1503 lines
58 KiB
Plaintext
1503 lines
58 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("playermat/Zones")
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require("arkhamdb/LoaderUi")
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require("playercards/PlayerCardSpawner")
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local bondedList = {}
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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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local PLAY_AREA_GUID = "721ba2"
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local RANDOM_WEAKNESS_ID = "01000"
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local tags = { configuration = "import_configuration_provider" }
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local Priority = {
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ERROR = 0,
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WARNING = 1,
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INFO = 2,
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DEBUG = 3
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}
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---@type fun(text: string)
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local printFunction = printToAll
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local printPriority = Priority.INFO
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---@param priority number
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---@return string
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function Priority.getLabel(priority)
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if priority == 0 then return "ERROR"
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elseif priority == 1 then return "WARNING"
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elseif priority == 2 then return "INFO"
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elseif priority == 3 then return "DEBUG"
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else error(table.concat({ "Priority", priority, "not found" }, " ")) return ""
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end
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end
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---@param message string
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---@param priority number
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local function debugPrint(message, priority, color)
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if (color == nil) then
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color = { 0.5, 0.5, 0.5 }
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end
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if (printPriority >= priority) then
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printFunction("[" .. Priority.getLabel(priority) .. "] " .. message, color)
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end
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end
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local function fixUtf16String(str)
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return str:gsub("\\u(%w%w%w%w)", function(match)
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return string.char(tonumber(match, 16))
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end)
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end
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--Forward declaration
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---@type Request
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local Request = {}
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---@type table<string, ArkhamImportTaboo>
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local tabooList = {}
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---@return ArkhamImportConfiguration
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local function getConfiguration()
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local configuration = getObjectsWithTag(tags.configuration)[1]:getTable("configuration")
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printPriority = configuration.priority
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return configuration
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end
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function onLoad(script_state)
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local state = JSON.decode(script_state)
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initializeUi(state)
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math.randomseed(os.time())
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local configuration = getConfiguration()
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Request.start({ configuration.api_uri, configuration.taboo }, function(status)
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local json = JSON.decode(fixUtf16String(status.text))
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for _, taboo in pairs(json) do
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---@type <string, boolean>
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local cards = {}
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for _, card in pairs(JSON.decode(taboo.cards)) do
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cards[card.code] = true
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end
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tabooList[taboo.id] = {
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date = taboo.date_start,
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cards = cards
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}
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end
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return true, nil
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end)
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end
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function onSave() return JSON.encode(getUiState()) end
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-- Callback when the deck information is received from ArkhamDB. Parses the
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-- response then applies standard transformations to the deck such as adding
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-- random weaknesses and checking for taboos. Once the deck is processed,
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-- passes to loadCards to actually spawn the defined deck.
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---@param deck ArkhamImportDeck
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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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---@param configuration ArkhamImportConfiguration
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local function onDeckResult(deck, playerColor, configuration)
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-- Load the next deck in the upgrade path if the option is enabled
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if (getUiState().loadNewest and deck.next_deck ~= nil and deck.next_deck ~= "") then
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buildDeck(playerColor, deck.next_deck)
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return
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end
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debugPrint(table.concat({ "Found decklist: ", deck.name }), Priority.INFO, playerColor)
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debugPrint(table.concat({ "-", deck.name, "-" }), Priority.DEBUG)
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for k, v in pairs(deck) do
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if type(v) == "table" then
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debugPrint(table.concat { k, ": <table>" }, Priority.DEBUG)
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else
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debugPrint(table.concat { k, ": ", tostring(v) }, Priority.DEBUG)
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end
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end
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debugPrint("", Priority.DEBUG)
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-- Initialize deck slot table and perform common transformations. The order
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-- of these should not be changed, as later steps may act on cards added in
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-- each. For example, a random weakness or investigator may have bonded
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-- cards or taboo entries, and should be present
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local slots = deck.slots
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maybeDrawRandomWeakness(slots, playerColor, configuration)
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maybeAddInvestigatorCards(deck, slots)
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maybeAddCustomizeUpgradeSheets(slots, configuration)
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maybeAddSummonedServitor(slots)
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maybeAddOnTheMend(slots)
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extractBondedCards(slots, configuration)
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checkTaboos(deck.taboo_id, slots, playerColor, configuration)
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local commandManager = getObjectFromGUID(configuration.command_manager_guid)
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---@type ArkhamImport_CommandManager_InitializationArguments
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local parameters = {
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configuration = configuration,
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description = deck.description_md,
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}
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---@type ArkhamImport_CommandManager_InitializationResults
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local results = commandManager:call("initialize", parameters)
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if not results.is_successful then
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debugPrint(results.error_message, Priority.ERROR)
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return
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end
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-- get upgrades for customizable cards
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local meta = deck.meta
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local customizations = {}
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if meta then customizations = JSON.decode(deck.meta) end
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loadCards(slots, deck.investigator_code, customizations, playerColor, commandManager,
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configuration, results.configuration)
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end
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-- Checks to see if the slot list includes the random weakness ID. If it does,
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-- removes it from the deck and replaces it with the ID of a random basic weakness provided by the all cards bag
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---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
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---@param playerColor: Color name of the player this deck is being loaded for. Used for broadcast if a weakness is added.
