-- 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/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules) do local tokenSpawnTracker = require("core/token/TokenSpawnTrackerApi") local playArea = require("core/PlayAreaApi") 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) } } -- Source for tokens local TOKEN_SOURCE_GUID = "124381" -- 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 DATA_HELPER_GUID = "708279" 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 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 playmat should pass "Charge"=1 TokenManager.spawnForCard = function(card, extraUses) if tokenSpawnTracker.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 Object Card to spawn tokens on ---@param tokenType String type of token to spawn, valid values are "damage", "horror", -- "resource", "doom", or "clue" ---@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 TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown) local optionPanel = Global.getTable("optionPanel") if tokenType == "damage" or tokenType == "horror" then TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown) elseif tokenType == "resource" and optionPanel["useResourceCounters"] then TokenManager.spawnResourceCounterToken(card, tokenCount) else TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown) end end -- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror -- tokens. ---@param card Object Card to spawn tokens on ---@param tokenType String type of token to spawn, valid values are "damage" and "horror". Other -- types should use spawnMultipleTokens() ---@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) spawned.setState(tokenValue) 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, valid values are resource", "doom", or "clue". -- Other types should use spawnCounterToken() ---@param tokenCount Number How many tokens to spawn ---@param shiftDown Number An offset for the z-value of this group of tokens TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown) if tokenCount < 1 or tokenCount > 12 then return end local offsets = {} if tokenType == "clue" then offsets = internal.buildClueOffsets(card, tokenCount) else 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 = { } for i, baseOffset in ipairs(baseOffsets) do offsets[i] = baseOffset offsets[i][3] = offsets[i][3] + shiftDown end end if offsets == nil then error("couldn't find offsets for " .. tokenCount .. ' tokens') return end for i = 1, tokenCount do TokenManager.spawnToken(offsets[i], tokenType, card.getRotation()) end end -- Spawns a single token at the given global position by copying it from the template bag. ---@param position Global position to spawn the token ---@param tokenType String type of token to spawn, valid values are "damage", "horror", -- "resource", "doom", or "clue" ---@param rotation 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 -- Delegate function to the token spawn tracker. Exists to avoid circular dependencies in some -- callers. ---@param card Object Card object to reset the tokens for TokenManager.resetTokensSpawned = function(card) tokenSpawnTracker.resetTokensSpawned(card.getGUID()) 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 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 = getObjectFromGUID(TOKEN_SOURCE_GUID) 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 = getObjectFromGUID(DATA_HELPER_GUID) 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 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 playmat should pass "Charge"=1 internal.spawnTokensFromUses = function(card, extraUses) local uses = internal.getUses(card) if uses == nil then return end local type = nil local token = nil local tokenCount = 0 -- Uses structure underwent a breaking change in 2.4.0, have to check to see if this is -- a single entry or an array. This is ugly and duplicated, but impossible to replicate the -- multi-spawn vs. single spawn otherwise. TODO: Clean this up when 2.4.0 has been out long -- enough that saved decks don't have old data if uses.count != nil then type = cardMetadata.uses.type token = cardMetadata.uses.token tokenCount = cardMetadata.uses.count if extraUses ~= nil and extraUses[type] ~= nil then tokenCount = tokenCount + extraUses[type] end log("Spawning single use tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token) TokenManager.spawnTokenGroup(card, token, tokenCount) else for i, useInfo in ipairs(uses) do type = useInfo.type token = useInfo.token tokenCount = (useInfo.count or 0) + (useInfo.countPerInvestigator or 0) * playArea.getInvestigatorCount() if extraUses ~= nil and extraUses[type] ~= nil then tokenCount = tokenCount + extraUses[type] end log("Spawning use array tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token) -- Shift each spawned group after the first down so they don't pile on each other TokenManager.spawnTokenGroup(card, token, tokenCount, (i - 1) * 0.8) end end tokenSpawnTracker.