ah_sce_unpacked/unpacked/Custom_Tile Playermat 4 Red 0840d5.ttslua

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-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
local loadingPlaceholder = {[{}] = true}
local register
local modules = {}
local require
local loaded = {}
register = function(name, body)
if not modules[name] then
modules[name] = body
end
end
require = function(name)
local loadedModule = loaded[name]
if loadedModule then
if loadedModule == loadingPlaceholder then
return nil
end
else
if not modules[name] then
if not superRequire then
local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
error('Tried to require ' .. identifier .. ', but no such module has been registered')
else
return superRequire(name)
end
end
loaded[name] = loadingPlaceholder
loadedModule = modules[name](require, loaded, register, modules)
loaded[name] = loadedModule
end
return loadedModule
end
return require, loaded, register, modules
end)(nil)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("playermat/Playmat")
end)
__bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local ChaosBagApi = {}
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-- respawns the chaos bag with a new state of tokens
---@param tokenList table List of chaos token ids
ChaosBagApi.setChaosBagState = function(tokenList)
return Global.call("setChaosBagState", tokenList)
end
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-- returns a Table List of chaos token ids in the current chaos bag
-- requires copying the data into a new table because TTS is weird about handling table return values in Global
ChaosBagApi.getChaosBagState = function()
local chaosBagContentsCatcher = Global.call("getChaosBagState")
local chaosBagContents = {}
for _, v in ipairs(chaosBagContentsCatcher) do
table.insert(chaosBagContents, v)
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end
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return chaosBagContents
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end
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-- checks scripting zone for chaos bag (also called by a lot of objects!)
ChaosBagApi.findChaosBag = function()
return Global.call("findChaosBag")
end
-- returns a table of object references to the tokens in play (does not include sealed tokens!)
ChaosBagApi.getTokensInPlay = function()
return Global.call("getChaosTokensinPlay")
end
-- returns all sealed tokens on cards to the chaos bag
---@param playerColor string Color of the player to show the broadcast to
ChaosBagApi.releaseAllSealedTokens = function(playerColor)
return Global.call("releaseAllSealedTokens", playerColor)
end
-- returns all drawn tokens to the chaos bag
ChaosBagApi.returnChaosTokens = function()
return Global.call("returnChaosTokens")
end
-- removes the specified chaos token from the chaos bag
---@param id string ID of the chaos token
ChaosBagApi.removeChaosToken = function(id)
return Global.call("removeChaosToken", id)
end
-- returns a chaos token to the bag and calls all relevant functions
---@param token tts__Object Chaos token to return
ChaosBagApi.returnChaosTokenToBag = function(token)
return Global.call("returnChaosTokenToBag", token)
end
-- spawns the specified chaos token and puts it into the chaos bag
---@param id string ID of the chaos token
ChaosBagApi.spawnChaosToken = function(id)
return Global.call("spawnChaosToken", id)
end
-- Checks to see if the chaos bag can be manipulated. If a player is searching the bag when tokens
-- are drawn or replaced a TTS bug can cause those tokens to vanish. Any functions which change the
-- contents of the bag should check this method before doing so.
-- This method will broadcast a message to all players if the bag is being searched.
---@return any canTouch True if the bag is manipulated, false if it should be blocked.
ChaosBagApi.canTouchChaosTokens = function()
return Global.call("canTouchChaosTokens")
end
-- called by playermats (by the "Draw chaos token" button)
---@param mat tts__Object Playermat that triggered this
---@param drawAdditional boolean Controls whether additional tokens should be drawn
---@param tokenType? string Name of token (e.g. "Bless") to be drawn from the bag
---@param guidToBeResolved? string GUID of the sealed token to be resolved instead of drawing a token from the bag
ChaosBagApi.drawChaosToken = function(mat, drawAdditional, tokenType, guidToBeResolved)
return Global.call("drawChaosToken", {mat = mat, drawAdditional = drawAdditional, tokenType = tokenType, guidToBeResolved = guidToBeResolved})
end
-- returns a Table List of chaos token ids in the current chaos bag
-- requires copying the data into a new table because TTS is weird about handling table return values in Global
ChaosBagApi.getIdUrlMap = function()
return Global.getTable("ID_URL_MAP")
end
return ChaosBagApi
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end
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end)
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__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local GUIDReferenceApi = {}
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local function getGuidHandler()
return getObjectFromGUID("123456")
end
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---@param owner string Parent object for this search
---@param type string Type of object to search for
---@return any: Object reference to the matching object
GUIDReferenceApi.getObjectByOwnerAndType = function(owner, type)
return getGuidHandler().call("getObjectByOwnerAndType", { owner = owner, type = type })
end
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-- returns all matching objects as a table with references
---@param type string Type of object to search for
---@return table: List of object references to matching objects
GUIDReferenceApi.getObjectsByType = function(type)
return getGuidHandler().call("getObjectsByType", type)
end
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-- returns all matching objects as a table with references
---@param owner string Parent object for this search
---@return table: List of object references to matching objects
GUIDReferenceApi.getObjectsByOwner = function(owner)
return getGuidHandler().call("getObjectsByOwner", owner)
end
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-- sends new information to the reference handler to edit the main index
---@param owner string Parent of the object
---@param type string Type of the object
---@param guid string GUID of the object
GUIDReferenceApi.editIndex = function(owner, type, guid)
return getGuidHandler().call("editIndex", {
owner = owner,
type = type,
guid = guid
})
end
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return GUIDReferenceApi
end
end)
__bundle_register("core/MythosAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local MythosAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getMythosArea()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "MythosArea")
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end
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---@return any: Table of chaos token metadata (if provided through scenario reference card)
MythosAreaApi.returnTokenData = function()
return getMythosArea().call("returnTokenData")
end
---@return any: Object reference to the encounter deck
MythosAreaApi.getEncounterDeck = function()
return getMythosArea().call("getEncounterDeck")
end
-- draw an encounter card for the requesting mat
---@param mat tts__Object Playermat that triggered this
---@param alwaysFaceUp boolean Whether the card should be drawn face-up
MythosAreaApi.drawEncounterCard = function(mat, alwaysFaceUp)
getMythosArea().call("drawEncounterCard", {mat = mat, alwaysFaceUp = alwaysFaceUp})
end
-- reshuffle the encounter deck
MythosAreaApi.reshuffleEncounterDeck = function()
getMythosArea().call("reshuffleEncounterDeck")
end
return MythosAreaApi
end
end)
__bundle_register("core/NavigationOverlayApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local NavigationOverlayApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getNOHandler()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "NavigationOverlayHandler")
end
-- copies the visibility for the Navigation overlay
---@param startColor string Color of the player to copy from
---@param targetColor string Color of the targeted player
NavigationOverlayApi.copyVisibility = function(startColor, targetColor)
getNOHandler().call("copyVisibility", {
startColor = startColor,
targetColor = targetColor
})
end
-- changes the Navigation Overlay view ("Full View" --> "Play Areas" --> "Closed" etc.)