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---@param configuration: The API configuration object
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function maybeDrawRandomWeakness(slots, playerColor, configuration)
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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local hasRandomWeakness = false
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for cardId, cardCount in pairs(slots) do
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if cardId == RANDOM_WEAKNESS_ID then
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hasRandomWeakness = true
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break
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end
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end
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if hasRandomWeakness then
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local weaknessId = allCardsBag.call("getRandomWeaknessId")
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slots[weaknessId] = 1
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slots[RANDOM_WEAKNESS_ID] = nil
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debugPrint("Random basic weakness added to deck", Priority.INFO, playerColor)
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end
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end
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-- If investigator cards should be loaded, add both the investigator (XXXXX) and minicard (XXXXX-m) slots with one copy each
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---@param deck: The processed ArkhamDB deck response
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---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
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function maybeAddInvestigatorCards(deck, slots)
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if getUiState().investigators then
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local investigatorId = deck.investigator_code
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slots[investigatorId .. "-m"] = 1
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local deckMeta = JSON.decode(deck.meta)
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local parallelFront = deckMeta ~= nil and deckMeta.alternate_front ~= nil and deckMeta.alternate_front ~= ""
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local parallelBack = deckMeta ~= nil and deckMeta.alternate_back ~= nil and deckMeta.alternate_back ~= ""
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if parallelFront and parallelBack then
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investigatorId = investigatorId .. "-p"
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elseif parallelFront then
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local alternateNum = tonumber(deckMeta.alternate_front)
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if alternateNum >= 01501 and alternateNum <= 01506 then
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investigatorId = investigatorId .. "-r"
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else
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investigatorId = investigatorId .. "-pf"
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end
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elseif parallelBack then
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investigatorId = investigatorId .. "-pb"
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end
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slots[investigatorId] = 1
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end
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end
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-- Process the card list looking for the customizable cards, and add their upgrade sheets if needed
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---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number
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-- of those cards which will be spawned
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function maybeAddCustomizeUpgradeSheets(slots, configuration)
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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for cardId, _ in pairs(slots) do
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-- upgrade sheets for customizable cards
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local upgradesheet = allCardsBag.call("getCardById", { id = cardId .. "-c" })
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if upgradesheet ~= nil then
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slots[cardId .. "-c"] = 1
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end
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end
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end
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-- Process the card list looking for the Summoned Servitor, and add its minicard to the list if
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-- needed
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---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number
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-- of those cards which will be spawned
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function maybeAddSummonedServitor(slots)
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if slots["09080"] ~= nil then
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slots["09080-m"] = 1
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end
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end
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-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
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-- the count based on the investigator count
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---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number
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-- of those cards which will be spawned
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function maybeAddOnTheMend(slots)
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if slots["09006"] ~= nil then
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local playArea = getObjectFromGUID(PLAY_AREA_GUID)
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if playArea ~= nil then
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slots["09006"] = playArea.call("getInvestigatorCount")
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end
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end
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end
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-- Process the slot list and looks for any cards which are bonded to those in the deck. Adds those cards to the slot list.
