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("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("accessories/CleanUpHelper")
end)
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__bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local BlessCurseManagerApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getManager()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "BlessCurseManager")
end
-- removes all taken tokens and resets the counts
BlessCurseManagerApi.removeTakenTokensAndReset = function()
local BlessCurseManager = getManager()
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)
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---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
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BlessCurseManagerApi.sealedToken = function(type, guid)
getManager().call("sealedToken", { type = type, guid = guid })
end
-- updates the internal count (called by cards that seal bless/curse tokens)
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---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
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BlessCurseManagerApi.releasedToken = function(type, guid)
getManager().call("releasedToken", { type = type, guid = guid })
end
-- updates the internal count (called by cards that seal bless/curse tokens)
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---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
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BlessCurseManagerApi.returnedToken = function(type, guid)
getManager().call("returnedToken", { type = type, guid = guid })
end
-- broadcasts the current status for bless/curse tokens
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---@param playerColor string Color of the player to show the broadcast to
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BlessCurseManagerApi.broadcastStatus = function(playerColor)
getManager().call("broadcastStatus", playerColor)
end
-- removes all bless / curse tokens from the chaos bag and play
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---@param playerColor string Color of the player to show the broadcast to
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BlessCurseManagerApi.removeAll = function(playerColor)
getManager().call("doRemove", playerColor)
end
-- adds bless / curse sealing to the hovered card
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---@param playerColor string Color of the player to show the broadcast to
---@param hoveredObject tts__Object Hovered object
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BlessCurseManagerApi.addBlurseSealingMenu = function(playerColor, hoveredObject)
getManager().call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject })
end
return BlessCurseManagerApi
end
end)
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__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local GUIDReferenceApi = {}
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local function getGuidHandler()
return getObjectFromGUID("123456")
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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)
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
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local TokenSpawnTracker = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getSpawnTracker()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSpawnTracker")
end
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TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
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return getSpawnTracker().call("hasSpawnedTokens", cardGuid)
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end
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
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return getSpawnTracker().call("markTokensSpawned", cardGuid)
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end
TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
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return getSpawnTracker().call("resetTokensSpawned", cardGuid)
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end
TokenSpawnTracker.resetAllAssetAndEvents = function()
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return getSpawnTracker().call("resetAllAssetAndEvents")
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end
TokenSpawnTracker.resetAllLocations = function()
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return getSpawnTracker().call("resetAllLocations")
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end
TokenSpawnTracker.resetAll = function()
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return getSpawnTracker().call("resetAll")
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end
return TokenSpawnTracker
end
end)
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__bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlaymatApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local searchLib = require("util/SearchLib")
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-- Convenience function to look up a mat's object by color, or get all mats.
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
---@return table: Single-element if only single playmat is requested
local function getMatForColor(matColor)
if matColor == "All" then
return guidReferenceApi.getObjectsByType("Playermat")
else
return { matColor = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat") }
end
end
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-- Returns the color of the closest playmat
---@param startPos table Starting position to get the closest mat from
PlaymatApi.getMatColorByPosition = function(startPos)
local result, smallestDistance
for matColor, mat in pairs(getMatForColor("All")) do
local distance = Vector.between(startPos, mat.getPosition()):magnitude()
if smallestDistance == nil or distance < smallestDistance then
smallestDistance = distance
result = matColor
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end
end
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return result
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end
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-- Returns the color of the player's hand that is seated next to the playmat
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.getPlayerColor = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("playerColor")
end
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end
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-- Returns the color of the playmat that owns the playercolor's hand
