ah_sce_unpacked/unpacked/Custom_Token Play Area 721ba2.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/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local GUIDReferenceApi = {}
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local function getGuidHandler()
return getObjectFromGUID("123456")
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end
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---@param owner string Parent object for this search
---@param type string Type of object to search for
---@return any: Object reference to the matching object
GUIDReferenceApi.getObjectByOwnerAndType = function(owner, type)
return getGuidHandler().call("getObjectByOwnerAndType", { owner = owner, type = type })
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end
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-- returns all matching objects as a table with references
---@param type string Type of object to search for
---@return table: List of object references to matching objects
GUIDReferenceApi.getObjectsByType = function(type)
return getGuidHandler().call("getObjectsByType", type)
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end
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-- returns all matching objects as a table with references
---@param owner string Parent object for this search
---@return table: List of object references to matching objects
GUIDReferenceApi.getObjectsByOwner = function(owner)
return getGuidHandler().call("getObjectsByOwner", owner)
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end
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-- sends new information to the reference handler to edit the main index
---@param owner string Parent of the object
---@param type string Type of the object
---@param guid string GUID of the object
GUIDReferenceApi.editIndex = function(owner, type, guid)
return getGuidHandler().call("editIndex", {
owner = owner,
type = type,
guid = guid
})
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end
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return GUIDReferenceApi
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end
end)
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__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
local guidReferenceApi = require("core/GUIDReferenceApi")
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local optionPanelApi = require("core/OptionPanelApi")
local playAreaApi = require("core/PlayAreaApi")
local searchLib = require("util/SearchLib")
local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
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local PLAYER_CARD_TOKEN_OFFSETS = {
[1] = {
Vector(0, 3, -0.2)
},
[2] = {
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[3] = {
Vector(0, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[4] = {
Vector(0.4, 3, -0.9),
Vector(-0.4, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[5] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[6] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2)
},
[7] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0, 3, 0.5)
},
[8] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(-0.35, 3, 0.5),
Vector(0.35, 3, 0.5)
},
[9] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5)
},
[10] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0, 3, 1.2)
},
[11] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(-0.35, 3, 1.2),
Vector(0.35, 3, 1.2)
},
[12] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0.7, 3, 1.2),
Vector(0, 3, 1.2),
Vector(-0.7, 3, 1.2)
}
}
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-- stateIDs for the multi-stated resource tokens
local stateTable = {
["resource"] = 1,
["ammo"] = 2,
["bounty"] = 3,
["charge"] = 4,
["evidence"] = 5,
["secret"] = 6,
["supply"] = 7,
["offering"] = 8
}
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-- Table of data extracted from the token source bag, keyed by the Memo on each token which
-- should match the token type keys ("resource", "clue", etc)
local tokenTemplates
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local playerCardData
local locationData
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local TokenManager = { }
local internal = { }
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-- Spawns tokens for the card. This function is built to just throw a card at it and let it do
-- the work once a card has hit an area where it might spawn tokens. It will check to see if
-- the card has already spawned, find appropriate data from either the uses metadata or the Data
-- Helper, and spawn the tokens.
---@param card tts__Object Card to maybe spawn tokens for
---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
TokenManager.spawnForCard = function(card, extraUses)
if tokenSpawnTrackerApi.hasSpawnedTokens(card.getGUID()) then
return
end
local metadata = JSON.decode(card.getGMNotes())
if metadata ~= nil then
internal.spawnTokensFromUses(card, extraUses)
else
internal.spawnTokensFromDataHelper(card)
end
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end
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-- Spawns a set of tokens on the given card.
---@param card tts__Object Card to spawn tokens on
---@param tokenType string Type of token to spawn, for example "damage", "horror" or "resource"
---@param tokenCount number How many tokens to spawn. For damage or horror this value will be set to the
-- spawned state object rather than spawning multiple tokens
---@param shiftDown? number An offset for the z-value of this group of tokens
---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, subType)
local optionPanel = optionPanelApi.getOptions()
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if tokenType == "damage" or tokenType == "horror" then
TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "enabled" then
TokenManager.spawnResourceCounterToken(card, tokenCount)
elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "custom" and tokenCount == 0 then
TokenManager.spawnResourceCounterToken(card, tokenCount)
else
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, subType)
end
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end
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-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror
-- tokens.
---@param card tts__Object Card to spawn tokens on
---@param tokenType string type of token to spawn, valid values are "damage" and "horror". Other
-- types should use spawnMultipleTokens()
---@param tokenValue number Value to set the damage/horror to
TokenManager.spawnCounterToken = function(card, tokenType, tokenValue, shiftDown)
if tokenValue < 1 or tokenValue > 50 then return end
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local pos = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[1][1] + Vector(0, 0, shiftDown))
local rot = card.getRotation()
TokenManager.spawnToken(pos, tokenType, rot, function(spawned) spawned.setState(tokenValue) end)
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end
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TokenManager.spawnResourceCounterToken = function(card, tokenCount)
local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5))
local rot = card.getRotation()
TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned)
spawned.call("updateVal", tokenCount)
end)
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end
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-- Spawns a number of tokens.
---@param tokenType string type of token to spawn, valid values are resource", "doom", or "clue".
