2022-12-13 14:02:30 -05:00
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-- Bundled by luabundle {"version":"1.6.0"}
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local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
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local loadingPlaceholder = {[{}] = true}
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local register
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local modules = {}
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local require
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local loaded = {}
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register = function(name, body)
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if not modules[name] then
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modules[name] = body
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end
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end
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require = function(name)
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local loadedModule = loaded[name]
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if loadedModule then
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if loadedModule == loadingPlaceholder then
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return nil
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end
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else
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if not modules[name] then
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if not superRequire then
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local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
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error('Tried to require ' .. identifier .. ', but no such module has been registered')
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else
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return superRequire(name)
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end
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end
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loaded[name] = loadingPlaceholder
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loadedModule = modules[name](require, loaded, register, modules)
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loaded[name] = loadedModule
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end
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return loadedModule
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end
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return require, loaded, register, modules
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end)(nil)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("core/PlayArea")
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end)
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__bundle_register("core/PlayArea", function(require, _LOADED, __bundle_register, __bundle_modules)
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---------------------------------------------------------
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-- general setup
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---------------------------------------------------------
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2020-11-28 13:23:58 -05:00
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-- set true to enable debug logging
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2023-01-29 19:31:52 -05:00
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local DEBUG = false
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-- Location connection directional options
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local BIDIRECTIONAL = 0
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local ONE_WAY = 1
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local INCOMING_ONE_WAY = 2
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-- Connector draw parameters
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local CONNECTION_THICKNESS = 0.015
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local DRAGGING_CONNECTION_THICKNESS = 0.15
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local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 }
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local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
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local DIRECTIONAL_ARROW_DISTANCE = 3.5
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local ARROW_ARM_LENGTH = 0.9
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local ARROW_ANGLE = 25
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-- Height to draw the connector lines, places them just above the table and always below cards
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local CONNECTION_LINE_Y = 1.529
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2020-11-28 13:23:58 -05:00
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2022-12-13 14:02:30 -05:00
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-- we use this to turn off collision handling until onLoad() is complete
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2023-01-29 19:31:52 -05:00
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local collisionEnabled = false
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-- used for recreating the link to a custom data helper after image change
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customDataHelper = nil
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2020-11-28 13:23:58 -05:00
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2023-01-29 19:31:52 -05:00
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local SHIFT_OFFSETS = {
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left = { x = 0.00, y = 0, z = 7.67 },
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right = { x = 0.00, y = 0, z = -7.67 },
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up = { x = 6.54, y = 0, z = 0.00 },
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down = { x = -6.54, y = 0, z = 0.00 }
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}
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local SHIFT_EXCLUSION = {
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["b7b45b"] = true,
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["f182ee"] = true,
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["721ba2"] = true
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}
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local LOC_LINK_EXCLUDE_SCENARIOS = {
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["The Witching Hour"] = true,
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}
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local tokenManager = require("core/token/TokenManager")
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2022-12-13 14:02:30 -05:00
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local INVESTIGATOR_COUNTER_GUID = "f182ee"
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2023-01-29 19:31:52 -05:00
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local PLAY_AREA_ZONE_GUID = "a2f932"
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2022-12-13 14:02:30 -05:00
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local clueData = {}
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2023-01-29 19:31:52 -05:00
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local spawnedLocationGUIDs = {}
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local locations = {}
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local locationConnections = {}
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local draggingGuids = {}
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local locationData
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local currentScenario
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2020-11-28 13:23:58 -05:00
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2022-12-13 14:02:30 -05:00
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---------------------------------------------------------
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-- general code
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---------------------------------------------------------
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2020-11-28 13:23:58 -05:00
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2023-01-29 19:31:52 -05:00
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function onSave()
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return JSON.encode({
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trackedLocations = locations,
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currentScenario = currentScenario,
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})
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end
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2020-11-28 13:23:58 -05:00
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2023-01-29 19:31:52 -05:00
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function onLoad(saveState)
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2022-12-13 14:02:30 -05:00
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-- records locations we have spawned clues for
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2023-01-29 19:31:52 -05:00
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local save = JSON.decode(saveState) or { }
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locations = save.trackedLocations or { }
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currentScenario = save.currentScenario
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2020-11-28 13:23:58 -05:00
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2022-12-13 14:02:30 -05:00
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self.interactable = DEBUG
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2023-01-29 19:31:52 -05:00
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Wait.time(function() collisionEnabled = true end, 1)
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2020-11-28 13:23:58 -05:00
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end
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2022-12-13 14:02:30 -05:00
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function log(message)
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if DEBUG then print(message) end
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2020-11-28 13:23:58 -05:00
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end
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2023-01-29 19:31:52 -05:00
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-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
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-- data to the local token manager instance.
