ah_sce_unpacked/unpacked/Bag All Player Cards 15bb07.ttslua
2024-07-27 21:47:52 -04:00

559 lines
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-- 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("playercards/AllCardsBag")
end)
__bundle_register("playercards/AllCardsBag", function(require, _LOADED, __bundle_register, __bundle_modules)
local guidReferenceApi = require("core/GUIDReferenceApi")
local cardIdIndex = {}
local classAndLevelIndex = {}
local basicWeaknessList = {}
local uniqueWeaknessList = {}
local cycleIndex = {}
local indexingDone = false
local otherCardsDetected = false
function onLoad()
self.addContextMenuItem("Rebuild Index", startIndexBuild)
math.randomseed(os.time())
Wait.frames(startIndexBuild, 30)
end
-- Called by Hotfix bags when they load. If we are still loading indexes, then
-- the all cards and hotfix bags are being loaded together, and we can ignore
-- this call as the hotfix will be included in the initial indexing. If it is
-- called once indexing is complete it means the hotfix bag has been added
-- later, and we should rebuild the index to integrate the hotfix bag.
function rebuildIndexForHotfix()
if indexingDone then
startIndexBuild()
end
end
-- Resets all current bag indexes
function clearIndexes()
indexingDone = false
cardIdIndex = {}
classAndLevelIndex = {}
classAndLevelIndex["Guardian-upgrade"] = {}
classAndLevelIndex["Seeker-upgrade"] = {}
classAndLevelIndex["Mystic-upgrade"] = {}
classAndLevelIndex["Survivor-upgrade"] = {}
classAndLevelIndex["Rogue-upgrade"] = {}
classAndLevelIndex["Neutral-upgrade"] = {}
classAndLevelIndex["Guardian-level0"] = {}
classAndLevelIndex["Seeker-level0"] = {}
classAndLevelIndex["Mystic-level0"] = {}
classAndLevelIndex["Survivor-level0"] = {}
classAndLevelIndex["Rogue-level0"] = {}
classAndLevelIndex["Neutral-level0"] = {}
cycleIndex = {}
basicWeaknessList = {}
uniqueWeaknessList = {}
end
-- Clears the bag indexes and starts the coroutine to rebuild the indexes
function startIndexBuild()
clearIndexes()
startLuaCoroutine(self, "buildIndex")
end
function onObjectLeaveContainer(container, _)
if container == self then
broadcastToAll("Removing cards from the All Player Cards bag may break some functions.", "Red")
end
end
-- Create the card indexes by iterating all cards in the bag, parsing their metadata
-- and creating the keyed lookup tables for the cards. This is a coroutine which will
-- spread the workload by processing 20 cards before yielding.
function buildIndex()
local cardCount = 0
indexingDone = false
otherCardsDetected = false
-- process the allcardsbag itself
for _, cardData in ipairs(self.getData().ContainedObjects) do
addCardToIndex(cardData)
cardCount = cardCount + 1
if cardCount > 19 then
cardCount = 0
coroutine.yield(0)
end
end
-- process hotfix bags (and the additional playercards bag)
for _, hotfixBag in ipairs(getObjectsWithTag("AllCardsHotfix")) do
local hotfixData = hotfixBag.getData()
-- if the bag is empty, continue with the next bag
if not hotfixData.ContainedObjects then
goto nextBag
end
for _, cardData in ipairs(hotfixData.ContainedObjects) do
if cardData.ContainedObjects then
-- process containers
for _, deepCardData in ipairs(cardData.ContainedObjects) do
addCardToIndex(deepCardData)
cardCount = cardCount + 1
if cardCount > 19 then
cardCount = 0
coroutine.yield(0)
end
end
else
-- process single cards
addCardToIndex(cardData)
cardCount = cardCount + 1
if cardCount > 19 then
cardCount = 0
coroutine.yield(0)
end
end
end
::nextBag::
end
buildSupplementalIndexes()
updatePlayerCardPanel()
indexingDone = true
return 1
end
-- Adds a card to any indexes it should be a part of, based on its metadata
---@param cardData table TTS object data for the card
function addCardToIndex(cardData)
-- using the more efficient 'json.parse()' to speed this process up
local status, cardMetadata = pcall(function() return json.parse(cardData.GMNotes) end)
-- if an error happens, fallback to the regular parser
if status ~= true or cardMetadata == nil then
log("Fast parser failed for " .. cardData.Nickname .. ", using old parser instead.")
cardMetadata = JSON.decode(cardData.GMNotes)
end
-- if metadata was not valid JSON or empty, don't add the card
if not cardMetadata == nil then
log("Error parsing " .. cardData.Nickname)
return
end
-- use the ZoopGuid as fallback if no id present
cardMetadata.id = cardMetadata.id or cardMetadata.TtsZoopGuid
cardIdIndex[cardMetadata.id] = { data = cardData, metadata = cardMetadata }
-- also add data for alternate ids
if cardMetadata.alternate_ids ~= nil then
for _, alternateId in ipairs(cardMetadata.alternate_ids) do
cardIdIndex[alternateId] = { data = cardData, metadata = cardMetadata }
end
end
end
-- Creates the supplemental indexes for classes, weaknesses etc.
