ah_sce_unpacked/unpacked/Custom_Tile ArkhamDB Deck I...

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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)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("arkhamdb/DeckImporterMain")
end)
__bundle_register("arkhamdb/DeckImporterMain", function(require, _LOADED, __bundle_register, __bundle_modules)
require("playermat/Zones")
require("arkhamdb/LoaderUi")
require("playercards/PlayerCardSpawner")
local bondedList = {}
local customizationRowsWithFields = {}
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-- inputMap maps from (our 1-indexes) customization row index to inputValue table index
-- The Raven Quill
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customizationRowsWithFields["09042"] = {}
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customizationRowsWithFields["09042"].inputCount = 2
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customizationRowsWithFields["09042"].inputMap = {}
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customizationRowsWithFields["09042"].inputMap[1] = 1
customizationRowsWithFields["09042"].inputMap[5] = 2
-- Friends in Low Places
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customizationRowsWithFields["09060"] = {}
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customizationRowsWithFields["09060"].inputCount = 2
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customizationRowsWithFields["09060"].inputMap = {}
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customizationRowsWithFields["09060"].inputMap[1] = 1
customizationRowsWithFields["09060"].inputMap[3] = 2
-- Living Ink
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customizationRowsWithFields["09079"] = {}
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customizationRowsWithFields["09079"].inputCount = 3
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customizationRowsWithFields["09079"].inputMap = {}
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customizationRowsWithFields["09079"].inputMap[1] = 1
customizationRowsWithFields["09079"].inputMap[5] = 2
customizationRowsWithFields["09079"].inputMap[6] = 3
-- Grizzled
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customizationRowsWithFields["09101"] = {}
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customizationRowsWithFields["09101"].inputCount = 3
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customizationRowsWithFields["09101"].inputMap = {}
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customizationRowsWithFields["09101"].inputMap[1] = 1
customizationRowsWithFields["09101"].inputMap[2] = 2
customizationRowsWithFields["09101"].inputMap[3] = 3
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local PLAY_AREA_GUID = "721ba2"
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local RANDOM_WEAKNESS_ID = "01000"
local tags = { configuration = "import_configuration_provider" }
local Priority = {
ERROR = 0,
WARNING = 1,
INFO = 2,
DEBUG = 3
}
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---@type fun(text: string)
local printFunction = printToAll
local printPriority = Priority.INFO
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---@param priority number
---@return string
function Priority.getLabel(priority)
if priority == 0 then return "ERROR"
elseif priority == 1 then return "WARNING"
elseif priority == 2 then return "INFO"
elseif priority == 3 then return "DEBUG"
else error(table.concat({ "Priority", priority, "not found" }, " ")) return ""
end
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end
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---@param message string
---@param priority number
local function debugPrint(message, priority, color)
if (color == nil) then
color = { 0.5, 0.5, 0.5 }
end
if (printPriority >= priority) then
printFunction("[" .. Priority.getLabel(priority) .. "] " .. message, color)
end
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end
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local function fixUtf16String(str)
return str:gsub("\\u(%w%w%w%w)", function(match)
return string.char(tonumber(match, 16))
end)
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end
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--Forward declaration
---@type Request
local Request = {}
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---@type table<string, ArkhamImportTaboo>
local tabooList = {}
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---@return ArkhamImportConfiguration
local function getConfiguration()
local configuration = getObjectsWithTag(tags.configuration)[1]:getTable("configuration")
printPriority = configuration.priority
return configuration
end
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function onLoad(script_state)
local state = JSON.decode(script_state)
initializeUi(state)
math.randomseed(os.time())
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local configuration = getConfiguration()
Request.start({ configuration.api_uri, configuration.taboo }, function(status)
local json = JSON.decode(fixUtf16String(status.text))
for _, taboo in pairs(json) do
---@type <string, boolean>
local cards = {}
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for _, card in pairs(JSON.decode(taboo.cards)) do
cards[card.code] = true
end
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tabooList[taboo.id] = {
date = taboo.date_start,
cards = cards
}
end
return true, nil
end)
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end
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function onSave() return JSON.encode(getUiState()) end
-- Callback when the deck information is received from ArkhamDB. Parses the
-- response then applies standard transformations to the deck such as adding
-- random weaknesses and checking for taboos. Once the deck is processed,
-- passes to loadCards to actually spawn the defined deck.
---@param deck ArkhamImportDeck
---@param playerColor String Color name of the player mat to place this deck on (e.g. "Red")
---@param configuration ArkhamImportConfiguration
local function onDeckResult(deck, playerColor, configuration)
-- Load the next deck in the upgrade path if the option is enabled
if (getUiState().loadNewest and deck.next_deck ~= nil and deck.next_deck ~= "") then
buildDeck(playerColor, deck.next_deck)
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return
end
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debugPrint(table.concat({ "Found decklist: ", deck.name }), Priority.INFO, playerColor)
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debugPrint(table.concat({ "-", deck.name, "-" }), Priority.DEBUG)
for k, v in pairs(deck) do
if type(v) == "table" then
debugPrint(table.concat { k, ": <table>" }, Priority.DEBUG)
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else
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debugPrint(table.concat { k, ": ", tostring(v) }, Priority.DEBUG)
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end
end
debugPrint("", Priority.DEBUG)
-- Initialize deck slot table and perform common transformations. The order
-- of these should not be changed, as later steps may act on cards added in
-- each. For example, a random weakness or investigator may have bonded
-- cards or taboo entries, and should be present
local slots = deck.slots
maybeDrawRandomWeakness(slots, playerColor, configuration)
maybeAddInvestigatorCards(deck, slots)
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maybeAddCustomizeUpgradeSheets(slots, configuration)
maybeAddSummonedServitor(slots)
maybeAddOnTheMend(slots)
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extractBondedCards(slots, configuration)
checkTaboos(deck.taboo_id, slots, playerColor, configuration)
local commandManager = getObjectFromGUID(configuration.command_manager_guid)
---@type ArkhamImport_CommandManager_InitializationArguments
local parameters = {
configuration = configuration,
description = deck.description_md,
}
---@type ArkhamImport_CommandManager_InitializationResults
local results = commandManager:call("initialize", parameters)
if not results.is_successful then
debugPrint(results.error_message, Priority.ERROR)
return
end
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-- get upgrades for customizable cards
local meta = deck.meta
local customizations = {}
if meta then customizations = JSON.decode(deck.meta) end
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loadCards(slots, deck.investigator_code, customizations, playerColor, commandManager,
configuration, results.configuration)
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end
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-- Checks to see if the slot list includes the random weakness ID. If it does,
-- removes it from the deck and replaces it with the ID of a random basic weakness provided by the all cards bag
---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
---@param playerColor: Color name of the player this deck is being loaded for. Used for broadcast if a weakness is added.