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---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
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---@param configuration: The API configuration object
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function extractBondedCards(slots, configuration)
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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-- Create a list of bonded cards first so we don't modify slots while iterating
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local bondedCards = {}
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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 and card.metadata.bonded ~= nil) then
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for _, bond in ipairs(card.metadata.bonded) do
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bondedCards[bond.id] = bond.count
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-- We need to know which cards are bonded to determine their position, remember them
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bondedList[bond.id] = true
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end
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end
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end
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-- Add any bonded cards to the main slots list
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for bondedId, bondedCount in pairs(bondedCards) do
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slots[bondedId] = bondedCount
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end
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end
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-- 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")
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---@param tabooId: The deck's taboo ID, taken from the deck response taboo_id field. May be nil, indicating that no taboo list should be used
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---@param slots: The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
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function checkTaboos(tabooId, slots, playerColor, configuration)
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if tabooId then
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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for cardId, _ in pairs(tabooList[tabooId].cards) do
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if slots[cardId] ~= nil then
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-- Make sure there's a taboo version of the card before we replace it
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-- SCED only maintains the most recent taboo cards. If a deck is using
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-- an older taboo list it's possible the card isn't a taboo any more
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local tabooCard = allCardsBag.call("getCardById", { id = cardId .. "-t" })
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if tabooCard == nil then
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local basicCard = allCardsBag.call("getCardById", { id = cardId })
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debugPrint("Taboo version for " .. basicCard.data.Nickname .. " is not available. Using standard version",
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Priority.WARNING, playerColor)
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else
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slots[cardId .. "-t"] = slots[cardId]
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slots[cardId] = nil
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end
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end
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end
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end
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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. Metadata fields type and permanent are required; all others are optional.
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---@return: Zone name such as "Deck", "SetAside1", etc. See Zones object documentation for a list of valid zones.
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function getDefaultCardZone(cardMetadata)
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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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-- Process the slot list, which defines the card Ids and counts of cards to load. Spawn those cards at the appropriate zones
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-- and report an error to the user if any could not be loaded.
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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: Key-Value table of cardId:count. cardId is the ArkhamDB ID of the card to spawn, 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 customizations: 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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---@param configuration: Loader configuration object
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function loadCards(slots, investigatorId, customizations, playerColor, commandManager, configuration, command_config)
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function coinside()
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local allCardsBag = getObjectFromGUID(configuration.card_bag_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)
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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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-- TODO: Re-enable this later, as a command
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-- handleAltInvestigatorCard(cardsToSpawn, "promo", configuration)
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-- TODO: Process commands for the cardsToSpawn list
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-- These should probably be commands, once the command handler is updated
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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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local request = Request.start({
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configuration.api_uri,
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configuration.cards,
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cardId
|
|
},
|
|
function(result)
|
|
local adbCardInfo = JSON.decode(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
|
|
debugPrint("Card not found: " .. cardName .. ", ArkhamDB ID " .. cardId, Priority.ERROR, playerColor)
|
|
else
|
|
debugPrint("Card not found in ArkhamDB, ID " .. cardId, Priority.ERROR, playerColor)
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
if (not hadError) then
|
|
debugPrint("Deck loaded successfully!", Priority.INFO, playerColor)
|
|
end
|
|
return 1
|
|
end
|
|
|
|
startLuaCoroutine(self, "coinside")
|
|
end
|
|
|
|
-- Callback handler for the main deck spawning. Looks for cards which should start in hand, and
|
|
-- draws them for the appropriate player.
|
|
-- @param deck Callback-provided spawned deck object
|
|
-- @param playerColor Color of the player to draw the cards to
|
|
function deckSpawned(deck, playerColor)
|
|
local handPos = Player[playerColor].getHandTransform(1).position -- Only one hand zone per player
|
|
local deckCards = deck.getData().ContainedObjects
|
|
-- Process in reverse order so taking cards out doesn't upset the indexing
|
|
for i = #deckCards, 1, -1 do
|
|
local cardMetadata = JSON.decode(deckCards[i].GMNotes) or { }
|
|
if cardMetadata.startsInHand then
|
|
deck.takeObject({ index = i - 1, position = handPos, flip = true, smooth = true})
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Conver the Raven Quill's selections from card IDs to card names. This could be more elegant
|
|
-- but the inputs are very static so we're using some brute force.
