778 lines
24 KiB
Plaintext
778 lines
24 KiB
Plaintext
-- Bundled by luabundle {"version":"1.6.0"}
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local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
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local loadingPlaceholder = {[{}] = true}
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local register
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local modules = {}
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local require
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local loaded = {}
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register = function(name, body)
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if not modules[name] then
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modules[name] = body
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end
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end
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require = function(name)
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local loadedModule = loaded[name]
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if loadedModule then
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if loadedModule == loadingPlaceholder then
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return nil
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end
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else
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if not modules[name] then
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if not superRequire then
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local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
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error('Tried to require ' .. identifier .. ', but no such module has been registered')
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else
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return superRequire(name)
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end
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end
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loaded[name] = loadingPlaceholder
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loadedModule = modules[name](require, loaded, register, modules)
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loaded[name] = loadedModule
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end
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return loadedModule
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end
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return require, loaded, register, modules
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end)(nil)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("playercards/customizable/HuntersArmorUpgradeSheet")
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end)
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__bundle_register("playercards/customizable/HuntersArmorUpgradeSheet", function(require, _LOADED, __bundle_register, __bundle_modules)
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-- Customizable Cards: Hunter's Armor
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-- Color information for buttons
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boxSize = 40
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-- static values
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xInitial = -0.933
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xOffset = 0.075
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customizations = {
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[1] = {
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checkboxes = {
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posZ = -0.892,
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count = 1,
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}
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},
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[2] = {
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checkboxes = {
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posZ = -0.560,
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count = 2,
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}
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},
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[3] = {
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checkboxes = {
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posZ = -0.220,
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count = 2,
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}
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},
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[4] = {
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checkboxes = {
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posZ = -0.092,
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count = 2,
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}
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},
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[5] = {
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checkboxes = {
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posZ = 0.047,
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count = 2,
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},
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},
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[6] = {
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checkboxes = {
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posZ = 0.376,
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count = 3,
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}
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},
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[7] = {
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checkboxes = {
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posZ = 0.820,
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count = 3,
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},
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},
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}
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require("playercards/customizable/UpgradeSheetLibrary")
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end)
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__bundle_register("playercards/customizable/UpgradeSheetLibrary", function(require, _LOADED, __bundle_register, __bundle_modules)
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-- Common code for handling customizable card upgrade sheets
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-- Define UI elements in the base card file, then include this
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-- UI element definition is an array of tables, each with this structure. A row may include
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-- checkboxes (number defined by count), a text field, both, or neither (if the row has custom
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-- handling, as Living Ink does)
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-- {
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-- checkboxes = {
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-- posZ = -0.71,
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-- count = 1,
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-- },
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-- textField = {
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-- position = { 0.005, 0.25, -0.58 },
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-- width = 875
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-- }
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-- }
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-- Fields should also be defined for xInitial (left edge of the checkboxes) and xOffset (amount to
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-- shift X from one box to the next) as well as boxSize (checkboxes) and inputFontSize.
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--
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-- selectedUpgrades holds the state of checkboxes and text input, each element being:
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-- selectedUpgrades[row] = { xp = #, text = "" }
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local playmatApi = require("playermat/PlaymatApi")
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-- Y position for UI elements. Visibility of checkboxes moves the checkbox inside the card object
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-- when not selected.
