320 lines
9.7 KiB
Plaintext
320 lines
9.7 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("playercards/ClassCardContainer", function(require, _LOADED, __bundle_register, __bundle_modules)
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-- Class card bag implementation. Mimics the behavior of the previous SCED
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-- card memory bags, but spawns cards from the All Cards Bag instead.
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--
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-- The All Cards Bag handles indexing of the player cards by class and level, as
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-- well as sorting those lists. See that object for more information.
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local allCardsBagGuid = "15bb07"
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-- Lines which define the card layout area. The X threshold is shared, basic
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-- cards have Z > 47 while upgrades have Z < -46
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-- Note that the SCED table is rotated, making X the vertical (up the table)
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-- axis and Z the side-to-side axis
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local CARD_AREA_X_THRESHOLD = 22
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local CARD_AREA_BASIC_Z_THRESHOLD = 47
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local CARD_AREA_UPGRADED_Z_THRESHOLD = -46
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local skillCount = 0
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local eventCount = 0
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local assetCount = 0
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-- Coordinates to begin laying out cards to match the reserved areas of the
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-- table. Cards will lay out horizontally, then create additional rows
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local startPositions = {
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upgrades = {
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skill = Vector(58.09966, 1.36, -47.42),
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event = Vector(52.94421, 1.36, -47.42),
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asset = Vector(40.29005, 1.36, -47.42),
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},
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level0 = {
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skill = Vector(58.38383, 1.36, 92.39036),
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event = Vector(53.22857, 1.36, 92.44123),
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asset = Vector(40.9602, 1.36, 92.44869),
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},
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}
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-- Amount to shift for the next card (zShift) or next row of cards (xShift)
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-- Note that the table rotation is weird, and the X axis is vertical while the
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-- Z axis is horizontal
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local zShift = -2.29998
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local xShift = -3.66572
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local yRotation = 270
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local cardsPerRow = 20
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-- Tracks cards which are placed by this "bag" so they can be recalled
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local placedCardGuids = { }
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local placedCardsCount = 0
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-- In order to mimic the behavior of the previous memory buttons we use a
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-- a temporary bag when recalling objects. This bag is tiny and transparent,
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-- and will be placed at the same location as this object. Once all placed
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-- cards are recalled bag to this bag, it will be destroyed
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local recallBag = {
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Name = "Bag",
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Transform = {
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scaleX = 0.01,
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scaleY = 0.01,
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scaleZ = 0.01,
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},
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ColorDiffuse = {
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r = 0,
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g = 0,
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b = 0,
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a = 0,
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},
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Locked = true,
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Grid = true,
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Snap = false,
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Tooltip = false,
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}
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function onLoad(savedData)
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createPlaceRecallButtons()
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placedCardGuids = { }
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placedCardCount = 0
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if (savedData ~= nil) then
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local saveState = JSON.decode(savedData)
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if (saveState.placedCards ~= nil) then
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placedCardGuids = saveState.placedCards
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end
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end
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end
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function onSave()
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local saveState = {
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placedCards = placedCardGuids,
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}
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return JSON.encode(saveState)
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end
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--Creates recall and place buttons
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function createPlaceRecallButtons()
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self.createButton({
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label="Place", click_function="buttonClick_place", function_owner=self,
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position={1,0.1,2.1}, rotation={0,0,0}, height=350, width=800,
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font_size=250, color={0,0,0}, font_color={1,1,1}
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})
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self.createButton({
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label="Recall", click_function="buttonClick_recall", function_owner=self,
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position={-1,0.1,2.1}, rotation={0,0,0}, height=350, width=800,
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font_size=250, color={0,0,0}, font_color={1,1,1}
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})
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end
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-- Spawns the set of cards identified by this objects Name (which should hold
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-- the class) and description (whether to spawn basic cards or upgraded)
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function buttonClick_place()
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-- Cards already on the table, don't spawn more
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if (placedCardCount > 0) then
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return
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end
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local cardClass = self.getName()
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local isUpgraded = false
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if (self.getDescription() == "Upgrades") then
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isUpgraded = true
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end
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skillCount = 0
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eventCount = 0
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assetCount = 0
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local allCardsBag = getObjectFromGUID(allCardsBagGuid)
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local cardList = allCardsBag.call("getCardsByClassAndLevel", {class = cardClass, upgraded = isUpgraded})
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placeCards(cardList)
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end
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-- Spawn all cards from the returned index
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function placeCards(cardIdList)
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local allCardsBag = getObjectFromGUID(allCardsBagGuid)
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local indexReady = allCardsBag.call("isIndexReady")
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if (not indexReady) then
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broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
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return
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end
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for _, cardId in ipairs(cardIdList) do
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local card = allCardsBag.call("getCardById", { id = cardId })
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placeCard(card.data, card.metadata)
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end
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end
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function placeCard(cardData, cardMetadata)
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local destinationPos
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if (cardMetadata.type == "Skill") then
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destinationPos = getSkillPosition(cardMetadata.level > 0)
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elseif (cardMetadata.type == "Event") then
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destinationPos = getEventPosition(cardMetadata.level > 0)
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elseif (cardMetadata.type == "Asset") then
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destinationPos = getAssetPosition(cardMetadata.level > 0)
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end
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-- Clear the GUID from the card's data so it will get a new GUID on spawn.