-- Other types should use spawnCounterToken()
---@param tokenCount number How many tokens to spawn
---@param shiftDown? number An offset for the z-value of this group of tokens
---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens
TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, subType)
-- not checking the max at this point since clue offsets are calculated dynamically
if tokenCount < 1 then return end
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local offsets = {}
if tokenType == "clue" then
offsets = internal.buildClueOffsets(card, tokenCount)
else
-- only up to 12 offset tables defined
if tokenCount > 12 then return end
for i = 1, tokenCount do
offsets[i] = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[tokenCount][i])
-- Fix the y-position for the spawn, since positionToWorld considers rotation which can
-- have bad results for face up/down differences
offsets[i].y = card.getPosition().y + 0.15
end
end
if shiftDown ~= nil then
-- Copy the offsets to make sure we don't change the static values
local baseOffsets = offsets
offsets = { }
-- get a vector for the shifting (downwards local to the card)
local shiftDownVector = Vector(0, 0, shiftDown):rotateOver("y", card.getRotation().y)
for i, baseOffset in ipairs(baseOffsets) do
offsets[i] = baseOffset + shiftDownVector
end
end
if offsets == nil then
error("couldn't find offsets for " .. tokenCount .. ' tokens')
return
end
-- handling for not provided subtype (for example when spawning from custom data helpers)
if subType == nil then
subType = ""
end
-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
local callback = nil
local stateID = stateTable[string.lower(subType)]
if tokenType == "resource" and stateID ~= nil and stateID ~= 1 then
callback = function(spawned) spawned.setState(stateID) end
end
for i = 1, tokenCount do
TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback)
end
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end
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-- Spawns a single token at the given global position by copying it from the template bag.
---@param position tts__Vector Global position to spawn the token
---@param tokenType string type of token to spawn, valid values are "damage", "horror",
-- "resource", "doom", or "clue"
---@param rotation tts__Vector Rotation to be used for the new token. Only the y-value will be used,
-- x and z will use the default rotation from the source bag
---@param callback? function A callback function triggered after the new token is spawned
TokenManager.spawnToken = function(position, tokenType, rotation, callback)
internal.initTokenTemplates()
local loadTokenType = tokenType
if tokenType == "clue" or tokenType == "doom" then
loadTokenType = "clueDoom"
end
if tokenTemplates[loadTokenType] == nil then
error("Unknown token type '" .. tokenType .. "'")
return
end
local tokenTemplate = tokenTemplates[loadTokenType]
-- Take ONLY the Y-value for rotation, so we don't flip the token coming out of the bag
local rot = Vector(tokenTemplate.Transform.rotX,
270,
tokenTemplate.Transform.rotZ)
if rotation ~= nil then
rot.y = rotation.y
end
if tokenType == "doom" then
rot.z = 180
end
tokenTemplate.Nickname = ""
return spawnObjectData({
data = tokenTemplate,
position = position,
rotation = rot,
callback_function = callback
})
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end
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-- Checks a card for metadata to maybe replenish it
---@param card tts__Object Card object to be replenished
---@param uses table The already decoded metadata.uses (to avoid decoding again)
---@param mat tts__Object The playmat the card is placed on (for rotation and casting)
TokenManager.maybeReplenishCard = function(card, uses, mat)
-- TODO: support for cards with multiple uses AND replenish (as of yet, no official card needs that)
if uses[1].count and uses[1].replenish then
internal.replenishTokens(card, uses, mat)
end
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end
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-- Delegate function to the token spawn tracker. Exists to avoid circular dependencies in some
-- callers.
---@param card tts__Object Card object to reset the tokens for
TokenManager.resetTokensSpawned = function(card)
tokenSpawnTrackerApi.resetTokensSpawned(card.getGUID())
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end
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-- Pushes new player card data into the local copy of the Data Helper player data.
---@param dataTable table Key/Value pairs following the DataHelper style
TokenManager.addPlayerCardData = function(dataTable)
internal.initDataHelperData()
for k, v in pairs(dataTable) do
playerCardData[k] = v
end
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end
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-- Pushes new location data into the local copy of the Data Helper location data.
---@param dataTable table Key/Value pairs following the DataHelper style
TokenManager.addLocationData = function(dataTable)
internal.initDataHelperData()
for k, v in pairs(dataTable) do
locationData[k] = v
end
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end
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-- Checks to see if the given card has location data in the DataHelper
---@param card tts__Object Card to check for data
---@return boolean: True if this card has data in the helper, false otherwise
TokenManager.hasLocationData = function(card)
internal.initDataHelperData()
return internal.getLocationData(card) ~= nil
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end
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internal.initTokenTemplates = function()
if tokenTemplates ~= nil then
return
end
tokenTemplates = {}
local tokenSource = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSource")
for _, tokenTemplate in ipairs(tokenSource.getData().ContainedObjects) do
local tokenName = tokenTemplate.Memo
tokenTemplates[tokenName] = tokenTemplate
end
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end
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-- Copies the data from the DataHelper. Will only happen once.
internal.initDataHelperData = function()
if playerCardData ~= nil then
return
end
local dataHelper = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper")
playerCardData = dataHelper.getTable('PLAYER_CARD_DATA')
locationData = dataHelper.getTable('LOCATIONS_DATA')
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end
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-- Spawn tokens for a card based on the uses metadata. This will consider the face up/down state
-- of the card for both locations and standard cards.