|
|
-- @param An ArkhamDB string indicating the customization selections for The Raven's Quill. Should
|
|
-- be either a single card ID or two separated by a ^ (e.g. XXXXX^YYYYY)
|
|
function convertRavenQuillSelections(selectionString)
|
|
if (string.len(selectionString) == 5) then
|
|
return getCardName(selectionString)
|
|
elseif (string.len(selectionString) == 11) then
|
|
return getCardName(string.sub(selectionString, 1, 5)) .. ", " .. getCardName(string.sub(selectionString, 7))
|
|
end
|
|
end
|
|
|
|
-- Returns the simple name of a card given its ID. This will find the card and strip any trailing
|
|
-- SCED-specific suffixes such as (Taboo) or (Level)
|
|
function getCardName(cardId)
|
|
local configuration = getConfiguration()
|
|
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
|
|
local card = allCardsBag.call("getCardById", { id = cardId })
|
|
if (card ~= nil) then
|
|
local name = card.data.Nickname
|
|
if (string.find(name, " %(")) then
|
|
return string.sub(name, 1, string.find(name, " %(") - 1)
|
|
else
|
|
return name
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Split a single list of cards into a separate table of lists, keyed by the zone
|
|
---@param cards: Table of {cardData, cardMetadata, zone}
|
|
---@return: Table of {zoneName=card list}
|
|
function buildZoneLists(cards)
|
|
local zoneList = {}
|
|
for _, card in ipairs(cards) do
|
|
if zoneList[card.zone] == nil then
|
|
zoneList[card.zone] = {}
|
|
end
|
|
table.insert(zoneList[card.zone], card)
|
|
end
|
|
|
|
return zoneList
|
|
end
|
|
|
|
-- Replace the investigator card and minicard with an alternate version. This
|
|
-- will find the relevant cards and look for IDs with <id>-<altVersionTag>, and
|
|
-- <id>-<altVersionTag>-m, and update the entries in cardList with the new card
|
|
-- data.
|
|
--
|
|
---@param cardList: Deck list being created
|
|
---@param altVersionTag: The tag for the different version, currently the only alt versions are "promo", but will soon inclide "revised"
|
|
---@param configuration: ArkhamDB configuration defniition, used for the card bag
|
|
function handleAltInvestigatorCard(cardList, altVersionTag, configuration)
|
|
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
|
|
for _, card in ipairs(cardList) do
|
|
if card.metadata.type == "Investigator" then
|
|
local altInvestigator = allCardsBag.call("getCardById", { id = card.metadata.id .. "-" .. altVersionTag })
|
|
if (altInvestigator ~= nil) then
|
|
card.data = altInvestigator.data
|
|
card.metadata = altInvestigator.metadata
|
|
end
|
|
end
|
|
if card.metadata.type == "Minicard" then
|
|
-- -promo comes before -m in the ID, so needs a little massaging
|
|
local investigatorId = string.sub(card.metadata.id, 1, 5)
|
|
local altMinicard = allCardsBag.call("getCardById", { id = investigatorId .. "-" .. altVersionTag .. "-m" })
|
|
if altMinicard ~= nil then
|
|
card.data = altMinicard.data
|
|
card.metadata = altMinicard.metadata
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Check to see if the deck list has Ancestral Knowledge. If it does, move 5 random skills to SetAside3
|
|
function handleAncestralKnowledge(cardList)
|
|
local hasAncestralKnowledge = false
|
|
local skillList = {}
|
|
-- Have to process the entire list to check for Ancestral Knowledge and get all possible skills, so do both in one pass
|
|
for i, card in ipairs(cardList) do
|
|
if card.metadata.id == "07303" then
|
|
hasAncestralKnowledge = true
|
|
card.zone = "SetAside3"
|
|
elseif (card.metadata.type == "Skill"
|
|
and card.metadata.bonded_to == nil
|
|
and not card.metadata.weakness) then
|
|
table.insert(skillList, i)
|
|
end
|
|
end
|
|
if hasAncestralKnowledge then
|
|
for i = 1, 5 do
|
|
-- Move 5 random skills to SetAside3
|
|
local skillListIndex = math.random(#skillList)
|
|
cardList[skillList[skillListIndex]].zone = "UnderSetAside3"
|
|
table.remove(skillList, skillListIndex)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Check for and handle Underworld Market by moving all Illicit cards to UnderSetAside3
|
|
---@param cardList: Deck list being created
|
|
---@param playerColor: Color this deck is being loaded for
|
|
function handleUnderworldMarket(cardList, playerColor)
|
|
local hasMarket = false
|
|
local illicitList = {}
|
|
-- Process the entire list to check for Underworld Market and get all possible skills, doing both in one pass
|
|
for i, card in ipairs(cardList) do
|
|
if card.metadata.id == "09077" then
|
|
-- Underworld Market found
|
|
hasMarket = true
|
|
card.zone = "SetAside3"
|
|
elseif (card.metadata.traits ~= nil and string.find(card.metadata.traits, "Illicit", 1, true)
|
|
and card.metadata.bonded_to == nil
|
|
and not card.metadata.weakness) then
|
|
table.insert(illicitList, i)
|
|
end
|
|
end
|
|
|
|
if hasMarket then
|
|
if #illicitList < 10 then
|
|
debugPrint("Only " .. #illicitList .. " Illicit cards in your deck, you can't trigger Underworld Market's ability."
