ah_sce_unpacked/unpacked/Custom_Tile Campaign ImporterExporter 334ee3.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/CampaignImporterExporter")
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end)
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__bundle_register("accessories/CampaignImporterExporter", function(require, _LOADED, __bundle_register, __bundle_modules)
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local blessCurseApi = require("chaosbag/BlessCurseManagerApi")
local chaosBagApi = require("chaosbag/ChaosBagApi")
local deckImporterApi = require("arkhamdb/DeckImporterApi")
local guidReferenceApi = require("core/GUIDReferenceApi")
local optionPanelApi = require("core/OptionPanelApi")
local playAreaApi = require("core/PlayAreaApi")
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local playermatApi = require("playermat/PlayermatApi")
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-- base data for token creation
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local campaignTokenData = {
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Name = "Custom_Model_Bag",
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Transform = {
posX = -21.25,
posY = 1.68,
posZ = 55.59,
rotX = 0,
rotY = 270,
rotZ = 0,
scaleX = 2,
scaleY = 2,
scaleZ = 2
},
Description = "SCED Importer Token",
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Tags = { "ImporterToken" },
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CustomMesh = {
MeshURL = "http://cloud-3.steamusercontent.com/ugc/943949966265929204/A38BB5D72419E6298385556D931877C0A1A55C17/",
DiffuseURL = "http://cloud-3.steamusercontent.com/ugc/254843371583188147/920981125E37B5CEB6C400E3FD353A2C428DA969/",
ColliderURL = "http://cloud-3.steamusercontent.com/ugc/943949966265929204/A38BB5D72419E6298385556D931877C0A1A55C17/",
Convex = true,
MaterialIndex = 2,
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TypeIndex = 6,
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CustomShader = {
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SpecularColor = {
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r = 0.72,
g = 0.51,
b = 0.34
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},
SpecularIntensity = 0.4,
SpecularSharpness = 7.0,
FresnelStrength = 0.0
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}
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}
}
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function onLoad()
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self.createButton({
click_function = "createCampaignToken",
function_owner = self,
label = "Export",
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tooltip = "Create a campaign save token!",
position = { x = -1, y = 0.21, z = 0 },
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font_size = 400,
width = 1400,
height = 600,
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scale = { 0.5, 1, 0.5 }
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})
end
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function onObjectLeaveContainer(container)
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if container.hasTag("ImporterToken") then
broadcastToAll("Removing objects from the Save Coin bag will break functionality. Please return the removed objects.", "Yellow")
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end
end
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function onObjectEnterContainer(container)
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if container.hasTag("ImporterToken") then
broadcastToAll("Adding objects to the Save Coin bag will break functionality. Please remove the objects.", "Yellow")
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end
end
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---------------------------------------------------------
-- main import functions (split up to allow for Wait conditions)
---------------------------------------------------------
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function onCollisionEnter(info)
if info.collision_object.hasTag("ImporterToken") then
importFromToken(info.collision_object)
end
end
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-- identifies import token, determines campaign box and downloads it (if needed)
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function importFromToken(coin)
broadcastToAll("Campaign Import Initiated")
local importData = JSON.decode(coin.getGMNotes())
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local campaignBox = getObjectFromGUID(importData["box"])
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if not campaignBox then
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broadcastToAll("Campaign Box not present on table!", "Red")
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return
end
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if campaignBox.type == "Generic" then
campaignBox.call("buttonClick_download")
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end
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Wait.condition(
function()
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campaignBox = getObjectFromGUID(importData["box"])
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if #campaignBox.getObjects() > 0 then
placeCampaignFromToken(importData, coin)
else
restoreCampaignData(importData, coin)
end
end,
function()
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campaignBox = getObjectFromGUID(importData["box"])
if campaignBox == nil then
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return false
else
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return campaignBox.type == "Bag"
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end
end,
2,
function() broadcastToAll("Error loading campaign box") end
)
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end