---@param card tts__Object Card to maybe spawn tokens for
---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
internal.spawnTokensFromUses = function(card, extraUses)
local uses = internal.getUses(card)
if uses == nil then return end
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-- go through tokens to spawn
local tokenCount
for i, useInfo in ipairs(uses) do
tokenCount = (useInfo.count or 0) + (useInfo.countPerInvestigator or 0) * playAreaApi.getInvestigatorCount()
if extraUses ~= nil and extraUses[useInfo.type] ~= nil then
tokenCount = tokenCount + extraUses[useInfo.type]
end
-- Shift each spawned group after the first down so they don't pile on each other
TokenManager.spawnTokenGroup(card, useInfo.token, tokenCount, (i - 1) * 0.8, useInfo.type)
end
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
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end
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-- Spawn tokens for a card based on the data helper data. This will consider the face up/down state
-- of the card for both locations and standard cards.
---@param card tts__Object Card to maybe spawn tokens for
internal.spawnTokensFromDataHelper = function(card)
internal.initDataHelperData()
local playerData = internal.getPlayerCardData(card)
if playerData ~= nil then
internal.spawnPlayerCardTokensFromDataHelper(card, playerData)
end
local locationData = internal.getLocationData(card)
if locationData ~= nil then
internal.spawnLocationTokensFromDataHelper(card, locationData)
end
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end
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-- Spawn tokens for a player card using data retrieved from the Data Helper.
---@param card tts__Object Card to maybe spawn tokens for
---@param playerData table Player card data structure retrieved from the DataHelper. Should be
-- the right data for this card.
internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData)
local token = playerData.tokenType
local tokenCount = playerData.tokenCount
TokenManager.spawnTokenGroup(card, token, tokenCount)
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
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end
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-- Spawn tokens for a location using data retrieved from the Data Helper.
---@param card tts__Object Card to maybe spawn tokens for
---@param locationData table Location data structure retrieved from the DataHelper. Should be
-- the right data for this card.
internal.spawnLocationTokensFromDataHelper = function(card, locationData)
local clueCount = internal.getClueCountFromData(card, locationData)
if clueCount > 0 then
TokenManager.spawnTokenGroup(card, "clue", clueCount)
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
end
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end
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internal.getPlayerCardData = function(card)
return playerCardData[card.getName() .. ':' .. card.getDescription()]
or playerCardData[card.getName()]
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end
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internal.getLocationData = function(card)
return locationData[card.getName() .. '_' .. card.getGUID()] or locationData[card.getName()]
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end
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internal.getClueCountFromData = function(card, locationData)
-- Return the number of clues to spawn on this location
if locationData == nil then
error('attempted to get clue for unexpected object: ' .. card.getName())
return 0
end
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if ((card.is_face_down and locationData.clueSide == 'back')
or (not card.is_face_down and locationData.clueSide == 'front')) then
if locationData.type == 'fixed' then
return locationData.value
elseif locationData.type == 'perPlayer' then
return locationData.value * playAreaApi.getInvestigatorCount()
end
error('unexpected location type: ' .. locationData.type)
end
return 0
end
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-- Gets the right uses structure for this card, based on metadata and face up/down state
---@param card tts__Object Card to pull the uses from
internal.getUses = function(card)
local metadata = JSON.decode(card.getGMNotes()) or { }
if metadata.type == "Location" then
if card.is_face_down and metadata.locationBack ~= nil then
return metadata.locationBack.uses
elseif not card.is_face_down and metadata.locationFront ~= nil then
return metadata.locationFront.uses
end
elseif not card.is_face_down then
return metadata.uses
end
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return nil
end
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-- Dynamically create positions for clues on a card.
---@param card tts__Object Card the clues will be placed on
---@param count number How many clues?
---@return table: Array of global positions to spawn the clues at
internal.buildClueOffsets = function(card, count)
local pos = card.getPosition()
local cluePositions = { }
for i = 1, count do
local row = math.floor(1 + (i - 1) / 4)
local column = (i - 1) % 4
table.insert(cluePositions, Vector(pos.x + 1.5 - 0.55 * row, pos.y + 0.15, pos.z - 0.825 + 0.55 * column))
end
return cluePositions
end
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---@param card tts__Object Card object to be replenished
---@param uses table The already decoded metadata.uses (to avoid decoding again)
---@param mat tts__Object The playmat the card is placed on (for rotation and casting)
internal.replenishTokens = function(card, uses, mat)
local cardPos = card.getPosition()
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-- don't continue for cards on the deck (Norman) or in the discard pile
if mat.positionToLocal(cardPos).x < -1 then return end
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-- get current amount of resource tokens on the card
local clickableResourceCounter = nil
local foundTokens = 0
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for _, obj in ipairs(searchLib.onObject(card, "isTileOrToken")) do
local memo = obj.getMemo()
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if (stateTable[memo] or 0) > 0 then
foundTokens = foundTokens + math.abs(obj.getQuantity())
obj.destruct()
elseif memo == "resourceCounter" then
foundTokens = obj.getVar("val")
clickableResourceCounter = obj
break
end
end
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-- this is the theoretical new amount of uses (to be checked below)
local newCount = foundTokens + uses[1].replenish
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-- if there are already more uses than the replenish amount, keep them
if foundTokens > uses[1].count then
newCount = foundTokens
-- only replenish up until the replenish amount
elseif newCount > uses[1].count then
newCount = uses[1].count
end
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-- update the clickable counter or spawn a group of tokens
if clickableResourceCounter then
clickableResourceCounter.call("updateVal", newCount)
else
