-- 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/token/TokenChecker", function(require, _LOADED, __bundle_register, __bundle_modules) do local CHAOS_TOKEN_NAMES = { ["Elder Sign"] = true, ["+1"] = true, ["0"] = true, ["-1"] = true, ["-2"] = true, ["-3"] = true, ["-4"] = true, ["-5"] = true, ["-6"] = true, ["-7"] = true, ["-8"] = true, ["Skull"] = true, ["Cultist"] = true, ["Tablet"] = true, ["Elder Thing"] = true, ["Auto-fail"] = true, ["Bless"] = true, ["Curse"] = true, ["Frost"] = true } local TokenChecker = {} -- returns true if the passed object is a chaos token (by name) TokenChecker.isChaosToken = function(obj) if obj.type == "Tile" and CHAOS_TOKEN_NAMES[obj.getName()] then return true else return false end end return TokenChecker 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/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local GUIDReferenceApi = {} local function getGuidHandler() return getObjectFromGUID("123456") end -- Returns the matching object ---@param owner string Parent object for this search ---@param type string Type of object to search for ---@return any: Object reference to the matching object GUIDReferenceApi.getObjectByOwnerAndType = function(owner, type) return getGuidHandler().call("getObjectByOwnerAndType", { owner = owner, type = type }) end -- Returns all matching objects as a table with references ---@param type string Type of object to search for ---@return table: List of object references to matching objects GUIDReferenceApi.getObjectsByType = function(type) return getGuidHandler().call("getObjectsByType", type) end -- Returns all matching objects as a table with references ---@param owner string Parent object for this search ---@return table: List of object references to matching objects GUIDReferenceApi.getObjectsByOwner = function(owner) return getGuidHandler().call("getObjectsByOwner", owner) end -- Sends new information to the reference handler to edit the main index ---@param owner string Parent of the object ---@param type string Type of the object ---@param guid string GUID of the object GUIDReferenceApi.editIndex = function(owner, type, guid) return getGuidHandler().call("editIndex", { owner = owner, type = type, guid = guid }) end -- Returns the owner of an object or the object it's located on ---@param object tts__GameObject Object for this search ---@return string: Parent of the object or object it's located on GUIDReferenceApi.getOwnerOfObject = function(object) return getGuidHandler().call("getOwnerOfObject", object) end return GUIDReferenceApi end end) __bundle_register("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("util/DeckLib", function(require, _LOADED, __bundle_register, __bundle_modules) do local DeckLib = {} local searchLib = require("util/SearchLib") -- places a card/deck at a position or merges into an existing deck below ---@param objOrTable tts__Object|table Object or table of objects to move ---@param pos table New position for the object ---@param rot? table New rotation for the object ---@param below? boolean Should the object be placed below an existing deck? DeckLib.placeOrMergeIntoDeck = function(objOrTable, pos, rot, below) if objOrTable == nil or pos == nil then return end -- handle 'objOrTable' parameter local objects = {} if type(objOrTable) == "table" then objects = objOrTable else table.insert(objects, objOrTable) end -- search the new position for existing card/deck local searchResult = searchLib.atPosition(pos, "isCardOrDeck") local targetObj -- get new position local offset = 0.5 local newPos = Vector(pos) + Vector(0, offset, 0) if #searchResult == 1 then targetObj = searchResult[1] local bounds = targetObj.getBounds() if below then newPos = Vector(pos):setAt("y", bounds.center.y - bounds.size.y / 2) else newPos = Vector(pos):setAt("y", bounds.center.y + bounds.size.y / 2 + offset) end end -- process objects in reverse order for i = #objects, 1, -1 do local obj = objects[i] -- add a 0.1 delay for each object (for animation purposes) Wait.time(function() -- allow moving smoothly out of hand and temporarily lock it obj.setLock(true) obj.use_hands = false if rot then obj.setRotationSmooth(rot, false, true) end obj.setPositionSmooth(newPos, false, true) -- wait for object to finish movement (or 2 seconds) Wait.condition( function() -- revert toggles obj.setLock(false) obj.use_hands = true -- use putObject to avoid a TTS bug that merges unrelated cards that are not resting if #searchResult == 1 and targetObj ~= obj and not targetObj.isDestroyed() and not obj.isDestroyed() then