-- 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("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/PlayArea", function(require, _LOADED, __bundle_register, __bundle_modules) local guidReferenceApi = require("core/GUIDReferenceApi") local searchLib = require("util/SearchLib") local tokenManager = require("core/token/TokenManager") -- Location connection directional options local BIDIRECTIONAL = 0 local ONE_WAY = 1 local INCOMING_ONE_WAY = 2 -- Connector draw parameters local CONNECTION_THICKNESS = 0.015 local DRAGGING_CONNECTION_THICKNESS = 0.15 local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 } local DIRECTIONAL_ARROW_DISTANCE = 3.5 local ARROW_ARM_LENGTH = 0.9 local ARROW_ANGLE = 25 -- Height to draw the connector lines, places them just above the table and always below cards local CONNECTION_LINE_Y = 1.529 -- used for recreating the link to a custom data helper after image change customDataHelper = nil local DEFAULT_URL = "http://cloud-3.steamusercontent.com/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/" local SHIFT_OFFSETS = { left = { x = 0.00, y = 0, z = 7.67 }, right = { x = 0.00, y = 0, z = -7.67 }, up = { x = 6.54, y = 0, z = 0.00 }, down = { x = -6.54, y = 0, z = 0.00 } } local SHIFT_EXCLUSION = { ["b7b45b"] = true, ["f182ee"] = true, ["721ba2"] = true } local LOC_LINK_EXCLUDE_SCENARIOS = { ["The Witching Hour"] = true, ["The Heart of Madness"] = true } local locations = {} local locationConnections = {} local draggingGuids = {} local missingData = {} local collisionEnabled = false local currentScenario, connectionsEnabled --------------------------------------------------------- -- general code --------------------------------------------------------- function onSave() return JSON.encode({ trackedLocations = locations, currentScenario = currentScenario, connectionColor = connectionColor, connectionsEnabled = connectionsEnabled }) end function onLoad(savedData) if savedData and savedData ~= "" then local loadedData = JSON.decode(savedData) or {} locations = loadedData.trackedLocations or {} currentScenario = loadedData.currentScenario connectionColor = loadedData.connectionColor or { 0.4, 0.4, 0.4, 1 } connectionsEnabled = loadedData.connectionsEnabled end -- this needs to be here since the playarea will be reloaded when the image changes self.interactable = false Wait.time(function() collisionEnabled = true end, 0.1) 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 function updateLocations(args) customDataHelper = getObjectFromGUID(args[1]) if customDataHelper ~= nil then tokenManager.addLocationData(customDataHelper.getTable("LOCATIONS_DATA")) end end --------------------------------------------------------- -- TTS event handling --------------------------------------------------------- function onCollisionEnter(collisionInfo) if not collisionEnabled then return end local object = collisionInfo.collision_object if object.type == "Deck" then table.insert(missingData, object) end -- only continue for cards if object.type ~= "Card" then return end -- check if we should spawn clues here and do so according to playercount if shouldSpawnTokens(object) then tokenManager.spawnForCard(object) end -- If this card was being dragged, clear the dragging connections. A multi-drag/drop may send -- the dropped card immediately into a deck, so this has to be done here if draggingGuids[object.getGUID()] ~= nil then object.setVectorLines({}) draggingGuids[object.getGUID()] = nil end maybeTrackLocation(object) end function onCollisionExit(collisionInfo) maybeUntrackLocation(collisionInfo.collision_object) end -- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well function onObjectDestroy(object) maybeUntrackLocation(object) end function onObjectPickUp(_, object) if object.type ~= "Card" then return end -- onCollisionExit USUALLY fires first, so we have to check the card to see if it's a location we should be tracking if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then local pickedUpGuid = object.getGUID() local metadata = JSON.decode(object.getGMNotes()) or {} if metadata.type == "Location" then -- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in -- the same frame). This causes a mismatch in the data between dragging the on-table, and -- that one frame draws connectors on the card which then show up as shadows for snap points. -- Waiting ensures we always do thing in the expected Exit->PickUp order Wait.frames(function() if object.is_face_down then draggingGuids[pickedUpGuid] = metadata.locationBack else draggingGuids[pickedUpGuid] = metadata.locationFront end rebuildConnectionList() end, 2) end end end -- Due to the frequence of onUpdate calls, ensure that we only process any changes once function