TokenManager.spawnTokenGroup(card, uses[1].token, newCount, _, uses[1].type)
end
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end
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return TokenManager
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end
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end)
__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SearchLib = {}
local filterFunctions = {
isActionToken = function(x) return x.getDescription() == "Action Token" end,
isCard = function(x) return x.type == "Card" end,
isDeck = function(x) return x.type == "Deck" end,
isCardOrDeck = function(x) return x.type == "Card" or x.type == "Deck" end,
isClue = function(x) return x.memo == "clueDoom" and x.is_face_down == false end,
isTileOrToken = function(x) return x.type == "Tile" end
}
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-- performs the actual search and returns a filtered list of object references
---@param pos tts__Vector Global position
---@param rot? tts__Vector Global rotation
---@param size table Size
---@param filter? string Name of the filter function
---@param direction? table Direction (positive is up)
---@param maxDistance? number Distance for the cast
local function returnSearchResult(pos, rot, size, filter, direction, maxDistance)
local filterFunc
if filter then
filterFunc = filterFunctions[filter]
end
local searchResult = Physics.cast({
origin = pos,
direction = direction or { 0, 1, 0 },
orientation = rot or { 0, 0, 0 },
type = 3,
size = size,
max_distance = maxDistance or 0
})
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-- filtering the result
local objList = {}
for _, v in ipairs(searchResult) do
if not filter or filterFunc(v.hit_object) then
table.insert(objList, v.hit_object)
end
end
return objList
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end
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-- searches the specified area
SearchLib.inArea = function(pos, rot, size, filter)
return returnSearchResult(pos, rot, size, filter)
end
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-- searches the area on an object
SearchLib.onObject = function(obj, filter)
pos = obj.getPosition()
size = obj.getBounds().size:setAt("y", 1)
return returnSearchResult(pos, _, size, filter)
end
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-- searches the specified position (a single point)
SearchLib.atPosition = function(pos, filter)
size = { 0.1, 2, 0.1 }
return returnSearchResult(pos, _, size, filter)
end
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-- searches below the specified position (downwards until y = 0)
SearchLib.belowPosition = function(pos, filter)
direction = { 0, -1, 0 }
maxDistance = pos.y
return returnSearchResult(pos, _, size, filter, direction, maxDistance)
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end
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return SearchLib
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end
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end)
__bundle_register("core/OptionPanelApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local OptionPanelApi = {}
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-- loads saved options
---@param options table Set a new state for the option table
OptionPanelApi.loadSettings = function(options)
return Global.call("loadSettings", options)
end
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---@return any: Table of option panel state
OptionPanelApi.getOptions = function()
return Global.getTable("optionPanel")
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end
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return OptionPanelApi
end
end)
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlayAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getPlayArea()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
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end
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local function getInvestigatorCounter()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
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end
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-- Returns the current value of the investigator counter from the playmat
---@return number: Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getInvestigatorCounter().getVar("val")
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end
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-- Updates the current value of the investigator counter from the playmat
---@param count number Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
getInvestigatorCounter().call("updateVal", count)
end
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
---@param playerColor string Color of the player requesting the shift for messages
PlayAreaApi.shiftContentsUp = function(playerColor)
getPlayArea().call("shiftContentsUp", playerColor)
end
PlayAreaApi.shiftContentsDown = function(playerColor)
getPlayArea().call("shiftContentsDown", playerColor)
end
PlayAreaApi.shiftContentsLeft = function(playerColor)
getPlayArea().call("shiftContentsLeft", playerColor)
end
PlayAreaApi.shiftContentsRight = function(playerColor)
getPlayArea().call("shiftContentsRight", playerColor)
end
---@param state boolean This controls whether location connections should be drawn
PlayAreaApi.setConnectionDrawState = function(state)
getPlayArea().call("setConnectionDrawState", state)
end
---@param color string Connection color to be used for location connections
PlayAreaApi.setConnectionColor = function(color)
getPlayArea().call("setConnectionColor", color)
end
-- Event to be called when the current scenario has changed
---@param scenarioName string Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getPlayArea().call("onScenarioChanged", scenarioName)
end
-- Sets this playmat's snap points to limit snapping to locations or not.
-- If matchTypes is false, snap points will be reset to snap all cards.
---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getPlayArea().call("setLimitSnapsByType", matchCardTypes)
end
-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
-- cards before they're destroyed by entering the container
PlayAreaApi.tryObjectEnterContainer = function(container, object)
getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
end
-- counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getPlayArea().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 getPlayArea().call("highlightMissingData", state)
end
-- highlights all locations in the play area with VP
---@param state boolean True if highlighting should be enabled
PlayAreaApi.highlightCountedVP = function(state)
return getPlayArea().call("countVP", state)
end
-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getPlayArea().call("isInPlayArea", object)
end
PlayAreaApi.getSurface = function()
return getPlayArea().getCustomObject().image
end
PlayAreaApi.updateSurface = function(url)
return getPlayArea().call("updateSurface", url)
end
-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
-- data to the local token manager instance.
