ah_sce_unpacked/unpacked/Bag OptionPanel Source 830bd0/Custom_Token Clean Up Helper 26cf4b.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("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayAreaApi = { }
local PLAY_AREA_GUID = "721ba2"
local INVESTIGATOR_COUNTER_GUID = "f182ee"
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-- Returns the current value of the investigator counter from the playmat
---@return Integer. Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getObjectFromGUID(INVESTIGATOR_COUNTER_GUID).getVar("val")
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end
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-- Updates the current value of the investigator counter from the playmat
---@param count Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
return getObjectFromGUID(INVESTIGATOR_COUNTER_GUID).call("updateVal", count)
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end
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-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with
-- 'displacement_excluded'
---@param playerColor Color of the player requesting the shift. Used solely to send an error
--- message in the unlikely case that the scripting zone has been deleted
PlayAreaApi.shiftContentsUp = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor)
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end
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PlayAreaApi.shiftContentsDown = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor)
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end
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PlayAreaApi.shiftContentsLeft = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor)
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end
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PlayAreaApi.shiftContentsRight = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor)
end
-- Reset the play area's tracking of which cards have had tokens spawned.
PlayAreaApi.resetSpawnedCards = function()
return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards")
end
-- Event to be called when the current scenario has changed.
---@param scenarioName Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getObjectFromGUID(PLAY_AREA_GUID).call("onScenarioChanged", scenarioName)
end
-- Sets this playmat's snap points to limit snapping to locations or not.
-- If matchTypes is false, snap points will be reset to snap all cards.
---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getObjectFromGUID(PLAY_AREA_GUID).call("setLimitSnapsByType", matchCardTypes)
end
-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
-- cards before they're destroyed by entering the container
PlayAreaApi.tryObjectEnterContainer = function(container, object)
getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer",
{ container = container, object = object })
end
-- counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getObjectFromGUID(PLAY_AREA_GUID).call("countVP")
end
-- highlights all locations in the play area without metadata
---@param state Boolean True if highlighting should be enabled
PlayAreaApi.highlightMissingData = function(state)
return getObjectFromGUID(PLAY_AREA_GUID).call("highlightMissingData", state)
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end
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-- highlights all locations in the play area with VP
---@param state Boolean True if highlighting should be enabled
PlayAreaApi.highlightCountedVP = function(state)
return getObjectFromGUID(PLAY_AREA_GUID).call("highlightCountedVP", state)
end
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-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getObjectFromGUID(PLAY_AREA_GUID).call("isInPlayArea", object)
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end
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PlayAreaApi.getSurface = function()
return getObjectFromGUID(PLAY_AREA_GUID).getCustomObject().image
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end
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PlayAreaApi.updateSurface = function(url)
return getObjectFromGUID(PLAY_AREA_GUID).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)
getObjectFromGUID(PLAY_AREA_GUID).call("updateLocations", args)
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end
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PlayAreaApi.getCustomDataHelper = function()
return getObjectFromGUID(PLAY_AREA_GUID).getVar("customDataHelper")
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end
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return PlayAreaApi
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end
end)
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__bundle_register("core/SoundCubeApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SoundCubeApi = {}
-- this table links the name of a trigger effect to its index
local soundIndices = {
["Vacuum"] = 0,
["Deep Bell"] = 1,
["Dark Souls"] = 2
}
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local function playTriggerEffect(index)
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getObjectsWithTag("SoundCube")[1].AssetBundle.playTriggerEffect(index)
end
-- plays the by name requested sound
---@param soundName String Name of the sound to play
SoundCubeApi.playSoundByName = function(soundName)
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playTriggerEffect(soundIndices[soundName])
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end
return SoundCubeApi
end
end)
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenSpawnTracker = { }
local SPAWN_TRACKER_GUID = "e3ffc9"
TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("hasSpawnedTokens", cardGuid)
end
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("markTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetAllAssetAndEvents = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllAssetAndEvents")
end
TokenSpawnTracker.resetAllLocations = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllLocations")
end
TokenSpawnTracker.resetAll = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAll")