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---@param args Table Single-value array holding the GUID of the Custom Data Helper making the call
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function updateLocations(args)
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customDataHelper = getObjectFromGUID(args[1])
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if customDataHelper ~= nil then
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tokenManager.addLocationData(customDataHelper.getTable("LOCATIONS_DATA"))
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end
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end
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function onCollisionEnter(collisionInfo)
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local obj = collisionInfo.collision_object
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local objType = obj.name
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2020-11-28 13:23:58 -05:00
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2023-01-29 19:31:52 -05:00
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-- only continue for cards
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if not collisionEnabled or (objType ~= "Card" and objType ~= "CardCustom") then return end
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-- check if we should spawn clues here and do so according to playercount
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local card = collisionInfo.collision_object
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if shouldSpawnTokens(card) then
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tokenManager.spawnForCard(card)
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end
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-- If this card was being dragged, clear the dragging connections. A multi-drag/drop may send
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-- the dropped card immediately into a deck, so this has to be done here
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if draggingGuids[card.getGUID()] ~= nil then
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card.setVectorLines(nil)
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draggingGuids[card.getGUID()] = nil
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end
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maybeTrackLocation(card)
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2020-11-28 13:23:58 -05:00
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end
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2023-01-29 19:31:52 -05:00
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function shouldSpawnTokens(card)
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local metadata = JSON.decode(card.getGMNotes())
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if metadata == nil then
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return tokenManager.hasLocationData(card)
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2020-11-28 13:23:58 -05:00
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end
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2023-01-29 19:31:52 -05:00
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return metadata.type == "Location"
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or metadata.type == "Enemy"
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or metadata.type == "Treachery"
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or metadata.weakness
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end
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function onCollisionExit(collisionInfo)
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maybeUntrackLocation(collisionInfo.collision_object)
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end
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2022-12-13 14:02:30 -05:00
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2023-01-29 19:31:52 -05:00
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-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
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function onObjectDestroy(object)
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maybeUntrackLocation(object)
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end
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function onObjectPickUp(player, object)
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-- only continue for cards
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local objType = object.name
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if objType ~= "Card" and objType ~= "CardCustom" then return end
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-- onCollisionExit USUALLY fires first, so we have to check the card to see if it's a location we
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-- should be tracking
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if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
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local pickedUpGuid = object.getGUID()
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local metadata = JSON.decode(object.getGMNotes()) or { }
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if (metadata.type == "Location") then
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-- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in
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-- the same frame). This causes a mismatch in the data between dragging the on-table, and
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-- that one frame draws connectors on the card which then show up as shadows for snap points.
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-- Waiting ensures we always do thing in the expected Exit->PickUp order
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Wait.frames(function()
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draggingGuids[pickedUpGuid] = metadata
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rebuildConnectionList()
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end, 2)
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2020-11-28 13:23:58 -05:00
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end
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end
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end
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2023-01-29 19:31:52 -05:00
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function onUpdate()
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-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
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-- connection list once, and only redraw once
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local needsConnectionRebuild = false
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local needsConnectionDraw = false
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for guid, _ in pairs(draggingGuids) do
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local obj = getObjectFromGUID(guid)
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if obj == nil or not isInPlayArea(obj) then
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draggingGuids[guid] = nil
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needsConnectionRebuild = true
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-- If object still exists then it's been dragged outside the area and needs to clear the
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-- lines attached to it
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if obj ~= nil then
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obj.setVectorLines(nil)
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end
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end
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-- Even if the last location left the play area, need one last draw to clear the lines
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needsConnectionDraw = true
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end
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if (needsConnectionRebuild) then
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rebuildConnectionList()
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2020-11-28 13:23:58 -05:00
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end
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2023-01-29 19:31:52 -05:00
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if needsConnectionDraw then
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drawDraggingConnections()
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end
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end
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2020-11-28 13:23:58 -05:00
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2023-01-29 19:31:52 -05:00
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-- Checks the given card and adds it to the list of locations tracked for connection purposes.
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-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
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---@param card Object A card object, possibly a location.
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function maybeTrackLocation(card)
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-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
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-- Ignore any collision where the centerpoint isn't in the area
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if showLocationLinks() and isInPlayArea(card) then
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local metadata = JSON.decode(card.getGMNotes()) or { }
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if metadata.type == "Location" then
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locations[card.getGUID()] = metadata
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rebuildConnectionList()
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drawBaseConnections()
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end
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end
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end
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2022-12-13 14:02:30 -05:00
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2023-01-29 19:31:52 -05:00
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-- Stop tracking a location for connection drawing. This should be called for both collision exit
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-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
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-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
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-- be cleared in the next onUpdate() cycle.
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---@param card Object Card to (maybe) stop tracking
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function maybeUntrackLocation(card)
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-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
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-- area. If the object is now locked, don't remove it.
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if locations[card.getGUID()] ~= nil and not card.locked then
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locations[card.getGUID()] = nil
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rebuildConnectionList()
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drawBaseConnections()
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end
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end
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2022-12-13 14:02:30 -05:00
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2023-01-29 19:31:52 -05:00
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-- Global event handler, delegated from Global. Clears any connection lines from dragged cards
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-- before they are destroyed by entering a deck. Removal of the card from the dragging list will
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-- be handled during the next onUpdate() call.
