2023-01-29 19:31:52 -05:00
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-- Bundled by luabundle {"version":"1.6.0"}
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local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
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local loadingPlaceholder = {[{}] = true}
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local register
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local modules = {}
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local require
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local loaded = {}
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register = function(name, body)
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if not modules[name] then
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modules[name] = body
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end
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end
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require = function(name)
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local loadedModule = loaded[name]
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if loadedModule then
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if loadedModule == loadingPlaceholder then
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return nil
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end
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else
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if not modules[name] then
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if not superRequire then
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local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
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error('Tried to require ' .. identifier .. ', but no such module has been registered')
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else
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return superRequire(name)
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end
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end
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loaded[name] = loadingPlaceholder
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loadedModule = modules[name](require, loaded, register, modules)
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loaded[name] = loadedModule
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end
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return loadedModule
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end
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return require, loaded, register, modules
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end)(nil)
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2023-04-22 16:56:01 -04:00
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("core/token/TokenSpawnTracker")
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end)
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2023-01-29 19:31:52 -05:00
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__bundle_register("core/token/TokenSpawnTracker", function(require, _LOADED, __bundle_register, __bundle_modules)
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local spawnedCardGuids = { }
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local HAND_ZONES = { }
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HAND_ZONES["a70eee"] = true -- White
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HAND_ZONES["0285cc"] = true -- Green
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HAND_ZONES["5fe087"] = true -- Orange
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HAND_ZONES["be2f17"] = true -- Red
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function onLoad(saveState)
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if saveState ~= nil then
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local saveTable = JSON.decode(saveState) or { }
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spawnedCardGuids = saveTable.cards or { }
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end
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createResetMenuItems()
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end
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function onSave()
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return JSON.encode({
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cards = spawnedCardGuids
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})
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end
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function createResetMenuItems()
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self.addContextMenuItem("Reset All", resetAll)
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self.addContextMenuItem("Reset Locations", resetAllLocations)
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self.addContextMenuItem("Reset Player Cards", resetAllAssetAndEvents)
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end
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function hasSpawnedTokens(cardGuid)
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return spawnedCardGuids[cardGuid] == true
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end
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function markTokensSpawned(cardGuid)
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spawnedCardGuids[cardGuid] = true
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end
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function resetTokensSpawned(cardGuid)
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spawnedCardGuids[cardGuid] = nil
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end
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function resetAllAssetAndEvents()
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local resetList = { }
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for cardGuid, _ in pairs(spawnedCardGuids) do
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local card = getObjectFromGUID(cardGuid)
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if card ~= nil then
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local cardMetadata = JSON.decode(card.getGMNotes()) or { }
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-- Check this by type rather than the PlayerCard tag so we don't reset weaknesses
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if cardMetadata.type == "Asset" or cardMetadata.type == "Event" then
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resetList[cardGuid] = true
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end
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end
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end
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for cardGuid, _ in pairs(resetList) do
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spawnedCardGuids[cardGuid] = nil
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end
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end
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function resetAllLocations()
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local resetList = { }
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for cardGuid, _ in pairs(spawnedCardGuids) do
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local card = getObjectFromGUID(cardGuid)
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if card ~= nil then
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local cardMetadata = JSON.decode(card.getGMNotes()) or { }
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-- Check this by type rather than the PlayerCard tag so we don't reset weaknesses
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if cardMetadata.type == "Location" then
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resetList[cardGuid] = true
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end
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end
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end
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for cardGuid, _ in pairs(resetList) do
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spawnedCardGuids[cardGuid] = nil
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end
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end
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function resetAll()
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spawnedCardGuids = { }
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end
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-- Listener to reset card token spawns when they enter a hand.
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function onObjectEnterZone(zone, enterObject)
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if HAND_ZONES[zone.getGUID()] then
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resetTokensSpawned(enterObject.getGUID())
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end
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end
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end)
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return __bundle_require("__root")
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