---@param handColor string Color of the playmat
PlaymatApi.getMatColor = function(handColor)
for matColor, mat in pairs(getMatForColor("All")) do
local playerColor = mat.getVar("playerColor")
if playerColor == handColor then
return matColor
end
end
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end
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-- Returns if there is the card "Dream-Enhancing Serum" on the requested playmat
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.isDES = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("isDES")
end
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end
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-- Performs a search of the deck area of the requested playmat and returns the result as table
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.getDeckAreaObjects = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("getDeckAreaObjects")
end
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end
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-- Flips the top card of the deck (useful after deck manipulation for Norman Withers)
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.flipTopCardFromDeck = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("flipTopCardFromDeck")
end
end
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-- Returns the position of the discard pile of the requested playmat
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.getDiscardPosition = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("returnGlobalDiscardPosition")
end
end
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-- Transforms a local position into a global position
---@param localPos table Local position to be transformed
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.transformLocalPosition = function(localPos, matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.positionToWorld(localPos)
end
end
-- Returns the rotation of the requested playmat
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.returnRotation = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getRotation()
end
end
-- Returns a table with spawn data (position and rotation) for a helper object
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
---@param helperName string Name of the helper object
PlaymatApi.getHelperSpawnData = function(matColor, helperName)
local resultTable = {}
local localPositionTable = {
["Hand Helper"] = {0.05, 0, -1.182},
["Search Assistant"] = {-0.3, 0, -1.182}
}
for color, mat in pairs(getMatForColor(matColor)) do
resultTable[color] = {
position = mat.positionToWorld(localPositionTable[helperName]),
rotation = mat.getRotation()
}
end
return resultTable
end
-- Triggers the Upkeep for the requested playmat
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
---@param playerColor string Color of the calling player (for messages)
PlaymatApi.doUpkeepFromHotkey = function(matColor, playerColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("doUpkeepFromHotkey", playerColor)
end
end
-- Handles discarding for the requested playmat for the provided list of objects
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
---@param objList table List of objects to discard
PlaymatApi.discardListOfObjects = function(matColor, objList)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("discardListOfObjects", objList)
end
end
-- Returns the active investigator id
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlaymatApi.returnInvestigatorId = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("activeInvestigatorId")
end
end
-- Sets the requested playmat'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 Color of the playmat - White, Orange, Green, Red or All
PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("setLimitSnapsByType", matchCardTypes)
end
end
-- Sets the requested playmat's draw 1 button to visible
---@param isDrawButtonVisible boolean Whether the draw 1 button should be visible or not
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("showDrawButton", isDrawButtonVisible)
end
end
-- Shows or hides the clickable clue counter for the requested playmat
---@param showCounter boolean Whether the clickable counter should be present or not
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
PlaymatApi.clickableClues = function(showCounter, matColor)
for _, mat in pairs(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 playmat
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
PlaymatApi.removeClues = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("removeClues")
end
end
-- Reports the clue count for the requested playmat
---@param useClickableCounters boolean Controls which type of counter is getting checked
PlaymatApi.getClueCount = function(useClickableCounters, matColor)
local count = 0
for _, mat in pairs(getMatForColor(matColor)) do
count = count + mat.call("getClueCount", useClickableCounters)
end
return count
end
-- updates the specified owned counter
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
---@param type string Counter to target
---@param newValue number Value to set the counter to
---@param modifier number If newValue is not provided, the existing value will be adjusted by this modifier
PlaymatApi.updateCounter = function(matColor, type, newValue, modifier)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("updateCounter", { type = type, newValue = newValue, modifier = modifier })
end
end
-- triggers the draw function for the specified playmat
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
---@param number number Amount of cards to draw
PlaymatApi.drawCardsWithReshuffle = function(matColor, number)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("drawCardsWithReshuffle", number)
end
end
-- returns the resource counter amount
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
---@param type string Counter to target
PlaymatApi.getCounterValue = function(matColor, type)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("getCounterValue", type)
end
end
-- returns a list of mat colors that have an investigator placed
PlaymatApi.getUsedMatColors = function()
local localInvestigatorPosition = { x = -1.17, y = 1, z = -0.01 }
local usedColors = {}
for matColor, mat in pairs(getMatForColor("All")) do
local searchPos = mat.positionToWorld(localInvestigatorPosition)
local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck")
if #searchResult > 0 then
table.insert(usedColors, matColor)
end
end
return usedColors
end
-- resets the specified skill tracker to "1, 1, 1, 1"
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
