ah_sce_unpacked/unpacked/go_game_piece_black Navigation Overlay Handler 797ede.ttslua

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2023-08-27 21:09:46 -04:00
-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
local loadingPlaceholder = {[{}] = true}
local register
local modules = {}
local require
local loaded = {}
register = function(name, body)
if not modules[name] then
modules[name] = body
end
end
require = function(name)
local loadedModule = loaded[name]
if loadedModule then
if loadedModule == loadingPlaceholder then
return nil
end
else
if not modules[name] then
if not superRequire then
local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
error('Tried to require ' .. identifier .. ', but no such module has been registered')
else
return superRequire(name)
end
end
loaded[name] = loadingPlaceholder
loadedModule = modules[name](require, loaded, register, modules)
loaded[name] = loadedModule
end
return loadedModule
end
return require, loaded, register, modules
end)(nil)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("core/NavigationOverlayHandler")
end)
__bundle_register("core/NavigationOverlayHandler", function(require, _LOADED, __bundle_register, __bundle_modules)
local playmatApi = require("playermat/PlaymatApi")
fullButtonData = {
{ id = "1", width = "84", height = "33", offset = "1 2" }, -- 1. Act/Agenda
{ id = "2", width = "78", height = "69", offset = "1 -62" }, -- 2. Map
{ id = "3", width = "70", height = "36", offset = "-38 -126" }, -- 3. White
{ id = "4", width = "70", height = "36", offset = "38 -126" }, -- 4. Orange
{ id = "5", width = "36", height = "70", offset = "-63 -66" }, -- 5. Green
{ id = "6", width = "36", height = "70", offset = "63 -66" }, -- 6. Red
{ id = "7", width = "38", height = "38", offset = "-65 -3" }, -- 7. Victory
{ id = "8", width = "40", height = "40", offset = "65 -3" }, -- 8. Guide
{ id = "9", width = "56", height = "16", offset = "1 -20" }, -- 9. Player count
{ id = "10", width = "36", height = "16", offset = "1 -102" }, -- 10. Bless/Curse
{ id = "11", width = "168", height = "56", offset = "1 47" }, -- 11. Scenarios
{ id = "12", width = "52", height = "53", offset = "-154 134" }, -- 12. Player card panel
{ id = "13", width = "22", height = "22", offset = "-116 132" }, -- 13. Search card panel
{ id = "14", width = "120", height = "75", offset = "-152 70" }, -- 14. Player card display
{ id = "15", width = "40", height = "54", offset = "-150 -38" }, -- 15. Deck builder
{ id = "16", width = "104", height = "84", offset = "-154 -114" }, -- 16. Rules area
{ id = "17", width = "100", height = "170", offset = "152 72" }, -- 17. Cycle area
{ id = "18", width = "56", height = "60", offset = "182 -124" }, -- 18. Additions
{ id = "19", width = "20", height = "20", offset = "0 150" }, -- 19. Shrink
{ id = "20", width = "20", height = "20", offset = "20 150" }, -- 20. Close
{ id = "21", width = "20", height = "20", offset = "-20 150" } -- 21. Settings
}
playButtonData = {
{ id = "1", width = "80", height = "33", offset = "0 55" },
{ id = "2", width = "78", height = "70", offset = "0 -8" },
{ id = "3", width = "68", height = "32", offset = "-36 -71" },
{ id = "4", width = "68", height = "32", offset = "36 -71" },
{ id = "5", width = "35", height = "66", offset = "-65 -10" },
{ id = "6", width = "35", height = "66", offset = "65 -10" },
{ id = "7", width = "38", height = "38", offset = "-66 52" },
{ id = "8", width = "38", height = "38", offset = "66 52" },
{ id = "9", width = "50", height = "12", offset = "0 33" },
{ id = "10", width = "32", height = "12", offset = "0 -48" },
{ id = "19", width = "20", height = "20", offset = "0 80" },
{ id = "20", width = "20", height = "20", offset = "20 80" },
{ id = "21", width = "20", height = "20", offset = "-20 80" }
}
-- To-Do: dynamically get positions by linking to objects
cameraData = {
{ position = { -1.6, 1.55, 0 }, distance = 18 }, -- 1. Act/Agenda
{ position = { -28, 1.55, 0 }, distance = -1 }, -- 2. Map
{ position = { -31.6, 1.55, 26.4 }, distance = -1 }, -- 3. Green playmat
{ position = { -55, 1.55, 12.05 }, distance = -1 }, -- 4. White playmat
{ position = { -55, 1.55, -11.48 }, distance = -1 }, -- 5. Orange playmat
{ position = { -31.6, 1.55, -26.4 }, distance = -1 }, -- 6. Red playmat
{ position = { -3, 1.55, 30 }, distance = 16 }, -- 7. Victory / SetAside
{ position = { -3, 1.55, -26.76 }, distance = 16 }, -- 8. Guide
{ position = { -11.83, 1.55, 0 }, distance = 10 }, -- 9. Player count
{ position = { -48.35, 1.55, 0 }, distance = 10 }, -- 10. Bless/Curse
{ position = { 12.56, 1.55, 0 }, distance = 45 }, -- 11. Scenarios
{ position = { 57.8, 1.55, 71 }, distance = 22 }, -- 12. Player card panel
{ position = { 60.38, 1.55, 56 }, distance = 10 }, -- 13. Card search panel
