392 lines
13 KiB
Plaintext
392 lines
13 KiB
Plaintext
-- Bundled by luabundle {"version":"1.6.0"}
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local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
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local loadingPlaceholder = {[{}] = true}
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local register
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local modules = {}
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local require
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local loaded = {}
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register = function(name, body)
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if not modules[name] then
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modules[name] = body
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end
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end
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require = function(name)
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local loadedModule = loaded[name]
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if loadedModule then
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if loadedModule == loadingPlaceholder then
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return nil
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end
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else
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if not modules[name] then
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if not superRequire then
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local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
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error('Tried to require ' .. identifier .. ', but no such module has been registered')
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else
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return superRequire(name)
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end
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end
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loaded[name] = loadingPlaceholder
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loadedModule = modules[name](require, loaded, register, modules)
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loaded[name] = loadedModule
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end
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return loadedModule
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end
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return require, loaded, register, modules
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end)(nil)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("playercards/AllCardsBag")
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end)
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__bundle_register("playercards/AllCardsBag", function(require, _LOADED, __bundle_register, __bundle_modules)
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local cardIdIndex = { }
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local classAndLevelIndex = { }
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local basicWeaknessList = { }
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local uniqueWeaknessList = { }
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local cycleIndex = { }
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local indexingDone = false
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function onLoad()
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self.addContextMenuItem("Rebuild Index", startIndexBuild)
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math.randomseed(os.time())
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Wait.frames(startIndexBuild, 30)
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end
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-- Called by Hotfix bags when they load. If we are still loading indexes, then
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-- the all cards and hotfix bags are being loaded together, and we can ignore
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-- this call as the hotfix will be included in the initial indexing. If it is
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-- called once indexing is complete it means the hotfix bag has been added
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-- later, and we should rebuild the index to integrate the hotfix bag.
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function rebuildIndexForHotfix()
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if (indexingDone) then
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startIndexBuild()
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end
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end
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-- Resets all current bag indexes
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function clearIndexes()
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indexingDone = false
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cardIdIndex = { }
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classAndLevelIndex = { }
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classAndLevelIndex["Guardian-upgrade"] = { }
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classAndLevelIndex["Seeker-upgrade"] = { }
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classAndLevelIndex["Mystic-upgrade"] = { }
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classAndLevelIndex["Survivor-upgrade"] = { }
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classAndLevelIndex["Rogue-upgrade"] = { }
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classAndLevelIndex["Neutral-upgrade"] = { }
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classAndLevelIndex["Guardian-level0"] = { }
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classAndLevelIndex["Seeker-level0"] = { }
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classAndLevelIndex["Mystic-level0"] = { }
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classAndLevelIndex["Survivor-level0"] = { }
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classAndLevelIndex["Rogue-level0"] = { }
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classAndLevelIndex["Neutral-level0"] = { }
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cycleIndex = { }
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basicWeaknessList = { }
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uniqueWeaknessList = { }
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end
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-- Clears the bag indexes and starts the coroutine to rebuild the indexes
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function startIndexBuild()
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clearIndexes()
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startLuaCoroutine(self, "buildIndex")
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end
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function onObjectLeaveContainer(container, _)
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if container == self then
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broadcastToAll("Removing cards from the All Player Cards bag may break some functions.", "Red")
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end
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end
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-- Create the card indexes by iterating all cards in the bag, parsing their metadata
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-- and creating the keyed lookup tables for the cards. This is a coroutine which will
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-- spread the workload by processing 20 cards before yielding.