PlaymatApi.resetSkillTracker = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("resetSkillTracker")
end
end
-- finds all objects on the playmat and associated set aside zone and returns a table
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
---@param filter string Name of the filte function (see util/SearchLib)
PlaymatApi.searchAroundPlaymat = function(matColor, filter)
local objList = {}
for _, mat in pairs(getMatForColor(matColor)) do
for _, obj in ipairs(mat.call("searchAroundSelf", filter)) do
table.insert(objList, obj)
end
end
return objList
end
-- Discard a non-hidden card from the corresponding player's hand
---@param matColor string Color of the playmat - White, Orange, Green, Red or All
PlaymatApi.doDiscardOne = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("doDiscardOne")
end
end
-- Triggers the metadata sync for all playmats
PlaymatApi.syncAllCustomizableCards = function()
for _, mat in pairs(getMatForColor("All")) do
mat.call("syncAllCustomizableCards")
end
end
return PlaymatApi
end
end)
__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SearchLib = {}
local filterFunctions = {
isActionToken = function(x) return x.getDescription() == "Action Token" end,
isCard = function(x) return x.type == "Card" end,
isDeck = function(x) return x.type == "Deck" end,
isCardOrDeck = function(x) return x.type == "Card" or x.type == "Deck" end,
isClue = function(x) return x.memo == "clueDoom" and x.is_face_down == false end,
isTileOrToken = function(x) return x.type == "Tile" end
}
-- 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
})
-- 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
end
-- searches the specified area
SearchLib.inArea = function(pos, rot, size, filter)
return returnSearchResult(pos, rot, size, filter)
end
-- 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
-- searches the specified position (a single point)
SearchLib.atPosition = function(pos, filter)
size = { 0.1, 2, 0.1 }
return returnSearchResult(pos, _, size, filter)
end
-- 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)
end
return SearchLib
end
end)
__bundle_register("accessories/CleanUpHelper", function(require, _LOADED, __bundle_register, __bundle_modules)
--[[ Cleans up the table for the next scenario in a campaign:
- 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
- use the IGNORE_TAG to exclude objects from tidying (default: "CleanUpHelper_Ignore")]]
local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
local chaosBagApi = require("chaosbag/ChaosBagApi")
local guidReferenceApi = require("core/GUIDReferenceApi")
local playAreaApi = require("core/PlayAreaApi")
local playmatApi = require("playermat/PlaymatApi")
local searchLib = require("util/SearchLib")
local soundCubeApi = require("core/SoundCubeApi")
local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
-- objects with this tag will be ignored
local IGNORE_TAG = "CleanUpHelper_ignore"
-- colors and order for following tables
local COLORS = { "White", "Orange", "Green", "Red", "Mythos" }
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local campaignLog
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local RESET_VALUES = {}
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local loadingFailedBefore = false
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local optionsVisible = false
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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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---------------------------------------------------------
-- 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)
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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
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Wait.time(updateCounters, 0.2)
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resetDoomCounter()
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blessCurseManagerApi.removeAll(color)
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removeLines()
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discardHands()
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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()
playmatApi.updateCounter("All", "ResourceCounter" , 5)
playmatApi.updateCounter("All", "ClickableClueCounter" , 0)
playmatApi.resetSkillTracker("All")
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for i = 1, 4 do
playmatApi.updateCounter(COLORS[i], "DamageCounter", RESET_VALUES.Damage[i])
playmatApi.updateCounter(COLORS[i], "HorrorCounter", RESET_VALUES.Horror[i])
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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 = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DoomCounter")
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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
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-- adds the ignore tag to the custom data helper
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function ignoreCustomDataHelper()
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local customDataHelper = playAreaApi.getCustomDataHelper()
if customDataHelper then
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customDataHelper.addTag(IGNORE_TAG)
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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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Damage = { 0, 0, 0, 0 },
Horror = { 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 = getObjectsWithTag("CampaignLog")[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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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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trauma = campaignLog.call("returnTrauma")
for i = 1, 8 do
if i < 5 then
RESET_VALUES.Damage[i] = trauma[i]
else
RESET_VALUES.Horror[i-4] = trauma[i]
end
end
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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
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printToAll("Removing global vector lines...", "White")
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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
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local trash = guidReferenceApi.getObjectByOwnerAndType(COLORS[i], "Trash")
if trash == 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
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trash.putObject(hand[j])