{ position = { 27.48, 1.55, 71 }, distance = 35 }, -- 14. Player card area
{ position = { -19.48, 1.55, 71 }, distance = 22 }, -- 15. Deck builder
{ position = { -52.92, 1.55, 71 }, distance = 42 }, -- 16. Rules area
{ position = { 26, 1.55, -71 }, distance = 65 }, -- 17. Cycle area
{ position = { -59.08, 1.55, -83 }, distance = 27 } -- 18. Additions
}
local settingsOpenForColor
local visibility = {}
local claims = {}
local pitch = {}
---------------------------------------------------------
-- save/load functionality
---------------------------------------------------------
function onSave()
return JSON.encode({
visibility = visibility,
claims = claims,
pitch = pitch
})
end
function onLoad(savedData)
if savedData ~= "" then
local loadedData = JSON.decode(savedData)
visibility = loadedData.visibility
claims = loadedData.claims
pitch = loadedData.pitch
else
local allColors = Player.getColors()
for _, color in ipairs(allColors) do
-- default state for claims
claims[color] = {}
-- default state for visibility
visibility[color] = { full = false, play = false }
end
end
createXmlButtons()
updateVisibility()
end
---------------------------------------------------------
-- visibility related functions
---------------------------------------------------------
function cycleVisibility(color)
setVisibility("next", color)
end
function copyVisibility(params)
visibility[params.targetColor] = {
full = visibility[params.startColor].full,
play = visibility[params.startColor].play
}
updateVisibility()
end
function setVisibility(type, color)
if type == "next" then
if visibility[color].full then
visibility[color] = { full = false, play = true }
elseif visibility[color].play then
visibility[color] = { full = false, play = false }
else
visibility[color] = { full = true, play = false }
end
elseif type == "toggle" then
visibility[color] = {
full = not visibility[color].full,
play = not visibility[color].play
}
else
visibility[color] = { full = false, play = false }
end
updateVisibility()
end
-- update XML visibility
function updateVisibility()
local colorString = { full = "", play = "" }
for color, v in pairs(visibility) do
if v.full then
if colorString.full == "" then
colorString.full = color
else
colorString.full = colorString.full .. '|' .. color
end
elseif v.play then
if colorString.play == "" then
colorString.play = color
else
colorString.play = colorString.play .. '|' .. color
end
end
end
-- update the visibility on the XML
UI.setAttribute("navPanelFull", "visibility", colorString.full)
UI.setAttribute("navPanelPlay", "visibility", colorString.play)
UI.setAttribute("navPanelFull", "active", colorString.full ~= "")
UI.setAttribute("navPanelPlay", "active", colorString.play ~= "")
end
---------------------------------------------------------
-- XML button creation
---------------------------------------------------------
function createXmlButtons()
local ui = UI.getXmlTable()
ui = createXmlButtonHelper(ui, {
data = fullButtonData,
id = "navPanelFull",
overlay = "OverlayLarge"
})
ui = createXmlButtonHelper(ui, {
data = playButtonData,
id = "navPanelPlay",
overlay = "OverlaySmall"
})
UI.setXmlTable(ui)
end
-- XML button creation
function createXmlButtonHelper(ui, params)
local color
local guid = self.getGUID()
local xml = findTagWithId(ui, params.id)
-- add basic image
xml.children = { {
tag = "image",
attributes = {
id = "backgroundImage",
image = params.overlay
}
} }
-- add all buttons
for _, d in ipairs(params.data) do
table.insert(xml.children, {
tag = "button",
attributes = {
onClick = guid .. "/buttonClicked",
id = d.id,
height = d.height,
width = d.width,
offsetXY = d.offset,
color = "rgba(0,1,0,0)"
}
})
end
return ui
end
function findTagWithId(ui, id)
for _, obj in ipairs(ui) do
if obj.attributes and obj.attributes.id and obj.attributes.id == id then return obj end
if obj.children then
local result = findTagWithId(obj.children, id)
if result then return result end
end
end
return nil
end
---------------------------------------------------------
-- core functionality
---------------------------------------------------------
-- handles all button clicks
function buttonClicked(player, _, id)
local index = tonumber(id)
if index == 19 then
setVisibility("toggle", player.color)
elseif index == 20 then
setVisibility("close", player.color)
elseif index == 21 then
toggleSettings(player)
else
loadCamera(player, index)
end
end
-- generates a table with rectangular bounds for provided objects
function getDynamicViewBounds(objList)
local count = 0
local totalBounds = {
minX = 0,
maxX = -70,
minZ = 60,
maxZ = -60
}
for _, obj in pairs(objList) do
-- handling for Physics.cast() results
if not obj.type then obj = obj.hit_object end
if not obj.hasTag("CameraZoom_ignore") and not obj.hasTag("CampaignLog") then