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 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 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) token = playerData.tokenType tokenCount = playerData.tokenCount log("Spawning data helper tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token) TokenManager.spawnTokenGroup(card, token, tokenCount) tokenSpawnTracker.markTokensSpawned(card.getGUID()) end -- Spawn tokens for a location using data retrieved from the Data Helper. ---@param card Object Card to maybe spawn tokens for ---@param playerData 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) tokenSpawnTracker.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 log(card.getName() .. ' : ' .. locationData.type .. ' : ' .. locationData.value .. ' : ' .. locationData.clueSide) 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 * playArea.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 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 Object Card the clues will be placed on ---@param count Integer How many clues? ---@return Table Array of global positions to spawn the clues at internal.buildClueOffsets = function(card, count) local pos = card.getPosition() local cluePositions = { } for i = 1, count do local column = math.floor((i - 1) / 4) local row = (i - 1) % 4 table.insert(cluePositions, Vector(pos.x - 1 + 0.55 * row, pos.y, pos.z - 1.4 - 0.55 * column)) end return cluePositions end return TokenManager 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 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 -- 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 -- 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("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("__root", function(require, _LOADED, __bundle_register, __bundle_modules) require("core/Global") end) __bundle_register("core/Global", function(require, _LOADED, __bundle_register, __bundle_modules) --------------------------------------------------------- -- general setup --------------------------------------------------------- ENCOUNTER_DECK_POS = {-3.93, 1, 5.76} ENCOUNTER_DECK_DISCARD_POSITION = {-3.85, 1, 10.38} -- optionPanel data optionPanel = {} -- GUID of data helper DATA_HELPER_GUID = "708279" -- GUID of fan-made accessories bag (also just called "barrel") BARREL_GUID = "aa8b38" -- GUIDs that will not be interactable (e.g. parts of the table) local NOT_INTERACTABLE = { "6161b4", -- Decoration-Map "721ba2", -- PlayArea "9f334f", -- MythosArea "463022", -- Panel behind tentacle stand "f182ee", -- InvestigatorCount "7bff34", -- Tentacle stand "8646eb", -- horizontal border left "75937e", -- horizontal border right "612072", -- vertical border left "975c39", -- vertical border right } local chaosTokens = {} local chaosTokensLastMat = nil local IS_RESHUFFLING = false local bagSearchers = {} local hideTitleSplashWaitFunctionId = nil local playmatAPI = require("playermat/PlaymatApi") local tokenManager = require("core/token/TokenManager") local playAreaAPI = require("core/PlayAreaApi") --------------------------------------------------------- -- data for tokens --------------------------------------------------------- TOKEN_DATA = { damage = {image = "http://cloud-3.steamusercontent.com/ugc/1758068501357115146/903D11AAE7BD5C254C8DC136E9202EE516289DEA/", scale = {0.17, 0.17, 0.17}}, horror = {image = "http://cloud-3.steamusercontent.com/ugc/1758068501357163535/6D9E0756503664D65BDB384656AC6D4BD713F5FC/", scale = {0.17, 0.17, 0.17}}, resource = {image = "http://cloud-3.steamusercontent.com/ugc/1758068501357192910/11DDDC7EF621320962FDCF3AE3211D5EDC3D1573/", scale = {0.17, 0.17, 0.17}}, doom = {image = "https://i.imgur.com/EoL7yaZ.png", scale = {0.17, 0.17, 0.17}}, clue = {image = "http://cloud-3.steamusercontent.com/ugc/1758068501357164917/1D06F1DC4D6888B6F57124BD2AFE20D0B0DA15A8/", scale = {0.15, 0.15, 0.15}} } IMAGE_TOKEN_MAP = { ["https://i.imgur.com/nEmqjmj.png"] = "Elder Sign", ["https://i.imgur.com/uIx8jbY.png"] = "+1", ["https://i.imgur.com/btEtVfd.png"] = "0", ["https://i.imgur.com/w3XbrCC.png"] = "-1", ["https://i.imgur.com/bfTg2hb.png"] = "-2", ["https://i.imgur.com/yfs8gHq.png"] = "-3", ["https://i.imgur.com/qrgGQRD.png"] = "-4", ["https://i.imgur.com/3Ym1IeG.png"] = "-5", ["https://i.imgur.com/c9qdSzS.png"] = "-6", ["https://i.imgur.com/4WRD42n.png"] = "-7", ["https://i.imgur.com/9t3rPTQ.png"] = "-8", ["https://i.imgur.com/stbBxtx.png"] = "Skull", ["https://i.imgur.com/VzhJJaH.png"] = "Cultist", ["https://i.imgur.com/1plY463.png"] = "Tablet", ["https://i.imgur.com/ttnspKt.png"] = "Elder