1546 lines
62 KiB
Plaintext
1546 lines
62 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("arkhamdb/DeckImporterMain")
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end)
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__bundle_register("arkhamdb/DeckImporterMain", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("arkhamdb/DeckImporterUi")
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require("playercards/PlayerCardSpawner")
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local playAreaApi = require("core/PlayAreaApi")
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local arkhamDb = require("arkhamdb/ArkhamDb")
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local zones = require("playermat/Zones")
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local DEBUG = false
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local ALL_CARDS_GUID = "15bb07"
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local customizationRowsWithFields = { }
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-- inputMap maps from (our 1-indexes) customization row index to inputValue table index
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-- The Raven Quill
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customizationRowsWithFields["09042"] = {}
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customizationRowsWithFields["09042"].inputCount = 2
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customizationRowsWithFields["09042"].inputMap = {}
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customizationRowsWithFields["09042"].inputMap[1] = 1
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customizationRowsWithFields["09042"].inputMap[5] = 2
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-- Friends in Low Places
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customizationRowsWithFields["09060"] = {}
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customizationRowsWithFields["09060"].inputCount = 2
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customizationRowsWithFields["09060"].inputMap = {}
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customizationRowsWithFields["09060"].inputMap[1] = 1
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customizationRowsWithFields["09060"].inputMap[3] = 2
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-- Living Ink
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customizationRowsWithFields["09079"] = {}
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customizationRowsWithFields["09079"].inputCount = 3
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customizationRowsWithFields["09079"].inputMap = {}
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customizationRowsWithFields["09079"].inputMap[1] = 1
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customizationRowsWithFields["09079"].inputMap[5] = 2
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customizationRowsWithFields["09079"].inputMap[6] = 3
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-- Grizzled
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customizationRowsWithFields["09101"] = {}
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customizationRowsWithFields["09101"].inputCount = 3
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customizationRowsWithFields["09101"].inputMap = {}
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customizationRowsWithFields["09101"].inputMap[1] = 1
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customizationRowsWithFields["09101"].inputMap[2] = 2
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customizationRowsWithFields["09101"].inputMap[3] = 3
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function onLoad(script_state)
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initializeUi(JSON.decode(script_state))
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math.randomseed(os.time())
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arkhamDb.initialize()
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end
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function onSave() return JSON.encode(getUiState()) end
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-- Returns the zone name where the specified card should be placed, based on its metadata.
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---@param cardMetadata Table of card metadata.
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---@return Zone String Name of the zone such as "Deck", "SetAside1", etc.
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-- See Zones object documentation for a list of valid zones.
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function getDefaultCardZone(cardMetadata, bondedList)
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if (cardMetadata.id == "09080-m") then -- Have to check the Servitor before other minicards
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return "SetAside6"
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elseif (cardMetadata.id == "09006") then -- On The Mend is set aside
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return "SetAside2"
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elseif cardMetadata.type == "Investigator" then
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return "Investigator"
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elseif cardMetadata.type == "Minicard" then
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return "Minicard"
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elseif cardMetadata.type == "UpgradeSheet" then
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return "SetAside4"
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elseif cardMetadata.startsInPlay then
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return "BlankTop"
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elseif cardMetadata.permanent then
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return "SetAside1"
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elseif bondedList[cardMetadata.id] then
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return "SetAside2"
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-- SetAside3 is used for Ancestral Knowledge / Underworld Market
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else
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return "Deck"
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end
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end
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function buildDeck(playerColor, deckId)
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local uiState = getUiState()
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arkhamDb.getDecklist(
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playerColor,
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deckId,
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uiState.private,
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uiState.loadNewest,
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uiState.investigators,
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loadCards)
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end
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-- Process the slot list, which defines the card Ids and counts of cards to load. Spawn those cards
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-- at the appropriate zones and report an error to the user if any could not be loaded.
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-- This is a callback function which handles the results of ArkhamDb.getDecklist()
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-- This method uses an encapsulated coroutine with yields to make the card spawning cleaner.
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--
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---@param slots Table Key-Value table of cardId:count. cardId is the ArkhamDB ID of the card to spawn,
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-- and count is the number which should be spawned
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---@param investigatorId String ArkhamDB ID (code) for this deck's investigator.
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-- Investigator cards should already be added to the slots list if they
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-- should be spawned, but this value is separate to check for special
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-- handling for certain investigators
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---@param bondedList Table A table of cardID keys to meaningless values. Card IDs in this list were added
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-- from a parent bonded card.
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---@param customizations String ArkhamDB data for customizations on customizable cards
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---@param playerColor String Color name of the player mat to place this deck on (e.g. "Red")
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function loadCards(slots, investigatorId, bondedList, customizations, playerColor)
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function coinside()
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local allCardsBag = getObjectFromGUID(ALL_CARDS_GUID)
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local yPos = {}
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local cardsToSpawn = {}
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for cardId, cardCount in pairs(slots) do
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local card = allCardsBag.call("getCardById", { id = cardId })
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if card ~= nil then
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local cardZone = getDefaultCardZone(card.metadata, bondedList)
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for i = 1, cardCount do
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table.insert(cardsToSpawn, { data = card.data, metadata = card.metadata, zone = cardZone })
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end
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slots[cardId] = 0
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end
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end
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handleAncestralKnowledge(cardsToSpawn)
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handleUnderworldMarket(cardsToSpawn, playerColor)
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handleHunchDeck(investigatorId, cardsToSpawn, playerColor)
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handleCustomizableUpgrades(cardsToSpawn, customizations)
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-- Split the card list into separate lists for each zone
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local zoneDecks = buildZoneLists(cardsToSpawn)
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-- Spawn the list for each zone
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for zone, zoneCards in pairs(zoneDecks) do
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local deckPos = zones.getZonePosition(playerColor, zone)
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deckPos.y = 3
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local callback = nil
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-- If cards are spread too close together TTS groups them weirdly, selecting multiples
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-- when hovering over a single card. This distance is the minimum to avoid that
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local spreadDistance = 1.15
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if (zone == "SetAside4") then
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-- SetAside4 is reserved for customization cards, and we want them spread on the table
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-- so their checkboxes are visible
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if (playerColor == "White") then
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deckPos.z = deckPos.z + (#zoneCards - 1) * spreadDistance
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elseif (playerColor == "Green") then
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deckPos.x = deckPos.x + (#zoneCards - 1) * spreadDistance
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end
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callback = function(deck) deck.spread(spreadDistance) end
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elseif zone == "Deck" then
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callback = function(deck) deckSpawned(deck, playerColor) end
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end
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Spawner.spawnCards(
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zoneCards,
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deckPos,
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zones.getDefaultCardRotation(playerColor, zone),
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true, -- Sort deck
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callback)
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coroutine.yield(0)
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end
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-- Look for any cards which haven't been loaded
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local hadError = false
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for cardId, remainingCount in pairs(slots) do
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if remainingCount > 0 then
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hadError = true
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arkhamDb.logCardNotFound(cardId, playerColor)
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end
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end
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if (not hadError) then
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printToAll("Deck loaded successfully!", playerColor)
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end
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return 1
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end
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startLuaCoroutine(self, "coinside")
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end
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-- Callback handler for the main deck spawning. Looks for cards which should start in hand, and
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-- draws them for the appropriate player.
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---@param deck Object Callback-provided spawned deck object
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---@param playerColor String Color of the player to draw the cards to
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function deckSpawned(deck, playerColor)
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local handPos = Player[playerColor].getHandTransform(1).position -- Only one hand zone per player
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local deckCards = deck.getData().ContainedObjects
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-- Process in reverse order so taking cards out doesn't upset the indexing
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for i = #deckCards, 1, -1 do
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local cardMetadata = JSON.decode(deckCards[i].GMNotes) or { }
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if cardMetadata.startsInHand then
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deck.takeObject({ index = i - 1, position = handPos, flip = true, smooth = true})
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end
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end
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end
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-- Conver the Raven Quill's selections from card IDs to card names. This could be more elegant
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-- but the inputs are very static so we're using some brute force.