---@param playerColor string Color of the player to update the visibility for
NavigationOverlayApi.cycleVisibility = function(playerColor)
getNOHandler().call("cycleVisibility", playerColor)
end
-- loads the specified camera for a player
---@param player tts__Player Player whose camera should be moved
---@param camera number|string If number: Index of the camera view to load | If string: Color of the playermat to swap to
NavigationOverlayApi.loadCamera = function(player, camera)
getNOHandler().call("loadCameraFromApi", {
player = player,
camera = camera
})
end
return NavigationOverlayApi
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end
end)
__bundle_register("core/OptionPanelApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local OptionPanelApi = {}
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-- loads saved options
---@param options table Set a new state for the option table
OptionPanelApi.loadSettings = function(options)
return Global.call("loadSettings", options)
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end
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---@return any: Table of option panel state
OptionPanelApi.getOptions = function()
return Global.getTable("optionPanel")
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end
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return OptionPanelApi
end
end)
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__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlayAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getPlayArea()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
end
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local function getInvestigatorCounter()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
end
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-- Returns the current value of the investigator counter from the playmat
---@return number: Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getInvestigatorCounter().getVar("val")
end
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-- Updates the current value of the investigator counter from the playmat
---@param count number Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
getInvestigatorCounter().call("updateVal", count)
end
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-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
---@param playerColor string Color of the player requesting the shift for messages
PlayAreaApi.shiftContentsUp = function(playerColor)
getPlayArea().call("shiftContentsUp", playerColor)
end
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PlayAreaApi.shiftContentsDown = function(playerColor)
getPlayArea().call("shiftContentsDown", playerColor)
end
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PlayAreaApi.shiftContentsLeft = function(playerColor)
getPlayArea().call("shiftContentsLeft", playerColor)
end
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PlayAreaApi.shiftContentsRight = function(playerColor)
getPlayArea().call("shiftContentsRight", playerColor)
end
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---@param state boolean This controls whether location connections should be drawn
PlayAreaApi.setConnectionDrawState = function(state)
getPlayArea().call("setConnectionDrawState", state)
end
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---@param color string Connection color to be used for location connections
PlayAreaApi.setConnectionColor = function(color)
getPlayArea().call("setConnectionColor", color)
end
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-- Event to be called when the current scenario has changed
---@param scenarioName string Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getPlayArea().call("onScenarioChanged", scenarioName)
end
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-- 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 matchCardTypes boolean Whether snap points should only snap for the matching card types
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getPlayArea().call("setLimitSnapsByType", matchCardTypes)
end
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-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
-- cards before they're destroyed by entering the container
PlayAreaApi.tryObjectEnterContainer = function(container, object)
getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
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end
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-- counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getPlayArea().call("countVP")
end
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-- highlights all locations in the play area without metadata
---@param state boolean True if highlighting should be enabled
PlayAreaApi.highlightMissingData = function(state)
return getPlayArea().call("highlightMissingData", state)
end
-- highlights all locations in the play area with VP
---@param state boolean True if highlighting should be enabled
PlayAreaApi.highlightCountedVP = function(state)
return getPlayArea().call("countVP", state)
end
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-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getPlayArea().call("isInPlayArea", object)
end
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PlayAreaApi.getSurface = function()
return getPlayArea().getCustomObject().image
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end
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PlayAreaApi.updateSurface = function(url)
return getPlayArea().call("updateSurface", url)
end
-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
-- data to the local token manager instance.
---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
PlayAreaApi.updateLocations = function(args)
getPlayArea().call("updateLocations", args)
end
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PlayAreaApi.getCustomDataHelper = function()
return getPlayArea().getVar("customDataHelper")
end
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return PlayAreaApi
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end
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end)
__bundle_register("core/token/TokenChecker", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local CHAOS_TOKEN_NAMES = {
["Elder Sign"] = true,
["+1"] = true,
["0"] = true,
["-1"] = true,
["-2"] = true,
["-3"] = true,
["-4"] = true,
["-5"] = true,
["-6"] = true,
["-7"] = true,
["-8"] = true,
["Skull"] = true,
["Cultist"] = true,
["Tablet"] = true,
["Elder Thing"] = true,
["Auto-fail"] = true,
["Bless"] = true,
["Curse"] = true,
["Frost"] = true
}
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local TokenChecker = {}
-- returns true if the passed object is a chaos token (by name)
TokenChecker.isChaosToken = function(obj)
if obj.type == "Tile" and CHAOS_TOKEN_NAMES[obj.getName()] then
return true
else
return false
end
end
return TokenChecker
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end
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end)
__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local guidReferenceApi = require("core/GUIDReferenceApi")
local optionPanelApi = require("core/OptionPanelApi")
local playAreaApi = require("core/PlayAreaApi")
local searchLib = require("util/SearchLib")
local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
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local PLAYER_CARD_TOKEN_OFFSETS = {
[1] = {
Vector(0, 3, -0.2)
},
[2] = {
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[3] = {
Vector(0, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[4] = {
Vector(0.4, 3, -0.9),
Vector(-0.4, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[5] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[6] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2)
},
[7] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0, 3, 0.5)
},
[8] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(-0.35, 3, 0.5),
Vector(0.35, 3, 0.5)
},
[9] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5)
},
[10] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0, 3, 1.2)
},
[11] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(-0.35, 3, 1.2),
Vector(0.35, 3, 1.2)
},
[12] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0.7, 3, 1.2),
Vector(0, 3, 1.2),
Vector(-0.7, 3, 1.2)
}
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}
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-- stateIDs for the multi-stated resource tokens
local stateTable = {
["resource"] = 1,
["ammo"] = 2,
["bounty"] = 3,
["charge"] = 4,
["evidence"] = 5,
["secret"] = 6,
["supply"] = 7,
["offering"] = 8
}
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-- Table of data extracted from the token source bag, keyed by the Memo on each token which
-- should match the token type keys ("resource", "clue", etc)
local tokenTemplates
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local playerCardData
local locationData
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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 tts__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 tokenSpawnTrackerApi.hasSpawnedTokens(card.getGUID()) then
return
end
local metadata = JSON.decode(card.getGMNotes())
if metadata ~= nil then
internal.spawnTokensFromUses(card, extraUses)
else
internal.spawnTokensFromDataHelper(card)
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end
end
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-- Spawns a set of tokens on the given card.
---@param card tts__Object Card to spawn tokens on
---@param tokenType string Type of token to spawn, for example "damage", "horror" or "resource"
---@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
---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, subType)
local optionPanel = optionPanelApi.getOptions()
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if tokenType == "damage" or tokenType == "horror" then
TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "enabled" then
TokenManager.spawnResourceCounterToken(card, tokenCount)
elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "custom" and tokenCount == 0 then
TokenManager.spawnResourceCounterToken(card, tokenCount)
else
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, subType)
end
end
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-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror
-- tokens.