onUpdate() local needsConnectionRebuild = false local needsConnectionDraw = false for guid, _ in pairs(draggingGuids) do local obj = getObjectFromGUID(guid) if obj == nil or not isInPlayArea(obj) then draggingGuids[guid] = nil needsConnectionRebuild = true -- If object still exists then it's outside the area and needs to lose the lines attached to it if obj ~= nil then obj.setVectorLines({}) end end -- Even if the last location left the play area, need one last draw to clear the lines needsConnectionDraw = true end if needsConnectionRebuild then rebuildConnectionList() end if needsConnectionDraw then drawDraggingConnections() end end -- Global event handler, delegated from Global. Clears any connection lines from dragged cards -- before they are destroyed by entering a deck. Removal of the card from the dragging list will -- be handled during the next onUpdate() call. function tryObjectEnterContainer() for draggedGuid, _ in pairs(draggingGuids) do local draggedObj = getObjectFromGUID(draggedGuid) if draggedObj ~= nil then draggedObj.setVectorLines({}) end end end --------------------------------------------------------- -- main functionality --------------------------------------------------------- function shouldSpawnTokens(card) local metadata = JSON.decode(card.getGMNotes()) if metadata == nil then return tokenManager.hasLocationData(card) end return metadata.type == "Location" or metadata.type == "Enemy" or metadata.type == "Treachery" or metadata.weakness -- hardcoded IDs for "Makeshift Trap" and "Shrine of the Moirai" -- these cards are events with uses, that attach to encounter cards and thus will enter play in the playarea -- TODO: probably turn this into a metadata field if we get more cards like that or metadata.id == "07310" or metadata.id == "09100" end -- Checks the given card and adds it to the list of locations tracked for connection purposes. -- A card will be added to the tracking if it is a location in the play area (based on centerpoint). ---@param card tts__Object A card object, possibly a location. function maybeTrackLocation(card) -- Collision checks for any part of the card overlap, but our other tracking is centerpoint -- Ignore any collision where the centerpoint isn't in the area if isInPlayArea(card) then local metadata = JSON.decode(card.getGMNotes()) if metadata == nil then table.insert(missingData, card) else if metadata.type == "Location" then if card.is_face_down then locations[card.getGUID()] = metadata.locationBack else locations[card.getGUID()] = metadata.locationFront end -- only draw connection lines for not-excluded scenarios if showLocationLinks() then rebuildConnectionList() drawBaseConnections() end end end end end -- Stop tracking a location for connection drawing. This should be called for both collision exit -- and destruction, as a destroyed object does not trigger collision exit. An object can also be -- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will -- be cleared in the next onUpdate() cycle. ---@param card tts__Object Card to (maybe) stop tracking function maybeUntrackLocation(card) -- Locked objects no longer collide (hence triggering an exit event) but are still in the play -- area. If the object is now locked, don't remove it. if locations[card.getGUID()] ~= nil and not card.locked then locations[card.getGUID()] = nil rebuildConnectionList() drawBaseConnections() end end -- Builds a list of GUID to GUID connection information based on the currently tracked locations. -- This will update the connection information and store it in the locationConnections data member, -- but does not draw those connections. This should often be followed by a call to drawBaseConnections() function rebuildConnectionList() if not showLocationLinks() then locationConnections = {} return end local iconCardList = {} -- Build a list of cards with each icon as their location ID for cardId, metadata in pairs(draggingGuids) do buildLocListByIcon(cardId, iconCardList, metadata) end for cardId, metadata in pairs(locations) do buildLocListByIcon(cardId, iconCardList, metadata) end -- Pair up all the icons locationConnections = {} for cardId, metadata in pairs(draggingGuids) do buildConnection(cardId, iconCardList, metadata) end for cardId, metadata in pairs(locations) do if draggingGuids[cardId] == nil then buildConnection(cardId, iconCardList, metadata) end end end -- Extracts the card's icon string into a list of individual location icons ---@param cardId string GUID of the card to pull the icon data from ---@param iconCardList table A table of icon->GUID list. Mutable, will be updated by this method ---@param locData table A table containing the metadata for the card (for the correct side) function