-- 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("playercards/cards/KohakuNarukami") end) __bundle_register("playercards/cards/KohakuNarukami", function(require, _LOADED, __bundle_register, __bundle_modules) require("playercards/CardsWithHelper") local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi") local guidReferenceApi = require("core/GUIDReferenceApi") local playermatApi = require("playermat/PlayermatApi") local searchLib = require("util/SearchLib") local tokenManager = require("core/token/TokenManager") -- intentionally global hasXML = true isHelperEnabled = false local updated, loopId local xmlData = { Action = { color = "#6D202CE6", onClick = "removeAndExtraAction" }, Bless = { color = "#9D702CE6", onClick = "addTokenToBag" }, Curse = { color = "#633A84E6", onClick = "addTokenToBag" }, ElderSign = { color = "#50A8CEE6", onClick = "elderSignAbility" } } function updateSave() self.script_state = JSON.encode({ isHelperEnabled = isHelperEnabled, loopId = loopId }) end function onLoad(savedData) if savedData and savedData ~= "" then local loadedData = JSON.decode(savedData) isHelperEnabled = loadedData.isHelperEnabled loopId = loadedData.loopId end syncDisplayWithOptionPanel() end function initialize() maybeUpdateButtonState() loopId = Wait.time(maybeUpdateButtonState, 1, -1) end function shutOff() if loopId then Wait.stop(loopId) loopId = nil end end function addTokenToBag(_, _, tokenType) if not updated then return end blessCurseManagerApi.addToken(tokenType) updated = false Wait.frames(maybeUpdateButtonState, 2) end function removeAndExtraAction() if not updated then return end blessCurseManagerApi.removeToken("Bless") blessCurseManagerApi.removeToken("Bless") blessCurseManagerApi.removeToken("Curse") blessCurseManagerApi.removeToken("Curse") updated = false Wait.frames(maybeUpdateButtonState, 2) local position = self.getPosition() local matColor = playermatApi.getMatColorByPosition(position) local mat = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat") local rotation = mat.getRotation() -- find empty action token slots by checking snap points local snaps = mat.getSnapPoints() -- get first empty slot in the top row (so the second empty slot because of the ability token) local emptyPos = position -- default to card position for i, snap in ipairs(snaps) do if i > 1 then if snap.tags[1] == "UniversalToken" then local snapPos = mat.positionToWorld(snap.position) local searchResult = searchLib.atPosition(snapPos, "isUniversalToken") if #searchResult == 0 then emptyPos = snapPos break end end end end callback = function(spawned) spawned.call("updateClassAndSymbol", { class = "Mystic", symbol = "Mystic" }) spawned.addTag("Temporary") end tokenManager.spawnToken(emptyPos + Vector(0, 0.7, 0), "universalActionAbility", rotation, callback) end function elderSignAbility() blessCurseManagerApi.addToken("Bless") blessCurseManagerApi.addToken("Curse") updated = false Wait.frames(maybeUpdateButtonState, 2) end -- count tokens in the bag and show appropriate buttons function maybeUpdateButtonState() local numInBag = blessCurseManagerApi.getBlessCurseInBag() local state = { Bless = false, Curse = false, Action = false, ElderSign = false } if numInBag.Bless <= numInBag.Curse and numInBag.Bless < 10 then state.Bless = true state.ElderSign = true end if numInBag.Curse <= numInBag.Bless and numInBag.Curse < 10 then state.Curse = true state.ElderSign = true end if numInBag.Curse >= 2 and numInBag.Bless >= 2 then state.Action = true end setUiState(state) updated = true end function setUiState(params) for buttonId, state in pairs(params) do if state then self.UI.setAttribute(buttonId, "color", xmlData[buttonId].color) self.UI.setAttribute(buttonId, "onClick", xmlData[buttonId].onClick) self.UI.setAttribute(buttonId, "textColor", "white") else self.UI.setAttribute(buttonId, "color", "#353535E6") self.UI.setAttribute(buttonId, "onClick", "errorMessage") self.UI.setAttribute(buttonId, "textColor", "#A0A0A0") end end end function errorMessage(_, _, triggeringButton) local numInBag = blessCurseManagerApi.getBlessCurseInBag() if triggeringButton == "Action" then broadcastToAll("There are not enough Blesses and/or Curses in the chaos bag.", "Red") elseif numInBag.Bless == 10 and numInBag.Curse == 10 then broadcastToAll("No more tokens can be added to the chaos bag.", "Red") elseif numInBag.Bless < numInBag.Curse then broadcastToAll("There are more Bless tokens than Curse tokens in the chaos bag.", "Red") else broadcastToAll("There are more Curse tokens than Bless tokens in the chaos bag.", "Red") end end end) __bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules) do local guidReferenceApi = require("core/GUIDReferenceApi") local optionPanelApi = require("core/OptionPanelApi") local playAreaApi = require("core/PlayAreaApi") local playermatApi = require("playermat/PlayermatApi") local searchLib = require("util/SearchLib") local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi") local PLAYER_CARD_TOKEN_OFFSETS = { [1] = { Vector(0, 