ah_sce_unpacked/unpacked/Bag OptionPanel Source 830bd0/Custom_Tile Search Assistant 17aed0.ttslua
2024-07-27 21:47:52 -04:00

890 lines
32 KiB
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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("accessories/SearchAssistant")
end)
__bundle_register("accessories/SearchAssistant", function(require, _LOADED, __bundle_register, __bundle_modules)
local deckLib = require("util/DeckLib")
local playermatApi = require("playermat/PlayermatApi")
local searchLib = require("util/SearchLib")
-- forward declaration of variables that are used across functions
local matColor, handColor, setAsidePosition, setAsideRotation, drawDeckPosition, topCardDetected
local addedVectorLines, addedSnapPoint
local quickParameters = {}
quickParameters.function_owner = self
quickParameters.font_size = 165
quickParameters.width = 275
quickParameters.height = 275
quickParameters.color = "White"
-- common parameters
local buttonParameters = {}
buttonParameters.function_owner = self
buttonParameters.font_size = 125
buttonParameters.width = 650
buttonParameters.height = 225
buttonParameters.color = "White"
local inputParameters = {}
inputParameters.function_owner = self
inputParameters.input_function = "updateSearchNumber"
inputParameters.tooltip = "custom search amount"
inputParameters.label = "#"
inputParameters.font_size = 175
inputParameters.width = 400
inputParameters.height = inputParameters.font_size + 23
inputParameters.position = { 0, 0.11, 0 }
inputParameters.alignment = 3
inputParameters.validation = 2
function onLoad()
normalView()
self.max_typed_number = 9999
end
-- regular view with search box
function normalView()
self.clearButtons()
self.clearInputs()
self.createInput(inputParameters)
-- create custom search button
buttonParameters.click_function = "searchCustom"
buttonParameters.tooltip = "Search the entered number of cards"
buttonParameters.position = { 0, 0.11, 0.65 }
buttonParameters.label = "Search"
self.createButton(buttonParameters)
-- create buttons to search 3, 6 or 9 cards
quickParameters.click_function = "search3"
quickParameters.label = "3"
quickParameters.position = { -0.65, 0.11, -0.65 }
self.createButton(quickParameters)
quickParameters.click_function = "search6"
quickParameters.label = "6"
quickParameters.position = { 0, 0.11, -0.65 }
self.createButton(quickParameters)
quickParameters.click_function = "search9"
quickParameters.label = "9"
quickParameters.position = { 0.65, 0.11, -0.65 }
self.createButton(quickParameters)
end
-- click functions
function search3(_, playerColor) startSearch(playerColor, 3) end
function search6(_, playerColor) startSearch(playerColor, 6) end
function search9(_, playerColor) startSearch(playerColor, 9) end
-- view during a search with "done" buttons
function searchView()
self.clearButtons()
self.clearInputs()
-- create the "End Search" button
buttonParameters.click_function = "endSearch"
buttonParameters.tooltip = "Left-click: Return cards and shuffle\nRight-click: Return cards without shuffling"
buttonParameters.position = { 0, 0.11, 0 }
buttonParameters.label = "End Search"
self.createButton(buttonParameters)
end
-- input_function to get number of cards to search
function updateSearchNumber(_, _, input)
inputParameters.value = tonumber(input)
end
function onNumberTyped(playerColor, number)
startSearch(playerColor, number)
end
-- starts the search with the number from the input field
function searchCustom(_, messageColor)
local number = inputParameters.value
if number ~= nil then
startSearch(messageColor, number)
else
printToColor("Enter the number of cards to search in the textbox.", messageColor, "Orange")
end
end
-- start the search (change UI, set handCards aside, draw cards)
function startSearch(messageColor, number)
matColor = playermatApi.getMatColorByPosition(self.getPosition())
handColor = playermatApi.getPlayerColor(matColor)
topCardDetected = false
-- get draw deck
local deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
if deckAreaObjects.draw == nil then
printToColor(matColor .. " draw deck could not be found!", messageColor, "Red")
return
end
-- get bounds to know the height of the deck
local bounds = deckAreaObjects.draw.getBounds()
drawDeckPosition = bounds.center + Vector(0, bounds.size.y / 2 + 0.2, 0)
printToColor("Place target(s) of search on set aside spot.", messageColor, "Green")
-- get playermat orientation
local offset = -15
if matColor == "Orange" or matColor == "Red" then
offset = 15
end
-- get position and rotation for set aside cards
local handData = Player[handColor].getHandTransform()
local handCards = Player[handColor].getHandObjects()
setAsidePosition = (handData.position + offset * handData.right):setAt("y", 1.5)
setAsideRotation = Vector(handData.rotation.x, handData.rotation.y + 180, 180)
-- place hand cards set aside
if #handCards > 0 then
deckLib.placeOrMergeIntoDeck(handCards, setAsidePosition, setAsideRotation)
end
-- add a temporary snap point for the set aside spot
addedSnapPoint = { position = setAsidePosition, rotation = setAsideRotation }
local snapPoints = Global.getSnapPoints() or {}
table.insert(snapPoints, addedSnapPoint)
Global.setSnapPoints(snapPoints)
-- add a temporary box for the set aside spot
local vectorLines = Global.getVectorLines() or {}
local boxSize = Vector(2.5, 0, 3.5)
addedVectorLines = generateBoxData(setAsidePosition, boxSize, setAsideRotation.y, handColor)
for _, line in ipairs(addedVectorLines) do
table.insert(vectorLines, line)
end
Global.setVectorLines(vectorLines)
-- handling for Norman Withers
if deckAreaObjects.topCard then
deckAreaObjects.topCard.setRotation(setAsideRotation)
topCardDetected = true
end
searchView()
Wait.time(function()
deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
deckAreaObjects.draw.deal(number, handColor)
end, 1)
end
-- place handCards back into deck and optionally shuffle
function endSearch(_, _, isRightClick)
local handCards = Player[handColor].getHandObjects()
-- place cards on deck
deckLib.placeOrMergeIntoDeck(handCards, drawDeckPosition, setAsideRotation)
-- draw set aside cards (from the ground!)
