ah_sce_unpacked/unpacked/Custom_Model_Bag Fan-Made Accessories aa8b38/Custom_Tile Hand Helper 450688.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)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("accessories/HandHelper")
end)
__bundle_register("accessories/HandHelper", function(require, _LOADED, __bundle_register, __bundle_modules)
local playmatAPI = require("playermat/PlaymatApi")
local buttonParamaters = {}
buttonParamaters.function_owner = self
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-- saving "playerColor" and "des"
function onSave() return JSON.encode({ playerColor, des}) end
function onLoad(saved_data)
-- loading saved data
local loaded_data = JSON.decode(saved_data)
playerColor = loaded_data[1] or Player.getAvailableColors()[1]
des = loaded_data[2] or false
-- index 0: button as hand size label
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buttonParamaters.hover_color = "White"
buttonParamaters.click_function = "none"
buttonParamaters.position = { 0, 0.11, -0.4 }
buttonParamaters.height = 0
buttonParamaters.width = 0
buttonParamaters.font_size = 500
buttonParamaters.font_color = "White"
self.createButton(buttonParamaters)
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-- index 1: button to toggle "des"
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buttonParamaters.label = "DES: " .. (des and "✓" or "✗")
buttonParamaters.click_function = "toggleDES"
buttonParamaters.position = { 0.475, 0.11, 0.25 }
buttonParamaters.height = 175
buttonParamaters.width = 440
buttonParamaters.font_size = 90
buttonParamaters.font_color = "Black"
self.createButton(buttonParamaters)
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-- index 2: button to discard a card
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buttonParamaters.label = "discard random card"
buttonParamaters.click_function = "discardRandom"
buttonParamaters.position = { 0, 0.11, 0.7 }
buttonParamaters.width = 900
self.createButton(buttonParamaters)
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-- index 3: button to select color
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buttonParamaters.label = playerColor
buttonParamaters.color = playerColor
buttonParamaters.hover_color = playerColor
buttonParamaters.click_function = "changeColor"
buttonParamaters.tooltip = "change color"
buttonParamaters.position = { -0.475, 0.11, 0.25 }
buttonParamaters.width = 440
self.createButton(buttonParamaters)
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-- start loop to update card count
loopId = Wait.time(||updateValue(), 1, -1)
-- context menu to quickly bind color
self.addContextMenuItem("Bind to my color", function(color)
changeColor(_, _, _, color)
end)
-- context menu to display additional information
self.addContextMenuItem("More Information", function()
printToAll("------------------------------", "White")
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printToAll("Hand Helper by Chr1Z", "Orange")
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printToAll("original by Tikatoy", "White")
printToAll("Note: 'Hidden' cards can't be randomly discarded.", "Yellow")
printToAll("Set them aside beforehand!", "Yellow")
end)
-- initialize the pseudo random number generator
math.randomseed(os.time())
end
function onObjectHover(hover_color, obj)
-- only continue if correct player hovers over "self"
if obj ~= self or hover_color ~= playerColor then return end
-- stop loop, toggle "des" and displayed value briefly, then start new loop
Wait.stop(loopId)
des = not des
updateValue()
des = not des
loopId = Wait.time(||updateValue(), 1, -1)
end
-- toggle "des" and update button label
function toggleDES()
des = not des
self.editButton({index = 1, label = "DES: " .. (des and "✓" or "✗")})
updateValue()
end
-- count cards in hand (by name for DES)
function updateValue()
if not playerExists(playerColor) then return end
local hand = Player[playerColor].getHandObjects()
local size = 0
if des then
local cardHash = {}
for _, obj in pairs(hand) do
if obj.tag == "Card" then
local name = obj.getName()
local title = string.match(name, '(.+)(%s%(%d+%))') or name
cardHash[title] = obj
end
end
for _, obj in pairs(cardHash) do
size = size + 1
end
else
for _, obj in pairs(hand) do
if obj.tag == "Card" then size = size + 1 end
end
end
-- change button label and color
self.editButton({index = 0, font_color = des and "Green" or "White", label = size})
end
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-- allows change of color via external call
function externalColorChange(newColor)
changeColor(_, _, _, newColor)
end
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-- get index of current color and move up one step (or down for right-click)
function changeColor(_, _, isRightClick, color)
if color then
playerColor = color
else
local COLORS = Player.getAvailableColors()
local pos = indexOf(COLORS, playerColor)
if isRightClick then
if pos == nil or pos == 1 then pos = #COLORS
else pos = pos - 1 end
else
if pos == nil or pos == #COLORS then pos = 1
else pos = pos + 1 end
end
-- update playerColor
playerColor = COLORS[pos]
end
-- update "change color" button (note: remove and create instantly updates hover_color)
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buttonParamaters.label = playerColor
buttonParamaters.color = playerColor
buttonParamaters.hover_color = playerColor