3, -0.2) }, [2] = { Vector(0.4, 3, -0.2), Vector(-0.4, 3, -0.2) }, [3] = { Vector(0, 3, -0.9), Vector(0.4, 3, -0.2), Vector(-0.4, 3, -0.2) }, [4] = { Vector(0.4, 3, -0.9), Vector(-0.4, 3, -0.9), Vector(0.4, 3, -0.2), Vector(-0.4, 3, -0.2) }, [5] = { Vector(0.7, 3, -0.9), Vector(0, 3, -0.9), Vector(-0.7, 3, -0.9), Vector(0.4, 3, -0.2), Vector(-0.4, 3, -0.2) }, [6] = { Vector(0.7, 3, -0.9), Vector(0, 3, -0.9), Vector(-0.7, 3, -0.9), Vector(0.7, 3, -0.2), Vector(0, 3, -0.2), Vector(-0.7, 3, -0.2) }, [7] = { Vector(0.7, 3, -0.9), Vector(0, 3, -0.9), Vector(-0.7, 3, -0.9), Vector(0.7, 3, -0.2), Vector(0, 3, -0.2), Vector(-0.7, 3, -0.2), Vector(0, 3, 0.5) }, [8] = { Vector(0.7, 3, -0.9), Vector(0, 3, -0.9), Vector(-0.7, 3, -0.9), Vector(0.7, 3, -0.2), Vector(0, 3, -0.2), Vector(-0.7, 3, -0.2), Vector(-0.35, 3, 0.5), Vector(0.35, 3, 0.5) }, [9] = { Vector(0.7, 3, -0.9), Vector(0, 3, -0.9), Vector(-0.7, 3, -0.9), Vector(0.7, 3, -0.2), Vector(0, 3, -0.2), Vector(-0.7, 3, -0.2), Vector(0.7, 3, 0.5), Vector(0, 3, 0.5), Vector(-0.7, 3, 0.5) }, [10] = { Vector(0.7, 3, -0.9), Vector(0, 3, -0.9), Vector(-0.7, 3, -0.9), Vector(0.7, 3, -0.2), Vector(0, 3, -0.2), Vector(-0.7, 3, -0.2), Vector(0.7, 3, 0.5), Vector(0, 3, 0.5), Vector(-0.7, 3, 0.5), Vector(0, 3, 1.2) }, [11] = { Vector(0.7, 3, -0.9), Vector(0, 3, -0.9), Vector(-0.7, 3, -0.9), Vector(0.7, 3, -0.2), Vector(0, 3, -0.2), Vector(-0.7, 3, -0.2), Vector(0.7, 3, 0.5), Vector(0, 3, 0.5), Vector(-0.7, 3, 0.5), Vector(-0.35, 3, 1.2), Vector(0.35, 3, 1.2) }, [12] = { Vector(0.7, 3, -0.9), Vector(0, 3, -0.9), Vector(-0.7, 3, -0.9), Vector(0.7, 3, -0.2), Vector(0, 3, -0.2), Vector(-0.7, 3, -0.2), Vector(0.7, 3, 0.5), Vector(0, 3, 0.5), Vector(-0.7, 3, 0.5), Vector(0.7, 3, 1.2), Vector(0, 3, 1.2), Vector(-0.7, 3, 1.2) } } -- stateIDs for the multi-stated resource tokens local stateTable = { ["resource"] = 1, ["ammo"] = 2, ["bounty"] = 3, ["charge"] = 4, ["evidence"] = 5, ["secret"] = 6, ["supply"] = 7, ["offering"] = 8 } -- Table of data extracted from the token source bag, keyed by the Memo on each token which -- should match the token type keys ("resource", "clue", etc) local tokenTemplates local playerCardData local locationData local TokenManager = {} local internal = {} -- Spawns tokens for the card. This function is built to just throw a card at it and let it do -- the work once a card has hit an area where it might spawn tokens. It will check to see if -- the card has already spawned, find appropriate data from either the uses metadata or the Data -- Helper, and spawn the tokens. ---@param card tts__Object Card to maybe spawn tokens for ---@param extraUses table A table of = which will modify the number of tokens --- spawned for that type. e.g. Akachi's playermat should pass "Charge"=1 TokenManager.spawnForCard = function(card, extraUses) if tokenSpawnTrackerApi.hasSpawnedTokens(card.getGUID()) then return end local metadata = JSON.decode(card.getGMNotes()) if metadata ~= nil then internal.spawnTokensFromUses(card, extraUses) else internal.spawnTokensFromDataHelper(card) end end -- Spawns a set of tokens on the given card. ---@param card tts__Object Card to spawn tokens on ---@param tokenType string Type of token to spawn (template needs to be in source bag) ---@param tokenCount number How many tokens to spawn. For damage or horror this value will be set to the -- spawned state object rather than spawning multiple tokens ---@param shiftDown? number An offset for the z-value of this group of tokens ---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, subType) local optionPanel = optionPanelApi.getOptions() if tokenType == "damage" or tokenType == "horror" then TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown) elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "enabled" then TokenManager.spawnResourceCounterToken(card, tokenCount) elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "custom" and tokenCount == 0 then TokenManager.spawnResourceCounterToken(card, tokenCount) else TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, subType) end end -- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror tokens. ---@param card tts__Object Card to spawn tokens on ---@param tokenType string Type of token to spawn (template needs to be in source bag) ---@param tokenValue number Value to set the damage/horror to TokenManager.spawnCounterToken = function(card, tokenType, tokenValue, shiftDown) if tokenValue < 1 or tokenValue > 50 then return end local pos = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[1][1] + Vector(0, 0, shiftDown)) local rot = card.getRotation() TokenManager.spawnToken(pos, tokenType, rot, function(spawned) -- token starts in state 1, so don't attempt to change it to avoid error if tokenValue ~= 1 then spawned.setState(tokenValue) end end) end TokenManager.spawnResourceCounterToken = function(card, tokenCount) local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5)) local rot = card.getRotation() TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned) spawned.call("updateVal", tokenCount) end) end -- Spawns a number of tokens. ---@param tokenType string Type of token to spawn (template needs to be in source bag) ---@param tokenCount number How many tokens to spawn ---@param shiftDown? number An offset for the z-value of this group of tokens ---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource or action tokens TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, subType) -- not checking the max at this point since clue offsets are calculated dynamically if tokenCount < 1 then return end local offsets = {} if tokenType == "clue" then offsets = internal.buildClueOffsets(card, tokenCount) else -- only up to 12 offset tables defined if tokenCount > 12 then printToAll("Attempting to spawn " .. tokenCount .. " tokens. Spawning clickable counter instead.") TokenManager.spawnResourceCounterToken(card, tokenCount) return end for i = 1, tokenCount do offsets[i] = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[tokenCount][i]) -- Fix the y-position for the spawn, since positionToWorld considers rotation which can -- have bad results for face up/down differences offsets[i].y = card.getPosition().y + 0.15 end end if shiftDown ~= nil then -- Copy the offsets to make sure we don't change the static values local baseOffsets = offsets offsets = {} -- get a vector for the shifting (downwards local to the card) local shiftDownVector = Vector(0, 0, shiftDown):rotateOver("y", card.getRotation().y) for i, baseOffset in ipairs(baseOffsets) do offsets[i] = baseOffset + shiftDownVector end end if offsets == nil then error("couldn't find offsets for " .. tokenCount .. ' tokens') return end -- this is used to load the correct state for additional resource tokens (e.g. "Ammo") local callback = nil local stateID = stateTable[string.lower(subType or "")] if tokenType == "resource" and stateID ~= nil and stateID ~= 1 then callback = function(spawned) spawned.setState(stateID) end elseif tokenType == "universalActionAbility" then local matColor = playermatApi.getMatColorByPosition(card.getPosition()) local class = playermatApi.returnInvestigatorClass(matColor) callback = function(spawned) spawned.call("updateClassAndSymbol", { class = class, symbol = subType or class }) end end for i = 1, tokenCount do TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback) end end -- Spawns a single token at the given global position by copying it from the template bag. ---@param position tts__Vector Global position to spawn the token ---@param tokenType string Type of token to spawn (template needs to be in source bag) ---@param rotation tts__Vector Rotation to be used for the new token. Only the y-value will be used, -- x and z will use the default rotation from the source bag ---@param callback? function A callback function triggered after the new token is spawned TokenManager.spawnToken = function(position, tokenType, rotation, callback) internal.initTokenTemplates() local loadTokenType = tokenType if tokenType == "clue" or tokenType == "doom" then loadTokenType = "clueDoom" end if tokenTemplates[loadTokenType] == nil then error("Unknown token type '" .. tokenType .. "'") return end local tokenTemplate = tokenTemplates[loadTokenType] -- Take ONLY the Y-value for rotation, so we don't flip the token coming out of the bag local rot = Vector(tokenTemplate.Transform.rotX, 270, tokenTemplate.Transform.rotZ) if rotation ~= nil then rot.y = rotation.y end if tokenType == "doom" then rot.z = 180 end tokenTemplate.Nickname = "" return spawnObjectData({ data = tokenTemplate, position = position, rotation = rot, callback_function = callback }) end -- Checks a card for metadata to maybe replenish it ---@param card tts__Object Card object to be replenished ---@param uses table The already decoded metadata.uses (to avoid decoding again) TokenManager.maybeReplenishCard = function(card, uses) -- TODO: support for cards with multiple uses AND replenish (as of yet, no official card needs that) if uses[1].count and uses[1].replenish then internal.replenishTokens(card, uses) end end -- Pushes new player card data into the local copy of the Data Helper player data. ---@param dataTable table Key/Value pairs following the DataHelper style TokenManager.addPlayerCardData = function(dataTable) internal.initDataHelperData() for k, v in pairs(dataTable) do playerCardData[k] = v end end -- Pushes new location data into the local copy of the Data Helper location data. ---@param dataTable table Key/Value pairs following the DataHelper style TokenManager.addLocationData = function(dataTable) internal.initDataHelperData() for k, v in pairs(dataTable) do locationData[k] = v end end -- Checks to see if the given card has location data in the DataHelper ---@param card tts__Object Card to check for data ---@return boolean: True if this card has data in the helper, false otherwise TokenManager.hasLocationData = function(card) internal.initDataHelperData() return internal.getLocationData(card) ~= nil end internal.initTokenTemplates = function() if tokenTemplates ~= nil then return end tokenTemplates = {} local tokenSource = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSource") for _, tokenTemplate in ipairs(tokenSource.getData().ContainedObjects) do local tokenName = tokenTemplate.Memo tokenTemplates[tokenName] = tokenTemplate end end -- Copies the data from the DataHelper. Will only happen once. internal.initDataHelperData = function() if playerCardData ~= nil then return end local dataHelper = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper") playerCardData = dataHelper.getTable('PLAYER_CARD_DATA') locationData = dataHelper.getTable('LOCATIONS_DATA') end -- Spawn tokens for a card based on the uses metadata. This will consider the face up/down state -- of the card for both locations and standard cards. ---@param card tts__Object Card to maybe spawn tokens for ---@param extraUses table A table of = which will modify the number of tokens --- spawned for that type. e.g. Akachi's playermat should pass "Charge"=1 internal.spawnTokensFromUses = function(card, extraUses) local uses = internal.getUses(card) if uses == nil then return end -- go through tokens to spawn local tokenCount for i, useInfo in ipairs(uses) do tokenCount = (useInfo.count or 0) + (useInfo.countPerInvestigator or 0) * playAreaApi.getInvestigatorCount() if extraUses ~= nil and extraUses[useInfo.type] ~= nil then tokenCount = tokenCount + extraUses[useInfo.type] end -- Shift each spawned group after the first down so they don't pile on each other TokenManager.spawnTokenGroup(card, useInfo.token, tokenCount, (i - 1) * 0.8, useInfo.type) end tokenSpawnTrackerApi.markTokensSpawned(card.getGUID()) end -- Spawn tokens for a card based on the data helper data. This will consider the face up/down state -- of the card for both locations and standard cards. ---@param card tts__Object Card to maybe spawn tokens for internal.spawnTokensFromDataHelper = function(card) internal.initDataHelperData() local playerData = internal.getPlayerCardData(card) if playerData ~= nil then internal.spawnPlayerCardTokensFromDataHelper(card, playerData) end local locationData = internal.getLocationData(card) if locationData ~= nil then internal.spawnLocationTokensFromDataHelper(card, locationData) end end -- Spawn tokens for a player card using data retrieved from the Data Helper. ---@param card tts__Object Card to maybe spawn tokens for ---@param playerData table Player card data structure retrieved from the DataHelper. Should be -- the right data for this card. internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData) local token = playerData.tokenType local tokenCount = playerData.tokenCount TokenManager.spawnTokenGroup(card, token, tokenCount) tokenSpawnTrackerApi.markTokensSpawned(card.getGUID()) end -- Spawn tokens for a location using data retrieved from the Data Helper. ---@param card tts__Object Card to maybe spawn tokens for ---@param locationData table Location data structure retrieved from the DataHelper. Should be -- the right data for this card. internal.spawnLocationTokensFromDataHelper = function(card, locationData) local clueCount = internal.getClueCountFromData(card, locationData) if clueCount > 0 then TokenManager.spawnTokenGroup(card, "clue", clueCount) tokenSpawnTrackerApi.markTokensSpawned(card.getGUID()) end end internal.getPlayerCardData = function(card) return playerCardData[card.getName() .. ':' .. card.getDescription()] or playerCardData[card.getName()] end internal.getLocationData = function(card) return locationData[card.getName() .. '_' .. card.getGUID()] or locationData[card.getName()] end internal.getClueCountFromData = function(card, locationData) -- Return the number of clues to spawn on this location if locationData == nil then error('attempted to get clue for unexpected object: ' .. card.getName()) return 0 end if ((card.is_face_down and locationData.clueSide == 'back') or (not card.is_face_down and locationData.clueSide == 'front')) then if locationData.type == 'fixed' then return locationData.value elseif locationData.type == 'perPlayer' then return locationData.value * playAreaApi.getInvestigatorCount() end error('unexpected location type: ' .. locationData.type) end return 0 end -- Gets the right uses structure for this card, based on metadata and face up/down state ---@param card tts__Object Card to pull the uses from internal.getUses = function(card) local metadata = JSON.decode(card.getGMNotes()) or {} if metadata.type == "Location" then if card.is_face_down and metadata.locationBack ~= nil then return metadata.locationBack.uses elseif not card.is_face_down and metadata.locationFront ~= nil then return metadata.locationFront.uses end elseif not card.is_face_down then return metadata.uses end return nil end -- Dynamically create positions for clues on a card. ---@param card tts__Object Card the clues will be placed on ---@param count number How many clues? ---@return table: Array of global positions to spawn the clues at internal.buildClueOffsets = function(card, count) local cluePositions = {} for i = 1, count