-- set true to enable debug logging DEBUG = false -- we use this to turn off collision handling (for clue spawning) -- until after load is complete (probably a better way to do this) COLLISION_ENABLED = false -- position offsets, adjust these to reposition things relative to mat [x,y,z] DRAWN_ENCOUNTER_CARD_OFFSET = {0.98, 0.5, -0.635} DRAWN_CHAOS_TOKEN_OFFSET = {-1.2, 0.5, -0.45} DISCARD_BUTTON_OFFSETS = { {-0.98, 0.2, -0.35}, {-0.525, 0.2, -0.35}, {-0.07, 0.2, -0.35}, {0.39, 0.2, -0.35}, {0.84, 0.2, -0.35}, } -- draw deck and discard zone DECK_POSITION = { x=-1.4, y=0, z=0.3 } DECK_ZONE_SCALE = { x=3, y=5, z=8 } DRAW_DECK_POSITION = { x=-37, y=2.5, z=26.5 } -- play zone PLAYER_COLOR = "Green" PLAY_ZONE_POSITION = { x=-25, y=4, z=27 } PLAY_ZONE_ROTATION = { x=0, y=0, z=0 } PLAY_ZONE_SCALE = { x=30, y=5, z=15 } RESOURCE_COUNTER_GUID = "cd15ac" -- the position of the global discard pile -- TODO: delegate to global for any auto discard actions DISCARD_POSITION = {-3.85, 3, 10.38} function log(message) if DEBUG then print(message) end end -- builds a function that discards things in searchPostion to discardPostition function makeDiscardHandlerFor(searchPosition, discardPosition) return function (_) local discardItemList = findObjectsAtPosition(searchPosition) for _, obj in ipairs(discardItemList) do obj.setPositionSmooth(discardPosition, false, true) obj.setRotation({0, -90, 0}) end end end -- build a discard button at position to discard from searchPosition to discardPosition -- number must be unique function makeDiscardButton(position, searchPosition, discardPosition, number) local handler = makeDiscardHandlerFor(searchPosition, discardPosition) local handlerName = 'handler' .. number self.setVar(handlerName, handler) self.createButton({ label = "Discard", click_function= handlerName, function_owner= self, position = position, scale = {0.12, 0.12, 0.12}, width = 800, height = 280, font_size = 180, }) end function onload(save_state) self.interactable = DEBUG DATA_HELPER = getObjectFromGUID('708279') PLAYER_CARDS = DATA_HELPER.getTable('PLAYER_CARD_DATA') PLAYER_CARD_TOKEN_OFFSETS = DATA_HELPER.getTable('PLAYER_CARD_TOKEN_OFFSETS') -- positions of encounter card slots local encounterSlots = { {1, 0, -0.7}, {0.55, 0, -0.7}, {0.1, 0, -0.7}, {-0.35, 0, -0.7}, {-0.8, 0, -0.7} } local i = 1 while i <= 5 do makeDiscardButton(DISCARD_BUTTON_OFFSETS[i], encounterSlots[i], DISCARD_POSITION, i) i = i + 1 end self.createButton({ label = " ", click_function = "drawEncountercard", function_owner = self, position = {-1.45,0,-0.7}, rotation = {0,-15,0}, width = 170, height = 255, font_size = 50 }) self.createButton({ label=" ", click_function = "drawChaostokenButton", function_owner = self, position = {1.48,0.0,-0.74}, rotation = {0,-45,0}, width = 125, height = 125, font_size = 50 }) self.createButton({ label="Upkeep", click_function = "doUpkeep", function_owner = self, position = {1.48,0.1,-0.4}, scale = {0.12, 0.12, 0.12}, width = 800, height = 280, font_size = 180 }) local state = JSON.decode(save_state) if state ~= nil and state.zoneID ~= nil then zoneID = state.zoneID Wait.time(checkDeckZoneExists, 30) else spawnDeckZone() end COLLISION_ENABLED = true end function onSave() return JSON.encode({ zoneID=zoneID }) end function doUpkeep(obj, color, alt_click) -- right-click binds to new player color if alt_click then PLAYER_COLOR = color printToColor("Upkeep button bound to " .. color, color) return end -- unexhaust