ah_sce_unpacked/unpacked/Custom_Token Playarea 721ba2.ttslua
2022-12-13 14:02:30 -05:00

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5.3 KiB
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-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
local loadingPlaceholder = {[{}] = true}
local register
local modules = {}
local require
local loaded = {}
register = function(name, body)
if not modules[name] then
modules[name] = body
end
end
require = function(name)
local loadedModule = loaded[name]
if loadedModule then
if loadedModule == loadingPlaceholder then
return nil
end
else
if not modules[name] then
if not superRequire then
local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
error('Tried to require ' .. identifier .. ', but no such module has been registered')
else
return superRequire(name)
end
end
loaded[name] = loadingPlaceholder
loadedModule = modules[name](require, loaded, register, modules)
loaded[name] = loadedModule
end
return loadedModule
end
return require, loaded, register, modules
end)(nil)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("core/PlayArea")
end)
__bundle_register("core/PlayArea", function(require, _LOADED, __bundle_register, __bundle_modules)
---------------------------------------------------------
-- general setup
---------------------------------------------------------
-- set true to enable debug logging
DEBUG = false
-- we use this to turn off collision handling until onLoad() is complete
COLLISION_ENABLED = false
local INVESTIGATOR_COUNTER_GUID = "f182ee"
local clueData = {}
spawnedLocationGUIDs = {}
---------------------------------------------------------
-- general code
---------------------------------------------------------
function onSave() return JSON.encode(spawnedLocationGUIDs) end
function onLoad(save_state)
-- records locations we have spawned clues for
spawnedLocationGUIDs = JSON.decode(save_state) or {}
local TOKEN_DATA = Global.getTable('TOKEN_DATA')
clueData = {
thickness = 0.1,
stackable = true,
type = 2,
image = TOKEN_DATA.clue.image,
image_bottom = TOKEN_DATA.doom.image
}
local dataHelper = getObjectFromGUID('708279')
LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
self.interactable = DEBUG
Wait.time(function() COLLISION_ENABLED = true end, 1)
end
function log(message)
if DEBUG then print(message) end
end
---------------------------------------------------------
-- clue spawning
---------------------------------------------------------
-- try the compound key then the name alone as default
function getLocation(object)
return LOCATIONS[object.getName() .. '_' .. object.getGUID()] or LOCATIONS[object.getName()]
end
-- Return the number of clues to spawn on this location
function getClueCount(object, isFaceDown, playerCount)
local details = getLocation(object)
if details == nil then
error('attempted to get clue for unexpected object: ' .. object.getName())
end
log(object.getName() .. ' : ' .. details['type'] .. ' : ' .. details['value'] .. ' : ' .. details['clueSide'])
if ((isFaceDown and details['clueSide'] == 'back') or (not isFaceDown and details['clueSide'] == 'front')) then
if details['type'] == 'fixed' then
return details['value']
elseif details['type'] == 'perPlayer' then
return details['value'] * playerCount
end
error('unexpected location type: ' .. details['type'])
end
return 0
end
function spawnCluesAtLocation(clueCount, object)
if spawnedLocationGUIDs[object.getGUID()] ~= nil then
error('tried to spawn clue for already spawned location:' .. object.getName())
end
log('spawning clues for ' .. object.getName() .. '_' .. object.getGUID())
log('player count is ' .. getInvestigatorCount() .. ', clue count is ' .. clueCount)
-- mark this location as spawned, can't happen again
spawnedLocationGUIDs[object.getGUID()] = true
-- spawn clues (starting top right, moving to the next row after 4 clues)
local pos = object.getPosition()
for i = 1, clueCount do
local row = math.floor(1 + (i - 1) / 4)
local column = (i - 1) % 4
spawnClue({ pos.x + 1.5 - 0.55 * row, pos.y, pos.z - 0.825 + 0.55 * column })
end
end
function spawnClue(position)
local token = spawnObject({
position = position,
rotation = { 3.88, -90, 0.24 },
type = 'Custom_Tile'
})
token.setCustomObject(clueData)
token.scale { 0.25, 1, 0.25 }
token.use_snap_points = false
end
function updateLocations(args)
custom_data_helper_guid = args[1]
local custom_data_helper = getObjectFromGUID(args[1])
for k, v in pairs(custom_data_helper.getTable("LOCATIONS_DATA")) do
LOCATIONS[k] = v
end
end
function onCollisionEnter(collision_info)
if not COLLISION_ENABLED then return end
-- check if we should spawn clues here and do so according to playercount
local object = collision_info.collision_object
if getLocation(object) ~= nil and spawnedLocationGUIDs[object.getGUID()] == nil then
local clueCount = getClueCount(object, object.is_face_down, getInvestigatorCount())
if clueCount > 0 then spawnCluesAtLocation(clueCount, object) end
end
end
function getInvestigatorCount()
local investigatorCounter = getObjectFromGUID('f182ee')
return investigatorCounter.getVar("val")
end
end)
return __bundle_require("__root")