448 lines
14 KiB
Plaintext
448 lines
14 KiB
Plaintext
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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("core/VictoryDisplay", function(require, _LOADED, __bundle_register, __bundle_modules)
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local playAreaApi = require("core/PlayAreaApi")
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local pendingCall = false
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local messageSent = {}
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local missingData = {}
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local countedVP = {}
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local highlightMissing = false
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local highlightCounted = false
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-- button creation when loading the game
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function onLoad()
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-- index 0: VP - "Display"
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local buttonParameters = {}
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buttonParameters.label = "0"
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buttonParameters.click_function = "none"
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buttonParameters.function_owner = self
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buttonParameters.scale = { 0.15, 0.15, 0.15 }
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buttonParameters.width = 0
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buttonParameters.height = 0
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buttonParameters.font_size = 600
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buttonParameters.font_color = { 1, 1, 1 }
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buttonParameters.position = { x = -0.72, y = 0.06, z = -0.69 }
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self.createButton(buttonParameters)
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-- index 1: VP - "Play Area"
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buttonParameters.position.x = 0.65
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self.createButton(buttonParameters)
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-- index 2: VP - "Total"
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buttonParameters.position.x = 1.69
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self.createButton(buttonParameters)
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-- index 3: highlighting button (missing data)
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self.createButton({
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label = "!",
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click_function = "highlightMissingData",
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tooltip = "Enable highlighting of cards without metadata (VP on these is not counted).",
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function_owner = self,
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scale = { 0.15, 0.15, 0.15 },
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color = { 1, 0, 0 },
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width = 700,
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height = 800,
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font_size = 700,
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font_color = { 1, 1, 1 },
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position = { x = 1.82, y = 0.06, z = -1.32 }
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})
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-- index 4: highlighting button (counted VP)
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self.createButton({
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label = "?",
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click_function = "highlightCountedVP",
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tooltip = "Enable highlighting of cards with VP.",
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function_owner = self,
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scale = { 0.15, 0.15, 0.15 },
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color = { 0, 1, 0 },
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width = 700,
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height = 800,
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font_size = 700,
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font_color = { 1, 1, 1 },
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position = { x = 1.5, y = 0.06, z = -1.32 }
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})
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-- update the display label once
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Wait.time(updateCount, 1)
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end
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---------------------------------------------------------
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-- events with descriptions
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---------------------------------------------------------
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-- dropping an object on the victory display
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function onCollisionEnter()
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-- stop if there is already an update call running
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if pendingCall then return end
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pendingCall = true
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Wait.time(updateCount, 0.2)
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end
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-- removing an object from the victory display
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function onCollisionExit()
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-- stop if there is already an update call running
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if pendingCall then return end
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pendingCall = true
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Wait.time(updateCount, 0.2)
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end
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-- picking a clue or location up
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function onObjectPickUp(_, obj)
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maybeUpdate(obj)
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end
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-- dropping a clue or location
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function onObjectDrop(_, obj)
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maybeUpdate(obj, 1)
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end
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-- flipping a clue/doom or location
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function onObjectRotate(obj, _, flip, _, _, oldFlip)
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if flip == oldFlip then return end
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maybeUpdate(obj, 1, true)
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end
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-- destroying a clue or location
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function onObjectDestroy(obj)
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maybeUpdate(obj)
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end
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---------------------------------------------------------
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-- main functionality
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---------------------------------------------------------
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function maybeUpdate(obj, delay, flipped)
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-- stop if there is already an update call running
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if pendingCall then return end
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-- stop if obj is nil (by e.g. dropping a clue onto another and making a stack)
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if obj == nil then return end