---@param card tts__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
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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)
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end
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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
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-- 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
---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens
TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, subType)
-- not checking the max at this point since clue offsets are calculated dynamically
if tokenCount < 1 then return end
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local offsets = {}
if tokenType == "clue" then
offsets = internal.buildClueOffsets(card, tokenCount)
else
-- only up to 12 offset tables defined
if tokenCount > 12 then return end
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
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if shiftDown ~= nil then
-- Copy the offsets to make sure we don't change the static values
local baseOffsets = offsets
offsets = {}
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-- get a vector for the shifting (downwards local to the card)
local shiftDownVector = Vector(0, 0, shiftDown):rotateOver("y", card.getRotation().y)
for i, baseOffset in ipairs(baseOffsets) do
offsets[i] = baseOffset + shiftDownVector
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end
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end
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if offsets == nil then
error("couldn't find offsets for " .. tokenCount .. ' tokens')
return
end
-- handling for not provided subtype (for example when spawning from custom data helpers)
if subType == nil then
subType = ""
end
-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
local callback = nil
local stateID = stateTable[string.lower(subType)]
if tokenType == "resource" and stateID ~= nil and stateID ~= 1 then
callback = function(spawned) spawned.setState(stateID) end
end
for i = 1, tokenCount do
TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback)
end
end
-- Spawns a single token at the given global position by copying it from the template bag.
---@param position tts__Vector 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 tts__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
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end
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tokenTemplate.Nickname = ""
return spawnObjectData({
data = tokenTemplate,
position = position,
rotation = rot,
callback_function = callback
})
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end
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-- Checks a card for metadata to maybe replenish it
---@param card tts__Object Card object to be replenished
---@param uses table The already decoded metadata.uses (to avoid decoding again)
---@param mat tts__Object The playmat the card is placed on (for rotation and casting)
TokenManager.maybeReplenishCard = function(card, uses, mat)
-- TODO: support for cards with multiple uses AND replenish (as of yet, no official card needs that)
if uses[1].count and uses[1].replenish then
internal.replenishTokens(card, uses, mat)
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end
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end
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-- Delegate function to the token spawn tracker. Exists to avoid circular dependencies in some
-- callers.
---@param card tts__Object Card object to reset the tokens for
TokenManager.resetTokensSpawned = function(card)
tokenSpawnTrackerApi.resetTokensSpawned(card.getGUID())
end
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-- 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
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-- 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
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end
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end
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-- Checks to see if the given card has location data in the DataHelper
---@param card tts__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
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end
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internal.initTokenTemplates = function()
if tokenTemplates ~= nil then
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return
end
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tokenTemplates = {}
local tokenSource = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSource")
for _, tokenTemplate in ipairs(tokenSource.getData().ContainedObjects) do
local tokenName = tokenTemplate.Memo
tokenTemplates[tokenName] = tokenTemplate
end
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end
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-- Copies the data from the DataHelper. Will only happen once.
internal.initDataHelperData = function()
if playerCardData ~= nil then
return
end
local dataHelper = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper")
playerCardData = dataHelper.getTable('PLAYER_CARD_DATA')
locationData = dataHelper.getTable('LOCATIONS_DATA')
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end
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-- 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 tts__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
-- go through tokens to spawn
local tokenCount
for i, useInfo in ipairs(uses) do
tokenCount = (useInfo.count or 0) + (useInfo.countPerInvestigator or 0) * playAreaApi.getInvestigatorCount()
if extraUses ~= nil and extraUses[useInfo.type] ~= nil then
tokenCount = tokenCount + extraUses[useInfo.type]
end
-- Shift each spawned group after the first down so they don't pile on each other
TokenManager.spawnTokenGroup(card, useInfo.token, tokenCount, (i - 1) * 0.8, useInfo.type)
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end
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tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
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 tts__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)
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end
end
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-- Spawn tokens for a player card using data retrieved from the Data Helper.
---@param card tts__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)
local token = playerData.tokenType
local tokenCount = playerData.tokenCount
TokenManager.spawnTokenGroup(card, token, tokenCount)
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
end
-- Spawn tokens for a location using data retrieved from the Data Helper.
---@param card tts__Object Card to maybe spawn tokens for
---@param locationData 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)
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
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end
end
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internal.getPlayerCardData = function(card)
return playerCardData[card.getName() .. ':' .. card.getDescription()]
or playerCardData[card.getName()]
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end
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internal.getLocationData = function(card)
return locationData[card.getName() .. '_' .. card.getGUID()] or locationData[card.getName()]
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end
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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
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end
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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 * playAreaApi.getInvestigatorCount()
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end
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error('unexpected location type: ' .. locationData.type)
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end
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return 0
end
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-- Gets the right uses structure for this card, based on metadata and face up/down state
---@param card tts__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
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end
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return nil
end
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-- Dynamically create positions for clues on a card.
---@param card tts__Object Card the clues will be placed on
---@param count number How many clues?
