ah_sce_unpacked/unpacked/Custom_Tile Playermat 4 Red 0840d5.ttslua

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2020-11-28 11:46:13 -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
-- position offsets, adjust these to reposition things relative to mat [x,y,z]
DRAWN_ENCOUNTER_CARD_OFFSET = {0.98, 0.5, -0.635}
DRAWN_CHAOS_TOKEN_OFFSET = {-1.2, 0.5, -0.45}
DISCARD_BUTTON_OFFSETS = {
{-0.98, 0.2, -0.945},
{-0.525, 0.2, -0.945},
{-0.07, 0.2, -0.945},
{0.39, 0.2, -0.945},
{0.84, 0.2, -0.945},
}
-- draw deck and discard zone
DECK_POSITION = { x=-1.4, y=0, z=0.3 }
DECK_ZONE_SCALE = { x=3, y=5, z=8 }
-- the position of the global discard pile
-- TODO: delegate to global for any auto discard actions
DISCARD_POSITION = {-3.85, 3, 10.38}
function log(message)
if DEBUG then
print(message)
end
end
-- builds a function that discards things in searchPostion to discardPostition
function makeDiscardHandlerFor(searchPosition, discardPosition)
return function (_)
local discardItemList = findObjectsAtPosition(searchPosition)
for _, obj in ipairs(discardItemList) do
obj.setPositionSmooth(discardPosition, false, true)
obj.setRotation({0, -90, 0})
end
end
end
-- build a discard button at position to discard from searchPosition to discardPosition
-- number must be unique
function makeDiscardButton(position, searchPosition, discardPosition, number)
local handler = makeDiscardHandlerFor(searchPosition, discardPosition)
local handlerName = 'handler' .. number
self.setVar(handlerName, handler)
self.createButton({
label = "Discard",
click_function= handlerName,
function_owner= self,
position = position,
scale = {0.12, 0.12, 0.12},
width = 800,
height = 280,
font_size = 180,
})
end
function onload(save_state)
self.interactable = DEBUG
DATA_HELPER = getObjectFromGUID('708279')
PLAYER_CARDS = DATA_HELPER.getTable('PLAYER_CARD_DATA')
PLAYER_CARD_TOKEN_OFFSETS = DATA_HELPER.getTable('PLAYER_CARD_TOKEN_OFFSETS')
-- positions of encounter card slots
local encounterSlots = {
{1, 0, -0.7},
{0.55, 0, -0.7},
{0.1, 0, -0.7},
{-0.35, 0, -0.7},
{-0.8, 0, -0.7}
}
local i = 1
while i <= 5 do
makeDiscardButton(DISCARD_BUTTON_OFFSETS[i], encounterSlots[i], DISCARD_POSITION, i)
i = i + 1
end
self.createButton({
label = " ",
click_function = "drawEncountercard",
function_owner = self,
position = {-1.45,0,-0.7},
rotation = {0,-15,0},
width = 170,
height = 255,
font_size = 50
})
self.createButton({
label=" ",
click_function = "drawChaostokenButton",
function_owner = self,
position = {1.48,0.0,-0.74},
rotation = {0,-45,0},
width = 125,
height = 125,
font_size = 50
})
local state = JSON.decode(save_state)
if state ~= nil and state.zoneID ~= nil then
zoneID = state.zoneID
Wait.time(checkDeckZoneExists, 30)
else
spawnDeckZone()
end
COLLISION_ENABLED = true
end
function onSave()
return JSON.encode({ zoneID=zoneID })
end
function checkDeckZoneExists()
if getObjectFromGUID(zoneID) ~= nil then return end
spawnDeckZone()
end
function spawnDeckZone()
local pos = self.positionToWorld(DECK_POSITION)
local zoneProps = {
position = pos,
scale = DECK_ZONE_SCALE,
type = 'ScriptingTrigger',
callback = 'zoneCallback',
callback_owner = self,
rotation = self.getRotation()
}
spawnObject(zoneProps)
end
function zoneCallback(zone)
zoneID = zone.getGUID()
end
function findObjectsAtPosition(localPos)
local globalPos = self.positionToWorld(localPos)
local objList = Physics.cast({
origin=globalPos, --Where the cast takes place
direction={0,1,0}, --Which direction it moves (up is shown)
type=2, --Type. 2 is "sphere"
size={2,2,2}, --How large that sphere is
max_distance=1, --How far it moves. Just a little bit
debug=false --If it displays the sphere when casting.