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---@param selectionString String provided by ArkhamDB, indicates the customization selections
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-- Should be either a single card ID or two separated by a ^ (e.g. XXXXX^YYYYY)
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function convertRavenQuillSelections(selectionString)
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if (string.len(selectionString) == 5) then
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return getCardName(selectionString)
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elseif (string.len(selectionString) == 11) then
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return getCardName(string.sub(selectionString, 1, 5)) .. ", " .. getCardName(string.sub(selectionString, 7))
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end
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end
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-- Returns the simple name of a card given its ID. This will find the card and strip any trailing
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-- SCED-specific suffixes such as (Taboo) or (Level)
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function getCardName(cardId)
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local allCardsBag = getObjectFromGUID("15bb07")
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local card = allCardsBag.call("getCardById", { id = cardId })
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if (card ~= nil) then
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local name = card.data.Nickname
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if (string.find(name, " %(")) then
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return string.sub(name, 1, string.find(name, " %(") - 1)
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else
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return name
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end
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end
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end
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-- Split a single list of cards into a separate table of lists, keyed by the zone
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---@param cards: Table of {cardData, cardMetadata, zone}
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---@return: Table of {zoneName=card list}
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function buildZoneLists(cards)
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local zoneList = {}
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for _, card in ipairs(cards) do
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if zoneList[card.zone] == nil then
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zoneList[card.zone] = {}
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end
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table.insert(zoneList[card.zone], card)
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end
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return zoneList
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end
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-- Check to see if the deck list has Ancestral Knowledge. If it does, move 5 random skills to SetAside3
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---@param cardList Table Deck list being created
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function handleAncestralKnowledge(cardList)
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local hasAncestralKnowledge = false
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local skillList = {}
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-- Have to process the entire list to check for Ancestral Knowledge and get all possible skills, so do both in one pass
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for i, card in ipairs(cardList) do
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if card.metadata.id == "07303" then
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hasAncestralKnowledge = true
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card.zone = "SetAside3"
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elseif (card.metadata.type == "Skill"
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and card.zone == "Deck"
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and not card.metadata.weakness) then
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table.insert(skillList, i)
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end
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end
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if hasAncestralKnowledge then
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for i = 1, 5 do
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-- Move 5 random skills to SetAside3
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local skillListIndex = math.random(#skillList)
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cardList[skillList[skillListIndex]].zone = "UnderSetAside3"
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table.remove(skillList, skillListIndex)
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end
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end
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end
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-- Check for and handle Underworld Market by moving all Illicit cards to UnderSetAside3
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---@param cardList Table Deck list being created
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---@param playerColor String Color this deck is being loaded for
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function handleUnderworldMarket(cardList, playerColor)
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local hasMarket = false
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local illicitList = {}
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-- Process the entire list to check for Underworld Market and get all possible skills, doing both in one pass
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for i, card in ipairs(cardList) do
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if card.metadata.id == "09077" then
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-- Underworld Market found
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hasMarket = true
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card.zone = "SetAside3"
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elseif (card.metadata.traits ~= nil and string.find(card.metadata.traits, "Illicit", 1, true)
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and card.metadata.bonded_to == nil
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and not card.metadata.weakness) then
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table.insert(illicitList, i)
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end
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end
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if hasMarket then
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if #illicitList < 10 then
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printToAll("Only " .. #illicitList ..
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" Illicit cards in your deck, you can't trigger Underworld Market's ability.",
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playerColor)
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else
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-- Process cards to move them to the market deck. This is done in reverse
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-- order because the sorting needs to be reversed (deck sorts for face down)
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-- Performance here may be an issue, as table.remove() is an O(n) operation
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-- which makes the full shift O(n^2). But keep it simple unless it becomes
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-- a problem
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for i = #illicitList, 1, -1 do
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local moving = cardList[illicitList[i]]
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moving.zone = "UnderSetAside3"
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table.remove(cardList, illicitList[i])
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table.insert(cardList, moving)
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end
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if #illicitList > 10 then
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printToAll("Moved all " .. #illicitList ..
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" Illicit cards to the Market deck, reduce it to 10",
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playerColor)
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else
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printToAll("Built the Market deck", playerColor)
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end
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end
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end
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end
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-- If the investigator is Joe Diamond, extract all Insight events to SetAside5 to build the Hunch
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-- Deck.
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---@param investigatorId String ID for the deck's investigator card. Passed separately because the
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--- investigator may not be included in the cardList
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---@param cardList Table Deck list being created
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---@param playerColor String Color this deck is being loaded for
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function handleHunchDeck(investigatorId, cardList, playerColor)
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if investigatorId == "05002" then -- Joe Diamond
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local insightList = {}
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for i, card in ipairs(cardList) do
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if (card.metadata.type == "Event"
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and card.metadata.traits ~= nil
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and string.match(card.metadata.traits, "Insight")
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and card.metadata.bonded_to == nil) then
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table.insert(insightList, i)
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end
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end
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-- Process insights to move them to the hunch deck. This is done in reverse
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-- order because the sorting needs to be reversed (deck sorts for face down)
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-- Performance here may be an issue, as table.remove() is an O(n) operation
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-- which makes the full shift O(n^2). But keep it simple unless it becomes
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-- a problem
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for i = #insightList, 1, -1 do
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local moving = cardList[insightList[i]]
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moving.zone = "SetAside5"
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table.remove(cardList, insightList[i])
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table.insert(cardList, moving)
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end
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if #insightList < 11 then
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printToAll("Joe's hunch deck must have 11 cards but the deck only has " .. #insightList ..
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" Insight events.", playerColor)
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elseif #insightList > 11 then
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printToAll("Moved all " .. #insightList ..
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" Insight events to the hunch deck, reduce it to 11.", playerColor)
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else
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printToAll("Built Joe's hunch deck", playerColor)
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end
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end
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end
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-- For any customization upgrade cards in the card list, process the metadata from the deck to
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-- set the save state to show the correct checkboxes/text field values
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---@param cardList Table Deck list being created
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---@param customizations Table Deck's meta table, extracted from ArkhamDB's deck structure
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function handleCustomizableUpgrades(cardList, customizations)
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for _, card in ipairs(cardList) do
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if card.metadata.type == "UpgradeSheet" then
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local baseId = string.sub(card.metadata.id, 1, 5)
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local upgrades = customizations["cus_" .. baseId]
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log(upgrades)
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log(baseId)
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if upgrades ~= nil then
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-- initialize tables
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-- markedBoxes: contains the amount of markedBoxes (left to right) per row (starting at row 1)
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-- inputValues: contains the amount of inputValues per row (starting at row 0)
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local markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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local inputValues = {}
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local index_xp = {}
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-- get the index and xp values (looks like this: X|X,X|X, ..)
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for str in string.gmatch(customizations["cus_" .. baseId], "([^,]+)") do
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table.insert(index_xp, str)
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end
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-- split each pair and assign it to the proper position in markedBoxes
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if (customizationRowsWithFields[baseId] ~= nil) then
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for i = 1, customizationRowsWithFields[baseId].inputCount do
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table.insert(inputValues, "")
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end
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end
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local inputCount = 0
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for _, entry in ipairs(index_xp) do
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local counter = 0
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local index = 0
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-- if found number is 0, then only get inputvalue
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for str in string.gmatch(entry, "([^|]+)") do
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counter = counter + 1
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if counter == 1 then
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index = tonumber(str) + 1
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elseif counter == 2 then
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markedBoxes[index] = tonumber(str)
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elseif counter == 3 and str ~= "" then
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if (baseId == "09042") then
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inputValues[customizationRowsWithFields[baseId].inputMap[index]] = convertRavenQuillSelections(str)
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elseif customizationRowsWithFields[baseId] ~= nil then
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inputValues[customizationRowsWithFields[baseId].inputMap[index]] = str
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end
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end
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end
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end
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-- remove first entry in markedBoxes if row 0 has textbox
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if customizationRowsWithFields[baseId] ~= nil
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and customizationRowsWithFields[baseId].inputCount > 0 then
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table.remove(markedBoxes, 1)
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end
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-- write the loaded values to the save_data of the sheets
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card.data["LuaScriptState"] = JSON.encode({ markedBoxes, inputValues })
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end
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end
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end
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end
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function log(message)
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if DEBUG then print(message) end
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end
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end)
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__bundle_register("arkhamdb/ArkhamDb", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local playAreaApi = require("core/PlayAreaApi")
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local ArkhamDb = { }
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local internal = { }
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local RANDOM_WEAKNESS_ID = "01000"
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local tabooList = { }
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--Forward declaration
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---@type Request
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local Request = {}
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local configuration
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-- Sets up the ArkhamDb interface. Should be called from the parent object on load.