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-- This solves the issue of duplicate GUIDs being spawned and causing problems
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-- with recall
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cardData.GUID = nil
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local spawnedCard = spawnObjectData({
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data = cardData,
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position = destinationPos,
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rotation = {0, yRotation, 0},
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callback_function = recordPlacedCard})
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end
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-- Returns the table position where the next skill should be placed
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-- Param isUpgraded: True if it's an upgraded card (right side of the table),
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-- false for a Level 0 card (left side of table)
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function getSkillPosition(isUpgraded)
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local skillPos
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if (isUpgraded) then
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skillPos = startPositions.upgrades.skill:copy()
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else
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skillPos = startPositions.level0.skill:copy()
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end
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local shift = Vector(div(skillCount, cardsPerRow) * xShift, 0, (skillCount % cardsPerRow) * zShift)
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skillPos:add(shift)
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skillCount = skillCount + 1
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return skillPos
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end
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-- Returns the table position where the next event should be placed
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-- Param isUpgraded: True if it's an upgraded card (right side of the table),
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-- false for a Level 0 card (left side of table)
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function getEventPosition(isUpgraded)
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local eventPos
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if (isUpgraded) then
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eventPos = startPositions.upgrades.event:copy()
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else
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eventPos = startPositions.level0.event:copy()
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end
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local shift = Vector(div(eventCount, cardsPerRow) * xShift, 0, (eventCount % cardsPerRow) * zShift)
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eventPos:add(shift)
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eventCount = eventCount + 1
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return eventPos
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end
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-- Returns the table position where the next asset should be placed
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-- Param isUpgraded: True if it's an upgraded card (right side of the table),
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-- false for a Level 0 card (left side of table)
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function getAssetPosition(isUpgraded)
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local assetPos
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if (isUpgraded) then
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assetPos = startPositions.upgrades.asset:copy()
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else
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assetPos = startPositions.level0.asset:copy()
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end
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local shift = Vector(div(assetCount, cardsPerRow) * xShift, 0, (assetCount % cardsPerRow) * zShift)
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assetPos:add(shift)
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assetCount = assetCount + 1
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return assetPos
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end
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-- Callback function which adds a spawned card to the tracking list
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function recordPlacedCard(spawnedCard)
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if (spawnedCard.getName() == "Protecting the Anirniq (2)") then
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log("Spawned PtA "..spawnedCard.getGUID())
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end
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placedCardGuids[spawnedCard.getGUID()] = true
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placedCardCount = placedCardCount + 1
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end
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-- Recalls all spawned cards to the bag, and clears the placedCardGuids list
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function buttonClick_recall()
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local trash = spawnObjectData({data = recallBag, position = self.getPosition()})
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for cardGuid, _ in pairs(placedCardGuids) do
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local card = getObjectFromGUID(cardGuid)
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if (card ~= nil) then
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trash.putObject(card)
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placedCardGuids[cardGuid] = nil
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placedCardCount = placedCardCount - 1
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end
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end
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if (placedCardCount > 0) then
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-- Couldn't recall all the cards, check and pull them from decks
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local decksInArea = { }
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local allObjects = getAllObjects()
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for _, object in ipairs(allObjects) do
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if (object.name == "Deck" and isInArea(object)) then
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table.insert(decksInArea, object)
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end
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end
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for _, deck in ipairs(decksInArea) do
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local cardsInDeck = deck.getObjects()
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for i, card in ipairs(cardsInDeck) do
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if (placedCardGuids[card.guid]) then
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trash.putObject(deck.takeObject({ guid = card.guid }))
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break
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end
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end
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end
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end
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trash.destruct()
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-- We've recalled everything we can, some cards may have been moved out of the
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-- card area. Just reset at this point.
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placedCardGuids = { }
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placedCardCount = 0
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end
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function isInArea(object)
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if (object == nil) then
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return false
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end
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local position = object.getPosition()
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return position.x > CARD_AREA_X_THRESHOLD
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and (position.z > CARD_AREA_BASIC_Z_THRESHOLD
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or position.z < CARD_AREA_UPGRADED_Z_THRESHOLD)
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end
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function div(a,b)
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return (a - a % b) / b
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end
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end)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("playercards/ClassCardContainer")
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end)
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return __bundle_require("__root") |