function buildSupplementalIndexes()
for cardId, card in pairs(cardIdIndex) do
-- 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
if cardId == card.metadata.id then
-- Add card to the basic weakness list, if appropriate. Some weaknesses have multiple copies, and are added multiple times
if card.metadata.weakness then
table.insert(uniqueWeaknessList, card.metadata.id)
if card.metadata.basicWeaknessCount ~= nil then
for i = 1, card.metadata.basicWeaknessCount do
table.insert(basicWeaknessList, card.metadata.id)
end
end
end
-- Excludes signature cards (which have no class or level)
if card.metadata.class ~= nil and card.metadata.level ~= nil then
local upgradeKey = "-level0"
if card.metadata.level > 0 then
upgradeKey = "-upgrade"
end
-- parse classes (separated by "|") and add the card to the appropriate class and level indices
for str in card.metadata.class:gmatch("([^|]+)") do
table.insert(classAndLevelIndex[str .. upgradeKey], card.metadata.id)
end
-- add to cycle index
local cycleName = card.metadata.cycle
if cycleName ~= nil then
cycleName = string.lower(cycleName)
-- remove "return to " from cycle names
cycleName = cycleName:gsub("return to ", "")
-- override cycle name for night of the zealot
cycleName = cycleName:gsub("the night of the zealot", "core")
else
-- track cards without defined cycle (should only be fan-made cards)
cycleName = "other"
otherCardsDetected = true
end
-- maybe initialize table
if cycleIndex[cycleName] == nil then
cycleIndex[cycleName] = {}
end
table.insert(cycleIndex[cycleName], card.metadata.id)
end
end
end
-- sort class and level indices
for _, indexTable in pairs(classAndLevelIndex) do
table.sort(indexTable, cardComparator)
end
-- sort cycle indices
for _, indexTable in pairs(cycleIndex) do
table.sort(indexTable)
end
-- sort weakness indices
table.sort(basicWeaknessList, cardComparator)
table.sort(uniqueWeaknessList, cardComparator)
end
-- Comparison function used to sort the class card bag indexes. Sorts by card level, then name, then subname.
function cardComparator(id1, id2)
local card1 = cardIdIndex[id1]
local card2 = cardIdIndex[id2]
if card1.metadata.level ~= card2.metadata.level then
return card1.metadata.level < card2.metadata.level
elseif card1.data.Nickname ~= card2.data.Nickname then
return card1.data.Nickname < card2.data.Nickname
else
return card1.data.Description < card2.data.Description
end
end
-- inform the player card panel about the presence of other cards (no cycle -> fan-made)
function updatePlayerCardPanel()
local panel = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayerCardPanel")
panel.call("createXML", otherCardsDetected)
end
---@return boolean: If true, the bag is currently not indexing and ready to be accessed
function isIndexReady()
if not indexingDone then
broadcastToAll("Still loading player cards, please try again in a few seconds", { 0.9, 0.2, 0.2 })
end
return indexingDone
end
-- Returns a specific card from the bag, based on ArkhamDB ID
---@param params table ID of the card to retrieve
---@return table: If the indexes are still being constructed, returns an empty table.
-- Otherwise, a single table with the following fields
-- data: TTS object data, suitable for spawning the card
-- metadata: Table of parsed metadata
function getCardById(params)
if not isIndexReady() then return {} end
return cardIdIndex[params.id]
end
-- Returns a list of cards from the bag matching a class and level (0 or upgraded)
---@param params table
-- class: String class to retrieve ("Guardian", "Seeker", etc)
-- isUpgraded: true for upgraded cards (Level 1-5), false for Level 0
---@return table: If the indexes are still being constructed, returns an empty table.
-- Otherwise, a list of tables, each with the following fields
-- data: TTS object data, suitable for spawning the card
-- metadata: Table of parsed metadata
function getCardsByClassAndLevel(params)
if not isIndexReady() then return {} end
local upgradeKey = "-level0"
if params.upgraded then
upgradeKey = "-upgrade"
end
return classAndLevelIndex[params.class .. upgradeKey]
end
-- Returns a list of cards from the bag matching a cycle
---@param params table
-- cycle: String cycle to retrieve ("The Scarlet Keys" etc.)
-- sortByMetadata: true to sort the table by metadata instead of ID
---@return table: If the indexes are still being constructed, returns an empty table.