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function tryObjectEnterContainer(params)
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for draggedGuid, _ in pairs(draggingGuids) do
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local draggedObj = getObjectFromGUID(draggedGuid)
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if draggedObj ~= nil then
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draggedObj.setVectorLines(nil)
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end
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2020-11-28 13:23:58 -05:00
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end
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end
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2023-01-29 19:31:52 -05:00
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-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
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-- This will update the connection information and store it in the locationConnections data member,
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-- but does not draw those connections. This should often be followed by a call to
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-- drawBaseConnections()
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function rebuildConnectionList()
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if not showLocationLinks() then
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locationConnections = { }
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return
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end
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local iconCardList = { }
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2022-12-13 14:02:30 -05:00
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2023-01-29 19:31:52 -05:00
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-- Build a list of cards with each icon as their location ID
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for cardId, metadata in pairs(draggingGuids) do
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buildLocListByIcon(cardId, iconCardList)
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end
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for cardId, metadata in pairs(locations) do
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buildLocListByIcon(cardId, iconCardList)
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end
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-- Pair up all the icons
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locationConnections = { }
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for cardId, metadata in pairs(draggingGuids) do
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buildConnection(cardId, iconCardList)
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end
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for cardId, metadata in pairs(locations) do
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if draggingGuids[cardId] == nil then
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buildConnection(cardId, iconCardList)
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end
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end
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2022-12-13 14:02:30 -05:00
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end
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2020-11-28 13:23:58 -05:00
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2023-01-29 19:31:52 -05:00
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-- Extracts the card's icon string into a list of individual location icons
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---@param cardID String GUID of the card to pull the icon data from
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---@param iconCardList Table A table of icon->GUID list. Mutable, will be updated by this method
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function buildLocListByIcon(cardId, iconCardList)
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local card = getObjectFromGUID(cardId)
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local locData = getLocationData(card)
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if locData ~= nil and locData.icons ~= nil then
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for icon in string.gmatch(locData.icons, "%a+") do
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if iconCardList[icon] == nil then
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iconCardList[icon] = { }
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end
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table.insert(iconCardList[icon], card.getGUID())
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end
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end
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end
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2022-12-13 14:02:30 -05:00
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2023-01-29 19:31:52 -05:00
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-- Builds the connections for the given cardID by finding matching icons and adding them to the
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-- Playarea's locationConnections table.
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---@param cardId String GUID of the card to build the connections for
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---@param iconCardList Table A table of icon->GUID List. Used to find matching icons for connections.
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function buildConnection(cardId, iconCardList)
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local card = getObjectFromGUID(cardId)
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local locData = getLocationData(card)
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if locData ~= nil and locData.connections ~= nil then
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locationConnections[card.getGUID()] = { }
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for icon in string.gmatch(locData.connections, "%a+") do
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|
if iconCardList[icon] ~= nil then
|
|
|
|
for _, connectedGuid in ipairs(iconCardList[icon]) do
|
|
|
|
-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
|
|
|
|
if locationConnections[connectedGuid] ~= nil
|
|
|
|
and locationConnections[connectedGuid][card.getGUID()] == ONE_WAY then
|
|
|
|
locationConnections[connectedGuid][card.getGUID()] = BIDIRECTIONAL
|
|
|
|
locationConnections[card.getGUID()][connectedGuid] = nil
|
|
|
|
else
|
|
|
|
if locationConnections[connectedGuid] == nil then
|
|
|
|
locationConnections[connectedGuid] = { }
|
|
|
|
end
|
|
|
|
locationConnections[card.getGUID()][connectedGuid] = ONE_WAY
|
|
|
|
locationConnections[connectedGuid][card.getGUID()] = INCOMING_ONE_WAY
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
2022-12-13 14:02:30 -05:00
|
|
|
end
|
2020-11-28 13:23:58 -05:00
|
|
|
end
|
|
|
|
|
2023-01-29 19:31:52 -05:00
|
|
|
-- Helper method to extract the location metadata from a card based on whether it's front or back
|
|
|
|
-- is showing.
|
|
|
|
---@param card String Card object to extract data from
|
|
|
|
---@return. Table with either the locationFront or locationBack metadata structure, or nil if the
|
|
|
|
-- metadata doesn't exist
|
|
|
|
function getLocationData(card)
|
|
|
|
if card == nil then
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
if card.is_face_down then
|
|
|
|
return JSON.decode(card.getGMNotes()).locationBack
|
|
|
|
else
|
|
|
|
return JSON.decode(card.getGMNotes()).locationFront
|
|
|
|
end
|
|
|
|
end
|
2020-11-28 13:23:58 -05:00
|
|
|
|
2023-01-29 19:31:52 -05:00
|
|
|
-- Draws the lines for connections currently in locationConnections but not in draggingGuids.
|
|
|
|
-- Constructed vectors will be set to the playmat
|
|
|
|
function drawBaseConnections()
|
|
|
|
if not showLocationLinks() then
|
|
|
|
locationConnections = { }
|
|
|
|
return
|
|
|
|
end
|
|
|
|
local cardConnectionLines = { }
|
|
|
|
|
|
|
|
for originGuid, targetGuids in pairs(locationConnections) do
|
|
|
|
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
|
|
|
|
-- object checks are conservative just to make sure.
|
|
|
|
local origin = getObjectFromGUID(originGuid)
|
|
|
|
if draggingGuids[originGuid] == nil and origin != nil then
|
|
|
|
for targetGuid, direction in pairs(targetGuids) do
|
|
|
|
local target = getObjectFromGUID(targetGuid)
|
|
|
|
if draggingGuids[targetGuid] == nil and target != nil then
|
|
|
|
-- Since we process the full list, we're guaranteed to hit any ONE_WAY connections later
|
|
|
|
-- so we can ignore INCOMING_ONE_WAY
|
|
|
|
if direction == BIDIRECTIONAL then
|
|
|
|
addBidirectionalVector(origin, target, self, cardConnectionLines)
|
|
|
|
elseif direction == ONE_WAY then
|
|
|
|
addOneWayVector(origin, target, self, cardConnectionLines)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
self.setVectorLines(cardConnectionLines)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Draws the lines for cards which are currently being dragged.