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local Y_VISIBLE = 0.25
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local Y_INVISIBLE = -0.5
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-- Used for Summoned Servitor and Living Ink
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local VECTOR_COLOR = {
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unselected = { 0.5, 0.5, 0.5, 0.75 },
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mystic = { 0.597, 0.195, 0.796 }
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}
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-- These match with ArkhamDB's way of storing the data in the dropdown menu
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local SUMMONED_SERVITOR_SLOT_INDICES = { arcane = "1", ally = "0", none = "" }
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local rowCheckboxFirstIndex = { }
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local rowInputIndex = { }
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local selectedUpgrades = { }
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-- save state when going into bags / decks
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function onDestroy() self.script_state = onSave() end
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function onSave()
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return JSON.encode({
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selections = selectedUpgrades
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})
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end
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-- Startup procedure
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function onLoad(savedData)
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if savedData ~= "" then
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local loadedData = JSON.decode(savedData)
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if loadedData.selections ~= nil then
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selectedUpgrades = loadedData.selections
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end
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end
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selfId = getSelfId()
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maybeLoadLivingInkSkills()
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createUi()
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maybeUpdateLivingInkSkillDisplay()
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maybeUpdateServitorSlotDisplay()
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self.addContextMenuItem("Clear Selections", function() resetSelections() end)
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self.addContextMenuItem("Scale: 1x", function() self.setScale({ 1, 1, 1 }) end)
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self.addContextMenuItem("Scale: 2x", function() self.setScale({ 2, 1, 2 }) end)
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self.addContextMenuItem("Scale: 3x", function() self.setScale({ 3, 1, 3 }) end)
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end
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-- Grabs the ID from the metadata for special functions (Living Ink, Summoned Servitor)
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function getSelfId()
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local metadata = JSON.decode(self.getGMNotes())
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return metadata.id
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end
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function isUpgradeActive(row)
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return customizations[row] ~= nil
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and customizations[row].checkboxes ~= nil
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and customizations[row].checkboxes.count ~= nil
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and customizations[row].checkboxes.count > 0
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and selectedUpgrades[row] ~= nil
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and selectedUpgrades[row].xp ~= nil
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and selectedUpgrades[row].xp >= customizations[row].checkboxes.count
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end
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function resetSelections()
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selectedUpgrades = { }
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updateDisplay()
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end
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function createUi()
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if customizations == nil then
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return
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end
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for i = 1, #customizations do
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if customizations[i].checkboxes ~= nil then
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createRowCheckboxes(i)
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end
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if customizations[i].textField ~= nil then
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createRowTextField(i)
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end
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end
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maybeMakeLivingInkSkillSelectionButtons()
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maybeMakeServitorSlotSelectionButtons()
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updateDisplay()
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end
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function createRowCheckboxes(rowIndex)
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local checkboxes = customizations[rowIndex].checkboxes
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rowCheckboxFirstIndex[rowIndex] = 0
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local previousButtons = self.getButtons()
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if previousButtons ~= nil then
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rowCheckboxFirstIndex[rowIndex] = #previousButtons
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end
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for col = 1, checkboxes.count do
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local funcName = "checkboxRow" .. rowIndex .. "Col" .. col
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local func = function() clickCheckbox(rowIndex, col) end
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self.setVar(funcName, func)
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local checkboxPos = getCheckboxPosition(rowIndex, col)
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self.createButton({
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click_function = funcName,
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function_owner = self,
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position = checkboxPos,
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height = boxSize * 10,
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width = boxSize * 10,
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font_size = 1000,
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scale = { 0.1, 0.1, 0.1 },
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color = { 0, 0, 0 },
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font_color = { 0, 0, 0 }
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})
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end
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end
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function getCheckboxPosition(row, col)
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return {
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x = xInitial + col * xOffset,
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y = Y_VISIBLE,
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z = customizations[row].checkboxes.posZ
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}
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end
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function createRowTextField(rowIndex)
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local textField = customizations[rowIndex].textField
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rowInputIndex[rowIndex] = 0
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local previousInputs = self.getInputs()
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if previousInputs ~= nil then
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rowInputIndex[rowIndex] = #previousInputs
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end