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self.removeButton(3)
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self.createButton(buttonParamaters)
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end
---------------------------------------------------------
-- discards a random card from hand
---------------------------------------------------------
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function discardRandom()
if not playerExists(playerColor) then return end
-- error handling: hand is empty
local hand = Player[playerColor].getHandObjects()
if #hand == 0 then
broadcastToAll("Cannot discard from empty hand!", "Red")
else
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local searchPos = Player[playerColor].getHandTransform().position
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local discardPos = playmatAPI.getDiscardPosition(playmatAPI.getMatColorByPosition(searchPos))
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if discardPos == nil then
broadcastToAll("Couldn't retrieve discard position from playermat!", "Red")
return
end
local num = math.random(1, #hand)
hand[num].setPosition(discardPos)
broadcastToAll(playerColor .. " randomly discarded card " .. num .. "/" .. #hand .. ".", "White")
end
end
---------------------------------------------------------
-- helper functions
---------------------------------------------------------
-- helper to search array
function indexOf(array, value)
for i, v in ipairs(array) do
if v == value then return i end
end
end
-- helper to check if player exists
function playerExists(color)
local COLORS = Player.getAvailableColors()
return indexOf(COLORS, color) and true or false
end
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end)
__bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlaymatApi = { }
local internal = { }
local MAT_IDS = {
White = "8b081b",
Orange = "bd0ff4",
Green = "383d8b",
Red = "0840d5"
}
local CLUE_COUNTER_GUIDS = {
White = "37be78",
Orange = "1769ed",
Green = "032300",
Red = "d86b7c"
}
local CLUE_CLICKER_GUIDS = {
White = "db85d6",
Orange = "3f22e5",
Green = "891403",
Red = "4111de"
}
-- Returns the color of the by position requested playermat as string
---@param startPos Table Position of the search, table get's roughly cut into 4 quarters to assign a playermat
PlaymatApi.getMatColorByPosition = function(startPos)
if startPos.x < -42 then
if startPos.z > 0 then
return "White"
else
return "Orange"
end
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else
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if startPos.z > 0 then
return "Green"
else
return "Red"
end
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end
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end
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-- Returns the draw deck of the requested playmat
---@param matColor String Color of the playermat
PlaymatApi.getDrawDeck = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
mat.call("getDrawDiscardDecks")
return mat.getVar("drawDeck")
end
-- Returns the position of the discard pile of the requested playmat
---@param matColor String Color of the playermat
PlaymatApi.getDiscardPosition = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.call("returnGlobalDiscardPosition")
end
-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
-- 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.
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("setLimitSnapsByType", matchCardTypes)
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end
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end
-- Sets the requested playermat's draw 1 button to visible
---@param isDrawButtonVisible Boolean. Whether the draw 1 button should be visible or not
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("showDrawButton", isDrawButtonVisible)
end
end
-- Shows or hides the clickable clue counter for the requested playermat
---@param showCounter Boolean. Whether the clickable counter should be present or not
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.clickableClues = function(showCounter, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("clickableClues", showCounter)
end
end
-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.removeClues = function(matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("removeClues")
end
end
-- Reports the clue count for the requested playermat
---@param useClickableCounters Boolean Controls which type of counter is getting checked
PlaymatApi.getClueCount = function(useClickableCounters, matColor)
local count = 0
for _, mat in ipairs(internal.getMatForColor(matColor)) do
count = count + tonumber(mat.call("getClueCount", useClickableCounters))
end
return count
end
-- Convenience function to look up a mat's object by color, or get all mats.
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will return all four mats.
---@return: Array of playermat objects. If a single mat is requested, will return a single-element
-- array to simplify processing by consumers.
internal.getMatForColor = function(matColor)
local targetMatGuid = MAT_IDS[matColor]
if targetMatGuid != nil then
return { getObjectFromGUID(targetMatGuid) }
end
if matColor == "All" then
return {
getObjectFromGUID(MAT_IDS.White),
getObjectFromGUID(MAT_IDS.Orange),
getObjectFromGUID(MAT_IDS.Green),
getObjectFromGUID(MAT_IDS.Red),
}
end
end
return PlaymatApi
end
end)
return __bundle_require("__root")