178 lines
5.3 KiB
Plaintext
178 lines
5.3 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("core/PlayArea")
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end)
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__bundle_register("core/PlayArea", function(require, _LOADED, __bundle_register, __bundle_modules)
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---------------------------------------------------------
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-- general setup
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---------------------------------------------------------
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-- set true to enable debug logging
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DEBUG = false
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-- we use this to turn off collision handling until onLoad() is complete
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COLLISION_ENABLED = false
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local INVESTIGATOR_COUNTER_GUID = "f182ee"
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local clueData = {}
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spawnedLocationGUIDs = {}
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---------------------------------------------------------
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-- general code
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---------------------------------------------------------
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function onSave() return JSON.encode(spawnedLocationGUIDs) end
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function onLoad(save_state)
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-- records locations we have spawned clues for
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spawnedLocationGUIDs = JSON.decode(save_state) or {}
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local TOKEN_DATA = Global.getTable('TOKEN_DATA')
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clueData = {
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thickness = 0.1,
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stackable = true,
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type = 2,
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image = TOKEN_DATA.clue.image,
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image_bottom = TOKEN_DATA.doom.image
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}
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local dataHelper = getObjectFromGUID('708279')
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LOCATIONS = dataHelper.getTable('LOCATIONS_DATA')
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self.interactable = DEBUG
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Wait.time(function() COLLISION_ENABLED = true end, 1)
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end
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function log(message)
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if DEBUG then print(message) end
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end
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---------------------------------------------------------
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-- clue spawning
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---------------------------------------------------------
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-- try the compound key then the name alone as default
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function getLocation(object)
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return LOCATIONS[object.getName() .. '_' .. object.getGUID()] or LOCATIONS[object.getName()]
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end
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-- Return the number of clues to spawn on this location
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function getClueCount(object, isFaceDown, playerCount)
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local details = getLocation(object)
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if details == nil then
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error('attempted to get clue for unexpected object: ' .. object.getName())
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end
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log(object.getName() .. ' : ' .. details['type'] .. ' : ' .. details['value'] .. ' : ' .. details['clueSide'])
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if ((isFaceDown and details['clueSide'] == 'back') or (not isFaceDown and details['clueSide'] == 'front')) then
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if details['type'] == 'fixed' then
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return details['value']
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elseif details['type'] == 'perPlayer' then
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return details['value'] * playerCount
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end
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error('unexpected location type: ' .. details['type'])
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end
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return 0
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end
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function spawnCluesAtLocation(clueCount, object)
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if spawnedLocationGUIDs[object.getGUID()] ~= nil then
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error('tried to spawn clue for already spawned location:' .. object.getName())
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end
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log('spawning clues for ' .. object.getName() .. '_' .. object.getGUID())
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log('player count is ' .. getInvestigatorCount() .. ', clue count is ' .. clueCount)
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-- mark this location as spawned, can't happen again
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spawnedLocationGUIDs[object.getGUID()] = true
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-- spawn clues (starting top right, moving to the next column after 4 clues)
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local pos = object.getPosition()
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for i = 1, clueCount do
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local column = math.floor((i - 1) / 4)
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local row = (i - 1) % 4
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spawnClue({ pos.x - 1 + 0.55 * row, pos.y, pos.z - 1.4 - 0.55 * column })
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end
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end
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function spawnClue(position)
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local token = spawnObject({
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position = position,
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rotation = { 3.88, -90, 0.24 },
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type = 'Custom_Tile'
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})
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token.setCustomObject(clueData)
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token.scale { 0.25, 1, 0.25 }
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token.use_snap_points = false
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end
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function updateLocations(args)
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custom_data_helper_guid = args[1]
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local custom_data_helper = getObjectFromGUID(args[1])
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for k, v in pairs(custom_data_helper.getTable("LOCATIONS_DATA")) do
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LOCATIONS[k] = v
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end
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end
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function onCollisionEnter(collision_info)
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if not COLLISION_ENABLED then return end
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-- check if we should spawn clues here and do so according to playercount
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local object = collision_info.collision_object
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if getLocation(object) ~= nil and spawnedLocationGUIDs[object.getGUID()] == nil then
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local clueCount = getClueCount(object, object.is_face_down, getInvestigatorCount())
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if clueCount > 0 then spawnCluesAtLocation(clueCount, object) end
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end
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end
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function getInvestigatorCount()
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local investigatorCounter = getObjectFromGUID('f182ee')
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return investigatorCounter.getVar("val")
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end
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end)
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return __bundle_require("__root")
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