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local funcName = "textbox" .. rowIndex
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local func = function(_, _, val, sel) clickTextbox(rowIndex, val, sel) end
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self.setVar(funcName, func)
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self.createInput({
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input_function = funcName,
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function_owner = self,
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label = "Click to type",
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alignment = 2,
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position = textField.position,
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scale = { 0.1, 0.1, 0.1 },
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width = textField.width * 10,
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height = inputFontsize * 10 + 75,
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font_size = inputFontsize * 10.5,
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color = "White",
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value = ""
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})
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end
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function updateDisplay()
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for i = 1, #customizations do
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updateRowDisplay(i)
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end
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maybeUpdateLivingInkSkillDisplay()
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maybeUpdateServitorSlotDisplay()
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end
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function updateRowDisplay(rowIndex)
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if customizations[rowIndex].checkboxes ~= nil then
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updateCheckboxes(rowIndex)
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end
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if customizations[rowIndex].textField ~= nil then
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updateTextField(rowIndex)
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end
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end
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function updateCheckboxes(rowIndex)
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local checkboxCount = customizations[rowIndex].checkboxes.count
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local selected = 0
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if selectedUpgrades[rowIndex] ~= nil and selectedUpgrades[rowIndex].xp ~= nil then
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selected = selectedUpgrades[rowIndex].xp
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end
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local checkboxIndex = rowCheckboxFirstIndex[rowIndex]
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for col = 1, checkboxCount do
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local pos = getCheckboxPosition(rowIndex, col)
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if col <= selected then
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pos.y = Y_VISIBLE
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else
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pos.y = Y_INVISIBLE
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end
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self.editButton({
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index = checkboxIndex,
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position = pos
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})
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checkboxIndex = checkboxIndex + 1
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end
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end
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function updateTextField(rowIndex)
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local inputIndex = rowInputIndex[rowIndex]
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if selectedUpgrades[rowIndex] ~= nil and selectedUpgrades[rowIndex].text ~= nil then
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self.editInput({
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index = inputIndex,
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value = " " .. selectedUpgrades[rowIndex].text
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})
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end
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end
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function clickCheckbox(row, col, buttonIndex)
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if selectedUpgrades[row] == nil then
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selectedUpgrades[row] = { }
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selectedUpgrades[row].xp = 0
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end
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if selectedUpgrades[row].xp == col then
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selectedUpgrades[row].xp = col - 1
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else
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selectedUpgrades[row].xp = col
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end
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updateCheckboxes(row)
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playmatApi.syncAllCustomizableCards()
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end
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-- Updates saved value for given text box when it loses focus
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function clickTextbox(rowIndex, value, selected)
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if selected == false then
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if selectedUpgrades[rowIndex] == nil then
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selectedUpgrades[rowIndex] = { }
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end
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selectedUpgrades[rowIndex].text = value:gsub("^%s*(.-)%s*$", "%1")
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-- Editing isn't actually done yet, and will block the update. Wait a frame so it's finished
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Wait.frames(function() updateRowDisplay(rowIndex) end, 1)
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end
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end
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---------------------------------------------------------
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-- Living Ink related functions
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---------------------------------------------------------
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-- Builds the list of boolean skill selections from the Row 1 text field
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function maybeLoadLivingInkSkills()
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if selfId ~= "09079-c" then return end
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selectedSkills = {
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willpower = false,
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intellect = false,
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combat = false,
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agility = false
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}
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if selectedUpgrades[1] ~= nil and selectedUpgrades[1].text ~= nil then
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for skill in string.gmatch(selectedUpgrades[1].text, "([^,]+)") do
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selectedSkills[skill] = true
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end
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end
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end
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function clickSkill(skillname)
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selectedSkills[skillname] = not selectedSkills[skillname]
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maybeUpdateLivingInkSkillDisplay()
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updateSelectedLivingInkSkillText()
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end
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-- Creates the invisible buttons overlaying the skill icons
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function maybeMakeLivingInkSkillSelectionButtons()
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if selfId ~= "09079-c" then return end
