ah_sce_unpacked/unpacked/Custom_Tile Mythos Area 9f3...

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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("core/MythosArea")
end)
__bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenArrangerApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
-- local function to call the token arranger, if it is on the table
---@param functionName string Name of the function to cal
---@param argument? table Parameter to pass
local function callIfExistent(functionName, argument)
local tokenArranger = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenArranger")
if tokenArranger ~= nil then
tokenArranger.call(functionName, argument)
end
end
-- updates the token modifiers with the provided data
---@param fullData table Contains the chaos token metadata
TokenArrangerApi.onTokenDataChanged = function(fullData)
callIfExistent("onTokenDataChanged", fullData)
end
-- deletes already laid out tokens
TokenArrangerApi.deleteCopiedTokens = function()
callIfExistent("deleteCopiedTokens")
end
-- updates the laid out tokens
TokenArrangerApi.layout = function()
Wait.time(function() callIfExistent("layout") end, 0.1)
end
return TokenArrangerApi
end
end)
__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local GUIDReferenceApi = {}
local function getGuidHandler()
return getObjectFromGUID("123456")
end
---@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
return GUIDReferenceApi
end
end)
__bundle_register("core/MythosArea", function(require, _LOADED, __bundle_register, __bundle_modules)
local deckLib = require("util/DeckLib")
local guidReferenceApi = require("core/GUIDReferenceApi")
local playAreaApi = require("core/PlayAreaApi")
local searchLib = require("util/SearchLib")
local tokenArrangerApi = require("accessories/TokenArrangerApi")
local tokenChecker = require("core/token/TokenChecker")
local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
local ENCOUNTER_DECK_AREA = {
upperLeft = { x = 0.9, z = 0.42 },
lowerRight = { x = 0.86, z = 0.38 },
}
local ENCOUNTER_DISCARD_AREA = {
upperLeft = { x = 1.62, z = 0.42 },
lowerRight = { x = 1.58, z = 0.38 },
}
-- global position of encounter deck and discard pile
local ENCOUNTER_DECK_POS = { x = -3.93, y = 1, z = 5.76 }
local ENCOUNTER_DISCARD_POSITION = { x = -3.85, y = 1, z = 10.38 }
local isReshuffling = false
local collisionEnabled = false
local currentScenario, useFrontData, tokenData
local TRASH, DATA_HELPER
function onLoad(saveState)
if saveState ~= nil then
local loadedState = JSON.decode(saveState) or {}
currentScenario = loadedState.currentScenario or ""
useFrontData = loadedState.useFrontData or true
tokenData = loadedState.tokenData or {}
end
TRASH = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash")
DATA_HELPER = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper")
Wait.time(function() collisionEnabled = true end, 0.1)
end
function onSave()
return JSON.encode({
currentScenario = currentScenario,
useFrontData = useFrontData,
tokenData = tokenData
})
end
---------------------------------------------------------
-- collison and container event handling
---------------------------------------------------------
-- TTS event handler. Handles scenario name event triggering and encounter card token resets.
function onCollisionEnter(collisionInfo)
if not collisionEnabled then return end
local object = collisionInfo.collision_object
-- early exit for better performance
if object.type ~= "Card" then return end
-- get scenario name and maybe fire followup event
if object.getName() == "Scenario" then
local description = object.getDescription()
-- detect if a new scenario card is placed down
if currentScenario ~= description then
currentScenario = description
fireScenarioChangedEvent()
end
local metadata = JSON.decode(object.getGMNotes()) or {}
if not metadata["tokens"] then
tokenData = {}
return
end
-- detect orientation of scenario card (for difficulty)
useFrontData = not object.is_face_down
tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
fireTokenDataChangedEvent()
end
local localPos = self.positionToLocal(object.getPosition())
if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then
Wait.frames(function() tokenSpawnTrackerApi.resetTokensSpawned(object.getGUID()) end, 1)
removeTokensFromObject(object)
end
end
-- TTS event handler. Handles scenario name event triggering
function onCollisionExit(collisionInfo)
local object = collisionInfo.collision_object
-- reset token metadata if scenario reference card is removed
if object.getName() == "Scenario" then
tokenData = {}
useFrontData = nil
fireTokenDataChangedEvent()
end
end
-- Listens for cards entering the encounter deck or encounter discard, and resets the spawn state
-- for the cards when they do.