targetObj = targetObj.putObject(obj) else targetObj = obj end end, -- check state of the object (make sure it's not moving) function() return obj.isDestroyed() or not obj.isSmoothMoving() end, 2) end, (#objects- i) * 0.1) end end return DeckLib end end) __bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules) require("core/MythosArea") end) __bundle_register("core/MythosArea", function(require, _LOADED, __bundle_register, __bundle_modules) local deckLib = require("util/DeckLib") local guidReferenceApi = require("core/GUIDReferenceApi") local playAreaApi = require("core/PlayAreaApi") local playermatApi = require("playermat/PlayermatApi") local searchLib = require("util/SearchLib") local tokenArrangerApi = require("accessories/TokenArrangerApi") local tokenChecker = require("core/token/TokenChecker") local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi") local ENCOUNTER_DECK_AREA = { upperLeft = { x = 1.05, z = 0.15 }, lowerRight = { x = 0.70, z = 0.59 } } local ENCOUNTER_DISCARD_AREA = { upperLeft = { x = 1.77, z = 0.15 }, lowerRight = { x = 1.42, z = 0.59 } } -- global position of encounter deck and discard pile local ENCOUNTER_DECK_POS = { x = -3.93, y = 1, z = 5.76 } local ENCOUNTER_DISCARD_POSITION = { x = -3.85, y = 1, z = 10.38 } local isReshuffling = false local collisionEnabled = false local currentScenario, useFrontData, tokenData function onSave() return JSON.encode({ currentScenario = currentScenario, useFrontData = useFrontData, tokenData = tokenData }) end function onLoad(savedData) if savedData and savedData ~= "" then local loadedState = JSON.decode(savedData) or {} currentScenario = loadedState.currentScenario or "" useFrontData = loadedState.useFrontData or true tokenData = loadedState.tokenData or {} end Wait.time(function() collisionEnabled = true end, 0.1) end --------------------------------------------------------- -- collison and container event handling --------------------------------------------------------- -- TTS event handler. Handles scenario name event triggering and encounter card token resets. function onCollisionEnter(collisionInfo) if not collisionEnabled then return end local object = collisionInfo.collision_object -- early exit for better performance if object.type ~= "Card" then return end -- get scenario name and maybe fire followup event if object.getName() == "Scenario" then local description = object.getDescription() -- detect if a new scenario card is placed down if currentScenario ~= description then currentScenario = description fireScenarioChangedEvent() end local metadata = JSON.decode(object.getGMNotes()) or {} if not metadata["tokens"] then tokenData = {} return end -- detect orientation of scenario card (for difficulty) useFrontData = not object.is_face_down tokenData = metadata["tokens"][(useFrontData and "front" or "back")] fireTokenDataChangedEvent() end local localPos = self.positionToLocal(object.getPosition()) if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then Wait.frames(function() tokenSpawnTrackerApi.resetTokensSpawned(object) end, 1) removeTokensFromObject(object) end end -- TTS event handler. Handles scenario name event triggering function onCollisionExit(collisionInfo) local object = collisionInfo.collision_object -- reset token metadata if scenario reference card is removed if object.getName() == "Scenario" then tokenData = {} useFrontData = nil fireTokenDataChangedEvent() end end -- Listens for cards entering the encounter deck or encounter discard, discards tokens on them, -- and resets the spawn state for the cards when they do. function onObjectEnterContainer(container, object) local localPos = self.positionToLocal(container.getPosition()) if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then tokenSpawnTrackerApi.resetTokensSpawned(object) removeTokensFromObject(object) end end -- fires if the scenario title changes function fireScenarioChangedEvent() -- maybe show the title splash screen Wait.frames(function() Global.call('titleSplash', currentScenario) end, 20) -- set the scenario for the playarea (connections might be disabled) playAreaApi.onScenarioChanged(currentScenario) -- maybe update the playarea image local playAreaImageSelector = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaImageSelector") playAreaImageSelector.call("maybeUpdatePlayAreaImage", currentScenario) end -- fires if the scenario title or the difficulty changes function fireTokenDataChangedEvent() local fullData = returnTokenData() tokenArrangerApi.onTokenDataChanged(fullData) end -- returns