ah_sce_unpacked/unpacked/go_game_piece_white Game Key Handler fce69c.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("core/MythosAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local MythosAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getMythosArea()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "MythosArea")
end
---@return any: Table of chaos token metadata (if provided through scenario reference card)
MythosAreaApi.returnTokenData = function()
return getMythosArea().call("returnTokenData")
end
---@return any: Object reference to the encounter deck
MythosAreaApi.getEncounterDeck = function()
return getMythosArea().call("getEncounterDeck")
end
-- draw an encounter card for the requesting mat to the first empty spot from the right
---@param matColor string Playermat that triggered this
---@param position tts__Vector Position for the encounter card
MythosAreaApi.drawEncounterCard = function(matColor, position)
getMythosArea().call("drawEncounterCard", { matColor = matColor, position = position })
end
-- reshuffle the encounter deck
MythosAreaApi.reshuffleEncounterDeck = function()
getMythosArea().call("reshuffleEncounterDeck")
end
return MythosAreaApi
end
end)
__bundle_register("core/NavigationOverlayApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local NavigationOverlayApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getNOHandler()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "NavigationOverlayHandler")
end
-- copies the visibility for the Navigation overlay
---@param startColor string Color of the player to copy from
---@param targetColor string Color of the targeted player
NavigationOverlayApi.copyVisibility = function(startColor, targetColor)
getNOHandler().call("copyVisibility", {
startColor = startColor,
targetColor = targetColor
})
end
-- changes the Navigation Overlay view ("Full View" --> "Play Areas" --> "Closed" etc.)
---@param playerColor string Color of the player to update the visibility for
NavigationOverlayApi.cycleVisibility = function(playerColor)
getNOHandler().call("cycleVisibility", playerColor)
end
-- loads the specified camera for a player
---@param player tts__Player Player whose camera should be moved
---@param camera number|string If number: Index of the camera view to load | If string: Color of the playermat to swap to
NavigationOverlayApi.loadCamera = function(player, camera)
getNOHandler().call("loadCameraFromApi", {
player = player,
camera = camera
})
end
return NavigationOverlayApi
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)
end
---@return any: Table of option panel state
OptionPanelApi.getOptions = function()
return Global.getTable("optionPanel")
end
return OptionPanelApi
end
end)
__bundle_register("core/VictoryDisplayApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local VictoryDisplayApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getVictoryDisplay()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "VictoryDisplay")
end
-- triggers an update of the victory count
---@param delay? number Delay in seconds after which the update call is executed
VictoryDisplayApi.update = function(delay)
getVictoryDisplay().call("startUpdate", delay)
end
-- moves a card to the victory display (in the first empty spot)
---@param object tts__Object Object that should be checked and potentially moved
VictoryDisplayApi.placeCard = function(object)
if object ~= nil and object.tag == "Card" then
getVictoryDisplay().call("placeCard", object)
end
end
return VictoryDisplayApi
end
end)
__bundle_register("core/token/TokenChecker", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local CHAOS_TOKEN_NAMES = {
["Elder Sign"] = true,
["+1"] = true,
["0"] = true,
["-1"] = true,
["-2"] = true,
["-3"] = true,
["-4"] = true,
["-5"] = true,
["-6"] = true,
["-7"] = true,
["-8"] = true,
["Skull"] = true,
["Cultist"] = true,
["Tablet"] = true,
["Elder Thing"] = true,
["Auto-fail"] = true,
["Bless"] = true,
["Curse"] = true,
["Frost"] = true
}
local TokenChecker = {}
-- returns true if the passed object is a chaos token (by name)
TokenChecker.isChaosToken = function(obj)
if obj.type == "Tile" and CHAOS_TOKEN_NAMES[obj.getName()] then
return true
else
return false
end
end
return TokenChecker
end
end)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("core/GameKeyHandler")
end)
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__bundle_register("core/GameKeyHandler", function(require, _LOADED, __bundle_register, __bundle_modules)
local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
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local guidReferenceApi = require("core/GUIDReferenceApi")
local mythosAreaApi = require("core/MythosAreaApi")
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local navigationOverlayApi = require("core/NavigationOverlayApi")
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local optionPanelApi = require("core/OptionPanelApi")
local playermatApi = require("playermat/PlayermatApi")
local searchLib = require("util/SearchLib")
local tokenChecker = require("core/token/TokenChecker")
local victoryDisplayApi = require("core/VictoryDisplayApi")
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function onLoad()
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addHotkey("Add doom to agenda", addDoomToAgenda)
addHotkey("Add Bless/Curse context menu", addBlurseSealingMenu)
addHotkey("Discard object", discardObject)
addHotkey("Discard top card", discardTopDeck)
addHotkey("Display Bless/Curse status", showBlessCurseStatus)
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addHotkey("Move card to Victory Display", moveCardToVictoryDisplay)
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addHotkey("Place card into threat area", takeCardIntoThreatArea)
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addHotkey("Remove a use", removeOneUse)
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addHotkey("Reshuffle encounter deck", mythosAreaApi.reshuffleEncounterDeck)
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addHotkey("Switch seat clockwise", switchSeatClockwise)
addHotkey("Switch seat counter-clockwise", switchSeatCounterClockwise)
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addHotkey("Take clue from location", takeClueFromLocation)