|
|
, Priority.WARNING, playerColor)
|
|
else
|
|
-- Process cards to move them to the market deck. This is done in reverse
|
|
-- order because the sorting needs to be reversed (deck sorts for face down)
|
|
-- Performance here may be an issue, as table.remove() is an O(n) operation
|
|
-- which makes the full shift O(n^2). But keep it simple unless it becomes
|
|
-- a problem
|
|
for i = #illicitList, 1, -1 do
|
|
local moving = cardList[illicitList[i]]
|
|
moving.zone = "UnderSetAside3"
|
|
table.remove(cardList, illicitList[i])
|
|
table.insert(cardList, moving)
|
|
end
|
|
|
|
if #illicitList > 10 then
|
|
debugPrint("Moved all " .. #illicitList .. " Illicit cards to the Market deck, reduce it to 10", Priority.INFO,
|
|
playerColor)
|
|
else
|
|
debugPrint("Built the Market deck", Priority.INFO, playerColor)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- If the investigator is Joe Diamond, extract all Insight events to SetAside5 to build the Hunch Deck.
|
|
---@param investigatorId: ID for the deck's investigator card. Passed separately because the investigator may not be included in the cardList
|
|
---@param cardList: Deck list being created
|
|
---@param playerColor: Color this deck is being loaded for
|
|
function handleHunchDeck(investigatorId, cardList, playerColor)
|
|
if investigatorId == "05002" then -- Joe Diamond
|
|
local insightList = {}
|
|
for i, card in ipairs(cardList) do
|
|
if (card.metadata.type == "Event"
|
|
and card.metadata.traits ~= nil
|
|
and string.match(card.metadata.traits, "Insight")
|
|
and card.metadata.bonded_to == nil) then
|
|
table.insert(insightList, i)
|
|
end
|
|
end
|
|
-- Process insights to move them to the hunch deck. This is done in reverse
|
|
-- order because the sorting needs to be reversed (deck sorts for face down)
|
|
-- Performance here may be an issue, as table.remove() is an O(n) operation
|
|
-- which makes the full shift O(n^2). But keep it simple unless it becomes
|
|
-- a problem
|
|
for i = #insightList, 1, -1 do
|
|
local moving = cardList[insightList[i]]
|
|
moving.zone = "SetAside5"
|
|
table.remove(cardList, insightList[i])
|
|
table.insert(cardList, moving)
|
|
end
|
|
if #insightList < 11 then
|
|
debugPrint("Joe's hunch deck must have 11 cards but the deck only has " .. #insightList .. " Insight events.",
|
|
Priority.INFO, playerColor)
|
|
elseif #insightList > 11 then
|
|
debugPrint("Moved all " .. #insightList .. " Insight events to the hunch deck, reduce it to 11.", Priority.INFO,
|
|
playerColor)
|
|
else
|
|
debugPrint("Built Joe's hunch deck", Priority.INFO, playerColor)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- For any customization upgrade cards in the card list, process the metadata from the deck to
|
|
-- set the save state to show the correct checkboxes/text field values
|
|
---@param cardList: Deck list being created
|
|
---@param customizations: Deck's meta table, extracted from ArkhamDB's deck structure
|
|
function handleCustomizableUpgrades(cardList, customizations)
|
|
for _, card in ipairs(cardList) do
|
|
if card.metadata.type == "UpgradeSheet" then
|
|
local baseId = string.sub(card.metadata.id, 1, 5)
|
|
local upgrades = customizations["cus_" .. baseId]
|
|
log(upgrades)
|
|
log(baseId)
|
|
|
|
if upgrades ~= nil then
|
|
-- initialize tables
|
|
-- markedBoxes: contains the amount of markedBoxes (left to right) per row (starting at row 1)
|
|
-- inputValues: contains the amount of inputValues per row (starting at row 0)
|
|
local markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
|
local inputValues = {}
|
|
local index_xp = {}
|
|
|
|
-- get the index and xp values (looks like this: X|X,X|X, ..)