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-- after box has been downloaded, places content on table
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function placeCampaignFromToken(importData, coin)
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getObjectFromGUID(importData["box"]).call("buttonClick_place")
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Wait.condition(
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function() restoreCampaignData(importData, coin) end,
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function() return findUniqueObjectWithTag("CampaignLog") ~= nil end,
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2,
function() broadcastToAll("Error placing campaign box") end
)
end
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-- after content is placed on table, conducts all the other import operations
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function restoreCampaignData(importData, coin)
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-- go over internal items and respawn them (only storing campaign log and additional player cards)
for _, objData in ipairs(coin.getData().ContainedObjects) do
objData.Locked = true
local spawnData = { data = objData }
-- maybe restore position of item and destroy duplicate
if objData.Nickname == "Additional Player Cards" then
local additionalIndex = guidReferenceApi.getObjectByOwnerAndType("Mythos", "AdditionalPlayerCardsBag")
spawnData.position = additionalIndex.getPosition()
additionalIndex.destruct()
else
local campaignLog = findUniqueObjectWithTag("CampaignLog")
if campaignLog then
spawnData.position = campaignLog.getPosition()
campaignLog.destruct()
end
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end
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spawnObjectData(spawnData)
end
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chaosBagApi.setChaosBagState(importData["bag"])
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-- populate trauma values
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if importData["trauma"] then
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setTrauma(importData["trauma"])
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end
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-- populate ArkhamDB deck IDs
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if importData["decks"] then
deckImporterApi.setUiState(importData["decks"])
end
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-- maybe set campaign guide page (unless it was on the first page)
if importData["guide"] and importData["guide"] ~= 0 then
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local campaignGuide = findUniqueObjectWithTag("CampaignGuide")
if campaignGuide then
Wait.condition(
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-- Called after the condition function returns true
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function() printToAll("Campaign Guide import successful!") end,
-- Condition function that is called continuously until it returns true or timeout is reached
function() return campaignGuide.Book.setPage(importData["guide"]) end,
-- Amount of time in seconds until the Wait times out
2,
-- Called if the Wait times out
function() printToAll("Campaign Guide import failed!") end
)
end
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end
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Wait.time(function() optionPanelApi.loadSettings(importData["options"]) end, 0.5)
-- destroy Tour Starter token
local tourStarter = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TourStarter")
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if tourStarter then
tourStarter.destruct()
end
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-- restore PlayArea image and player count
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playAreaApi.updateSurface(importData["playarea"])
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playAreaApi.setInvestigatorCount(importData["clueCount"])
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-- restore playermat slots
if importData["slotData"] then
for matColor, slotData in pairs(importData["slotData"]) do
playermatApi.loadSlotData(matColor, slotData)
end
end
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coin.destruct()
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broadcastToAll("Campaign successfully imported!", "Green")
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end
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-- creates a campaign token with save data encoded into GM Notes based on the current state of the table
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function createCampaignToken(_, playerColor, _)
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local campaignData = {}
-- need to reset the contained objects to support multiple exports
campaignTokenData.ContainedObjects = {}
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-- find active campaign
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local campaignBox
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for _, obj in ipairs(getObjectsWithTag("CampaignBox")) do
if obj.type == "Bag" and #obj.getObjects() == 0 then
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if not campaignBox then
campaignBox = obj
else
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broadcastToAll("Multiple empty campaign boxes detected; delete all but one.", "Red")
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return
end
end
end
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if not campaignBox then
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broadcastToAll("Campaign box with all placed objects not found!", "Red")
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return
end
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-- clean up chaos tokens (needs to happen before saving chaos bag state)
