2023-01-29 19:31:52 -05:00
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-- Bundled by luabundle {"version":"1.6.0"}
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local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
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local loadingPlaceholder = {[{}] = true}
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local register
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local modules = {}
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local require
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local loaded = {}
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register = function(name, body)
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if not modules[name] then
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modules[name] = body
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end
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end
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require = function(name)
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local loadedModule = loaded[name]
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if loadedModule then
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if loadedModule == loadingPlaceholder then
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return nil
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end
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else
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if not modules[name] then
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if not superRequire then
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local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
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error('Tried to require ' .. identifier .. ', but no such module has been registered')
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else
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return superRequire(name)
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end
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end
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loaded[name] = loadingPlaceholder
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loadedModule = modules[name](require, loaded, register, modules)
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loaded[name] = loadedModule
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end
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return loadedModule
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end
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return require, loaded, register, modules
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end)(nil)
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2023-04-22 16:56:01 -04:00
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__bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local TokenArrangerApi = {}
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-- local function to call the token arranger, if it is on the table
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---@param functionName String Name of the function to cal
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---@param argument Variant Parameter to pass
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local function callIfExistent(functionName, argument)
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local tokenArranger = getObjectsWithTag("TokenArranger")[1]
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if tokenArranger ~= nil then
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tokenArranger.call(functionName, argument)
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2023-01-29 19:31:52 -05:00
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end
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end
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2023-04-22 16:56:01 -04:00
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-- updates the token modifiers with the provided data
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---@param tokenData Table Contains the chaos token metadata
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TokenArrangerApi.onTokenDataChanged = function(fullData)
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callIfExistent("onTokenDataChanged", fullData)
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2023-01-29 19:31:52 -05:00
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end
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2023-04-22 16:56:01 -04:00
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-- deletes already laid out tokens
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TokenArrangerApi.deleteCopiedTokens = function()
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callIfExistent("deleteCopiedTokens")
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2023-01-29 19:31:52 -05:00
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end
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2023-04-22 16:56:01 -04:00
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-- updates the laid out tokens
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TokenArrangerApi.layout = function()
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Wait.time(function() callIfExistent("layout") end, 0.1)
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end
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2023-01-29 19:31:52 -05:00
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2023-04-22 16:56:01 -04:00
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return TokenArrangerApi
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2023-01-29 19:31:52 -05:00
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end
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end)
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__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayAreaApi = { }
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local PLAY_AREA_GUID = "721ba2"
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-- Returns the current value of the investigator counter from the playmat
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---@return Integer. Number of investigators currently set on the counter
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PlayAreaApi.getInvestigatorCount = function()
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return getObjectFromGUID(PLAY_AREA_GUID).call("getInvestigatorCount")
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end
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-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
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-- fixed objects will be ignored, as will anything the player has tagged with
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-- 'displacement_excluded'
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---@param playerColor Color of the player requesting the shift. Used solely to send an error
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--- message in the unlikely case that the scripting zone has been deleted
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PlayAreaApi.shiftContentsUp = function(playerColor)
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return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor)
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end
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PlayAreaApi.shiftContentsDown = function(playerColor)
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return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor)
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end
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PlayAreaApi.shiftContentsLeft = function(playerColor)
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return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor)
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end
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PlayAreaApi.shiftContentsRight = function(playerColor)
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return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor)
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end
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-- Reset the play area's tracking of which cards have had tokens spawned.
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PlayAreaApi.resetSpawnedCards = function()
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return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards")
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end
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-- Event to be called when the current scenario has changed.
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---@param scenarioName Name of the new scenario
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PlayAreaApi.onScenarioChanged = function(scenarioName)
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getObjectFromGUID(PLAY_AREA_GUID).call("onScenarioChanged", scenarioName)
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end
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-- Sets this playmat's snap points to limit snapping to locations or not.
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-- If matchTypes is false, snap points will be reset to snap all cards.
