-- 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/TheChthonianStone") end) __bundle_register("playercards/cards/TheChthonianStone", function(require, _LOADED, __bundle_register, __bundle_modules) VALID_TOKENS = { ["Skull"] = true, ["Cultist"] = true, ["Tablet"] = true, ["Elder Thing"] = true, } MAX_SEALED = 1 require("playercards/CardsThatSealTokens") end) __bundle_register("playercards/CardsThatSealTokens", function(require, _LOADED, __bundle_register, __bundle_modules) --[[ Library for cards that seal tokens This file is used to add sealing option to cards' context menu. NOTE: all cards are allowed to release a single token to enable Hallow and A Watchful Peace, and to release all sealed tokens to allow for cards that might leave play with sealed tokens on them. Valid options (set before requiring this file): MAX_SEALED --@type: number (maximum number of tokens allowable by the card to be sealed) - required for all cards - if MAX_SEALED is more than 1, then an XML label is created for the topmost token indicating the number of sealed tokens - gives an error if user tries to seal additional tokens on the card - example usage: "The Chthonian Stone" > MAX_SEALED = 1 UPDATE_ON_HOVER --@type: boolean - automatically updates the context menu options when the card is hovered - the "Read Bag" function reads the content of the chaos bag to update the context menu - example usage: "Unrelenting" (to only display valid tokens) KEEP_OPEN --@type: boolean - meant for cards that seal single tokens multiple times (one by one) - makes the context menu stay open after selecting an option - example usage: "Unrelenting" SHOW_MULTI_RELEASE --@type: number (maximum amount of tokens to release at once) - enables an entry in the context menu - this entry allows releasing of multiple tokens at once, to the maximum number - does not fail if there are fewer than the maximum sealed - example usage: "Nephthys" (to release up to 3 bless tokens at once) SHOW_MULTI_RETURN --@type: number (amount of tokens to return to pool at once) - enables an entry in the context menu - this entry allows returning tokens to the token pool - fails if not enough tokens are sealed - example usage: "Nephthys" (to return 3 bless tokens at once) SHOW_MULTI_SEAL --@type: number (amount of tokens to seal at once) - enables an entry in the context menu - this entry allows sealing of multiple tokens at once - example usage: "Holy Spear" (to seal two bless tokens at once) VALID_TOKENS --@type: table ([tokenName] = true) - this table defines which tokens should be abled to be sealed - needs to be defined for each card -> even if empty - example usage: "The Chthonian Stone" > VALID_TOKENS = { > ["Skull"] = true, > ["Cultist"] = true, > ["Tablet"] = true, > ["Elder Thing"] = true, > } INVALID_TOKENS --@type: table ([tokenName] = true) - this table defines which tokens are invalid for sealing - only needs to be defined if needed - usually combined with empty "VALID_TOKENS" table - example usage: "Protective Incantation" (not allowed to seal Auto-fail) ---------------------------------------------------------- Example 1: Crystalline Elder Sign This card can only seal the "+1" or "Elder Sign" token, it does not need specific options for multi-sealing or releasing. Thus it should be implemented like this: > VALID_TOKENS = { > ["+1"] = true, > ["Elder Sign"] = true > } > MAX_SEALED = 1 > require... ---------------------------------------------------------- Example 2: Holy Spear This card features the following abilities (just listing the relevant parts): - releasing a single bless token - sealing two bless tokens Thus it should be implemented like this: > VALID_TOKENS = { > ["Bless"] = true > } > SHOW_MULTI_SEAL = 2 > MAX_SEALED = 10 > require... ----------------------------------------------------------]] local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi") local chaosBagApi = require("chaosbag/ChaosBagApi") local guidReferenceApi = require("core/GUIDReferenceApi") local playermatApi = require("playermat/PlayermatApi") local tokenArrangerApi = require("accessories/TokenArrangerApi") local sealedTokens = {} local ID_URL_MAP = {} local tokensInBag = {} -- XML background color for each token for label when stacked local tokenColor = { ["Skull"] = "#4A0400E6", ["Cultist"] = "#173B0BE6", ["Tablet"] = "#1D2238E6", ["Elder Thing"] = "#4D2331E6", ["Auto-fail"] = "#9B0004E6", ["Bless"] = "#9D702CE6", ["Curse"] = "#633A84E6", ["Frost"] = "#404450E6", ["Elder Sign"] = "#50A8CEE6", [""] = "#77674DE6" } function onSave() return JSON.encode(sealedTokens) end function onLoad(savedData) sealedTokens = JSON.decode(savedData) or {} ID_URL_MAP = chaosBagApi.getIdUrlMap() generateContextMenu() self.addTag("CardThatSeals") end -- builds the context menu function generateContextMenu() self.addContextMenuItem("Release one token", releaseOneToken) -- conditional release options if MAX_SEALED > 1 then self.addContextMenuItem("Release all tokens", releaseAllTokens) end if SHOW_MULTI_RELEASE then self.addContextMenuItem("Release " .. SHOW_MULTI_RELEASE .. " token(s)", releaseMultipleTokens) end if RESOLVE_TOKEN then local firstTokenType for tokenType, val in pairs(VALID_TOKENS) do firstTokenType = tokenType break end self.addContextMenuItem("Resolve " .. firstTokenType, resolveSealed) end -- conditional release option if SHOW_MULTI_RETURN then self.addContextMenuItem("Return " .. SHOW_MULTI_RETURN .. " token(s)", returnMultipleTokens) end -- main context menu options to seal tokens for _, map in pairs(ID_URL_MAP) do if (VALID_TOKENS[map.name] ~= nil) or (UPDATE_ON_HOVER and tokensInBag[map.name] and not INVALID_TOKENS[map.name]) then if not SHOW_MULTI_SEAL then self.addContextMenuItem("Seal " .. map.name, function(playerColor) sealToken(map.name, playerColor) end, KEEP_OPEN) else self.addContextMenuItem("Seal " .. SHOW_MULTI_SEAL .. " " .. map.name, function(playerColor) readBag() local allowed = true local notFound for name, _ in pairs(VALID_TOKENS) do if (tokensInBag[name] or 0) < SHOW_MULTI_SEAL then allowed = false notFound = name end end if allowed then for i = SHOW_MULTI_SEAL, 1, -1 do sealToken(map.name, playerColor) end else printToColor("Not enough " .. notFound .. " tokens in the chaos bag.", playerColor) end end) end end end end -- generates a list of chaos tokens that is in the chaos bag function readBag() local chaosbag = chaosBagApi.findChaosBag() tokensInBag = {} for _, token in ipairs(chaosbag.getObjects()) do tokensInBag[token.name] = (tokensInBag[token.name] or 0) + 1 end end function resetSealedTokens() sealedTokens = {} end -- native event from TTS - used to update the context menu for cards like "Unrelenting" function onHover() if UPDATE_ON_HOVER then readBag() self.clearContextMenu() generateContextMenu() end end -- seals the named token on this card function sealToken(name, playerColor) if #sealedTokens >= MAX_SEALED then printToColor("Cannot seal any more tokens on this card", playerColor, "Red") return end if not chaosBagApi.canTouchChaosTokens() then return end local chaosbag = chaosBagApi.findChaosBag() for i, obj in ipairs(chaosbag.getObjects()) do if obj.name == name then chaosbag.takeObject({ position = self.getPosition() + Vector(0, 0.5 + 0.1 * #sealedTokens, 0), rotation = self.getRotation(), index = i - 1, smooth = false, callback_function = function(token) local guid = token.getGUID() table.insert(sealedTokens, guid) tokenArrangerApi.layout() if name == "Bless" or name == "Curse" then blessCurseManagerApi.sealedToken(name, guid) end -- destroy XML on just covered token if #sealedTokens > 1 then local coveredToken = getObjectFromGUID(sealedTokens[#sealedTokens - 1]) if coveredToken ~= nil then coveredToken.UI.setXml("") else table.remove(sealedTokens, #sealedTokens - 1) end end updateStackSize() end }) return end end printToColor(name .. " token not found in chaos bag", playerColor) end -- release the last sealed token function releaseOneToken(playerColor) if not chaosBagApi.canTouchChaosTokens() then return end if #sealedTokens == 0 then printToColor("No sealed token(s) found", playerColor) else printToColor("Releasing token", playerColor) putTokenAway(table.remove(sealedTokens)) end