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|
ArkhamDb.initialize = function()
|
|
configuration = internal.getConfiguration()
|
|
Request.start({ configuration.api_uri, configuration.taboo }, function(status)
|
|
local json = JSON.decode(internal.fixUtf16String(status.text))
|
|
for _, taboo in pairs(json) do
|
|
---@type <string, boolean>
|
|
local cards = {}
|
|
|
|
for _, card in pairs(JSON.decode(taboo.cards)) do
|
|
cards[card.code] = true
|
|
end
|
|
|
|
tabooList[taboo.id] = {
|
|
date = taboo.date_start,
|
|
cards = cards
|
|
}
|
|
end
|
|
return true, nil
|
|
end)
|
|
end
|
|
|
|
-- Start the deck build process for the given player color and deck ID. This
|
|
-- will retrieve the deck from ArkhamDB, and pass to a callback for processing.
|
|
---@param playerColor String. Color name of the player mat to place this deck on (e.g. "Red").
|
|
---@param deckId String. ArkhamDB deck id to be loaded
|
|
---@param isPrivate Boolean. Whether this deck is published or private on ArkhamDB
|
|
---@param loadNewest Boolean. Whether the newest version of this deck should be loaded
|
|
---@param loadInvestigators Boolean. Whether investigator cards should be loaded as part of this
|
|
--- deck
|
|
---@param callback Function. Callback which will be sent the results of this load. Parameters
|
|
--- to the callback will be:
|
|
--- slots Table. A map of card ID to count in the deck
|
|
--- investigatorCode String. ID of the investigator in this deck
|
|
--- customizations Table. The decoded table of customization upgrades in this deck
|
|
--- playerColor String. Color this deck is being loaded for
|
|
ArkhamDb.getDecklist = function(
|
|
playerColor,
|
|
deckId,
|
|
isPrivate,
|
|
loadNewest,
|
|
loadInvestigators,
|
|
callback)
|
|
-- Get a simple card to see if the bag indexes are complete. If not, abort
|
|
-- the deck load. The called method will handle player notification.
|
|
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
|
|
local checkCard = allCardsBag.call("getCardById", { id = "01001" })
|
|
if (checkCard ~= nil and checkCard.data == nil) then
|
|
return
|
|
end
|
|
|
|
local deckUri = { configuration.api_uri,
|
|
isPrivate and configuration.private_deck or configuration.public_deck, deckId }
|
|
|
|
local deck = Request.start(deckUri, function(status)
|
|
if string.find(status.text, "<!DOCTYPE html>") then
|
|
internal.maybePrint("Private deck ID " .. deckId .. " is not shared", playerColor)
|
|
return false, table.concat({ "Private deck ", deckId, " is not shared" })
|
|
end
|
|
local json = JSON.decode(status.text)
|
|
|
|
if not json then
|
|
internal.maybePrint("Deck ID " .. deckId .. " not found", playerColor)
|
|
return false, "Deck not found!"
|
|
end
|
|
|
|
return true, JSON.decode(status.text)
|
|
end)
|
|
|
|
deck:with(internal.onDeckResult, playerColor, loadNewest, loadInvestigators, callback)
|
|
end
|
|
|
|
-- Logs that a card could not be loaded in the mod by printing it to the console in the given
|
|
-- color of the player owning the deck. Attempts to look up the name on ArkhamDB for clarity,
|
|
-- but prints the card ID if the name cannot be retrieved.
|
|
---@param cardId String. ArkhamDB ID of the card that could not be found
|
|
---@param playerColor String. Color of the player's deck that had the problem
|
|
ArkhamDb.logCardNotFound = function(cardId, playerColor)
|
|
local request = Request.start({
|
|
configuration.api_uri,
|
|
configuration.cards,
|
|
cardId
|
|
},
|
|
function(result)
|
|
local adbCardInfo = JSON.decode(internal.fixUtf16String(result.text))
|
|
local cardName = adbCardInfo.real_name
|
|
if (cardName ~= nil) then
|
|
if (adbCardInfo.xp ~= nil and adbCardInfo.xp > 0) then
|
|
cardName = cardName .. " (" .. adbCardInfo.xp .. ")"
|
|
end
|
|
internal.maybePrint("Card not found: " .. cardName .. ", ArkhamDB ID " .. cardId, playerColor)
|
|
else
|
|
internal.maybePrint("Card not found in ArkhamDB, ID " .. cardId, playerColor)
|
|
end
|
|
end)
|
|
end
|
|
|
|
-- Callback when the deck information is received from ArkhamDB. Parses the
|
|
-- response then applies standard transformations to the deck such as adding
|
|
-- random weaknesses and checking for taboos. Once the deck is processed,
|
|
-- passes to loadCards to actually spawn the defined deck.
|
|
---@param deck ArkhamImportDeck
|
|
---@param playerColor String Color name of the player mat to place this deck on (e.g. "Red")
|
|
---@param loadNewest Boolean Whether the newest version of this deck should be loaded
|
|
---@param loadInvestigators Boolean Whether investigator cards should be loaded as part of this
|
|
--- deck
|
|
---@param callback Function Callback which will be sent the results of this load. Parameters
|
|
--- to the callback will be:
|
|
--- slots Table. A map of card ID to count in the deck
|
|
--- investigatorCode String. ID of the investigator in this deck
|
|
--- bondedList A table of cardID keys to meaningless values. Card IDs in this list were
|
|
--- added from a parent bonded card.
|
|
--- customizations Table. The decoded table of customization upgrades in this deck
|
|
--- playerColor String. Color this deck is being loaded for
|
|
internal.onDeckResult = function(deck, playerColor, loadNewest, loadInvestigators, callback)
|
|
-- Load the next deck in the upgrade path if the option is enabled
|
|
if (loadNewest and deck.next_deck ~= nil and deck.next_deck ~= "") then
|
|
buildDeck(playerColor, deck.next_deck)
|
|
return
|
|
end
|
|
|
|
internal.maybePrint(table.concat({ "Found decklist: ", deck.name }), playerColor)
|
|
|
|
-- Initialize deck slot table and perform common transformations. The order of these should not
|
|
-- be changed, as later steps may act on cards added in each. For example, a random weakness or
|
|
-- investigator may have bonded cards or taboo entries, and should be present
|
|
local slots = deck.slots
|
|
internal.maybeDrawRandomWeakness(slots, playerColor)
|
|
if loadInvestigators then
|
|
internal.addInvestigatorCards(deck, slots)
|
|
end
|
|
internal.maybeAddCustomizeUpgradeSheets(slots)
|
|
internal.maybeAddSummonedServitor(slots)
|
|
internal.maybeAddOnTheMend(slots, playerColor)
|
|
local bondList = internal.extractBondedCards(slots)
|
|
internal.checkTaboos(deck.taboo_id, slots, playerColor)
|
|
|
|
-- get upgrades for customizable cards
|
|
local meta = deck.meta
|
|
local customizations = {}
|
|
if meta then
|
|
customizations = JSON.decode(meta)
|
|
end
|
|
|
|
callback(slots, deck.investigator_code, bondList, customizations, playerColor)
|
|
end
|
|
|
|
-- Checks to see if the slot list includes the random weakness ID. If it does,
|
|
-- removes it from the deck and replaces it with the ID of a random basic weakness provided by the
|
|
-- all cards bag
|
|
---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
|
|
--- of those cards which will be spawned
|
|
---@param playerColor String Color of the player this deck is being loaded for. Used for broadcast
|
|
--- if a weakness is added.