Thing", ["https://i.imgur.com/lns4fhz.png"] = "Auto-fail", ["http://cloud-3.steamusercontent.com/ugc/1655601092778627699/339FB716CB25CA6025C338F13AFDFD9AC6FA8356/"] = "Bless", ["http://cloud-3.steamusercontent.com/ugc/1655601092778636039/2A25BD38E8C44701D80DD96BF0121DA21843672E/"] = "Curse", ["http://cloud-3.steamusercontent.com/ugc/1858293462583104677/195F93C063A8881B805CE2FD4767A9718B27B6AE/"] = "Frost" } --------------------------------------------------------- -- data for chaos token stat tracker --------------------------------------------------------- local maxSquid = 0 MAT_GUID_TO_COLOUR = { ["8b081b"] = "White", ["bd0ff4"] = "Orange", ["383d8b"] = "Green", ["0840d5"] = "Red" } local personalStats = { ["8b081b"] = {}, ["bd0ff4"] = {}, ["383d8b"] = {}, ["0840d5"] = {} } local overallStats = { -- cultist ["https://i.imgur.com/VzhJJaH.png"] = 0, -- skull ["https://i.imgur.com/stbBxtx.png"] = 0, -- tablet ["https://i.imgur.com/1plY463.png"] = 0, -- curse ["http://cloud-3.steamusercontent.com/ugc/1655601092778636039/2A25BD38E8C44701D80DD96BF0121DA21843672E/"] = 0, -- tentacle ["https://i.imgur.com/lns4fhz.png"] = 0, -- minus eight ["https://i.imgur.com/9t3rPTQ.png"] = 0, -- minus seven ["https://i.imgur.com/4WRD42n.png"] = 0, -- minus six ["https://i.imgur.com/c9qdSzS.png"] = 0, -- minus five ["https://i.imgur.com/3Ym1IeG.png"] = 0, -- minus four ["https://i.imgur.com/qrgGQRD.png"] = 0, -- minus three ["https://i.imgur.com/yfs8gHq.png"] = 0, -- minus two ["https://i.imgur.com/bfTg2hb.png"] = 0, -- minus one ["https://i.imgur.com/w3XbrCC.png"] = 0, -- zero ["https://i.imgur.com/btEtVfd.png"] = 0, -- plus one ["https://i.imgur.com/uIx8jbY.png"] = 0, -- elder thing ["https://i.imgur.com/ttnspKt.png"] = 0, -- bless ["http://cloud-3.steamusercontent.com/ugc/1655601092778627699/339FB716CB25CA6025C338F13AFDFD9AC6FA8356/"] = 0, -- elder sign ["https://i.imgur.com/nEmqjmj.png"] = 0, -- frost ["http://cloud-3.steamusercontent.com/ugc/1858293462583104677/195F93C063A8881B805CE2FD4767A9718B27B6AE/"] = 0, } --------------------------------------------------------- -- general code --------------------------------------------------------- -- saving state of optionPanel to restore later function onSave() return JSON.encode({ optionPanel = optionPanel }) end function onLoad(savedData) if savedData then loadedData = JSON.decode(savedData) optionPanel = loadedData.optionPanel updateOptionPanelState() else print("Saved state could not be found!") end for _, guid in ipairs(NOT_INTERACTABLE) do local obj = getObjectFromGUID(guid) if obj ~= nil then obj.interactable = false end end math.randomseed(os.time()) end --------------------------------------------------------- -- encounter card drawing --------------------------------------------------------- function isDeck(x) return x.tag == 'Deck' end function isCardOrDeck(x) return x.tag == 'Card' or x.tag == 'Deck' end -- Event hook for any object search. When chaos tokens are manipulated while the chaos bag -- container is being searched, a TTS bug can cause tokens to duplicate or vanish. We lock the -- chaos bag during search operations to avoid this. function onObjectSearchStart(object, playerColor) chaosbag = findChaosBag() if object == chaosbag then bagSearchers[playerColor] = true end end -- Event hook for any object search. When chaos tokens are manipulated while the chaos bag -- container is being searched, a TTS bug can cause tokens to duplicate or vanish. We lock the -- chaos bag during search operations to avoid this. function onObjectSearchEnd(object, playerColor) chaosbag = findChaosBag() if object == chaosbag then bagSearchers[playerColor] = nil end end -- Pass object enter container events to the PlayArea to clear vector lines from dragged cards. -- This requires the try method as cards won't exist any more after they enter a deck, so the lines -- can't be cleared. function tryObjectEnterContainer(container, object) playAreaAPI.tryObjectEnterContainer(container, object) return true end function drawEncountercard(color) --[[ Parameter Player color ]] local card local items = findInRadiusBy(ENCOUNTER_DECK_POS, 4, isCardOrDeck) if #items > 0 then for _, v in ipairs(items) do if v.tag == 'Deck' then v.deal(1, color) return end end -- we didn't find the deck so just pull the first thing we did find items[1].deal(1, color) else -- nothing here, time to reshuffle reshuffleEncounterDeck(color) end end function actualEncounterCardDraw(card, params) local position = params[1] local rotation = params[2] local alwaysFaceUp = params[3] local faceUpRotation = 0 if not alwaysFaceUp then if getObjectFromGUID(DATA_HELPER_GUID).call('checkHiddenCard', card.getName()) then faceUpRotation = 180 end end