---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
PlayAreaApi.updateLocations = function(args)
getPlayArea().call("updateLocations", args)
end
PlayAreaApi.getCustomDataHelper = function()
return getPlayArea().getVar("customDataHelper")
end
return PlayAreaApi
end
end)
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenSpawnTracker = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getSpawnTracker()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSpawnTracker")
end
TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
return getSpawnTracker().call("hasSpawnedTokens", cardGuid)
end
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
return getSpawnTracker().call("markTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
return getSpawnTracker().call("resetTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetAllAssetAndEvents = function()
return getSpawnTracker().call("resetAllAssetAndEvents")
end
TokenSpawnTracker.resetAllLocations = function()
return getSpawnTracker().call("resetAllLocations")
end
TokenSpawnTracker.resetAll = function()
return getSpawnTracker().call("resetAll")
end
return TokenSpawnTracker
end
end)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("core/PlayArea")
end)
__bundle_register("core/PlayArea", function(require, _LOADED, __bundle_register, __bundle_modules)
local guidReferenceApi = require("core/GUIDReferenceApi")
local searchLib = require("util/SearchLib")
local tokenManager = require("core/token/TokenManager")
-- Location connection directional options
local BIDIRECTIONAL = 0
local ONE_WAY = 1
local INCOMING_ONE_WAY = 2
-- Connector draw parameters
local CONNECTION_THICKNESS = 0.015
local DRAGGING_CONNECTION_THICKNESS = 0.15
local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 }
local DIRECTIONAL_ARROW_DISTANCE = 3.5
local ARROW_ARM_LENGTH = 0.9
local ARROW_ANGLE = 25
-- Height to draw the connector lines, places them just above the table and always below cards
local CONNECTION_LINE_Y = 1.529
-- used for recreating the link to a custom data helper after image change
customDataHelper = nil
local DEFAULT_URL = "http://cloud-3.steamusercontent.com/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
local SHIFT_OFFSETS = {
left = { x = 0.00, y = 0, z = 7.67 },
right = { x = 0.00, y = 0, z = -7.67 },
up = { x = 6.54, y = 0, z = 0.00 },
down = { x = -6.54, y = 0, z = 0.00 }
}
local SHIFT_EXCLUSION = {
["b7b45b"] = true,
["f182ee"] = true,
["721ba2"] = true
}
local LOC_LINK_EXCLUDE_SCENARIOS = {
["The Witching Hour"] = true,
["The Heart of Madness"] = true
}
local locations = {}
local locationConnections = {}
local draggingGuids = {}
local missingData = {}
local collisionEnabled = false
local currentScenario, connectionsEnabled
---------------------------------------------------------
-- general code
---------------------------------------------------------
function onSave()
return JSON.encode({
trackedLocations = locations,
currentScenario = currentScenario,
connectionColor = connectionColor,
connectionsEnabled = connectionsEnabled
})
end
function onLoad(savedData)
self.interactable = false -- this needs to be here since the playarea will be reloaded when the image changes
local loadedData = JSON.decode(savedData) or {}
locations = loadedData.trackedLocations or {}
currentScenario = loadedData.currentScenario
connectionColor = loadedData.connectionColor or { 0.4, 0.4, 0.4, 1 }
connectionsEnabled = loadedData.connectionsEnabled or true
Wait.time(function() collisionEnabled = true end, 0.1)
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
function updateLocations(args)
customDataHelper = getObjectFromGUID(args[1])
if customDataHelper ~= nil then
tokenManager.addLocationData(customDataHelper.getTable("LOCATIONS_DATA"))
end
end
-- sets the image of the playarea
function updateSurface(newURL)
local customInfo = self.getCustomObject()
if newURL ~= "" and newURL ~= nil and newURL ~= DEFAULT_URL then
customInfo.image = newURL
broadcastToAll("New Playarea Image Applied", { 0.2, 0.9, 0.2 })
else
customInfo.image = DEFAULT_URL
broadcastToAll("Default Playarea Image Applied", { 0.2, 0.9, 0.2 })
end
self.setCustomObject(customInfo)
local guid = nil
if customDataHelper then guid = customDataHelper.getGUID() end
self.reload()
if guid ~= nil then
Wait.time(function() updateLocations({ guid }) end, 1)
end
end
-- TTS event, called for each object that is placed on the playarea
function onCollisionEnter(collisionInfo)
if not collisionEnabled then return end
local object = collisionInfo.collision_object
if object.type == "Deck" then
table.insert(missingData, object)
end
-- only continue for cards
if object.type ~= "Card" then return end
-- check if we should spawn clues here and do so according to playercount
if shouldSpawnTokens(object) then
tokenManager.spawnForCard(object)
end
-- If this card was being dragged, clear the dragging connections. A multi-drag/drop may send
-- the dropped card immediately into a deck, so this has to be done here
if draggingGuids[object.getGUID()] ~= nil then
object.setVectorLines({})
draggingGuids[object.getGUID()] = nil
end
maybeTrackLocation(object)
end
function shouldSpawnTokens(card)
local metadata = JSON.decode(card.getGMNotes())
if metadata == nil then
return tokenManager.hasLocationData(card)
end
return metadata.type == "Location"
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or metadata.type == "Enemy"
or metadata.type == "Treachery"
or metadata.weakness
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-- hardcoded IDs for "Makeshift Trap" and "Shrine of the Moirai"
-- these cards are events with uses, that attach to encounter cards and thus will enter play in the playarea
-- TODO: probably turn this into a metadata field if we get more cards like that
or metadata.id == "07310"
or metadata.id == "09100"
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end
function onCollisionExit(collisionInfo)
maybeUntrackLocation(collisionInfo.collision_object)
end
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-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
function onObjectDestroy(object)
maybeUntrackLocation(object)
end
function onObjectPickUp(player, object)
-- only continue for cards
local objType = object.name
if objType ~= "Card" and objType ~= "CardCustom" then return end
-- onCollisionExit USUALLY fires first, so we have to check the card to see if it's a location we
-- should be tracking
if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
local pickedUpGuid = object.getGUID()
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local metadata = JSON.decode(object.getGMNotes()) or {}
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if metadata.type == "Location" then
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-- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in
-- the same frame). This causes a mismatch in the data between dragging the on-table, and
-- that one frame draws connectors on the card which then show up as shadows for snap points.