end
return TokenSpawnTracker
end
end)
__bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlaymatApi = { }
local internal = { }
local MAT_IDS = {
White = "8b081b",
Orange = "bd0ff4",
Green = "383d8b",
Red = "0840d5"
}
local CLUE_COUNTER_GUIDS = {
White = "37be78",
Orange = "1769ed",
Green = "032300",
Red = "d86b7c"
}
local CLUE_CLICKER_GUIDS = {
White = "db85d6",
Orange = "3f22e5",
Green = "891403",
Red = "4111de"
}
-- Returns the color of the by position requested playermat as string
---@param startPos Table Position of the search, table get's roughly cut into 4 quarters to assign a playermat
PlaymatApi.getMatColorByPosition = function(startPos)
if startPos.x < -42 then
if startPos.z > 0 then
return "White"
else
return "Orange"
end
else
if startPos.z > 0 then
return "Green"
else
return "Red"
end
end
end
-- Returns the color of the player's hand that is seated next to the playermat
---@param matColor String Color of the playermat
PlaymatApi.getPlayerColor = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.getVar("playerColor")
end
-- Returns the color of the playermat that owns the playercolor's hand
---@param handColor String Color of the playermat
PlaymatApi.getMatColor = function(handColor)
local matColors = {"White", "Orange", "Green", "Red"}
for i, mat in ipairs(internal.getMatForColor("All")) do
local color = mat.getVar("playerColor")
if color == handColor then return matColors[i] end
end
return "NOT_FOUND"
end
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-- Returns the result of a cast in the specificed playermat's area
---@param matColor String Color of the playermat
PlaymatApi.searchPlaymat = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.call("searchAroundSelf")
end
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-- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat
---@param matColor String Color of the playermat
PlaymatApi.isDES = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.getVar("isDES")
end
-- Returns the draw deck of the requested playmat
---@param matColor String Color of the playermat
PlaymatApi.getDrawDeck = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
mat.call("getDrawDiscardDecks")
return mat.getVar("drawDeck")
end
-- Returns the position of the discard pile of the requested playmat
---@param matColor String Color of the playermat
PlaymatApi.getDiscardPosition = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.call("returnGlobalDiscardPosition")
end
-- Transforms a local position into a global position
---@param localPos Table Local position to be transformed
---@param matColor String Color of the playermat
PlaymatApi.transformLocalPosition = function(localPos, matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.positionToWorld(localPos)
end
-- Returns the rotation of the requested playmat
---@param matColor String Color of the playermat
PlaymatApi.returnRotation = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.getRotation()
end
-- Triggers the Upkeep for the requested playmat
---@param matColor String Color of the playermat
---@param playerColor String Color of the calling player (for messages)
PlaymatApi.doUpkeepFromHotkey = function(matColor, playerColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.call("doUpkeepFromHotkey", playerColor)
end
-- Returns the active investigator id
---@param matColor String Color of the playermat
PlaymatApi.returnInvestigatorId = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.getVar("activeInvestigatorId")
end
-- Sets the requested 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 matchCardTypes Boolean. Whether snap points should only snap for the matching card
-- types.
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("setLimitSnapsByType", matchCardTypes)
end
end
-- Sets the requested playermat's draw 1 button to visible
---@param isDrawButtonVisible Boolean. Whether the draw 1 button should be visible or not
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("showDrawButton", isDrawButtonVisible)
end
end
-- Shows or hides the clickable clue counter for the requested playermat
---@param showCounter Boolean. Whether the clickable counter should be present or not
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.clickableClues = function(showCounter, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("clickableClues", showCounter)
end
end
-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.removeClues = function(matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("removeClues")
end
end
-- Reports the clue count for the requested playermat
---@param useClickableCounters Boolean Controls which type of counter is getting checked
PlaymatApi.getClueCount = function(useClickableCounters, matColor)
local count = 0
for _, mat in ipairs(internal.getMatForColor(matColor)) do
count = count + tonumber(mat.call("getClueCount", useClickableCounters))
end
return count
end
-- Adds the specified amount of resources to the requested playermat's resource counter
PlaymatApi.gainResources = function(amount, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("gainResources", amount)
end
end
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-- Returns the resource counter amount for the requested playermat
PlaymatApi.getResourceCount = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.call("getResourceCount")
end
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-- Discard a non-hidden card from the corresponding player's hand
PlaymatApi.doDiscardOne = function(matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("doDiscardOne")
end
end
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PlaymatApi.syncAllCustomizableCards = function()
for _, mat in ipairs(internal.getMatForColor("All")) do
mat.call("syncAllCustomizableCards")
end
end
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PlaymatApi.updateClueClicker = function(playerColor, val)
return getObjectFromGUID(CLUE_CLICKER_GUIDS[playerColor]).call("updateVal", val)
end
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-- Convenience function to look up a mat's object by color, or get all mats.
