ah_sce_unpacked/unpacked/Checker_white Token Spawner...

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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("util/TokenSpawner")
end)
__bundle_register("util/TokenSpawner", function(require, _LOADED, __bundle_register, __bundle_modules)
local tokenManager = require("core/token/TokenManager")
local TOKEN_INDEX = {}
TOKEN_INDEX[1] = false
TOKEN_INDEX[2] = false
TOKEN_INDEX[3] = "resourceCounter"
TOKEN_INDEX[4] = "damage"
TOKEN_INDEX[5] = "path"
TOKEN_INDEX[6] = "horror"
TOKEN_INDEX[7] = "doom"
TOKEN_INDEX[8] = "clue"
TOKEN_INDEX[9] = "resource"
---@param index number Index of the pressed key
---@param playerColor string Color of the triggering player
function onScriptingButtonDown(index, playerColor)
local tokenType = TOKEN_INDEX[index]
if not tokenType then return end
local player = Player[playerColor]
local rotation = { x = 0, y = player.getPointerRotation(), z = 0 }
local position = player.getPointerPosition() + Vector(0, 0.2, 0)
tokenManager.spawnToken(position, tokenType, rotation)
end
end)
__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local tokenSpawnTracker = require("core/token/TokenSpawnTrackerApi")
local playArea = require("core/PlayAreaApi")
local PLAYER_CARD_TOKEN_OFFSETS = {
[1] = {
Vector(0, 3, -0.2)
},
[2] = {
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[3] = {
Vector(0, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[4] = {
Vector(0.4, 3, -0.9),
Vector(-0.4, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[5] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[6] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2)
},
[7] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0, 3, 0.5)
},
[8] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(-0.35, 3, 0.5),
Vector(0.35, 3, 0.5)
},
[9] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5)
},
[10] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0, 3, 1.2)
},
[11] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(-0.35, 3, 1.2),
Vector(0.35, 3, 1.2)
},
[12] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0.7, 3, 1.2),
Vector(0, 3, 1.2),
Vector(-0.7, 3, 1.2)
}
}
-- Source for tokens
local TOKEN_SOURCE_GUID = "124381"
-- Table of data extracted from the token source bag, keyed by the Memo on each token which
-- should match the token type keys ("resource", "clue", etc)
local tokenTemplates
local DATA_HELPER_GUID = "708279"
local playerCardData
local locationData
local TokenManager = { }
local internal = { }
-- Spawns tokens for the card. This function is built to just throw a card at it and let it do
-- the work once a card has hit an area where it might spawn tokens. It will check to see if
-- the card has already spawned, find appropriate data from either the uses metadata or the Data
-- Helper, and spawn the tokens.
---@param card Object Card to maybe spawn tokens for
---@param extraUses Table A table of <use type>=<count> which will modify the number of tokens
--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
TokenManager.spawnForCard = function(card, extraUses)
if tokenSpawnTracker.hasSpawnedTokens(card.getGUID()) then
return
end
local metadata = JSON.decode(card.getGMNotes())
if metadata ~= nil then
internal.spawnTokensFromUses(card, extraUses)
else
internal.spawnTokensFromDataHelper(card)
end
end
-- Spawns a set of tokens on the given card.
---@param card Object Card to spawn tokens on
---@param tokenType String type of token to spawn, valid values are "damage", "horror",
-- "resource", "doom", or "clue"
---@param tokenCount Number How many tokens to spawn. For damage or horror this value will be set to the
-- spawned state object rather than spawning multiple tokens
---@param shiftDown Number An offset for the z-value of this group of tokens
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown)
local optionPanel = Global.getTable("optionPanel")
if tokenType == "damage" or tokenType == "horror" then
TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
elseif tokenType == "resource" and optionPanel["useResourceCounters"] then
TokenManager.spawnResourceCounterToken(card, tokenCount)
else
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown)
end
end
-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror
-- tokens.
---@param card Object Card to spawn tokens on
---@param tokenType String type of token to spawn, valid values are "damage" and "horror". Other
-- types should use spawnMultipleTokens()
---@param tokenValue Number Value to set the damage/horror to
TokenManager.spawnCounterToken = function(card, tokenType, tokenValue, shiftDown)
if tokenValue < 1 or tokenValue > 50 then return end
local pos = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[1][1] + Vector(0, 0, shiftDown))
local rot = card.getRotation()
TokenManager.spawnToken(pos, tokenType, rot, function(spawned) spawned.setState(tokenValue) end)
end
TokenManager.spawnResourceCounterToken = function(card, tokenCount)
local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5))
local rot = card.getRotation()
TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned)
spawned.call("updateVal", tokenCount)
end)
end
-- Spawns a number of tokens.
---@param tokenType String type of token to spawn, valid values are resource", "doom", or "clue".