|
|
internal.maybeDrawRandomWeakness = function(slots, playerColor)
|
|
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
|
|
local hasRandomWeakness = false
|
|
for cardId, cardCount in pairs(slots) do
|
|
if cardId == RANDOM_WEAKNESS_ID then
|
|
hasRandomWeakness = true
|
|
break
|
|
end
|
|
end
|
|
if hasRandomWeakness then
|
|
local weaknessId = allCardsBag.call("getRandomWeaknessId")
|
|
slots[weaknessId] = 1
|
|
slots[RANDOM_WEAKNESS_ID] = nil
|
|
internal.maybePrint("Random basic weakness added to deck", playerColor)
|
|
end
|
|
end
|
|
|
|
-- Adds both the investigator (XXXXX) and minicard (XXXXX-m) slots with one copy each
|
|
---@param deck Table The processed ArkhamDB deck response
|
|
---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the
|
|
--- number of those cards which will be spawned
|
|
internal.addInvestigatorCards = function(deck, slots)
|
|
local investigatorId = deck.investigator_code
|
|
slots[investigatorId .. "-m"] = 1
|
|
local deckMeta = JSON.decode(deck.meta)
|
|
local parallelFront = deckMeta ~= nil and deckMeta.alternate_front ~= nil and deckMeta.alternate_front ~= ""
|
|
local parallelBack = deckMeta ~= nil and deckMeta.alternate_back ~= nil and deckMeta.alternate_back ~= ""
|
|
if parallelFront and parallelBack then
|
|
investigatorId = investigatorId .. "-p"
|
|
elseif parallelFront then
|
|
local alternateNum = tonumber(deckMeta.alternate_front)
|
|
if alternateNum >= 01501 and alternateNum <= 01506 then
|
|
investigatorId = investigatorId .. "-r"
|
|
else
|
|
investigatorId = investigatorId .. "-pf"
|
|
end
|
|
elseif parallelBack then
|
|
investigatorId = investigatorId .. "-pb"
|
|
end
|
|
slots[investigatorId] = 1
|
|
end
|
|
|
|
-- Process the card list looking for the customizable cards, and add their upgrade sheets if needed
|
|
---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
|
|
-- of those cards which will be spawned
|
|
internal.maybeAddCustomizeUpgradeSheets = function(slots)
|
|
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
|
|
for cardId, _ in pairs(slots) do
|
|
-- upgrade sheets for customizable cards
|
|
local upgradesheet = allCardsBag.call("getCardById", { id = cardId .. "-c" })
|
|
if upgradesheet ~= nil then
|
|
slots[cardId .. "-c"] = 1
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Process the card list looking for the Summoned Servitor, and add its minicard to the list if
|
|
-- needed
|
|
---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
|
|
-- of those cards which will be spawned
|
|
internal.maybeAddSummonedServitor = function(slots)
|
|
if slots["09080"] ~= nil then
|
|
slots["09080-m"] = 1
|
|
end
|
|
end
|
|
|
|
-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
|
|
-- the count based on the investigator count
|
|
---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
|
|
-- of those cards which will be spawned
|
|
---@param playerColor String Color of the player this deck is being loaded for. Used for broadcast if an error occurs
|
|
internal.maybeAddOnTheMend = function(slots, playerColor)
|
|
if slots["09006"] ~= nil then
|
|
local investigatorCount = playAreaApi.getInvestigatorCount()
|
|
if investigatorCount ~= nil then
|
|
slots["09006"] = investigatorCount
|
|
else
|
|
internal.maybePrint("Something went wrong with the load, adding 4 copies of On the Mend", playerColor)
|
|
slots["09006"] = 4
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Process the slot list and looks for any cards which are bonded to those in the deck. Adds those cards to the slot list.
|
|
---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
|
|
internal.extractBondedCards = function(slots)
|
|
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
|
|
-- Create a list of bonded cards first so we don't modify slots while iterating
|
|
local bondedCards = { }
|
|
local bondedList = { }
|
|
for cardId, cardCount in pairs(slots) do
|
|
local card = allCardsBag.call("getCardById", { id = cardId })
|
|
if (card ~= nil and card.metadata.bonded ~= nil) then
|
|
for _, bond in ipairs(card.metadata.bonded) do
|
|
bondedCards[bond.id] = bond.count
|
|
-- We need to know which cards are bonded to determine their position, remember them
|
|
bondedList[bond.id] = true
|
|
-- Also adding taboo versions of bonded cards to the list
|
|
bondedList[bond.id .. "-t"] = true
|
|
end
|
|
end
|
|
end
|
|
-- Add any bonded cards to the main slots list
|
|
for bondedId, bondedCount in pairs(bondedCards) do
|
|
slots[bondedId] = bondedCount
|
|
end
|
|
|
|
return bondedList
|
|
end
|
|
|
|
-- Check the deck for cards on its taboo list. If they're found, replace the entry in the slot with the Taboo id (i.e. "XXXX" becomes "XXXX-t")
|
|
---@param tabooId String The deck's taboo ID, taken from the deck response taboo_id field. May be nil, indicating that no taboo list should be used
|
|
---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
|
|
internal.checkTaboos = function(tabooId, slots, playerColor)
|
|
if tabooId then
|
|
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
|
|
for cardId, _ in pairs(tabooList[tabooId].cards) do
|
|
if slots[cardId] ~= nil then
|
|
-- Make sure there's a taboo version of the card before we replace it
|
|
-- SCED only maintains the most recent taboo cards. If a deck is using
|
|
-- an older taboo list it's possible the card isn't a taboo any more
|
|
local tabooCard = allCardsBag.call("getCardById", { id = cardId .. "-t" })
|
|
if tabooCard == nil then
|
|
local basicCard = allCardsBag.call("getCardById", { id = cardId })
|
|
internal.maybePrint("Taboo version for " .. basicCard.data.Nickname .. " is not available. Using standard version", playerColor)
|
|
else
|
|
slots[cardId .. "-t"] = slots[cardId]
|
|
slots[cardId] = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
internal.maybePrint = function(message, playerColor)
|
|
if playerColor ~= "None" then
|
|
printToAll(message, playerColor)
|
|
end
|
|
end
|
|
|
|
-- Gets the ArkhamDB config info from the configuration object.
|
|
---@return Table. Configuration data
|
|
internal.getConfiguration = function()
|
|
local configuration = getObjectsWithTag("import_configuration_provider")[1]:getTable("configuration")
|
|
printPriority = configuration.priority
|
|
return configuration
|
|
end
|
|
|
|
internal.fixUtf16String = function(str)
|
|
return str:gsub("\\u(%w%w%w%w)", function(match)
|
|
return string.char(tonumber(match, 16))
|
|
end)
|
|
end
|
|
|
|
---@type Request
|
|
Request = {
|
|
is_done = false,
|
|
is_successful = false
|
|
}
|
|
|
|
-- Creates a new instance of a Request. Should not be directly called. Instead use Request.start and Request.deferred.
|
|
---@param uri string
|
|
---@param configure fun(request: Request, status: WebRequestStatus)
|
|
---@return Request
|
|
function Request:new(uri, configure)
|
|
local this = {}
|
|
|
|
setmetatable(this, self)
|
|
self.__index = self
|
|
|
|
if type(uri) == "table" then
|
|
uri = table.concat(uri, "/")
|
|
end
|
|
|
|
this.uri = uri
|
|
|
|
WebRequest.get(uri, function(status)
|
|
configure(this, status)
|
|
end)
|
|
|
|
return this
|
|
end
|
|
|
|
-- Creates a new request. on_success should set the request's is_done, is_successful, and content variables.
|
|
-- Deferred should be used when you don't want to set is_done immediately (such as if you want to wait for another request to finish)
|
|
---@param uri string
|
|
---@param on_success fun(request: Request, status: WebRequestStatus, vararg any)
|
|
---@param on_error fun(status: WebRequestStatus)|nil
|
|
---@vararg any[]
|
|
---@return Request
|
|
function Request.deferred(uri, on_success, on_error, ...)
|
|
local parameters = table.pack(...)
|
|
return Request:new(uri, function(request, status)
|
|
if (status.is_done) then
|
|
if (status.is_error) then
|
|
request.error_message = on_error and on_error(status, table.unpack(parameters)) or status.error
|
|
request.is_successful = false
|
|
request.is_done = true
|
|
else
|
|
on_success(request, status)
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
|
|
-- Creates a new request. on_success should return weather the resultant data is as expected, and the processed content of the request.
|
|
---@param uri string
|
|
---@param on_success fun(status: WebRequestStatus, vararg any): boolean, any
|
|
---@param on_error nil|fun(status: WebRequestStatus, vararg any): string
|
|
---@vararg any[]
|
|
---@return Request
|
|
function Request.start(uri, on_success, on_error, ...)
|
|
local parameters = table.pack(...)
|
|
return Request.deferred(uri, function(request, status)
|
|
local result, message = on_success(status, table.unpack(parameters))
|
|
if not result then request.error_message = message else request.content = message end
|
|
request.is_successful = result
|
|
request.is_done = true
|
|
end, on_error, table.unpack(parameters))
|
|
end
|
|
|
|
---@param requests Request[]
|
|
---@param on_success fun(content: any[], vararg any[])
|
|
---@param on_error fun(requests: Request[], vararg any[])|nil
|
|
---@vararg any
|
|
function Request.with_all(requests, on_success, on_error, ...)
