-- 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 PLAY_AREA_GUID = "721ba2" local INVESTIGATOR_COUNTER_GUID = "f182ee" -- Returns the current value of the investigator counter from the playmat ---@return Integer. Number of investigators currently set on the counter PlayAreaApi.getInvestigatorCount = function() return getObjectFromGUID(INVESTIGATOR_COUNTER_GUID).getVar("val") end -- Updates the current value of the investigator counter from the playmat ---@param count Number of investigators to set on the counter PlayAreaApi.setInvestigatorCount = function(count) return getObjectFromGUID(INVESTIGATOR_COUNTER_GUID).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 Color of the player requesting the shift. Used solely to send an error --- message in the unlikely case that the scripting zone has been deleted PlayAreaApi.shiftContentsUp = function(playerColor) return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor) end PlayAreaApi.shiftContentsDown = function(playerColor) return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor) end PlayAreaApi.shiftContentsLeft = function(playerColor) return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor) end PlayAreaApi.shiftContentsRight = function(playerColor) return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor) end -- Reset the play area's tracking of which cards have had tokens spawned. PlayAreaApi.resetSpawnedCards = function() return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards") end -- Event to be called when the current scenario has changed. ---@param scenarioName Name of the new scenario PlayAreaApi.onScenarioChanged = function(scenarioName) getObjectFromGUID(PLAY_AREA_GUID).call("onScenarioChanged", scenarioName) end -- Sets this playmat'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. PlayAreaApi.setLimitSnapsByType = function(matchCardTypes) getObjectFromGUID(PLAY_AREA_GUID).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) getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer", { container = container, object = object }) end -- counts the VP on locations in the play area PlayAreaApi.countVP = function() return getObjectFromGUID(PLAY_AREA_GUID).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 getObjectFromGUID(PLAY_AREA_GUID).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 getObjectFromGUID(PLAY_AREA_GUID).call("highlightCountedVP", state) end -- Checks if an object is in the play area (returns true or false) PlayAreaApi.isInPlayArea = function(object) return getObjectFromGUID(PLAY_AREA_GUID).call("isInPlayArea", object) end PlayAreaApi.getSurface = function() return getObjectFromGUID(PLAY_AREA_GUID).getCustomObject().image end PlayAreaApi.updateSurface = function(url) return getObjectFromGUID(PLAY_AREA_GUID).call("updateSurface", url) 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) getObjectFromGUID(PLAY_AREA_GUID).call("updateLocations", args) end PlayAreaApi.getCustomDataHelper = function() return getObjectFromGUID(PLAY_AREA_GUID).getVar("customDataHelper") end return PlayAreaApi end end) __bundle_register("core/SoundCubeApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local SoundCubeApi = {} -- this table links the name of a trigger effect to its index local soundIndices = { ["Vacuum"] = 0, ["Deep Bell"] = 1, ["Dark Souls"] = 2 } local function playTriggerEffect(index) getObjectsWithTag("SoundCube")[1].AssetBundle.playTriggerEffect(index) end -- plays the by name requested sound ---@param soundName String Name of the sound to play SoundCubeApi.playSoundByName = function(soundName) playTriggerEffect(soundIndices[soundName]) end return SoundCubeApi end end) __bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local TokenSpawnTracker = { } local SPAWN_TRACKER_GUID = "e3ffc9" TokenSpawnTracker.hasSpawnedTokens = function(cardGuid) return getObjectFromGUID(SPAWN_TRACKER_GUID).call("hasSpawnedTokens", cardGuid) end TokenSpawnTracker.markTokensSpawned = function(cardGuid) return getObjectFromGUID(SPAWN_TRACKER_GUID).call("markTokensSpawned", cardGuid) end TokenSpawnTracker.resetTokensSpawned = function(cardGuid) return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetTokensSpawned", cardGuid) end TokenSpawnTracker.resetAllAssetAndEvents = function() return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllAssetAndEvents") end TokenSpawnTracker.resetAllLocations = function() return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllLocations") end TokenSpawnTracker.resetAll = function() return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAll") end return TokenSpawnTracker end end) __bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local PlaymatApi = { } local