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will return all four mats.
---@return: Array of playermat objects. If a single mat is requested, will return a single-element
-- array to simplify processing by consumers.
internal.getMatForColor = function(matColor)
local targetMatGuid = MAT_IDS[matColor]
if targetMatGuid != nil then
return { getObjectFromGUID(targetMatGuid) }
end
if matColor == "All" then
return {
getObjectFromGUID(MAT_IDS.White),
getObjectFromGUID(MAT_IDS.Orange),
getObjectFromGUID(MAT_IDS.Green),
getObjectFromGUID(MAT_IDS.Red),
}
end
end
return PlaymatApi
end
end)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("accessories/CleanUpHelper")
end)
__bundle_register("accessories/CleanUpHelper", function(require, _LOADED, __bundle_register, __bundle_modules)
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--[[ Cleans up the table for the next scenario in a campaign:
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- sets counters to default values (resources and doom) or trauma values (health and sanity, if not disabled) from campaign log
- puts everything on playmats and hands into respective trashcans
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- use the IGNORE_TAG to exclude objects from tidying (default: "CleanUpHelper_Ignore")]]
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local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
local chaosBagApi = require("chaosbag/ChaosBagApi")
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local playAreaApi = require("core/PlayAreaApi")
local playmatApi = require("playermat/PlaymatApi")
local soundCubeApi = require("core/SoundCubeApi")
local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
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-- these objects will be ignored
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local IGNORE_GUIDS = {
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-- big playmat, change image panel and investigator counter
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"b7b45b", "f182ee", "721ba2",
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-- bless/curse manager
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"afa06b", "bd0253", "5933fb",
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-- stuff on agenda/act playmat
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"85c4c6", "4a3aa4", "fea079", "b015d8", "11e0cf", "9f334f", "70b9f6", "0a5a29",
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-- doom/location token bag
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"47ffc3", "170f10",
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-- table
"4ee1f2"
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}
-- objects with this tag will be ignored
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local IGNORE_TAG = "CleanUpHelper_ignore"
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-- colors and order for following tables
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local COLORS = { "White", "Orange", "Green", "Red", "Agenda" }
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-- counter GUIDS (4x damage and 4x horror)
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local DAMAGE_HORROR_GUIDS = {
"eb08d6", "e64eec", "1f5a0a", "591a45",
"468e88", "0257d9", "7b5729", "beb964",
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}
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local campaignLog
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local RESET_VALUES = {}
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-- GUIDS of objects (in order of ownership relating to 'COLORS')
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local PLAYERMAT_GUIDS = { "8b081b", "bd0ff4", "383d8b", "0840d5" }
local RESOURCE_GUIDS = { "4406f0", "816d84", "cd15ac", "a4b60d" }
local TRACKER_GUIDS = { "e598c2", "b4a5f7", "af7ed7", "e74881" }
local CLUE_GUIDS = { "d86b7c", "1769ed", "032300", "37be78" }
local CLUE_CLICKER_GUIDS = { "db85d6", "3f22e5", "891403", "4111de" }
local TRASHCAN_GUIDS = { "147e80", "f7b6c8", "5f896a", "4b8594", "70b9f6" }
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-- values for physics.cast (4 entries for player zones, 5th entry for agenda/act deck, 6th for campaign log)
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local PHYSICS_POSITION = {
{ -54.5, 2, 21 },
{ -54.5, 2, -21 },
{ -27.0, 2, 26 },
{ -27.0, 2, -26 },
{ -02.0, 2, 10 },
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{ -00.0, 2, -27 }
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}
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local PHYSICS_ROTATION = {
270,
270,
0,
180,
270,
0
}
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local PHYSICS_SCALE = {
{ 36.6, 1, 14.5 },
{ 36.6, 1, 14.5 },
{ 34.0, 1, 14.5 },
{ 34.0, 1, 14.5 },
{ 55.0, 1, 13.5 },
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{ 05.0, 1, 05.0 }
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}
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local optionsVisible = false
local options = {}
options["importTrauma"] = true
options["tidyPlayermats"] = true
options["removeDrawnLines"] = false
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local buttonParameters = {}
buttonParameters.function_owner = self
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local loadingFailedBefore = false
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---------------------------------------------------------
-- option loading and GUI setup
---------------------------------------------------------
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function onSave()
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return JSON.encode({ options = options })
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end
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function onLoad(savedData)
if savedData ~= nil then
local loadedData = JSON.decode(savedData)
options = loadedData.options
-- update UI to match saved state
for id, state in pairs(options) do