card.setPositionSmooth(position, false, false) card.setRotationSmooth({0, rotation.y, faceUpRotation}, false, false) end function reshuffleEncounterDeck(color) -- finishes moving the deck back and draws a card local function move(deck) deck.setPositionSmooth({ENCOUNTER_DECK_POS[1], ENCOUNTER_DECK_POS[2] + 2, ENCOUNTER_DECK_POS[3]}, false, true) deck.deal(1, color) Wait.time(function() IS_RESHUFFLING = false end, 1) end -- bail out if we're mid reshuffle if IS_RESHUFFLING then return end local discarded = findInRadiusBy(ENCOUNTER_DECK_DISCARD_POSITION, 4, isDeck) if #discarded > 0 then IS_RESHUFFLING = true local deck = discarded[1] if not deck.is_face_down then deck.flip() end deck.shuffle() Wait.time(|| move(deck), 0.3) else printToAll("Couldn't find encounter discard pile to reshuffle.", {1, 0, 0}) end end function findInRadiusBy(pos, radius, filter) local objList = Physics.cast({ origin = pos, direction = {0, 1, 0}, type = 2, size = {radius, radius, radius}, max_distance = 0 }) local filteredList = {} for _, obj in ipairs(objList) do if filter and filter(obj.hit_object) then table.insert(filteredList, obj.hit_object) end end return filteredList end --------------------------------------------------------- -- chaos token drawing --------------------------------------------------------- -- checks scripting zone for chaos bag function findChaosBag() for _, item in ipairs(getObjectFromGUID("83ef06").getObjects()) do if item.getDescription() == "Chaos Bag" then return item end end end function returnChaosTokens() for _, token in pairs(chaosTokens) do if token ~= nil then chaosbag.putObject(token) end end chaosTokens = {} 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. function canTouchChaosTokens() for color, searching in pairs(bagSearchers) do if searching then broadcastToAll("Someone is searching the chaos bag, can't touch the tokens", "Red") return false end end return true end function drawChaostoken(params) if not canTouchChaosTokens() then return end local mat = params[1] local tokenOffset = params[2] local isRightClick = params[3] chaosbag = findChaosBag() -- return token(s) on other playmat first if chaosTokensLastMat ~= nil and chaosTokensLastMat ~= mat and #chaosTokens ~= 0 then returnChaosTokens() chaosTokensLastMat = nil return end chaosTokensLastMat = mat -- if we have left clicked and have no tokens OR if we have right clicked if isRightClick or #chaosTokens == 0 then if #chaosbag.getObjects() == 0 then return end chaosbag.shuffle() -- add the token to the list, compute new position based on list length tokenOffset[1] = tokenOffset[1] + (0.17 * #chaosTokens) local token = chaosbag.takeObject({ index = 0, position = mat.positionToWorld(tokenOffset), rotation = mat.getRotation(), callback_function = function(obj) trackChaosToken(obj, mat.getGUID()) end }) chaosTokens[#chaosTokens + 1] = token return else returnChaosTokens() end end --------------------------------------------------------- -- token spawning --------------------------------------------------------- -- DEPRECATED. Use TokenManager instead. -- Spawns a single token. ---@param params Table. Array with arguments to the method. 1 = position, 2 = type, 3 = rotation function spawnToken(params) return tokenManager.spawnToken(params[1], params[2], params[3]) end --------------------------------------------------------- -- chaos token stat tracker --------------------------------------------------------- function trackChaosToken(token, matGUID) local image = token.getCustomObject().image overallStats[image] = (overallStats[image] or 0) + 1 personalStats[matGUID][image] = (personalStats[matGUID][image] or 0) + 1 end function handleStatTrackerClick(_, _, isRightClick) if isRightClick then resetChaosTokenStats() else printChaosTokenStats() end end function resetChaosTokenStats() for key, _ in pairs(overallStats) do overallStats[key] = 0 end for playerKey, _ in pairs(personalStats) do for key, value in pairs(overallStats) do personalStats[playerKey][key] = value end end end function printChaosTokenStats() local squidKing = "Nobody" printToAll("") printToAll("Overall Stats") printToAll("------------------------------") printNonZeroTokenPairs(overallStats) printToAll("") printToAll("Individual Stats") printToAll("------------------------------") for matGUID, _ in pairs(personalStats) do local playerColour = MAT_GUID_TO_COLOUR[matGUID] local playerSquidCount = personalStats[matGUID]["https://i.imgur.com/lns4fhz.png"] or 0 local playerName = playerColour if Player[playerColour].seated then playerName = Player[playerColour].steam_name end printToAll(playerName .. " Stats", playerColour) printNonZeroTokenPairs(personalStats[matGUID]) if playerSquidCount > maxSquid then squidKing = playerName maxSquid = playerSquidCount end end printToAll(squidKing .. " is an