|
|
local parameters = table.pack(...)
|
|
|
|
Wait.condition(function()
|
|
---@type any[]
|
|
local results = {}
|
|
|
|
---@type Request[]
|
|
local errors = {}
|
|
|
|
for _, request in ipairs(requests) do
|
|
if request.is_successful then
|
|
table.insert(results, request.content)
|
|
else
|
|
table.insert(errors, request)
|
|
end
|
|
end
|
|
|
|
if (#errors <= 0) then
|
|
on_success(results, table.unpack(parameters))
|
|
elseif on_error == nil then
|
|
for _, request in ipairs(errors) do
|
|
internal.maybePrint(table.concat({ "[ERROR]", request.uri, ":", request.error_message }))
|
|
end
|
|
else
|
|
on_error(requests, table.unpack(parameters))
|
|
end
|
|
end, function()
|
|
for _, request in ipairs(requests) do
|
|
if not request.is_done then return false end
|
|
end
|
|
return true
|
|
end)
|
|
end
|
|
|
|
---@param callback fun(content: any, vararg any)
|
|
function Request:with(callback, ...)
|
|
local arguments = table.pack(...)
|
|
Wait.condition(function()
|
|
if self.is_successful then
|
|
callback(self.content, table.unpack(arguments))
|
|
end
|
|
end, function() return self.is_done
|
|
end)
|
|
end
|
|
|
|
return ArkhamDb
|
|
end
|
|
end)
|
|
__bundle_register("arkhamdb/DeckImporterUi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
local INPUT_FIELD_HEIGHT = 340
|
|
local INPUT_FIELD_WIDTH = 1500
|
|
local FIELD_COLOR = { 0.9, 0.7, 0.5 }
|
|
|
|
local PRIVATE_TOGGLE_LABELS = {}
|
|
PRIVATE_TOGGLE_LABELS[true] = "Private"
|
|
PRIVATE_TOGGLE_LABELS[false] = "Published"
|
|
|
|
local UPGRADED_TOGGLE_LABELS = {}
|
|
UPGRADED_TOGGLE_LABELS[true] = "Upgraded"
|
|
UPGRADED_TOGGLE_LABELS[false] = "Specific"
|
|
|
|
local LOAD_INVESTIGATOR_TOGGLE_LABELS = {}
|
|
LOAD_INVESTIGATOR_TOGGLE_LABELS[true] = "Yes"
|
|
LOAD_INVESTIGATOR_TOGGLE_LABELS[false] = "No"
|
|
|
|
local redDeckId = ""
|
|
local orangeDeckId = ""
|
|
local whiteDeckId = ""
|
|
local greenDeckId = ""
|
|
|
|
local privateDeck = true
|
|
local loadNewestDeck = true
|
|
local loadInvestigators = false
|
|
|
|
-- Returns a table with the full state of the UI, including options and deck IDs.
|
|
-- This can be used to persist via onSave(), or provide values for a load operation
|
|
-- Table values:
|
|
-- redDeck: Deck ID to load for the red player
|
|
-- orangeDeck: Deck ID to load for the orange player
|
|
-- whiteDeck: Deck ID to load for the white player
|
|
-- greenDeck: Deck ID to load for the green player
|
|
-- private: True to load a private deck, false to load a public deck
|
|
-- loadNewest: True if the most upgraded version of the deck should be loaded
|
|
-- investigators: True if investigator cards should be spawned
|
|
function getUiState()
|
|
return {
|
|
redDeck = redDeckId,
|
|
orangeDeck = orangeDeckId,
|
|
whiteDeck = whiteDeckId,
|
|
greenDeck = greenDeckId,
|
|
private = privateDeck,
|
|
loadNewest = loadNewestDeck,
|
|
investigators = loadInvestigators
|
|
}
|
|
end
|
|
|
|
-- Sets up the UI for the deck loader, populating fields from the given save state table decoded from onLoad()
|
|
function initializeUi(savedUiState)
|
|
if savedUiState ~= nil then
|
|
redDeckId = savedUiState.redDeck
|
|
orangeDeckId = savedUiState.orangeDeck
|
|
whiteDeckId = savedUiState.whiteDeck
|
|
greenDeckId = savedUiState.greenDeck
|
|
privateDeck = savedUiState.private
|
|
loadNewestDeck = savedUiState.loadNewest
|
|
loadInvestigators = savedUiState.investigators
|
|
end
|
|
|
|
makeOptionToggles()
|
|
makeDeckIdFields()
|
|
makeBuildButton()
|
|
end
|
|
|
|
function makeOptionToggles()
|
|
-- common parameters
|
|
local checkbox_parameters = {}
|
|
checkbox_parameters.function_owner = self
|
|
checkbox_parameters.width = INPUT_FIELD_WIDTH
|
|
checkbox_parameters.height = INPUT_FIELD_HEIGHT
|
|
checkbox_parameters.scale = { 0.1, 0.1, 0.1 }
|
|
checkbox_parameters.font_size = 240
|
|
checkbox_parameters.hover_color = { 0.4, 0.6, 0.8 }
|
|
checkbox_parameters.color = FIELD_COLOR
|
|
|
|
-- public / private deck
|
|
checkbox_parameters.click_function = "publicPrivateChanged"
|
|
checkbox_parameters.position = { 0.25, 0.1, -0.102 }
|
|
checkbox_parameters.tooltip = "Published or private deck?\n\nPLEASE USE A PRIVATE DECK IF JUST FOR TTS TO AVOID FLOODING ARKHAMDB PUBLISHED DECK LISTS!"
|
|
checkbox_parameters.label = PRIVATE_TOGGLE_LABELS[privateDeck]
|
|
self.createButton(checkbox_parameters)
|
|
|
|
-- load upgraded?
|
|
checkbox_parameters.click_function = "loadUpgradedChanged"
|
|
checkbox_parameters.position = { 0.25, 0.1, -0.01 }
|
|
checkbox_parameters.tooltip = "Load newest upgrade or exact deck?"
|
|
checkbox_parameters.label = UPGRADED_TOGGLE_LABELS[loadNewestDeck]
|
|
self.createButton(checkbox_parameters)
|
|
|
|
-- load investigators?
|
|
checkbox_parameters.click_function = "loadInvestigatorsChanged"
|
|
checkbox_parameters.position = { 0.25, 0.1, 0.081 }
|
|
checkbox_parameters.tooltip = "Spawn investigator cards?"
|
|
checkbox_parameters.label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators]
|
|
self.createButton(checkbox_parameters)
|
|
end
|
|
|
|
-- Create the four deck ID entry fields
|
|
function makeDeckIdFields()
|
|
local input_parameters = {}
|
|
-- Parameters common to all entry fields
|
|
input_parameters.function_owner = self
|
|
input_parameters.scale = { 0.1, 0.1, 0.1 }
|
|
input_parameters.width = INPUT_FIELD_WIDTH
|
|
input_parameters.height = INPUT_FIELD_HEIGHT
|
|
input_parameters.font_size = 320
|
|
input_parameters.tooltip = "Deck ID from ArkhamDB URL of the deck\nPublic URL: 'https://arkhamdb.com/decklist/view/101/knowledge-overwhelming-solo-deck-1.0' = '101'\nPrivate URL: 'https://arkhamdb.com/deck/view/102' = '102'"
|
|
input_parameters.alignment = 3 -- Center
|
|
input_parameters.color = FIELD_COLOR
|
|
input_parameters.font_color = { 0, 0, 0 }
|
|
input_parameters.validation = 2 -- Integer
|
|
|
|
-- Green
|
|
input_parameters.input_function = "greenDeckChanged"
|
|
input_parameters.position = { -0.166, 0.1, 0.385 }
|
|
input_parameters.value = greenDeckId
|
|
self.createInput(input_parameters)
|
|
-- Red
|
|
input_parameters.input_function = "redDeckChanged"
|
|
input_parameters.position = { 0.171, 0.1, 0.385 }
|
|
input_parameters.value = redDeckId
|
|
self.createInput(input_parameters)
|
|
-- White
|
|
input_parameters.input_function = "whiteDeckChanged"
|
|
input_parameters.position = { -0.166, 0.1, 0.474 }
|
|
input_parameters.value = whiteDeckId
|
|
self.createInput(input_parameters)
|
|
-- Orange
|
|
input_parameters.input_function = "orangeDeckChanged"
|
|
input_parameters.position = { 0.171, 0.1, 0.474 }
|
|
input_parameters.value = orangeDeckId
|
|
self.createInput(input_parameters)
|
|
end
|
|
|
|
-- Create the Build All button. This is a transparent button which covers the Build All portion of the background graphic
|
|
function makeBuildButton()
|
|
local button_parameters = {}
|
|
button_parameters.click_function = "loadDecks"
|
|
button_parameters.function_owner = self
|
|
button_parameters.position = { 0, 0.1, 0.71 }
|
|
button_parameters.width = 320
|
|
button_parameters.height = 30
|
|
button_parameters.color = { 0, 0, 0, 0 }
|
|
button_parameters.tooltip = "Click to build all four decks!"