---@return table: Array of global positions to spawn the clues at
internal.buildClueOffsets = function(card, count)
local cluePositions = {}
for i = 1, count do
local row = math.floor(1 + (i - 1) / 4)
local column = (i - 1) % 4
local cluePos = card.positionToWorld(Vector(-0.825 + 0.55 * column, 0, -1.5 + 0.55 * row))
cluePos.y = cluePos.y + 0.05
table.insert(cluePositions, cluePos)
end
return cluePositions
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end
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---@param card tts__Object Card object to be replenished
---@param uses table The already decoded metadata.uses (to avoid decoding again)
---@param mat tts__Object The playmat the card is placed on (for rotation and casting)
internal.replenishTokens = function(card, uses, mat)
local cardPos = card.getPosition()
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-- don't continue for cards on the deck (Norman) or in the discard pile
if mat.positionToLocal(cardPos).x < -1 then return end
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-- get current amount of resource tokens on the card
local clickableResourceCounter = nil
local foundTokens = 0
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for _, obj in ipairs(searchLib.onObject(card, "isTileOrToken")) do
local memo = obj.getMemo()
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if (stateTable[memo] or 0) > 0 then
foundTokens = foundTokens + math.abs(obj.getQuantity())
obj.destruct()
elseif memo == "resourceCounter" then
foundTokens = obj.getVar("val")
clickableResourceCounter = obj
break
end
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end
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-- this is the theoretical new amount of uses (to be checked below)
local newCount = foundTokens + uses[1].replenish
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-- if there are already more uses than the replenish amount, keep them
if foundTokens > uses[1].count then
newCount = foundTokens
-- only replenish up until the replenish amount
elseif newCount > uses[1].count then
newCount = uses[1].count
end
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-- update the clickable counter or spawn a group of tokens
if clickableResourceCounter then
clickableResourceCounter.call("updateVal", newCount)
else
TokenManager.spawnTokenGroup(card, uses[1].token, newCount, _, uses[1].type)
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end
end
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return TokenManager
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end
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end)
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenSpawnTracker = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getSpawnTracker()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSpawnTracker")
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end
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TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
return getSpawnTracker().call("hasSpawnedTokens", cardGuid)
end
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TokenSpawnTracker.markTokensSpawned = function(cardGuid)
return getSpawnTracker().call("markTokensSpawned", cardGuid)
end
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TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
return getSpawnTracker().call("resetTokensSpawned", cardGuid)
end
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TokenSpawnTracker.resetAllAssetAndEvents = function()
return getSpawnTracker().call("resetAllAssetAndEvents")
end
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TokenSpawnTracker.resetAllLocations = function()
return getSpawnTracker().call("resetAllLocations")
end
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TokenSpawnTracker.resetAll = function()
return getSpawnTracker().call("resetAll")
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end
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return TokenSpawnTracker
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end
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end)
__bundle_register("playermat/Playmat", function(require, _LOADED, __bundle_register, __bundle_modules)
local chaosBagApi = require("chaosbag/ChaosBagApi")
local deckLib = require("util/DeckLib")
local guidReferenceApi = require("core/GUIDReferenceApi")
local mythosAreaApi = require("core/MythosAreaApi")
local navigationOverlayApi = require("core/NavigationOverlayApi")
local searchLib = require("util/SearchLib")
local tokenChecker = require("core/token/TokenChecker")
local tokenManager = require("core/token/TokenManager")
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-- we use this to turn off collision handling until onLoad() is complete
local collisionEnabled = false
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-- x-Values for discard buttons
local DISCARD_BUTTON_OFFSETS = {-1.365, -0.91, -0.455, 0, 0.455, 0.91}
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local SEARCH_AROUND_SELF_X_BUFFER = 8
-- defined areas for object searching
local MAIN_PLAY_AREA = {
upperLeft = {
x = 1.98,
z = 0.736
},
lowerRight = {
x = -0.79,
z = -0.39
}
}
local INVESTIGATOR_AREA = {
upperLeft = {
x = -1.084,
z = 0.06517
},
lowerRight = {
x = -1.258,
z = -0.0805
}
}
local THREAT_AREA = {
upperLeft = {
x = 1.53,
z = -0.34
},
lowerRight = {
x = -1.13,
z = -0.92
}
}
local DECK_DISCARD_AREA = {
upperLeft = {
x = -1.62,
z = 0.855
},
lowerRight = {
x = -2.02,
z = -0.245
},
center = {
x = -1.82,
y = 0.5,
z = 0.305
},
size = {
x = 0.4,
y = 3,
z = 1.1
}
}
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-- local position of draw and discard pile
local DRAW_DECK_POSITION = { x = -1.82, y = 0.1, z = 0 }
local DISCARD_PILE_POSITION = { x = -1.82, y = 0.1, z = 0.61 }
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-- global position of encounter discard pile
local ENCOUNTER_DISCARD_POSITION = { x = -3.85, y = 1.5, z = 10.38}
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-- global variable so it can be reset by the Clean Up Helper
activeInvestigatorId = "00000"
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-- table of type-object reference pairs of all owned objects
local ownedObjects = {}
local matColor = self.getMemo()
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-- variable to track the status of the "Show Draw Button" option
local isDrawButtonVisible = false
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-- global variable to report "Dream-Enhancing Serum" status
isDES = false
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function onSave()
return JSON.encode({
playerColor = playerColor,
activeInvestigatorId = activeInvestigatorId,
isDrawButtonVisible = isDrawButtonVisible
})
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end
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function onLoad(saveState)
self.interactable = false
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-- get object references to owned objects
ownedObjects = guidReferenceApi.getObjectsByOwner(matColor)
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-- button creation
for i = 1, 6 do
makeDiscardButton(DISCARD_BUTTON_OFFSETS[i], i)
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end
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self.createButton({
click_function = "drawEncounterCard",
function_owner = self,
position = {-1.84, 0, -0.65},
rotation = {0, 80, 0},
width = 265,
height = 190
})
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self.createButton({
click_function = "drawChaosTokenButton",
function_owner = self,
position = {1.85, 0, -0.74},
rotation = {0, -45, 0},
width = 135,
height = 135
})
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self.createButton({
label = "Upkeep",
click_function = "doUpkeep",
function_owner = self,
position = {1.84, 0.1, -0.44},
scale = {0.12, 0.12, 0.12},
width = 800,
height = 280,
font_size = 180
})
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-- save state loading
local state = JSON.decode(saveState)
if state ~= nil then
playerColor = state.playerColor
activeInvestigatorId = state.activeInvestigatorId
isDrawButtonVisible = state.isDrawButtonVisible
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end
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showDrawButton(isDrawButtonVisible)
math.randomseed(os.time())
Wait.time(function() collisionEnabled = true end, 0.1)
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end
---------------------------------------------------------
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-- utility functions
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---------------------------------------------------------
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-- searches an area and optionally filters the result
function searchArea(origin, size, filter)
return searchLib.inArea(origin, self.getRotation(), size, filter)
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end
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-- finds all objects on the playmat and associated set aside zone.
function searchAroundSelf(filter)
local bounds = self.getBoundsNormalized()
-- Increase the width to cover the set aside zone
bounds.size.x = bounds.size.x + SEARCH_AROUND_SELF_X_BUFFER
bounds.size.y = 1
-- Since the cast is centered on the position, shift left or right to keep the non-set aside edge
-- of the cast at the edge of the playmat
-- setAsideDirection accounts for the set aside zone being on the left or right, depending on the
-- table position of the playmat
local setAsideDirection = bounds.center.z > 0 and 1 or -1
local localCenter = self.positionToLocal(bounds.center)
localCenter.x = localCenter.x + setAsideDirection * SEARCH_AROUND_SELF_X_BUFFER / 2 / self.getScale().x
return searchArea(self.positionToWorld(localCenter), bounds.size, filter)
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end
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-- searches the area around the draw deck and discard pile
function searchDeckAndDiscardArea(filter)
local pos = self.positionToWorld(DECK_DISCARD_AREA.center)
local scale = self.getScale()
local size = {
x = DECK_DISCARD_AREA.size.x * scale.x,
y = DECK_DISCARD_AREA.size.y,
z = DECK_DISCARD_AREA.size.z * scale.z
}
return searchArea(pos, size, filter)
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end
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function doNotReady(card)
return card.getVar("do_not_ready") or false
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end
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-- rounds a number to the specified amount of decimal places
---@param num number Initial value
---@param numDecimalPlaces number Amount of decimal places
function round(num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
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---------------------------------------------------------
-- Discard buttons
---------------------------------------------------------
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-- handles discarding for a list of objects
---@param objList table List of objects to discard
function discardListOfObjects(objList)
for _, obj in ipairs(objList) do
if obj.type == "Card" or obj.type == "Deck" then
if obj.hasTag("PlayerCard") then
deckLib.placeOrMergeIntoDeck(obj, returnGlobalDiscardPosition(), self.getRotation())
else
deckLib.placeOrMergeIntoDeck(obj, ENCOUNTER_DISCARD_POSITION, {x = 0, y = -90, z = 0})
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end
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-- put chaos tokens back into bag (e.g. Unrelenting)
elseif tokenChecker.isChaosToken(obj) then
chaosBagApi.returnChaosTokenToBag(obj)
-- don't touch locked objects (like the table etc.)