auto-fail magnet.", {255, 0, 0}) end function printNonZeroTokenPairs(theTable) for key, value in pairs(theTable) do if value ~= 0 then printToAll(IMAGE_TOKEN_MAP[key] .. ': ' .. tostring(value)) end end end --------------------------------------------------------- -- Difficulty selector script --------------------------------------------------------- -- called for button creation on the difficulty selectors ---@param object object Usually "self" ---@param key string Name of the scenario function createSetupButtons(args) local data = getDataValue('modeData', args.key) if data ~= nil then local buttonParameters = {} buttonParameters.function_owner = args.object buttonParameters.position = {0, 0.1, -0.15} buttonParameters.scale = {0.47, 1, 0.47} buttonParameters.height = 200 buttonParameters.width = 1150 buttonParameters.color = {0.87, 0.8, 0.7} if data.easy ~= nil then buttonParameters.label = "Easy" buttonParameters.click_function = "easyClick" args.object.createButton(buttonParameters) buttonParameters.position[3] = buttonParameters.position[3] + 0.20 end if data.normal ~= nil then buttonParameters.label = "Standard" buttonParameters.click_function = "normalClick" args.object.createButton(buttonParameters) buttonParameters.position[3] = buttonParameters.position[3] + 0.20 end if data.hard ~= nil then buttonParameters.label = "Hard" buttonParameters.click_function = "hardClick" args.object.createButton(buttonParameters) buttonParameters.position[3] = buttonParameters.position[3] + 0.20 end if data.expert ~= nil then buttonParameters.label = "Expert" buttonParameters.click_function = "expertClick" args.object.createButton(buttonParameters) buttonParameters.position[3] = buttonParameters.position[3] + 0.20 end if data.standalone ~= nil then buttonParameters.label = "Standalone" buttonParameters.click_function = "standaloneClick" args.object.createButton(buttonParameters) end end end -- called for adding chaos tokens ---@param object object Usually "self" ---@param key string Name of the scenario ---@param mode string diffculty (e.g. "hard" or "expert") function fillContainer(args) chaosbag = findChaosBag() if chaosbag ~= nil then local data = getDataValue('modeData', args.key) if data == nil then return end local value = data[args.mode] if value == nil or value.token == nil then return end local pos = chaosbag.getPosition() if args.object ~= nil then pos = args.object.getPosition() end -- empty the chaos bag for _, item in ipairs(chaosbag.getObjects()) do destroyObject(chaosbag.takeObject({})) end for _, token in ipairs(value.token) do local obj = spawnChaosToken(token, pos) if obj ~= nil then chaosbag.putObject(obj) end end if value.append ~= nil then for _, token in ipairs(value.append) do local obj = spawnChaosToken(token, pos) if obj ~= nil then chaosbag.putObject(obj) end end end -- randomly choose tokens for specific Carcosa scenarios in standalone if value.random then local n = #value.random if n > 0 then for _, token in ipairs(value.random[math.random(1, n)]) do local obj = spawnChaosToken(token, pos) if obj ~= nil then chaosbag.putObject(obj) end end end end if value.message then broadcastToAll(value.message) end if value.warning then broadcastToAll(value.warning, { 1, 0.5, 0.5 }) end end end function getDataValue(storage, key) local data = getObjectFromGUID(DATA_HELPER_GUID).getTable(storage) if data ~= nil then local value = data[key] if value ~= nil then local res = {} for m, v in pairs(value) do res[m] = v if res[m].parent ~= nil then local parentData = getDataValue(storage, res[m].parent) if parentData ~= nil and parentData[m] ~= nil and parentData[m].token ~= nil then res[m].token = parentData[m].token end res[m].parent = nil end end return res end end end function spawnChaosToken(id, pos) local url = getChaosTokenImageURL(id) if url ~= '' then local obj = spawnObject({ type = 'Custom_Tile', position = {pos.x, pos.y + 3, pos.z}, rotation = {0, 260, 0} }) obj.setCustomObject({ type = 2, image = url, thickness = 0.1 }) obj.scale {0.81, 1, 0.81} obj.setName(getTokenName({ url=url })) return obj end end -- chaos bag needs this for renaming chaos tokens function getTokenName(params) local name = IMAGE_TOKEN_MAP[params.url] if name == nil then name = "" end return name end -- returns the image url for a chaos token (identified by the "id") function getChaosTokenImageURL(id) if id == 'p1' then return 'https://i.imgur.com/uIx8jbY.png' end if id == '0' then return 'https://i.imgur.com/btEtVfd.png' end if id == 'm1' then return 'https://i.imgur.com/w3XbrCC.png' end if id == 'm2' then return 'https://i.imgur.com/bfTg2hb.png' end if id == 'm3' then return 'https://i.imgur.com/yfs8gHq.png' end if id == 'm4' then return 'https://i.imgur.com/qrgGQRD.png' end if id == 'm5' then