2020-12-06 09:42:32 -05:00
|
|
|
-- set true to enable debug logging
|
|
|
|
DEBUG = false
|
|
|
|
|
|
|
|
-- we use this to turn off collision handling (for clue spawning)
|
|
|
|
-- until after load is complete (probably a better way to do this)
|
|
|
|
COLLISION_ENABLED = false
|
|
|
|
|
|
|
|
-- TODO get the log function from global instead
|
|
|
|
-- log = Global.call('getLogFunction', this)
|
|
|
|
function getLogFunction(object)
|
|
|
|
return function (message)
|
|
|
|
if DEBUG then
|
|
|
|
print(message)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
log = getLogFunction(self)
|
|
|
|
|
|
|
|
function onload(save_state)
|
|
|
|
self.interactable = DEBUG
|
|
|
|
local dataHelper = getObjectFromGUID('708279')
|
|
|
|
LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
|
|
|
|
|
|
|
|
TOKEN_PLAYER_ONE = Global.getTable('tokenplayerone')
|
|
|
|
COUNTER = getObjectFromGUID('f182ee')
|
|
|
|
log('attempting to load state: ' .. save_state)
|
|
|
|
if save_state ~= '' then
|
|
|
|
SPAWNED_LOCATION_GUIDS = JSON.decode(save_state)
|
|
|
|
end
|
|
|
|
|
|
|
|
COLLISION_ENABLED = true
|
|
|
|
end
|
|
|
|
|
|
|
|
function onSave()
|
|
|
|
local spawned_locations = JSON.encode(SPAWNED_LOCATION_GUIDS)
|
|
|
|
self.script_state = spawned_locations
|
|
|
|
end
|
|
|
|
|
|
|
|
--[[
|
|
|
|
records locations we have spawned clues for, we write this to the save
|
|
|
|
file onsave() so we don't spawn clues again after a load
|
|
|
|
]]
|
|
|
|
SPAWNED_LOCATION_GUIDS = {}
|
|
|
|
|
|
|
|
function isAlreadySpawned(object)
|
|
|
|
return SPAWNED_LOCATION_GUIDS[object.getGUID()] ~= nil
|
|
|
|
end
|
|
|
|
|
|
|
|
function markSpawned(object)
|
|
|
|
SPAWNED_LOCATION_GUIDS[object.getGUID()] = 1
|
|
|
|
end
|
|
|
|
|
|
|
|
function buildKey(object)
|
|
|
|
return object.getName() .. '_' .. object.getGUID()
|
|
|
|
end
|
|
|
|
|
|
|
|
-- try the compound key then the name alone as default
|
|
|
|
function getLocation(object)
|
|
|
|
return LOCATIONS[buildKey(object)] or LOCATIONS[object.getName()]
|
|
|
|
end
|
|
|
|
|
|
|
|
function isLocationWithClues(object)
|
|
|
|
return getLocation(object) ~= nil
|
|
|
|
end
|
|
|
|
|
|
|
|
--[[
|
|
|
|
Return the number of clues to spawn on this location
|
|
|
|
]]
|
|
|
|
function getClueCount(object, isFaceDown, playerCount)
|
|
|
|
if not isLocationWithClues(object) then
|
|
|
|
error('attempted to get clue for unexpected object: ' .. object.getName())
|
|
|
|
end
|
|
|
|
local details = getLocation(object)
|
|
|
|
log(object.getName() .. ' : ' .. details['type'] .. ' : ' .. details['value'] .. ' : ' .. details['clueSide'])
|
|
|
|
if ((isFaceDown and details['clueSide'] == 'back')
|
|
|
|
or (not isFaceDown and details['clueSide'] == 'front')) then
|
|
|
|
if details['type'] == 'fixed' then
|
|
|
|
return details['value']
|
|
|
|
elseif details['type'] == 'perPlayer' then
|
|
|
|
return details['value'] * playerCount
|
|
|
|
end
|
|
|
|
error('unexpected location type: ' .. details['type'])
|
|
|
|
end
|
|
|
|
return 0
|
|
|
|
end
|
|
|
|
|
|
|
|
function spawnToken(position, number)
|
|
|
|
local obj_parameters = {
|
|
|
|
position = position,
|
|
|
|
rotation = {3.87674022, -90, 0.239081308}
|
|
|
|
}
|
|
|
|
local custom = {
|
|
|
|
thickness = 0.1,
|
|
|
|
stackable = true
|
|
|
|
}
|
|
|
|
|
|
|
|
if number == '1' or number == '2' then
|
|
|
|
obj_parameters.type = 'Custom_Token'
|
|
|
|
custom.merge_distance = 5.0
|
|
|
|
local token = spawnObject(obj_parameters)
|
|
|
|
if number == '1' then
|
|
|
|
custom.image = TOKEN_PLAYER_ONE.damageone
|
|
|
|
token.setCustomObject(custom)
|
|
|
|
token.scale {0.17, 1, 0.17}
|
|
|
|
return token
|
|
|
|
end
|
|
|
|
|
|
|
|
if number == '2' then
|
|
|
|
custom.image = TOKEN_PLAYER_ONE.damagethree
|
|
|
|
token.setCustomObject(custom)
|
|
|
|