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---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
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PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
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getObjectFromGUID(PLAY_AREA_GUID).call("setLimitSnapsByType", matchCardTypes)
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end
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-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
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-- cards before they're destroyed by entering the container
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PlayAreaApi.tryObjectEnterContainer = function(container, object)
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getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer",
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{ container = container, object = object })
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end
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2023-04-22 16:56:01 -04:00
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-- counts the VP on locations in the play area
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PlayAreaApi.countVP = function()
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return getObjectFromGUID(PLAY_AREA_GUID).call("countVP")
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end
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-- highlights all locations in the play area without metadata
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---@param state Boolean True if highlighting should be enabled
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PlayAreaApi.highlightMissingData = function(state)
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return getObjectFromGUID(PLAY_AREA_GUID).call("highlightMissingData", state)
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end
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-- highlights all locations in the play area with VP
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---@param state Boolean True if highlighting should be enabled
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PlayAreaApi.highlightCountedVP = function(state)
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return getObjectFromGUID(PLAY_AREA_GUID).call("highlightCountedVP", state)
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end
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-- Checks if an object is in the play area (returns true or false)
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PlayAreaApi.isInPlayArea = function(object)
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return getObjectFromGUID(PLAY_AREA_GUID).call("isInPlayArea", object)
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end
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2023-01-29 19:31:52 -05:00
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return PlayAreaApi
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end
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end)
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__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local TokenSpawnTracker = { }
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local SPAWN_TRACKER_GUID = "e3ffc9"
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TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
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return getObjectFromGUID(SPAWN_TRACKER_GUID).call("hasSpawnedTokens", cardGuid)
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end
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TokenSpawnTracker.markTokensSpawned = function(cardGuid)
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return getObjectFromGUID(SPAWN_TRACKER_GUID).call("markTokensSpawned", cardGuid)
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end
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TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
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return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetTokensSpawned", cardGuid)
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end
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TokenSpawnTracker.resetAllAssetAndEvents = function()
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return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllAssetAndEvents")
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end
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TokenSpawnTracker.resetAllLocations = function()
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return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllLocations")
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end
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TokenSpawnTracker.resetAll = function()
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return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAll")
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end
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return TokenSpawnTracker
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end
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end)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("core/MythosArea")
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end)
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2023-04-22 16:56:01 -04:00
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__bundle_register("core/MythosArea", function(require, _LOADED, __bundle_register, __bundle_modules)
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local playAreaApi = require("core/PlayAreaApi")
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local tokenArrangerApi = require("accessories/TokenArrangerApi")
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local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
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local ENCOUNTER_DECK_AREA = {
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upperLeft = { x = 0.9, z = 0.42 },
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lowerRight = { x = 0.86, z = 0.38 },
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}
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local ENCOUNTER_DISCARD_AREA = {
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upperLeft = { x = 1.62, z = 0.42 },
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lowerRight = { x = 1.58, z = 0.38 },
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}
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local currentScenario
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local useFrontData
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local tokenData
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-- we use this to turn off collision handling until onLoad() is complete
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local collisionEnabled = false
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function onLoad(saveState)
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if saveState ~= nil then
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local loadedState = JSON.decode(saveState) or {}
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currentScenario = loadedState.currentScenario or ""
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useFrontData = loadedState.useFrontData or true
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tokenData = loadedState.tokenData or {}
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end
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collisionEnabled = true
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end
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function onSave()
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return JSON.encode({
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currentScenario = currentScenario,
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useFrontData = useFrontData,
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tokenData = tokenData
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})
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end
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-- TTS event handler. Handles scenario name event triggering and encounter card token resets.
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function onCollisionEnter(collisionInfo)
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if not collisionEnabled then
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return
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end
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local object = collisionInfo.collision_object
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if object.getName() == "Scenario" then
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local updateNeeded = false
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local description = object.getDescription()
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-- detect if orientation of scenario card changed (flipped to other side)
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if object.is_face_down == useFrontData then
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useFrontData = not useFrontData
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updateNeeded = true
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end
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-- detect if another scenario card is placed down
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if currentScenario ~= description then
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currentScenario = description
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updateNeeded = true
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fireScenarioChangedEvent()
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end
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-- trigger update if a change was detected and push new data
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if updateNeeded then
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local metadata = JSON.decode(object.getGMNotes()) or {}
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if not metadata["tokens"] then
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tokenData = {}
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return
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end
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tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
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fireTokenDataChangedEvent()
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end
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end
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local localPos = self.positionToLocal(object.getPosition())
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if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then
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tokenSpawnTrackerApi.resetTokensSpawned(object.getGUID())
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end
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end
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-- TTS event handler. Handles scenario name event triggering
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function onCollisionExit(collisionInfo)
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if not collisionEnabled then return end
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local object = collisionInfo.collision_object
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-- reset token metadata if scenario reference card is removed
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if object.getName() == "Scenario" then
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tokenData = {}
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useFrontData = nil
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fireTokenDataChangedEvent()
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end
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end
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-- Listens for cards entering the encounter deck or encounter discard, and resets the spawn state
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-- for the cards when they do.
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function onObjectEnterContainer(container, object)
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local localPos = self.positionToLocal(container.getPosition())
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if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then
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tokenSpawnTrackerApi.resetTokensSpawned(object.getGUID())
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end
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end
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-- fires if the scenario title changes
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function fireScenarioChangedEvent()
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Wait.frames(function() Global.call('titleSplash', currentScenario) end, 20)
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playAreaApi.onScenarioChanged(currentScenario)
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end
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-- fires if the scenario title or the difficulty changes
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function fireTokenDataChangedEvent()
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local fullData = returnTokenData()
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tokenArrangerApi.onTokenDataChanged(fullData)
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end
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-- returns the chaos token metadata (if provided)
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function returnTokenData()
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return {
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tokenData = tokenData,
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currentScenario = currentScenario,
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useFrontData = useFrontData
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}
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end
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-- Simple method to check if the given point is in a specified area. Local use only,
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---@param point Vector. Point to check, only x and z values are relevant
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---@param bounds Table. Defined area to see if the point is within. See MAIN_PLAY_AREA for sample
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-- bounds definition.
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---@return Boolean. True if the point is in the area defined by bounds
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function inArea(point, bounds)
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return (point.x < bounds.upperLeft.x
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and point.x > bounds.lowerRight.x
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and point.z < bounds.upperLeft.z
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and point.z > bounds.lowerRight.z)
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end
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end)
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2023-01-29 19:31:52 -05:00
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return __bundle_require("__root")
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