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addHotkey("Take clue from location (White)", takeClueFromLocationWhite)
addHotkey("Take clue from location (Orange)", takeClueFromLocationOrange)
addHotkey("Take clue from location (Green)", takeClueFromLocationGreen)
addHotkey("Take clue from location (Red)", takeClueFromLocationRed)
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addHotkey("Upkeep", triggerUpkeep)
addHotkey("Upkeep (Multi-handed)", triggerUpkeepMultihanded)
end
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-- triggers the "Upkeep" function of the calling player's playermat
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function triggerUpkeep(playerColor)
if playerColor == "Black" then
broadcastToColor("Triggering 'Upkeep (Multihanded)' instead", playerColor, "Yellow")
triggerUpkeepMultihanded(playerColor)
return
end
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local matColor = playermatApi.getMatColor(playerColor)
playermatApi.doUpkeepFromHotkey(matColor, playerColor)
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end
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-- triggers the "Upkeep" function of the calling player's playermat AND
-- for all playermats that don't have a seated player, but an investigator card
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function triggerUpkeepMultihanded(playerColor)
if playerColor ~= "Black" then
triggerUpkeep(playerColor)
end
local colors = Player.getAvailableColors()
for _, handColor in ipairs(colors) do
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local matColor = playermatApi.getMatColor(handColor)
if playermatApi.returnInvestigatorId(matColor) ~= "00000" and Player[handColor].seated == false then
playermatApi.doUpkeepFromHotkey(matColor, playerColor)
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end
end
end
-- adds 1 doom to the agenda
function addDoomToAgenda()
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local doomCounter = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DoomCounter")
doomCounter.call("addVal", 1)
end
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-- move the hovered object to the nearest empty slot on the playermat
function takeCardIntoThreatArea(playerColor, hoveredObject)
-- only continue if an unlocked card
if hoveredObject == nil
or hoveredObject.type ~= "Card" and hoveredObject.type ~= "Deck"
or hoveredObject.hasTag("Location")
or hoveredObject.locked then
broadcastToColor("Hover a non-location card and try again.", playerColor, "Yellow")
return
end
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local matColor = playermatApi.getMatColor(playerColor)
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local mat = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat")
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-- do not continue if the threat area is already full
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local threatAreaPos = playermatApi.getEncounterCardDrawPosition(matColor, false)
if threatAreaPos == playermatApi.getEncounterCardDrawPosition(matColor, true) then
broadcastToColor("Threat area is full.", playerColor, "Yellow")
return
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end
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-- initialize list of objects to move (and store local positions)
local additionalObjects = {}
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for _, obj in ipairs(searchLib.onObject(hoveredObject, "isTileOrToken")) do
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local data = {}
data.object = obj
data.localPos = hoveredObject.positionToLocal(obj.getPosition())
table.insert(additionalObjects, data)
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end
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-- find out if the original card is on the green or red playermats
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local originalMatColor = guidReferenceApi.getOwnerOfObject(hoveredObject)
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-- determine modifiers for the playermats
local modifierY = 0
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if originalMatColor == "Red" then
modifierY = 90
elseif originalMatColor == "Green" then
modifierY = -90
end
local cardName = hoveredObject.getName()
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if cardName == "" then cardName = "card" end
broadcastToAll("Moved " .. cardName .. " to " .. getColoredName(playerColor) .. "'s threat area.", "White")
-- get new rotation (rounded)
local cardRot = hoveredObject.getRotation()
local roundedRotY = roundToMultiple(cardRot.y, 45)
local deltaRotY = 270 - mat.getRotation().y - modifierY
local newCardRot = cardRot:setAt("y", roundedRotY - deltaRotY)
-- move the main card to threat area
hoveredObject.setRotation(newCardRot)
hoveredObject.setPosition(threatAreaPos)
-- move tokens/tiles (to new global position)
for _, data in ipairs(additionalObjects) do
if not data.object.locked then
data.object.setPosition(hoveredObject.positionToWorld(data.localPos))
data.object.setRotation(data.object.getRotation() - Vector(0, deltaRotY, 0))
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end
end
end
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-- discard the hovered or selected objects to the respective trashcan and discard tokens on it if it was a card
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function discardObject(playerColor, hoveredObject)
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-- if more than one object is selected, discard them all, one at a time
local selectedObjects = Player[playerColor].getSelectedObjects()
if #selectedObjects > 0 then
discardGroup(playerColor, selectedObjects)
return
-- only continue if an unlocked card, deck or tile was hovered
elseif hoveredObject == nil
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or (hoveredObject.type ~= "Card" and hoveredObject.type ~= "Deck" and hoveredObject.type ~= "Tile")
or hoveredObject.locked then
broadcastToColor("Hover a token/tile or a card/deck and try again.", playerColor, "Yellow")
return
end
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-- These should probably not be discarded normally. Ask player for confirmation.