buildLocListByIcon(cardId, iconCardList, locData) if locData ~= nil and locData.icons ~= nil then for icon in string.gmatch(locData.icons, "%a+") do if iconCardList[icon] == nil then iconCardList[icon] = {} end table.insert(iconCardList[icon], cardId) end end end -- Builds the connections for the given cardID by finding matching icons and adding them to the -- Playarea's locationConnections table. ---@param cardId string GUID of the card to build the connections for ---@param iconCardList table A table of icon->GUID List. Used to find matching icons for connections. ---@param locData table A table containing the metadata for the card (for the correct side) function buildConnection(cardId, iconCardList, locData) if locData ~= nil and locData.connections ~= nil then locationConnections[cardId] = {} for icon in string.gmatch(locData.connections, "%a+") do if iconCardList[icon] ~= nil then for _, connectedGuid in ipairs(iconCardList[icon]) do -- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way if locationConnections[connectedGuid] ~= nil and (locationConnections[connectedGuid][cardId] == ONE_WAY or locationConnections[connectedGuid][cardId] == BIDIRECTIONAL) then locationConnections[connectedGuid][cardId] = BIDIRECTIONAL locationConnections[cardId][connectedGuid] = nil else if locationConnections[connectedGuid] == nil then locationConnections[connectedGuid] = {} end locationConnections[cardId][connectedGuid] = ONE_WAY locationConnections[connectedGuid][cardId] = INCOMING_ONE_WAY end end end end end end -- Draws the lines for connections currently in locationConnections but not in draggingGuids. function drawBaseConnections() if not showLocationLinks() then locationConnections = {} self.setVectorLines({}) return end local cardConnectionLines = {} for originGuid, targetGuids in pairs(locationConnections) do -- Objects should reliably exist at this point, but since this can be called during onUpdate the -- object checks are conservative just to make sure. local origin = getObjectFromGUID(originGuid) if draggingGuids[originGuid] == nil and origin ~= nil then for targetGuid, direction in pairs(targetGuids) do local target = getObjectFromGUID(targetGuid) if draggingGuids[targetGuid] == nil and target ~= nil then -- Since we process the full list, we're guaranteed to hit any ONE_WAY connections later -- so we can ignore INCOMING_ONE_WAY if direction == BIDIRECTIONAL then addBidirectionalVector(origin, target, self, cardConnectionLines) elseif direction == ONE_WAY then addOneWayVector(origin, target, self, cardConnectionLines) end end end end end self.setVectorLines(cardConnectionLines) end -- Draws the lines for cards which are currently being dragged. function drawDraggingConnections() if not showLocationLinks() then return end local ownedVectors = {} for originGuid, _ in pairs(draggingGuids) do targetGuids = locationConnections[originGuid] -- Objects should reliably exist at this point, but since this can be called during onUpdate the -- object checks are conservative just to make sure. local origin = getObjectFromGUID(originGuid) if draggingGuids[originGuid] and origin ~= nil and targetGuids ~= nil then ownedVectors[originGuid] = {} for targetGuid, direction in pairs(targetGuids) do local target = getObjectFromGUID(targetGuid) if target ~= nil then if direction == BIDIRECTIONAL then addBidirectionalVector(origin, target, origin, ownedVectors[originGuid]) elseif direction == ONE_WAY then addOneWayVector(origin, target, origin, ownedVectors[originGuid]) elseif direction == INCOMING_ONE_WAY and not draggingGuids[targetGuid] then addOneWayVector(target, origin, origin, ownedVectors[originGuid]) end end end end end for ownerGuid, vectors in pairs(ownedVectors) do local card = getObjectFromGUID(ownerGuid) card.setVectorLines(vectors) end end -- Draws a bidirectional location connection between the two cards, adding the necessary lines to the list ---@param card1 tts__Object One of the card objects to connect ---@param card2 tts__Object The other card object to connect ---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative --- positioning and scaling, as well as highlighting connections during a drag operation ---@param lines table List of vector line elements. Mutable, will be updated to add this connector function addBidirectionalVector(card1, card2, vectorOwner, lines) local cardPos1 = card1.getPosition() local cardPos2 = card2.getPosition() cardPos1.y = CONNECTION_LINE_Y cardPos2.y = CONNECTION_LINE_Y local pos1 = vectorOwner.positionToLocal(cardPos1) local pos2 = vectorOwner.positionToLocal(cardPos2) table.insert(lines, { points = { pos1, pos2 }, color = vectorOwner == self and connectionColor or DRAGGING_CONNECTION_COLOR, thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS, }) end -- Draws a one-way location connection between the two cards, adding the lines to do so to the -- given lines list. Arrows will point towards the target card. ---@param origin tts__Object Origin card in the connection ---@param target tts__Object Target card object to connect ---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative --- positioning and scaling, as well as highlighting connections during a drag operation ---@param lines table List of vector line elements. Mutable, will be updated to add this connector function addOneWayVector(origin, target, vectorOwner, lines) -- Start with the BiDi then add the arrow lines to it addBidirectionalVector(origin, target, vectorOwner, lines) local originPos = origin.getPosition() local targetPos = target.getPosition() originPos.y = CONNECTION_LINE_Y targetPos.y = CONNECTION_LINE_Y -- Calculate distance to be closer for horizontal positions than vertical, since cards are taller than wide local heading = Vector(originPos):sub(targetPos):heading("y") local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading))) -- Calculate the three possible arrow positions. These are offset by half the arrow length to -- make them visually balanced by keeping the arrows centered, not tracking the point local midpoint = Vector(originPos):add(targetPos):scale(0.5):moveTowards(targetPos, ARROW_ARM_LENGTH / 2) local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2) local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2) if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then addArrowLines(midpoint, originPos, vectorOwner, lines) else addArrowLines(closeToOrigin, originPos, vectorOwner, lines) addArrowLines(closeToTarget, originPos, vectorOwner, lines) end end -- Draws an arrowhead at the given position. ---@param arrowheadPos tts__Vector Centerpoint of the arrowhead to draw (NOT the tip of the arrow) ---@param originPos tts__Vector Origin point of the connection, used to position the arrow arms ---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative --- positioning and scaling, as well as highlighting connections during a drag operation ---@param lines table List of vector line elements. Mutable, will be updated to add this arrow function addArrowLines(arrowheadPos, originPos, vectorOwner, lines) local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos) local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos) local head = vectorOwner.positionToLocal(arrowheadPos) local arm1 = vectorOwner.positionToLocal(arrowArm1) local arm2 = vectorOwner.positionToLocal(arrowArm2) table.insert(lines, { points = { arm1, head, arm2 }, color = vectorOwner == self and connectionColor or DRAGGING_CONNECTION_COLOR, thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS, }) end -- Count victory points from locations in play area ---@param highlightOff boolean True if highlighting should be enabled ---@return. Returns the total amount of VP found in the play area function countVP(highlightOff) local totalVP = 0 for cardId, metadata in pairs(locations) do local card = getObjectFromGUID(cardId) if metadata ~= nil and card ~= nil then if highlightOff == true then card.highlightOff("Green") end local cardVP = tonumber(metadata.victory) or 0 if cardVP ~= 0 and not cardHasClues(card) then totalVP = totalVP + cardVP if highlightOff == false then card.highlightOn("Green") end end end end return totalVP end -- Checks if a card has clues on it ---@param card tts__Object Card to check for clues ---@return boolean hasClues True if card has clues on it function cardHasClues(card) local searchResult = searchLib.onObject(card, "isClue") return #searchResult > 0 end -- Highlights all locations in the play area without metadata ---@param state boolean True if highlighting should be enabled function highlightMissingData(state) for i, obj in pairs(missingData) do if obj ~= nil then if state then obj.highlightOff("Red") else obj.highlightOn("Red") end else missingData[i] = nil end end end --------------------------------------------------------- -- functions for outside calls --------------------------------------------------------- -- 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 (used for error messages) function shiftContentsUp(playerColor) shiftContents(playerColor, "up") end function shiftContentsDown(playerColor) shiftContents(playerColor, "down") end function shiftContentsLeft(playerColor) shiftContents(playerColor, "left") end function shiftContentsRight(playerColor) shiftContents(playerColor, "right") end function shiftContents(playerColor, direction) local zone = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaZone") if not zone then broadcastToColor("Scripting