return 'https://i.imgur.com/3Ym1IeG.png' end if id == 'm6' then return 'https://i.imgur.com/c9qdSzS.png' end if id == 'm7' then return 'https://i.imgur.com/4WRD42n.png' end if id == 'm8' then return 'https://i.imgur.com/9t3rPTQ.png' end if id == 'skull' then return 'https://i.imgur.com/stbBxtx.png' end if id == 'cultist' then return 'https://i.imgur.com/VzhJJaH.png' end if id == 'tablet' then return 'https://i.imgur.com/1plY463.png' end if id == 'elder' then return 'https://i.imgur.com/ttnspKt.png' end if id == 'red' then return 'https://i.imgur.com/lns4fhz.png' end if id == 'blue' then return 'https://i.imgur.com/nEmqjmj.png' end if id == 'frost' then return 'http://cloud-3.steamusercontent.com/ugc/1858293462583104677/195F93C063A8881B805CE2FD4767A9718B27B6AE/' end return '' end --------------------------------------------------------- -- Content Importing and XML functions --------------------------------------------------------- local source_repo = 'https://raw.githubusercontent.com/chr1z93/loadable-objects/main' local library = nil local request_obj function onClick_refreshList() local request = WebRequest.get(source_repo .. '/library.json', completed_list_update) request_obj = request startLuaCoroutine(Global, 'downloadCoroutine') end function onClick_select(player, params) params = JSON.decode(urldecode(params)) local url = source_repo .. '/' .. params.url local request = WebRequest.get(url, function (request) complete_obj_download(request, params) end ) request_obj = request startLuaCoroutine(Global, 'downloadCoroutine') end function onClick_load() UI.show('progress_display') UI.hide('load_button') end function onClick_toggleUi(_, title) UI.hide('optionPanel') UI.hide('load_ui') -- when same button is clicked or close window button is pressed, don't open UI if UI.getValue('title') ~= title and title ~= 'Hidden' then UI.setValue('title', title) if title == "Options" then UI.show('optionPanel') else update_window_content(title) UI.show('load_ui') end else UI.setValue('title', "Hidden") end end function downloadCoroutine() while request_obj do UI.setAttribute('download_progress', 'percentage', request_obj.download_progress * 100) coroutine.yield(0) end return 1 end function update_list(objects) local ui = UI.getXmlTable() local update_height = find_tag_with_id(ui, 'ui_update_height') local update_children = find_tag_with_id(update_height.children, 'ui_update_point') update_children.children = {} for _, v in ipairs(objects) do local s = JSON.encode(v); table.insert(update_children.children, { tag = 'Text', value = v.name, attributes = { onClick = 'onClick_select(' .. urlencode(JSON.encode(v)) .. ')', alignment = 'MiddleLeft' } }) end update_height.attributes.height = #(update_children.children) * 24 UI.setXmlTable(ui) end function update_window_content(new_title) if not library then return end if new_title == 'Campaigns' then update_list(library.campaigns) elseif new_title == 'Standalone Scenarios' then update_list(library.scenarios) elseif new_title == 'Investigators' then update_list(library.investigators) elseif new_title == 'Community Content' then update_list(library.community) elseif new_title == 'Extras' then update_list(library.extras) else update_list({}) end end function complete_obj_download(request, params) assert(request.is_done) if request.is_error or request.response_code ~= 200 then print('error: ' .. request.error) else if pcall(function() local replaced_object pcall(function() if params.replace then replaced_object = getObjectFromGUID(params.replace) end end) local json = request.text if replaced_object then local pos = replaced_object.getPosition() local rot = replaced_object.getRotation() destroyObject(replaced_object) Wait.frames(function() spawnObjectJSON({json = json, position = pos, rotation = rot}) end, 1) else spawnObjectJSON({json = json}) end end) then print('Object loaded.') else print('Error loading object.') end end request_obj = nil UI.setAttribute('download_progress', 'percentage', 100) end -- the download button on the placeholder objects calls this to directly initiate a download -- params is a table with url and guid of replacement object, which happens to match what onClick_select wants function placeholder_download(params) onClick_select(nil, JSON.encode(params)) end function completed_list_update(request) assert(request.is_done) if request.is_error or request.response_code ~= 200 then print('error: ' .. request.error) else local json_response = nil if pcall(function () json_response = JSON.decode(request.text) end) then library = json_response update_window_content(UI.getValue('title')) else print('error parsing downloaded library') end end request_obj = nil UI.setAttribute('download_progress', 'percentage', 100) end function find_tag_with_id(ui, id) for _, obj in ipairs(ui) do if obj.attributes and obj.attributes.id and obj.attributes.id == id then return obj end if obj.children then local result = find_tag_with_id(obj.children, id) if result then return result end end end return nil end function urlencode(str) local str = string.gsub(str, "([^A-Za-z0-9-_.