self.UI.setAttribute(id, "image", state and "option_on" or "option_off")
end
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end
-- index 0: button as label
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buttonParameters.label = "Clean Up Helper"
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buttonParameters.click_function = "none"
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buttonParameters.position = { x = 0, y = 0.1, z = -1.3 }
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buttonParameters.height = 0
buttonParameters.width = 0
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buttonParameters.font_size = 230
buttonParameters.font_color = Color(0, 0, 0)
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self.createButton(buttonParameters)
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-- index 1: option button
buttonParameters.label = "Settings"
buttonParameters.click_function = "showOrHideOptions"
buttonParameters.color = { 0, 0, 0, 0.96 }
buttonParameters.position.z = -0.1
buttonParameters.height = 350
buttonParameters.width = 1000
buttonParameters.font_size = 190
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buttonParameters.font_color = "White"
self.createButton(buttonParameters)
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-- index 2: start button
buttonParameters.label = "Reset play areas"
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buttonParameters.click_function = "cleanUp"
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buttonParameters.position.z = 1.1
buttonParameters.width = 1550
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self.createButton(buttonParameters)
-- create single table for ignoring
for _, v in ipairs(CLUE_GUIDS) do table.insert(IGNORE_GUIDS, v) end
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for _, v in ipairs(CLUE_CLICKER_GUIDS) do table.insert(IGNORE_GUIDS, v) end
for _, v in ipairs(RESOURCE_GUIDS) do table.insert(IGNORE_GUIDS, v) end
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for _, v in ipairs(TRASHCAN_GUIDS) do table.insert(IGNORE_GUIDS, v) end
for _, v in ipairs(PLAYERMAT_GUIDS) do table.insert(IGNORE_GUIDS, v) end
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for _, v in ipairs(DAMAGE_HORROR_GUIDS) do table.insert(IGNORE_GUIDS, v) end
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end
---------------------------------------------------------
-- click functions for option buttons
---------------------------------------------------------
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-- changes the UI state and the internal variable for the togglebuttons
function optionButtonClick(_, id)
local currentState = options[id]
local newState = (currentState and "option_off" or "option_on")
options[id] = not currentState
self.UI.setAttribute(id, "image", newState)
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end
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-- shows or hides the option panel
function showOrHideOptions()
optionsVisible = not optionsVisible
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if optionsVisible then
self.UI.show("options")
else
self.UI.hide("options")
end
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end
---------------------------------------------------------
-- main function
---------------------------------------------------------
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function cleanUp(_, color)
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printToAll("------------------------------", "White")
printToAll("Clean up started!", "Orange")
printToAll("Resetting counters...", "White")
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soundCubeApi.playSoundByName("Vacuum")
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ignoreCustomDataHelper()
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getTrauma()
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-- delay to account for potential state change
Wait.time(function()
updateCounters(RESOURCE_GUIDS, 5, "Resource")
updateCounters(CLUE_CLICKER_GUIDS, 0, "Clue clicker")
updateCounters(DAMAGE_HORROR_GUIDS, RESET_VALUES, "Damage / Horror")
end, 0.2)
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resetSkillTrackers()
resetDoomCounter()
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blessCurseManagerApi.removeAll(color)
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removeLines()
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discardHands()
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tokenSpawnTrackerApi.resetAll()
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chaosBagApi.returnChaosTokens()
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chaosBagApi.releaseAllSealedTokens(color)
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printToAll("Tidying main play area...", "White")
startLuaCoroutine(self, "tidyPlayareaCoroutine")
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end
---------------------------------------------------------
-- modular functions, called by other functions
---------------------------------------------------------
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function updateCounters(tableOfGUIDs, newValues, info)
-- instead of a table, this will be used if just a single value is provided
local singleValue = tonumber(newValues)
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for i, guid in ipairs(tableOfGUIDs) do
local TOKEN = getObjectFromGUID(guid)
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local newValue = singleValue or newValues[i]
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if TOKEN ~= nil then
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TOKEN.call("updateVal", newValue)
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else
printToAll(info .. ": No. " .. i .. " could not be found.", "Yellow")
end
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end
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end