---@param configuration: The API configuration object
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function maybeDrawRandomWeakness(slots, playerColor, configuration)
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
local hasRandomWeakness = false
for cardId, cardCount in pairs(slots) do
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if cardId == RANDOM_WEAKNESS_ID then
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hasRandomWeakness = true
break
end
end
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if hasRandomWeakness then
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local weaknessId = allCardsBag.call("getRandomWeaknessId")
slots[weaknessId] = 1
slots[RANDOM_WEAKNESS_ID] = nil
debugPrint("Random basic weakness added to deck", Priority.INFO, playerColor)
end
end
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-- If investigator cards should be loaded, add both the investigator (XXXXX) and minicard (XXXXX-m) slots with one copy each
---@param deck: The processed ArkhamDB deck response
---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
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function maybeAddInvestigatorCards(deck, slots)
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if getUiState().investigators then
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local investigatorId = deck.investigator_code
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slots[investigatorId .. "-m"] = 1
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local deckMeta = JSON.decode(deck.meta)
local parallelFront = deckMeta ~= nil and deckMeta.alternate_front ~= nil and deckMeta.alternate_front ~= ""
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local parallelBack = deckMeta ~= nil and deckMeta.alternate_back ~= nil and deckMeta.alternate_back ~= ""
if parallelFront and parallelBack then
investigatorId = investigatorId .. "-p"
elseif parallelFront then
local alternateNum = tonumber(deckMeta.alternate_front)
if alternateNum >= 01501 and alternateNum <= 01506 then
investigatorId = investigatorId .. "-r"
else
investigatorId = investigatorId .. "-pf"
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end
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elseif parallelBack then
investigatorId = investigatorId .. "-pb"
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end
slots[investigatorId] = 1
end
end
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-- Process the card list looking for the customizable cards, and add their upgrade sheets if needed
---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number
-- of those cards which will be spawned
function maybeAddCustomizeUpgradeSheets(slots, configuration)
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
for cardId, _ in pairs(slots) do
-- upgrade sheets for customizable cards
local upgradesheet = allCardsBag.call("getCardById", { id = cardId .. "-c" })
if upgradesheet ~= nil then
slots[cardId .. "-c"] = 1
end
end
end
-- Process the card list looking for the Summoned Servitor, and add its minicard to the list if
-- needed
---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number
-- of those cards which will be spawned
function maybeAddSummonedServitor(slots)
if slots["09080"] ~= nil then
slots["09080-m"] = 1
end
end
-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
-- the count based on the investigator count
---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number
-- of those cards which will be spawned
function maybeAddOnTheMend(slots)
if slots["09006"] ~= nil then
local playArea = getObjectFromGUID(PLAY_AREA_GUID)
if playArea ~= nil then
slots["09006"] = playArea.call("getInvestigatorCount")
end
end
end
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-- Process the slot list and looks for any cards which are bonded to those in the deck. Adds those cards to the slot list.
---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
---@param configuration: The API configuration object
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function extractBondedCards(slots, configuration)
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
-- Create a list of bonded cards first so we don't modify slots while iterating
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local bondedCards = {}
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for cardId, cardCount in pairs(slots) do
local card = allCardsBag.call("getCardById", { id = cardId })
if (card ~= nil and card.metadata.bonded ~= nil) then
for _, bond in ipairs(card.metadata.bonded) do
bondedCards[bond.id] = bond.count
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-- We need to know which cards are bonded to determine their position, remember them
bondedList[bond.id] = true
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end
end
end
-- Add any bonded cards to the main slots list
for bondedId, bondedCount in pairs(bondedCards) do
slots[bondedId] = bondedCount
end
end
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-- Check the deck for cards on its taboo list. If they're found, replace the entry in the slot with the Taboo id (i.e. "XXXX" becomes "XXXX-t")
---@param tabooId: The deck's taboo ID, taken from the deck response taboo_id field. May be nil, indicating that no taboo list should be used
---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
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function checkTaboos(tabooId, slots, playerColor, configuration)
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if tabooId then
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
for cardId, _ in pairs(tabooList[tabooId].cards) do
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if slots[cardId] ~= nil then
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-- Make sure there's a taboo version of the card before we replace it
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-- SCED only maintains the most recent taboo cards. If a deck is using
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-- an older taboo list it's possible the card isn't a taboo any more
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local tabooCard = allCardsBag.call("getCardById", { id = cardId .. "-t" })
if tabooCard == nil then
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local basicCard = allCardsBag.call("getCardById", { id = cardId })
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debugPrint("Taboo version for " .. basicCard.data.Nickname .. " is not available. Using standard version",
Priority.WARNING, playerColor)
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else
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slots[cardId .. "-t"] = slots[cardId]
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slots[cardId] = nil
end
end
end
end
end
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-- Returns the zone name where the specified card should be placed, based on its metadata.
---@param cardMetadata: Table of card metadata. Metadata fields type and permanent are required; all others are optional.
---@return: Zone name such as "Deck", "SetAside1", etc. See Zones object documentation for a list of valid zones.
function getDefaultCardZone(cardMetadata)
if (cardMetadata.id == "09080-m") then -- Have to check the Servitor before other minicards
return "SetAside6"
elseif (cardMetadata.id == "09006") then -- On The Mend is set aside
return "SetAside2"
elseif cardMetadata.type == "Investigator" then
return "Investigator"
elseif cardMetadata.type == "Minicard" then
return "Minicard"
elseif cardMetadata.type == "UpgradeSheet" then
return "SetAside4"
elseif cardMetadata.startsInPlay then
return "BlankTop"
elseif cardMetadata.permanent then
return "SetAside1"
elseif bondedList[cardMetadata.id] then
return "SetAside2"
-- SetAside3 is used for Ancestral Knowledge / Underworld Market
else
return "Deck"
end
end
-- Process the slot list, which defines the card Ids and counts of cards to load. Spawn those cards at the appropriate zones
-- and report an error to the user if any could not be loaded.
-- This method uses an encapsulated coroutine with yields to make the card spawning cleaner.
--
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---@param slots: Key-Value table of cardId:count. cardId is the ArkhamDB ID of the card to spawn, and count is the number which should be spawned
---@param investigatorId: String ArkhamDB ID (code) for this deck's investigator.