elseif not obj.getLock() then
ownedObjects.Trash.putObject(obj)
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end
end
end
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-- build a discard button to discard from searchPosition (number must be unique)
function makeDiscardButton(xValue, number)
local position = { xValue, 0.1, -0.94}
local searchPosition = {-position[1], position[2], position[3] + 0.32}
local handlerName = 'handler' .. number
self.setVar(handlerName, function()
local cardSizeSearch = {2, 1, 3.2}
local globalSearchPosition = self.positionToWorld(searchPosition)
local searchResult = searchArea(globalSearchPosition, cardSizeSearch)
return discardListOfObjects(searchResult)
end)
self.createButton({
label = "Discard",
click_function = handlerName,
function_owner = self,
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position = {position[1], position[2], position[3] + 0.6},
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scale = {0.12, 0.12, 0.12},
width = 900,
height = 350,
font_size = 220
})
end
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---------------------------------------------------------
-- Upkeep button
---------------------------------------------------------
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-- calls the Upkeep function with correct parameter
function doUpkeepFromHotkey(color)
doUpkeep(_, color)
end
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function doUpkeep(_, clickedByColor, isRightClick)
if isRightClick then
changeColor(clickedByColor)
return
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end
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-- send messages to player who clicked button if no seated player found
messageColor = Player[playerColor].seated and playerColor or clickedByColor
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-- unexhaust cards in play zone, flip action tokens and find forcedLearning
local forcedLearning = false
local rot = self.getRotation()
for _, obj in ipairs(searchAroundSelf()) do
if obj.getDescription() == "Action Token" and obj.is_face_down then
obj.flip()
elseif obj.type == "Card" and not inArea(self.positionToLocal(obj.getPosition()), INVESTIGATOR_AREA) then
local cardMetadata = JSON.decode(obj.getGMNotes()) or {}
if not doNotReady(obj) then
local cardRotation = round(obj.getRotation().y, 0) - rot.y
local yRotDiff = 0
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if cardRotation < 0 then
cardRotation = cardRotation + 360
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end
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-- rotate cards to the next multiple of 90° towards 0°
if cardRotation > 90 and cardRotation <= 180 then
yRotDiff = 90
elseif cardRotation < 270 and cardRotation > 180 then
yRotDiff = 270
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end
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-- set correct rotation for face-down cards
rot.z = obj.is_face_down and 180 or 0
obj.setRotation({rot.x, rot.y + yRotDiff, rot.z})
end
if cardMetadata.id == "08031" then
forcedLearning = true
end
if cardMetadata.uses ~= nil then
tokenManager.maybeReplenishCard(obj, cardMetadata.uses, self)
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end
end
end
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-- flip investigator mini-card and summoned servitor mini-card
-- (all characters allowed to account for custom IDs - e.g. 'Z0000' for TTS Zoop generated IDs)
local miniId = string.match(activeInvestigatorId, ".....") .. "-m"
for _, obj in ipairs(getObjects()) do
if obj.type == "Card" and obj.is_face_down then
local notes = JSON.decode(obj.getGMNotes())
if notes ~= nil and notes.type == "Minicard" and (notes.id == miniId or notes.id == "09080-m") then
obj.flip()
end
end
end
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-- gain a resource (or two if playing Jenny Barnes)
if string.match(activeInvestigatorId, "%d%d%d%d%d") == "02003" then
updateCounter({type = "ResourceCounter", modifier = 2})
printToColor("Gaining 2 resources (Jenny)", messageColor)
else
updateCounter({type = "ResourceCounter", modifier = 1})
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end
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-- draw a card (with handling for Patrice and Forced Learning)
if activeInvestigatorId == "06005" then
if forcedLearning then
printToColor("Wow, did you really take 'Versatile' to play Patrice with 'Forced Learning'? Choose which draw replacement effect takes priority and draw cards accordingly.", messageColor)
else
local handSize = #Player[playerColor].getHandObjects()
if handSize < 5 then
local cardsToDraw = 5 - handSize
printToColor("Drawing " .. cardsToDraw .. " cards (Patrice)", messageColor)
drawCardsWithReshuffle(cardsToDraw)
end
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end
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elseif forcedLearning then
printToColor("Drawing 2 cards, discard 1 (Forced Learning)", messageColor)
drawCardsWithReshuffle(2)
elseif activeInvestigatorId == "89001" then
printToColor("Drawing 2 cards (Subject 5U-21)", messageColor)
drawCardsWithReshuffle(2)
else
drawCardsWithReshuffle(1)
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end
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end
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-- function for "draw 1 button" (that can be added via option panel)
function doDrawOne(_, color)
-- send messages to player who clicked button if no seated player found
messageColor = Player[playerColor].seated and playerColor or color
drawCardsWithReshuffle(1)
end
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-- draw X cards (shuffle discards if necessary)
function drawCardsWithReshuffle(numCards)
local deckAreaObjects = getDeckAreaObjects()
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-- Norman Withers handling
local harbinger = false
if deckAreaObjects.topCard and deckAreaObjects.topCard.getName() == "The Harbinger" then
harbinger = true
elseif deckAreaObjects.draw and not deckAreaObjects.draw.is_face_down then
local cards = deckAreaObjects.draw.getObjects()
if cards[#cards].name == "The Harbinger" then
harbinger = true
end
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end
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if harbinger then
printToColor("The Harbinger is on top of your deck, not drawing cards", messageColor)
return
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end
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local topCardDetected = false
if deckAreaObjects.topCard ~= nil then
deckAreaObjects.topCard.deal(1, playerColor)
topCardDetected = true
numCards = numCards - 1
if numCards == 0 then
flipTopCardFromDeck()
return
end
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end
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local deckSize = 1
if deckAreaObjects.draw == nil then
deckSize = 0
elseif deckAreaObjects.draw.type == "Deck" then
deckSize = #deckAreaObjects.draw.getObjects()
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end
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if deckSize >= numCards then
drawCards(numCards)
-- flip top card again for Norman
if topCardDetected and string.match(activeInvestigatorId, "%d%d%d%d%d") == "08004" then
flipTopCardFromDeck()
end
else
drawCards(deckSize)
if deckAreaObjects.discard ~= nil then
shuffleDiscardIntoDeck()
Wait.time(function()
drawCards(numCards - deckSize)
-- flip top card again for Norman
if topCardDetected and string.match(activeInvestigatorId, "%d%d%d%d%d") == "08004" then
flipTopCardFromDeck()
end
end, 1)
end
printToColor("Take 1 horror (drawing card from empty deck)", messageColor)
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end
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end
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-- get the draw deck and discard pile objects and returns the references
function getDeckAreaObjects()
local deckAreaObjects = {}
for _, object in ipairs(searchDeckAndDiscardArea("isCardOrDeck")) do
if self.positionToLocal(object.getPosition()).z > 0.5 then
deckAreaObjects.discard = object
-- Norman Withers handling
elseif object.type == "Card" and not object.is_face_down then
deckAreaObjects.topCard = object
else
deckAreaObjects.draw = object
end
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end
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return deckAreaObjects
end
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function drawCards(numCards)
local deckAreaObjects = getDeckAreaObjects()
if deckAreaObjects.draw then
deckAreaObjects.draw.deal(numCards, playerColor)
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end
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end
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function shuffleDiscardIntoDeck()
local deckAreaObjects = getDeckAreaObjects()
