395 lines
14 KiB
Plaintext
395 lines
14 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("playercards/CardSearch")
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end)
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__bundle_register("playercards/CardSearch", function(require, _LOADED, __bundle_register, __bundle_modules)
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-- Search-A-Card
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-- made by: Chr1Z
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-- description: spawns the card(s) with the specified name
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information = {
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version = "1.2",
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last_updated = "12.11.2022"
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}
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require("playercards/PlayerCardSpawner")
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local buttonParameters = {}
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buttonParameters.function_owner = self
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buttonParameters.height = 200
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buttonParameters.width = 1200
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buttonParameters.font_size = 75
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local BUTTON_LABELS = {}
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BUTTON_LABELS["spawn"] = {}
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BUTTON_LABELS["spawn"][true] = "Mode: Spawn all matching cards "
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BUTTON_LABELS["spawn"][false] = "Mode: Spawn first matching card"
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BUTTON_LABELS["search"] = {}
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BUTTON_LABELS["search"][true] = "Mode: Name matches search term"
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BUTTON_LABELS["search"][false] = "Mode: Name contains search term"
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local inputParameters = {}
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inputParameters.label = "Click to enter card name"
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inputParameters.input_function = "input_func"
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inputParameters.function_owner = self
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inputParameters.alignment = 2
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inputParameters.position = { 0, 0.05, -1.6 }
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inputParameters.width = 1200
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inputParameters.height = 130
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inputParameters.font_size = 107
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local ALL_CARDS_GUID = "15bb07"
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-- main code
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function onSave() return JSON.encode({ spawnAll, searchExact, inputParameters.value }) end
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function onLoad(saved_data)
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local loaded_data = JSON.decode(saved_data)
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spawnAll = loaded_data[1] or false
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searchExact = loaded_data[2] or false
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inputParameters.value = loaded_data[3] or ""
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-- index 0: button for spawn mode
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buttonParameters.click_function = "search"
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buttonParameters.label = "Spawn matching card(s)!"
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buttonParameters.position = { 0, 0.06, 1.15 }
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self.createButton(buttonParameters)
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-- index 1: button for spawn mode
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buttonParameters.click_function = "spawnMode"
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buttonParameters.label = BUTTON_LABELS["spawn"][spawnAll]
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buttonParameters.position[3] = buttonParameters.position[3] + 0.4
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self.createButton(buttonParameters)
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-- index 2: button for search mode
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buttonParameters.click_function = "searchMode"
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buttonParameters.label = BUTTON_LABELS["search"][searchExact]
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buttonParameters.position[3] = buttonParameters.position[3] + 0.4
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self.createButton(buttonParameters)
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self.createInput(inputParameters)
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self.addContextMenuItem("More Information", function()
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printToAll("------------------------------", "White")
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printToAll("Search-A-Card v" .. information["version"] .. " by Chr1Z", "Orange")
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printToAll("last updated: " .. information["last_updated"], "White")
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end)
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end
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function spawnMode()
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spawnAll = not spawnAll
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self.editButton({ index = 1, label = BUTTON_LABELS["spawn"][spawnAll] })
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end
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function searchMode()
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searchExact = not searchExact
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self.editButton({ index = 2, label = BUTTON_LABELS["search"][searchExact] })
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end
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-- if "Enter press" (\n) is found, start search and recreate input
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function input_func(_, _, input, stillEditing)
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if not stillEditing then
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inputParameters.value = input
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elseif string.find(input, "%\n") ~= nil then
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inputParameters.value = input.gsub(input, "%\n", "")
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search()
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self.removeInput(0)
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self.createInput(inputParameters)
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end
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end
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function search()
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if inputParameters.value == nil or string.len(inputParameters.value) == 0 then
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printToAll("Please enter a search string.", "Yellow")
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return
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end
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if string.len(inputParameters.value) < 3 then
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printToAll("Please enter a longer search string.", "Yellow")
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return
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end
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local allCardsBag = getObjectFromGUID(ALL_CARDS_GUID)
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if allCardsBag == nil then
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printToAll("Player card bag couldn't be found.", "Red")
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return
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end
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-- search all objects in bag
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local cardList = allCardsBag.call("getCardsByName", { name = inputParameters.value, exact = searchExact })
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if cardList == nil or #cardList == 0 then
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printToAll("No match found.", "Red")
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return
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end
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if (#cardList > 100) then
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printToAll("Matched more than 100 cards, please try a more specific search.", "Yellow")
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return
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end
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-- sort table by name (reverse for multiple results, because bottom card spawns first)
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table.sort(cardList, function(k1, k2) return spawnAll == (k1.data.Nickname > k2.data.Nickname) end)
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local rot = self.getRotation()
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local pos = self.positionToWorld(Vector(0, 2, -0.225))
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Spawner.spawnCards(cardList, pos, rot, true)
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end
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end)
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__bundle_register("playercards/PlayerCardSpawner", function(require, _LOADED, __bundle_register, __bundle_modules)
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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 SPREAD_Z_SHIFT = -2.3
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Spawner = { }
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-- Spawns a list of cards at the given position/rotation. This will separate cards by size -
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-- investigator, standard, and mini, spawning them in that order with larger cards on bottom. If
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-- there are different types, the provided callback will be called once for each type as it spawns
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-- either a card or deck.
