-- 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/DayofReckoning") end) __bundle_register("playercards/cards/DayofReckoning", function(require, _LOADED, __bundle_register, __bundle_modules) VALID_TOKENS = { ["Elder Sign"] = true } 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. Valid options (set before requiring this file): 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_SINGLE_RELEASE --@type: boolean - enables an entry in the context menu - this entry allows releasing a single token - example usage: "Holy Spear" (to keep the other tokens and just release one) SHOW_MULTI_RELEASE --@type: number (amount of tokens to release at once) - enables an entry in the context menu - this entry allows releasing of multiple tokens at once - example usage: "Nephthys" (to release 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 > } > 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_SINGLE_RELEASE = true > SHOW_MULTI_SEAL = 2 > require... ----------------------------------------------------------]] local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi") local chaosBagApi = require("chaosbag/ChaosBagApi") local tokenArrangerApi = require("accessories/TokenArrangerApi") local sealedTokens = {} local ID_URL_MAP = {} local tokensInBag = {} 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() -- conditional single or multi release options if SHOW_SINGLE_RELEASE then self.addContextMenuItem("Release token", releaseOneToken) elseif SHOW_MULTI_RELEASE then self.addContextMenuItem("Release " .. SHOW_MULTI_RELEASE .. " token(s)", releaseMultipleTokens) else self.addContextMenuItem("Release token(s)", releaseAllTokens) 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 = 1, SHOW_MULTI_SEAL 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 -- 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 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 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 multiple tokens at once function releaseMultipleTokens(playerColor) if SHOW_MULTI_RELEASE <= #sealedTokens then for i = 1, SHOW_MULTI_RELEASE do putTokenAway(table.remove(sealedTokens)) end printToColor("Releasing " .. SHOW_MULTI_RELEASE .. " tokens", playerColor) else printToColor("Not enough tokens sealed.", playerColor) end 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 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 end end) __bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local TokenArrangerApi = {} -- local function to call the token arranger, if it is on the table ---@param functionName String Name of the function to cal ---@param argument Variant Parameter to pass local function callIfExistent(functionName, argument) local tokenArranger = getObjectsWithTag("TokenArranger")[1] if tokenArranger ~= nil then tokenArranger.call(functionName, argument) end end -- updates the token modifiers with the provided data ---@param tokenData 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/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local BlessCurseManagerApi = {} local MANAGER_GUID = "5933fb" -- removes all taken tokens and resets the counts BlessCurseManagerApi.removeTakenTokensAndReset = function() local BlessCurseManager = getObjectFromGUID(MANAGER_GUID) 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) BlessCurseManagerApi.sealedToken = function(type, guid) getObjectFromGUID(MANAGER_GUID).call("sealedToken", { type = type, guid = guid }) end -- updates the internal count (called by cards that seal bless/curse tokens) BlessCurseManagerApi.releasedToken = function(type, guid) getObjectFromGUID(MANAGER_GUID).call("releasedToken", { 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) getObjectFromGUID(MANAGER_GUID).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) getObjectFromGUID(MANAGER_GUID).call("doRemove", playerColor) end -- adds Wendy's menu to the hovered card (allows sealing of tokens) ---@param color String Color of the player to show the broadcast to BlessCurseManagerApi.addWendysMenu = function(playerColor, hoveredObject) getObjectFromGUID(MANAGER_GUID).call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject }) end return BlessCurseManagerApi 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) return 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.getTable("chaosTokens") end -- returns all sealed tokens on cards to the chaos bag ChaosBagApi.releaseAllSealedTokens = function(playerColor) return Global.call("releaseAllSealedTokens", playerColor) end -- returns all drawn tokens to the chaos bag ChaosBagApi.returnChaosTokens = function(playerColor) return Global.call("returnChaosTokens", playerColor) end -- removes the specified chaos token from the chaos bag ---@param id String ID of the chaos token ChaosBagApi.removeChaosToken = function(id) return Global.call("removeChaosToken", id) 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) return 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 Boolean. True if the bag is manipulated, false if it should be blocked. ChaosBagApi.canTouchChaosTokens = function() return Global.call("canTouchChaosTokens") end -- called by playermats (by the "Draw chaos token" button) ChaosBagApi.drawChaosToken = function(mat, tokenOffset, isRightClick) return Global.call("drawChaosToken", {mat, tokenOffset, isRightClick}) 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) return __bundle_require("__root")