~])", function (c) return string.format("%%%02X", string.byte(c)) end) return str end function urldecode(str) local str = string.gsub(str, "%%(%x%x)", function (h) return string.char(tonumber(h, 16)) end) return str end --------------------------------------------------------- -- Option Panel related functionality --------------------------------------------------------- -- called by toggling an option function onClick_toggleOption(_, id) local state = self.UI.getAttribute(id, "isOn") -- flip state (and handle stupid "False" value) if state == "False" then state = true else state = false end self.UI.setAttribute(id, "isOn", state) applyOptionPanelChange(id, state) end -- sets the option panel to the correct state (corresponding to 'optionPanel') function updateOptionPanelState() for id, enabled in pairs(optionPanel) do if (type(enabled) == "boolean" and enabled) or (type(enabled) == "string" and enabled) or (type(enabled) == "table" and #enabled ~= 0) then self.UI.setAttribute(id, "isOn", true) else self.UI.setAttribute(id, "isOn", "False") end end end -- handles the applying of option selections and calls the respective functions based ---@param id String ID of the option that was selected or deselected ---@param state Boolean State of the option (true = enabled) function applyOptionPanelChange(id, state) -- option: Snap tags if id == "useSnapTags" then playmatAPI.setLimitSnapsByType(state, "All") optionPanel[id] = state -- option: Draw 1 button elseif id == "showDrawButton" then playmatAPI.showDrawButton(state, "All") optionPanel[id] = state -- option: Clickable clue counters elseif id == "useClueClickers" then playmatAPI.clickableClues(state, "All") optionPanel[id] = state -- update master clue counter getObjectFromGUID("4a3aa4").setVar("useClickableCounters", state) -- option: Clickable resource counters elseif id == "useResourceCounters" then optionPanel[id] = state -- option: Play area snap tags elseif id == "playAreaSnapTags" then playAreaAPI.setLimitSnapsByType(state) optionPanel[id] = state -- option: Show Title on placing scenarios elseif id == "showTitleSplash" then optionPanel[id] = state -- option: Show token arranger elseif id == "showTokenArranger" then -- delete previously pulled out tokens for _, token in ipairs(getObjectsWithTag("to_be_deleted")) do token.destruct() end optionPanel[id] = spawnOrRemoveHelper(state, "Token Arranger", {-42.3, 1.6, -46.5}) -- option: Show clean up helper elseif id == "showCleanUpHelper" then optionPanel[id] = spawnOrRemoveHelper(state, "Clean Up Helper", {-66, 1.6, 46}) -- option: Show hand helper for each player elseif id == "showHandHelper" then optionPanel[id][1] = spawnOrRemoveHelper(state, "Hand Helper", {-50.85, 1.6, 7.32}, {0, 270, 0}, "White") optionPanel[id][2] = spawnOrRemoveHelper(state, "Hand Helper", {-50.85, 1.6, -24.88}, {0, 270, 0}, "Orange") optionPanel[id][3] = spawnOrRemoveHelper(state, "Hand Helper", {-39.13, 1.6, 22.45}, {0, 000, 0}, "Green") optionPanel[id][4] = spawnOrRemoveHelper(state, "Hand Helper", {-21.57, 1.6, -22.45}, {0, 180, 0}, "Red") -- option: Show search assistant for each player elseif id == "showSearchAssistant" then optionPanel[id][1] = spawnOrRemoveHelper(state, "Search Assistant", {-50.85, 1.6, 10.25}, {0, 270, 0}) optionPanel[id][2] = spawnOrRemoveHelper(state, "Search Assistant", {-50.85, 1.6, -21.95}, {0, 270, 0}) optionPanel[id][3] = spawnOrRemoveHelper(state, "Search Assistant", {-36.20, 1.6, 22.45}, {0, 000, 0}) optionPanel[id][4] = spawnOrRemoveHelper(state, "Search Assistant", {-24.50, 1.6, -22.45}, {0, 180, 0}) -- option: Show chaos bag manager elseif id == "showChaosBagManager" then optionPanel[id] = spawnOrRemoveHelper(state, "Chaos Bag Manager", {-66, 1.6, -49.5}) -- option: Show attachment helper elseif id == "showAttachmentHelper" then optionPanel[id] = spawnOrRemoveHelper(state, "Attachment Helper", {-64, 1.4, 0}) -- option: Show navigation overlay elseif id == "showNavigationOverlay" then optionPanel[id] = spawnOrRemoveHelper(state, "jaqenZann's Navigation Overlay", {-11.7, 1.6, -15}) -- option: Show CYOA campaign guides elseif id == "showCYOA" then optionPanel[id] = spawnOrRemoveHelper(state, "CYOA Campaign Guides", {65, 1.6, -11}) -- option: Show custom playmat images elseif id == "showCustomPlaymatImages" then optionPanel[id] = spawnOrRemoveHelper(state, "Custom Playmat Images", {67.5, 1.6, 37}) -- option: Show displacement tool elseif id == "showDisplacementTool" then optionPanel[id] = spawnOrRemoveHelper(state, "Displacement Tool", {-57, 1.6, 46}) end end -- handler for spawn / remove functions of helper objects ---@param state Boolean Contains the state of the option: true = spawn it, false = remove it ---@param name String Name of the helper object ---@param position Vector Position of the object (where it will spawn) ---@param rotation Vector Rotation of the object for spawning (default: {0, 270, 0}) ---@param color String This is only needed for correctly setting the color of the "Hand Helper" ---@return. GUID of the spawnedObj (or nil if object was removed) function spawnOrRemoveHelper(state, name, position, rotation, color) if state then Player.getPlayers()[1].pingTable(position) return spawnHelperObject(name, position, rotation, color).getGUID() else return removeHelperObject(name) end end -- copies the specified tool (by name) from the barrel ---@param name String Name of the object that should be copied ---@param position Table Desired position of the object function spawnHelperObject(name, position, rotation, color) local barrel = getObjectFromGUID(BARREL_GUID) -- error handling for missing barrel if not barrel then broadcastToAll("'Barrel' with fan-made accessories could not be found!", "Red") return end local spawnTable = { position = position, callback_function = function(object) if name == "Hand Helper" then Wait.time(function() object.call("externalColorChange", color) end, 0.1) elseif name == "Token Arranger" then Wait.time(function() object.call("layout") end, 0.1) end end } -- only overrride rotation if there is one provided (object's rotation used instead) if rotation then spawnTable.rotation = rotation end for _, obj in ipairs(barrel.getData().ContainedObjects) do if obj["Nickname"] == name then spawnTable.data = obj return spawnObjectData(spawnTable) end end end -- removes the specified tool (by name) ---@param name String Object that should be removed function removeHelperObject(name) -- links objects name to the respective option name (to grab the GUID for removal) local referenceTable = { ["Token Arranger"] = "showTokenArranger", ["Clean Up Helper"] = "showCleanUpHelper", ["Hand Helper"] = "showHandHelper", ["Search Assistant"] = "showSearchAssistant", ["Chaos Bag Manager"] = "showChaosBagManager", ["jaqenZann's Navigation Overlay"] = "showNavigationOverlay", ["Displacement Tool"] = "showDisplacementTool", ["Custom Playmat Images"] = "showCustomPlaymatImages", ["Attachment Helper"] = "showAttachmentHelper", ["CYOA Campaign Guides"] = "showCYOA" } local data = optionPanel[referenceTable[name]] -- if there is a GUID stored, remove that object if type(data) == "string" then local obj = getObjectFromGUID(data) if obj then obj.destruct() end -- if it is a table (e.g. for the "Hand Helper", remove all of them) elseif type(data) == "table" then for _, guid in pairs(data) do local obj = getObjectFromGUID(guid) if obj then obj.destruct() end end end end -- loads the default options function onClick_defaultSettings() for id, _ in pairs(optionPanel) do local state = false -- override for settings that are enabled by default if id == "useSnapTags" or id == "showTitleSplash" then state = true end applyOptionPanelChange(id, state) end -- clean reset of variable optionPanel = { playAreaSnapTags = true, showAttachmentHelper = false, showCleanUpHelper = false, showChaosBagManager = false, showCustomPlaymatImages = false, showCYOA = false, showDisplacementTool = false, showDrawButton = false, showHandHelper = {}, showNavigationOverlay = false, showSearchAssistant = {}, showTitleSplash = true, showTokenArranger = false, useClueClickers = false, useSnapTags = true } -- update UI updateOptionPanelState() end -- splash scenario title on setup function titleSplash(scenarioName) if optionPanel['showTitleSplash'] then -- if there's any ongoing title being displayed, hide it and cancel the waiting function if hideTitleSplashWaitFunctionId then Wait.stop(hideTitleSplashWaitFunctionId) hideTitleSplashWaitFunctionId = nil UI.setAttribute('title_splash', 'active', false) end -- display scenario name and set a 4 seconds (2 seconds animation and 2 seconds on screen) -- wait timer to hide the scenario name UI.setValue('title_splash_text', scenarioName) UI.show('title_splash') hideTitleSplashWaitFunctionId = Wait.time(function() UI.hide('title_splash') hideTitleSplashWaitFunctionId = nil end, 4) end end end) __bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local PlayAreaApi = { } local PLAY_AREA_GUID = "721ba2" -- 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(PLAY_AREA_GUID).call("getInvestigatorCount") 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 return PlayAreaApi end end) return __bundle_require("__root")