do local row = math.floor(1 + (i - 1) / 4) local column = (i - 1) % 4 local cluePos = card.positionToWorld(Vector(-0.825 + 0.55 * column, 0, -1.5 + 0.55 * row)) cluePos.y = cluePos.y + 0.05 table.insert(cluePositions, cluePos) end return cluePositions end ---@param card tts__Object Card object to be replenished ---@param uses table The already decoded metadata.uses (to avoid decoding again) internal.replenishTokens = function(card, uses) -- get current amount of matching resource tokens on the card local clickableResourceCounter = nil local foundTokens = 0 local searchType = string.lower(uses[1].type) for _, obj in ipairs(searchLib.onObject(card, "isTileOrToken")) do local memo = obj.getMemo() if searchType == memo then foundTokens = foundTokens + math.abs(obj.getQuantity()) obj.destruct() elseif memo == "resourceCounter" then foundTokens = obj.getVar("val") clickableResourceCounter = obj break end end -- this is the theoretical new amount of uses (to be checked below) local newCount = foundTokens + uses[1].replenish -- if there are already more uses than the replenish amount, keep them if foundTokens > uses[1].count then newCount = foundTokens -- only replenish up until the replenish amount elseif newCount > uses[1].count then newCount = uses[1].count end -- update the clickable counter or spawn a group of tokens if clickableResourceCounter then clickableResourceCounter.call("updateVal", newCount) else TokenManager.spawnTokenGroup(card, uses[1].token, newCount, _, uses[1].type) end end return TokenManager end end) __bundle_register("playermat/PlayermatApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local PlayermatApi = {} local guidReferenceApi = require("core/GUIDReferenceApi") local searchLib = require("util/SearchLib") local localInvestigatorPosition = { x = -1.17, y = 1, z = -0.01 } -- Convenience function to look up a mat's object by color, or get all mats. ---@param matColor string Color of the playermat - White, Orange, Green, Red or All ---@return table: Single-element if only single playermat is requested local function getMatForColor(matColor) if matColor == "All" then return guidReferenceApi.getObjectsByType("Playermat") else return { matColor = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat") } end end -- Returns the color of the closest playermat ---@param startPos table Starting position to get the closest mat from PlayermatApi.getMatColorByPosition = function(startPos) 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 -- 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) for _, mat in pairs(getMatForColor(matColor)) do return mat.getVar("playerColor") end end -- Returns the color of the playermat that owns the playercolor's hand ---@param handColor string Color of the playermat PlayermatApi.getMatColor = function(handColor) for matColor, mat in pairs(getMatForColor("All")) do local playerColor = mat.getVar("playerColor") if playerColor == handColor then return matColor end end end -- Instructs a playermat to check for DES ---@param matColor string Color of the playermat - White, Orange, Green, Red or All PlayermatApi.checkForDES = function(matColor) for _, mat in pairs(getMatForColor(matColor)) do mat.call("checkForDES") end end -- 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) 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) ---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All") PlayermatApi.flipTopCardFromDeck = function(matColor) for _, mat in pairs(getMatForColor(matColor)) do return mat.call("flipTopCardFromDeck") end end -- 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) for _, mat in pairs(getMatForColor(matColor)) do return mat.call("returnGlobalDiscardPosition") end end -- 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) for _, mat in pairs(getMatForColor(matColor)) do return mat.call("returnGlobalDrawPosition") end end -- Transforms a local position into a global position ---@param localPos table Local position to be transformed ---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All") PlayermatApi.transformLocalPosition = function(localPos, matColor) for _, mat in pairs(getMatForColor(matColor)) do return mat.positionToWorld(localPos) end end -- 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) 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 ---@param matColor string Color of the playermat - White, Orange, Green, Red or All ---@param helperName string Name of the helper object PlayermatApi.getHelperSpawnData = function(matColor, helperName) 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 -- Triggers the Upkeep for the requested playermat ---@param matColor string Color of the playermat - White, Orange, Green, Red or All ---@param playerColor string Color of the calling player (for messages) PlayermatApi.doUpkeepFromHotkey = function(matColor, playerColor) for _, mat in pairs(getMatForColor(matColor)) do mat.call("doUpkeepFromHotkey", playerColor) end end -- 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") ---@param objList table