190 lines
5.7 KiB
Plaintext
190 lines
5.7 KiB
Plaintext
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-- set true to enable debug logging
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DEBUG = false
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-- we use this to turn off collision handling (for clue spawning)
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-- until after load is complete (probably a better way to do this)
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COLLISION_ENABLED = false
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-- TODO get the log function from global instead
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-- log = Global.call('getLogFunction', this)
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function getLogFunction(object)
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return function (message)
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if DEBUG then
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print(message)
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end
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end
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end
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log = getLogFunction(self)
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function onload(save_state)
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self.interactable = DEBUG
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local dataHelper = getObjectFromGUID('708279')
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LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
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TOKEN_PLAYER_ONE = Global.getTable('tokenplayerone')
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COUNTER = getObjectFromGUID('f182ee')
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log('attempting to load state: ' .. save_state)
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if save_state ~= '' then
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SPAWNED_LOCATION_GUIDS = JSON.decode(save_state)
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end
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COLLISION_ENABLED = true
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end
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function onSave()
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local spawned_locations = JSON.encode(SPAWNED_LOCATION_GUIDS)
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self.script_state = spawned_locations
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end
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--[[
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records locations we have spawned clues for, we write this to the save
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file onsave() so we don't spawn clues again after a load
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]]
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SPAWNED_LOCATION_GUIDS = {}
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function isAlreadySpawned(object)
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return SPAWNED_LOCATION_GUIDS[object.getGUID()] ~= nil
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end
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function markSpawned(object)
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SPAWNED_LOCATION_GUIDS[object.getGUID()] = 1
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end
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function buildKey(object)
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return object.getName() .. '_' .. object.getGUID()
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end
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-- try the compound key then the name alone as default
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function getLocation(object)
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return LOCATIONS[buildKey(object)] or LOCATIONS[object.getName()]
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end
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function isLocationWithClues(object)
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return getLocation(object) ~= nil
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end
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--[[
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Return the number of clues to spawn on this location
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]]
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function getClueCount(object, isFaceDown, playerCount)
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if not isLocationWithClues(object) then
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error('attempted to get clue for unexpected object: ' .. object.getName())
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end
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local details = getLocation(object)
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log(object.getName() .. ' : ' .. details['type'] .. ' : ' .. details['value'] .. ' : ' .. details['clueSide'])
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if ((isFaceDown and details['clueSide'] == 'back')
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or (not isFaceDown and details['clueSide'] == 'front')) then
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if details['type'] == 'fixed' then
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return details['value']
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elseif details['type'] == 'perPlayer' then
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return details['value'] * playerCount
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end
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error('unexpected location type: ' .. details['type'])
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end
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return 0
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end
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function spawnToken(position, number)
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local obj_parameters = {}
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obj_parameters.type = 'Custom_Token'
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obj_parameters.position = position
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obj_parameters.rotation = {3.87674022, -90, 0.239081308}
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local token = spawnObject(obj_parameters)
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local custom = {}
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custom.thickness = 0.1
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custom.merge_distance = 5.0
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custom.stackable = true
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if number == '1' then
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custom.image = TOKEN_PLAYER_ONE.damageone
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token.setCustomObject(custom)
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token.scale {0.17, 1, 0.17}
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return token
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end
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if number == '2' then
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custom.image = TOKEN_PLAYER_ONE.damagethree
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token.setCustomObject(custom)
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token.scale {0.18, 1, 0.18}
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return token
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end
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if number == '3' then
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custom.image = TOKEN_PLAYER_ONE.clue
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token.setCustomObject(custom)
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token.scale {0.15, 1, 0.15}
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token.use_snap_points=false
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return token
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end
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if number == '4' then
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custom.image = TOKEN_PLAYER_ONE.doom
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token.setCustomObject(custom)
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token.scale {0.17, 1, 0.17}
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token.use_snap_points=false
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return token
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end
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end
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function spawnCluesAtLocation(clueCount, collision_info)
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local object = collision_info.collision_object
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if isAlreadySpawned(object) then
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error('tried to spawn clue for already spawned location:' .. object.getName())
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end
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local obj_parameters = {}
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obj_parameters.type = 'Custom_Token'
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obj_parameters.position = {
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object.getPosition()[1],
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object.getPosition()[2] + 1,
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object.getPosition()[3]
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}
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log('spawning clues for ' .. object.getName() .. '_' .. object.getGUID())
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local playerCount = COUNTER.getVar('val')
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log('player count is ' .. playerCount .. ', clue count is ' .. clueCount)
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-- mark this location as spawned, can't happen again
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markSpawned(object)
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i = 0
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while i < clueCount do
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if i < 4 then
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obj_parameters.position = {
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collision_info.collision_object.getPosition()[1] + 0.3,
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collision_info.collision_object.getPosition()[2] + 0.2,
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collision_info.collision_object.getPosition()[3] - 0.8 + (0.55 * i)
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}
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elseif i < 8 then
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obj_parameters.position = {
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collision_info.collision_object.getPosition()[1] + 0.85,
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collision_info.collision_object.getPosition()[2] + 0.2,
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collision_info.collision_object.getPosition()[3] - 3 + (0.55 * i)
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}
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else
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obj_parameters.position = {
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collision_info.collision_object.getPosition()[1] + 0.575,
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collision_info.collision_object.getPosition()[2] + 0.4,
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collision_info.collision_object.getPosition()[3] - 5.2 + (0.55 * i)}
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end
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spawnToken(obj_parameters.position, '3')
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i = i + 1
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end
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end
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function onCollisionEnter(collision_info)
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-- short circuit all collision stuff until we've loaded state
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if not COLLISION_ENABLED then
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return
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end
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-- check if we should spawn clues here
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local object = collision_info.collision_object
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if isLocationWithClues(object) and not isAlreadySpawned(object) then
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-- this isn't an either/or as down/up here means at a relatively low angle
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-- local isFaceUp = not object.is_face_down
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-- local isFaceDown = (object.getRotation()[3] > 160 and object.getRotation()[3] < 200)
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local playerCount = COUNTER.getVar('val')
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local clueCount = getClueCount(object, object.is_face_down, playerCount)
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if clueCount > 0 then
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spawnCluesAtLocation(clueCount, collision_info)
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end
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end
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end
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