Wait.time(drawSetAsideCards, 0.5 + #handCards * 0.1)
normalView()
Wait.time(function()
-- maybe shuffle deck
if not isRightClick then
local deckAreaObjects = playermatApi.getDeckAreaObjects(matColor)
if deckAreaObjects.draw then
deckAreaObjects.draw.shuffle()
end
end
-- Norman Withers handling
if topCardDetected then
playermatApi.flipTopCardFromDeck(matColor)
end
end, 1 + #handCards * 0.1)
end
function drawSetAsideCards()
for _, obj in ipairs(searchLib.atPosition(setAsidePosition, "isCardOrDeck")) do
local count = 1
if obj.type == "Deck" then
count = #obj.getObjects()
end
obj.deal(count, handColor)
end
removeAddedSnapAndLines()
end
function removeAddedSnapAndLines()
local vectorLines = Global.getVectorLines() or {}
local snapPoints = Global.getSnapPoints() or {}
-- look for previously added data and remove it (iterate in reverse because we're removing entries)
for i = #vectorLines, 1, -1 do
for _, boxLine in ipairs(addedVectorLines) do
if vectorLines[i].points[1] == boxLine.points[1] and vectorLines[i].points[2] == boxLine.points[2] then
table.remove(vectorLines, i)
break
end
end
end
for i = #snapPoints, 1, -1 do
if snapPoints[i].position == addedSnapPoint.position then
table.remove(snapPoints, i)
break
end
end
Global.setVectorLines(vectorLines)
Global.setSnapPoints(snapPoints)
end
-- generates the lines data for a rectangular box
---@param center tts__Vector Center of the box
---@param size tts__Vector X and Z dimension of the box
---@param rotation number Rotation around the Y-axis for the box
---@param boxColor string Color for the box
---@return table lines Vector line data for the box
function generateBoxData(center, size, rotation, boxColor)
local halfWidth = size.x / 2
local halfDepth = size.z / 2
-- corners of the box in local coordinates
local corners = {
Vector(-halfWidth, 0, -halfDepth),
Vector(halfWidth, 0, -halfDepth),
Vector(halfWidth, 0, halfDepth),
Vector(-halfWidth, 0, halfDepth)
}
-- translate corners to global coordinates
for i, cornerVec in ipairs(corners) do
local rotatedCornerVec = cornerVec:rotateOver('y', rotation)
corners[i] = rotatedCornerVec + center
end
-- generate the lines data
local lines = {
{
points = { corners[1], corners[2] },
color = boxColor
},
{
points = { corners[2], corners[3] },
color = boxColor
},
{
points = { corners[3], corners[4] },
color = boxColor
},
{
points = { corners[4], corners[1] },
color = boxColor
}
}
return lines
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/DeckLib", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local DeckLib = {}
local searchLib = require("util/SearchLib")
-- places a card/deck at a position or merges into an existing deck below
---@param objOrTable tts__Object|table Object or table of objects to move
---@param pos table New position for the object
---@param rot? table New rotation for the object
---@param below? boolean Should the object be placed below an existing deck?
DeckLib.placeOrMergeIntoDeck = function(objOrTable, pos, rot, below)
if objOrTable == nil or pos == nil then return end
-- handle 'objOrTable' parameter
local objects = {}
if type(objOrTable) == "table" then
objects = objOrTable
else
table.insert(objects, objOrTable)
end
-- search the new position for existing card/deck
local searchResult = searchLib.atPosition(pos, "isCardOrDeck")
local targetObj
-- get new position
local offset = 0.5
local newPos = Vector(pos) + Vector(0, offset, 0)
if #searchResult == 1 then
targetObj = searchResult[1]
local bounds = targetObj.getBounds()
if below then
newPos = Vector(pos):setAt("y", bounds.center.y - bounds.size.y / 2)
else
newPos = Vector(pos):setAt("y", bounds.center.y + bounds.size.y / 2 + offset)
end
end
-- process objects in reverse order
for i = #objects, 1, -1 do
local obj = objects[i]
-- add a 0.1 delay for each object (for animation purposes)
Wait.time(function()
-- allow moving smoothly out of hand and temporarily lock it
obj.setLock(true)
obj.use_hands = false
if rot then
obj.setRotationSmooth(rot, false, true)
end
obj.setPositionSmooth(newPos, false, true)
-- wait for object to finish movement (or 2 seconds)
Wait.condition(
function()
-- revert toggles
obj.setLock(false)
obj.use_hands = true
-- use putObject to avoid a TTS bug that merges unrelated cards that are not resting
if #searchResult == 1 and targetObj ~= obj and not targetObj.isDestroyed() and not obj.isDestroyed() then
targetObj = targetObj.putObject(obj)
else
targetObj = obj
end
end,
-- check state of the object (make sure it's not moving)
function() return obj.isDestroyed() or not obj.isSmoothMoving() end,
2)
end, (#objects- i) * 0.1)
end
end
return DeckLib
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("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")