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-- @param cardList: A list of Player Card data structures (data/metadata)
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-- @param pos Position table where the cards should be spawned (global)
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-- @param rot Rotation table for the orientation of the spawned cards (global)
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-- @param sort Boolean, true if this list of cards should be sorted before spawning
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-- @param callback Function, callback to be called after the card/deck spawns.
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Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
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if (sort) then
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table.sort(cardList, Spawner.cardComparator)
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end
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local miniCards = { }
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local standardCards = { }
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local investigatorCards = { }
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for _, card in ipairs(cardList) do
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if (card.metadata.type == "Investigator") then
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table.insert(investigatorCards, card)
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elseif (card.metadata.type == "Minicard") then
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table.insert(miniCards, card)
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else
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table.insert(standardCards, card)
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end
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end
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-- Spawn each of the three types individually. Each Y position shift accounts for the thickness
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-- of the spawned deck
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local position = { x = pos.x, y = pos.y, z = pos.z }
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Spawner.spawn(investigatorCards, position, { rot.x, rot.y - 90, rot.z}, callback)
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position.y = position.y + (#investigatorCards + #standardCards) * 0.07
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Spawner.spawn(standardCards, position, rot, callback)
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position.y = position.y + (#standardCards + #miniCards) * 0.07
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Spawner.spawn(miniCards, position, rot, callback)
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end
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Spawner.spawnCardSpread = function(cardList, startPos, rot, sort, callback)
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if (sort) then
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table.sort(cardList, Spawner.cardComparator)
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end
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local position = { x = startPos.x, y = startPos.y, z = startPos.z }
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for _, card in ipairs(cardList) do
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Spawner.spawn({ card }, position, rot, callback)
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position.z = position.z + SPREAD_Z_SHIFT
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end
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end
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-- Spawn a specific list of cards. This method is for internal use and should not be called
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-- directly, use spawnCards instead.
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-- @param cardList: A list of Player Card data structures (data/metadata)
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-- @param pos Position table where the cards should be spawned (global)
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-- @param rot Rotation table for the orientation of the spawned cards (global)
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-- @param callback Function, callback to be called after the card/deck spawns.