-- Waiting ensures we always do thing in the expected Exit->PickUp order
Wait.frames(function()
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if object.is_face_down then
draggingGuids[pickedUpGuid] = metadata.locationBack
else
draggingGuids[pickedUpGuid] = metadata.locationFront
end
rebuildConnectionList()
end, 2)
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end
end
end
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function onUpdate()
-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
-- connection list once, and only redraw once
local needsConnectionRebuild = false
local needsConnectionDraw = false
for guid, _ in pairs(draggingGuids) do
local obj = getObjectFromGUID(guid)
if obj == nil or not isInPlayArea(obj) then
draggingGuids[guid] = nil
needsConnectionRebuild = true
-- If object still exists then it's been dragged outside the area and needs to clear the
-- lines attached to it
if obj ~= nil then
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obj.setVectorLines({})
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end
end
-- Even if the last location left the play area, need one last draw to clear the lines
needsConnectionDraw = true
end
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if needsConnectionRebuild then
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rebuildConnectionList()
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end
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if needsConnectionDraw then
drawDraggingConnections()
end
end
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-- Checks the given card and adds it to the list of locations tracked for connection purposes.
-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
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---@param card tts__Object A card object, possibly a location.
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function maybeTrackLocation(card)
-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
-- Ignore any collision where the centerpoint isn't in the area
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if isInPlayArea(card) then
local metadata = JSON.decode(card.getGMNotes())
if metadata == nil then
table.insert(missingData, card)
else
if metadata.type == "Location" then
if card.is_face_down then
locations[card.getGUID()] = metadata.locationBack
else
locations[card.getGUID()] = metadata.locationFront
end
-- only draw connection lines for not-excluded scenarios
if showLocationLinks() then
rebuildConnectionList()
drawBaseConnections()
end
end
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end
end
end
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-- Stop tracking a location for connection drawing. This should be called for both collision exit
-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
-- be cleared in the next onUpdate() cycle.
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---@param card tts__Object Card to (maybe) stop tracking
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function maybeUntrackLocation(card)
-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
-- area. If the object is now locked, don't remove it.
if locations[card.getGUID()] ~= nil and not card.locked then
locations[card.getGUID()] = nil
rebuildConnectionList()
drawBaseConnections()
end
end
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-- Global event handler, delegated from Global. Clears any connection lines from dragged cards
-- before they are destroyed by entering a deck. Removal of the card from the dragging list will
-- be handled during the next onUpdate() call.
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function tryObjectEnterContainer()
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for draggedGuid, _ in pairs(draggingGuids) do
local draggedObj = getObjectFromGUID(draggedGuid)
if draggedObj ~= nil then
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draggedObj.setVectorLines({})
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end
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end
end
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-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
-- This will update the connection information and store it in the locationConnections data member,
-- but does not draw those connections. This should often be followed by a call to
-- drawBaseConnections()
function rebuildConnectionList()
if not showLocationLinks() then
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locationConnections = {}
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return
end
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local iconCardList = {}
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-- Build a list of cards with each icon as their location ID
for cardId, metadata in pairs(draggingGuids) do
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buildLocListByIcon(cardId, iconCardList, metadata)
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end
for cardId, metadata in pairs(locations) do
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buildLocListByIcon(cardId, iconCardList, metadata)
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end
-- Pair up all the icons
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locationConnections = {}
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for cardId, metadata in pairs(draggingGuids) do
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buildConnection(cardId, iconCardList, metadata)
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end
for cardId, metadata in pairs(locations) do
if draggingGuids[cardId] == nil then
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buildConnection(cardId, iconCardList, metadata)
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end
end
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end
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-- Extracts the card's icon string into a list of individual location icons
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---@param cardId string GUID of the card to pull the icon data from
---@param iconCardList table A table of icon->GUID list. Mutable, will be updated by this method
---@param locData table A table containing the metadata for the card (for the correct side)
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function buildLocListByIcon(cardId, iconCardList, locData)
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if locData ~= nil and locData.icons ~= nil then
for icon in string.gmatch(locData.icons, "%a+") do
if iconCardList[icon] == nil then
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iconCardList[icon] = {}
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end
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table.insert(iconCardList[icon], cardId)
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end
end
end
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-- Builds the connections for the given cardID by finding matching icons and adding them to the
-- Playarea's locationConnections table.
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---@param cardId string GUID of the card to build the connections for
---@param iconCardList table A table of icon->GUID List. Used to find matching icons for connections.