List of objects to discard PlayermatApi.discardListOfObjects = function(matColor, objList) for _, mat in pairs(getMatForColor(matColor)) do mat.call("discardListOfObjects", objList) end end -- Returns the active investigator id ---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All") PlayermatApi.returnInvestigatorId = function(matColor) for _, mat in pairs(getMatForColor(matColor)) do return mat.getVar("activeInvestigatorId") end end -- 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 -- Returns the position for encounter card drawing ---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All") ---@param stack boolean If true, returns the leftmost position instead of the first empty from the right PlayermatApi.getEncounterCardDrawPosition = function(matColor, stack) for _, mat in pairs(getMatForColor(matColor)) do return Vector(mat.call("getEncounterCardDrawPosition", stack)) end 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 Color of the playermat - White, Orange, Green, Red or All PlayermatApi.setLimitSnapsByType = function(matchCardTypes, matColor) for _, mat in pairs(getMatForColor(matColor)) do mat.call("setLimitSnapsByType", matchCardTypes) end 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 Color of the playermat - White, Orange, Green, Red or All PlayermatApi.showDrawButton = function(isDrawButtonVisible, matColor) for _, mat in pairs(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 Color of the playermat - White, Orange, Green, Red or All PlayermatApi.clickableClues = function(showCounter, matColor) for _, mat in pairs(getMatForColor(matColor)) do mat.call("clickableClues", showCounter) end end -- 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) for _, mat in pairs(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 PlayermatApi.getClueCount = function(useClickableCounters, matColor) local count = 0 for _, mat in pairs(getMatForColor(matColor)) do count = count + mat.call("getClueCount", useClickableCounters) end return count end -- Updates the specified owned counter ---@param matColor string Color of the playermat - White, Orange, Green, Red or All ---@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 PlayermatApi.updateCounter = function(matColor, type, newValue, modifier) for _, mat in pairs(getMatForColor(matColor)) do mat.call("updateCounter", { type = type, newValue = newValue, modifier = modifier }) end end -- Triggers the draw function for the specified playermat ---@param matColor string Color of the playermat - White, Orange, Green, Red or All ---@param number number Amount of cards to draw PlayermatApi.drawCardsWithReshuffle = function(matColor, number) for _, mat in pairs(getMatForColor(matColor)) do mat.call("drawCardsWithReshuffle", number) end end -- Returns the resource counter amount ---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All") ---@param type string Counter to target PlayermatApi.getCounterValue = function(matColor, type) for _, mat in pairs(getMatForColor(matColor)) do return mat.call("getCounterValue", type) end end -- Returns a list of mat colors that have an investigator placed PlayermatApi.getUsedMatColors = function() local usedColors = {} for matColor, mat in pairs(getMatForColor("All")) do local searchPos = mat.positionToWorld(localInvestigatorPosition) local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck") if #searchResult > 0 then table.insert(usedColors, matColor) end end return usedColors end -- 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 -- Resets the specified skill tracker to "1, 1, 1, 1" ---@param matColor string Color of the playermat - White, Orange, Green, Red or All PlayermatApi.resetSkillTracker = function(matColor) for _, mat in pairs(getMatForColor(matColor)) do mat.call("resetSkillTracker") end end -- 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 ---@param filter string Name of the filte function (see util/SearchLib) PlayermatApi.searchAroundPlayermat = function(matColor, filter) local objList = {} for _, mat in pairs(getMatForColor(matColor)) do for _, obj in ipairs(mat.call("searchAroundSelf", filter)) do table.insert(objList, obj) end end return objList end -- Discard a non-hidden card from the corresponding player's hand ---@param matColor string Color of the playermat - White, Orange, Green, Red or All PlayermatApi.doDiscardOne = function(matColor) for _, mat in pairs(getMatForColor(matColor)) do mat.call("doDiscardOne") end end -- Triggers the metadata sync for all playermats PlayermatApi.syncAllCustomizableCards = function() for _, mat in pairs(getMatForColor("All")) do mat.call("syncAllCustomizableCards") end end return PlayermatApi end end) __bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local PlayAreaApi = {} local guidReferenceApi = require("core/GUIDReferenceApi") local function getPlayArea() return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea") end local function getInvestigatorCounter() return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter") end -- Returns the current value