blessCurseApi.removeAll(playerColor)
chaosBagApi.releaseAllSealedTokens(playerColor)
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-- main data collection
campaignData.box = campaignBox.getGUID()
campaignData.bag = chaosBagApi.getChaosBagState()
campaignData.decks = deckImporterApi.getUiState()
campaignData.clueCount = playAreaApi.getInvestigatorCount()
campaignData.playarea = playAreaApi.getSurface()
campaignData.options = optionPanelApi.getOptions()
-- save campaign log if present
local campaignLog = findUniqueObjectWithTag("CampaignLog")
if campaignLog then
local logData = campaignLog.getData()
logData.Locked = false
table.insert(campaignTokenData.ContainedObjects, logData)
-- maybe also extract the trauma values
local trauma = campaignLog.getVar("returnTrauma")
if trauma then
printToAll("Trauma values found in campaign log!", "Green")
campaignData.trauma = {}
for _, val in ipairs(campaignLog.call("returnTrauma")) do
table.insert(campaignData.trauma, val)
end
else
printToAll("Trauma values could not be found in campaign log!", "Yellow")
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end
end
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-- store campaign guide page if present
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local campaignGuide = findUniqueObjectWithTag("CampaignGuide")
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if campaignGuide then
campaignData.guide = campaignGuide.Book.getPage()
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end
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-- store the additional index if there are any cards in it
local additionalIndex = guidReferenceApi.getObjectByOwnerAndType("Mythos", "AdditionalPlayerCardsBag")
if additionalIndex and #additionalIndex.getObjects() > 0 then
local indexData = additionalIndex.getData()
indexData.Locked = false
table.insert(campaignTokenData.ContainedObjects, indexData)
end
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-- get the slot symbol data for each playermat (use GUIDReferenceApi to only get this for existing playermats)
campaignData.slotData = {}
for matColor, _ in pairs(guidReferenceApi.getObjectsByType("Playermat")) do
local slotData = playermatApi.getSlotData(matColor)
campaignData.slotData[matColor] = slotData
end
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-- finish the data for the campaign token
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campaignTokenData.GMNotes = JSON.encode(campaignData)
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campaignTokenData.Nickname = campaignBox.getName() .. os.date(" %b %d") .. " Save"
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spawnObjectData({ data = campaignTokenData })
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broadcastToAll("Campaign successfully exported! Save coin object to import on a different save.", "Green")
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end
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---------------------------------------------------------
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-- helper functions
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---------------------------------------------------------
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function findUniqueObjectWithTag(tag)
local objects = getObjectsWithTag(tag)
if not objects then return end
if #objects == 1 then
return objects[1]
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elseif #objects == 0 then
broadcastToAll("No " .. tag .. " detected; ensure it has the correct tag.", "Red")
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else
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broadcastToAll("More than one " .. tag .. " detected; delete all but one.", "Red")
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end
end
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function setTrauma(trauma)
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for i, matColor in ipairs({ "White", "Orange", "Green", "Red" }) do
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playermatApi.updateCounter(matColor, "DamageCounter", trauma[i])
playermatApi.updateCounter(matColor, "HorrorCounter", trauma[i + 4])
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end
end
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end)
__bundle_register("arkhamdb/DeckImporterApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local DeckImporterApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getDeckImporter()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "DeckImporter")
end
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---@class uiStateTable
---@field redDeck string Deck ID to load for the red player
---@field orangeDeck string Deck ID to load for the orange player
---@field whiteDeck string Deck ID to load for the white player
---@field greenDeck string Deck ID to load for the green player
---@field privateDeck boolean True to load a private deck, false to load a public deck
---@field loadNewest boolean True if the most upgraded version of the deck should be loaded
---@field investigators boolean True if investigator cards should be spawned
-- Returns a table with the full state of the UI, including options and deck IDs.
-- This can be used to persist via onSave(), or provide values for a load operation
---@return uiStateTable uiStateTable Contains data about the current UI state
DeckImporterApi.getUiState = function()
local passthroughTable = {}
for k,v in pairs(getDeckImporter().call("getUiState")) do
passthroughTable[k] = v
end
return passthroughTable
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end
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-- Updates the state of the UI based on the provided table. Any values not provided will be left the same.