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-- Investigator cards should already be added to the slots list if they
-- should be spawned, but this value is separate to check for special
-- handling for certain investigators
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---@param customizations: ArkhamDB data for customizations on customizable cards
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---@param playerColor String Color name of the player mat to place this deck on (e.g. "Red")
---@param configuration: Loader configuration object
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function loadCards(slots, investigatorId, customizations, playerColor, commandManager, configuration, command_config)
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function coinside()
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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local yPos = {}
local cardsToSpawn = {}
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for cardId, cardCount in pairs(slots) do
local card = allCardsBag.call("getCardById", { id = cardId })
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if card ~= nil then
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local cardZone = getDefaultCardZone(card.metadata)
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for i = 1, cardCount do
table.insert(cardsToSpawn, { data = card.data, metadata = card.metadata, zone = cardZone })
end
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slots[cardId] = 0
end
end
-- TODO: Re-enable this later, as a command
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-- handleAltInvestigatorCard(cardsToSpawn, "promo", configuration)
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-- TODO: Process commands for the cardsToSpawn list
-- These should probably be commands, once the command handler is updated
handleAncestralKnowledge(cardsToSpawn)
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handleUnderworldMarket(cardsToSpawn, playerColor)
handleHunchDeck(investigatorId, cardsToSpawn, playerColor)
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handleCustomizableUpgrades(cardsToSpawn, customizations)
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-- Split the card list into separate lists for each zone
local zoneDecks = buildZoneLists(cardsToSpawn)
-- Spawn the list for each zone
for zone, zoneCards in pairs(zoneDecks) do
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local deckPos = Zones.getZonePosition(playerColor, zone)
deckPos.y = 3
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local callback = nil
-- If cards are spread too close together TTS groups them weirdly, selecting multiples
-- when hovering over a single card. This distance is the minimum to avoid that
local spreadDistance = 1.15
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if (zone == "SetAside4") then
-- SetAside4 is reserved for customization cards, and we want them spread on the table
-- so their checkboxes are visible
if (playerColor == "White") then
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deckPos.z = deckPos.z + (#zoneCards - 1) * spreadDistance
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elseif (playerColor == "Green") then
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deckPos.x = deckPos.x + (#zoneCards - 1) * spreadDistance
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end
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callback = function(deck) deck.spread(spreadDistance) end
elseif zone == "Deck" then
callback = function(deck) deckSpawned(deck, playerColor) end
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end
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Spawner.spawnCards(
zoneCards,
deckPos,
Zones.getDefaultCardRotation(playerColor, zone),
true, -- Sort deck
callback)
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coroutine.yield(0)
end
-- Look for any cards which haven't been loaded
local hadError = false
for cardId, remainingCount in pairs(slots) do
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if remainingCount > 0 then
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hadError = true
local request = Request.start({
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configuration.api_uri,
configuration.cards,
cardId
},
function(result)
local adbCardInfo = JSON.decode(fixUtf16String(result.text))
local cardName = adbCardInfo.real_name
if (cardName ~= nil) then
if (adbCardInfo.xp ~= nil and adbCardInfo.xp > 0) then
cardName = cardName .. " (" .. adbCardInfo.xp .. ")"
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end
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debugPrint("Card not found: " .. cardName .. ", ArkhamDB ID " .. cardId, Priority.ERROR, playerColor)
else
debugPrint("Card not found in ArkhamDB, ID " .. cardId, Priority.ERROR, playerColor)
end
end)
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end
end
if (not hadError) then
debugPrint("Deck loaded successfully!", Priority.INFO, playerColor)
end
return 1
end
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startLuaCoroutine(self, "coinside")
end
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-- Callback handler for the main deck spawning. Looks for cards which should start in hand, and
-- draws them for the appropriate player.
-- @param deck Callback-provided spawned deck object
-- @param playerColor Color of the player to draw the cards to
function deckSpawned(deck, playerColor)
local handPos = Player[playerColor].getHandTransform(1).position -- Only one hand zone per player
local deckCards = deck.getData().ContainedObjects
-- Process in reverse order so taking cards out doesn't upset the indexing
for i = #deckCards, 1, -1 do
local cardMetadata = JSON.decode(deckCards[i].GMNotes) or { }
if cardMetadata.startsInHand then
deck.takeObject({ index = i - 1, position = handPos, flip = true, smooth = true})
end
end
end
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-- Conver the Raven Quill's selections from card IDs to card names. This could be more elegant
-- but the inputs are very static so we're using some brute force.
-- @param An ArkhamDB string indicating the customization selections for The Raven's Quill. Should
-- be either a single card ID or two separated by a ^ (e.g. XXXXX^YYYYY)
function convertRavenQuillSelections(selectionString)
if (string.len(selectionString) == 5) then
return getCardName(selectionString)
elseif (string.len(selectionString) == 11) then
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return getCardName(string.sub(selectionString, 1, 5)) .. ", " .. getCardName(string.sub(selectionString, 7))
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end
end
-- Returns the simple name of a card given its ID. This will find the card and strip any trailing
-- SCED-specific suffixes such as (Taboo) or (Level)
function getCardName(cardId)
local configuration = getConfiguration()
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
local card = allCardsBag.call("getCardById", { id = cardId })
if (card ~= nil) then
local name = card.data.Nickname
if (string.find(name, " %(")) then
return string.sub(name, 1, string.find(name, " %(") - 1)
else
return name
end
end
end
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-- Split a single list of cards into a separate table of lists, keyed by the zone
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---@param cards: Table of {cardData, cardMetadata, zone}
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---@return: Table of {zoneName=card list}
function buildZoneLists(cards)
local zoneList = {}
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for _, card in ipairs(cards) do
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if zoneList[card.zone] == nil then
zoneList[card.zone] = {}
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end
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table.insert(zoneList[card.zone], card)
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end
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return zoneList
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end
-- Replace the investigator card and minicard with an alternate version. This
-- will find the relevant cards and look for IDs with <id>-<altVersionTag>, and
-- <id>-<altVersionTag>-m, and update the entries in cardList with the new card
-- data.
--
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---@param cardList: Deck list being created
---@param altVersionTag: The tag for the different version, currently the only alt versions are "promo", but will soon inclide "revised"
---@param configuration: ArkhamDB configuration defniition, used for the card bag
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function handleAltInvestigatorCard(cardList, altVersionTag, configuration)
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
for _, card in ipairs(cardList) do
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if card.metadata.type == "Investigator" then
local altInvestigator = allCardsBag.call("getCardById", { id = card.metadata.id .. "-" .. altVersionTag })
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if (altInvestigator ~= nil) then
card.data = altInvestigator.data
card.metadata = altInvestigator.metadata
end
end
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if card.metadata.type == "Minicard" then
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-- -promo comes before -m in the ID, so needs a little massaging
local investigatorId = string.sub(card.metadata.id, 1, 5)
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local altMinicard = allCardsBag.call("getCardById", { id = investigatorId .. "-" .. altVersionTag .. "-m" })
if altMinicard ~= nil then
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card.data = altMinicard.data
card.metadata = altMinicard.metadata
end
end
end
end
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-- Check to see if the deck list has Ancestral Knowledge. If it does, move 5 random skills to SetAside3
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function handleAncestralKnowledge(cardList)
local hasAncestralKnowledge = false
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local skillList = {}
-- Have to process the entire list to check for Ancestral Knowledge and get all possible skills, so do both in one pass
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for i, card in ipairs(cardList) do
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if card.metadata.id == "07303" then
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hasAncestralKnowledge = true
card.zone = "SetAside3"
elseif (card.metadata.type == "Skill"
and card.metadata.bonded_to == nil
and not card.metadata.weakness) then
table.insert(skillList, i)
end
end
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if hasAncestralKnowledge then
for i = 1, 5 do
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-- Move 5 random skills to SetAside3
local skillListIndex = math.random(#skillList)
cardList[skillList[skillListIndex]].zone = "UnderSetAside3"
table.remove(skillList, skillListIndex)
end
end
end
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-- Check for and handle Underworld Market by moving all Illicit cards to UnderSetAside3
---@param cardList: Deck list being created
---@param playerColor: Color this deck is being loaded for
function handleUnderworldMarket(cardList, playerColor)
local hasMarket = false
local illicitList = {}
-- Process the entire list to check for Underworld Market and get all possible skills, doing both in one pass
for i, card in ipairs(cardList) do
if card.metadata.id == "09077" then
-- Underworld Market found
hasMarket = true
card.zone = "SetAside3"
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elseif (card.metadata.traits ~= nil and string.find(card.metadata.traits, "Illicit", 1, true)
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and card.metadata.bonded_to == nil
and not card.metadata.weakness) then
table.insert(illicitList, i)
end
end
if hasMarket then
if #illicitList < 10 then
debugPrint("Only " .. #illicitList .. " Illicit cards in your deck, you can't trigger Underworld Market's ability."
