-- Bundled by luabundle {"version":"1.6.0"} local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire) local loadingPlaceholder = {[{}] = true} local register local modules = {} local require local loaded = {} register = function(name, body) if not modules[name] then modules[name] = body end end require = function(name) local loadedModule = loaded[name] if loadedModule then if loadedModule == loadingPlaceholder then return nil end else if not modules[name] then if not superRequire then local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name) error('Tried to require ' .. identifier .. ', but no such module has been registered') else return superRequire(name) end end loaded[name] = loadingPlaceholder loadedModule = modules[name](require, loaded, register, modules) loaded[name] = loadedModule end return loadedModule end return require, loaded, register, modules end)(nil) __bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules) require("accessories/CleanUpHelper") end) __bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local ChaosBagApi = {} -- respawns the chaos bag with a new state of tokens ---@param tokenList table List of chaos token ids ChaosBagApi.setChaosBagState = function(tokenList) Global.call("setChaosBagState", tokenList) end -- returns a Table List of chaos token ids in the current chaos bag -- requires copying the data into a new table because TTS is weird about handling table return values in Global ChaosBagApi.getChaosBagState = function() local chaosBagContentsCatcher = Global.call("getChaosBagState") local chaosBagContents = {} for _, v in ipairs(chaosBagContentsCatcher) do table.insert(chaosBagContents, v) end return chaosBagContents end -- checks scripting zone for chaos bag (also called by a lot of objects!) ChaosBagApi.findChaosBag = function() return Global.call("findChaosBag") end -- returns a table of object references to the tokens in play (does not include sealed tokens!) ChaosBagApi.getTokensInPlay = function() return Global.call("getChaosTokensinPlay") end -- returns all sealed tokens on cards to the chaos bag ---@param playerColor string Color of the player to show the broadcast to ChaosBagApi.releaseAllSealedTokens = function(playerColor) Global.call("releaseAllSealedTokens", playerColor) end -- returns all drawn tokens to the chaos bag ChaosBagApi.returnChaosTokens = function() Global.call("returnChaosTokens") end -- removes the specified chaos token from the chaos bag ---@param id string ID of the chaos token ChaosBagApi.removeChaosToken = function(id) Global.call("removeChaosToken", id) end -- returns a chaos token to the bag and calls all relevant functions ---@param token tts__Object Chaos token to return ---@param fromBag boolean whether or not the token to return was in the middle of being drawn (true) or elsewhere (false) ChaosBagApi.returnChaosTokenToBag = function(token, fromBag) Global.call("returnChaosTokenToBag", { token = token, fromBag = fromBag }) end -- spawns the specified chaos token and puts it into the chaos bag ---@param id string ID of the chaos token ChaosBagApi.spawnChaosToken = function(id) Global.call("spawnChaosToken", id) end -- Checks to see if the chaos bag can be manipulated. If a player is searching the bag when tokens -- are drawn or replaced a TTS bug can cause those tokens to vanish. Any functions which change the -- contents of the bag should check this method before doing so. -- This method will broadcast a message to all players if the bag is being searched. ---@return any: True if the bag is manipulated, false if it should be blocked. ChaosBagApi.canTouchChaosTokens = function() return Global.call("canTouchChaosTokens") end -- draws a chaos token to a playermat ---@param mat tts__Object Playermat that triggered this ---@param drawAdditional boolean Controls whether additional tokens should be drawn ---@param tokenType? string Name of token (e.g. "Bless") to be drawn from the bag ---@param guidToBeResolved? string GUID of the sealed token to be resolved instead of drawing a token from the bag ---@param takeParameters? table Position and rotation of the location where the new token should be drawn to, usually to replace a returned token ---@return tts__Object: Object reference to the token that was drawn ChaosBagApi.drawChaosToken = function(mat, drawAdditional, tokenType, guidToBeResolved, takeParameters) return Global.call("drawChaosToken", { mat = mat, drawAdditional = drawAdditional, tokenType = tokenType, guidToBeResolved = guidToBeResolved, takeParameters = takeParameters }) end -- returns a Table List of chaos token ids in the current chaos bag -- requires copying the data into a new table because TTS is weird about handling table return values in Global ChaosBagApi.getIdUrlMap = function() return Global.getTable("ID_URL_MAP") end return ChaosBagApi end end) __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/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("accessories/CleanUpHelper", function(require, _LOADED, __bundle_register, __bundle_modules) -- Cleans up the table for the next scenario in a campaign: -- sets counters to default values (resources and doom) or trauma values (health and sanity, if not disabled) from campaign log -- puts everything on playermats and hands into respective trashcans -- use the IGNORE_TAG to exclude objects from tidying (default: "CleanUpHelper_Ignore") local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi") local chaosBagApi = require("chaosbag/ChaosBagApi") local guidReferenceApi = require("core/GUIDReferenceApi") local mythosAreaApi = require("core/MythosAreaApi") local playAreaApi = require("core/PlayAreaApi") local playermatApi = require("playermat/PlayermatApi") local searchLib = require("util/SearchLib") local soundCubeApi = require("core/SoundCubeApi") local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi") -- objects with this tag will be ignored local IGNORE_TAG = "CleanUpHelper_ignore" -- colors and order for following tables local COLORS = { "White", "Orange", "Green", "Red" } local campaignLog local RESET_VALUES = {} local loadingFailedBefore = false local optionsVisible = false local options = { ["importTrauma"] = true, ["tidyPlayermats"] = true, ["removeDrawnLines"] = false } local removeIgnoreLater = {} -- don't clean playermats for preludes local scenarioName local preludeList = { ["Prelude: Welcome to Hemlock Vale!"] = true } local buttonParameters = {} buttonParameters.function_owner = self --------------------------------------------------------- -- option loading and GUI setup --------------------------------------------------------- function onSave() return JSON.encode({ options = options }) end function onLoad(savedData) if savedData ~= nil then local loadedData = JSON.decode(savedData) options = loadedData.options -- update UI to match saved state for id, state in pairs(options) do self.UI.setAttribute(id, "image", state and "option_on" or "option_off") end end -- index 0: button as label buttonParameters.label = "Clean Up Helper" buttonParameters.click_function = "none" buttonParameters.position = { x = 0, y = 0.1, z = -1.3 } buttonParameters.height = 0 buttonParameters.width = 0 buttonParameters.font_size = 230 buttonParameters.font_color = Color(0, 0, 0) self.createButton(buttonParameters) -- index 1: option button buttonParameters.label = "Settings" buttonParameters.click_function = "showOrHideOptions" buttonParameters.color = { 0, 0, 0, 0.96 } buttonParameters.position.z = -0.1 buttonParameters.height = 350 buttonParameters.width = 1000 buttonParameters.font_size = 190 buttonParameters.font_color = "White" self.createButton(buttonParameters) -- index 2: start button buttonParameters.label = "Reset play areas" buttonParameters.click_function = "cleanUp" buttonParameters.position.z = 1.1 buttonParameters.width = 1550 self.createButton(buttonParameters) end --------------------------------------------------------- -- click functions for option buttons --------------------------------------------------------- -- changes the UI state and the internal variable for the togglebuttons function optionButtonClick(_, id) local currentState = options[id] local newState = (currentState and "option_off" or "option_on") options[id] = not currentState self.UI.setAttribute(id, "image", newState) end -- shows or hides the option panel function showOrHideOptions() optionsVisible = not optionsVisible if optionsVisible then self.UI.show("options") else self.UI.hide("options") end end --------------------------------------------------------- -- main function --------------------------------------------------------- function cleanUp(_, color) printToAll("------------------------------", "White") printToAll("Clean up started!", "Orange") printToAll("Resetting counters...", "White") getScenarioName() soundCubeApi.playSoundByName("Vacuum") ignoreCustomDataHelper() getTrauma() -- delay