of the investigator counter from the playermat ---@return number: Number of investigators currently set on the counter PlayAreaApi.getInvestigatorCount = function() return getInvestigatorCounter().getVar("val") end -- Updates the current value of the investigator counter from the playermat ---@param count number Number of investigators to set on the counter PlayAreaApi.setInvestigatorCount = function(count) getInvestigatorCounter().call("updateVal", count) end -- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain -- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded' ---@param playerColor string Color of the player requesting the shift for messages PlayAreaApi.shiftContentsUp = function(playerColor) getPlayArea().call("shiftContentsUp", playerColor) end PlayAreaApi.shiftContentsDown = function(playerColor) getPlayArea().call("shiftContentsDown", playerColor) end PlayAreaApi.shiftContentsLeft = function(playerColor) getPlayArea().call("shiftContentsLeft", playerColor) end PlayAreaApi.shiftContentsRight = function(playerColor) getPlayArea().call("shiftContentsRight", playerColor) end ---@param state boolean This controls whether location connections should be drawn PlayAreaApi.setConnectionDrawState = function(state) getPlayArea().call("setConnectionDrawState", state) end ---@param color string Connection color to be used for location connections PlayAreaApi.setConnectionColor = function(color) getPlayArea().call("setConnectionColor", color) end -- Event to be called when the current scenario has changed ---@param scenarioName string Name of the new scenario PlayAreaApi.onScenarioChanged = function(scenarioName) getPlayArea().call("onScenarioChanged", scenarioName) end -- Sets this playermat's snap points to limit snapping to locations or not. -- If matchTypes is false, snap points will be reset to snap all cards. ---@param matchCardTypes boolean Whether snap points should only snap for the matching card types PlayAreaApi.setLimitSnapsByType = function(matchCardTypes) getPlayArea().call("setLimitSnapsByType", matchCardTypes) end -- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged -- cards before they're destroyed by entering the container PlayAreaApi.tryObjectEnterContainer = function(container, object) getPlayArea().call("tryObjectEnterContainer", { container = container, object = object }) end -- Counts the VP on locations in the play area PlayAreaApi.countVP = function() return getPlayArea().call("countVP") end -- Highlights all locations in the play area without metadata ---@param state boolean True if highlighting should be enabled PlayAreaApi.highlightMissingData = function(state) return getPlayArea().call("highlightMissingData", state) end -- Highlights all locations in the play area with VP ---@param state boolean True if highlighting should be enabled PlayAreaApi.highlightCountedVP = function(state) return getPlayArea().call("countVP", state) end -- Checks if an object is in the play area (returns true or false) PlayAreaApi.isInPlayArea = function(object) return getPlayArea().call("isInPlayArea", object) end -- Returns the current surface of the play area PlayAreaApi.getSurface = function() return getPlayArea().getCustomObject().image end -- Updates the surface of the play area PlayAreaApi.updateSurface = function(url) return getPlayArea().call("updateSurface", url) end -- Returns a deep copy of the currently tracked locations PlayAreaApi.getTrackedLocations = function() local t = {} for k, v in pairs(getPlayArea().call("getTrackedLocations", {})) do t[k] = v end return t end -- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the -- data to the local token manager instance. ---@param args table Single-value array holding the GUID of the Custom Data Helper making the call PlayAreaApi.updateLocations = function(args) getPlayArea().call("updateLocations", args) end PlayAreaApi.getCustomDataHelper = function() return getPlayArea().getVar("customDataHelper") end return PlayAreaApi end end) __bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local TokenSpawnTracker = {} local guidReferenceApi = require("core/GUIDReferenceApi") local function getSpawnTracker() return guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSpawnTracker") end TokenSpawnTracker.hasSpawnedTokens = function(cardGuid) return getSpawnTracker().call("hasSpawnedTokens", cardGuid) end TokenSpawnTracker.markTokensSpawned = function(cardGuid) return getSpawnTracker().call("markTokensSpawned", cardGuid) end TokenSpawnTracker.resetTokensSpawned = function(card) return getSpawnTracker().call("resetTokensSpawned", card) end TokenSpawnTracker.resetAllAssetAndEvents = function() return getSpawnTracker().call("resetAllAssetAndEvents") end TokenSpawnTracker.resetAllLocations = function() return getSpawnTracker().call("resetAllLocations") end TokenSpawnTracker.resetAll = function() return getSpawnTracker().call("resetAll") end return TokenSpawnTracker end end) __bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local BlessCurseManagerApi = {} local