internal = { } local MAT_IDS = { White = "8b081b", Orange = "bd0ff4", Green = "383d8b", Red = "0840d5" } local CLUE_COUNTER_GUIDS = { White = "37be78", Orange = "1769ed", Green = "032300", Red = "d86b7c" } local CLUE_CLICKER_GUIDS = { White = "db85d6", Orange = "3f22e5", Green = "891403", Red = "4111de" } -- Returns the color of the by position requested playermat as string ---@param startPos Table Position of the search, table get's roughly cut into 4 quarters to assign a playermat PlaymatApi.getMatColorByPosition = function(startPos) if startPos.x < -42 then if startPos.z > 0 then return "White" else return "Orange" end else if startPos.z > 0 then return "Green" else return "Red" end end end -- Returns the color of the player's hand that is seated next to the playermat ---@param matColor String Color of the playermat PlaymatApi.getPlayerColor = function(matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.getVar("playerColor") end -- Returns the color of the playermat that owns the playercolor's hand ---@param handColor String Color of the playermat PlaymatApi.getMatColor = function(handColor) local matColors = {"White", "Orange", "Green", "Red"} for i, mat in ipairs(internal.getMatForColor("All")) do local color = mat.getVar("playerColor") if color == handColor then return matColors[i] end end return "NOT_FOUND" end -- Returns the result of a cast in the specificed playermat's area ---@param matColor String Color of the playermat PlaymatApi.searchPlaymat = function(matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.call("searchAroundSelf") end -- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat ---@param matColor String Color of the playermat PlaymatApi.isDES = function(matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.getVar("isDES") end -- Returns the draw deck of the requested playmat ---@param matColor String Color of the playermat PlaymatApi.getDrawDeck = function(matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) mat.call("getDrawDiscardDecks") return mat.getVar("drawDeck") end -- Returns the position of the discard pile of the requested playmat ---@param matColor String Color of the playermat PlaymatApi.getDiscardPosition = function(matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.call("returnGlobalDiscardPosition") end -- Transforms a local position into a global position ---@param localPos Table Local position to be transformed ---@param matColor String Color of the playermat PlaymatApi.transformLocalPosition = function(localPos, matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.positionToWorld(localPos) end -- Returns the rotation of the requested playmat ---@param matColor String Color of the playermat PlaymatApi.returnRotation = function(matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.getRotation() end -- Triggers the Upkeep for the requested playmat ---@param matColor String Color of the playermat ---@param playerColor String Color of the calling player (for messages) PlaymatApi.doUpkeepFromHotkey = function(matColor, playerColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.call("doUpkeepFromHotkey", playerColor) end -- Returns the active investigator id ---@param matColor String Color of the playermat PlaymatApi.returnInvestigatorId = function(matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.getVar("activeInvestigatorId") 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 for one of the active player colors - White, Orange, Green, Red. Also -- accepts "All" as a special value which will apply the setting to all four mats. PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor) for _, mat in ipairs(internal.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 for one of the active player colors - White, Orange, Green, Red. Also -- accepts "All" as a special value which will apply the setting to all four mats. PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor) for _, mat in ipairs(internal.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 for one of the active player colors - White, Orange, Green, Red. Also -- accepts "All" as a special value which will apply the setting to all four mats. PlaymatApi.clickableClues = function(showCounter, matColor) for _, mat in ipairs(internal.getMatForColor(matColor)) do mat.call("clickableClues", showCounter) end end -- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat ---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also -- accepts "All" as a special value which will apply the setting to all four mats. PlaymatApi.removeClues = function(matColor) for _, mat in ipairs(internal.