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local buttonData = {
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function_owner = self,
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position = { y = 0.2 },
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height = 130,
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width = 130,
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color = { 0, 0, 0, 0 },
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}
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for skillname, _ in pairs(selectedSkills) do
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local funcName = "clickSkill" .. skillname
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self.setVar(funcName, function() clickSkill(skillname) end)
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buttonData.click_function = funcName
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buttonData.position.x = -1 * SKILL_ICON_POSITIONS[skillname].x
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buttonData.position.z = SKILL_ICON_POSITIONS[skillname].z
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self.createButton(buttonData)
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end
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end
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-- Builds a comma-delimited string of skills and places it in the Row 1 text field
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function updateSelectedLivingInkSkillText()
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local skillString = ""
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if selectedSkills.willpower then
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skillString = skillString .. "willpower" .. ","
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end
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if selectedSkills.intellect then
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skillString = skillString .. "intellect" .. ","
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end
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if selectedSkills.combat then
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skillString = skillString .. "combat" .. ","
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end
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if selectedSkills.agility then
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skillString = skillString .. "agility" .. ","
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end
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if selectedUpgrades[1] == nil then
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selectedUpgrades[1] = { }
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end
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selectedUpgrades[1].text = skillString
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end
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-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
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-- vectors set, have to refresh all 4 at once
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function maybeUpdateLivingInkSkillDisplay()
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if selfId ~= "09079-c" then return end
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local circles = {}
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for skill, isSelected in pairs(selectedSkills) do
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if isSelected then
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local circle = getCircleVector(SKILL_ICON_POSITIONS[skill])
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if circle ~= nil then
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table.insert(circles, circle)
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end
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end
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end
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self.setVectorLines(circles)
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end
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function getCircleVector(center)
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local diameter = Vector(0, 0, 0.1)
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local pointOfOrigin = Vector(center.x, Y_VISIBLE, center.z)
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local vec
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local vecList = {}
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local arcStep = 5
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for i = 0, 360, arcStep do
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diameter:rotateOver('y', arcStep)
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vec = pointOfOrigin + diameter
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vec.y = pointOfOrigin.y
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table.insert(vecList, vec)
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end
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return {
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points = vecList,
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color = VECTOR_COLOR.mystic,
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thickness = 0.02,
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}
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end
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---------------------------------------------------------
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-- Summoned Servitor related functions
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---------------------------------------------------------
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-- Creates the invisible buttons overlaying the slot words
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function maybeMakeServitorSlotSelectionButtons()
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if selfId ~= "09080-c" then return end
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local buttonData = {
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click_function = "clickArcane",
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function_owner = self,
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position = { x = -1 * SLOT_ICON_POSITIONS.arcane.x, y = 0.2, z = SLOT_ICON_POSITIONS.arcane.z },
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height = 130,
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width = 130,
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color = { 0, 0, 0, 0 },
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}
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self.createButton(buttonData)
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buttonData.click_function = "clickAlly"
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buttonData.position.x = -1 * SLOT_ICON_POSITIONS.ally.x
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self.createButton(buttonData)
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end
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-- toggles the clicked slot
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function clickArcane()
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if selectedUpgrades[6] == nil then
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selectedUpgrades[6] = { }
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end
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if selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.arcane then
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.none
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else
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.arcane
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end
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maybeUpdateServitorSlotDisplay()
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end
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-- toggles the clicked slot
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function clickAlly()
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if selectedUpgrades[6] == nil then
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selectedUpgrades[6] = { }
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end
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if selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.ally then
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.none
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else
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.ally
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end
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maybeUpdateServitorSlotDisplay()
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end
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-- Refresh the vector circles indicating a slot is selected.