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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 trash = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash")
local playAreaZone = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaZone")
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-- reset the playarea image by not providing an image
playAreaApi.updateSurface()
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if playAreaZone == nil then
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printToAll("Scripting zone for main play area could not be found!", "Red")
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elseif trash == nil then
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printToAll("Trashcan for main play area could not be found!", "Red")
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else
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for _, obj in ipairs(playAreaZone.getObjects()) do
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-- ignore these elements
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if obj.hasTag(IGNORE_TAG) == false
and obj.locked == false
and obj.interactable == true then
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coroutine.yield(0)
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trash.putObject(obj)
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end
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end
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end
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printToAll("Tidying playermats and mythos area...", "White")
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startLuaCoroutine(self, "tidyPlayerMatCoroutine")
return 1
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end
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-- clean up for the four playermats and the mythos area
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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
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-- get respective trash
local trash = guidReferenceApi.getObjectByOwnerAndType(COLORS[i], "Trash")
if trash == nil then
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printToAll("Trashcan for " .. COLORS[i] .. " playmat could not be found!", "Red")
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goto continue
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end
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local objList
if i < 5 then
objList = playmatApi.searchAroundPlaymat(COLORS[i])
else
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-- Victory Display + Mythos Area
objList = searchLib.inArea({ -2, 2, 10 }, { 0, 270, 0 }, { 55, 1, 13.5 })
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end
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for _, obj in ipairs(objList) do
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-- ignore these elements
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if obj.hasTag(IGNORE_TAG) == false
and obj.getDescription() ~= "Action Token"
and obj.hasTag("chaosBag") == false
and obj.locked == false
and obj.interactable == true then
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coroutine.yield(0)
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trash.putObject(obj)
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-- flip action tokens back to ready
elseif obj.getDescription() == "Action Token" and obj.is_face_down then
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obj.flip()
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end
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end
-- reset "activeInvestigatorId"
if i < 5 then
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local playermat = guidReferenceApi.getObjectByOwnerAndType(COLORS[i], "Playermat")
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if playermat then
playermat.setVar("activeInvestigatorId", "00000")
end
end
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end
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::continue::
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end
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-- reset spawned data
tokenSpawnTrackerApi.resetAll()
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local datahelper = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper")
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if datahelper then
datahelper.setTable("SPAWNED_PLAYER_CARD_GUIDS", {})
end
printToAll("Clean up completed!", "Green")
return 1
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end
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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
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---@param tokenList table List of chaos token ids
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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()
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return Global.call("getChaosTokensinPlay")
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end
-- returns all sealed tokens on cards to the chaos bag
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---@param playerColor string Color of the player to show the broadcast to
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ChaosBagApi.releaseAllSealedTokens = function(playerColor)
return Global.call("releaseAllSealedTokens", playerColor)
end
-- returns all drawn tokens to the chaos bag
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ChaosBagApi.returnChaosTokens = function()
return Global.call("returnChaosTokens")
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end
-- removes the specified chaos token from the chaos bag
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---@param id string ID of the chaos token
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ChaosBagApi.removeChaosToken = function(id)
return Global.call("removeChaosToken", id)
end
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-- returns a chaos token to the bag and calls all relevant functions
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---@param token tts__Object Chaos token to return
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ChaosBagApi.returnChaosTokenToBag = function(token)
return Global.call("returnChaosTokenToBag", token)
end
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-- spawns the specified chaos token and puts it into the chaos bag
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---@param id string ID of the chaos token
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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.