|
|
self.createButton(button_parameters)
|
|
end
|
|
|
|
-- Event handlers for deck ID change
|
|
function redDeckChanged(_, _, inputValue) redDeckId = inputValue end
|
|
|
|
function orangeDeckChanged(_, _, inputValue) orangeDeckId = inputValue end
|
|
|
|
function whiteDeckChanged(_, _, inputValue) whiteDeckId = inputValue end
|
|
|
|
function greenDeckChanged(_, _, inputValue) greenDeckId = inputValue end
|
|
|
|
-- Event handlers for toggle buttons
|
|
function publicPrivateChanged()
|
|
privateDeck = not privateDeck
|
|
self.editButton { index = 0, label = PRIVATE_TOGGLE_LABELS[privateDeck] }
|
|
end
|
|
|
|
function loadUpgradedChanged()
|
|
loadNewestDeck = not loadNewestDeck
|
|
self.editButton { index = 1, label = UPGRADED_TOGGLE_LABELS[loadNewestDeck] }
|
|
end
|
|
|
|
function loadInvestigatorsChanged()
|
|
loadInvestigators = not loadInvestigators
|
|
self.editButton { index = 2, label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators] }
|
|
end
|
|
|
|
function loadDecks()
|
|
-- testLoadLotsOfDecks()
|
|
-- Method in DeckImporterMain, visible due to inclusion
|
|
|
|
-- TODO: Make this use the configuration ID for the all cards bag
|
|
local allCardsBag = getObjectFromGUID("15bb07")
|
|
local indexReady = allCardsBag.call("isIndexReady")
|
|
if (not indexReady) then
|
|
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
|
|
return
|
|
end
|
|
if (redDeckId ~= nil and redDeckId ~= "") then
|
|
buildDeck("Red", redDeckId)
|
|
end
|
|
if (orangeDeckId ~= nil and orangeDeckId ~= "") then
|
|
buildDeck("Orange", orangeDeckId)
|
|
end
|
|
if (whiteDeckId ~= nil and whiteDeckId ~= "") then
|
|
buildDeck("White", whiteDeckId)
|
|
end
|
|
if (greenDeckId ~= nil and greenDeckId ~= "") then
|
|
buildDeck("Green", greenDeckId)
|
|
end
|
|
end
|
|
end)
|
|
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local PlayAreaApi = { }
|
|
|
|
local PLAY_AREA_GUID = "721ba2"
|
|
|
|
-- Returns the current value of the investigator counter from the playmat
|
|
---@return Integer. Number of investigators currently set on the counter
|
|
PlayAreaApi.getInvestigatorCount = function()
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("getInvestigatorCount")
|
|
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 Color of the player requesting the shift. Used solely to send an error
|
|
--- message in the unlikely case that the scripting zone has been deleted
|
|
PlayAreaApi.shiftContentsUp = function(playerColor)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor)
|
|
end
|
|
|
|
PlayAreaApi.shiftContentsDown = function(playerColor)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor)
|
|
end
|
|
|
|
PlayAreaApi.shiftContentsLeft = function(playerColor)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor)
|
|
end
|
|
|
|
PlayAreaApi.shiftContentsRight = function(playerColor)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor)
|
|
end
|
|
|
|
-- Reset the play area's tracking of which cards have had tokens spawned.
|
|
PlayAreaApi.resetSpawnedCards = function()
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards")
|
|
end
|
|
|
|
-- Event to be called when the current scenario has changed.
|
|
---@param scenarioName Name of the new scenario
|
|
PlayAreaApi.onScenarioChanged = function(scenarioName)
|
|
getObjectFromGUID(PLAY_AREA_GUID).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 matchTypes Boolean Whether snap points should only snap for the matching card types.
|
|
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
|
|
getObjectFromGUID(PLAY_AREA_GUID).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)
|
|
getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer",
|
|
{ container = container, object = object })
|
|
end
|
|
|
|
return PlayAreaApi
|
|
end
|
|
end)
|
|
__bundle_register("playercards/PlayerCardSpawner", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
|
|
-- Amount to shift for the next card (zShift) or next row of cards (xShift)
|
|
-- Note that the table rotation is weird, and the X axis is vertical while the
|
|
-- Z axis is horizontal
|
|
local SPREAD_Z_SHIFT = -2.3
|
|
local SPREAD_X_SHIFT = -3.66
|
|
|
|
Spawner = { }
|
|
|
|
-- Spawns a list of cards at the given position/rotation. This will separate cards by size -
|
|
-- investigator, standard, and mini, spawning them in that order with larger cards on bottom. If
|
|
-- there are different types, the provided callback will be called once for each type as it spawns
|
|
-- either a card or deck.
|
|
-- @param cardList: A list of Player Card data structures (data/metadata)
|
|
-- @param pos Position table where the cards should be spawned (global)
|
|
-- @param rot Rotation table for the orientation of the spawned cards (global)
|
|
-- @param sort Boolean, true if this list of cards should be sorted before spawning
|
|
-- @param callback Function, callback to be called after the card/deck spawns.
|
|
Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
|
|
if (sort) then
|
|
table.sort(cardList, Spawner.cardComparator)
|
|
end
|
|
|
|
local miniCards = { }
|
|
local standardCards = { }
|
|
local investigatorCards = { }
|
|
|
|
for _, card in ipairs(cardList) do
|
|
if (card.metadata.type == "Investigator") then
|
|
table.insert(investigatorCards, card)
|
|
elseif (card.metadata.type == "Minicard") then
|
|
table.insert(miniCards, card)
|
|
else
|
|
table.insert(standardCards, card)
|
|
end
|
|
end
|
|
-- Spawn each of the three types individually. Each Y position shift accounts for the thickness
|
|
-- of the spawned deck
|
|
local position = { x = pos.x, y = pos.y, z = pos.z }
|
|
Spawner.spawn(investigatorCards, position, { rot.x, rot.y - 90, rot.z}, callback)
|
|
|
|
position.y = position.y + (#investigatorCards + #standardCards) * 0.07
|
|
Spawner.spawn(standardCards, position, rot, callback)
|
|
|
|
position.y = position.y + (#standardCards + #miniCards) * 0.07
|
|
Spawner.spawn(miniCards, position, rot, callback)
|
|
end
|
|
|
|
Spawner.spawnCardSpread = function(cardList, startPos, maxCols, rot, sort, callback)
|
|
if (sort) then
|
|
table.sort(cardList, Spawner.cardComparator)
|
|
end
|
|
|
|
local position = { x = startPos.x, y = startPos.y, z = startPos.z }
|
|
-- Special handle the first row if we have less than a full single row, but only if there's a
|
|
-- reasonable max column count. Single-row spreads will send a large value for maxCols
|
|
if maxCols < 100 and #cardList < maxCols then
|
|
position.z = startPos.z + ((maxCols - #cardList) / 2 * SPREAD_Z_SHIFT)
|
|
end
|
|
local cardsInRow = 0
|
|
local rows = 0
|
|
for _, card in ipairs(cardList) do
|
|
Spawner.spawn({ card }, position, rot, callback)
|
|
position.z = position.z + SPREAD_Z_SHIFT
|
|
cardsInRow = cardsInRow + 1
|
|
if cardsInRow >= maxCols then
|
|
rows = rows + 1
|
|
local cardsForRow = #cardList - rows * maxCols
|
|
if cardsForRow > maxCols then
|
|
cardsForRow = maxCols
|
|
end
|
|
position.z = startPos.z + ((maxCols - cardsForRow) / 2 * SPREAD_Z_SHIFT)
|
|
position.x = position.x + SPREAD_X_SHIFT
|
|
cardsInRow = 0
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Spawn a specific list of cards. This method is for internal use and should not be called
|
|
-- directly, use spawnCards instead.