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 PlaymatApi.getClueCount = function(useClickableCounters, matColor) local count = 0 for _, mat in ipairs(internal.getMatForColor(matColor)) do count = count + tonumber(mat.call("getClueCount", useClickableCounters)) end return count end -- Adds the specified amount of resources to the requested playermat's resource counter PlaymatApi.gainResources = function(amount, matColor) for _, mat in ipairs(internal.getMatForColor(matColor)) do mat.call("gainResources", amount) end end -- Returns the resource counter amount for the requested playermat PlaymatApi.getResourceCount = function(matColor) local mat = getObjectFromGUID(MAT_IDS[matColor]) return mat.call("getResourceCount") end -- Discard a non-hidden card from the corresponding player's hand PlaymatApi.doDiscardOne = function(matColor) for _, mat in ipairs(internal.getMatForColor(matColor)) do mat.call("doDiscardOne") end end PlaymatApi.syncAllCustomizableCards = function() for _, mat in ipairs(internal.getMatForColor("All")) do mat.call("syncAllCustomizableCards") end end PlaymatApi.updateClueClicker = function(playerColor, val) return getObjectFromGUID(CLUE_CLICKER_GUIDS[playerColor]).call("updateVal", val) end -- Convenience function to look up a mat's object by color, or get all mats. ---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also -- accepts "All" as a special value which will return all four mats. ---@return: Array of playermat objects. If a single mat is requested, will return a single-element -- array to simplify processing by consumers. internal.getMatForColor = function(matColor) local targetMatGuid = MAT_IDS[matColor] if targetMatGuid != nil then return { getObjectFromGUID(targetMatGuid) } end if matColor == "All" then return { getObjectFromGUID(MAT_IDS.White), getObjectFromGUID(MAT_IDS.Orange), getObjectFromGUID(MAT_IDS.Green), getObjectFromGUID(MAT_IDS.Red), } end end return PlaymatApi end end) __bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules) require("accessories/CleanUpHelper") end) __bundle_register("accessories/CleanUpHelper", function(require, _LOADED, __bundle_register, __bundle_modules) --[[ Cleans up the table for the next scenario in a campaign: - sets counters to default values (resources and doom) or trauma values (health and sanity, if not disabled) from campaign log - puts everything on playmats and hands into respective trashcans - use the IGNORE_TAG to exclude objects from tidying (default: "CleanUpHelper_Ignore")]] local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi") local chaosBagApi = require("chaosbag/ChaosBagApi") local playAreaApi = require("core/PlayAreaApi") local playmatApi = require("playermat/PlaymatApi") local soundCubeApi = require("core/SoundCubeApi") local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi") -- these objects will be ignored local IGNORE_GUIDS = { -- big playmat, change image panel and investigator counter "b7b45b", "f182ee", "721ba2", -- bless/curse manager "afa06b", "bd0253", "5933fb", -- stuff on agenda/act playmat "85c4c6", "4a3aa4", "fea079", "b015d8", "11e0cf", "9f334f", "70b9f6", "0a5a29", -- doom/location token bag "47ffc3", "170f10", -- table "4ee1f2" } -- objects with this tag will be ignored local IGNORE_TAG = "CleanUpHelper_ignore" -- colors and order for following tables local COLORS = { "White", "Orange", "Green", "Red", "Agenda" } -- counter GUIDS (4x damage and 4x horror) local DAMAGE_HORROR_GUIDS = { "eb08d6", "e64eec", "1f5a0a", "591a45", "468e88", "0257d9", "7b5729", "beb964", } local campaignLog local RESET_VALUES = {} -- GUIDS of objects (in order of ownership relating to 'COLORS') local PLAYERMAT_GUIDS = { "8b081b", "bd0ff4", "383d8b", "0840d5" } local RESOURCE_GUIDS = { "4406f0", "816d84", "cd15ac", "a4b60d" } local TRACKER_GUIDS = { "e598c2", "b4a5f7", "af7ed7", "e74881" } local CLUE_GUIDS = { "d86b7c", "1769ed", "032300", "37be78" } local CLUE_CLICKER_GUIDS = { "db85d6", "3f22e5", "891403", "4111de" } local TRASHCAN_GUIDS = { "147e80", "f7b6c8", "5f896a", "4b8594", "70b9f6" } -- values for physics.cast (4 entries for player zones, 5th entry for agenda/act deck, 6th for campaign log) local PHYSICS_POSITION = { { -54.5, 2, 21 }, { -54.5, 2, -21 }, { -27.0, 2, 26 }, { -27.0, 2, -26 }, { -02.0, 2, 10 }, { -00.0, 2, -27 } } local PHYSICS_ROTATION = { 270, 270, 0, 180, 270, 0 } local PHYSICS_SCALE = { { 36.6, 1, 14.5 }, { 36.6, 1, 14.5 }, { 34.0, 1, 14.5 }, { 34.0, 1, 14.5 }, { 55.0, 1, 13.5 }, { 05.0, 1, 05.0 } } local optionsVisible = false local options = {} options["importTrauma"] = true options["tidyPlayermats"] = true options["removeDrawnLines"] = false local buttonParameters = {} buttonParameters.function_owner = self local loadingFailedBefore = false --------------------------------------------------------- -- option