count = count + 1
local bounds = obj.getBounds()
local x1 = bounds['center'][1] - bounds['size'][1] / 2
local x2 = bounds['center'][1] + bounds['size'][1] / 2
local z1 = bounds['center'][3] - bounds['size'][3] / 2
local z2 = bounds['center'][3] + bounds['size'][3] / 2
totalBounds.minX = math.min(x1, totalBounds.minX)
totalBounds.maxX = math.max(x2, totalBounds.maxX)
totalBounds.minZ = math.min(z1, totalBounds.minZ)
totalBounds.maxZ = math.max(z2, totalBounds.maxZ)
end
end
-- default values (mainly for play area if nothing is found)
if count == 0 then
totalBounds.minX = -10
totalBounds.maxX = -50
totalBounds.minZ = -20
totalBounds.maxZ = 20
end
totalBounds.middleX = (totalBounds.maxX + totalBounds.minX) / 2
totalBounds.middleZ = (totalBounds.maxZ + totalBounds.minZ) / 2
totalBounds.diffX = totalBounds.maxX - totalBounds.minX
totalBounds.diffZ = totalBounds.maxZ - totalBounds.minZ
return totalBounds
end
-- loads the specified camera for a player
function loadCamera(player, index)
local lookHere
-- dynamic view of the play area
if index == 2 then
-- search the scripting zone on the play area for objects
local bounds = getDynamicViewBounds(getObjectFromGUID("a2f932").getObjects())
lookHere = {
position = { bounds.middleX, 1.55, bounds.middleZ },
yaw = 90,
distance = 0.8 * math.max(bounds.diffX, bounds.diffZ) + 7
}
-- dynamic view of the clicked play mat
elseif index >= 3 and index <= 6 then
local matColorList = { "White", "Orange", "Green", "Red" }
local matColor = matColorList[index - 2] -- mat index 1 - 4
-- check if anyone (except for yourself) has claimed this color
local isClaimed = false
for playerColor, playerTable in pairs(claims) do
if playerColor ~= player.color and playerTable[matColor] then
isClaimed = true
break
end
end
-- swap to that color if it isn't claimed by someone else
if #getSeatedPlayers() == 1 or not isClaimed then
local newPlayerColor = playmatApi.getPlayerColor(matColor)
copyVisibility({ startColor = player.color, targetColor = newPlayerColor })
player.changeColor(newPlayerColor)
end
-- search on the playmat for objects
local bounds = getDynamicViewBounds(playmatApi.searchPlaymat(matColor))
lookHere = {
position = { bounds.middleX, 0, bounds.middleZ },
yaw = playmatApi.returnRotation(matColor).y + 180,
distance = 0.42 * math.max(bounds.diffX, bounds.diffZ) + 7
}
end
-- get default data if no dynamic view (play area or play mat) was loaded
if not lookHere then
lookHere = cameraData[index]
lookHere.yaw = 90
end
-- set pitch to default if not edited
lookHere.pitch = pitch[player.color] or 75
-- delay is to account for colorswap
Wait.frames(function() player.lookAt(lookHere) end, 2)
end
---------------------------------------------------------
-- settings related functionality
---------------------------------------------------------
-- claims a color for a player
function claimColor(player, color)
local currentState = claims[player.color][color]
claims[player.color][color] = not currentState
end
function loadDefaultSettings(player)
-- reset claims for that player
for _, color in ipairs(Player.getColors()) do
claims[player.color][color] = (player.color == color)
end
-- reset pitch for that player
pitch[player.color] = nil
-- update the UI accordingly
updateSettingsUI(player)
end
-- called by clicking a toggle
function toggleSettings(player)
if settingsOpenForColor == player.color then
settingsOpenForColor = nil
UI.setAttribute("navPanelSettings", "active", false)
elseif settingsOpenForColor then
broadcastToColor("Someone else is currently using the settings. Please wait and try again.", player.color, "Yellow")
else
settingsOpenForColor = player.color
updateSettingsUI(player)
UI.setAttribute("navPanelSettings", "visibility", player.color)
UI.setAttribute("navPanelSettings", "active", true)
end
end
-- called by the slider
function updatePitch(player, number)
pitch[player.color] = number
end
-- updates the settings UI for the provided player
function updateSettingsUI(player)
-- update the slider
UI.setAttribute("sliderPitch", "value", pitch[player.color] or 75)
-- update the claims
local matColorList = { "White", "Orange", "Green", "Red" }
for _, matColor in pairs(matColorList) do
UI.setAttribute("claim" .. matColor, "isOn", claims[player.color][matColor] or false)
end
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
-- 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
-- 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
-- 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
PlaymatApi.syncAllCustomizableCards = function()
for _, mat in ipairs(internal.getMatForColor("All")) do
mat.call("syncAllCustomizableCards")
end
end
-- 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)
return __bundle_require("__root")