zone couldn't be found.", playerColor, "Red") return end for _, object in ipairs(zone.getObjects()) do if not (SHIFT_EXCLUSION[object.getGUID()] or object.hasTag("displacement_excluded")) then object.translate(SHIFT_OFFSETS[direction]) end end Wait.time(drawBaseConnections, 0.1) end -- Sets the image of the playarea ---@param newURL string URL for the new surface image function updateSurface(newURL) local customInfo = self.getCustomObject() if newURL ~= "" and newURL ~= nil and newURL ~= DEFAULT_URL then customInfo.image = newURL broadcastToAll("New Playarea Image Applied", "Green") else customInfo.image = DEFAULT_URL broadcastToAll("Default Playarea Image Applied", "Green") end self.setCustomObject(customInfo) local guid = nil if customDataHelper then guid = customDataHelper.getGUID() end self.script_state = onSave() self.reload() if guid ~= nil then Wait.time(function() updateLocations({ guid }) end, 1) end end -- Toggles the tags for the playarea's snap points to limit snapping to locations or not -- If matchTypes is false, snap points will be reset to snap all cards ---@param matchTypes boolean Whether snap points should only snap for the matching card types function setLimitSnapsByType(matchTypes) local snaps = self.getSnapPoints() for _, snap in ipairs(snaps) do if matchTypes then if snap.tags == nil then snap.tags = { "Location" } else table.insert(snap.tags, "Location") end else snap.tags = nil end end self.setSnapPoints(snaps) end -- called by the option panel to enabled / disable location connections function setConnectionDrawState(state) connectionsEnabled = state rebuildConnectionList() drawBaseConnections() end -- called by the option panel to edit the location connection color function setConnectionColor(color) connectionColor = color rebuildConnectionList() drawBaseConnections() end function onScenarioChanged(scenarioName) currentScenario = scenarioName if not showLocationLinks() then broadcastToAll("Automatic location connections not available for this scenario") end end function getTrackedLocations() return locations end --------------------------------------------------------- -- utility functions --------------------------------------------------------- -- Check to see if the given object is within the bounds of the play area (using X and Z coordinates) ---@param object tts__Object Object to check ---@return boolean: True if the object is inside the play area function isInPlayArea(object) local bounds = self.getBounds() local position = object.getPosition() -- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2 } local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2 } return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z end function showLocationLinks() return not LOC_LINK_EXCLUDE_SCENARIOS[currentScenario] and connectionsEnabled end function round(num, numDecimalPlaces) local mult = 10 ^ (numDecimalPlaces or 0) return math.floor(num * mult + 0.5) / mult end -- Rebuilds local snap points (could be useful in the future again) function buildSnaps() local upperleft = { x = 1.53, z = -1.09 } local lowerright = { x = -1.53, z = 1.55 } local snaps = {} -- creates 81 snap points, for uneven rows + columns it makes a rotation snap point for i = 1, 9 do for j = 1, 9 do local snap = {} snap.position = {} snap.position.x = round(upperleft.x - (upperleft.x - lowerright.x) * (i - 1) / 8, 3) snap.position.y = 0.1 snap.position.z = round(upperleft.z - (upperleft.z - lowerright.z) * (j - 1) / 8, 3) -- enable rotation snaps for uneven rows / columns if (i % 2 ~= 0) and (j % 2 ~= 0) then snap.rotation = { 0, 0, 0 } snap.rotation_snap = true end table.insert(snaps, snap) end end self.setSnapPoints(snaps) 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/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 column = math.floor((i - 1) / 4) local row = (i - 1) % 4 local cluePos = card.positionToWorld(Vector(1.4 + 0.55 * column, 0, -1 + 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("core/OptionPanelApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local OptionPanelApi = {} -- loads saved options ---@param options table Set a new state for the option table OptionPanelApi.loadSettings = function(options) return Global.call("loadSettings", options) end ---@return any: Table of option panel state OptionPanelApi.getOptions = function() return Global.getTable("optionPanel") end return OptionPanelApi end end) __bundle_register("core/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("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("__root", function(require, _LOADED, __bundle_register, __bundle_modules) require("core/PlayArea") 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) return __bundle_require("__root")