loading and GUI setup --------------------------------------------------------- function onSave() return JSON.encode({ options = options }) end function onLoad(savedData) if savedData ~= nil then local loadedData = JSON.decode(savedData) options = loadedData.options -- update UI to match saved state for id, state in pairs(options) do self.UI.setAttribute(id, "image", state and "option_on" or "option_off") end end -- index 0: button as label buttonParameters.label = "Clean Up Helper" buttonParameters.click_function = "none" buttonParameters.position = { x = 0, y = 0.1, z = -1.3 } buttonParameters.height = 0 buttonParameters.width = 0 buttonParameters.font_size = 230 buttonParameters.font_color = Color(0, 0, 0) self.createButton(buttonParameters) -- index 1: option button buttonParameters.label = "Settings" buttonParameters.click_function = "showOrHideOptions" buttonParameters.color = { 0, 0, 0, 0.96 } buttonParameters.position.z = -0.1 buttonParameters.height = 350 buttonParameters.width = 1000 buttonParameters.font_size = 190 buttonParameters.font_color = "White" self.createButton(buttonParameters) -- index 2: start button buttonParameters.label = "Reset play areas" buttonParameters.click_function = "cleanUp" buttonParameters.position.z = 1.1 buttonParameters.width = 1550 self.createButton(buttonParameters) -- create single table for ignoring for _, v in ipairs(CLUE_GUIDS) do table.insert(IGNORE_GUIDS, v) end for _, v in ipairs(CLUE_CLICKER_GUIDS) do table.insert(IGNORE_GUIDS, v) end for _, v in ipairs(RESOURCE_GUIDS) do table.insert(IGNORE_GUIDS, v) end for _, v in ipairs(TRASHCAN_GUIDS) do table.insert(IGNORE_GUIDS, v) end for _, v in ipairs(PLAYERMAT_GUIDS) do table.insert(IGNORE_GUIDS, v) end for _, v in ipairs(DAMAGE_HORROR_GUIDS) do table.insert(IGNORE_GUIDS, v) end end --------------------------------------------------------- -- click functions for option buttons --------------------------------------------------------- -- changes the UI state and the internal variable for the togglebuttons function optionButtonClick(_, id) local currentState = options[id] local newState = (currentState and "option_off" or "option_on") options[id] = not currentState self.UI.setAttribute(id, "image", newState) end -- shows or hides the option panel function showOrHideOptions() optionsVisible = not optionsVisible if optionsVisible then self.UI.show("options") else self.UI.hide("options") end end --------------------------------------------------------- -- main function --------------------------------------------------------- function cleanUp(_, color) printToAll("------------------------------", "White") printToAll("Clean up started!", "Orange") printToAll("Resetting counters...", "White") soundCubeApi.playSoundByName("Vacuum") ignoreCustomDataHelper() getTrauma() -- delay to account for potential state change Wait.time(function() updateCounters(RESOURCE_GUIDS, 5, "Resource") updateCounters(CLUE_CLICKER_GUIDS, 0, "Clue clicker") updateCounters(DAMAGE_HORROR_GUIDS, RESET_VALUES, "Damage / Horror") end, 0.2) resetSkillTrackers() resetDoomCounter() blessCurseManagerApi.removeAll(color) removeLines() discardHands() tokenSpawnTrackerApi.resetAll() chaosBagApi.returnChaosTokens() chaosBagApi.releaseAllSealedTokens(color) printToAll("Tidying main play area...", "White") startLuaCoroutine(self, "tidyPlayareaCoroutine") end --------------------------------------------------------- -- modular functions, called by other functions --------------------------------------------------------- function updateCounters(tableOfGUIDs, newValues, info) -- instead of a table, this will be used if just a single value is provided local singleValue = tonumber(newValues) for i, guid in ipairs(tableOfGUIDs) do local TOKEN = getObjectFromGUID(guid) local newValue = singleValue or newValues[i] if TOKEN ~= nil then TOKEN.call("updateVal", newValue) else printToAll(info .. ": No. " .. i .. " could not be found.", "Yellow") end end end -- set investigator skill trackers to "1, 1, 1, 1" function resetSkillTrackers() for i, guid in ipairs(TRACKER_GUIDS) do local obj = getObjectFromGUID(guid) if obj ~= nil then obj.call("updateStats", { 1, 1, 1, 1 }) else printToAll("Skill tracker for " .. COLORS[i] .. " playmat could not be found.", "Yellow") end end end -- reset doom on agenda function resetDoomCounter() local doomCounter = getObjectFromGUID("85c4c6") if doomCounter ~= nil then doomCounter.call("updateVal") else printToAll("Doom counter could not be found.", "Yellow") end end -- gets the GUID of a custom data helper (if present) and adds it to the ignore list function ignoreCustomDataHelper() local customDataHelper = playAreaApi.getCustomDataHelper() if customDataHelper then table.insert(IGNORE_GUIDS, customDataHelper.getGUID()) end end -- read values for trauma from campaign log if enabled function getTrauma() RESET_VALUES = { 0, 0, 0, 0, 0, 0, 0, 0 } -- stop here if trauma import is disabled if not options["importTrauma"] then printToAll("Default values for health and sanity loaded.", "Yellow") return end -- get campaign log campaignLog = findObjects(6)[1] if campaignLog == nil then printToAll("Campaign log not found in standard position!", "Yellow") printToAll("Default values for health and sanity loaded.", "Yellow") return end campaignLog = campaignLog.hit_object loadTrauma() end -- gets data from campaign log if possible function loadTrauma() -- check if "returnTrauma" function exists to avoid calling nil local trauma = campaignLog.getVar("returnTrauma") if trauma ~= nil then printToAll("Trauma values found in campaign log!", "Green") RESET_VALUES = campaignLog.call("returnTrauma") loadingFailedBefore = false elseif loadingFailedBefore then printToAll("Trauma values could not be found in campaign log!", "Yellow") printToAll("Default values for health and sanity loaded.", "Yellow") loadingFailedBefore = false else -- set campaign log to first state local stateId = campaignLog.getStateId() if stateId ~= 1 then campaignLog = campaignLog.setState(1) end loadingFailedBefore = true -- small delay to account for potential state change Wait.time(loadTrauma, 0.1) end end -- remove drawn lines function removeLines() if options["removeDrawnLines"] then printToAll("Removing vector lines...", "White") Global.setVectorLines({}) end end -- discard all hand objects function discardHands() if not options["tidyPlayermats"] then return end for i = 1, 4 do local trashcan = getObjectFromGUID(TRASHCAN_GUIDS[i]) if trashcan == nil then return end local hand = Player[playmatApi.getPlayerColor(COLORS[i])].getHandObjects() for j = #hand, 1, -1 do trashcan.putObject(hand[j]) end end end -- clean up for play area function tidyPlayareaCoroutine() local trashcan = getObjectFromGUID(TRASHCAN_GUIDS[5]) local PLAYMATZONE = getObjectFromGUID("a2f932") if PLAYMATZONE == nil then printToAll("Scripting zone for main play area could not be found!", "Red") elseif trashcan == nil then printToAll("Trashcan for main play area could not be found!", "Red") else for _, obj in ipairs(PLAYMATZONE.getObjects()) do -- ignore these elements if not tableContains(IGNORE_GUIDS, obj.getGUID()) and obj.hasTag(IGNORE_TAG) == false then coroutine.yield(0) trashcan.putObject(obj) end end end printToAll("Tidying playermats and agenda mat...", "White") startLuaCoroutine(self, "tidyPlayerMatCoroutine") return 1 end -- clean up for the four playermats and the agenda/act playmat function tidyPlayerMatCoroutine() for i = 1, 5 do -- only continue for playermat (1-4) if option enabled if options["tidyPlayermats"] or i == 5 then -- delay for animation purpose for k = 1, 30 do coroutine.yield(0) end -- get respective trashcan local trashcan = getObjectFromGUID(TRASHCAN_GUIDS[i]) if trashcan == nil then printToAll("Trashcan for " .. COLORS[i] .. " playmat could not be found!", "Red") return 1 end for _, entry in ipairs(findObjects(i)) do local obj = entry.hit_object local desc_low = string.lower(obj.getDescription()) -- ignore these elements if not tableContains(IGNORE_GUIDS, obj.getGUID()) and obj.hasTag(IGNORE_TAG) == false and desc_low ~= "chaos bag" and desc_low ~= "action token" then coroutine.yield(0) trashcan.putObject(obj) -- flip action tokens back to ready elseif desc_low == "action token" and obj.is_face_down then obj.flip() end end -- reset "activeInvestigatorId" if i < 5 then local playermat = getObjectFromGUID(PLAYERMAT_GUIDS[i]) if playermat then playermat.setVar("activeInvestigatorId", "00000") end end end end local datahelper = getObjectFromGUID("708279") if datahelper then datahelper.setTable("SPAWNED_PLAYER_CARD_GUIDS", {}) end printToAll("Clean up completed!", "Green") return 1 end --------------------------------------------------------- -- helper functions --------------------------------------------------------- -- find objects depending on index (1 to 4 for playermats, 5 for agenda/act playmat, 6 for campaign log) function findObjects(num) return Physics.cast({ direction = { 0, 1, 0 }, max_distance = 1, type = 3, size = PHYSICS_SCALE[num], origin = PHYSICS_POSITION[num], orientation = { 0, PHYSICS_ROTATION[num], 0 }, debug = false }) end -- search a table for a value, return true if found (else returns false) function tableContains(table, value) for _, v in ipairs(table) do if v == value then return true end end return false 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")