---@return uiStateTable uiStateTable Contains data about the current UI state
DeckImporterApi.setUiState = function(uiStateTable)
return getDeckImporter().call("setUiState", uiStateTable)
end
return DeckImporterApi
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end
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end)
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__bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local ChaosBagApi = {}
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-- respawns the chaos bag with a new state of tokens
---@param tokenList table List of chaos token ids
ChaosBagApi.setChaosBagState = function(tokenList)
Global.call("setChaosBagState", tokenList)
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end
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-- 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
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end
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-- checks scripting zone for chaos bag (also called by a lot of objects!)
ChaosBagApi.findChaosBag = function()
return Global.call("findChaosBag")
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end
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-- returns a table of object references to the tokens in play (does not include sealed tokens!)
ChaosBagApi.getTokensInPlay = function()
return Global.call("getChaosTokensinPlay")
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end
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-- 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)
Global.call("releaseAllSealedTokens", playerColor)
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end
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-- returns all drawn tokens to the chaos bag
ChaosBagApi.returnChaosTokens = function()
Global.call("returnChaosTokens")
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end
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-- removes the specified chaos token from the chaos bag
---@param id string ID of the chaos token
ChaosBagApi.removeChaosToken = function(id)
Global.call("removeChaosToken", id)
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end
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-- returns a chaos token to the bag and calls all relevant functions
---@param token tts__Object Chaos token to return
---@param fromBag boolean whether or not the token to return was in the middle of being drawn (true) or elsewhere (false)
ChaosBagApi.returnChaosTokenToBag = function(token, fromBag)
Global.call("returnChaosTokenToBag", { token = token, fromBag = fromBag })
end
-- spawns the specified chaos token and puts it into the chaos bag
---@param id string ID of the chaos token
ChaosBagApi.spawnChaosToken = function(id)
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.
---@return any: True if the bag is manipulated, false if it should be blocked.
ChaosBagApi.canTouchChaosTokens = function()
return Global.call("canTouchChaosTokens")
end
-- draws a chaos token to a playermat
---@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
---@param takeParameters? table Position and rotation of the location where the new token should be drawn to, usually to replace a returned token
---@return tts__Object: Object reference to the token that was drawn
ChaosBagApi.drawChaosToken = function(mat, drawAdditional, tokenType, guidToBeResolved, takeParameters)
return Global.call("drawChaosToken", {
mat = mat,
drawAdditional = drawAdditional,
tokenType = tokenType,
guidToBeResolved = guidToBeResolved,
takeParameters = takeParameters
})
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)
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlayAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getPlayArea()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
end
local function getInvestigatorCounter()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
end
-- Returns the current value of the investigator counter from the playermat
---@return number: Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getInvestigatorCounter().getVar("val")
end
-- Updates the current value of the investigator counter from the playermat
---@param count number Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
getInvestigatorCounter().call("updateVal", count)
end
-- 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)
end
PlayAreaApi.shiftContentsDown = function(playerColor)
getPlayArea().call("shiftContentsDown", playerColor)
end
PlayAreaApi.shiftContentsLeft = function(playerColor)
getPlayArea().call("shiftContentsLeft", playerColor)
end
PlayAreaApi.shiftContentsRight = function(playerColor)
getPlayArea().call("shiftContentsRight", playerColor)
end
---@param state boolean This controls whether location connections should be drawn
PlayAreaApi.setConnectionDrawState = function(state)
getPlayArea().call("setConnectionDrawState", state)
end
---@param color string Connection color to be used for location connections
PlayAreaApi.setConnectionColor = function(color)
getPlayArea().call("setConnectionColor", color)
end
-- 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)
end
-- Sets this playermat'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)
end
-- 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 })
end
-- Counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getPlayArea().call("countVP")
end
-- 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)
end
-- 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)
end
-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getPlayArea().call("isInPlayArea", object)
end
-- Returns the current surface of the play area
PlayAreaApi.getSurface = function()
return getPlayArea().getCustomObject().image
end
-- Updates the surface of the play area
PlayAreaApi.updateSurface = function(url)
return getPlayArea().call("updateSurface", url)
end
-- Returns a deep copy of the currently tracked locations
PlayAreaApi.getTrackedLocations = function()
local t = {}
for k, v in pairs(getPlayArea().call("getTrackedLocations", {})) do
t[k] = v
end
return t
end
-- 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)
end
PlayAreaApi.getCustomDataHelper = function()
return getPlayArea().getVar("customDataHelper")
end
return PlayAreaApi
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end
end)
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__bundle_register("playermat/PlayermatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayermatApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
local searchLib = require("util/SearchLib")
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local localInvestigatorPosition = { x = -1.17, y = 1, z = -0.01 }
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-- Convenience function to look up a mat's object by color, or get all mats.
