array of global positions to spawn the clues at
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internal.buildClueOffsets = function(card, count)
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local cluePositions = {}
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for i = 1, count do
local row = math.floor(1 + (i - 1) / 4)
local column = (i - 1) % 4
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local cluePos = card.positionToWorld(Vector(-0.825 + 0.55 * column, 0, -1.5 + 0.55 * row))
cluePos.y = cluePos.y + 0.05
table.insert(cluePositions, cluePos)
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end
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return cluePositions
end
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---@param card tts__Object Card object to be replenished
---@param uses table The already decoded metadata.uses (to avoid decoding again)
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internal.replenishTokens = function(card, uses)
-- get current amount of matching resource tokens on the card
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local clickableResourceCounter = nil
local foundTokens = 0
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local searchType = string.lower(uses[1].type)
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for _, obj in ipairs(searchLib.onObject(card, "isTileOrToken")) do
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local memo = obj.getMemo()
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if searchType == memo then
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foundTokens = foundTokens + math.abs(obj.getQuantity())
obj.destruct()
elseif memo == "resourceCounter" then
foundTokens = obj.getVar("val")
clickableResourceCounter = obj
break
end
end
-- this is the theoretical new amount of uses (to be checked below)
local newCount = foundTokens + uses[1].replenish
-- if there are already more uses than the replenish amount, keep them
if foundTokens > uses[1].count then
newCount = foundTokens
-- only replenish up until the replenish amount
elseif newCount > uses[1].count then
newCount = uses[1].count
end
-- update the clickable counter or spawn a group of tokens
if clickableResourceCounter then
clickableResourceCounter.call("updateVal", newCount)
else
TokenManager.spawnTokenGroup(card, uses[1].token, newCount, _, uses[1].type)
end
end
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return TokenManager
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,
isTileOrToken = function(x) return x.type == "Tile" end,
isUniversalToken = function(x) return x.getMemo() == "universalActionAbility" end,
}
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-- performs the actual search and returns a filtered list of object references
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---@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
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local function returnSearchResult(pos, rot, size, filter, direction, maxDistance)
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local filterFunc
if filter then
filterFunc = filterFunctions[filter]
end
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local searchResult = Physics.cast({
origin = pos,
direction = direction or { 0, 1, 0 },
orientation = rot or { 0, 0, 0 },
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type = 3,
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size = size,
max_distance = maxDistance or 0
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})
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-- filter the result for matching objects
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local objList = {}
for _, v in ipairs(searchResult) do
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if not filter or filterFunc(v.hit_object) then
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table.insert(objList, v.hit_object)
end
end
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)
end
-- 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)
end
-- 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)
end
-- 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)
end
return SearchLib
end
end)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("util/TokenSpawnTool")
end)
__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
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 })
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)
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)
end
-- 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
})
end
-- 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)
end
return GUIDReferenceApi
end
end)
__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")
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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
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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
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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
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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
-- 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
-- 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}
}
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for color, mat in pairs(getMatForColor(matColor)) do
resultTable[color] = {
position = mat.positionToWorld(localPositionTable[helperName]),
rotation = mat.getRotation()
}
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end
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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
-- 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
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))
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
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)
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
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
-- 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
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)
end
end
-- 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
end
-- 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)
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end
end
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return usedColors
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()
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end
end
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return ""
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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")
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
end
return objList
end
-- 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
end
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return PlayermatApi
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end
end)
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__bundle_register("core/OptionPanelApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local OptionPanelApi = {}
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-- loads saved options
---@param options table Set a new state for the option table
OptionPanelApi.loadSettings = function(options)
return Global.call("loadSettings", options)
end
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---@return any: Table of option panel state
OptionPanelApi.getOptions = function()
return Global.getTable("optionPanel")
end
return OptionPanelApi
end
end)
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlayAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getPlayArea()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
end
local function getInvestigatorCounter()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
end
-- Returns the current value of the investigator counter from the playermat
---@return number: Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getInvestigatorCounter().getVar("val")
end
-- Updates the current value of the investigator counter from the playermat
---@param count number Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
getInvestigatorCounter().call("updateVal", count)
end
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
---@param playerColor string Color of the player requesting the shift for messages
PlayAreaApi.shiftContentsUp = function(playerColor)
getPlayArea().call("shiftContentsUp", playerColor)
end
PlayAreaApi.shiftContentsDown = function(playerColor)
getPlayArea().call("shiftContentsDown", playerColor)
end
PlayAreaApi.shiftContentsLeft = function(playerColor)
getPlayArea().call("shiftContentsLeft", playerColor)
end
PlayAreaApi.shiftContentsRight = function(playerColor)
getPlayArea().call("shiftContentsRight", playerColor)
end
---@param state boolean This controls whether location connections should be drawn
PlayAreaApi.setConnectionDrawState = function(state)
getPlayArea().call("setConnectionDrawState", state)
end
---@param color string Connection color to be used for location connections
PlayAreaApi.setConnectionColor = function(color)
getPlayArea().call("setConnectionColor", color)
end
-- Event to be called when the current scenario has changed
---@param scenarioName string Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getPlayArea().call("onScenarioChanged", scenarioName)
end
-- Sets this playermat's snap points to limit snapping to locations or not.
-- 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
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getPlayArea().call("setLimitSnapsByType", matchCardTypes)
end
-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
-- cards before they're destroyed by entering the container
PlayAreaApi.tryObjectEnterContainer = function(container, object)
getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
end
-- Counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getPlayArea().call("countVP")
end
-- Highlights all locations in the play area without metadata
---@param state boolean True if highlighting should be enabled
PlayAreaApi.highlightMissingData = function(state)
return getPlayArea().call("highlightMissingData", state)
end
-- Highlights all locations in the play area with VP
---@param state boolean True if highlighting should be enabled
PlayAreaApi.highlightCountedVP = function(state)
return getPlayArea().call("countVP", state)
end
-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getPlayArea().call("isInPlayArea", object)
end
-- Returns the current surface of the play area
PlayAreaApi.getSurface = function()
return getPlayArea().getCustomObject().image
end
-- Updates the surface of the play area
PlayAreaApi.updateSurface = function(url)
return getPlayArea().call("updateSurface", url)
end
-- Returns a deep copy of the currently tracked locations
PlayAreaApi.getTrackedLocations = function()
local t = {}
for k, v in pairs(getPlayArea().call("getTrackedLocations", {})) do
t[k] = v
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end
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return t
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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
-- data to the local token manager instance.
---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
PlayAreaApi.updateLocations = function(args)
getPlayArea().call("updateLocations", args)
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end
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PlayAreaApi.getCustomDataHelper = function()
return getPlayArea().getVar("customDataHelper")
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end
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return PlayAreaApi
end
end)
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenSpawnTracker = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getSpawnTracker()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSpawnTracker")
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end
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TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
return getSpawnTracker().call("hasSpawnedTokens", cardGuid)
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end
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TokenSpawnTracker.markTokensSpawned = function(cardGuid)
return getSpawnTracker().call("markTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetTokensSpawned = function(card)
return getSpawnTracker().call("resetTokensSpawned", card)
end
TokenSpawnTracker.resetAllAssetAndEvents = function()
return getSpawnTracker().call("resetAllAssetAndEvents")
end
TokenSpawnTracker.resetAllLocations = function()
return getSpawnTracker().call("resetAllLocations")
end
TokenSpawnTracker.resetAll = function()
return getSpawnTracker().call("resetAll")
end
return TokenSpawnTracker
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end
end)
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return __bundle_require("__root")