function onObjectEnterContainer(container, object)
local localPos = self.positionToLocal(container.getPosition())
if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then
tokenSpawnTrackerApi.resetTokensSpawned(object.getGUID())
end
end
-- fires if the scenario title changes
function fireScenarioChangedEvent()
-- maybe show the title splash screen
Wait.frames(function() Global.call('titleSplash', currentScenario) end, 20)
-- set the scenario for the playarea (connections might be disabled)
playAreaApi.onScenarioChanged(currentScenario)
-- maybe update the playarea image
local playAreaImageSelector = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaImageSelector")
playAreaImageSelector.call("maybeUpdatePlayAreaImage", currentScenario)
end
-- fires if the scenario title or the difficulty changes
function fireTokenDataChangedEvent()
local fullData = returnTokenData()
tokenArrangerApi.onTokenDataChanged(fullData)
end
-- returns the chaos token metadata (if provided)
function returnTokenData()
return {
tokenData = tokenData,
currentScenario = currentScenario,
useFrontData = useFrontData
}
end
---------------------------------------------------------
-- encounter card drawing
---------------------------------------------------------
-- gets the encounter deck (for internal functions and Api calls)
function getEncounterDeck()
local searchResult = searchLib.atPosition(ENCOUNTER_DECK_POS, "isCardOrDeck")
if #searchResult > 0 then
return searchResult[1]
end
end
-- 'params' contains the position, rotation and a boolean to force a faceup draw
function drawEncounterCard(params)
local encounterDeck = getEncounterDeck()
if encounterDeck then
reshuffledAlready = false
local card
if encounterDeck.type == "Deck" then
card = encounterDeck.takeObject()
else
card = encounterDeck
end
actualEncounterCardDraw(card, params)
else
-- nothing here, time to reshuffle
if reshuffledAlready == true then
reshuffledAlready = false
return
end
reshuffleEncounterDeck() -- if there is no discard pile either, reshuffleEncounterDeck will give an error message already
reshuffledAlready = true
drawEncounterCard(params)
end
end
function actualEncounterCardDraw(card, params)
card.deal(1, params.mat.getMemo())
end
function reshuffleEncounterDeck()
-- flag to avoid multiple calls
if isReshuffling then return end
isReshuffling = true
local encounterDeck = getEncounterDeck()
local discardPile = searchLib.atPosition(ENCOUNTER_DISCARD_POSITION, "isCardOrDeck")
if #discardPile > 0 then
local discardDeck = discardPile[1]
if not discardDeck.is_face_down then --flips discard pile
discardDeck.setRotation({0, -90, 180})
end
if encounterDeck == nil then
discardDeck.setPosition(Vector(ENCOUNTER_DECK_POS) + Vector({0, 1, 0}))
discardDeck.shuffle()
else
encounterDeck.putObject(discardDeck)
encounterDeck.shuffle()
end
broadcastToAll("Shuffled encounter discard into deck.", "White")
else
broadcastToAll("Encounter discard pile is already empty.", "Red")
end
-- disable flag
Wait.time(function() isReshuffling = false end, 1)
end
---------------------------------------------------------
-- helper functions
---------------------------------------------------------
-- Simple method to check if the given point is in a specified area
---@param point tts__Vector Point to check, only x and z values are relevant
---@param bounds table Defined area to see if the point is within
---@return boolean: True if the point is in the area defined by bounds
function inArea(point, bounds)
return (point.x < bounds.upperLeft.x
and point.x > bounds.lowerRight.x
and point.z < bounds.upperLeft.z
and point.z > bounds.lowerRight.z)
end
-- removes tokens from the provided card/deck
function removeTokensFromObject(object)
for _, obj in ipairs(searchLib.onObject(object)) do
if obj.getGUID() ~= "4ee1f2" and -- table
obj ~= self and
obj.type ~= "Deck" and
obj.type ~= "Card" and
obj.memo ~= nil and
obj.getLock() == false and
not tokenChecker.isChaosToken(obj) then
TRASH.putObject(obj)
end
end
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 playmat
---@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 playmat
---@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 playmat'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
PlayAreaApi.getSurface = function()
return getPlayArea().getCustomObject().image
end
PlayAreaApi.updateSurface = function(url)
return getPlayArea().call("updateSurface", url)
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/token/TokenChecker", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local CHAOS_TOKEN_NAMES = {
["Elder Sign"] = true,
["+1"] = true,
["0"] = true,
["-1"] = true,
["-2"] = true,
["-3"] = true,
["-4"] = true,
["-5"] = true,
["-6"] = true,
["-7"] = true,
["-8"] = true,
["Skull"] = true,
["Cultist"] = true,
["Tablet"] = true,
["Elder Thing"] = true,
["Auto-fail"] = true,
["Bless"] = true,
["Curse"] = true,
["Frost"] = true
}
local TokenChecker = {}
-- returns true if the passed object is a chaos token (by name)
TokenChecker.isChaosToken = function(obj)
if obj.type == "Tile" and CHAOS_TOKEN_NAMES[obj.getName()] then
return true
else
return false
end
end
return TokenChecker
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(cardGuid)
return getSpawnTracker().call("resetTokensSpawned", cardGuid)
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("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
---@param obj tts__Object Object to move
---@param pos table New position for the object
---@param rot table New rotation for the object (optional)
DeckLib.placeOrMergeIntoDeck = function(obj, pos, rot)
if obj == nil or pos == nil then return end
-- search the new position for existing card/deck
local searchResult = searchLib.atPosition(pos, "isCardOrDeck")
-- get new position
local newPos
local offset = 0.5
if #searchResult == 1 then
local bounds = searchResult[1].getBounds()
newPos = Vector(pos):setAt("y", bounds.center.y + bounds.size.y / 2 + offset)
else
newPos = Vector(pos) + Vector(0, offset, 0)
end
-- allow moving the objects smoothly out of the hand
obj.use_hands = false
if rot then
obj.setRotationSmooth(rot, false, true)
end
obj.setPositionSmooth(newPos, false, true)
-- continue if the card stops smooth moving
Wait.condition(
function()
obj.use_hands = true
-- this avoids a TTS bug that merges unrelated cards that are not resting
if #searchResult == 1 and searchResult[1] ~= obj then
-- call this with avoiding errors (physics is sometimes too fast so the object doesn't exist for the put)
pcall(function() searchResult[1].putObject(obj) end)
end
end,
function() return not obj.isSmoothMoving() end, 3)
end
return DeckLib
end
end)
__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SearchLib = {}
local filterFunctions = {
isActionToken = function(x) return x.getDescription() == "Action Token" end,
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
}
-- 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
})
-- filtering the result
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)
pos = obj.getPosition()
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)
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)
direction = { 0, -1, 0 }
maxDistance = pos.y
return returnSearchResult(pos, _, size, filter, direction, maxDistance)
end
return SearchLib
end
end)
return __bundle_require("__root")