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
---@return table: Single-element if only single playermat is requested
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local function getMatForColor(matColor)
if matColor == "All" then
return guidReferenceApi.getObjectsByType("Playermat")
else
return { matColor = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat") }
end
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end
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-- Returns the color of the closest playermat
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---@param startPos table Starting position to get the closest mat from
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PlayermatApi.getMatColorByPosition = function(startPos)
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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
end
end
return result
end
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-- Returns the color of the player's hand that is seated next to the playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getPlayerColor = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("playerColor")
end
end
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-- Returns the color of the playermat that owns the playercolor's hand
---@param handColor string Color of the playermat
PlayermatApi.getMatColor = function(handColor)
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for matColor, mat in pairs(getMatForColor("All")) do
local playerColor = mat.getVar("playerColor")
if playerColor == handColor then
return matColor
end
end
end
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-- Instructs a playermat to check for DES
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.checkForDES = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("checkForDES")
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end
end
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-- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
---@return boolean: whether DES is present on the playermat
PlayermatApi.hasDES = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("hasDES")
end
end
-- gets the slot data for the playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getSlotData = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getTable("slotData")
end
end
-- sets the slot data for the playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
---@param newSlotData table New slot data for the playermat
PlayermatApi.loadSlotData = function(matColor, newSlotData)
for _, mat in pairs(getMatForColor(matColor)) do
mat.setTable("slotData", newSlotData)
mat.call("redrawSlotSymbols")
return
end
end
-- Performs a search of the deck area of the requested playermat and returns the result as table
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getDeckAreaObjects = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("getDeckAreaObjects")
end
end
-- Flips the top card of the deck (useful after deck manipulation for Norman Withers)
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.flipTopCardFromDeck = function(matColor)
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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 playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getDiscardPosition = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("returnGlobalDiscardPosition")
end
end
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-- Returns the position of the draw pile of the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getDrawPosition = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("returnGlobalDrawPosition")
end
end
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-- Transforms a local position into a global position
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---@param localPos table Local position to be transformed
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.transformLocalPosition = function(localPos, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.positionToWorld(localPos)
end
end
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-- Returns the rotation of the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.returnRotation = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.getRotation()
end
end
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-- Returns a table with spawn data (position and rotation) for a helper object
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param helperName string Name of the helper object
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PlayermatApi.getHelperSpawnData = function(matColor, helperName)
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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
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-- Triggers the Upkeep for the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param playerColor string Color of the calling player (for messages)
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PlayermatApi.doUpkeepFromHotkey = function(matColor, playerColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("doUpkeepFromHotkey", playerColor)
end
end
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-- Handles discarding for the requested playermat for the provided list of objects
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
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---@param objList table List of objects to discard
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PlayermatApi.discardListOfObjects = function(matColor, objList)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("discardListOfObjects", objList)
end
end
-- Returns the active investigator id
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.returnInvestigatorId = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("activeInvestigatorId")
end
end
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-- Returns the class of the active investigator
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
PlayermatApi.returnInvestigatorClass = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
return mat.getVar("activeInvestigatorClass")
end
end
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-- Returns the position for encounter card drawing
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
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---@param stack boolean If true, returns the leftmost position instead of the first empty from the right
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PlayermatApi.getEncounterCardDrawPosition = function(matColor, stack)
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for _, mat in pairs(getMatForColor(matColor)) do
return Vector(mat.call("getEncounterCardDrawPosition", stack))
end
end
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-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
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-- 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.