|
|
|
|
function drawDraggingConnections()
|
|
|
|
if not showLocationLinks() then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
local cardConnectionLines = { }
|
|
|
|
local ownedVectors = { }
|
|
|
|
|
|
|
|
for originGuid, _ in pairs(draggingGuids) do
|
|
|
|
targetGuids = locationConnections[originGuid]
|
|
|
|
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
|
|
|
|
-- object checks are conservative just to make sure.
|
|
|
|
local origin = getObjectFromGUID(originGuid)
|
|
|
|
if draggingGuids[originGuid] and origin ~= nil and targetGuids ~= nil then
|
|
|
|
ownedVectors[originGuid] = { }
|
|
|
|
for targetGuid, direction in pairs(targetGuids) do
|
|
|
|
local target = getObjectFromGUID(targetGuid)
|
|
|
|
if target != nil then
|
|
|
|
if direction == BIDIRECTIONAL then
|
|
|
|
addBidirectionalVector(origin, target, origin, ownedVectors[originGuid])
|
|
|
|
elseif direction == ONE_WAY then
|
|
|
|
addOneWayVector(origin, target, origin, ownedVectors[originGuid])
|
|
|
|
elseif direction == INCOMING_ONE_WAY and not draggingGuids[targetGuid] then
|
|
|
|
addOneWayVector(target, origin, origin, ownedVectors[originGuid])
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
for ownerGuid, vectors in pairs(ownedVectors) do
|
|
|
|
local card = getObjectFromGUID(ownerGuid)
|
|
|
|
card.setVectorLines(vectors)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
|
|
|
|
-- given lines list.
|
|
|
|
---@param card1 Object One of the card objects to connect
|
|
|
|
---@param card2 Object The other card object to connect
|
|
|
|
---@param vectorOwner Object The object which these lines will be set to. Used for relative
|
|
|
|
--- positioning and scaling, as well as highlighting connections during a drag operation
|
|
|
|
---@param lines Table List of vector line elements. Mutable, will be updated to add this connector
|
|
|
|
function addBidirectionalVector(card1, card2, vectorOwner, lines)
|
|
|
|
local cardPos1 = card1.getPosition()
|
|
|
|
local cardPos2 = card2.getPosition()
|
|
|
|
cardPos1.y = CONNECTION_LINE_Y
|
|
|
|
cardPos2.y = CONNECTION_LINE_Y
|
|
|
|
|
|
|
|
local pos1 = vectorOwner.positionToLocal(cardPos1)
|
|
|
|
local pos2 = vectorOwner.positionToLocal(cardPos2)
|
|
|
|
|
|
|
|
table.insert(lines, {
|
|
|
|
points = { pos1, pos2 },
|
|
|
|
color = vectorOwner == self and CONNECTION_COLOR or DRAGGING_CONNECTION_COLOR,
|
|
|
|
thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Draws a one-way location connection between the two cards, adding the lines to do so to the
|
|
|
|
-- given lines list. Arrows will point towards the target card.
|
|
|
|
---@param origin Object Origin card in the connection
|
|
|
|
---@param target Object Target card object to connect
|
|
|
|
---@param vectorOwner Object The object which these lines will be set to. Used for relative
|
|
|
|
--- positioning and scaling, as well as highlighting connections during a drag operation
|
|
|
|
---@param lines Table List of vector line elements. Mutable, will be updated to add this connector
|
|
|
|
function addOneWayVector(origin, target, vectorOwner, lines)
|
|
|
|
-- Start with the BiDi then add the arrow lines to it
|
|
|
|
addBidirectionalVector(origin, target, vectorOwner, lines)
|
|
|
|
local originPos = origin.getPosition()
|
|
|
|
local targetPos = target.getPosition()
|
|
|
|
originPos.y = CONNECTION_LINE_Y
|
|
|
|
targetPos.y = CONNECTION_LINE_Y
|
|
|
|
|
|
|
|
-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
|
|
|
|
-- taller than they are wide
|
|
|
|
local heading = Vector(originPos):sub(targetPos):heading("y")
|
|
|
|
local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
|
|
|
|
|
|
|
|
-- Calculate the three possible arrow positions. These are offset by half the arrow length to
|
|
|
|
-- make them visually balanced by keeping the arrows centered, not tracking the point
|
|
|
|
local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
|
|
|
|
local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
|
|
|
|
local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
|
|
|
|
|
|
|
|
if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
|
|
|
|
addArrowLines(midpoint, originPos, vectorOwner, lines)
|
|
|
|
else
|
|
|
|
addArrowLines(closeToOrigin, originPos, vectorOwner, lines)
|
|
|
|
addArrowLines(closeToTarget, originPos, vectorOwner, lines)
|
2020-11-28 13:23:58 -05:00
|
|
|
end
|
2022-12-13 14:02:30 -05:00
|
|
|
end
|
|
|
|
|
2023-01-29 19:31:52 -05:00
|
|
|
-- Draws an arrowhead at the given position.