local tokenData = mythosAreaApi.returnTokenData()
local scenarioName = tokenData.currentScenario
if scenarioName ~= "Lost in Time and Space" and scenarioName ~= "The Secret Name" then
if hoveredObject.type == "Deck" or hoveredObject.hasTag("Location") then
local suspect = (hoveredObject.type == "Deck") and "Deck" or "Location"
Player[playerColor].showConfirmDialog("Discard " .. suspect .. "?",
function() performDiscard(playerColor, hoveredObject) end)
return
end
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end
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performDiscard(playerColor, hoveredObject)
end
-- actually performs the discarding of the object and tokens / tiles on it
function performDiscard(playerColor, hoveredObject)
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-- initialize list of objects to discard
local discardTheseObjects = { hoveredObject }
-- discard tokens / tiles on cards / decks
if hoveredObject.type ~= "Tile" then
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for _, obj in ipairs(searchLib.onObject(hoveredObject, "isTileOrToken")) do
table.insert(discardTheseObjects, obj)
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end
end
local discardForMatColor = getColorToDiscardFor(hoveredObject, playerColor)
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playermatApi.discardListOfObjects(discardForMatColor, discardTheseObjects)
end
function discardGroup(playerColor, selectedObjects)
local count = #selectedObjects
-- discarding one at a time avoids an error with cards in the discard pile losing the 'hands' toggle and uses multiple mats
for i = count, 1, -1 do
Wait.time(function()
if (selectedObjects[i].type == "Card" or selectedObjects[i].type ~= "Deck" or selectedObjects[i].type == "Tile") then
performDiscard(playerColor, selectedObjects[i])
end
end, (count - i + 1) * 0.1)
end
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end
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-- discard the top card of hovered deck, calling discardObject function
function discardTopDeck(playerColor, hoveredObject)
-- only continue if an unlocked card or deck was hovered
if hoveredObject == nil
or (hoveredObject.type ~= "Card" and hoveredObject.type ~= "Deck")
or hoveredObject.locked then
broadcastToColor("Hover a deck/card and try again.", playerColor, "Yellow")
return
end
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-- take top card from deck (unless it is already a single card)
local takenCard = hoveredObject
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if hoveredObject.type == "Deck" then
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takenCard = hoveredObject.takeObject({ index = 0 })
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end
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Wait.frames(function() performDiscard(playerColor, takenCard) end, 1)
end
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-- helper function to get the player to trigger the discard function for
function getColorToDiscardFor(hoveredObject, playerColor)
local pos = hoveredObject.getPosition()
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local closestMatColor = playermatApi.getMatColorByPosition(pos)
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-- check if actually on the closest playermat
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local closestMat = guidReferenceApi.getObjectByOwnerAndType(closestMatColor, "Playermat")
local bounds = closestMat.getBounds()
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-- define the area "near" the playermat
local bufferAroundPlayermat = 2
local areaNearPlayermat = {}
areaNearPlayermat.minX = bounds.center.x - bounds.size.x / 2 - bufferAroundPlayermat
areaNearPlayermat.maxX = bounds.center.x + bounds.size.x / 2 + bufferAroundPlayermat
areaNearPlayermat.minZ = bounds.center.z - bounds.size.z / 2 - bufferAroundPlayermat
areaNearPlayermat.maxZ = bounds.center.z + bounds.size.z / 2 + bufferAroundPlayermat
-- discard to closest mat if near it
if inArea(pos, areaNearPlayermat) then
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return closestMatColor
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end
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-- discard to closest mat if card is in a hand
local handZone = guidReferenceApi.getObjectByOwnerAndType(closestMatColor, "HandZone")
for _, zone in ipairs(hoveredObject.getZones()) do
if zone == handZone then
return closestMatColor
end
end
-- discard to triggering mat if previous conditions weren't met
return playermatApi.getMatColor(playerColor)
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end
-- moves the hovered card to the victory display
function moveCardToVictoryDisplay(_, hoveredObject)
victoryDisplayApi.placeCard(hoveredObject)
end
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-- removes a use from a card (or a token if hovered)
function removeOneUse(playerColor, hoveredObject)
-- only continue if an unlocked card or tile was hovered
if hoveredObject == nil
or (hoveredObject.type ~= "Card" and hoveredObject.type ~= "Tile")
or hoveredObject.locked then
broadcastToColor("Hover a token/tile or a card and try again.", playerColor, "Yellow")
return
end
local targetObject = nil
-- discard hovered token / tile
if hoveredObject.type == "Tile" then
targetObject = hoveredObject
elseif hoveredObject.type == "Card" then
-- grab the first use type from the metadata (or nil)
local notes = JSON.decode(hoveredObject.getGMNotes()) or {}
local usesData = notes.uses or {}
local useInfo = usesData[1] or {}
local searchForType = useInfo.type
if searchForType then searchForType = searchForType:lower() end
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for _, obj in ipairs(searchLib.onObject(hoveredObject, "isTileOrToken")) do
if not obj.locked and obj.memo ~= "resourceCounter" then
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-- check for matching object, otherwise use the first hit
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if obj.memo and obj.memo == searchForType then
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targetObject = obj
break
elseif not targetObject then
targetObject = obj
end
end
end
end
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-- release sealed token if card has one and no uses
if tokenChecker.isChaosToken(targetObject) and hoveredObject.hasTag("CardThatSeals") then
local func = hoveredObject.getVar("releaseOneToken") -- check if function exists
if func ~= nil then