|
|
for str in string.gmatch(customizations["cus_" .. baseId], "([^,]+)") do
|
|
table.insert(index_xp, str)
|
|
end
|
|
|
|
-- split each pair and assign it to the proper position in markedBoxes
|
|
if (customizationRowsWithFields[baseId] ~= nil) then
|
|
for i = 1, customizationRowsWithFields[baseId].inputCount do
|
|
table.insert(inputValues, "")
|
|
end
|
|
end
|
|
local inputCount = 0
|
|
for _, entry in ipairs(index_xp) do
|
|
local counter = 0
|
|
local index = 0
|
|
|
|
-- if found number is 0, then only get inputvalue
|
|
for str in string.gmatch(entry, "([^|]+)") do
|
|
counter = counter + 1
|
|
if counter == 1 then
|
|
index = tonumber(str) + 1
|
|
elseif counter == 2 then
|
|
markedBoxes[index] = tonumber(str)
|
|
elseif counter == 3 and str ~= "" then
|
|
if (baseId == "09042") then
|
|
inputValues[customizationRowsWithFields[baseId].inputMap[index]] = convertRavenQuillSelections(str)
|
|
elseif customizationRowsWithFields[baseId] ~= nil then
|
|
inputValues[customizationRowsWithFields[baseId].inputMap[index]] = str
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- remove first entry in markedBoxes if row 0 has textbox
|
|
if customizationRowsWithFields[baseId] ~= nil
|
|
and customizationRowsWithFields[baseId].inputCount > 0 then
|
|
table.remove(markedBoxes, 1)
|
|
end
|
|
|
|
-- write the loaded values to the save_data of the sheets
|
|
card.data["LuaScriptState"] = JSON.encode({ markedBoxes, inputValues })
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Test method. Loads all decks which were submitted to ArkhamDB on a given date window.
|
|
function testLoadLotsOfDecks()
|
|
local configuration = getConfiguration()
|
|
local numDays = 7
|
|
local day = os.time { year = 2021, month = 7, day = 15 } -- Start date here
|
|
for i = 1, numDays do
|
|
local dateString = os.date("%Y-%m-%d", day)
|
|
local deckList = Request.start({
|
|
configuration.api_uri,
|
|
"decklists/by_date",
|
|
dateString,
|
|
},
|
|
function(result)
|
|
local json = JSON.decode(result.text)
|
|
for i, deckData in ipairs(json) do
|
|
buildDeck(getColorForTest(i), deckData.id)
|
|
end
|
|
end)
|
|
day = day + (60 * 60 * 24) -- Move forward by one day
|
|
end
|
|
end
|
|
|
|
-- Rotates the player mat based on index, to spread the card stacks during a mass load
|
|
function getColorForTest(index)
|
|
if (index % 4 == 0) then
|
|
return "Red"
|
|
elseif (index % 4 == 1) then
|
|
return "Orange"
|
|
elseif (index % 4 == 2) then
|
|
return "White"
|
|
elseif (index % 4 == 3) then
|
|
return "Green"
|
|
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: ArkhamDB deck id to be loaded
|
|
function buildDeck(playerColor, deckId)
|
|
local configuration = getConfiguration()
|
|
-- 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,
|
|
getUiState().private and configuration.private_deck or configuration.public_deck, deckId }
|
|
|
|
local deck = Request.start(deckUri, function(status)
|
|
if string.find(status.text, "<!DOCTYPE html>") then
|
|
debugPrint("Private deck ID " .. deckId .. " is not shared", Priority.ERROR, playerColor)
|
|
return false, table.concat({ "Private deck ", deckId, " is not shared" })
|
|
end
|
|
local json = JSON.decode(status.text)
|
|
|
|
if not json then
|
|
debugPrint("Deck ID " .. deckId .. " not found", Priority.ERROR, playerColor)
|
|
return false, "Deck not found!"
|
|
end
|
|
|
|
return true, JSON.decode(status.text)
|
|
end)
|
|
|
|
deck:with(onDeckResult, playerColor, configuration)
|
|
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
|
|
debugPrint(table.concat({ "[ERROR]", request.uri, ":", request.error_message }), Priority.ERROR)
|
|
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
|
|
end)
|
|
__bundle_register("arkhamdb/LoaderUi", 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("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
|
|
|
|
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, rot, sort, callback)
|
|
if (sort) then
|
|
table.sort(cardList, Spawner.cardComparator)
|
|
end
|
|
|
|
local position = { x = startPos.x, y = startPos.y, z = startPos.z }
|
|
for _, card in ipairs(cardList) do
|
|
Spawner.spawn({ card }, position, rot, callback)
|
|
position.z = position.z + SPREAD_Z_SHIFT
|
|
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)
|
|
__bundle_register("playermat/Zones", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
-- Sets up and returns coordinates for all possible spawn zones. Because Lua assigns tables by reference
|
|
-- and there is no built-in function to copy a table this is relatively brute force.