|
|
|
|
---@param arrowheadPosition Table Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
|
|
|
|
---@param originPos Table Origin point of the connection, used to position the arrow arms
|
|
|
|
---@param vectorOwner Object The object which these lines will be set to. Used for relative
|
|
|
|
--- positioning and scaling, as well as highlighting connections during a drag operation
|
|
|
|
---@param lines Table List of vector line elements. Mutable, will be updated to add this arrow
|
|
|
|
function addArrowLines(arrowheadPos, originPos, vectorOwner, lines)
|
|
|
|
local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
|
|
|
|
local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
|
|
|
|
|
|
|
|
local head = vectorOwner.positionToLocal(arrowheadPos)
|
|
|
|
local arm1 = vectorOwner.positionToLocal(arrowArm1)
|
|
|
|
local arm2 = vectorOwner.positionToLocal(arrowArm2)
|
|
|
|
table.insert(lines, {
|
|
|
|
points = { arm1, head, arm2},
|
|
|
|
color = vectorOwner == self and CONNECTION_COLOR or DRAGGING_CONNECTION_COLOR,
|
|
|
|
thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
|
|
|
|
})
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
|
|
|
|
-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
|
|
|
|
---@param playerColor String Color of the player requesting the shift. Used solely to send an error
|
|
|
|
--- message in the unlikely case that the scripting zone has been deleted
|
|
|
|
function shiftContentsUp(playerColor)
|
|
|
|
shiftContents(playerColor, "up")
|
|
|
|
end
|
|
|
|
|
|
|
|
function shiftContentsDown(playerColor)
|
|
|
|
shiftContents(playerColor, "down")
|
|
|
|
end
|
|
|
|
|
|
|
|
function shiftContentsLeft(playerColor)
|
|
|
|
shiftContents(playerColor, "left")
|
|
|
|
end
|
|
|
|
|
|
|
|
function shiftContentsRight(playerColor)
|
|
|
|
shiftContents(playerColor, "right")
|
|
|
|
end
|
|
|
|
|
|
|
|
function shiftContents(playerColor, direction)
|
|
|
|
local zone = getObjectFromGUID(PLAY_AREA_ZONE_GUID)
|
|
|
|
if not zone then
|
|
|
|
broadcastToColor("Scripting zone couldn't be found.", playerColor, "Red")
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
for _, object in ipairs(zone.getObjects()) do
|
|
|
|
if not (SHIFT_EXCLUSION[object.getGUID()] or object.hasTag("displacement_excluded")) then
|
|
|
|
object.translate(SHIFT_OFFSETS[direction])
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Returns the current value of the investigator counter from the playmat
|
|
|
|
---@return. Number of investigators currently set on the counter
|
2022-12-13 14:02:30 -05:00
|
|
|
function getInvestigatorCount()
|
2023-01-29 19:31:52 -05:00
|
|
|
local investigatorCounter = getObjectFromGUID("f182ee")
|
2022-12-13 14:02:30 -05:00
|
|
|
return investigatorCounter.getVar("val")
|
|
|
|
end
|
2023-01-29 19:31:52 -05:00
|
|
|
|
|
|
|
-- Check to see if the given object is within the bounds of the play area, based solely on the X and
|
|
|
|
-- Z coordinates, ignoring height
|
|
|
|
---@param object Object Object to check
|
|
|
|
---@return. True if the object is inside the play area
|
|
|
|
function isInPlayArea(object)
|
|
|
|
local bounds = self.getBounds()
|
|
|
|
local position = object.getPosition()
|
|
|
|
-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
|
|
|
|
local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2}
|
|
|
|
local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2}
|
|
|
|
|
|
|
|
return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Reset the play area's tracking of which cards have had tokens spawned.
|
|
|
|
function resetSpawnedCards()
|
|
|
|
spawnedLocationGUIDs = {}
|
|
|
|
end
|
|
|
|
|
|
|
|
function onScenarioChanged(scenarioName)
|
|
|
|
currentScenario = scenarioName
|
|
|
|
if not showLocationLinks() then
|
|
|
|
broadcastToAll("Automatic location connections not available for this scenario")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function showLocationLinks()
|
|
|
|
return not LOC_LINK_EXCLUDE_SCENARIOS[currentScenario]
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Sets this playmat's snap points to limit snapping to locations or not.
|
|
|
|
-- If matchTypes is false, snap points will be reset to snap all cards.