if not deckAreaObjects.discard.is_face_down then
deckAreaObjects.discard.flip()
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end
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deckAreaObjects.discard.shuffle()
deckAreaObjects.discard.setPositionSmooth(self.positionToWorld(DRAW_DECK_POSITION), false, false)
end
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-- utility function for Norman Withers to flip the top card to the revealed side
function flipTopCardFromDeck()
Wait.time(function()
local deckAreaObjects = getDeckAreaObjects()
if deckAreaObjects.topCard then
elseif deckAreaObjects.draw then
if deckAreaObjects.draw.type == "Card" then
deckAreaObjects.draw.flip()
else
-- get bounds to know the height of the deck
local bounds = deckAreaObjects.draw.getBounds()
local pos = bounds.center + Vector(0, bounds.size.y / 2 + 0.2, 0)
deckAreaObjects.draw.takeObject({ position = pos, flip = true })
end
end
end, 0.1)
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end
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-- discard a random non-hidden card from hand
function doDiscardOne()
local hand = Player[playerColor].getHandObjects()
if #hand == 0 then
broadcastToAll("Cannot discard from empty hand!", "Red")
else
local choices = {}
for i = 1, #hand do
local notes = JSON.decode(hand[i].getGMNotes())
if notes ~= nil then
if notes.hidden ~= true then
table.insert(choices, i)
end
else
table.insert(choices, i)
end
end
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if #choices == 0 then
broadcastToAll("Hidden cards can't be randomly discarded.", "Orange")
return
end
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-- get a random non-hidden card (from the "choices" table)
local num = math.random(1, #choices)
deckLib.placeOrMergeIntoDeck(hand[choices[num]], returnGlobalDiscardPosition(), self.getRotation())
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local playerName = Player[playerColor].steam_name or playerColor
broadcastToAll(playerName .. " randomly discarded card " .. choices[num] .. "/" .. #hand .. ".", "White")
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end
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end
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---------------------------------------------------------
-- color related functions
---------------------------------------------------------
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-- changes the player color
function changeColor(clickedByColor)
local colorList = {
"White",
"Brown",
"Red",
"Orange",
"Yellow",
"Green",
"Teal",
"Blue",
"Purple",
"Pink"
}
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-- remove existing colors from the list of choices
for _, existingColor in ipairs(Player.getAvailableColors()) do
for i, newColor in ipairs(colorList) do
if existingColor == newColor then
table.remove(colorList, i)
end
end
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end
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-- show the option dialog for color selection to the player that triggered this
Player[clickedByColor].showOptionsDialog("Select a new color:", colorList, _, function(color)
-- update the color of the hand zone
local handZone = ownedObjects.HandZone
handZone.setValue(color)
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-- if the seated player clicked this, reseat him to the new color
if clickedByColor == playerColor then
navigationOverlayApi.copyVisibility(playerColor, color)
Player[playerColor].changeColor(color)
end
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-- update the internal variable
playerColor = color
end)
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end
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---------------------------------------------------------
-- playmat token spawning
---------------------------------------------------------
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-- Finds all customizable cards in this play area and updates their metadata based on the selections
-- on the matching upgrade sheet.
-- This method is theoretically O(n^2), and should be used sparingly. In practice it will only be
-- called when a checkbox is added or removed in-game (which should be rare), and is bounded by the
-- number of customizable cards in play.
function syncAllCustomizableCards()
for _, card in ipairs(searchAroundSelf("isCard")) do
syncCustomizableMetadata(card)
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end
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end
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function syncCustomizableMetadata(card)
local cardMetadata = JSON.decode(card.getGMNotes()) or { }
if cardMetadata == nil or cardMetadata.customizations == nil then
return
end
for _, upgradeSheet in ipairs(searchAroundSelf("isCard")) do
local upgradeSheetMetadata = JSON.decode(upgradeSheet.getGMNotes()) or { }
if upgradeSheetMetadata.id == (cardMetadata.id .. "-c") then
for i, customization in ipairs(cardMetadata.customizations) do
if customization.replaces ~= nil and customization.replaces.uses ~= nil then
-- Allowed use of call(), no APIs for individual cards
if upgradeSheet.call("isUpgradeActive", i) then
cardMetadata.uses = customization.replaces.uses
card.setGMNotes(JSON.encode(cardMetadata))
else
-- TODO: Get the original metadata to restore it... maybe. This should only be
-- necessary in the very unlikely case that a user un-checks a previously-full upgrade
-- row while the card is in play. It will be much easier once the AllPlayerCardsApi is
-- in place, so defer until it is
end
end
end
end
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end
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end
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function spawnTokensFor(object)
local extraUses = { }
if activeInvestigatorId == "03004" then
extraUses["Charge"] = 1
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end
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tokenManager.spawnForCard(object, extraUses)
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end
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function onCollisionEnter(collisionInfo)
local object = collisionInfo.collision_object
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-- only continue if loading is completed
if not collisionEnabled then return end
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-- only continue for cards
if object.type ~= "Card" then return end
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-- detect if "Dream-Enhancing Serum" is placed
if object.getName() == "Dream-Enhancing Serum" then isDES = true end
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maybeUpdateActiveInvestigator(object)
syncCustomizableMetadata(object)
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local localCardPos = self.positionToLocal(object.getPosition())
if inArea(localCardPos, DECK_DISCARD_AREA) then
tokenManager.resetTokensSpawned(object)
removeTokensFromObject(object)
elseif shouldSpawnTokens(object) then
spawnTokensFor(object)
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end
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end
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-- detect if "Dream-Enhancing Serum" is removed
function onCollisionExit(collisionInfo)
if collisionInfo.collision_object.getName() == "Dream-Enhancing Serum" then isDES = false end
end
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-- checks if tokens should be spawned for the provided card
function shouldSpawnTokens(card)
if card.is_face_down then
return false
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end
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local localCardPos = self.positionToLocal(card.getPosition())
local metadata = JSON.decode(card.getGMNotes())
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-- If no metadata we don't know the type, so only spawn in the main area
if metadata == nil then
return inArea(localCardPos, MAIN_PLAY_AREA)
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end
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-- Spawn tokens for assets and events on the main area
if inArea(localCardPos, MAIN_PLAY_AREA)
and (metadata.type == "Asset"
or metadata.type == "Event") then
return true
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end
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-- Spawn tokens for all encounter types in the threat area
if inArea(localCardPos, THREAT_AREA)
and (metadata.type == "Treachery"
or metadata.type == "Enemy"
or metadata.weakness) then
return true
end
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return false
end
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function onObjectEnterContainer(container, object)
if object.type ~= "Card" then return end