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---@return any canTouch True if the bag is manipulated, false if it should be blocked.
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ChaosBagApi.canTouchChaosTokens = function()
return Global.call("canTouchChaosTokens")
end
-- called by playermats (by the "Draw chaos token" button)
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---@param mat tts__Object Playermat that triggered this
---@param drawAdditional boolean Controls whether additional tokens should be drawn
---@param tokenType? string Name of token (e.g. "Bless") to be drawn from the bag
---@param guidToBeResolved? string GUID of the sealed token to be resolved instead of drawing a token from the bag
ChaosBagApi.drawChaosToken = function(mat, drawAdditional, tokenType, guidToBeResolved)
return Global.call("drawChaosToken", {mat = mat, drawAdditional = drawAdditional, tokenType = tokenType, guidToBeResolved = guidToBeResolved})
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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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__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
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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)
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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 string Color of the player requesting the shift for messages
PlayAreaApi.shiftContentsUp = function(playerColor)
getPlayArea().call("shiftContentsUp", playerColor)
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end
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PlayAreaApi.shiftContentsDown = function(playerColor)
getPlayArea().call("shiftContentsDown", playerColor)
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end
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PlayAreaApi.shiftContentsLeft = function(playerColor)
getPlayArea().call("shiftContentsLeft", playerColor)
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end
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PlayAreaApi.shiftContentsRight = function(playerColor)
getPlayArea().call("shiftContentsRight", playerColor)
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end
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---@param state boolean This controls whether location connections should be drawn
PlayAreaApi.setConnectionDrawState = function(state)
getPlayArea().call("setConnectionDrawState", state)
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end
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---@param color string Connection color to be used for location connections
PlayAreaApi.setConnectionColor = function(color)
getPlayArea().call("setConnectionColor", color)
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end
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-- Event to be called when the current scenario has changed
---@param scenarioName string Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getPlayArea().call("onScenarioChanged", scenarioName)
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end
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-- Sets this playmat's snap points to limit snapping to locations or not.
-- If matchTypes is false, snap points will be reset to snap all cards.
---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getPlayArea().call("setLimitSnapsByType", matchCardTypes)
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end
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-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
-- cards before they're destroyed by entering the container
PlayAreaApi.tryObjectEnterContainer = function(container, object)
getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
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end
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-- counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getPlayArea().call("countVP")
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end
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-- highlights all locations in the play area without metadata
---@param state boolean True if highlighting should be enabled
PlayAreaApi.highlightMissingData = function(state)
return getPlayArea().call("highlightMissingData", state)
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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 getPlayArea().call("countVP", state)
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end
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-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getPlayArea().call("isInPlayArea", object)
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end
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PlayAreaApi.getSurface = function()
return getPlayArea().getCustomObject().image
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end
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PlayAreaApi.updateSurface = function(url)
return getPlayArea().call("updateSurface", url)
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end
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-- 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)
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end
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PlayAreaApi.getCustomDataHelper = function()
return getPlayArea().getVar("customDataHelper")
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end
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return PlayAreaApi
end
end)
__bundle_register("core/SoundCubeApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SoundCubeApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
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-- 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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---@param index number Index of the sound effect to play
local function playTriggerEffect(index)
local SoundCube = guidReferenceApi.getObjectByOwnerAndType("Mythos", "SoundCube")
SoundCube.AssetBundle.playTriggerEffect(index)
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end
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-- plays the by name requested sound
---@param soundName string Name of the sound to play
SoundCubeApi.playSoundByName = function(soundName)
playTriggerEffect(soundIndices[soundName])
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end
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return SoundCubeApi
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end
end)
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return __bundle_require("__root")