to account for potential state change of campaign log Wait.time(updateCounters, 0.2) resetDoomCounter() blessCurseManagerApi.removeAll(color) removeLines() returnMiniCards() discardHands() chaosBagApi.returnChaosTokens() chaosBagApi.releaseAllSealedTokens(color) maybeIgnoreTekeliliCards() printToAll("Tidying main play area...", "White") startLuaCoroutine(self, "tidyPlayareaCoroutine") end --------------------------------------------------------- -- modular functions, called by other functions --------------------------------------------------------- function getScenarioName() local tokenData = mythosAreaApi.returnTokenData() scenarioName = tokenData.currentScenario end function updateCounters() if not getOptionValue() then return end playermatApi.updateCounter("All", "ResourceCounter", 5) playermatApi.updateCounter("All", "ClickableClueCounter", 0) playermatApi.resetSkillTracker("All") for i, color in ipairs(COLORS) do playermatApi.updateCounter(color, "DamageCounter", RESET_VALUES.Damage[i]) playermatApi.updateCounter(color, "HorrorCounter", RESET_VALUES.Horror[i]) end end -- reset doom on agenda function resetDoomCounter() local doomCounter = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DoomCounter") if doomCounter ~= nil then doomCounter.call("updateVal") else printToAll("Doom counter could not be found.", "Yellow") end end -- adds the ignore tag to the custom data helper function ignoreCustomDataHelper() local customDataHelper = playAreaApi.getCustomDataHelper() if customDataHelper then customDataHelper.addTag(IGNORE_TAG) end end -- read values for trauma from campaign log if enabled function getTrauma() RESET_VALUES = { Damage = { 0, 0, 0, 0 }, Horror = { 0, 0, 0, 0 } } -- stop here if trauma import is disabled if not options["importTrauma"] then printToAll("Default values for health and sanity loaded.", "Yellow") return end -- get campaign log campaignLog = getObjectsWithTag("CampaignLog")[1] if campaignLog == nil then printToAll("Campaign log not found in standard position!", "Yellow") printToAll("Default values for health and sanity loaded.", "Yellow") return end loadTrauma() end -- gets data from campaign log if possible function loadTrauma() -- check if "returnTrauma" function exists to avoid calling nil local trauma = campaignLog.getVar("returnTrauma") if trauma ~= nil then printToAll("Trauma values found in campaign log!", "Green") trauma = campaignLog.call("returnTrauma") for i = 1, 8 do if i < 5 then RESET_VALUES.Damage[i] = trauma[i] else RESET_VALUES.Horror[i - 4] = trauma[i] end end loadingFailedBefore = false elseif loadingFailedBefore then printToAll("Trauma values could not be found in campaign log!", "Yellow") printToAll("Default values for health and sanity loaded.", "Yellow") loadingFailedBefore = false else -- set campaign log to first state local stateId = campaignLog.getStateId() if stateId ~= 1 then campaignLog = campaignLog.setState(1) end loadingFailedBefore = true -- small delay to account for potential state change Wait.time(loadTrauma, 0.1) end end -- remove drawn lines function removeLines() if options["removeDrawnLines"] then printToAll("Removing global vector lines...", "White") Global.setVectorLines({}) end end -- returns the mini cards back to the owning mat function returnMiniCards() -- stop if playermats get tidied anyway if getOptionValue() then return end -- get mini cards in play local miniCardIndex = {} for _, obj in ipairs(getObjectsWithTag("Minicard")) do local notes = JSON.decode(obj.getGMNotes()) if notes ~= nil and notes.id then miniCardIndex[notes.id] = obj end end -- move mini cards for _, mat in pairs(guidReferenceApi.getObjectsByType("Playermat")) do local miniId = mat.getVar("activeInvestigatorId") .. "-m" if miniCardIndex[miniId] then local pos = mat.positionToWorld(Vector(-1.36, 0, -0.625)):setAt("y", 1.67) miniCardIndex[miniId].setPosition(pos) end end end -- discard all hand objects function discardHands() if not getOptionValue() then return end for _, color in ipairs(COLORS) do local trash = guidReferenceApi.getObjectByOwnerAndType(color, "Trash") if trash then local hand = Player[playermatApi.getPlayerColor(color)].getHandObjects() for j = #hand, 1, -1 do trash.putObject(hand[j]) end end end end -- maybe ignore cards / decks on the tekelili helper function maybeIgnoreTekeliliCards() local tekeliliHelper = getTekeliliHelper() if