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local localCardPos = self.positionToLocal(object.getPosition())
if inArea(localCardPos, DECK_DISCARD_AREA) then
tokenManager.resetTokensSpawned(object)
removeTokensFromObject(object)
end
end
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-- removes tokens from the provided card/deck
function removeTokensFromObject(object)
if object.hasTag("CardThatSeals") then
local func = object.getVar("resetSealedTokens") -- check if function exists (it won't for older custom content)
if func ~= nil then
object.call("resetSealedTokens")
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end
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end
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for _, obj in ipairs(searchLib.onObject(object)) do
if tokenChecker.isChaosToken(obj) then
chaosBagApi.returnChaosTokenToBag(obj)
elseif obj.getGUID() ~= "4ee1f2" and -- table
obj ~= self and
obj.type ~= "Deck" and
obj.type ~= "Card" and
obj.memo ~= nil and
obj.getLock() == false and
obj.getDescription() ~= "Action Token" then
ownedObjects.Trash.putObject(obj)
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end
end
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end
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---------------------------------------------------------
-- investigator ID grabbing and skill tracker
---------------------------------------------------------
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function maybeUpdateActiveInvestigator(card)
if not inArea(self.positionToLocal(card.getPosition()), INVESTIGATOR_AREA) then return end
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local notes = JSON.decode(card.getGMNotes())
local class
if notes ~= nil and notes.type == "Investigator" and notes.id ~= nil then
if notes.id == activeInvestigatorId then return end
class = notes.class
activeInvestigatorId = notes.id
ownedObjects.InvestigatorSkillTracker.call("updateStats", {
notes.willpowerIcons,
notes.intellectIcons,
notes.combatIcons,
notes.agilityIcons
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})
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elseif activeInvestigatorId ~= "00000" then
class = "Neutral"
activeInvestigatorId = "00000"
ownedObjects.InvestigatorSkillTracker.call("updateStats", {1, 1, 1, 1})
else
return
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end
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-- change state of action tokens
local search = searchArea(self.positionToWorld({-1.1, 0.05, -0.27}), {4, 1, 1})
local smallToken = nil
local STATE_TABLE = {
["Guardian"] = 1,
["Seeker"] = 2,
["Rogue"] = 3,
["Mystic"] = 4,
["Survivor"] = 5,
["Neutral"] = 6
}
for _, obj in ipairs(search) do
if obj.getDescription() == "Action Token" and obj.getStateId() > 0 then
if obj.getScale().x < 0.4 then
smallToken = obj
else
setObjectState(obj, STATE_TABLE[class])
end
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end
end
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-- update the small token with special action for certain investigators
local SPECIAL_ACTIONS = {
["04002"] = 8, -- Ursula Downs
["01002"] = 9, -- Daisy Walker
["01502"] = 9, -- Daisy Walker
["01002-pb"] = 9, -- Daisy Walker
["06003"] = 10, -- Tony Morgan
["04003"] = 11, -- Finn Edwards
["08016"] = 14 -- Bob Jenkins
}
if smallToken ~= nil then
setObjectState(smallToken, SPECIAL_ACTIONS[activeInvestigatorId] or STATE_TABLE[class])
end
end
function setObjectState(obj, stateId)
if obj.getStateId() ~= stateId then obj.setState(stateId) end
end
---------------------------------------------------------
-- manipulation of owned objects
---------------------------------------------------------
-- updates the specific owned counter
---@param param table Contains the information to update:
--- type: String Counter to target
--- newValue: Number Value to set the counter to
--- modifier: Number If newValue is not provided, the existing value will be adjusted by this modifier
function updateCounter(param)
local counter = ownedObjects[param.type]
if counter ~= nil then
counter.call("updateVal", param.newValue or (counter.getVar("val") + param.modifier))
else
printToAll(param.type .. " for " .. matColor .. " could not be found.", "Yellow")
end
end
-- returns the resource counter amount
---@param type string Counter to target
function getCounterValue(type)
return ownedObjects[type].getVar("val")
end
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-- set investigator skill tracker to "1, 1, 1, 1"
function resetSkillTracker()
local obj = ownedObjects.InvestigatorSkillTracker
if obj ~= nil then
obj.call("updateStats", { 1, 1, 1, 1 })
else
printToAll("Skill tracker for " .. matColor .. " playmat could not be found.", "Yellow")
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end
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end
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---------------------------------------------------------
-- calls to 'Global' / functions for calls from outside
---------------------------------------------------------
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function drawChaosTokenButton(_, _, isRightClick)
chaosBagApi.drawChaosToken(self, isRightClick)
end
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function drawEncounterCard(_, _, isRightClick)
mythosAreaApi.drawEncounterCard(self, isRightClick)
end
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function returnGlobalDiscardPosition()
return self.positionToWorld(DISCARD_PILE_POSITION)
end
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-- Sets this playermat's draw 1 button to visible
---@param visible boolean Whether the draw 1 button should be visible
function showDrawButton(visible)
isDrawButtonVisible = visible
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-- create the "Draw 1" button
if isDrawButtonVisible then
self.createButton({
label = "Draw 1",
click_function = "doDrawOne",
function_owner = self,
position = { 1.84, 0.1, -0.36 },
scale = { 0.12, 0.12, 0.12 },
width = 800,
height = 280,
font_size = 180
})
-- remove the "Draw 1" button
else
local buttons = self.getButtons()
for i = 1, #buttons do
if buttons[i].label == "Draw 1" then
self.removeButton(buttons[i].index)
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end
end
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end
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end
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-- shows / hides a clickable clue counter for this playmat and sets the correct amount of clues
---@param showCounter boolean Whether the clickable clue counter should be visible
function clickableClues(showCounter)
local clickerPos = ownedObjects.ClickableClueCounter.getPosition()
local clueCount = 0
-- move clue counters
local modY = showCounter and 0.525 or -0.525
ownedObjects.ClickableClueCounter.setPosition(clickerPos + Vector(0, modY, 0))
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if showCounter then
-- current clue count
clueCount = ownedObjects.ClueCounter.getVar("exposedValue")
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-- remove clues
ownedObjects.ClueCounter.call("removeAllClues", ownedObjects.Trash)
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-- set value for clue clickers
ownedObjects.ClickableClueCounter.call("updateVal", clueCount)
else
-- current clue count
clueCount = ownedObjects.ClickableClueCounter.getVar("val")
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-- spawn clues
local pos = self.positionToWorld({x = -1.12, y = 0.05, z = 0.7})
for i = 1, clueCount do
pos.y = pos.y + 0.045 * i
tokenManager.spawnToken(pos, "clue", self.getRotation())
end
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end
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end
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-- removes all clues (moving tokens to the trash and setting counters to 0)
function removeClues()
ownedObjects.ClueCounter.call("removeAllClues", ownedObjects.Trash)
ownedObjects.ClickableClueCounter.call("updateVal", 0)
end
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-- reports the clue count
---@param useClickableCounters boolean Controls which type of counter is getting checked
function getClueCount(useClickableCounters)
if useClickableCounters then
return ownedObjects.ClickableClueCounter.getVar("val")
else
return ownedObjects.ClueCounter.getVar("exposedValue")
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end
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end
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-- Sets this playermat's snap points to limit snapping to matching card types or not. If matchTypes
-- is true, the main card slot snap points will only snap assets, while the investigator area point
-- will only snap Investigators. If matchTypes is false, snap points will be reset to snap all cards.