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-- only continue for clues / doom tokens or locations
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if obj.hasTag("Location") then
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elseif obj.memo == "clueDoom" then
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-- only continue if the clue side is up or a doom token is being flipped
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if obj.is_face_down == true and flipped ~= true then return end
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else
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return
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end
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-- only continue if the obj in in the play area
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if not playAreaApi.isInPlayArea(obj) then return end
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-- set this flag to limit function calls (will be reset by "updateCount")
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pendingCall = true
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-- update the count with delay (or 0 if no delay is provided)
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-- this is needed to let tokens drop on the card
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delay = tonumber(delay) or 0
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Wait.time(updateCount, delay + 0.2)
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end
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-- counts the VP in the victory display and request the VP count from the play area
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function updateCount()
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missingData = {}
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countedVP = {}
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local victoryPoints = {}
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victoryPoints.display = 0
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victoryPoints.playArea = playAreaApi.countVP()
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-- count cards in victory display
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for _, v in ipairs(searchOnObj(self)) do
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local obj = v.hit_object
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-- check metadata for VP
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if obj.tag == "Card" then
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local VP = getCardVP(obj, JSON.decode(obj.getGMNotes()))
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victoryPoints.display = victoryPoints.display + VP
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if VP > 0 then
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table.insert(countedVP, obj)
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end
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-- handling for stacked cards
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elseif obj.tag == "Deck" then
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local VP = 0
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for _, deepObj in ipairs(obj.getObjects()) do
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local deepVP = getCardVP(obj, JSON.decode(deepObj.gm_notes))
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victoryPoints.display = victoryPoints.display + deepVP
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if deepVP > 0 then
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VP = VP + 1
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end
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end
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if VP > 0 then
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table.insert(countedVP, obj)
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end
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end
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end
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-- update the buttons that are used as labels
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self.editButton({ index = 0, label = victoryPoints.display })
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self.editButton({ index = 1, label = victoryPoints.playArea })
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self.editButton({ index = 2, label = victoryPoints.display + victoryPoints.playArea })
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-- allow new update calls
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pendingCall = false
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end
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-- gets the VP count from the notes
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function getCardVP(obj, notes)
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local cardVP
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if notes ~= nil then
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-- enemy, treachery etc.
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cardVP = tonumber(notes.victory)
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-- location
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if not cardVP then
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-- check the correct side of the location
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if not obj.is_face_down and notes.locationFront ~= nil then
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cardVP = tonumber(notes.locationFront.victory)
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elseif notes.locationBack ~= nil then
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cardVP = tonumber(notes.locationBack.victory)
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end
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end
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if (cardVP or 0) > 0 then
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table.insert(countedVP, obj)
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end
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else
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table.insert(missingData, obj)
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end
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return cardVP or 0
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end
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-- toggles the highlight for objects with missing metadata
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function highlightMissingData()
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self.editButton({
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index = 3,
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tooltip = (highlightMissing and "Enable" or "Disable") ..
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" highlighting of cards without metadata (VP on these is not counted)."
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})
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for _, obj in pairs(missingData) do
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if obj ~= nil then
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if highlightMissing then
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obj.highlightOff("Red")
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else
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obj.highlightOn("Red")
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end
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end
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end
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playAreaApi.highlightMissingData(highlightMissing)
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highlightMissing = not highlightMissing
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end
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-- toggles the highlight for objects that were counted
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function highlightCountedVP()
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self.editButton({
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index = 4,
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tooltip = (highlightCounted and "Enable" or "Disable") ..
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" highlighting of cards with VP."