})
local decksAndCards = {}
for _, obj in ipairs(objList) do
if obj.hit_object.tag == "Deck" or obj.hit_object.tag == "Card" then
table.insert(decksAndCards, obj.hit_object)
end
end
return decksAndCards
end
function spawnTokenOn(object, offsets, tokenType)
local tokenPosition = object.positionToWorld(offsets)
spawnToken(tokenPosition, tokenType)
end
-- spawn a group of tokens of the given type on the object
function spawnTokenGroup(object, tokenType, tokenCount)
local offsets = PLAYER_CARD_TOKEN_OFFSETS[tokenCount]
if offsets == nil then
error("couldn't find offsets for " .. tokenCount .. ' tokens')
end
local i = 0
while i < tokenCount do
local offset = offsets[i + 1]
spawnTokenOn(object, offset, tokenType)
i = i + 1
end
end
function buildPlayerCardKey(object)
return object.getName() .. ':' .. object.getDescription()
end
function getPlayerCardData(object)
return PLAYER_CARDS[buildPlayerCardKey(object)] or PLAYER_CARDS[object.getName()]
end
function shouldSpawnTokens(object)
-- we assume we shouldn't spawn tokens if in doubt, this should
-- only ever happen on load and in that case prevents respawns
local spawned = DATA_HELPER.call('getSpawnedPlayerCardGuid', {object.getGUID()})
local canSpawn = getPlayerCardData(object)
return not spawned and canSpawn
end
function markSpawned(object)
local saved = DATA_HELPER.call('setSpawnedPlayerCardGuid', {object.getGUID(), true})
if not saved then
error('attempt to mark player card spawned before data loaded')
end
end
function spawnTokensFor(object)
local data = getPlayerCardData(object)
if data == nil then
error('attempt to spawn tokens for ' .. object.getName() .. ': no token data')
end
log(object.getName() .. '[' .. object.getDescription() .. ']' .. ' : ' .. data['tokenType'] .. ' : ' .. data['tokenCount'])
spawnTokenGroup(object, data['tokenType'], data['tokenCount'])
markSpawned(object)
end
function resetSpawnState()
local zone = getObjectFromGUID(zoneID)
if zone == nil then return end
for i,object in ipairs(zone.getObjects()) do
if object.tag == "Card" then
local guid = object.getGUID()
if guid ~= nil then unmarkSpawned(guid, true) end
elseif object.tag == "Deck" then
local cards = object.getObjects()
if (cards ~= nil) then
for i,v in ipairs(cards) do
if v.guid ~= nil then unmarkSpawned(v.guid) end
end
end
end
end
end
function unmarkSpawned(guid, force)
if not force and getObjectFromGUID(guid) ~= nil then return end
DATA_HELPER.call('setSpawnedPlayerCardGuid', {guid, false})
end
function onCollisionEnter(collision_info)
if not COLLISION_ENABLED then
return
end
local object = collision_info.collision_object
Wait.time(resetSpawnState, 1)
-- anything to the left of this is legal to spawn
local discardSpawnBoundary = self.positionToWorld({-1.2, 0, 0})
local boundaryLocalToCard = object.positionToLocal(discardSpawnBoundary)
if boundaryLocalToCard.x > 0 then
log('not checking for token spawn, boundary relative is ' .. boundaryLocalToCard.x)
return
end
if not object.is_face_down and shouldSpawnTokens(object) then
spawnTokensFor(object)
end
end
-- functions delegated to Global
function drawChaostokenButton(object, player, isRightClick)
-- local toPosition = self.positionToWorld(DRAWN_CHAOS_TOKEN_OFFSET)
Global.call("drawChaostoken", {self, DRAWN_CHAOS_TOKEN_OFFSET, isRightClick})
end
function drawEncountercard(object, player, isRightClick)
local toPosition = self.positionToWorld(DRAWN_ENCOUNTER_CARD_OFFSET)
Global.call("drawEncountercard", {toPosition, self.getRotation(), isRightClick})
end
function spawnToken(position, tokenType)
Global.call('spawnToken', {position, tokenType})
end