, Priority.WARNING, playerColor)
else
-- Process cards to move them to the market deck. This is done in reverse
-- order because the sorting needs to be reversed (deck sorts for face down)
-- Performance here may be an issue, as table.remove() is an O(n) operation
-- which makes the full shift O(n^2). But keep it simple unless it becomes
-- a problem
for i = #illicitList, 1, -1 do
local moving = cardList[illicitList[i]]
moving.zone = "UnderSetAside3"
table.remove(cardList, illicitList[i])
table.insert(cardList, moving)
end
if #illicitList > 10 then
debugPrint("Moved all " .. #illicitList .. " Illicit cards to the Market deck, reduce it to 10", Priority.INFO,
playerColor)
else
debugPrint("Built the Market deck", Priority.INFO, playerColor)
end
end
end
end
-- If the investigator is Joe Diamond, extract all Insight events to SetAside5 to build the Hunch Deck.
---@param investigatorId: ID for the deck's investigator card. Passed separately because the investigator may not be included in the cardList
---@param cardList: Deck list being created
---@param playerColor: Color this deck is being loaded for
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function handleHunchDeck(investigatorId, cardList, playerColor)
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if investigatorId == "05002" then -- Joe Diamond
local insightList = {}
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for i, card in ipairs(cardList) do
if (card.metadata.type == "Event"
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and card.metadata.traits ~= nil
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and string.match(card.metadata.traits, "Insight")
and card.metadata.bonded_to == nil) then
table.insert(insightList, i)
end
end
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-- Process insights to move them to the hunch deck. This is done in reverse
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-- order because the sorting needs to be reversed (deck sorts for face down)
-- Performance here may be an issue, as table.remove() is an O(n) operation
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-- which makes the full shift O(n^2). But keep it simple unless it becomes
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-- a problem
for i = #insightList, 1, -1 do
local moving = cardList[insightList[i]]
moving.zone = "SetAside5"
table.remove(cardList, insightList[i])
table.insert(cardList, moving)
end
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if #insightList < 11 then
debugPrint("Joe's hunch deck must have 11 cards but the deck only has " .. #insightList .. " Insight events.",
Priority.INFO, playerColor)
elseif #insightList > 11 then
debugPrint("Moved all " .. #insightList .. " Insight events to the hunch deck, reduce it to 11.", Priority.INFO,
playerColor)
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else
debugPrint("Built Joe's hunch deck", Priority.INFO, playerColor)
end
end
end
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-- For any customization upgrade cards in the card list, process the metadata from the deck to
-- set the save state to show the correct checkboxes/text field values
---@param cardList: Deck list being created
---@param customizations: Deck's meta table, extracted from ArkhamDB's deck structure
function handleCustomizableUpgrades(cardList, customizations)
for _, card in ipairs(cardList) do
if card.metadata.type == "UpgradeSheet" then
local baseId = string.sub(card.metadata.id, 1, 5)
local upgrades = customizations["cus_" .. baseId]
log(upgrades)
log(baseId)
if upgrades ~= nil then
-- initialize tables
-- markedBoxes: contains the amount of markedBoxes (left to right) per row (starting at row 1)
-- inputValues: contains the amount of inputValues per row (starting at row 0)
local markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
local inputValues = {}
local index_xp = {}
-- get the index and xp values (looks like this: X|X,X|X, ..)
for str in string.gmatch(customizations["cus_" .. baseId], "([^,]+)") do
table.insert(index_xp, str)
end
-- split each pair and assign it to the proper position in markedBoxes
if (customizationRowsWithFields[baseId] ~= nil) then
for i = 1, customizationRowsWithFields[baseId].inputCount do
table.insert(inputValues, "")
end
end
local inputCount = 0
for _, entry in ipairs(index_xp) do
local counter = 0
local index = 0
-- if found number is 0, then only get inputvalue
for str in string.gmatch(entry, "([^|]+)") do
counter = counter + 1
if counter == 1 then
index = tonumber(str) + 1
elseif counter == 2 then
markedBoxes[index] = tonumber(str)
elseif counter == 3 and str ~= "" then
if (baseId == "09042") then
inputValues[customizationRowsWithFields[baseId].inputMap[index]] = convertRavenQuillSelections(str)
elseif customizationRowsWithFields[baseId] ~= nil then
inputValues[customizationRowsWithFields[baseId].inputMap[index]] = str
end
end
end
end
-- remove first entry in markedBoxes if row 0 has textbox
if customizationRowsWithFields[baseId] ~= nil
and customizationRowsWithFields[baseId].inputCount > 0 then
table.remove(markedBoxes, 1)
end
-- write the loaded values to the save_data of the sheets
card.data["LuaScriptState"] = JSON.encode({ markedBoxes, inputValues })
end
end
end
end
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-- Test method. Loads all decks which were submitted to ArkhamDB on a given date window.
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function testLoadLotsOfDecks()
local configuration = getConfiguration()
local numDays = 7
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local day = os.time { year = 2021, month = 7, day = 15 } -- Start date here
for i = 1, numDays do
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local dateString = os.date("%Y-%m-%d", day)
local deckList = Request.start({
configuration.api_uri,
"decklists/by_date",
dateString,
},
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function(result)
local json = JSON.decode(result.text)
for i, deckData in ipairs(json) do
buildDeck(getColorForTest(i), deckData.id)
end
end)
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day = day + (60 * 60 * 24) -- Move forward by one day
end
end
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-- Rotates the player mat based on index, to spread the card stacks during a mass load
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function getColorForTest(index)
if (index % 4 == 0) then
return "Red"
elseif (index % 4 == 1) then
return "Orange"
elseif (index % 4 == 2) then
return "White"
elseif (index % 4 == 3) then
return "Green"
end
end
-- Start the deck build process for the given player color and deck ID. This
-- will retrieve the deck from ArkhamDB, and pass to a callback for processing.
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---@param playerColor String Color name of the player mat to place this deck on (e.g. "Red")
---@param deckId: ArkhamDB deck id to be loaded
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function buildDeck(playerColor, deckId)
local configuration = getConfiguration()
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-- Get a simple card to see if the bag indexes are complete. If not, abort
-- the deck load. The called method will handle player notification.