|
|
--
|
|
-- 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
|
|
-- for White/Green, and the right of the mat for Orange/Red.
|
|
--
|
|
-- Investigator: Investigator card area.
|
|
-- Minicard: Placement for the investigator's minicard, just above the player mat
|
|
-- Deck, Discard: Standard locations for the deck and discard piles.
|
|
-- BlankTop: used for assets that start in play (e.g. Duke)
|
|
-- Tarot, Hand1, Hand2, Ally, BlankBottom, Accessory, Arcane1, Arcane2, Body: Asset slot positions
|
|
-- Threat[1-4]: Threat area slots. Threat[1-3] correspond to the named threat area slots, and Threat4 is the blank threat area slot.
|
|
-- SetAside[1-3]: Column closest to the player mat, with 1 at the top and 3 at the bottom.
|
|
-- SetAside[4-6]: Column farther away from the mat, with 4 at the top and 6 at the bottom.
|
|
-- SetAside1: Permanent cards
|
|
-- SetAside2: Bonded cards
|
|
-- SetAside3: Ancestral Knowledge / Underworld Market
|
|
-- SetAside4: Upgrade sheets for customizable cards
|
|
-- SetAside5: Hunch Deck for Joe Diamond
|
|
-- SetAside6: currently unused
|
|
local playerMatGuids = {}
|
|
playerMatGuids["Red"] = "0840d5"
|
|
playerMatGuids["Orange"] = "bd0ff4"
|
|
playerMatGuids["White"] = "8b081b"
|
|
playerMatGuids["Green"] = "383d8b"
|
|
|
|
commonZones = {}
|
|
commonZones["Investigator"] = { -1.17702, 0, 0.00209 }
|
|
commonZones["Minicard"] = { -0.16, 0, -1.222326 }
|
|
commonZones["Deck"] = { -1.822724, 0, -0.02940192 }
|
|
commonZones["Discard"] = { -1.822451, 0, 0.6092291 }
|
|
commonZones["Ally"] = { -0.6157398, 0, 0.02435675 }
|
|
commonZones["Body"] = { -0.6306521, 0, 0.553170 }
|
|
commonZones["Hand1"] = { 0.2155387, 0, 0.04257287 }
|
|
commonZones["Hand2"] = { -0.1803701, 0, 0.03745948 }
|
|
commonZones["Arcane1"] = { 0.2124223, 0, 0.5596902 }
|
|
commonZones["Arcane2"] = { -0.1711275, 0, 0.5567944 }
|
|
commonZones["Tarot"] = { 0.6016169, 0, 0.03273106 }
|
|
commonZones["Accessory"] = { 0.6049907, 0, 0.5546234 }
|
|
commonZones["BlankTop"] = { 1.758446, 0, 0.03965336 }
|
|
commonZones["BlankBottom"] = { 1.754469, 0, 0.5634764 }
|
|
commonZones["Threat1"] = { -0.9116555, 0, -0.6446251 }
|
|
commonZones["Threat2"] = { -0.4544126, 0, -0.6428719 }
|
|
commonZones["Threat3"] = { 0.002246313, 0, -0.6430681 }
|
|
commonZones["Threat4"] = { 0.4590618, 0, -0.6432732 }
|
|
|
|
Zones = {}
|
|
Zones["White"] = {}
|
|
Zones["White"]["Investigator"] = commonZones["Investigator"]
|
|
Zones["White"]["Minicard"] = commonZones["Minicard"]
|
|
Zones["White"]["Deck"] = commonZones["Deck"]
|
|
Zones["White"]["Discard"] = commonZones["Discard"]
|
|
Zones["White"]["Ally"] = commonZones["Ally"]
|
|
Zones["White"]["Body"] = commonZones["Body"]
|
|
Zones["White"]["Hand1"] = commonZones["Hand1"]
|
|
Zones["White"]["Hand2"] = commonZones["Hand2"]
|
|
Zones["White"]["Arcane1"] = commonZones["Arcane1"]
|
|
Zones["White"]["Arcane2"] = commonZones["Arcane2"]
|
|
Zones["White"]["Tarot"] = commonZones["Tarot"]
|
|
Zones["White"]["Accessory"] = commonZones["Accessory"]
|
|
Zones["White"]["BlankTop"] = commonZones["BlankTop"]
|
|
Zones["White"]["BlankBottom"] = commonZones["BlankBottom"]