|
|
|
|
---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
|
|
|
|
function setLimitSnapsByType(matchTypes)
|
|
|
|
local snaps = self.getSnapPoints()
|
|
|
|
for i, snap in ipairs(snaps) do
|
|
|
|
local snapTags = snaps[i].tags
|
|
|
|
if matchTypes then
|
|
|
|
if snapTags == nil then
|
|
|
|
snaps[i].tags = { "Location" }
|
|
|
|
else
|
|
|
|
table.insert(snaps[i].tags, "Location")
|
|
|
|
end
|
|
|
|
else
|
|
|
|
snaps[i].tags = nil
|
|
|
|
end
|
|
|
|
end
|
|
|
|
self.setSnapPoints(snaps)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- rebuilds local snap points (could be useful in the future again)
|
|
|
|
function buildSnaps()
|
|
|
|
local upperleft = { x = 1.53, z = -1.09}
|
|
|
|
local lowerright = {x = -1.53, z = 1.55}
|
|
|
|
local snaps = {}
|
|
|
|
|
|
|
|
-- creates 81 snap points, for uneven rows + columns it makes a rotation snap point
|
|
|
|
for i = 1, 9 do
|
|
|
|
for j = 1, 9 do
|
|
|
|
local snap = {}
|
|
|
|
snap.position = {}
|
|
|
|
snap.position.x = round(upperleft.x - (upperleft.x - lowerright.x) * (i - 1) / 8, 3)
|
|
|
|
snap.position.y = 0.1
|
|
|
|
snap.position.z = round(upperleft.z - (upperleft.z - lowerright.z) * (j - 1) / 8, 3)
|
|
|
|
|
|
|
|
-- enable rotation snaps for uneven rows / columns
|
|
|
|
if (i % 2 ~= 0) and (j % 2 ~= 0) then
|
|
|
|
snap.rotation = {0, 0, 0}
|
|
|
|
snap.rotation_snap = true
|
|
|
|
end
|
|
|
|
|
|
|
|
table.insert(snaps, snap)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
self.setSnapPoints(snaps)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- utility function
|
|
|
|
function round(num, numDecimalPlaces)
|
|
|
|
local mult = 10^(numDecimalPlaces or 0)
|
|
|
|
return math.floor(num * mult + 0.5) / mult
|
|
|
|
end
|
|
|
|
end)
|
|
|
|
__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
|
|
do
|
|
|
|
local tokenSpawnTracker = require("core/token/TokenSpawnTrackerApi")
|
|
|
|
local playArea = require("core/PlayAreaApi")
|
|
|
|
|
|
|
|
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)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
-- Source for tokens
|
|
|
|
local TOKEN_SOURCE_GUID = "124381"
|
|
|
|
|
|
|
|
-- 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 DATA_HELPER_GUID = "708279"
|
|
|
|
|
|
|
|
local playerCardData
|
|
|
|
local locationData
|
|
|
|
|
|
|
|
local TokenManager = { }
|
|
|
|
local internal = { }
|
|
|
|
|
|
|
|
-- 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
|
|
|
|
-- the card has already spawned, find appropriate data from either the uses metadata or the Data
|
|
|
|
-- Helper, and spawn the tokens.
|
|
|
|
---@param card Object Card to maybe spawn tokens for
|
|
|
|
---@param extraUses Table A table of <use type>=<count> which will modify the number of tokens
|
|
|
|
--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
|
|
|
|
TokenManager.spawnForCard = function(card, extraUses)
|
|
|
|
if tokenSpawnTracker.hasSpawnedTokens(card.getGUID()) then
|
|
|
|
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.
|
|
|
|
---@param card Object Card to spawn tokens on
|
|
|
|
---@param tokenType String type of token to spawn, valid values are "damage", "horror",
|
|
|
|
-- "resource", "doom", or "clue"
|
|
|
|
---@param tokenCount Number How many tokens to spawn. For damage or horror this value will be set to the
|
|
|
|
-- spawned state object rather than spawning multiple tokens
|
|
|
|
---@param shiftDown Number An offset for the z-value of this group of tokens
|
|
|
|
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown)
|
|
|
|
local optionPanel = Global.getTable("optionPanel")
|
|
|
|
|
|
|
|
if tokenType == "damage" or tokenType == "horror" then
|
|
|
|
TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
|
|
|
|
elseif tokenType == "resource" and optionPanel["useResourceCounters"] then
|
|
|
|
TokenManager.spawnResourceCounterToken(card, tokenCount)
|
|
|
|
else
|
|
|
|
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror
|
|
|
|
-- tokens.
|
|
|
|
---@param card Object Card to spawn tokens on
|
|
|
|
---@param tokenType String type of token to spawn, valid values are "damage" and "horror". Other
|
|
|
|
-- types should use spawnMultipleTokens()
|
|
|
|
---@param tokenValue Number Value to set the damage/horror to
|
|
|
|
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()
|
|
|
|
TokenManager.spawnToken(pos, tokenType, rot, function(spawned) spawned.setState(tokenValue) end)
|
|
|
|
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.
|
|
|
|
---@param tokenType String type of token to spawn, valid values are resource", "doom", or "clue".
|
|
|
|
-- Other types should use spawnCounterToken()
|
|
|
|
---@param tokenCount Number How many tokens to spawn
|
|
|
|
---@param shiftDown Number An offset for the z-value of this group of tokens
|
|
|
|
TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown)
|
|
|
|
if tokenCount < 1 or tokenCount > 12 then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local offsets = {}
|
|
|
|
if tokenType == "clue" then
|
|
|
|
offsets = internal.buildClueOffsets(card, tokenCount)
|
|
|
|
else
|
|
|
|
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
|
|
|
|
offsets = { }
|
|
|
|
for i, baseOffset in ipairs(baseOffsets) do
|
|
|
|
offsets[i] = baseOffset
|
|
|
|
offsets[i][3] = offsets[i][3] + shiftDown
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if offsets == nil then
|
|
|
|
error("couldn't find offsets for " .. tokenCount .. ' tokens')
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
for i = 1, tokenCount do
|
|
|
|
TokenManager.spawnToken(offsets[i], tokenType, card.getRotation())
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Spawns a single token at the given global position by copying it from the template bag.
|
|
|
|
---@param position Global position to spawn the token
|
|
|
|
---@param tokenType String type of token to spawn, valid values are "damage", "horror",
|
|
|
|
-- "resource", "doom", or "clue"
|
|
|
|
---@param rotation Vector Rotation to be used for the new token. Only the y-value will be used,
|
|
|
|
-- x and z will use the default rotation from the source bag
|
|
|
|
---@param callback function A callback function triggered after the new token is spawned
|
|
|
|
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
|
|
|
|
local rot = Vector(tokenTemplate.Transform.rotX,
|
|
|
|
270,
|
|
|
|
tokenTemplate.Transform.rotZ)
|
|
|
|
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
|
|
|
|
|
|
|
|
-- Delegate function to the token spawn tracker. Exists to avoid circular dependencies in some
|
|
|
|
-- callers.