tekeliliHelper then removeIgnoreLater = searchLib.onObject(tekeliliHelper, "isCardOrDeck") for _, obj in ipairs(removeIgnoreLater) do obj.addTag(IGNORE_TAG) end end end -- clean up for play area function tidyPlayareaCoroutine() coWaitFrames(10) local trash = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash") local playAreaZone = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaZone") -- reset the playarea image by not providing an image playAreaApi.updateSurface() if playAreaZone == nil then printToAll("Scripting zone for main play area could not be found!", "Red") elseif trash == nil then printToAll("Trashcan for main play area could not be found!", "Red") else for _, obj in ipairs(playAreaZone.getObjects()) do -- ignore these elements if obj.hasTag(IGNORE_TAG) == false and obj.locked == false and obj.interactable == true then coroutine.yield(0) trash.putObject(obj) end end end printToAll("Tidying playermats and mythos area...", "White") startLuaCoroutine(self, "tidyPlayerMatCoroutine") return 1 end -- clean up for the four playermats and the mythos area function tidyPlayerMatCoroutine() local tekeliliHelper = getTekeliliHelper() if getOptionValue() then for _, color in ipairs(COLORS) do local trash = guidReferenceApi.getObjectByOwnerAndType(color, "Trash") if trash == nil then printToAll("Trashcan for " .. color .. " playermat could not be found! Skipping this playermat.", "Yellow") else coWaitFrames(20) -- maybe store tekelili cards if tekeliliHelper then tekeliliHelper.call("storeTekelili", color) end -- parse playermat objects for _, obj in ipairs(playermatApi.searchAroundPlayermat(color)) do -- reset action tokens if obj.hasTag("UniversalToken") and obj.is_face_down then obj.flip() end -- get rid of temporary tokens if obj.hasTag("Temporary") then trash.putObject(obj) end -- remove objects (with exceptions) maybeTrashObject(obj, trash) end -- reset "activeInvestigatorId" and "...class" local mat = guidReferenceApi.getObjectByOwnerAndType(color, "Playermat") mat.setVar("activeInvestigatorId", "00000") mat.setVar("activeInvestigatorClass", "Neutral") mat.call("updateTexture") coWaitFrames(5) -- maybe respawn tekelili cards if tekeliliHelper then tekeliliHelper.call("spawnStoredTekelili", color) end end end end -- mythos area cleanup local trash = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash") if trash then for _, obj in ipairs(searchLib.inArea({ -2, 2, 10 }, { 0, 270, 0 }, { 55, 1, 13.5 })) do maybeTrashObject(obj, trash) end end -- maybe remove ignore tag from cards / decks on the tekelili helper if removeIgnoreLater then for _, obj in ipairs(removeIgnoreLater) do if obj ~= nil then obj.removeTag(IGNORE_TAG) end end removeIgnoreLater = {} end -- reset spawned data tokenSpawnTrackerApi.resetAll() local datahelper = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper") if datahelper then datahelper.setTable("SPAWNED_PLAYER_CARD_GUIDS", {}) end printToAll("Clean up completed!", "Green") return 1 end -- used to detect the "Tekeli-li Helper" for Edge of the Earth function getTekeliliHelper() for _, obj in ipairs(getObjects()) do if obj ~= nil and obj.getName() == "Tekeli-li Helper" then return obj end end return nil end function maybeTrashObject(obj, trash) if not obj.hasTag(IGNORE_TAG) and (not obj.hasTag("UniversalToken") or obj.getScale().x < 0.4) and not obj.hasTag("chaosBag") and (not obj.locked or obj.hasTag("Investigator")) and obj.interactable then trash.putObject(obj) end end -- get value with respect to override value function getOptionValue() -- don't clean up playermats if playing a prelude from the list if preludeList[scenarioName] then return false else return options["tidyPlayermats"] end end -- pauses the current coroutine for 'frameCount' frames function coWaitFrames(frameCount) for k = 1, frameCount do coroutine.yield(0) end end end) __bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local BlessCurseManagerApi = {} local guidReferenceApi = require("core/GUIDReferenceApi") local function getManager() return guidReferenceApi.getObjectByOwnerAndType("Mythos", "BlessCurseManager") end -- removes all taken tokens and resets the counts BlessCurseManagerApi.removeTakenTokensAndReset = function() local BlessCurseManager = getManager() Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Bless") end, 0.05) Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Curse") end, 0.10) Wait.time(function() BlessCurseManager.call("doReset", "White") end, 