-- Other types should use spawnCounterToken()
---@param tokenCount Number How many tokens to spawn
---@param shiftDown Number An offset for the z-value of this group of tokens
TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown)
if tokenCount < 1 or tokenCount > 12 then
return
end
local offsets = {}
if tokenType == "clue" then
offsets = internal.buildClueOffsets(card, tokenCount)
else
for i = 1, tokenCount do
offsets[i] = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[tokenCount][i])
-- Fix the y-position for the spawn, since positionToWorld considers rotation which can
-- have bad results for face up/down differences
offsets[i].y = card.getPosition().y + 0.15
end
end
if shiftDown ~= nil then
-- Copy the offsets to make sure we don't change the static values
local baseOffsets = offsets
offsets = { }
for i, baseOffset in ipairs(baseOffsets) do
offsets[i] = baseOffset
offsets[i][3] = offsets[i][3] + shiftDown
end
end
if offsets == nil then
error("couldn't find offsets for " .. tokenCount .. ' tokens')
return
end
for i = 1, tokenCount do
TokenManager.spawnToken(offsets[i], tokenType, card.getRotation())
end
end
-- Spawns a single token at the given global position by copying it from the template bag.
---@param position Global position to spawn the token
---@param tokenType String type of token to spawn, valid values are "damage", "horror",
-- "resource", "doom", or "clue"
---@param rotation Vector Rotation to be used for the new token. Only the y-value will be used,
-- x and z will use the default rotation from the source bag
---@param callback function A callback function triggered after the new token is spawned
TokenManager.spawnToken = function(position, tokenType, rotation, callback)
internal.initTokenTemplates()
local loadTokenType = tokenType
if tokenType == "clue" or tokenType == "doom" then
loadTokenType = "clueDoom"
end
if tokenTemplates[loadTokenType] == nil then
error("Unknown token type '" .. tokenType .. "'")
return
end
local tokenTemplate = tokenTemplates[loadTokenType]
-- Take ONLY the Y-value for rotation, so we don't flip the token coming out of the bag
local rot = Vector(tokenTemplate.Transform.rotX,
270,
tokenTemplate.Transform.rotZ)
if rotation ~= nil then
rot.y = rotation.y
end
if tokenType == "doom" then
rot.z = 180
end
tokenTemplate.Nickname = ""
return spawnObjectData({
data = tokenTemplate,
position = position,
rotation = rot,
callback_function = callback
})
end
-- Delegate function to the token spawn tracker. Exists to avoid circular dependencies in some
-- callers.
---@param card Object Card object to reset the tokens for
TokenManager.resetTokensSpawned = function(card)
tokenSpawnTracker.resetTokensSpawned(card.getGUID())
end
-- Pushes new player card data into the local copy of the Data Helper player data.
---@param dataTable Table Key/Value pairs following the DataHelper style
TokenManager.addPlayerCardData = function(dataTable)
internal.initDataHelperData()
for k, v in pairs(dataTable) do
playerCardData[k] = v
end
end
-- Pushes new location data into the local copy of the Data Helper location data.
---@param dataTable Table Key/Value pairs following the DataHelper style
TokenManager.addLocationData = function(dataTable)
internal.initDataHelperData()
for k, v in pairs(dataTable) do
locationData[k] = v
end
end
-- Checks to see if the given card has location data in the DataHelper
---@param card Object Card to check for data
---@return Boolean True if this card has data in the helper, false otherwise
TokenManager.hasLocationData = function(card)
internal.initDataHelperData()
return internal.getLocationData(card) ~= nil
end
internal.initTokenTemplates = function()
if tokenTemplates ~= nil then
return
end
tokenTemplates = { }
local tokenSource = getObjectFromGUID(TOKEN_SOURCE_GUID)
for _, tokenTemplate in ipairs(tokenSource.getData().ContainedObjects) do
local tokenName = tokenTemplate.Memo
tokenTemplates[tokenName] = tokenTemplate
end
end
-- Copies the data from the DataHelper. Will only happen once.
internal.initDataHelperData = function()
if playerCardData ~= nil then
return
end
local dataHelper = getObjectFromGUID(DATA_HELPER_GUID)
playerCardData = dataHelper.getTable('PLAYER_CARD_DATA')
locationData = dataHelper.getTable('LOCATIONS_DATA')
end
-- Spawn tokens for a card based on the uses metadata. This will consider the face up/down state
-- of the card for both locations and standard cards.