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})
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for _, obj in pairs(countedVP) do
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if obj ~= nil then
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if highlightCounted then
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obj.highlightOff("Green")
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else
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obj.highlightOn("Green")
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end
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end
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end
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playAreaApi.highlightCountedVP(highlightCounted)
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highlightCounted = not highlightCounted
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end
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-- places the provided card in the first empty spot
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function placeCard(card)
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-- check snap point states
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local snaps = self.getSnapPoints()
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table.sort(snaps, function(a, b) return a.position.x > b.position.x end)
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table.sort(snaps, function(a, b) return a.position.z < b.position.z end)
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-- get first empty slot
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local fullSlots = {}
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local positions = {}
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for i, snap in ipairs(snaps) do
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positions[i] = self.positionToWorld(snap.position)
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local hits = checkSnapPointState(positions[i])
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-- first hit is self, additional hits must be cards / decks
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if #hits > 1 then
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fullSlots[i] = true
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end
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end
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-- place the card
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local name = card.getName() or "Unnamed card"
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for i = 1, 10 do
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if fullSlots[i] ~= true then
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card.setPositionSmooth(positions[i], false, true)
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broadcastToAll("Victory Display: " .. name .. " placed into slot " .. i .. ".", "Green")
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return
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end
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end
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broadcastToAll("Victory Display is full! " .. name .. " placed into slot 1.", "Orange")
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card.setPositionSmooth(positions[1], false, true)
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end
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---------------------------------------------------------
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-- utility functions
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---------------------------------------------------------
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-- searches on an object
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function searchOnObj(obj)
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return Physics.cast({
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direction = { 0, 1, 0 },
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max_distance = 0.5,
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type = 3,
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size = obj.getBounds().size,
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origin = obj.getPosition()
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})
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end
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function checkSnapPointState(pos)
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return Physics.cast({
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direction = { 0, 1, 0 },
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max_distance = 0.1,
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type = 3,
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size = { 0.1, 0.1, 0.1 },
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origin = pos
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})
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end
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-- search a table for a value, return true if found (else returns false)
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function tableContains(table, value)
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for _, v in ipairs(table) do
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if v == value then
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return true
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end
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end
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return false
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end
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end)
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__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayAreaApi = { }
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local PLAY_AREA_GUID = "721ba2"
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-- Returns the current value of the investigator counter from the playmat
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---@return Integer. Number of investigators currently set on the counter
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PlayAreaApi.getInvestigatorCount = function()
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return getObjectFromGUID(PLAY_AREA_GUID).call("getInvestigatorCount")
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end
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-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
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-- fixed objects will be ignored, as will anything the player has tagged with
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-- 'displacement_excluded'
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---@param playerColor Color of the player requesting the shift. Used solely to send an error
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--- message in the unlikely case that the scripting zone has been deleted
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PlayAreaApi.shiftContentsUp = function(playerColor)
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return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor)
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end
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PlayAreaApi.shiftContentsDown = function(playerColor)
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return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor)
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end
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PlayAreaApi.shiftContentsLeft = function(playerColor)
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return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor)
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end
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PlayAreaApi.shiftContentsRight = function(playerColor)
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return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor)
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end
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-- Reset the play area's tracking of which cards have had tokens spawned.
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PlayAreaApi.resetSpawnedCards = function()
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return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards")
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end
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-- Event to be called when the current scenario has changed.
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---@param scenarioName Name of the new scenario
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PlayAreaApi.onScenarioChanged = function(scenarioName)
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getObjectFromGUID(PLAY_AREA_GUID).call("onScenarioChanged", scenarioName)
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end
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-- Sets this playmat's snap points to limit snapping to locations or not.
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-- If matchTypes is false, snap points will be reset to snap all cards.
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---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
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PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
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getObjectFromGUID(PLAY_AREA_GUID).call("setLimitSnapsByType", matchCardTypes)
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end
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-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
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-- cards before they're destroyed by entering the container
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PlayAreaApi.tryObjectEnterContainer = function(container, object)
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getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer",
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{ container = container, object = object })
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end
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-- counts the VP on locations in the play area
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PlayAreaApi.countVP = function()
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return getObjectFromGUID(PLAY_AREA_GUID).call("countVP")
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end
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-- highlights all locations in the play area without metadata
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---@param state Boolean True if highlighting should be enabled
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PlayAreaApi.highlightMissingData = function(state)
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return getObjectFromGUID(PLAY_AREA_GUID).call("highlightMissingData", state)
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end
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-- highlights all locations in the play area with VP
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---@param state Boolean True if highlighting should be enabled
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PlayAreaApi.highlightCountedVP = function(state)
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return getObjectFromGUID(PLAY_AREA_GUID).call("highlightCountedVP", state)
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end
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-- Checks if an object is in the play area (returns true or false)
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PlayAreaApi.isInPlayArea = function(object)
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return getObjectFromGUID(PLAY_AREA_GUID).call("isInPlayArea", object)
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end
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return PlayAreaApi
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end
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end)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("core/VictoryDisplay")
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end)
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return __bundle_require("__root")
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