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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local checkCard = allCardsBag.call("getCardById", { id = "01001" })
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if (checkCard ~= nil and checkCard.data == nil) then
return
end
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local deckUri = { configuration.api_uri,
getUiState().private and configuration.private_deck or configuration.public_deck, deckId }
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local deck = Request.start(deckUri, function(status)
if string.find(status.text, "<!DOCTYPE html>") then
debugPrint("Private deck ID " .. deckId .. " is not shared", Priority.ERROR, playerColor)
return false, table.concat({ "Private deck ", deckId, " is not shared" })
end
local json = JSON.decode(status.text)
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if not json then
debugPrint("Deck ID " .. deckId .. " not found", Priority.ERROR, playerColor)
return false, "Deck not found!"
end
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return true, JSON.decode(status.text)
end)
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deck:with(onDeckResult, playerColor, configuration)
end
---@type Request
Request = {
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is_done = false,
is_successful = false
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}
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-- Creates a new instance of a Request. Should not be directly called. Instead use Request.start and Request.deferred.
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---@param uri string
---@param configure fun(request: Request, status: WebRequestStatus)
---@return Request
function Request:new(uri, configure)
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local this = {}
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setmetatable(this, self)
self.__index = self
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if type(uri) == "table" then
uri = table.concat(uri, "/")
end
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this.uri = uri
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WebRequest.get(uri, function(status)
configure(this, status)
end)
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return this
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end
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-- Creates a new request. on_success should set the request's is_done, is_successful, and content variables.
-- Deferred should be used when you don't want to set is_done immediately (such as if you want to wait for another request to finish)
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---@param uri string
---@param on_success fun(request: Request, status: WebRequestStatus, vararg any)
---@param on_error fun(status: WebRequestStatus)|nil
---@vararg any[]
---@return Request
function Request.deferred(uri, on_success, on_error, ...)
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local parameters = table.pack(...)
return Request:new(uri, function(request, status)
if (status.is_done) then
if (status.is_error) then
request.error_message = on_error and on_error(status, table.unpack(parameters)) or status.error
request.is_successful = false
request.is_done = true
else
on_success(request, status)
end
end
end)
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end
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-- Creates a new request. on_success should return weather the resultant data is as expected, and the processed content of the request.
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---@param uri string
---@param on_success fun(status: WebRequestStatus, vararg any): boolean, any
---@param on_error nil|fun(status: WebRequestStatus, vararg any): string
---@vararg any[]
---@return Request
function Request.start(uri, on_success, on_error, ...)
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local parameters = table.pack(...)
return Request.deferred(uri, function(request, status)
local result, message = on_success(status, table.unpack(parameters))
if not result then request.error_message = message else request.content = message end
request.is_successful = result
request.is_done = true
end, on_error, table.unpack(parameters))
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end
---@param requests Request[]
---@param on_success fun(content: any[], vararg any[])
---@param on_error fun(requests: Request[], vararg any[])|nil
---@vararg any
function Request.with_all(requests, on_success, on_error, ...)
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local parameters = table.pack(...)
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Wait.condition(function()
---@type any[]
local results = {}
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---@type Request[]
local errors = {}
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for _, request in ipairs(requests) do
if request.is_successful then
table.insert(results, request.content)
else
table.insert(errors, request)
end
end
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if (#errors <= 0) then
on_success(results, table.unpack(parameters))
elseif on_error == nil then
for _, request in ipairs(errors) do
debugPrint(table.concat({ "[ERROR]", request.uri, ":", request.error_message }), Priority.ERROR)
end
else
on_error(requests, table.unpack(parameters))
end
end, function()
for _, request in ipairs(requests) do
if not request.is_done then return false end
end
return true
end)
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end
---@param callback fun(content: any, vararg any)
function Request:with(callback, ...)
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local arguments = table.pack(...)
Wait.condition(function()
if self.is_successful then
callback(self.content, table.unpack(arguments))
end
end, function() return self.is_done
end)
end
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end)
__bundle_register("arkhamdb/LoaderUi", function(require, _LOADED, __bundle_register, __bundle_modules)
local INPUT_FIELD_HEIGHT = 340
local INPUT_FIELD_WIDTH = 1500
local FIELD_COLOR = { 0.9, 0.7, 0.5 }
local PRIVATE_TOGGLE_LABELS = {}
PRIVATE_TOGGLE_LABELS[true] = "Private"
PRIVATE_TOGGLE_LABELS[false] = "Published"
local UPGRADED_TOGGLE_LABELS = {}
UPGRADED_TOGGLE_LABELS[true] = "Upgraded"
UPGRADED_TOGGLE_LABELS[false] = "Specific"
local LOAD_INVESTIGATOR_TOGGLE_LABELS = {}
LOAD_INVESTIGATOR_TOGGLE_LABELS[true] = "Yes"
LOAD_INVESTIGATOR_TOGGLE_LABELS[false] = "No"
local redDeckId = ""
local orangeDeckId = ""
local whiteDeckId = ""
local greenDeckId = ""
local privateDeck = true
local loadNewestDeck = true
local loadInvestigators = false
-- Returns a table with the full state of the UI, including options and deck IDs.
-- This can be used to persist via onSave(), or provide values for a load operation
-- Table values:
-- redDeck: Deck ID to load for the red player
-- orangeDeck: Deck ID to load for the orange player
-- whiteDeck: Deck ID to load for the white player
-- greenDeck: Deck ID to load for the green player
-- private: True to load a private deck, false to load a public deck
-- loadNewest: True if the most upgraded version of the deck should be loaded
-- investigators: True if investigator cards should be spawned
function getUiState()
return {
redDeck = redDeckId,
orangeDeck = orangeDeckId,
whiteDeck = whiteDeckId,
greenDeck = greenDeckId,
private = privateDeck,
loadNewest = loadNewestDeck,
investigators = loadInvestigators
}
end
-- Sets up the UI for the deck loader, populating fields from the given save state table decoded from onLoad()
function initializeUi(savedUiState)
if savedUiState ~= nil then
redDeckId = savedUiState.redDeck
orangeDeckId = savedUiState.orangeDeck
whiteDeckId = savedUiState.whiteDeck
greenDeckId = savedUiState.greenDeck
privateDeck = savedUiState.private
loadNewestDeck = savedUiState.loadNewest
loadInvestigators = savedUiState.investigators
end
makeOptionToggles()
makeDeckIdFields()
makeBuildButton()
end
function makeOptionToggles()
-- common parameters
local checkbox_parameters = {}
checkbox_parameters.function_owner = self
checkbox_parameters.width = INPUT_FIELD_WIDTH
checkbox_parameters.height = INPUT_FIELD_HEIGHT
checkbox_parameters.scale = { 0.1, 0.1, 0.1 }
checkbox_parameters.font_size = 240
checkbox_parameters.hover_color = { 0.4, 0.6, 0.8 }
checkbox_parameters.color = FIELD_COLOR
-- public / private deck
checkbox_parameters.click_function = "publicPrivateChanged"
checkbox_parameters.position = { 0.25, 0.1, -0.102 }
checkbox_parameters.tooltip = "Published or private deck?\n\nPLEASE USE A PRIVATE DECK IF JUST FOR TTS TO AVOID FLOODING ARKHAMDB PUBLISHED DECK LISTS!"