|
|
Zones["White"]["Threat1"] = commonZones["Threat1"]
|
|
Zones["White"]["Threat2"] = commonZones["Threat2"]
|
|
Zones["White"]["Threat3"] = commonZones["Threat3"]
|
|
Zones["White"]["Threat4"] = commonZones["Threat4"]
|
|
Zones["White"]["SetAside1"] = { 2.345893, 0, -0.520315 }
|
|
Zones["White"]["SetAside2"] = { 2.345893, 0, 0.042552 }
|
|
Zones["White"]["SetAside3"] = { 2.345893, 0, 0.605419 }
|
|
Zones["White"]["UnderSetAside3"] = { 2.495893, 0, 0.805419 }
|
|
Zones["White"]["SetAside4"] = { 2.775893, 0, -0.520315 }
|
|
Zones["White"]["SetAside5"] = { 2.775893, 0, 0.042552 }
|
|
Zones["White"]["SetAside6"] = { 2.775893, 0, 0.605419 }
|
|
Zones["White"]["UnderSetAside6"] = { 2.925893, 0, 0.805419 }
|
|
|
|
Zones["Orange"] = {}
|
|
Zones["Orange"]["Investigator"] = commonZones["Investigator"]
|
|
Zones["Orange"]["Minicard"] = commonZones["Minicard"]
|
|
Zones["Orange"]["Deck"] = commonZones["Deck"]
|
|
Zones["Orange"]["Discard"] = commonZones["Discard"]
|
|
Zones["Orange"]["Ally"] = commonZones["Ally"]
|
|
Zones["Orange"]["Body"] = commonZones["Body"]
|
|
Zones["Orange"]["Hand1"] = commonZones["Hand1"]
|
|
Zones["Orange"]["Hand2"] = commonZones["Hand2"]
|
|
Zones["Orange"]["Arcane1"] = commonZones["Arcane1"]
|
|
Zones["Orange"]["Arcane2"] = commonZones["Arcane2"]
|
|
Zones["Orange"]["Tarot"] = commonZones["Tarot"]
|
|
Zones["Orange"]["Accessory"] = commonZones["Accessory"]
|
|
Zones["Orange"]["BlankTop"] = commonZones["BlankTop"]
|
|
Zones["Orange"]["BlankBottom"] = commonZones["BlankBottom"]
|
|
Zones["Orange"]["Threat1"] = commonZones["Threat1"]
|
|
Zones["Orange"]["Threat2"] = commonZones["Threat2"]
|
|
Zones["Orange"]["Threat3"] = commonZones["Threat3"]
|
|
Zones["Orange"]["Threat4"] = commonZones["Threat4"]
|
|
Zones["Orange"]["SetAside1"] = { -2.350362, 0, -0.520315 }
|
|
Zones["Orange"]["SetAside2"] = { -2.350362, 0, 0.042552 }
|
|
Zones["Orange"]["SetAside3"] = { -2.350362, 0, 0.605419 }
|
|
Zones["Orange"]["UnderSetAside3"] = { -2.500362, 0, 0.80419 }
|
|
Zones["Orange"]["SetAside4"] = { -2.7803627, 0, -0.520315 }
|
|
Zones["Orange"]["SetAside5"] = { -2.7803627, 0, 0.042552 }
|
|
Zones["Orange"]["SetAside6"] = { -2.7803627, 0, 0.605419 }
|
|
Zones["Orange"]["UnderSetAside6"] = { -2.9303627, 0, 0.80419 }
|
|
|
|
-- Green positions are the same as White and Red the same as Orange
|
|
Zones["Red"] = Zones["Orange"]
|
|
Zones["Green"] = Zones["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
|
|
function Zones.getZonePosition(playerColor, zoneName)
|
|
if (playerColor ~= "Red"
|
|
and playerColor ~= "Orange"
|
|
and playerColor ~= "White"
|
|
and playerColor ~= "Green") then
|
|
return nil
|
|
end
|
|
return getObjectFromGUID(playerMatGuids[playerColor]).positionToWorld(Zones[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.
|
|
function Zones.getDefaultCardRotation(playerColor, zone)
|
|
local deckRotation = getObjectFromGUID(playerMatGuids[playerColor]).getRotation()
|
|
|
|
if zone == "Deck" then
|
|
deckRotation = deckRotation + Vector(0, 0, 180)
|
|
end
|
|
|
|
return deckRotation
|
|
end
|
|
end)
|
|
return __bundle_require("__root")
|