hoveredObject.call("releaseOneToken", playerColor)
return
end
end
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-- error handling
if not targetObject then
broadcastToColor("No tokens found!", playerColor, "Yellow")
return
end
-- handling for stacked tokens
if targetObject.getQuantity() > 1 then
targetObject = targetObject.takeObject()
end
-- feedback message
local tokenName = targetObject.getName()
if tokenName == "" then
if targetObject.memo ~= "" then
-- name handling for clue / doom
if targetObject.memo == "clueDoom" then
if targetObject.is_face_down then
tokenName = "Doom"
else
tokenName = "Clue"
end
else
tokenName = titleCase(targetObject.memo)
end
else
tokenName = "Unknown"
end
end
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broadcastToAll(getColoredName(playerColor) .. " removed a token: " .. tokenName, playerColor)
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local discardForMatColor = getColorToDiscardFor(hoveredObject, playerColor)
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playermatApi.discardListOfObjects(discardForMatColor, { targetObject })
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end
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-- switches the triggering player to the next seat (clockwise)
function switchSeatClockwise(playerColor)
switchSeat(playerColor, "clockwise")
end
-- switches the triggering player to the next seat (counter-clockwise)
function switchSeatCounterClockwise(playerColor)
switchSeat(playerColor, "counter-clockwise")
end
-- handles seat switching in the given direction
function switchSeat(playerColor, direction)
if playerColor == "Black" or playerColor == "Grey" then
broadcastToColor("This hotkey is only available to seated players.", playerColor, "Orange")
return
end
-- sort function for matcolors based on hand position (Green, White, Orange, Red)
local function sortByHandPosition(color1, color2)
local pos1 = Player[color1].getHandTransform().position
local pos2 = Player[color2].getHandTransform().position
return pos1.z > pos2.z
end
-- get used playermats
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local usedColors = playermatApi.getUsedMatColors()
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table.sort(usedColors, sortByHandPosition)
-- get current seat index
local index
for i, color in ipairs(usedColors) do
if color == playerColor then
index = i
break
end
end
if not index then
broadcastToColor("Couldn't detect investigator.", playerColor, "Orange")
return
end
-- get next color
index = index + ((direction == "clockwise") and -1 or 1)
if index == 0 then
index = #usedColors
elseif index > #usedColors then
index = 1
end
-- swap color
navigationOverlayApi.loadCamera(Player[playerColor], usedColors[index])
end
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function takeClueFromLocationWhite(_, hoveredObject)
takeClueFromLocation("White", hoveredObject)
end
function takeClueFromLocationOrange(_, hoveredObject)
takeClueFromLocation("Orange", hoveredObject)
end
function takeClueFromLocationGreen(_, hoveredObject)
takeClueFromLocation("Green", hoveredObject)
end
function takeClueFromLocationRed(_, hoveredObject)
takeClueFromLocation("Red", hoveredObject)
end
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-- takes a clue from a location, player needs to hover the clue directly or the location
function takeClueFromLocation(playerColor, hoveredObject)
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-- use different color for messages if player is not seated (because this hotkey is called for a different mat)
local messageColor = playerColor
if not Player[playerColor] or not Player[playerColor].seated then
messageColor = getFirstSeatedPlayer()
end
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local cardName, clue
if hoveredObject == nil then
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broadcastToColor("Hover a clue or card with clues and try again.", messageColor, "Yellow")
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return
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elseif hoveredObject.type == "Card" then
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cardName = hoveredObject.getName()
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local searchResult = searchLib.onObject(hoveredObject, "isClue")
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if #searchResult == 0 then
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broadcastToColor("This card does not have any clues on it.", messageColor, "Yellow")
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return
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else
clue = searchResult[1]
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end
elseif hoveredObject.memo == "clueDoom" then
if hoveredObject.is_face_down then
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broadcastToColor("This is a doom token and not a clue.", messageColor, "Yellow")
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return
end
clue = hoveredObject
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local searchResult = searchLib.belowPosition(clue.getPosition(), "isCard")
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if #searchResult ~= 0 then
cardName = searchResult[1].getName()
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end
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elseif hoveredObject.type == "Infinite" and hoveredObject.getName() == "Clue tokens" then
clue = hoveredObject.takeObject()
cardName = "token pool"
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else
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broadcastToColor("Hover a clue or card with clues and try again.", messageColor, "Yellow")
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return
end
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local clickableClues = optionPanelApi.getOptions()["useClueClickers"]
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-- handling for calling this for a specific mat via hotkey
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local matColor, pos
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if Player[playerColor] and Player[playerColor].seated then
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matColor = playermatApi.getMatColor(playerColor)
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else
matColor = playerColor
end
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if clickableClues then
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pos = { x = 0.49, y = 2.66, z = 0.00 }