the chaos token metadata (if provided) function returnTokenData() return { tokenData = tokenData, currentScenario = currentScenario, useFrontData = useFrontData } end --------------------------------------------------------- -- encounter card drawing --------------------------------------------------------- -- gets the encounter deck (for internal functions and Api calls) function getEncounterDeck() local searchResult = searchLib.atPosition(ENCOUNTER_DECK_POS, "isCardOrDeck") if #searchResult > 0 then return searchResult[1] end end -- 'params' contains the position, rotation and a boolean to force a faceup draw function drawEncounterCard(params) local encounterDeck = getEncounterDeck() local reshuffledAlready if encounterDeck then reshuffledAlready = false if encounterDeck.type == "Deck" then actualEncounterCardDraw(encounterDeck.takeObject(), params) else actualEncounterCardDraw(encounterDeck, params) end else -- nothing here, time to reshuffle if reshuffledAlready == true then reshuffledAlready = false return end -- if there is no discard pile either, reshuffleEncounterDeck will give an error message already local success = reshuffleEncounterDeck() -- only continue if there was a discard pile if not success then return end reshuffledAlready = true drawEncounterCard(params) end end -- draw the provided card to the requesting playermat function actualEncounterCardDraw(card, params) card.deal(1, params.matColor); end -- gets the discard pile and shuffles it into the encounter deck ---@return boolean: Whether the operation was successfully performed function reshuffleEncounterDeck() -- flag to avoid multiple calls if isReshuffling then return false end isReshuffling = true -- disable flag after 1s delay Wait.time(function() isReshuffling = false end, 1) local encounterDeck = getEncounterDeck() local discardPile = searchLib.atPosition(ENCOUNTER_DISCARD_POSITION, "isCardOrDeck") if #discardPile > 0 then local discardDeck = discardPile[1] -- flips discard pile if not discardDeck.is_face_down then discardDeck.setRotation({ 0, -90, 180 }) end -- make a new encounter deck if encounterDeck == nil then discardDeck.setPosition(Vector(ENCOUNTER_DECK_POS) + Vector({ 0, 1, 0 })) encounterDeck = discardDeck else encounterDeck.putObject(discardDeck) end encounterDeck.shuffle() broadcastToAll("Shuffled encounter discard into deck.", "White") return true else broadcastToAll("Encounter discard pile is already empty.", "Red") return false end end --------------------------------------------------------- -- helper functions --------------------------------------------------------- -- Simple method to check if the given point is in a specified area ---@param point tts__Vector Point to check, only x and z values are relevant ---@param bounds table Defined area to see if the point is within ---@return boolean: True if the point is in the area defined by bounds function inArea(point, bounds) return (point.x < bounds.upperLeft.x and point.x > bounds.lowerRight.x and point.z > bounds.upperLeft.z and point.z < bounds.lowerRight.z) end -- removes tokens from the provided card/deck function removeTokensFromObject(object) local TRASH = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash") for _, obj in ipairs(searchLib.onObject(object, "isTileOrToken")) do if obj.getGUID() ~= "4ee1f2" and -- table obj ~= self and obj.memo ~= nil and obj.getLock() == false and not tokenChecker.isChaosToken(obj) then TRASH.putObject(obj) end end end end) __bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local TokenArrangerApi = {} local guidReferenceApi = require("core/GUIDReferenceApi") -- local function to call the token arranger, if it is on the table ---@param functionName string Name of the function to cal ---@param argument? table Parameter to pass local function callIfExistent(functionName, argument) local tokenArranger = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenArranger") if tokenArranger ~= nil then tokenArranger.call(functionName, argument) end end -- updates the token modifiers with the provided data ---@param fullData table Contains the chaos token metadata TokenArrangerApi.onTokenDataChanged = function(fullData) callIfExistent("onTokenDataChanged", fullData) end -- deletes already laid out tokens TokenArrangerApi.deleteCopiedTokens = function() callIfExistent("deleteCopiedTokens") end -- updates the laid out tokens TokenArrangerApi.layout = function() Wait.time(function() callIfExistent("layout") end, 0.1) end return TokenArrangerApi end end) return __bundle_require("__root")