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Spawner.spawn = function(cardList, pos, rot, callback)
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if (#cardList == 0) then
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return
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end
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-- Spawn a single card directly
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if (#cardList == 1) then
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spawnObjectData({
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data = cardList[1].data,
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position = pos,
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rotation = rot,
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callback_function = callback,
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})
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return
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end
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-- For multiple cards, construct a deck and spawn that
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local deck = Spawner.buildDeckDataTemplate()
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-- Decks won't inherently scale to the cards in them. The card list being spawned should be all
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-- the same type/size by this point, so use the first card to set the size
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deck.Transform = {
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scaleX = cardList[1].data.Transform.scaleX,
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scaleY = 1,
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scaleZ = cardList[1].data.Transform.scaleZ,
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}
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for _, spawnCard in ipairs(cardList) do
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Spawner.addCardToDeck(deck, spawnCard.data)
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end
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spawnObjectData({
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data = deck,
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position = pos,
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rotation = rot,
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callback_function = callback,
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})
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end
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-- Inserts a card into the given deck. This does three things:
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-- 1. Add the card's data to ContainedObjects
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-- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
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-- ID list. Note that the deck's ID list is "DeckIDs" even though it
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-- contains a list of card Ids
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-- 3. Extract the card's CustomDeck table and add it to the deck. The deck's
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-- "CustomDeck" field is a list of all CustomDecks used by cards within the
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-- deck, keyed by the DeckID and referencing the custom deck table
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---@param deck: TTS deck data structure to add to
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---@param card: Data for the card to be inserted
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Spawner.addCardToDeck = function(deck, cardData)
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for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
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if (deck.CustomDeck[customDeckId] == nil) then
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-- CustomDeck not added to deck yet, add it
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deck.CustomDeck[customDeckId] = customDeckData
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elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
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-- CustomDeck for this card matches the current one for the deck, do nothing
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else
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-- CustomDeck data conflict
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local newDeckId = nil
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for deckId, customDeck in pairs(deck.CustomDeck) do
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if (customDeckData.FaceURL == customDeck.FaceURL) then
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newDeckId = deckId
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end
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end
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if (newDeckId == nil) then
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-- No non-conflicting custom deck for this card, add a new one
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newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000")
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deck.CustomDeck[newDeckId] = customDeckData
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end
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-- Update the card with the new CustomDeck info
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cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
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cardData.CustomDeck[customDeckId] = nil
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cardData.CustomDeck[newDeckId] = customDeckData
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break
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end
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end
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table.insert(deck.ContainedObjects, cardData)
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table.insert(deck.DeckIDs, cardData.CardID)
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end
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-- Create an empty deck data table which can have cards added to it. This
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-- creates a new table on each call without using metatables or previous
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-- definitions because we can't be sure that TTS doesn't modify the structure
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---@return: Table containing the minimal TTS deck data structure
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Spawner.buildDeckDataTemplate = function()
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local deck = {}
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deck.Name = "Deck"
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-- Card data. DeckIDs and CustomDeck entries will be built from the cards
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deck.ContainedObjects = {}
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deck.DeckIDs = {}
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deck.CustomDeck = {}
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-- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
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deck.Transform = {
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scaleX = 1,
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scaleY = 1,
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scaleZ = 1,
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}
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return deck
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end
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-- Returns the first ID which does not exist in the given table, starting at startId and increasing
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-- @param objectTable Table keyed by strings which are numbers
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-- @param startId First possible ID.
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-- @return String ID >= startId
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Spawner.findNextAvailableId = function(objectTable, startId)
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local id = startId
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while (objectTable[id] ~= nil) do
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id = tostring(tonumber(id) + 1)
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end
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return id
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end
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-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
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---@return: 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
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-- irrelevant as they provide only grouping and the order between them doesn't matter.
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Spawner.getpbcn = function(metadata)
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if metadata.permanent then
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return 1
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elseif metadata.bonded_to ~= nil then
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return 2
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else -- Normal card
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return 3
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end
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end
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-- Comparison function used to sort the cards in a deck. Groups bonded or
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-- permanent cards first, then sorts within theose types by name/subname.
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-- Normal cards will sort in standard alphabetical order, while
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-- permanent/bonded/customizable will be in reverse alphabetical order.
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--
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-- Since cards spawn in the order provided by this comparator, with the first
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-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
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-- alphabetical order. This presents the cards in order for non-face-down
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-- areas, and presents them in order when Searching the face-down deck.
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Spawner.cardComparator = function(card1, card2)
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local pbcn1 = Spawner.getpbcn(card1.metadata)
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local pbcn2 = Spawner.getpbcn(card2.metadata)
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if pbcn1 ~= pbcn2 then
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return pbcn1 > pbcn2
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end
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if pbcn1 == 3 then
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if card1.data.Nickname ~= card2.data.Nickname then
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return card1.data.Nickname < card2.data.Nickname
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end
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return card1.data.Description < card2.data.Description
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else
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if card1.data.Nickname ~= card2.data.Nickname then
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return card1.data.Nickname > card2.data.Nickname
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end
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return card1.data.Description > card2.data.Description
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end
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end
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end)
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return __bundle_require("__root") |