|
|
-- @param cardList: A list of Player Card data structures (data/metadata)
|
|
-- @param pos Position table where the cards should be spawned (global)
|
|
-- @param rot Rotation table for the orientation of the spawned cards (global)
|
|
-- @param callback Function, callback to be called after the card/deck spawns.
|
|
Spawner.spawn = function(cardList, pos, rot, callback)
|
|
if (#cardList == 0) then
|
|
return
|
|
end
|
|
-- Spawn a single card directly
|
|
if (#cardList == 1) then
|
|
spawnObjectData({
|
|
data = cardList[1].data,
|
|
position = pos,
|
|
rotation = rot,
|
|
callback_function = callback,
|
|
})
|
|
return
|
|
end
|
|
-- For multiple cards, construct a deck and spawn that
|
|
local deck = Spawner.buildDeckDataTemplate()
|
|
-- Decks won't inherently scale to the cards in them. The card list being spawned should be all
|
|
-- the same type/size by this point, so use the first card to set the size
|
|
deck.Transform = {
|
|
scaleX = cardList[1].data.Transform.scaleX,
|
|
scaleY = 1,
|
|
scaleZ = cardList[1].data.Transform.scaleZ,
|
|
}
|
|
for _, spawnCard in ipairs(cardList) do
|
|
Spawner.addCardToDeck(deck, spawnCard.data)
|
|
end
|
|
spawnObjectData({
|
|
data = deck,
|
|
position = pos,
|
|
rotation = rot,
|
|
callback_function = callback,
|
|
})
|
|
end
|
|
|
|
-- Inserts a card into the given deck. This does three things:
|
|
-- 1. Add the card's data to ContainedObjects
|
|
-- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
|
|
-- ID list. Note that the deck's ID list is "DeckIDs" even though it
|
|
-- contains a list of card Ids
|
|
-- 3. Extract the card's CustomDeck table and add it to the deck. The deck's
|
|
-- "CustomDeck" field is a list of all CustomDecks used by cards within the
|
|
-- deck, keyed by the DeckID and referencing the custom deck table
|
|
---@param deck: TTS deck data structure to add to
|
|
---@param card: Data for the card to be inserted
|
|
Spawner.addCardToDeck = function(deck, cardData)
|
|
for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
|
|
if (deck.CustomDeck[customDeckId] == nil) then
|
|
-- CustomDeck not added to deck yet, add it
|
|
deck.CustomDeck[customDeckId] = customDeckData
|
|
elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
|
|
-- CustomDeck for this card matches the current one for the deck, do nothing
|
|
else
|
|
-- CustomDeck data conflict
|
|
local newDeckId = nil
|
|
for deckId, customDeck in pairs(deck.CustomDeck) do
|
|
if (customDeckData.FaceURL == customDeck.FaceURL) then
|
|
newDeckId = deckId
|
|
end
|
|
end
|
|
if (newDeckId == nil) then
|
|
-- No non-conflicting custom deck for this card, add a new one
|
|
newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000")
|
|
deck.CustomDeck[newDeckId] = customDeckData
|
|
end
|
|
-- Update the card with the new CustomDeck info
|
|
cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
|
|
cardData.CustomDeck[customDeckId] = nil
|
|
cardData.CustomDeck[newDeckId] = customDeckData
|
|
break
|
|
end
|
|
end
|
|
table.insert(deck.ContainedObjects, cardData)
|
|
table.insert(deck.DeckIDs, cardData.CardID)
|
|
end
|
|
|
|
-- Create an empty deck data table which can have cards added to it. This
|
|
-- creates a new table on each call without using metatables or previous
|
|
-- definitions because we can't be sure that TTS doesn't modify the structure
|
|
---@return: Table containing the minimal TTS deck data structure
|
|
Spawner.buildDeckDataTemplate = function()
|
|
local deck = {}
|
|
deck.Name = "Deck"
|
|
|
|
-- Card data. DeckIDs and CustomDeck entries will be built from the cards
|
|
deck.ContainedObjects = {}
|
|
deck.DeckIDs = {}
|
|
deck.CustomDeck = {}
|
|
|
|
-- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
|
|
deck.Transform = {
|
|
scaleX = 1,
|
|
scaleY = 1,
|
|
scaleZ = 1,
|
|
}
|
|
|
|
return deck
|
|
end
|
|
|
|
-- Returns the first ID which does not exist in the given table, starting at startId and increasing
|
|
-- @param objectTable Table keyed by strings which are numbers
|
|
-- @param startId First possible ID.
|
|
-- @return String ID >= startId
|
|
Spawner.findNextAvailableId = function(objectTable, startId)
|
|
local id = startId
|
|
while (objectTable[id] ~= nil) do
|
|
id = tostring(tonumber(id) + 1)
|
|
end
|
|
|
|
return id
|
|
end
|
|
|
|
-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
|
|
---@return: 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
|
|
-- irrelevant as they provide only grouping and the order between them doesn't matter.
|
|
Spawner.getpbcn = function(metadata)
|
|
if metadata.permanent then
|
|
return 1
|
|
elseif metadata.bonded_to ~= nil then
|
|
return 2
|
|
else -- Normal card
|
|
return 3
|
|
end
|
|
end
|
|
|
|
-- Comparison function used to sort the cards in a deck. Groups bonded or
|
|
-- permanent cards first, then sorts within theose types by name/subname.
|
|
-- Normal cards will sort in standard alphabetical order, while
|
|
-- permanent/bonded/customizable will be in reverse alphabetical order.
|
|
--
|
|
-- Since cards spawn in the order provided by this comparator, with the first
|
|
-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
|
|
-- alphabetical order. This presents the cards in order for non-face-down
|
|
-- areas, and presents them in order when Searching the face-down deck.
|
|
Spawner.cardComparator = function(card1, card2)
|
|
local pbcn1 = Spawner.getpbcn(card1.metadata)
|
|
local pbcn2 = Spawner.getpbcn(card2.metadata)
|
|
if pbcn1 ~= pbcn2 then
|
|
return pbcn1 > pbcn2
|
|
end
|
|
if pbcn1 == 3 then
|
|
if card1.data.Nickname ~= card2.data.Nickname then
|
|
return card1.data.Nickname < card2.data.Nickname
|
|
end
|
|
return card1.data.Description < card2.data.Description
|
|
else
|
|
if card1.data.Nickname ~= card2.data.Nickname then
|
|
return card1.data.Nickname > card2.data.Nickname
|
|
end
|
|
return card1.data.Description > card2.data.Description
|
|
end
|
|
end
|
|
end)
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|
__bundle_register("playermat/Zones", function(require, _LOADED, __bundle_register, __bundle_modules)
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-- Sets up and returns coordinates for all possible spawn zones. Because Lua assigns tables by reference
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|
-- and there is no built-in function to copy a table this is relatively brute force.
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|
--
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|
-- Positions are all relative to the player mat, and most are consistent. The
|
|
-- exception are the SetAside# zones, which are placed to the left of the mat
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|
-- for White/Green, and the right of the mat for Orange/Red.
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|
--
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-- Investigator: Investigator card area.
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-- Minicard: Placement for the investigator's minicard, just above the player mat
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-- Deck, Discard: Standard locations for the deck and discard piles.
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|
-- BlankTop: used for assets that start in play (e.g. Duke)
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|
-- Tarot, Hand1, Hand2, Ally, BlankBottom, Accessory, Arcane1, Arcane2, Body: Asset slot positions
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|
-- Threat[1-4]: Threat area slots. Threat[1-3] correspond to the named threat area slots, and Threat4 is the blank threat area slot.
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-- SetAside[1-3]: Column closest to the player mat, with 1 at the top and 3 at the bottom.
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-- SetAside[4-6]: Column farther away from the mat, with 4 at the top and 6 at the bottom.