---@param locData table A table containing the metadata for the card (for the correct side)
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function buildConnection(cardId, iconCardList, locData)
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if locData ~= nil and locData.connections ~= nil then
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locationConnections[cardId] = {}
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for icon in string.gmatch(locData.connections, "%a+") do
if iconCardList[icon] ~= nil then
for _, connectedGuid in ipairs(iconCardList[icon]) do
-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
if locationConnections[connectedGuid] ~= nil
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and (locationConnections[connectedGuid][cardId] == ONE_WAY
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or locationConnections[connectedGuid][cardId] == BIDIRECTIONAL) then
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locationConnections[connectedGuid][cardId] = BIDIRECTIONAL
locationConnections[cardId][connectedGuid] = nil
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else
if locationConnections[connectedGuid] == nil then
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locationConnections[connectedGuid] = {}
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end
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locationConnections[cardId][connectedGuid] = ONE_WAY
locationConnections[connectedGuid][cardId] = INCOMING_ONE_WAY
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end
end
end
end
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end
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end
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-- Draws the lines for connections currently in locationConnections but not in draggingGuids.
-- Constructed vectors will be set to the playmat
function drawBaseConnections()
if not showLocationLinks() then
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locationConnections = {}
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self.setVectorLines({})
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return
end
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local cardConnectionLines = {}
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for originGuid, targetGuids in pairs(locationConnections) do
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
-- object checks are conservative just to make sure.
local origin = getObjectFromGUID(originGuid)
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if draggingGuids[originGuid] == nil and origin ~= nil then
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for targetGuid, direction in pairs(targetGuids) do
local target = getObjectFromGUID(targetGuid)
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if draggingGuids[targetGuid] == nil and target ~= nil then
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-- Since we process the full list, we're guaranteed to hit any ONE_WAY connections later
-- so we can ignore INCOMING_ONE_WAY
if direction == BIDIRECTIONAL then
addBidirectionalVector(origin, target, self, cardConnectionLines)
elseif direction == ONE_WAY then
addOneWayVector(origin, target, self, cardConnectionLines)
end
end
end
end
end
self.setVectorLines(cardConnectionLines)
end
-- Draws the lines for cards which are currently being dragged.
function drawDraggingConnections()
if not showLocationLinks() then
return
end
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local cardConnectionLines = {}
local ownedVectors = {}
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for originGuid, _ in pairs(draggingGuids) do
targetGuids = locationConnections[originGuid]
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
-- object checks are conservative just to make sure.
local origin = getObjectFromGUID(originGuid)
if draggingGuids[originGuid] and origin ~= nil and targetGuids ~= nil then
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ownedVectors[originGuid] = {}
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for targetGuid, direction in pairs(targetGuids) do
local target = getObjectFromGUID(targetGuid)
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if target ~= nil then
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if direction == BIDIRECTIONAL then
addBidirectionalVector(origin, target, origin, ownedVectors[originGuid])
elseif direction == ONE_WAY then
addOneWayVector(origin, target, origin, ownedVectors[originGuid])
elseif direction == INCOMING_ONE_WAY and not draggingGuids[targetGuid] then
addOneWayVector(target, origin, origin, ownedVectors[originGuid])
end
end
end
end
end
for ownerGuid, vectors in pairs(ownedVectors) do
local card = getObjectFromGUID(ownerGuid)
card.setVectorLines(vectors)
end
end
-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
-- given lines list.
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---@param card1 tts__Object One of the card objects to connect
---@param card2 tts__Object The other card object to connect
---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines table List of vector line elements. Mutable, will be updated to add this connector
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function addBidirectionalVector(card1, card2, vectorOwner, lines)
local cardPos1 = card1.getPosition()
local cardPos2 = card2.getPosition()
cardPos1.y = CONNECTION_LINE_Y
cardPos2.y = CONNECTION_LINE_Y
local pos1 = vectorOwner.positionToLocal(cardPos1)
local pos2 = vectorOwner.positionToLocal(cardPos2)
table.insert(lines, {
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points = { pos1, pos2 },
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color = vectorOwner == self and connectionColor or DRAGGING_CONNECTION_COLOR,
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thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
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})
end
-- Draws a one-way location connection between the two cards, adding the lines to do so to the
-- given lines list. Arrows will point towards the target card.
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---@param origin tts__Object Origin card in the connection
---@param target tts__Object Target card object to connect
---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines table List of vector line elements. Mutable, will be updated to add this connector
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function addOneWayVector(origin, target, vectorOwner, lines)
-- Start with the BiDi then add the arrow lines to it
addBidirectionalVector(origin, target, vectorOwner, lines)
local originPos = origin.getPosition()
local targetPos = target.getPosition()
originPos.y = CONNECTION_LINE_Y
targetPos.y = CONNECTION_LINE_Y
-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
-- taller than they are wide
local heading = Vector(originPos):sub(targetPos):heading("y")
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local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
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-- Calculate the three possible arrow positions. These are offset by half the arrow length to
-- make them visually balanced by keeping the arrows centered, not tracking the point
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local midpoint = Vector(originPos):add(targetPos):scale(0.5):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
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local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
addArrowLines(midpoint, originPos, vectorOwner, lines)
else
addArrowLines(closeToOrigin, originPos, vectorOwner, lines)
addArrowLines(closeToTarget, originPos, vectorOwner, lines)
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end
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end
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-- Draws an arrowhead at the given position.