checkbox_parameters.label = PRIVATE_TOGGLE_LABELS[privateDeck]
self.createButton(checkbox_parameters)
-- load upgraded?
checkbox_parameters.click_function = "loadUpgradedChanged"
checkbox_parameters.position = { 0.25, 0.1, -0.01 }
checkbox_parameters.tooltip = "Load newest upgrade or exact deck?"
checkbox_parameters.label = UPGRADED_TOGGLE_LABELS[loadNewestDeck]
self.createButton(checkbox_parameters)
-- load investigators?
checkbox_parameters.click_function = "loadInvestigatorsChanged"
checkbox_parameters.position = { 0.25, 0.1, 0.081 }
checkbox_parameters.tooltip = "Spawn investigator cards?"
checkbox_parameters.label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators]
self.createButton(checkbox_parameters)
end
-- Create the four deck ID entry fields
function makeDeckIdFields()
local input_parameters = {}
-- Parameters common to all entry fields
input_parameters.function_owner = self
input_parameters.scale = { 0.1, 0.1, 0.1 }
input_parameters.width = INPUT_FIELD_WIDTH
input_parameters.height = INPUT_FIELD_HEIGHT
input_parameters.font_size = 320
input_parameters.tooltip = "Deck ID from ArkhamDB URL of the deck\nPublic URL: 'https://arkhamdb.com/decklist/view/101/knowledge-overwhelming-solo-deck-1.0' = '101'\nPrivate URL: 'https://arkhamdb.com/deck/view/102' = '102'"
input_parameters.alignment = 3 -- Center
input_parameters.color = FIELD_COLOR
input_parameters.font_color = { 0, 0, 0 }
input_parameters.validation = 2 -- Integer
-- Green
input_parameters.input_function = "greenDeckChanged"
input_parameters.position = { -0.166, 0.1, 0.385 }
input_parameters.value = greenDeckId
self.createInput(input_parameters)
-- Red
input_parameters.input_function = "redDeckChanged"
input_parameters.position = { 0.171, 0.1, 0.385 }
input_parameters.value = redDeckId
self.createInput(input_parameters)
-- White
input_parameters.input_function = "whiteDeckChanged"
input_parameters.position = { -0.166, 0.1, 0.474 }
input_parameters.value = whiteDeckId
self.createInput(input_parameters)
-- Orange
input_parameters.input_function = "orangeDeckChanged"
input_parameters.position = { 0.171, 0.1, 0.474 }
input_parameters.value = orangeDeckId
self.createInput(input_parameters)
end
-- Create the Build All button. This is a transparent button which covers the Build All portion of the background graphic
function makeBuildButton()
local button_parameters = {}
button_parameters.click_function = "loadDecks"
button_parameters.function_owner = self
button_parameters.position = { 0, 0.1, 0.71 }
button_parameters.width = 320
button_parameters.height = 30
button_parameters.color = { 0, 0, 0, 0 }
button_parameters.tooltip = "Click to build all four decks!"
self.createButton(button_parameters)
end
-- Event handlers for deck ID change
function redDeckChanged(_, _, inputValue) redDeckId = inputValue end
function orangeDeckChanged(_, _, inputValue) orangeDeckId = inputValue end
function whiteDeckChanged(_, _, inputValue) whiteDeckId = inputValue end
function greenDeckChanged(_, _, inputValue) greenDeckId = inputValue end
-- Event handlers for toggle buttons
function publicPrivateChanged()
privateDeck = not privateDeck
self.editButton { index = 0, label = PRIVATE_TOGGLE_LABELS[privateDeck] }
end
function loadUpgradedChanged()
loadNewestDeck = not loadNewestDeck
self.editButton { index = 1, label = UPGRADED_TOGGLE_LABELS[loadNewestDeck] }
end
function loadInvestigatorsChanged()
loadInvestigators = not loadInvestigators
self.editButton { index = 2, label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators] }
end
function loadDecks()
-- testLoadLotsOfDecks()
-- Method in DeckImporterMain, visible due to inclusion
-- TODO: Make this use the configuration ID for the all cards bag
local allCardsBag = getObjectFromGUID("15bb07")
local indexReady = allCardsBag.call("isIndexReady")
if (not indexReady) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return
end
if (redDeckId ~= nil and redDeckId ~= "") then
buildDeck("Red", redDeckId)
end
if (orangeDeckId ~= nil and orangeDeckId ~= "") then
buildDeck("Orange", orangeDeckId)
end
if (whiteDeckId ~= nil and whiteDeckId ~= "") then
buildDeck("White", whiteDeckId)
end
if (greenDeckId ~= nil and greenDeckId ~= "") then
buildDeck("Green", greenDeckId)
end
end
end)
__bundle_register("playercards/PlayerCardSpawner", function(require, _LOADED, __bundle_register, __bundle_modules)
-- Amount to shift for the next card (zShift) or next row of cards (xShift)
-- Note that the table rotation is weird, and the X axis is vertical while the
-- Z axis is horizontal
local SPREAD_Z_SHIFT = -2.3
Spawner = { }
-- Spawns a list of cards at the given position/rotation. This will separate cards by size -
-- investigator, standard, and mini, spawning them in that order with larger cards on bottom. If
-- there are different types, the provided callback will be called once for each type as it spawns
-- either a card or deck.
-- @param cardList: A list of Player Card data structures (data/metadata)
-- @param pos Position table where the cards should be spawned (global)
-- @param rot Rotation table for the orientation of the spawned cards (global)
-- @param sort Boolean, true if this list of cards should be sorted before spawning
-- @param callback Function, callback to be called after the card/deck spawns.
Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
if (sort) then
table.sort(cardList, Spawner.cardComparator)
end
local miniCards = { }
local standardCards = { }
local investigatorCards = { }
for _, card in ipairs(cardList) do
if (card.metadata.type == "Investigator") then
table.insert(investigatorCards, card)
elseif (card.metadata.type == "Minicard") then
table.insert(miniCards, card)
else
table.insert(standardCards, card)
end
end
-- Spawn each of the three types individually. Each Y position shift accounts for the thickness
-- of the spawned deck
local position = { x = pos.x, y = pos.y, z = pos.z }
Spawner.spawn(investigatorCards, position, { rot.x, rot.y - 90, rot.z}, callback)
position.y = position.y + (#investigatorCards + #standardCards) * 0.07
Spawner.spawn(standardCards, position, rot, callback)
position.y = position.y + (#standardCards + #miniCards) * 0.07
Spawner.spawn(miniCards, position, rot, callback)
end
Spawner.spawnCardSpread = function(cardList, startPos, rot, sort, callback)
if (sort) then
table.sort(cardList, Spawner.cardComparator)
end
local position = { x = startPos.x, y = startPos.y, z = startPos.z }
for _, card in ipairs(cardList) do
Spawner.spawn({ card }, position, rot, callback)
position.z = position.z + SPREAD_Z_SHIFT
end
end
-- Spawn a specific list of cards. This method is for internal use and should not be called
-- directly, use spawnCards instead.