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|
-- SetAside1: Permanent cards
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|
-- SetAside2: Bonded cards
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|
-- SetAside3: Ancestral Knowledge / Underworld Market
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|
-- SetAside4: Upgrade sheets for customizable cards
|
|
-- SetAside5: Hunch Deck for Joe Diamond
|
|
-- SetAside6: currently unused
|
|
do
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local Zones = { }
|
|
|
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local playerMatGuids = {}
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playerMatGuids["Red"] = "0840d5"
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playerMatGuids["Orange"] = "bd0ff4"
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playerMatGuids["White"] = "8b081b"
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playerMatGuids["Green"] = "383d8b"
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|
|
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local commonZones = {}
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commonZones["Investigator"] = { -1.17702, 0, 0.00209 }
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commonZones["Minicard"] = { -0.16, 0, -1.222326 }
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|
commonZones["Deck"] = { -1.822724, 0, -0.02940192 }
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|
commonZones["Discard"] = { -1.822451, 0, 0.6092291 }
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|
commonZones["Ally"] = { -0.6157398, 0, 0.02435675 }
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|
commonZones["Body"] = { -0.6306521, 0, 0.553170 }
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|
commonZones["Hand1"] = { 0.2155387, 0, 0.04257287 }
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|
commonZones["Hand2"] = { -0.1803701, 0, 0.03745948 }
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|
commonZones["Arcane1"] = { 0.2124223, 0, 0.5596902 }
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|
commonZones["Arcane2"] = { -0.1711275, 0, 0.5567944 }
|
|
commonZones["Tarot"] = { 0.6016169, 0, 0.03273106 }
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|
commonZones["Accessory"] = { 0.6049907, 0, 0.5546234 }
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|
commonZones["BlankTop"] = { 1.758446, 0, 0.03965336 }
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|
commonZones["BlankBottom"] = { 1.754469, 0, 0.5634764 }
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|
commonZones["Threat1"] = { -0.9116555, 0, -0.6446251 }
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|
commonZones["Threat2"] = { -0.4544126, 0, -0.6428719 }
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|
commonZones["Threat3"] = { 0.002246313, 0, -0.6430681 }
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|
commonZones["Threat4"] = { 0.4590618, 0, -0.6432732 }
|
|
|
|
local zoneData = {}
|
|
zoneData["White"] = {}
|
|
zoneData["White"]["Investigator"] = commonZones["Investigator"]
|
|
zoneData["White"]["Minicard"] = commonZones["Minicard"]
|
|
zoneData["White"]["Deck"] = commonZones["Deck"]
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|
zoneData["White"]["Discard"] = commonZones["Discard"]
|
|
zoneData["White"]["Ally"] = commonZones["Ally"]
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|
zoneData["White"]["Body"] = commonZones["Body"]
|
|
zoneData["White"]["Hand1"] = commonZones["Hand1"]
|
|
zoneData["White"]["Hand2"] = commonZones["Hand2"]
|
|
zoneData["White"]["Arcane1"] = commonZones["Arcane1"]
|
|
zoneData["White"]["Arcane2"] = commonZones["Arcane2"]
|
|
zoneData["White"]["Tarot"] = commonZones["Tarot"]
|
|
zoneData["White"]["Accessory"] = commonZones["Accessory"]
|
|
zoneData["White"]["BlankTop"] = commonZones["BlankTop"]
|
|
zoneData["White"]["BlankBottom"] = commonZones["BlankBottom"]
|
|
zoneData["White"]["Threat1"] = commonZones["Threat1"]
|
|
zoneData["White"]["Threat2"] = commonZones["Threat2"]
|
|
zoneData["White"]["Threat3"] = commonZones["Threat3"]
|
|
zoneData["White"]["Threat4"] = commonZones["Threat4"]
|
|
zoneData["White"]["SetAside1"] = { 2.345893, 0, -0.520315 }
|
|
zoneData["White"]["SetAside2"] = { 2.345893, 0, 0.042552 }
|
|
zoneData["White"]["SetAside3"] = { 2.345893, 0, 0.605419 }
|
|
zoneData["White"]["UnderSetAside3"] = { 2.495893, 0, 0.805419 }
|
|
zoneData["White"]["SetAside4"] = { 2.775893, 0, -0.520315 }
|
|
zoneData["White"]["SetAside5"] = { 2.775893, 0, 0.042552 }
|
|
zoneData["White"]["SetAside6"] = { 2.775893, 0, 0.605419 }
|
|
zoneData["White"]["UnderSetAside6"] = { 2.925893, 0, 0.805419 }
|
|
|
|
zoneData["Orange"] = {}
|
|
zoneData["Orange"]["Investigator"] = commonZones["Investigator"]
|
|
zoneData["Orange"]["Minicard"] = commonZones["Minicard"]
|
|
zoneData["Orange"]["Deck"] = commonZones["Deck"]
|
|
zoneData["Orange"]["Discard"] = commonZones["Discard"]
|
|
zoneData["Orange"]["Ally"] = commonZones["Ally"]
|
|
zoneData["Orange"]["Body"] = commonZones["Body"]
|
|
zoneData["Orange"]["Hand1"] = commonZones["Hand1"]
|
|
zoneData["Orange"]["Hand2"] = commonZones["Hand2"]
|
|
zoneData["Orange"]["Arcane1"] = commonZones["Arcane1"]
|
|
zoneData["Orange"]["Arcane2"] = commonZones["Arcane2"]
|
|
zoneData["Orange"]["Tarot"] = commonZones["Tarot"]
|
|
zoneData["Orange"]["Accessory"] = commonZones["Accessory"]
|
|
zoneData["Orange"]["BlankTop"] = commonZones["BlankTop"]
|
|
zoneData["Orange"]["BlankBottom"] = commonZones["BlankBottom"]
|
|
zoneData["Orange"]["Threat1"] = commonZones["Threat1"]
|
|
zoneData["Orange"]["Threat2"] = commonZones["Threat2"]
|
|
zoneData["Orange"]["Threat3"] = commonZones["Threat3"]
|
|
zoneData["Orange"]["Threat4"] = commonZones["Threat4"]
|
|
zoneData["Orange"]["SetAside1"] = { -2.350362, 0, -0.520315 }
|
|
zoneData["Orange"]["SetAside2"] = { -2.350362, 0, 0.042552 }
|
|
zoneData["Orange"]["SetAside3"] = { -2.350362, 0, 0.605419 }
|
|
zoneData["Orange"]["UnderSetAside3"] = { -2.500362, 0, 0.80419 }
|
|
zoneData["Orange"]["SetAside4"] = { -2.7803627, 0, -0.520315 }
|
|
zoneData["Orange"]["SetAside5"] = { -2.7803627, 0, 0.042552 }
|
|
zoneData["Orange"]["SetAside6"] = { -2.7803627, 0, 0.605419 }
|
|
zoneData["Orange"]["UnderSetAside6"] = { -2.9303627, 0, 0.80419 }
|
|
|
|
-- Green positions are the same as White and Red the same as Orange
|
|
zoneData["Red"] = zoneData["Orange"]
|
|
zoneData["Green"] = zoneData["White"]
|
|
|
|
-- Gets the global position for the given zone on the specified player mat.
|
|
---@param playerColor: Color name of the player mat to get the zone position for (e.g. "Red")
|
|
---@param zoneName: Name of the zone to get the position for. See Zones object documentation for a list of valid zones.
|
|
---@return: Global position table, or nil if an invalid player color or zone is specified
|
|
Zones.getZonePosition = function(playerColor, zoneName)
|
|
if (playerColor ~= "Red"
|
|
and playerColor ~= "Orange"
|
|
and playerColor ~= "White"
|
|
and playerColor ~= "Green") then
|
|
return nil
|
|
end
|
|
return getObjectFromGUID(playerMatGuids[playerColor]).positionToWorld(zoneData[playerColor][zoneName])
|
|
end
|
|
|
|
-- Return the global rotation for a card on the given player mat, based on its metadata.
|
|
---@param playerColor: Color name of the player mat to get the rotation for (e.g. "Red")
|
|
---@param cardMetadata: Table of card metadata. Metadata fields type and permanent are required; all others are optional.
|
|
---@return: Global rotation vector for the given card. This will include the
|
|
-- Y rotation to orient the card on the given player mat as well as a
|
|
-- Z rotation to place the card face up or face down.
|
|
Zones.getDefaultCardRotation = function(playerColor, zone)
|
|
local deckRotation = getObjectFromGUID(playerMatGuids[playerColor]).getRotation()
|
|
|
|
if zone == "Deck" then
|
|
deckRotation = deckRotation + Vector(0, 0, 180)
|
|
end
|
|
|
|
return deckRotation
|
|
end
|
|
|
|
return Zones
|
|
end
|
|
end)
|
|
return __bundle_require("__root") |