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function buildIndex()
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local cardCount = 0
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indexingDone = false
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-- process the allcardsbag itself
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for _, cardData in ipairs(self.getData().ContainedObjects) do
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addCardToIndex(cardData)
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cardCount = cardCount + 1
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if cardCount > 19 then
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cardCount = 0
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coroutine.yield(0)
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end
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end
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-- process hotfix bags (and the additional playercards bag)
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for _, hotfixBag in ipairs(getObjectsWithTag("AllCardsHotfix")) do
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local hotfixData = hotfixBag.getData()
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if not hotfixData.ContainedObjects then break end
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for _, cardData in ipairs(hotfixData.ContainedObjects) do
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-- process containers
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if cardData.ContainedObjects then
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for _, deepCardData in ipairs(cardData.ContainedObjects) do
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addCardToIndex(deepCardData)
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cardCount = cardCount + 1
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if cardCount > 19 then
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cardCount = 0
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coroutine.yield(0)
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end
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end
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-- process single cards
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else
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addCardToIndex(cardData)
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cardCount = cardCount + 1
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if cardCount > 19 then
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cardCount = 0
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coroutine.yield(0)
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end
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end
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end
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end
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buildSupplementalIndexes()
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indexingDone = true
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return 1
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end
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-- Adds a card to any indexes it should be a part of, based on its metadata
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---@param cardData table TTS object data for the card
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function addCardToIndex(cardData)
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-- using the more efficient 'json.parse()' to speed this process up
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local cardMetadata = json.parse(cardData.GMNotes)
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if not cardMetadata then return end
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-- use the ZoopGuid as fallback if no id present
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cardIdIndex[cardMetadata.id or cardMetadata.TtsZoopGuid] = { data = cardData, metadata = cardMetadata }
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-- also add data for alternate ids
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if cardMetadata.alternate_ids ~= nil then
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for _, alternateId in ipairs(cardMetadata.alternate_ids) do
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cardIdIndex[alternateId] = { data = cardData, metadata = cardMetadata }
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end
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end
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end
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function buildSupplementalIndexes()
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for cardId, card in pairs(cardIdIndex) do
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local cardMetadata = card.metadata
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-- If the ID key and the metadata ID don't match this is a duplicate card created by an alternate_id, and we should skip it
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if cardId == cardMetadata.id then
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-- Add card to the basic weakness list, if appropriate. Some weaknesses have multiple copies, and are added multiple times
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if cardMetadata.weakness then
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table.insert(uniqueWeaknessList, cardMetadata.id)
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if cardMetadata.basicWeaknessCount ~= nil then
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for i = 1, cardMetadata.basicWeaknessCount do
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table.insert(basicWeaknessList, cardMetadata.id)
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end
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end
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end
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-- Excludes signature cards (which have no class or level)
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if cardMetadata.class ~= nil and cardMetadata.level ~= nil then
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local upgradeKey
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if cardMetadata.level > 0 then
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upgradeKey = "-upgrade"
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else
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upgradeKey = "-level0"
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end
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-- parse classes (separated by "|") and add the card to the appropriate class and level indices
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for str in cardMetadata.class:gmatch("([^|]+)") do
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table.insert(classAndLevelIndex[str .. upgradeKey], cardMetadata.id)
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end
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-- add to cycle index
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local cycleName = cardMetadata.cycle
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if cycleName ~= nil then
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cycleName = string.lower(cycleName)
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-- remove "return to " from cycle names
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cycleName = cycleName:gsub("return to ", "")
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-- override cycle name for night of the zealot
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cycleName = cycleName:gsub("the night of the zealot", "core")
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if cycleIndex[cycleName] == nil then
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cycleIndex[cycleName] = { }
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end
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table.insert(cycleIndex[cycleName], cardMetadata.id)
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end
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end
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end
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end
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-- sort class and level indices
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for _, indexTable in pairs(classAndLevelIndex) do
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table.sort(indexTable, cardComparator)
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end
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-- sort cycle indices
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for _, indexTable in pairs(cycleIndex) do
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table.sort(indexTable)
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end
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-- sort weakness indices
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table.sort(basicWeaknessList, cardComparator)
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table.sort(uniqueWeaknessList, cardComparator)
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end
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-- Comparison function used to sort the class card bag indexes. Sorts by card level, then name, then subname.
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function cardComparator(id1, id2)
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local card1 = cardIdIndex[id1]
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local card2 = cardIdIndex[id2]
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if card1.metadata.level ~= card2.metadata.level then
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return card1.metadata.level < card2.metadata.level
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elseif card1.data.Nickname ~= card2.data.Nickname then
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return card1.data.Nickname < card2.data.Nickname
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else
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return card1.data.Description < card2.data.Description
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end
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end
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function isIndexReady()
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return indexingDone
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end
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-- Returns a specific card from the bag, based on ArkhamDB ID
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-- Params table:
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-- id: String ID of the card to retrieve
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-- Return: If the indexes are still being constructed, an empty table is
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-- returned. Otherwise, a single table with the following fields
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-- cardData: TTS object data, suitable for spawning the card
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-- cardMetadata: Table of parsed metadata
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function getCardById(params)
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if (not indexingDone) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return { }
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end
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return cardIdIndex[params.id]
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end
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-- Returns a list of cards from the bag matching a class and level (0 or upgraded)
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-- Params table:
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-- class: String class to retrieve ("Guardian", "Seeker", etc)
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-- isUpgraded: true for upgraded cards (Level 1-5), false for Level 0
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-- Return: If the indexes are still being constructed, returns an empty table.