-- @param cardList: A list of Player Card data structures (data/metadata)
-- @param pos Position table where the cards should be spawned (global)
-- @param rot Rotation table for the orientation of the spawned cards (global)
-- @param callback Function, callback to be called after the card/deck spawns.
Spawner.spawn = function(cardList, pos, rot, callback)
if (#cardList == 0) then
return
end
-- Spawn a single card directly
if (#cardList == 1) then
spawnObjectData({
data = cardList[1].data,
position = pos,
rotation = rot,
callback_function = callback,
})
return
end
-- For multiple cards, construct a deck and spawn that
local deck = Spawner.buildDeckDataTemplate()
-- Decks won't inherently scale to the cards in them. The card list being spawned should be all
-- the same type/size by this point, so use the first card to set the size
deck.Transform = {
scaleX = cardList[1].data.Transform.scaleX,
scaleY = 1,
scaleZ = cardList[1].data.Transform.scaleZ,
}
for _, spawnCard in ipairs(cardList) do
Spawner.addCardToDeck(deck, spawnCard.data)
end
spawnObjectData({
data = deck,
position = pos,
rotation = rot,
callback_function = callback,
})
end
-- Inserts a card into the given deck. This does three things:
-- 1. Add the card's data to ContainedObjects
-- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
-- ID list. Note that the deck's ID list is "DeckIDs" even though it
-- contains a list of card Ids
-- 3. Extract the card's CustomDeck table and add it to the deck. The deck's
-- "CustomDeck" field is a list of all CustomDecks used by cards within the
-- deck, keyed by the DeckID and referencing the custom deck table
---@param deck: TTS deck data structure to add to
---@param card: Data for the card to be inserted
Spawner.addCardToDeck = function(deck, cardData)
for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
if (deck.CustomDeck[customDeckId] == nil) then
-- CustomDeck not added to deck yet, add it
deck.CustomDeck[customDeckId] = customDeckData
elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
-- CustomDeck for this card matches the current one for the deck, do nothing
else
-- CustomDeck data conflict
local newDeckId = nil
for deckId, customDeck in pairs(deck.CustomDeck) do
if (customDeckData.FaceURL == customDeck.FaceURL) then
newDeckId = deckId
end
end
if (newDeckId == nil) then
-- No non-conflicting custom deck for this card, add a new one
newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000")
deck.CustomDeck[newDeckId] = customDeckData
end
-- Update the card with the new CustomDeck info
cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
cardData.CustomDeck[customDeckId] = nil
cardData.CustomDeck[newDeckId] = customDeckData
break
end
end
table.insert(deck.ContainedObjects, cardData)
table.insert(deck.DeckIDs, cardData.CardID)
end
-- Create an empty deck data table which can have cards added to it. This
-- creates a new table on each call without using metatables or previous
-- definitions because we can't be sure that TTS doesn't modify the structure
---@return: Table containing the minimal TTS deck data structure
Spawner.buildDeckDataTemplate = function()
local deck = {}
deck.Name = "Deck"
-- Card data. DeckIDs and CustomDeck entries will be built from the cards
deck.ContainedObjects = {}
deck.DeckIDs = {}
deck.CustomDeck = {}
-- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
deck.Transform = {
scaleX = 1,
scaleY = 1,
scaleZ = 1,
}
return deck
end
-- Returns the first ID which does not exist in the given table, starting at startId and increasing
-- @param objectTable Table keyed by strings which are numbers
-- @param startId First possible ID.
-- @return String ID >= startId
Spawner.findNextAvailableId = function(objectTable, startId)
local id = startId
while (objectTable[id] ~= nil) do
id = tostring(tonumber(id) + 1)
end
return id
end
-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
---@return: 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
-- irrelevant as they provide only grouping and the order between them doesn't matter.
Spawner.getpbcn = function(metadata)
if metadata.permanent then
return 1
elseif metadata.bonded_to ~= nil then
return 2
else -- Normal card
return 3
end
end
-- Comparison function used to sort the cards in a deck. Groups bonded or
-- permanent cards first, then sorts within theose types by name/subname.
-- Normal cards will sort in standard alphabetical order, while
-- permanent/bonded/customizable will be in reverse alphabetical order.
--
-- Since cards spawn in the order provided by this comparator, with the first
-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
-- alphabetical order. This presents the cards in order for non-face-down
-- areas, and presents them in order when Searching the face-down deck.
Spawner.cardComparator = function(card1, card2)
local pbcn1 = Spawner.getpbcn(card1.metadata)
local pbcn2 = Spawner.getpbcn(card2.metadata)
if pbcn1 ~= pbcn2 then
return pbcn1 > pbcn2
end
if pbcn1 == 3 then
if card1.data.Nickname ~= card2.data.Nickname then
return card1.data.Nickname < card2.data.Nickname
end
return card1.data.Description < card2.data.Description
else
if card1.data.Nickname ~= card2.data.Nickname then
return card1.data.Nickname > card2.data.Nickname
end
return card1.data.Description > card2.data.Description
end
end
end)
__bundle_register("playermat/Zones", function(require, _LOADED, __bundle_register, __bundle_modules)
-- Sets up and returns coordinates for all possible spawn zones. Because Lua assigns tables by reference
-- and there is no built-in function to copy a table this is relatively brute force.
--
-- Positions are all relative to the player mat, and most are consistent. The
-- exception are the SetAside# zones, which are placed to the left of the mat
-- for White/Green, and the right of the mat for Orange/Red.
--
-- Investigator: Investigator card area.
-- Minicard: Placement for the investigator's minicard, just above the player mat
-- Deck, Discard: Standard locations for the deck and discard piles.
-- BlankTop: used for assets that start in play (e.g. Duke)
-- Tarot, Hand1, Hand2, Ally, BlankBottom, Accessory, Arcane1, Arcane2, Body: Asset slot positions
-- Threat[1-4]: Threat area slots. Threat[1-3] correspond to the named threat area slots, and Threat4 is the blank threat area slot.
-- SetAside[1-3]: Column closest to the player mat, with 1 at the top and 3 at the bottom.
-- SetAside[4-6]: Column farther away from the mat, with 4 at the top and 6 at the bottom.