-- Otherwise, a list of tables, each with the following fields
-- data: TTS object data, suitable for spawning the card
-- metadata: Table of parsed metadata
function getCardsByCycle(params)
if not isIndexReady() then return {} end
if not params.sortByMetadata then
return cycleIndex[string.lower(params.cycle)]
end
-- sort list by metadata (useful for custom cards without proper IDs)
local cardList = {}
for _, id in ipairs(cycleIndex[string.lower(params.cycle)]) do
table.insert(cardList, id)
end
table.sort(cardList, metadataSortFunction)
return cardList
end
-- sorts cards by metadata: class, type, level, name and then description
function metadataSortFunction(id1, id2)
local card1 = cardIdIndex[id1]
local card2 = cardIdIndex[id2]
-- extract class per card
local classValue1 = getClassValueFromString(card1.metadata.class)
local classValue2 = getClassValueFromString(card2.metadata.class)
-- conversion tables to simplify type sorting
local typeConversion = {
Asset = 1,
Event = 2,
Skill = 3
}
if classValue1 ~= classValue2 then
return classValue1 < classValue2
elseif typeConversion[card1.metadata.type] ~= typeConversion[card2.metadata.type] then
return typeConversion[card1.metadata.type] < typeConversion[card2.metadata.type]
elseif card1.metadata.level ~= card2.metadata.level then
return card1.metadata.level < card2.metadata.level
elseif card1.data.Nickname ~= card2.data.Nickname then
return card1.data.Nickname < card2.data.Nickname
else
return card1.data.Description < card2.data.Description
end
end
-- helper function to calculate the class value for sorting from the "|" separated string
function getClassValueFromString(s)
local classValueList = {
Guardian = 1,
Seeker = 2,
Rogue = 3,
Mystic = 4,
Survivor = 5,
Neutral = 6
}
local classValue = 0
for str in s:gmatch("([^|]+)") do
-- this sorts multiclass cards
classValue = classValue * 10 + classValueList[str]
end
return classValue
end
-- Searches the bag for cards which match the given name and returns a list. Note that this is
-- an O(n) search without index support. It may be slow.
-- Parameter array must contain these fields to define the search:
-- name: String or string fragment to search for names
-- exact: Whether the name match should be exact
function getCardsByName(params)
local name = params.name
local exact = params.exact
local results = {}
-- Track cards (by ID) that we've added to avoid duplicates that may come from alternate IDs
local addedCards = {}
for _, cardData in pairs(cardIdIndex) do
if (not addedCards[cardData.metadata.id]) then
if (exact and (string.lower(cardData.data.Nickname) == string.lower(name)))
or (not exact and string.find(string.lower(cardData.data.Nickname), string.lower(name), 1, true)) then
table.insert(results, cardData)
addedCards[cardData.metadata.id] = true
end
end
end
return results
end
-- Gets a random basic weakness from the bag. Once a given ID has been returned it will be
-- removed from the list and cannot be selected again until a reload occurs or the indexes
-- are rebuilt, which will refresh the list to include all weaknesses.
---@return string: ID of the selected weakness
function getRandomWeaknessId()
local availableWeaknesses = buildAvailableWeaknesses()
if #availableWeaknesses > 0 then
return availableWeaknesses[math.random(#availableWeaknesses)]
end
end
-- Constructs a list of available basic weaknesses by starting with the full pool of basic
-- weaknesses then removing any which are currently in the play or deck construction areas
---@param traits? string Trait(s) to use as filter
---@return table: Array of weakness IDs which are valid to choose from
function buildAvailableWeaknesses(traits)
local weaknessesInPlay = {}
local allObjects = getAllObjects()
for _, object in ipairs(allObjects) do
if object.type == "Deck" then
for _, cardData in ipairs(object.getData().ContainedObjects) do
incrementWeaknessCount(weaknessesInPlay, JSON.decode(cardData.GMNotes))
end
elseif object.type == "Card" then
incrementWeaknessCount(weaknessesInPlay, JSON.decode(object.getGMNotes()))
end
end
local availableWeaknesses = {}
for _, weaknessId in ipairs(basicWeaknessList) do
if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then
weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1
else
if traits then
-- split the string into separate traits (separated by "|")
local allowedTraits = {}
for str in traits:gmatch("([^|]+)") do
-- remove dots
str = str:gsub("[%.]", "")
-- remove leading and trailing whitespace
str = str:match("^%s*(.-)%s*$")
-- make sure string ends with a dot
str = string.lower(str .. ".")
table.insert(allowedTraits, str)
end
-- make sure the trait is present on the weakness
local card = cardIdIndex[weaknessId]
for _, allowedTrait in ipairs(allowedTraits) do
if string.contains(string.lower(card.metadata.traits), allowedTrait) then
table.insert(availableWeaknesses, weaknessId)
break
end
end
else
table.insert(availableWeaknesses, weaknessId)
end
end
end
return availableWeaknesses
end
function getBasicWeaknesses()
return basicWeaknessList
end
function getUniqueWeaknesses()
return uniqueWeaknessList
end
-- Helper function that adds one to the table entry for the number of weaknesses in play
function incrementWeaknessCount(table, cardMetadata)
if isBasicWeakness(cardMetadata) then
if table[cardMetadata.id] == nil then
table[cardMetadata.id] = 1
else
table[cardMetadata.id] = table[cardMetadata.id] + 1
end
end
end
function isBasicWeakness(cardMetadata)
return cardMetadata ~= nil
and cardMetadata.weakness
and cardMetadata.basicWeaknessCount ~= nil
and cardMetadata.basicWeaknessCount > 0
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)
return __bundle_require("__root")