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---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("setLimitSnapsByType", matchCardTypes)
end
end
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-- Sets the requested playermat's draw 1 button to visible
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---@param isDrawButtonVisible boolean Whether the draw 1 button should be visible or not
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.showDrawButton = function(isDrawButtonVisible, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("showDrawButton", isDrawButtonVisible)
end
end
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-- Shows or hides the clickable clue counter for the requested playermat
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---@param showCounter boolean Whether the clickable counter should be present or not
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.clickableClues = function(showCounter, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("clickableClues", showCounter)
end
end
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-- Toggles the use of class textures for the requested playermat
---@param state boolean Whether the class texture should be used or not
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.useClassTexture = function(state, matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("useClassTexture", state)
end
end
-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.removeClues = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("removeClues")
end
end
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-- Reports the clue count for the requested playermat
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---@param useClickableCounters boolean Controls which type of counter is getting checked
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PlayermatApi.getClueCount = function(useClickableCounters, matColor)
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local count = 0
for _, mat in pairs(getMatForColor(matColor)) do
count = count + mat.call("getClueCount", useClickableCounters)
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end
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return count
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end
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-- Updates the specified owned counter
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@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
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PlayermatApi.updateCounter = function(matColor, type, newValue, modifier)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("updateCounter", { type = type, newValue = newValue, modifier = modifier })
end
end
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-- Triggers the draw function for the specified playermat
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param number number Amount of cards to draw
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PlayermatApi.drawCardsWithReshuffle = function(matColor, number)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("drawCardsWithReshuffle", number)
end
end
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-- Returns the resource counter amount
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---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
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---@param type string Counter to target
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PlayermatApi.getCounterValue = function(matColor, type)
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for _, mat in pairs(getMatForColor(matColor)) do
return mat.call("getCounterValue", type)
end
end
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-- Returns a list of mat colors that have an investigator placed
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PlayermatApi.getUsedMatColors = function()
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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
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-- Returns investigator name
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
PlayermatApi.getInvestigatorName = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
local searchPos = mat.positionToWorld(localInvestigatorPosition)
local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck")
if #searchResult == 1 then
return searchResult[1].getName()
end
end
return ""
end
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-- Resets the specified skill tracker to "1, 1, 1, 1"
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.resetSkillTracker = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("resetSkillTracker")
end
end
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-- Redraws the XML for the slot symbols based on the slotData table
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.redrawSlotSymbols = function(matColor)
for _, mat in pairs(getMatForColor(matColor)) do
mat.call("redrawSlotSymbols")
end
end
-- Finds all objects on the playermat and associated set aside zone and returns a table
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
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---@param filter string Name of the filte function (see util/SearchLib)
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PlayermatApi.searchAroundPlayermat = function(matColor, filter)
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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
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---@param matColor string Color of the playermat - White, Orange, Green, Red or All
PlayermatApi.doDiscardOne = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
mat.call("doDiscardOne")
end
end
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-- Triggers the metadata sync for all playermats
PlayermatApi.syncAllCustomizableCards = function()
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for _, mat in pairs(getMatForColor("All")) do
mat.call("syncAllCustomizableCards")
end
end
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return PlayermatApi
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end
end)
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__bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local BlessCurseManagerApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getManager()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "BlessCurseManager")
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end
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-- 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)