---@param card Object Card to maybe spawn tokens for
---@param extraUses Table A table of <use type>=<count> which will modify the number of tokens
--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
internal.spawnTokensFromUses = function(card, extraUses)
local uses = internal.getUses(card)
if uses == nil then
return
end
local type = nil
local token = nil
local tokenCount = 0
-- Uses structure underwent a breaking change in 2.4.0, have to check to see if this is
-- a single entry or an array. This is ugly and duplicated, but impossible to replicate the
-- multi-spawn vs. single spawn otherwise. TODO: Clean this up when 2.4.0 has been out long
-- enough that saved decks don't have old data
if uses.count != nil then
type = cardMetadata.uses.type
token = cardMetadata.uses.token
tokenCount = cardMetadata.uses.count
if extraUses ~= nil and extraUses[type] ~= nil then
tokenCount = tokenCount + extraUses[type]
end
log("Spawning single use tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
TokenManager.spawnTokenGroup(card, token, tokenCount)
else
for i, useInfo in ipairs(uses) do
type = useInfo.type
token = useInfo.token
tokenCount = (useInfo.count or 0)
+ (useInfo.countPerInvestigator or 0) * playArea.getInvestigatorCount()
if extraUses ~= nil and extraUses[type] ~= nil then
tokenCount = tokenCount + extraUses[type]
end
log("Spawning use array tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
-- Shift each spawned group after the first down so they don't pile on each other
TokenManager.spawnTokenGroup(card, token, tokenCount, (i - 1) * 0.8)
end
end
tokenSpawnTracker.markTokensSpawned(card.getGUID())
end
-- Spawn tokens for a card based on the data helper data. This will consider the face up/down state
-- of the card for both locations and standard cards.
---@param card Object Card to maybe spawn tokens for
internal.spawnTokensFromDataHelper = function(card)
internal.initDataHelperData()
local playerData = internal.getPlayerCardData(card)
if playerData ~= nil then
internal.spawnPlayerCardTokensFromDataHelper(card, playerData)
end
local locationData = internal.getLocationData(card)
if locationData ~= nil then
internal.spawnLocationTokensFromDataHelper(card, locationData)
end
end
-- Spawn tokens for a player card using data retrieved from the Data Helper.
---@param card Object Card to maybe spawn tokens for
---@param playerData Table Player card data structure retrieved from the DataHelper. Should be
-- the right data for this card.
internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData)
token = playerData.tokenType
tokenCount = playerData.tokenCount
log("Spawning data helper tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
TokenManager.spawnTokenGroup(card, token, tokenCount)
tokenSpawnTracker.markTokensSpawned(card.getGUID())
end
-- Spawn tokens for a location using data retrieved from the Data Helper.
---@param card Object Card to maybe spawn tokens for
---@param playerData Table Location data structure retrieved from the DataHelper. Should be
-- the right data for this card.
internal.spawnLocationTokensFromDataHelper = function(card, locationData)
local clueCount = internal.getClueCountFromData(card, locationData)
if clueCount > 0 then
TokenManager.spawnTokenGroup(card, "clue", clueCount)
tokenSpawnTracker.markTokensSpawned(card.getGUID())
end
end
internal.getPlayerCardData = function(card)
return playerCardData[card.getName() .. ':' .. card.getDescription()]
or playerCardData[card.getName()]
end
internal.getLocationData = function(card)
return locationData[card.getName() .. '_' .. card.getGUID()] or locationData[card.getName()]
end
internal.getClueCountFromData = function(card, locationData)
-- Return the number of clues to spawn on this location
if locationData == nil then
error('attempted to get clue for unexpected object: ' .. card.getName())
return 0
end
log(card.getName() .. ' : ' .. locationData.type .. ' : ' .. locationData.value .. ' : ' .. locationData.clueSide)
if ((card.is_face_down and locationData.clueSide == 'back')
or (not card.is_face_down and locationData.clueSide == 'front')) then
if locationData.type == 'fixed' then
return locationData.value
elseif locationData.type == 'perPlayer' then
return locationData.value * playArea.getInvestigatorCount()
end
error('unexpected location type: ' .. locationData.type)
end
return 0
end
-- Gets the right uses structure for this card, based on metadata and face up/down state
---@param card Object Card to pull the uses from
internal.getUses = function(card)
local metadata = JSON.decode(card.getGMNotes()) or { }
if metadata.type == "Location" then
if card.is_face_down and metadata.locationBack ~= nil then
return metadata.locationBack.uses
elseif not card.is_face_down and metadata.locationFront ~= nil then
return metadata.locationFront.uses
end
elseif not card.is_face_down then
return metadata.uses
end
return nil
end
-- Dynamically create positions for clues on a card.
---@param card Object Card the clues will be placed on
---@param count Integer How many clues?
---@return Table Array of global positions to spawn the clues at
internal.buildClueOffsets = function(card, count)
local pos = card.getPosition()
local cluePositions = { }
for i = 1, count do
local column = math.floor((i - 1) / 4)
local row = (i - 1) % 4
table.insert(cluePositions, Vector(pos.x - 1 + 0.55 * row, pos.y, pos.z - 1.4 - 0.55 * column))
end
return cluePositions
end
return TokenManager
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("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenSpawnTracker = { }
local SPAWN_TRACKER_GUID = "e3ffc9"
TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("hasSpawnedTokens", cardGuid)
end
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("markTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetAllAssetAndEvents = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllAssetAndEvents")
end
TokenSpawnTracker.resetAllLocations = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllLocations")
end
TokenSpawnTracker.resetAll = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAll")
end
return TokenSpawnTracker
end
end)
return __bundle_require("__root")