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function maybeUpdateServitorSlotDisplay()
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if selfId ~= "09080-c" then return end
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local center = SLOT_ICON_POSITIONS["arcane"]
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local arcaneVecList = {
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Vector(center.x + 0.12, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.12, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.12, Y_VISIBLE, center.z - 0.05),
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Vector(center.x + 0.12, Y_VISIBLE, center.z - 0.05),
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Vector(center.x + 0.12, Y_VISIBLE, center.z + 0.05),
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}
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center = SLOT_ICON_POSITIONS["ally"]
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local allyVecList = {
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Vector(center.x + 0.07, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.07, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.07, Y_VISIBLE, center.z - 0.05),
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Vector(center.x + 0.07, Y_VISIBLE, center.z - 0.05),
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Vector(center.x + 0.07, Y_VISIBLE, center.z + 0.05),
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}
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local arcaneVecColor = VECTOR_COLOR.unselected
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local allyVecColor = VECTOR_COLOR.unselected
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if selectedUpgrades[6] ~= nil and selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.arcane then
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arcaneVecColor = VECTOR_COLOR.mystic
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elseif selectedUpgrades[6] ~= nil and selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.ally then
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allyVecColor = VECTOR_COLOR.mystic
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end
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|
|
|
self.setVectorLines({
|
|
{
|
|
points = arcaneVecList,
|
|
color = arcaneVecColor,
|
|
thickness = 0.02,
|
|
},
|
|
{
|
|
points = allyVecList,
|
|
color = allyVecColor,
|
|
thickness = 0.02,
|
|
}
|
|
})
|
|
end
|
|
end)
|
|
__bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local PlaymatApi = { }
|
|
local internal = { }
|
|
|
|
local MAT_IDS = {
|
|
White = "8b081b",
|
|
Orange = "bd0ff4",
|
|
Green = "383d8b",
|
|
Red = "0840d5"
|
|
}
|
|
|
|
local CLUE_COUNTER_GUIDS = {
|
|
White = "37be78",
|
|
Orange = "1769ed",
|
|
Green = "032300",
|
|
Red = "d86b7c"
|
|
}
|
|
|
|
local CLUE_CLICKER_GUIDS = {
|
|
White = "db85d6",
|
|
Orange = "3f22e5",
|
|
Green = "891403",
|
|
Red = "4111de"
|
|
}
|
|
|
|
-- Returns the color of the by position requested playermat as string
|
|
---@param startPos Table Position of the search, table get's roughly cut into 4 quarters to assign a playermat
|
|
PlaymatApi.getMatColorByPosition = function(startPos)
|
|
if startPos.x < -42 then
|
|
if startPos.z > 0 then
|
|
return "White"
|
|
else
|
|
return "Orange"
|
|
end
|
|
else
|
|
if startPos.z > 0 then
|
|
return "Green"
|
|
else
|
|
return "Red"
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Returns the color of the player's hand that is seated next to the playermat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.getPlayerColor = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.getVar("playerColor")
|
|
end
|
|
|
|
-- Returns the color of the playermat that owns the playercolor's hand
|
|
---@param handColor String Color of the playermat
|
|
PlaymatApi.getMatColor = function(handColor)
|
|
local matColors = {"White", "Orange", "Green", "Red"}
|
|
for i, mat in ipairs(internal.getMatForColor("All")) do
|
|
local color = mat.getVar("playerColor")
|
|
if color == handColor then return matColors[i] end
|
|
end
|
|
return "NOT_FOUND"
|
|
end
|
|
|
|
-- Returns the result of a cast in the specificed playermat's area
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.searchPlaymat = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.call("searchAroundSelf")
|
|
end
|
|
|
|
-- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.isDES = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.getVar("isDES")
|
|
end
|
|
|
|
-- Returns the draw deck of the requested playmat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.getDrawDeck = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
mat.call("getDrawDiscardDecks")
|
|
return mat.getVar("drawDeck")
|
|
end
|
|
|
|
-- Returns the position of the discard pile of the requested playmat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.getDiscardPosition = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.call("returnGlobalDiscardPosition")
|
|
end
|
|
|
|
-- Transforms a local position into a global position
|
|
---@param localPos Table Local position to be transformed
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.transformLocalPosition = function(localPos, matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.positionToWorld(localPos)
|
|
end
|
|
|
|
-- Returns the rotation of the requested playmat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.returnRotation = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.getRotation()
|
|
end
|
|
|
|
-- Triggers the Upkeep for the requested playmat
|
|
---@param matColor String Color of the playermat
|
|
---@param playerColor String Color of the calling player (for messages)
|
|
PlaymatApi.doUpkeepFromHotkey = function(matColor, playerColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.call("doUpkeepFromHotkey", playerColor)
|
|
end
|
|
|
|
-- Returns the active investigator id
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.returnInvestigatorId = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.getVar("activeInvestigatorId")
|
|
end
|
|
|
|
-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
|
|
-- matchTypes is true, the main card slot snap points will only snap assets, while the
|
|
-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
|
|
-- be reset to snap all cards.