|
|
|
|
---@param card Object Card object to reset the tokens for
|
|
|
|
TokenManager.resetTokensSpawned = function(card)
|
|
|
|
tokenSpawnTracker.resetTokensSpawned(card.getGUID())
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Pushes new player card data into the local copy of the Data Helper player data.
|
|
|
|
---@param dataTable Table Key/Value pairs following the DataHelper style
|
|
|
|
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.
|
|
|
|
---@param dataTable Table Key/Value pairs following the DataHelper style
|
|
|
|
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
|
|
|
|
---@param card Object Card to check for data
|
|
|
|
---@return Boolean True if this card has data in the helper, false otherwise
|
|
|
|
TokenManager.hasLocationData = function(card)
|
|
|
|
internal.initDataHelperData()
|
|
|
|
return internal.getLocationData(card) ~= nil
|
|
|
|
end
|
|
|
|
|
|
|
|
internal.initTokenTemplates = function()
|
|
|
|
if tokenTemplates ~= nil then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
tokenTemplates = { }
|
|
|
|
local tokenSource = getObjectFromGUID(TOKEN_SOURCE_GUID)
|
|
|
|
for _, tokenTemplate in ipairs(tokenSource.getData().ContainedObjects) do
|
|
|
|
local tokenName = tokenTemplate.Memo
|
|
|
|
tokenTemplates[tokenName] = tokenTemplate
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Copies the data from the DataHelper. Will only happen once.
|
|
|
|
internal.initDataHelperData = function()
|
|
|
|
if playerCardData ~= nil then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
local dataHelper = getObjectFromGUID(DATA_HELPER_GUID)
|
|
|
|
playerCardData = dataHelper.getTable('PLAYER_CARD_DATA')
|
|
|
|
locationData = dataHelper.getTable('LOCATIONS_DATA')
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Spawn tokens for a card based on the uses metadata. This will consider the face up/down state
|
|
|
|
-- of the card for both locations and standard cards.
|
|
|
|
---@param card Object Card to maybe spawn tokens for
|
|
|
|
---@param extraUses Table A table of <use type>=<count> which will modify the number of tokens
|
|
|
|
--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
|
|
|
|
internal.spawnTokensFromUses = function(card, extraUses)
|
|
|
|
local uses = internal.getUses(card)
|
|
|
|
if uses == nil then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
local type = nil
|
|
|
|
local token = nil
|
|
|
|
local tokenCount = 0
|
|
|
|
-- Uses structure underwent a breaking change in 2.4.0, have to check to see if this is
|
|
|
|
-- a single entry or an array. This is ugly and duplicated, but impossible to replicate the
|
|
|
|
-- multi-spawn vs. single spawn otherwise. TODO: Clean this up when 2.4.0 has been out long
|
|
|
|
-- enough that saved decks don't have old data
|
|
|
|
if uses.count != nil then
|
|
|
|
type = cardMetadata.uses.type
|
|
|
|
token = cardMetadata.uses.token
|
|
|
|
tokenCount = cardMetadata.uses.count
|
|
|
|
if extraUses ~= nil and extraUses[type] ~= nil then
|
|
|
|
tokenCount = tokenCount + extraUses[type]
|
|
|
|
end
|
|
|
|
log("Spawning single use tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
|
|
|
|
TokenManager.spawnTokenGroup(card, token, tokenCount)
|
|
|
|
else
|
|
|
|
for i, useInfo in ipairs(uses) do
|
|
|
|
type = useInfo.type
|
|
|
|
token = useInfo.token
|
|
|
|
tokenCount = (useInfo.count or 0)
|
|
|
|
+ (useInfo.countPerInvestigator or 0) * playArea.getInvestigatorCount()
|
|
|
|
if extraUses ~= nil and extraUses[type] ~= nil then
|
|
|
|
tokenCount = tokenCount + extraUses[type]
|
|
|
|
end
|
|
|
|
log("Spawning use array tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
|
|
|
|
-- Shift each spawned group after the first down so they don't pile on each other
|
|
|
|
TokenManager.spawnTokenGroup(card, token, tokenCount, (i - 1) * 0.8)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
tokenSpawnTracker.markTokensSpawned(card.getGUID())
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Spawn tokens for a card based on the data helper data. This will consider the face up/down state
|
|
|
|
-- of the card for both locations and standard cards.
|
|
|
|
---@param card Object Card to maybe spawn tokens for
|
|
|
|
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.
|
|
|
|
---@param card Object Card to maybe spawn tokens for
|
|
|
|
---@param playerData Table Player card data structure retrieved from the DataHelper. Should be
|
|
|
|
-- the right data for this card.
|
|
|
|
internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData)
|
|
|
|
token = playerData.tokenType
|
|
|
|
tokenCount = playerData.tokenCount
|
|
|
|
log("Spawning data helper tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
|
|
|
|
TokenManager.spawnTokenGroup(card, token, tokenCount)
|
|
|
|
tokenSpawnTracker.markTokensSpawned(card.getGUID())
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Spawn tokens for a location using data retrieved from the Data Helper.