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-- Otherwise, a list of tables, each with the following fields
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-- cardData: TTS object data, suitable for spawning the card
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-- cardMetadata: Table of parsed metadata
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function getCardsByClassAndLevel(params)
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if (not indexingDone) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return { }
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end
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local upgradeKey
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if (params.upgraded) then
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upgradeKey = "-upgrade"
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else
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upgradeKey = "-level0"
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end
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return classAndLevelIndex[params.class..upgradeKey];
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end
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function getCardsByCycle(cycleName)
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if (not indexingDone) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return { }
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end
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return cycleIndex[string.lower(cycleName)]
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end
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-- Searches the bag for cards which match the given name and returns a list. Note that this is
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-- an O(n) search without index support. It may be slow.
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-- Parameter array must contain these fields to define the search:
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-- name String or string fragment to search for names
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-- exact Whether the name match should be exact
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function getCardsByName(params)
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local name = params.name
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local exact = params.exact
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local results = { }
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-- Track cards (by ID) that we've added to avoid duplicates that may come from alternate IDs
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local addedCards = { }
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for _, cardData in pairs(cardIdIndex) do
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if (not addedCards[cardData.metadata.id]) then
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if (exact and (string.lower(cardData.data.Nickname) == string.lower(name)))
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or (not exact and string.find(string.lower(cardData.data.Nickname), string.lower(name), 1, true)) then
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table.insert(results, cardData)
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addedCards[cardData.metadata.id] = true
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end
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end
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end
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return results
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end
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-- Gets a random basic weakness from the bag. Once a given ID has been returned
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-- it will be removed from the list and cannot be selected again until a reload
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-- occurs or the indexes are rebuilt, which will refresh the list to include all
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-- weaknesses.
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-- Return: String ID of the selected weakness.
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function getRandomWeaknessId()
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local availableWeaknesses = buildAvailableWeaknesses()
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if (#availableWeaknesses > 0) then
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return availableWeaknesses[math.random(#availableWeaknesses)]
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end
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end
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-- Constructs a list of available basic weaknesses by starting with the full pool of basic
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-- weaknesses then removing any which are currently in the play or deck construction areas
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-- Return: Table array of weakness IDs which are valid to choose from
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function buildAvailableWeaknesses()
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local weaknessesInPlay = { }
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local allObjects = getAllObjects()
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for _, object in ipairs(allObjects) do
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if (object.name == "Deck") then
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for _, cardData in ipairs(object.getData().ContainedObjects) do
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local cardMetadata = JSON.decode(cardData.GMNotes)
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incrementWeaknessCount(weaknessesInPlay, cardMetadata)
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end
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elseif (object.name == "Card") then
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local cardMetadata = JSON.decode(object.getGMNotes())
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incrementWeaknessCount(weaknessesInPlay, cardMetadata)
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end
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end
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local availableWeaknesses = { }
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for _, weaknessId in ipairs(basicWeaknessList) do
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if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then
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weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1
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else
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table.insert(availableWeaknesses, weaknessId)
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end
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end
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return availableWeaknesses
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end
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function getBasicWeaknesses()
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return basicWeaknessList
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end
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function getUniqueWeaknesses()
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return uniqueWeaknessList
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end
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-- Helper function that adds one to the table entry for the number of weaknesses in play
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function incrementWeaknessCount(table, cardMetadata)
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if (isBasicWeakness(cardMetadata)) then
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if (table[cardMetadata.id] == nil) then
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table[cardMetadata.id] = 1
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else
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table[cardMetadata.id] = table[cardMetadata.id] + 1
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end
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end
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end
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function isBasicWeakness(cardMetadata)
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return cardMetadata ~= nil
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and cardMetadata.weakness
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and cardMetadata.basicWeaknessCount ~= nil
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and cardMetadata.basicWeaknessCount > 0
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end
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end)
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return __bundle_require("__root") |