-- SetAside1: Permanent cards
-- SetAside2: Bonded cards
-- SetAside3: Ancestral Knowledge / Underworld Market
-- SetAside4: Upgrade sheets for customizable cards
-- SetAside5: Hunch Deck for Joe Diamond
-- SetAside6: currently unused
local playerMatGuids = {}
playerMatGuids["Red"] = "0840d5"
playerMatGuids["Orange"] = "bd0ff4"
playerMatGuids["White"] = "8b081b"
playerMatGuids["Green"] = "383d8b"
commonZones = {}
commonZones["Investigator"] = { -1.17702, 0, 0.00209 }
commonZones["Minicard"] = { -0.16, 0, -1.222326 }
commonZones["Deck"] = { -1.822724, 0, -0.02940192 }
commonZones["Discard"] = { -1.822451, 0, 0.6092291 }
commonZones["Ally"] = { -0.6157398, 0, 0.02435675 }
commonZones["Body"] = { -0.6306521, 0, 0.553170 }
commonZones["Hand1"] = { 0.2155387, 0, 0.04257287 }
commonZones["Hand2"] = { -0.1803701, 0, 0.03745948 }
commonZones["Arcane1"] = { 0.2124223, 0, 0.5596902 }
commonZones["Arcane2"] = { -0.1711275, 0, 0.5567944 }
commonZones["Tarot"] = { 0.6016169, 0, 0.03273106 }
commonZones["Accessory"] = { 0.6049907, 0, 0.5546234 }
commonZones["BlankTop"] = { 1.758446, 0, 0.03965336 }
commonZones["BlankBottom"] = { 1.754469, 0, 0.5634764 }
commonZones["Threat1"] = { -0.9116555, 0, -0.6446251 }
commonZones["Threat2"] = { -0.4544126, 0, -0.6428719 }
commonZones["Threat3"] = { 0.002246313, 0, -0.6430681 }
commonZones["Threat4"] = { 0.4590618, 0, -0.6432732 }
Zones = {}
Zones["White"] = {}
Zones["White"]["Investigator"] = commonZones["Investigator"]
Zones["White"]["Minicard"] = commonZones["Minicard"]
Zones["White"]["Deck"] = commonZones["Deck"]
Zones["White"]["Discard"] = commonZones["Discard"]
Zones["White"]["Ally"] = commonZones["Ally"]
Zones["White"]["Body"] = commonZones["Body"]
Zones["White"]["Hand1"] = commonZones["Hand1"]
Zones["White"]["Hand2"] = commonZones["Hand2"]
Zones["White"]["Arcane1"] = commonZones["Arcane1"]
Zones["White"]["Arcane2"] = commonZones["Arcane2"]
Zones["White"]["Tarot"] = commonZones["Tarot"]
Zones["White"]["Accessory"] = commonZones["Accessory"]
Zones["White"]["BlankTop"] = commonZones["BlankTop"]
Zones["White"]["BlankBottom"] = commonZones["BlankBottom"]
Zones["White"]["Threat1"] = commonZones["Threat1"]
Zones["White"]["Threat2"] = commonZones["Threat2"]
Zones["White"]["Threat3"] = commonZones["Threat3"]
Zones["White"]["Threat4"] = commonZones["Threat4"]
Zones["White"]["SetAside1"] = { 2.345893, 0, -0.520315 }
Zones["White"]["SetAside2"] = { 2.345893, 0, 0.042552 }
Zones["White"]["SetAside3"] = { 2.345893, 0, 0.605419 }
Zones["White"]["UnderSetAside3"] = { 2.495893, 0, 0.805419 }
Zones["White"]["SetAside4"] = { 2.775893, 0, -0.520315 }
Zones["White"]["SetAside5"] = { 2.775893, 0, 0.042552 }
Zones["White"]["SetAside6"] = { 2.775893, 0, 0.605419 }
Zones["White"]["UnderSetAside6"] = { 2.925893, 0, 0.805419 }
Zones["Orange"] = {}
Zones["Orange"]["Investigator"] = commonZones["Investigator"]
Zones["Orange"]["Minicard"] = commonZones["Minicard"]
Zones["Orange"]["Deck"] = commonZones["Deck"]
Zones["Orange"]["Discard"] = commonZones["Discard"]
Zones["Orange"]["Ally"] = commonZones["Ally"]
Zones["Orange"]["Body"] = commonZones["Body"]
Zones["Orange"]["Hand1"] = commonZones["Hand1"]
Zones["Orange"]["Hand2"] = commonZones["Hand2"]
Zones["Orange"]["Arcane1"] = commonZones["Arcane1"]
Zones["Orange"]["Arcane2"] = commonZones["Arcane2"]
Zones["Orange"]["Tarot"] = commonZones["Tarot"]
Zones["Orange"]["Accessory"] = commonZones["Accessory"]
Zones["Orange"]["BlankTop"] = commonZones["BlankTop"]
Zones["Orange"]["BlankBottom"] = commonZones["BlankBottom"]
Zones["Orange"]["Threat1"] = commonZones["Threat1"]
Zones["Orange"]["Threat2"] = commonZones["Threat2"]
Zones["Orange"]["Threat3"] = commonZones["Threat3"]
Zones["Orange"]["Threat4"] = commonZones["Threat4"]
Zones["Orange"]["SetAside1"] = { -2.350362, 0, -0.520315 }
Zones["Orange"]["SetAside2"] = { -2.350362, 0, 0.042552 }
Zones["Orange"]["SetAside3"] = { -2.350362, 0, 0.605419 }
Zones["Orange"]["UnderSetAside3"] = { -2.500362, 0, 0.80419 }
Zones["Orange"]["SetAside4"] = { -2.7803627, 0, -0.520315 }
Zones["Orange"]["SetAside5"] = { -2.7803627, 0, 0.042552 }
Zones["Orange"]["SetAside6"] = { -2.7803627, 0, 0.605419 }
Zones["Orange"]["UnderSetAside6"] = { -2.9303627, 0, 0.80419 }
-- Green positions are the same as White and Red the same as Orange
Zones["Red"] = Zones["Orange"]
Zones["Green"] = Zones["White"]
-- Gets the global position for the given zone on the specified player mat.
---@param playerColor: Color name of the player mat to get the zone position for (e.g. "Red")
---@param zoneName: Name of the zone to get the position for. See Zones object documentation for a list of valid zones.
---@return: Global position table, or nil if an invalid player color or zone is specified
function Zones.getZonePosition(playerColor, zoneName)
if (playerColor ~= "Red"
and playerColor ~= "Orange"
and playerColor ~= "White"
and playerColor ~= "Green") then
return nil
end
return getObjectFromGUID(playerMatGuids[playerColor]).positionToWorld(Zones[playerColor][zoneName])
end
-- Return the global rotation for a card on the given player mat, based on its metadata.
---@param playerColor: Color name of the player mat to get the rotation for (e.g. "Red")
---@param cardMetadata: Table of card metadata. Metadata fields type and permanent are required; all others are optional.
---@return: Global rotation vector for the given card. This will include the
-- Y rotation to orient the card on the given player mat as well as a
-- Z rotation to place the card face up or face down.
function Zones.getDefaultCardRotation(playerColor, zone)
local deckRotation = getObjectFromGUID(playerMatGuids[playerColor]).getRotation()
if zone == "Deck" then
deckRotation = deckRotation + Vector(0, 0, 180)
end
return deckRotation
end
end)
return __bundle_require("__root")