|
|
|
|
---@param card Object Card to maybe spawn tokens for
|
|
|
|
---@param playerData Table Location data structure retrieved from the DataHelper. Should be
|
|
|
|
-- 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)
|
|
|
|
tokenSpawnTracker.markTokensSpawned(card.getGUID())
|
|
|
|
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
|
|
|
|
|
|
|
|
log(card.getName() .. ' : ' .. locationData.type .. ' : ' .. locationData.value .. ' : ' .. locationData.clueSide)
|
|
|
|
if ((card.is_face_down and locationData.clueSide == 'back')
|
|
|
|
or (not card.is_face_down and locationData.clueSide == 'front')) then
|
|
|
|
if locationData.type == 'fixed' then
|
|
|
|
return locationData.value
|
|
|
|
elseif locationData.type == 'perPlayer' then
|
|
|
|
return locationData.value * playArea.getInvestigatorCount()
|
|
|
|
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
|
|
|
|
---@param card Object Card to pull the uses from
|
|
|
|
internal.getUses = function(card)
|
|
|
|
local metadata = JSON.decode(card.getGMNotes()) or { }
|
|
|
|
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.
|
|
|
|
---@param card Object Card the clues will be placed on
|
|
|
|
---@param count Integer How many clues?
|
|
|
|
---@return Table Array of global positions to spawn the clues at
|
|
|
|
internal.buildClueOffsets = function(card, count)
|
|
|
|
local pos = card.getPosition()
|
|
|
|
local cluePositions = { }
|
|
|
|
for i = 1, count do
|
2023-02-25 21:48:52 -05:00
|
|
|
local column = math.floor((i - 1) / 4)
|
|
|
|
local row = (i - 1) % 4
|
|
|
|
table.insert(cluePositions, Vector(pos.x - 1 + 0.55 * row, pos.y, pos.z - 1.4 - 0.55 * column))
|
2023-01-29 19:31:52 -05:00
|
|
|
end
|
|
|
|
|
|
|
|
return cluePositions
|
|
|
|
end
|
|
|
|
|
|
|
|
return TokenManager
|
|
|
|
|
|
|
|
end
|
|
|
|
end)
|
|
|
|
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
|
|
do
|
|
|
|
local PlayAreaApi = { }
|
|
|
|
|
|
|
|
local PLAY_AREA_GUID = "721ba2"
|
|
|
|
|
|
|
|
-- Returns the current value of the investigator counter from the playmat
|
|
|
|
---@return Integer. Number of investigators currently set on the counter
|
|
|
|
PlayAreaApi.getInvestigatorCount = function()
|
|
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("getInvestigatorCount")
|
|
|
|
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 Color of the player requesting the shift. Used solely to send an error
|
|
|
|
--- message in the unlikely case that the scripting zone has been deleted
|
|
|
|
PlayAreaApi.shiftContentsUp = function(playerColor)
|
|
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor)
|
|
|
|
end
|
|
|
|
|
|
|
|
PlayAreaApi.shiftContentsDown = function(playerColor)
|
|
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor)
|
|
|
|
end
|
|
|
|
|
|
|
|
PlayAreaApi.shiftContentsLeft = function(playerColor)
|
|
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor)
|
|
|
|
end
|
|
|
|
|
|
|
|
PlayAreaApi.shiftContentsRight = function(playerColor)
|
|
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Reset the play area's tracking of which cards have had tokens spawned.
|
|
|
|
PlayAreaApi.resetSpawnedCards = function()
|
|
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards")
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Event to be called when the current scenario has changed.
|
|
|
|
---@param scenarioName Name of the new scenario
|
|
|
|
PlayAreaApi.onScenarioChanged = function(scenarioName)
|
|
|
|
getObjectFromGUID(PLAY_AREA_GUID).call("onScenarioChanged", scenarioName)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Sets this playmat's snap points to limit snapping to locations or not.
|
|
|
|
-- If matchTypes is false, snap points will be reset to snap all cards.
|
|
|
|
---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
|
|
|
|
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
|
|
|
|
getObjectFromGUID(PLAY_AREA_GUID).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)
|
|
|
|
getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer",
|
|
|
|
{ container = container, object = object })
|
|
|
|
end
|
|
|
|
|
|
|
|
return PlayAreaApi
|
|
|
|
end
|
|
|
|
end)
|
|
|
|
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
|
|
do
|
|
|
|
local TokenSpawnTracker = { }
|
|
|
|
|
|
|
|
local SPAWN_TRACKER_GUID = "e3ffc9"
|
|
|
|
|
|
|
|
TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
|
|
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("hasSpawnedTokens", cardGuid)
|
|
|
|
end
|
|
|
|
|
|
|
|
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
|
|
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("markTokensSpawned", cardGuid)
|
|
|
|
end
|
|
|
|
|
|
|
|
TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
|
|
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetTokensSpawned", cardGuid)
|
|
|
|
end
|
|
|
|
|
|
|
|
TokenSpawnTracker.resetAllAssetAndEvents = function()
|
|
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllAssetAndEvents")
|
|
|
|
end
|
|
|
|
|
|
|
|
TokenSpawnTracker.resetAllLocations = function()
|
|
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllLocations")
|
|
|
|
end
|
|
|
|
|
|
|
|
TokenSpawnTracker.resetAll = function()
|
|
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAll")
|
|
|
|
end
|
|
|
|
|
|
|
|
return TokenSpawnTracker
|
|
|
|
end
|
2022-12-13 14:02:30 -05:00
|
|
|
end)
|
2022-12-13 18:01:00 -05:00
|
|
|
return __bundle_require("__root")
|