|
|
---@param matchCardTypes Boolean. Whether snap points should only snap for the matching card
|
|
-- types.
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will apply the setting to all four mats.
|
|
PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("setLimitSnapsByType", matchCardTypes)
|
|
end
|
|
end
|
|
|
|
-- Sets the requested playermat's draw 1 button to visible
|
|
---@param isDrawButtonVisible Boolean. Whether the draw 1 button should be visible or not
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will apply the setting to all four mats.
|
|
PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("showDrawButton", isDrawButtonVisible)
|
|
end
|
|
end
|
|
|
|
-- Shows or hides the clickable clue counter for the requested playermat
|
|
---@param showCounter Boolean. Whether the clickable counter should be present or not
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will apply the setting to all four mats.
|
|
PlaymatApi.clickableClues = function(showCounter, matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("clickableClues", showCounter)
|
|
end
|
|
end
|
|
|
|
-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will apply the setting to all four mats.
|
|
PlaymatApi.removeClues = function(matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("removeClues")
|
|
end
|
|
end
|
|
|
|
-- Reports the clue count for the requested playermat
|
|
---@param useClickableCounters Boolean Controls which type of counter is getting checked
|
|
PlaymatApi.getClueCount = function(useClickableCounters, matColor)
|
|
local count = 0
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
count = count + tonumber(mat.call("getClueCount", useClickableCounters))
|
|
end
|
|
return count
|
|
end
|
|
|
|
-- Adds the specified amount of resources to the requested playermat's resource counter
|
|
PlaymatApi.gainResources = function(amount, matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("gainResources", amount)
|
|
end
|
|
end
|
|
|
|
-- Returns the resource counter amount for the requested playermat
|
|
PlaymatApi.getResourceCount = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.call("getResourceCount")
|
|
end
|
|
|
|
-- Discard a non-hidden card from the corresponding player's hand
|
|
PlaymatApi.doDiscardOne = function(matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("doDiscardOne")
|
|
end
|
|
end
|
|
|
|
PlaymatApi.syncAllCustomizableCards = function()
|
|
for _, mat in ipairs(internal.getMatForColor("All")) do
|
|
mat.call("syncAllCustomizableCards")
|
|
end
|
|
end
|
|
|
|
PlaymatApi.updateClueClicker = function(playerColor, val)
|
|
return getObjectFromGUID(CLUE_CLICKER_GUIDS[playerColor]).call("updateVal", val)
|
|
end
|
|
|
|
-- Convenience function to look up a mat's object by color, or get all mats.
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will return all four mats.
|
|
---@return: Array of playermat objects. If a single mat is requested, will return a single-element
|
|
-- array to simplify processing by consumers.
|
|
internal.getMatForColor = function(matColor)
|
|
local targetMatGuid = MAT_IDS[matColor]
|
|
if targetMatGuid != nil then
|
|
return { getObjectFromGUID(targetMatGuid) }
|
|
end
|
|
if matColor == "All" then
|
|
return {
|
|
getObjectFromGUID(MAT_IDS.White),
|
|
getObjectFromGUID(MAT_IDS.Orange),
|
|
getObjectFromGUID(MAT_IDS.Green),
|
|
getObjectFromGUID(MAT_IDS.Red),
|
|
}
|
|
end
|
|
end
|
|
|
|
return PlaymatApi
|
|
end
|
|
end)
|
|
return __bundle_require("__root") |