playermatApi.updateCounter(matColor, "ClickableClueCounter", _, 1)
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else
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pos = playermatApi.transformLocalPosition({ x = -1.12, y = 0.05, z = 0.7 }, matColor)
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end
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local rot = playermatApi.returnRotation(matColor)
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-- check if found clue is a stack or single token
if clue.getQuantity() > 1 then
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clue.takeObject({ position = pos, rotation = rot })
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else
clue.setPositionSmooth(pos)
clue.setRotation(rot)
end
if cardName then
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broadcastToAll(getColoredName(playerColor) .. " took one clue from " .. cardName .. ".", "White")
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else
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broadcastToAll(getColoredName(playerColor) .. " took one clue.", "White")
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end
victoryDisplayApi.update()
end
-- broadcasts the bless/curse status to the calling player
function showBlessCurseStatus(playerColor)
blessCurseManagerApi.broadcastStatus(playerColor)
end
-- adds Wendy's menu to the hovered card
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function addBlurseSealingMenu(playerColor, hoveredObject)
blessCurseManagerApi.addBlurseSealingMenu(playerColor, hoveredObject)
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end
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-- Simple method to check if the given point is in a specified area
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---@param point tts__Vector Point to check, only x and z values are relevant
---@param bounds table Defined area to see if the point is within
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function inArea(point, bounds)
return (point.x > bounds.minX
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and point.x < bounds.maxX
and point.z > bounds.minZ
and point.z < bounds.maxZ)
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end
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-- capitalizes the first letter
function titleCase(str)
local first = str:sub(1, 1)
local rest = str:sub(2)
return first:upper() .. rest:lower()
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end
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-- returns the color of the first seated player
function getFirstSeatedPlayer()
for _, color in ipairs(getSeatedPlayers()) do
return color
end
end
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-- returns the colored steam name or color
function getColoredName(playerColor)
local displayName = playerColor
if Player[playerColor].steam_name then
displayName = Player[playerColor].steam_name
end
-- add bb-code
return "[" .. Color.fromString(playerColor):toHex() .. "]" .. displayName .. "[-]"
end
function roundToMultiple(num, mult)
return math.floor((num + mult / 2) / mult) * mult
end
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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 = {}
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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
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---@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 })
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 })
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
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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
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
---@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
-- 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.
---@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
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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
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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
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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
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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)
end
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
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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
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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
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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
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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
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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
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end
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-- 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
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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")
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end
end
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return PlayermatApi
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end
end)
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__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local GUIDReferenceApi = {}
local function getGuidHandler()
return getObjectFromGUID("123456")
end
-- 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 })
end
-- 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)
end
-- 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)
end
-- 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
})
end
-- 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)
end
return GUIDReferenceApi
end
end)
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__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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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,
}
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-- 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
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})
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-- 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)
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")