---@param 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 snapPos = snap.position
if inArea(snapPos, MAIN_PLAY_AREA) then
local snapTags = snaps[i].tags
if matchTypes then
if snapTags == nil then
snaps[i].tags = { "Asset" }
else
table.insert(snaps[i].tags, "Asset")
end
else
snaps[i].tags = nil
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end
end
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if inArea(snapPos, INVESTIGATOR_AREA) then
local snapTags = snaps[i].tags
if matchTypes then
if snapTags == nil then
snaps[i].tags = { "Investigator" }
else
table.insert(snaps[i].tags, "Investigator")
end
else
snaps[i].tags = nil
end
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end
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end
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self.setSnapPoints(snaps)
end
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-- Simple method to check if the given point is in a specified area. Local use only,
---@param point tts__Vector Point to check, only x and z values are relevant
---@param bounds table Defined area to see if the point is within. See MAIN_PLAY_AREA for sample
-- bounds definition.
---@return boolean: True if the point is in the area defined by bounds
function inArea(point, bounds)
return (point.x < bounds.upperLeft.x
and point.x > bounds.lowerRight.x
and point.z < bounds.upperLeft.z
and point.z > bounds.lowerRight.z)
end
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-- called by custom data helpers to add player card data
---@param args table Contains only one entry, the GUID of the custom data helper
function updatePlayerCards(args)
local customDataHelper = getObjectFromGUID(args[1])
local playerCardData = customDataHelper.getTable("PLAYER_CARD_DATA")
tokenManager.addPlayerCardData(playerCardData)
end
end)
__bundle_register("util/DeckLib", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local DeckLib = {}
local searchLib = require("util/SearchLib")
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-- places a card/deck at a position or merges into an existing deck
---@param obj tts__Object Object to move
---@param pos table New position for the object
---@param rot table New rotation for the object (optional)
DeckLib.placeOrMergeIntoDeck = function(obj, pos, rot)
if obj == nil or pos == nil then return end
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-- search the new position for existing card/deck
local searchResult = searchLib.atPosition(pos, "isCardOrDeck")
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-- get new position
local newPos
local offset = 0.5
if #searchResult == 1 then
local bounds = searchResult[1].getBounds()
newPos = Vector(pos):setAt("y", bounds.center.y + bounds.size.y / 2 + offset)
else
newPos = Vector(pos) + Vector(0, offset, 0)
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end
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-- allow moving the objects smoothly out of the hand
obj.use_hands = false
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if rot then
obj.setRotationSmooth(rot, false, true)
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end
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obj.setPositionSmooth(newPos, false, true)
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-- continue if the card stops smooth moving
Wait.condition(
function()
obj.use_hands = true
-- this avoids a TTS bug that merges unrelated cards that are not resting
if #searchResult == 1 and searchResult[1] ~= obj then
-- call this with avoiding errors (physics is sometimes too fast so the object doesn't exist for the put)
pcall(function() searchResult[1].putObject(obj) end)
end
end,
function() return not obj.isSmoothMoving() end, 3)
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end
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return DeckLib
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end
end)
__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SearchLib = {}
local filterFunctions = {
isActionToken = function(x) return x.getDescription() == "Action Token" end,
isCard = function(x) return x.type == "Card" end,
isDeck = function(x) return x.type == "Deck" end,
isCardOrDeck = function(x) return x.type == "Card" or x.type == "Deck" end,
isClue = function(x) return x.memo == "clueDoom" and x.is_face_down == false end,
isTileOrToken = function(x) return x.type == "Tile" end
}
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-- performs the actual search and returns a filtered list of object references
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---@param pos tts__Vector Global position
---@param rot? tts__Vector Global rotation
---@param size table Size
---@param filter? string Name of the filter function
---@param direction? table Direction (positive is up)
---@param maxDistance? number Distance for the cast
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local function returnSearchResult(pos, rot, size, filter, direction, maxDistance)
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local filterFunc
if filter then
filterFunc = filterFunctions[filter]
end
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local searchResult = Physics.cast({
origin = pos,
direction = direction or { 0, 1, 0 },
orientation = rot or { 0, 0, 0 },
type = 3,
size = size,
max_distance = maxDistance or 0
})
-- filtering the result
local objList = {}
for _, v in ipairs(searchResult) do
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if not filter or filterFunc(v.hit_object) then
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table.insert(objList, v.hit_object)
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end
end
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return objList
end
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-- searches the specified area
SearchLib.inArea = function(pos, rot, size, filter)
return returnSearchResult(pos, rot, size, filter)
end
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-- searches the area on an object
SearchLib.onObject = function(obj, filter)
pos = obj.getPosition()
size = obj.getBounds().size:setAt("y", 1)
return returnSearchResult(pos, _, size, filter)
end
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-- searches the specified position (a single point)
SearchLib.atPosition = function(pos, filter)
size = { 0.1, 2, 0.1 }
return returnSearchResult(pos, _, size, filter)
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end
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-- searches below the specified position (downwards until y = 0)
SearchLib.belowPosition = function(pos, filter)
direction = { 0, -1, 0 }
maxDistance = pos.y
return returnSearchResult(pos, _, size, filter, direction, maxDistance)
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end
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return SearchLib
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end
end)
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return __bundle_require("__root")