token.scale {0.18, 1, 0.18}
|
|
|
|
return token
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if number == '3' or number == '4' then
|
|
|
|
obj_parameters.type = 'Custom_Tile'
|
|
|
|
custom.type = 2
|
|
|
|
local token = spawnObject(obj_parameters)
|
|
|
|
if number == '3' then
|
|
|
|
custom.image = TOKEN_PLAYER_ONE.clue
|
|
|
|
custom.image_bottom = TOKEN_PLAYER_ONE.doom
|
|
|
|
token.setCustomObject(custom)
|
|
|
|
token.scale {0.25, 1, 0.25}
|
|
|
|
token.use_snap_points=false
|
|
|
|
return token
|
|
|
|
end
|
|
|
|
|
|
|
|
if number == '4' then
|
|
|
|
custom.image = TOKEN_PLAYER_ONE.doom
|
|
|
|
custom.image_bottom = TOKEN_PLAYER_ONE.clue
|
|
|
|
token.setCustomObject(custom)
|
|
|
|
token.scale {0.25, 1, 0.25}
|
|
|
|
token.use_snap_points=false
|
|
|
|
return token
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function spawnCluesAtLocation(clueCount, collision_info)
|
|
|
|
local object = collision_info.collision_object
|
|
|
|
if isAlreadySpawned(object) then
|
|
|
|
error('tried to spawn clue for already spawned location:' .. object.getName())
|
|
|
|
end
|
|
|
|
|
|
|
|
local obj_parameters = {}
|
|
|
|
obj_parameters.type = 'Custom_Token'
|
|
|
|
obj_parameters.position = {
|
|
|
|
object.getPosition()[1],
|
|
|
|
object.getPosition()[2] + 1,
|
|
|
|
object.getPosition()[3]
|
|
|
|
}
|
|
|
|
|
|
|
|
log('spawning clues for ' .. object.getName() .. '_' .. object.getGUID())
|
|
|
|
local playerCount = COUNTER.getVar('val')
|
|
|
|
log('player count is ' .. playerCount .. ', clue count is ' .. clueCount)
|
|
|
|
-- mark this location as spawned, can't happen again
|
|
|
|
markSpawned(object)
|
|
|
|
i = 0
|
|
|
|
while i < clueCount do
|
|
|
|
if i < 4 then
|
|
|
|
obj_parameters.position = {
|
|
|
|
collision_info.collision_object.getPosition()[1] + 0.3,
|
|
|
|
collision_info.collision_object.getPosition()[2] + 0.2,
|
|
|
|
collision_info.collision_object.getPosition()[3] - 0.8 + (0.55 * i)
|
|
|
|
}
|
|
|
|
elseif i < 8 then
|
|
|
|
obj_parameters.position = {
|
|
|
|
collision_info.collision_object.getPosition()[1] + 0.85,
|
|
|
|
collision_info.collision_object.getPosition()[2] + 0.2,
|
|
|
|
collision_info.collision_object.getPosition()[3] - 3 + (0.55 * i)
|
|
|
|
}
|
|
|
|
else
|
|
|
|
obj_parameters.position = {
|
|
|
|
collision_info.collision_object.getPosition()[1] + 0.575,
|
|
|
|
collision_info.collision_object.getPosition()[2] + 0.4,
|
|
|
|
collision_info.collision_object.getPosition()[3] - 5.2 + (0.55 * i)}
|
|
|
|
end
|
|
|
|
spawnToken(obj_parameters.position, '3')
|
|
|
|
i = i + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function updateLocations(args)
|
|
|
|
local custom_data_helper = getObjectFromGUID(args[1])
|
|
|
|
data_locations = custom_data_helper.getTable("LOCATIONS_DATA")
|
|
|
|
for k, v in pairs(data_locations) do
|
|
|
|
LOCATIONS[k] = v
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function onCollisionEnter(collision_info)
|
|
|
|
-- short circuit all collision stuff until we've loaded state
|
|
|
|
if not COLLISION_ENABLED then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
-- check if we should spawn clues here
|
|
|
|
local object = collision_info.collision_object
|
|
|
|
if isLocationWithClues(object) and not isAlreadySpawned(object) then
|
|
|
|
-- this isn't an either/or as down/up here means at a relatively low angle
|
|
|
|
-- local isFaceUp = not object.is_face_down
|
|
|
|
-- local isFaceDown = (object.getRotation()[3] > 160 and object.getRotation()[3] < 200)
|
|
|
|
local playerCount = COUNTER.getVar('val')
|
|
|
|
local clueCount = getClueCount(object, object.is_face_down, playerCount)
|
|
|
|
if clueCount > 0 then
|
|
|
|
spawnCluesAtLocation(clueCount, collision_info)
|
|
|
|
end
|
|
|
|
end
|
2020-09-29 00:19:59 -04:00
|
|
|
end
|