cards in play zone local objs = Physics.cast({ origin = PLAY_ZONE_POSITION, direction = { x=0, y=1, z=0 }, type = 3, size = PLAY_ZONE_SCALE, orientation = PLAY_ZONE_ROTATION }) local y = PLAY_ZONE_ROTATION.y local investigator = nil for i,v in ipairs(objs) do local obj = v.hit_object local props = obj.getCustomObject() if obj.tag == "Card" and not obj.is_face_down then if props ~= nil and props.unique_back then local name = obj.getName() if string.match(name, "Jenny Barnes") ~= nil then investigator = "Jenny Barnes" elseif name == "Patrice Hathaway" then investigator = name end else local r = obj.getRotation() if (r.y - y > 10) or (y - r.y > 10) then obj.setRotationSmooth(PLAY_ZONE_ROTATION) end end elseif obj.tag == "Board" and obj.getDescription() == "Action token" then if obj.is_face_down then obj.flip() end end end -- gain resource getObjectFromGUID(RESOURCE_COUNTER_GUID).call("add_subtract") if investigator == "Jenny Barnes" then getObjectFromGUID(RESOURCE_COUNTER_GUID).call("add_subtract") printToColor("Taking 2 resources (Jenny)", PLAYER_COLOR) end -- draw card (shuffle discard if necessary) local zone = getObjectFromGUID(zoneID) if zone == nil then return end drawDeck = nil discardPile = nil for i,object in ipairs(zone.getObjects()) do if object.tag == "Deck" or object.tag == "Card" then if object.is_face_down then drawDeck = object else discardPile = object end end end if investigator == "Patrice Hathaway" then patriceDraw() return end if drawDeck == nil then if discardPile ~= nil then shuffleDiscardIntoDeck() Wait.time(|| drawCards(1), 1) end printToColor("Take 1 horror (drawing card from empty deck)", PLAYER_COLOR) else drawCards(1) end end function drawCards(numCards) if drawDeck == nil then return end drawDeck.deal(numCards, PLAYER_COLOR) end function shuffleDiscardIntoDeck() discardPile.flip() discardPile.shuffle() discardPile.setPositionSmooth(DRAW_DECK_POSITION, false, false) drawDeck = discardPile discardPile = nil end function patriceDraw() local handSize = #Player[PLAYER_COLOR].getHandObjects() if handSize >= 5 then return end local cardsToDraw = 5 - handSize local deckSize printToColor("Drawing " .. cardsToDraw .. " cards (Patrice)", PLAYER_COLOR) if drawDeck == nil then deckSize = 0 elseif drawDeck.tag == "Deck" then deckSize = #drawDeck.getObjects() else deckSize = 1 end if deckSize >= cardsToDraw then drawCards(cardsToDraw) return end drawCards(deckSize) if discardPile ~= nil then shuffleDiscardIntoDeck() Wait.time(|| drawCards(cardsToDraw - deckSize), 1) end printToColor("Take 1 horror (drawing card from empty deck)", PLAYER_COLOR) end function checkDeckZoneExists() if getObjectFromGUID(zoneID) ~= nil then return end spawnDeckZone() end function spawnDeckZone() local pos = self.positionToWorld(DECK_POSITION) local zoneProps = { position = pos, scale = DECK_ZONE_SCALE, type = 'ScriptingTrigger', callback = 'zoneCallback', callback_owner = self, rotation = self.getRotation() } spawnObject(zoneProps) end function zoneCallback(zone) zoneID = zone.getGUID() end function findObjectsAtPosition(localPos) local globalPos = self.positionToWorld(localPos) local objList = Physics.cast({ origin=globalPos, --Where the cast takes place direction={0,1,0}, --Which direction it moves (up is shown) type=2, --Type. 2 is "sphere" size={2,2,2}, --How large that sphere is max_distance=1, --How far it moves. Just a little bit debug=false --If it displays the sphere when casting. }) local decksAndCards = {} for _, obj in ipairs(objList) do if obj.hit_object.tag == "Deck" or obj.hit_object.tag == "Card" then table.insert(decksAndCards, obj.hit_object) end end return decksAndCards end function spawnTokenOn(object, offsets, tokenType) local tokenPosition = object.positionToWorld(offsets) spawnToken(tokenPosition, tokenType) end -- spawn a group of tokens of the given type on the object function spawnTokenGroup(object, tokenType, tokenCount) local offsets = PLAYER_CARD_TOKEN_OFFSETS[tokenCount] if offsets == nil then error("couldn't find offsets for " .. tokenCount .. ' tokens') end local i = 0 while i < tokenCount do local offset = offsets[i + 1] spawnTokenOn(object, offset, tokenType) i = i + 1 end end function buildPlayerCardKey(object) return object.getName() .. ':' .. object.getDescription() end function getPlayerCardData(object) return PLAYER_CARDS[buildPlayerCardKey(object)] or PLAYER_CARDS[object.getName()] end function shouldSpawnTokens(object) -- we assume we shouldn't spawn tokens if in doubt, this should -- only ever happen on load and in that case prevents respawns local spawned = DATA_HELPER.call('getSpawnedPlayerCardGuid', {object.getGUID()}) local canSpawn = getPlayerCardData(object) return not spawned and canSpawn end function markSpawned(object) local saved = DATA_HELPER.call('setSpawnedPlayerCardGuid', {object.getGUID(), true}) if not saved then error('attempt to mark player card spawned before data loaded') end end function spawnTokensFor(object) local data = getPlayerCardData(object) if data == nil then error('attempt to spawn tokens for ' .. object.getName() .. ': no token data') end log(object.getName() .. '[' .. object.getDescription() .. ']' .. ' : ' .. data['tokenType'] .. ' : ' .. data['tokenCount']) spawnTokenGroup(object, data['tokenType'], data['tokenCount']) markSpawned(object) end function resetSpawnState() local zone = getObjectFromGUID(zoneID) if zone == nil then return end for i,object in ipairs(zone.getObjects()) do if object.tag == "Card" then local guid = object.getGUID() if guid ~= nil then unmarkSpawned(guid, true) end elseif object.tag == "Deck" then local cards = object.getObjects() if (cards ~= nil) then for i,v in ipairs(cards) do if v.guid ~= nil then unmarkSpawned(v.guid) end end end end end end function unmarkSpawned(guid, force) if not force and getObjectFromGUID(guid) ~= nil then return end DATA_HELPER.call('setSpawnedPlayerCardGuid', {guid, false}) end function onCollisionEnter(collision_info) if not COLLISION_ENABLED then return end local object = collision_info.collision_object Wait.time(resetSpawnState, 1) -- anything to the left of this is legal to spawn local discardSpawnBoundary = self.positionToWorld({-1.2, 0, 0}) local boundaryLocalToCard = object.positionToLocal(discardSpawnBoundary) if boundaryLocalToCard.x > 0 then log('not checking for token spawn, boundary relative is ' .. boundaryLocalToCard.x) return end if not object.is_face_down and shouldSpawnTokens(object) then spawnTokensFor(object) end end -- functions delegated to Global function drawChaostokenButton(object, player, isRightClick) -- local toPosition = self.positionToWorld(DRAWN_CHAOS_TOKEN_OFFSET) Global.call("drawChaostoken", {self, DRAWN_CHAOS_TOKEN_OFFSET, isRightClick}) end function drawEncountercard(object, player, isRightClick) Global.call("drawEncountercard", PLAYER_COLOR) end function spawnToken(position, tokenType) Global.call('spawnToken', {position, tokenType}) end