guidReferenceApi = require("core/GUIDReferenceApi") local function getManager() return guidReferenceApi.getObjectByOwnerAndType("Mythos", "BlessCurseManager") end -- 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) end -- 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 }) end -- updates the internal count (called by cards that seal bless/curse tokens) ---@param type string Type of chaos token ("Bless" or "Curse") ---@param guid string GUID of the token ---@param fromBag? boolean Whether or not token was just drawn from the chaos bag BlessCurseManagerApi.releasedToken = function(type, guid, fromBag) getManager().call("releasedToken", { type = type, guid = guid, fromBag = fromBag }) end -- 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 -- 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) end -- 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) end -- 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 -- 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) end -- 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) end BlessCurseManagerApi.getBlessCurseInBag = function() return getManager().call("getBlessCurseInBag", {}) end return BlessCurseManagerApi end end) __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) __bundle_register("playercards/CardsWithHelper", function(require, _LOADED, __bundle_register, __bundle_modules) --[[ Library for cards that have helpers This file is used to share code between cards with helpers. It syncs the visibility of the helper with the option panel and makes sure the card has the respective tag. Additionally, it will call 'initiliaze()' and 'shutOff()' in the parent file if they are present. Instructions: 1) Define the global variables before requiring this file: hasXML = true (whether the card has an XML display) isHelperEnabled = false (default state of the helper, should be 'false') 2) In 'onLoad()'', call 'syncDisplayWithOptionPanel()' ----------------------------------------------------------]] local optionPanelApi = require("core/OptionPanelApi") -- if the respective option is enabled in onLoad(), enable the helper function syncDisplayWithOptionPanel() self.addTag("CardWithHelper") local options = optionPanelApi.getOptions() if options.enableCardHelpers then setHelperState(true) else updateDisplay() end end -- forces a new state function setHelperState(newState) isHelperEnabled = newState updateSave() updateDisplay() end -- toggles the current state function toggleHelper() isHelperEnabled = not isHelperEnabled updateSave() updateDisplay() end -- updates the visibility and calls events (after a small delay to allow XML being set) function updateDisplay() Wait.frames(actualDisplayUpdate, 5) end function actualDisplayUpdate() if isHelperEnabled then self.clearContextMenu() self.addContextMenuItem("Disable Helper", toggleHelper) if hasXML then self.UI.show("Helper") end if initialize then initialize() end else self.clearContextMenu() self.addContextMenuItem("Enable Helper", toggleHelper) if hasXML then self.UI.hide("Helper") end if shutOff then shutOff() end end end end) __bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules) do local SearchLib = {} local filterFunctions = { isCard = function(x) return x.type == "Card" end, isDeck = function(x) return x.type == "Deck" end, isCardOrDeck = function(x) return x.type == "Card" or x.type == "Deck" end, isClue = function(x) return x.memo == "clueDoom" and x.is_face_down == false end, isTileOrToken = function(x) return x.type == "Tile" end, isUniversalToken = function(x) return x.getMemo() == "universalActionAbility" end, } -- performs the actual search and returns a filtered list of object references ---@param pos tts__Vector Global position ---@param rot? tts__Vector Global rotation ---@param size table Size ---@param filter? string Name of the filter function ---@param direction? table Direction (positive is up) ---@param maxDistance? number Distance for the cast local function returnSearchResult(pos, rot, size, filter, direction, maxDistance) local filterFunc if filter then filterFunc = filterFunctions[filter] end local searchResult = Physics.cast({ origin = pos, direction = direction or { 0, 1, 0 }, orientation = rot or { 0, 0, 0 }, type = 3, size = size, max_distance = maxDistance or 0 }) -- filter the result for matching objects local objList = {} for _, v in ipairs(searchResult) do if not filter or filterFunc(v.hit_object) then table.insert(objList, v.hit_object) end end return objList end -- searches the specified area SearchLib.inArea = function(pos, rot, size, filter) return returnSearchResult(pos, rot, size, filter) end -- 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 -- searches the specified position (a single point) SearchLib.atPosition = function(pos, filter) local size = { 0.1, 2, 0.1 } return returnSearchResult(pos, _, size, filter) end -- 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) end return SearchLib 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) return __bundle_require("__root")