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-- set investigator skill trackers to "1, 1, 1, 1"
function resetSkillTrackers()
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for i, guid in ipairs(TRACKER_GUIDS) do
local obj = getObjectFromGUID(guid)
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if obj ~= nil then
obj.call("updateStats", { 1, 1, 1, 1 })
else
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printToAll("Skill tracker for " .. COLORS[i] .. " playmat could not be found.", "Yellow")
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end
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end
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end
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-- reset doom on agenda
function resetDoomCounter()
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local doomCounter = getObjectFromGUID("85c4c6")
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if doomCounter ~= nil then
doomCounter.call("updateVal")
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else
printToAll("Doom counter could not be found.", "Yellow")
end
end
-- gets the GUID of a custom data helper (if present) and adds it to the ignore list
function ignoreCustomDataHelper()
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local customDataHelper = playAreaApi.getCustomDataHelper()
if customDataHelper then
table.insert(IGNORE_GUIDS, customDataHelper.getGUID())
end
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end
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-- read values for trauma from campaign log if enabled
function getTrauma()
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RESET_VALUES = {
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0, 0, 0, 0,
0, 0, 0, 0
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}
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-- stop here if trauma import is disabled
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if not options["importTrauma"] then
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printToAll("Default values for health and sanity loaded.", "Yellow")
return
end
-- get campaign log
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campaignLog = findObjects(6)[1]
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if campaignLog == nil then
printToAll("Campaign log not found in standard position!", "Yellow")
printToAll("Default values for health and sanity loaded.", "Yellow")
return
end
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campaignLog = campaignLog.hit_object
loadTrauma()
end
-- gets data from campaign log if possible
function loadTrauma()
-- check if "returnTrauma" function exists to avoid calling nil
local trauma = campaignLog.getVar("returnTrauma")
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if trauma ~= nil then
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printToAll("Trauma values found in campaign log!", "Green")
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RESET_VALUES = campaignLog.call("returnTrauma")
loadingFailedBefore = false
elseif loadingFailedBefore then
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printToAll("Trauma values could not be found in campaign log!", "Yellow")
printToAll("Default values for health and sanity loaded.", "Yellow")
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loadingFailedBefore = false
else
-- set campaign log to first state
local stateId = campaignLog.getStateId()
if stateId ~= 1 then
campaignLog = campaignLog.setState(1)
end
loadingFailedBefore = true
-- small delay to account for potential state change
Wait.time(loadTrauma, 0.1)
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end
end
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-- remove drawn lines
function removeLines()
if options["removeDrawnLines"] then
printToAll("Removing vector lines...", "White")
Global.setVectorLines({})
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end
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end
-- discard all hand objects
function discardHands()
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if not options["tidyPlayermats"] then return end
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for i = 1, 4 do
local trashcan = getObjectFromGUID(TRASHCAN_GUIDS[i])
if trashcan == nil then return end
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local hand = Player[playmatApi.getPlayerColor(COLORS[i])].getHandObjects()
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for j = #hand, 1, -1 do
trashcan.putObject(hand[j])
end
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end
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end
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-- clean up for play area
function tidyPlayareaCoroutine()
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local trashcan = getObjectFromGUID(TRASHCAN_GUIDS[5])
local PLAYMATZONE = getObjectFromGUID("a2f932")
if PLAYMATZONE == nil then
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printToAll("Scripting zone for main play area could not be found!", "Red")
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elseif trashcan == nil then
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printToAll("Trashcan for main play area could not be found!", "Red")
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else
for _, obj in ipairs(PLAYMATZONE.getObjects()) do
-- ignore these elements
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if not tableContains(IGNORE_GUIDS, obj.getGUID()) and obj.hasTag(IGNORE_TAG) == false then
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coroutine.yield(0)
trashcan.putObject(obj)
end
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end
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end
printToAll("Tidying playermats and agenda mat...", "White")
startLuaCoroutine(self, "tidyPlayerMatCoroutine")
return 1
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end
-- clean up for the four playermats and the agenda/act playmat