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end
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-- updates the internal count (called by cards that seal bless/curse tokens)
---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
BlessCurseManagerApi.sealedToken = function(type, guid)
getManager().call("sealedToken", { type = type, guid = guid })
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end
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-- updates the internal count (called by cards that seal bless/curse tokens)
---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
---@param fromBag? boolean Whether or not token was just drawn from the chaos bag
BlessCurseManagerApi.releasedToken = function(type, guid, fromBag)
getManager().call("releasedToken", { type = type, guid = guid, fromBag = fromBag })
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end
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-- updates the internal count (called by cards that seal bless/curse tokens)
---@param type string Type of chaos token ("Bless" or "Curse")
---@param guid string GUID of the token
BlessCurseManagerApi.returnedToken = function(type, guid)
getManager().call("returnedToken", { type = type, guid = guid })
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end
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-- broadcasts the current status for bless/curse tokens
---@param playerColor string Color of the player to show the broadcast to
BlessCurseManagerApi.broadcastStatus = function(playerColor)
getManager().call("broadcastStatus", playerColor)
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end
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-- removes all bless / curse tokens from the chaos bag and play
---@param playerColor string Color of the player to show the broadcast to
BlessCurseManagerApi.removeAll = function(playerColor)
getManager().call("doRemove", playerColor)
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end
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-- adds bless / curse sealing to the hovered card
---@param playerColor string Color of the player to show the broadcast to
---@param hoveredObject tts__Object Hovered object
BlessCurseManagerApi.addBlurseSealingMenu = function(playerColor, hoveredObject)
getManager().call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject })
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end
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-- adds bless / curse to the chaos bag
---@param type string Type of chaos token ("Bless" or "Curse")
BlessCurseManagerApi.addToken = function(type)
getManager().call("addToken", type)
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end
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-- removes bless / curse from the chaos bag
---@param type string Type of chaos token ("Bless" or "Curse")
BlessCurseManagerApi.removeToken = function(type)
getManager().call("removeToken", type)
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end
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BlessCurseManagerApi.getBlessCurseInBag = function()
return getManager().call("getBlessCurseInBag", {})
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end
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return BlessCurseManagerApi
end
end)
__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local GUIDReferenceApi = {}
local function getGuidHandler()
return getObjectFromGUID("123456")
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end
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-- Returns the matching object
---@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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-- Returns the owner of an object or the object it's located on
---@param object tts__GameObject Object for this search
---@return string: Parent of the object or object it's located on
GUIDReferenceApi.getOwnerOfObject = function(object)
return getGuidHandler().call("getOwnerOfObject", object)
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end
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return GUIDReferenceApi
end
end)
__bundle_register("core/OptionPanelApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local OptionPanelApi = {}
-- loads saved options
---@param options table Set a new state for the option table
OptionPanelApi.loadSettings = function(options)
return Global.call("loadSettings", options)
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end
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---@return any: Table of option panel state
OptionPanelApi.getOptions = function()
return Global.getTable("optionPanel")
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end
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return OptionPanelApi
end
end)
__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SearchLib = {}
local filterFunctions = {
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,
isUniversalToken = function(x) return x.getMemo() == "universalActionAbility" 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
})
-- filter the result for matching objects
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
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end
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-- searches the specified area
SearchLib.inArea = function(pos, rot, size, filter)
return returnSearchResult(pos, rot, size, filter)
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end
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-- searches the area on an object
SearchLib.onObject = function(obj, filter)
local pos = obj.getPosition()
local size = obj.getBounds().size:setAt("y", 1)
return returnSearchResult(pos, _, size, filter)
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end
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-- searches the specified position (a single point)
SearchLib.atPosition = function(pos, filter)
local size = { 0.1, 2, 0.1 }
return returnSearchResult(pos, _, size, filter)
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end
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-- searches below the specified position (downwards until y = 0)
SearchLib.belowPosition = function(pos, filter)
local size = { 0.1, 2, 0.1 }
local direction = { 0, -1, 0 }
local maxDistance = pos.y
return returnSearchResult(pos, _, size, filter, direction, maxDistance)
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end
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return SearchLib
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end
end)
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return __bundle_require("__root")