0.15) end -- updates the internal count (called by cards that seal bless/curse tokens) ---@param type string Type of chaos token ("Bless" or "Curse") ---@param guid string GUID of the token BlessCurseManagerApi.sealedToken = function(type, guid) getManager().call("sealedToken", { type = type, guid = guid }) end -- updates the internal count (called by cards that seal bless/curse tokens) ---@param type string Type of chaos token ("Bless" or "Curse") ---@param guid string GUID of the token ---@param fromBag? boolean Whether or not token was just drawn from the chaos bag BlessCurseManagerApi.releasedToken = function(type, guid, fromBag) getManager().call("releasedToken", { type = type, guid = guid, fromBag = fromBag }) end -- updates the internal count (called by cards that seal bless/curse tokens) ---@param type string Type of chaos token ("Bless" or "Curse") ---@param guid string GUID of the token BlessCurseManagerApi.returnedToken = function(type, guid) getManager().call("returnedToken", { type = type, guid = guid }) end -- broadcasts the current status for bless/curse tokens ---@param playerColor string Color of the player to show the broadcast to BlessCurseManagerApi.broadcastStatus = function(playerColor) getManager().call("broadcastStatus", playerColor) end -- removes all bless / curse tokens from the chaos bag and play ---@param playerColor string Color of the player to show the broadcast to BlessCurseManagerApi.removeAll = function(playerColor) getManager().call("doRemove", playerColor) end -- adds bless / curse sealing to the hovered card ---@param playerColor string Color of the player to show the broadcast to ---@param hoveredObject tts__Object Hovered object BlessCurseManagerApi.addBlurseSealingMenu = function(playerColor, hoveredObject) getManager().call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject }) end -- adds bless / curse to the chaos bag ---@param type string Type of chaos token ("Bless" or "Curse") BlessCurseManagerApi.addToken = function(type) getManager().call("addToken", type) end -- removes bless / curse from the chaos bag ---@param type string Type of chaos token ("Bless" or "Curse") BlessCurseManagerApi.removeToken = function(type) getManager().call("removeToken", type) end BlessCurseManagerApi.getBlessCurseInBag = function() return getManager().call("getBlessCurseInBag", {}) end return BlessCurseManagerApi 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/MythosAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local MythosAreaApi = {} local guidReferenceApi = require("core/GUIDReferenceApi") local function getMythosArea() return guidReferenceApi.getObjectByOwnerAndType("Mythos", "MythosArea") end ---@return any: Table of chaos token metadata (if provided through scenario reference card) MythosAreaApi.returnTokenData = function() return getMythosArea().call("returnTokenData") end ---@return any: Object reference to the encounter deck MythosAreaApi.getEncounterDeck = function() return getMythosArea().call("getEncounterDeck") end -- draw an encounter card for the requesting mat to the first empty spot from the right ---@param matColor string Playermat that triggered this ---@param position tts__Vector Position for the encounter card MythosAreaApi.drawEncounterCard = function(matColor, position) getMythosArea().call("drawEncounterCard", { matColor = matColor, position = position }) end -- reshuffle the encounter deck MythosAreaApi.reshuffleEncounterDeck = function() getMythosArea().call("reshuffleEncounterDeck") end return MythosAreaApi end end) __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/SoundCubeApi", function(require, _LOADED, __bundle_register, __bundle_modules) do local SoundCubeApi = {} local guidReferenceApi = require("core/GUIDReferenceApi") -- this table links the name of a trigger effect to its index local soundIndices = { ["Vacuum"] = 0, ["Deep Bell"] = 1, ["Dark Souls"] = 2 } ---@param index number Index of the sound effect to play local function playTriggerEffect(index) local SoundCube = guidReferenceApi.getObjectByOwnerAndType("Mythos", "SoundCube") SoundCube.AssetBundle.playTriggerEffect(index) end -- plays the by name requested sound ---@param soundName string Name of the sound to play SoundCubeApi.playSoundByName = function(soundName) playTriggerEffect(soundIndices[soundName]) end return SoundCubeApi end end) return __bundle_require("__root")