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---@param arrowheadPos tts__Vector Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
---@param originPos tts__Vector Origin point of the connection, used to position the arrow arms
---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
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--- positioning and scaling, as well as highlighting connections during a drag operation
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---@param lines table List of vector line elements. Mutable, will be updated to add this arrow
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function addArrowLines(arrowheadPos, originPos, vectorOwner, lines)
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local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
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local head = vectorOwner.positionToLocal(arrowheadPos)
local arm1 = vectorOwner.positionToLocal(arrowArm1)
local arm2 = vectorOwner.positionToLocal(arrowArm2)
table.insert(lines, {
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points = { arm1, head, arm2 },
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color = vectorOwner == self and connectionColor or DRAGGING_CONNECTION_COLOR,
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thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
})
end
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
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-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
---@param playerColor string Color of the player requesting the shift. Used solely to send an error
--- message in the unlikely case that the scripting zone has been deleted
function shiftContentsUp(playerColor)
shiftContents(playerColor, "up")
end
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function shiftContentsDown(playerColor)
shiftContents(playerColor, "down")
end
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function shiftContentsLeft(playerColor)
shiftContents(playerColor, "left")
end
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function shiftContentsRight(playerColor)
shiftContents(playerColor, "right")
end
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function shiftContents(playerColor, direction)
local zone = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaZone")
if not zone then
broadcastToColor("Scripting zone couldn't be found.", playerColor, "Red")
return
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end
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for _, object in ipairs(zone.getObjects()) do
if not (SHIFT_EXCLUSION[object.getGUID()] or object.hasTag("displacement_excluded")) then
object.translate(SHIFT_OFFSETS[direction])
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end
end
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Wait.time(drawBaseConnections, 0.1)
end
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-- Check to see if the given object is within the bounds of the play area, based solely on the X and
-- Z coordinates, ignoring height
---@param object tts__Object Object to check
---@return boolean: True if the object is inside the play area
function isInPlayArea(object)
local bounds = self.getBounds()
local position = object.getPosition()
-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2 }
local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2 }
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return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
end
function onScenarioChanged(scenarioName)
currentScenario = scenarioName
if not showLocationLinks() then
broadcastToAll("Automatic location connections not available for this scenario")
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end
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end
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function showLocationLinks()
return not LOC_LINK_EXCLUDE_SCENARIOS[currentScenario] and connectionsEnabled
end
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-- Sets this playmat's snap points to limit snapping to locations or not.
-- If matchTypes is false, snap points will be reset to snap all cards.
---@param matchTypes boolean Whether snap points should only snap for the matching card types.
function setLimitSnapsByType(matchTypes)
local snaps = self.getSnapPoints()
for i, snap in ipairs(snaps) do
local snapTags = snaps[i].tags
if matchTypes then
if snapTags == nil then
snaps[i].tags = { "Location" }
else
table.insert(snaps[i].tags, "Location")
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end
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else
snaps[i].tags = nil
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end
end
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self.setSnapPoints(snaps)
end
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-- called by the option panel to enabled / disable location connections
function setConnectionDrawState(state)
connectionsEnabled = state
rebuildConnectionList()
drawBaseConnections()
end
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-- called by the option panel to edit the location connection color
function setConnectionColor(color)
connectionColor = color
rebuildConnectionList()
drawBaseConnections()
end
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-- count victory points on locations in play area
---@param highlightOff boolean True if highlighting should be enabled
---@return. Returns the total amount of VP found in the play area
function countVP(highlightOff)
local totalVP = 0
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for cardId, metadata in pairs(locations) do
local card = getObjectFromGUID(cardId)
if metadata ~= nil and card ~= nil then
if highlightOff == true then
card.highlightOff("Green")
end
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local cardVP = tonumber(metadata.victory) or 0
if cardVP ~= 0 and not cardHasClues(card) then
totalVP = totalVP + cardVP
if highlightOff == false then
card.highlightOn("Green")
end
end
end
end
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return totalVP
end
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-- checks if a card has clues on it, returns true if clues are on it
---@param card tts__Object Card to check for clues
function cardHasClues(card)
local searchResult = searchLib.onObject(card, "isClue")
return #searchResult > 0
end
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-- highlights all locations in the play area without metadata
---@param state boolean True if highlighting should be enabled
function highlightMissingData(state)
for i, obj in pairs(missingData) do
if obj ~= nil then
if state then
obj.highlightOff("Red")
else
obj.highlightOn("Red")
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end
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else
missingData[i] = nil
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end
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end
end
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-- rebuilds local snap points (could be useful in the future again)
function buildSnaps()
local upperleft = { x = 1.53, z = -1.09 }
local lowerright = { x = -1.53, z = 1.55 }
local snaps = {}
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-- creates 81 snap points, for uneven rows + columns it makes a rotation snap point
for i = 1, 9 do
for j = 1, 9 do
local snap = {}
snap.position = {}
snap.position.x = round(upperleft.x - (upperleft.x - lowerright.x) * (i - 1) / 8, 3)
snap.position.y = 0.1
snap.position.z = round(upperleft.z - (upperleft.z - lowerright.z) * (j - 1) / 8, 3)
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-- enable rotation snaps for uneven rows / columns
if (i % 2 ~= 0) and (j % 2 ~= 0) then
snap.rotation = { 0, 0, 0 }
snap.rotation_snap = true
end
table.insert(snaps, snap)
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end
end
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self.setSnapPoints(snaps)
end
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-- utility function
function round(num, numDecimalPlaces)
local mult = 10 ^ (numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
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end
end)
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return __bundle_require("__root")