end -- release up to multiple tokens at once with no minimum function releaseMultipleTokens(playerColor) if #sealedTokens == 0 then printToColor("Not enough tokens sealed.", playerColor) return end local numRemoved = SHOW_MULTI_RELEASE if #sealedTokens < SHOW_MULTI_RELEASE then numRemoved = #sealedTokens end for i = 1, numRemoved do putTokenAway(table.remove(sealedTokens)) end printToColor("Releasing " .. numRemoved .. " tokens", playerColor) end -- releases all sealed tokens function releaseAllTokens(playerColor) if not chaosBagApi.canTouchChaosTokens() then return end if #sealedTokens == 0 then printToColor("No sealed token(s) found", playerColor) else printToColor("Releasing token(s)", playerColor) for _, guid in ipairs(sealedTokens) do putTokenAway(guid) end sealedTokens = {} end end -- returns multiple tokens at once to the token pool function returnMultipleTokens(playerColor) if SHOW_MULTI_RETURN <= #sealedTokens then for i = 1, SHOW_MULTI_RETURN do returnToken(table.remove(sealedTokens)) end printToColor("Returning " .. SHOW_MULTI_RETURN .. " tokens", playerColor) else printToColor("Not enough tokens sealed.", playerColor) end end -- returns the token (referenced by GUID) to the chaos bag function putTokenAway(guid) local token = getObjectFromGUID(guid) if not token then return end local name = token.getName() local chaosbag = chaosBagApi.findChaosBag() chaosbag.putObject(token) tokenArrangerApi.layout() if name == "Bless" or name == "Curse" then blessCurseManagerApi.releasedToken(name, guid) end updateStackSize() end -- returns the token to the pool (== removes it) function returnToken(guid) local token = getObjectFromGUID(guid) if not token then return end local name = token.getName() token.destruct() if name == "Bless" or name == "Curse" then blessCurseManagerApi.returnedToken(name, guid) end updateStackSize() end -- resolves sealed token as if it came from the chaos bag function resolveSealed() if #sealedTokens == 0 then broadcastToAll("No tokens sealed.", "Red") return end local closestMatColor = playermatApi.getMatColorByPosition(self.getPosition()) local mat = guidReferenceApi.getObjectByOwnerAndType(closestMatColor, "Playermat") local guidToBeResolved = table.remove(sealedTokens) local resolvedToken = getObjectFromGUID(guidToBeResolved) resolvedToken.UI.setXml("") updateStackSize() chaosBagApi.drawChaosToken(mat, true, _, guidToBeResolved) end function updateStackSize() if MAX_SEALED == 1 then return end if #sealedTokens == 0 then return end -- get topmost sealed token local topToken = getObjectFromGUID(sealedTokens[#sealedTokens]) local name = topToken.getName() topToken.UI.setXmlTable({ { tag = "Panel", attributes = { height = 380, width = 380, rotation = "0 0 180", scale = "0.2 0.2 1", position = "0 0 -12", color = tokenColor[name] or "#77674DE6" }, children = { tag = "Text", attributes = { fontSize = "380", font = "font_teutonic-arkham", color = "#ffffff", outline = "#000000", outlineSize = "8 -8", text = "x" .. #sealedTokens } } } }) 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("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("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local TokenArrangerApi = {} local guidReferenceApi = require("core/GUIDReferenceApi") -- local function to call the token arranger, if it is on the table ---@param functionName string Name of the function to cal ---@param argument? table Parameter to pass local function callIfExistent(functionName, argument) local tokenArranger = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenArranger") if tokenArranger ~= nil then tokenArranger.call(functionName, argument) end end -- updates the token modifiers with the provided data ---@param fullData table Contains the chaos token metadata TokenArrangerApi.onTokenDataChanged = function(fullData) callIfExistent("onTokenDataChanged", fullData) end -- deletes already laid out tokens TokenArrangerApi.deleteCopiedTokens = function() callIfExistent("deleteCopiedTokens") end -- updates the laid out tokens TokenArrangerApi.layout = function() Wait.time(function() callIfExistent("layout") end, 0.1) end return TokenArrangerApi end end) __bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local ChaosBagApi = {} -- respawns the chaos bag with a new state of tokens ---@param tokenList table List of chaos token ids ChaosBagApi.setChaosBagState = function(tokenList) Global.call("setChaosBagState", tokenList) end -- returns a Table List of chaos token ids in the current chaos bag -- requires copying the data into a new table because TTS is weird about handling table return values in Global ChaosBagApi.getChaosBagState = function() local chaosBagContentsCatcher = Global.call("getChaosBagState") local chaosBagContents = {} for _, v in ipairs(chaosBagContentsCatcher) do table.insert(chaosBagContents, v) end return chaosBagContents end -- checks scripting zone for chaos bag (also called by a lot of objects!) ChaosBagApi.findChaosBag = function() return Global.call("findChaosBag") end -- returns a table of object references to the tokens in play (does not include sealed tokens!) ChaosBagApi.getTokensInPlay = function() return Global.call("getChaosTokensinPlay") end -- returns all sealed tokens on cards to the chaos bag ---@param playerColor string Color of the player to show the broadcast to ChaosBagApi.releaseAllSealedTokens = function(playerColor) Global.call("releaseAllSealedTokens", playerColor) end -- returns all drawn tokens to the chaos bag ChaosBagApi.returnChaosTokens = function() Global.call("returnChaosTokens") end -- removes the specified chaos token from the chaos bag ---@param id string ID of the chaos token ChaosBagApi.removeChaosToken = function(id) Global.call("removeChaosToken", id) end -- returns a chaos token to the bag and calls all relevant functions ---@param token tts__Object Chaos token to return ---@param fromBag boolean whether or not the token to return was in the middle of being drawn (true) or elsewhere (false) ChaosBagApi.returnChaosTokenToBag = function(token, fromBag) Global.call("returnChaosTokenToBag", { token = token, fromBag = fromBag }) end -- spawns the specified chaos token and puts it into the chaos bag ---@param id string ID of the chaos token ChaosBagApi.spawnChaosToken = function(id) Global.call("spawnChaosToken", id) end -- Checks to see if the chaos bag can be manipulated. If a player is searching the bag when tokens -- are drawn or replaced a TTS bug can cause those tokens to vanish. Any functions which change the -- contents of the bag should check this method before doing so. -- This method will broadcast a message to all players if the bag is being searched. ---@return any: True if the bag is manipulated, false if it should be blocked. ChaosBagApi.canTouchChaosTokens = function() return Global.call("canTouchChaosTokens") end -- draws a chaos token to a playermat ---@param mat tts__Object Playermat that triggered this ---@param drawAdditional boolean Controls whether additional tokens should be drawn ---@param tokenType? string Name of token (e.g. "Bless") to be drawn from the bag ---@param guidToBeResolved? string GUID of the sealed token to be resolved instead of drawing a token from the bag ---@param takeParameters? table Position and rotation of the location where the new token should be drawn to, usually to replace a returned token ---@return tts__Object: Object reference to the token that was drawn ChaosBagApi.drawChaosToken = function(mat, drawAdditional, tokenType, guidToBeResolved, takeParameters) return Global.call("drawChaosToken", { mat = mat, drawAdditional = drawAdditional, tokenType = tokenType, guidToBeResolved = guidToBeResolved, takeParameters = takeParameters }) end -- returns a Table List of chaos token ids in the current chaos bag -- requires copying the data into a new table because TTS is weird about handling table return values in Global ChaosBagApi.getIdUrlMap = function() return Global.getTable("ID_URL_MAP") end return ChaosBagApi end end) __bundle_register("core/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("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) return __bundle_require("__root")