function tidyPlayerMatCoroutine()
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for i = 1, 5 do
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-- only continue for playermat (1-4) if option enabled
if options["tidyPlayermats"] or i == 5 then
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-- delay for animation purpose
for k = 1, 30 do coroutine.yield(0) end
-- get respective trashcan
local trashcan = getObjectFromGUID(TRASHCAN_GUIDS[i])
if trashcan == nil then
printToAll("Trashcan for " .. COLORS[i] .. " playmat could not be found!", "Red")
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return 1
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end
for _, entry in ipairs(findObjects(i)) do
local obj = entry.hit_object
local desc_low = string.lower(obj.getDescription())
-- ignore these elements
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if not tableContains(IGNORE_GUIDS, obj.getGUID()) and obj.hasTag(IGNORE_TAG) == false and
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desc_low ~= "chaos bag" and desc_low ~= "action token" then
coroutine.yield(0)
trashcan.putObject(obj)
-- flip action tokens back to ready
elseif desc_low == "action token" and obj.is_face_down then
obj.flip()
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end
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end
-- reset "activeInvestigatorId"
if i < 5 then
local playermat = getObjectFromGUID(PLAYERMAT_GUIDS[i])
if playermat then
playermat.setVar("activeInvestigatorId", "00000")
end
end
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end
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end
local datahelper = getObjectFromGUID("708279")
if datahelper then
datahelper.setTable("SPAWNED_PLAYER_CARD_GUIDS", {})
end
printToAll("Clean up completed!", "Green")
return 1
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end
---------------------------------------------------------
-- helper functions
---------------------------------------------------------
-- find objects depending on index (1 to 4 for playermats, 5 for agenda/act playmat, 6 for campaign log)
function findObjects(num)
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return Physics.cast({
direction = { 0, 1, 0 },
max_distance = 1,
type = 3,
size = PHYSICS_SCALE[num],
origin = PHYSICS_POSITION[num],
orientation = { 0, PHYSICS_ROTATION[num], 0 },
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debug = false
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})
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end
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-- search a table for a value, return true if found (else returns false)
function tableContains(table, value)
for _, v in ipairs(table) do
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if v == value then
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return true
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end
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end
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return false
end
end)
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__bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local BlessCurseManagerApi = {}
local MANAGER_GUID = "5933fb"
-- removes all taken tokens and resets the counts
BlessCurseManagerApi.removeTakenTokensAndReset = function()
local BlessCurseManager = getObjectFromGUID(MANAGER_GUID)
Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Bless") end, 0.05)
Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Curse") end, 0.10)
Wait.time(function() BlessCurseManager.call("doReset", "White") end, 0.15)
end
-- updates the internal count (called by cards that seal bless/curse tokens)
BlessCurseManagerApi.sealedToken = function(type, guid)
getObjectFromGUID(MANAGER_GUID).call("sealedToken", { type = type, guid = guid })
end
-- updates the internal count (called by cards that seal bless/curse tokens)
BlessCurseManagerApi.releasedToken = function(type, guid)
getObjectFromGUID(MANAGER_GUID).call("releasedToken", { type = type, guid = guid })
end
-- broadcasts the current status for bless/curse tokens
---@param playerColor String Color of the player to show the broadcast to
BlessCurseManagerApi.broadcastStatus = function(playerColor)
getObjectFromGUID(MANAGER_GUID).call("broadcastStatus", playerColor)
end
-- removes all bless / curse tokens from the chaos bag and play
---@param playerColor String Color of the player to show the broadcast to
BlessCurseManagerApi.removeAll = function(playerColor)
getObjectFromGUID(MANAGER_GUID).call("doRemove", playerColor)
end
-- adds Wendy's menu to the hovered card (allows sealing of tokens)
---@param color String Color of the player to show the broadcast to
BlessCurseManagerApi.addWendysMenu = function(playerColor, hoveredObject)
getObjectFromGUID(MANAGER_GUID).call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject })
end
return BlessCurseManagerApi
end
end)
__bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local ChaosBagApi = {}
-- 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
-- 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)
end
return chaosBagContents
end
-- 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.getTable("chaosTokens")
end
-- returns all sealed tokens on cards to the chaos bag
ChaosBagApi.releaseAllSealedTokens = function(playerColor)
return Global.call("releaseAllSealedTokens", playerColor)
end
-- returns all drawn tokens to the chaos bag
ChaosBagApi.returnChaosTokens = function(playerColor)
return Global.call("returnChaosTokens", playerColor)
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
-- 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 Boolean. 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)
ChaosBagApi.drawChaosToken = function(mat, tokenOffset, isRightClick)
return Global.call("drawChaosToken", {mat, tokenOffset, isRightClick})
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
end
end)
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return __bundle_require("__root")