ah_sce_unpacked/unpacked/Custom_Tile Mythos Area 9f334f.ttslua
2024-01-06 21:32:07 -05:00

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-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
local loadingPlaceholder = {[{}] = true}
local register
local modules = {}
local require
local loaded = {}
register = function(name, body)
if not modules[name] then
modules[name] = body
end
end
require = function(name)
local loadedModule = loaded[name]
if loadedModule then
if loadedModule == loadingPlaceholder then
return nil
end
else
if not modules[name] then
if not superRequire then
local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
error('Tried to require ' .. identifier .. ', but no such module has been registered')
else
return superRequire(name)
end
end
loaded[name] = loadingPlaceholder
loadedModule = modules[name](require, loaded, register, modules)
loaded[name] = loadedModule
end
return loadedModule
end
return require, loaded, register, modules
end)(nil)
__bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenArrangerApi = {}
-- local function to call the token arranger, if it is on the table
---@param functionName String Name of the function to cal
---@param argument Variant Parameter to pass
local function callIfExistent(functionName, argument)
local tokenArranger = getObjectsWithTag("TokenArranger")[1]
if tokenArranger ~= nil then
tokenArranger.call(functionName, argument)
end
end
-- updates the token modifiers with the provided data
---@param tokenData Table Contains the chaos token metadata
TokenArrangerApi.onTokenDataChanged = function(fullData)
callIfExistent("onTokenDataChanged", fullData)
end
-- deletes already laid out tokens
TokenArrangerApi.deleteCopiedTokens = function()
callIfExistent("deleteCopiedTokens")
end
-- updates the laid out tokens
TokenArrangerApi.layout = function()
Wait.time(function() callIfExistent("layout") end, 0.1)
end
return TokenArrangerApi
end
end)
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlayAreaApi = { }
local PLAY_AREA_GUID = "721ba2"
local INVESTIGATOR_COUNTER_GUID = "f182ee"
-- Returns the current value of the investigator counter from the playmat
---@return Integer. Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getObjectFromGUID(INVESTIGATOR_COUNTER_GUID).getVar("val")
end
-- Updates the current value of the investigator counter from the playmat
---@param count Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
return getObjectFromGUID(INVESTIGATOR_COUNTER_GUID).call("updateVal", count)
end
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with
-- 'displacement_excluded'
---@param playerColor Color of the player requesting the shift. Used solely to send an error
--- message in the unlikely case that the scripting zone has been deleted
PlayAreaApi.shiftContentsUp = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor)
end
PlayAreaApi.shiftContentsDown = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor)
end
PlayAreaApi.shiftContentsLeft = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor)
end
PlayAreaApi.shiftContentsRight = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor)
end
-- Reset the play area's tracking of which cards have had tokens spawned.
PlayAreaApi.resetSpawnedCards = function()
return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards")
end
-- Event to be called when the current scenario has changed.
---@param scenarioName Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getObjectFromGUID(PLAY_AREA_GUID).call("onScenarioChanged", scenarioName)
end
-- Sets this playmat's snap points to limit snapping to locations or not.
-- If matchTypes is false, snap points will be reset to snap all cards.
---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getObjectFromGUID(PLAY_AREA_GUID).call("setLimitSnapsByType", matchCardTypes)
end
-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
-- cards before they're destroyed by entering the container
PlayAreaApi.tryObjectEnterContainer = function(container, object)
getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer",
{ container = container, object = object })
end
-- counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getObjectFromGUID(PLAY_AREA_GUID).call("countVP")
end
-- highlights all locations in the play area without metadata
---@param state Boolean True if highlighting should be enabled
PlayAreaApi.highlightMissingData = function(state)
return getObjectFromGUID(PLAY_AREA_GUID).call("highlightMissingData", state)
end
-- highlights all locations in the play area with VP
---@param state Boolean True if highlighting should be enabled
PlayAreaApi.highlightCountedVP = function(state)
return getObjectFromGUID(PLAY_AREA_GUID).call("highlightCountedVP", state)
end
-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getObjectFromGUID(PLAY_AREA_GUID).call("isInPlayArea", object)
end
PlayAreaApi.getSurface = function()
return getObjectFromGUID(PLAY_AREA_GUID).getCustomObject().image
end
PlayAreaApi.updateSurface = function(url)
return getObjectFromGUID(PLAY_AREA_GUID).call("updateSurface", url)
end
-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
-- data to the local token manager instance.
---@param args Table Single-value array holding the GUID of the Custom Data Helper making the call
PlayAreaApi.updateLocations = function(args)
getObjectFromGUID(PLAY_AREA_GUID).call("updateLocations", args)
end
PlayAreaApi.getCustomDataHelper = function()
return getObjectFromGUID(PLAY_AREA_GUID).getVar("customDataHelper")
end
return PlayAreaApi
end
end)
__bundle_register("core/token/TokenChecker", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local CHAOS_TOKEN_NAMES = {
["Elder Sign"] = true,
["+1"] = true,
["0"] = true,
["-1"] = true,
["-2"] = true,
["-3"] = true,
["-4"] = true,
["-5"] = true,
["-6"] = true,
["-7"] = true,
["-8"] = true,
["Skull"] = true,
["Cultist"] = true,
["Tablet"] = true,
["Elder Thing"] = true,
["Auto-fail"] = true,
["Bless"] = true,
["Curse"] = true,
["Frost"] = true
}
local TokenChecker = {}
-- returns true if the passed object is a chaos token (by name)
TokenChecker.isChaosToken = function(obj)
if CHAOS_TOKEN_NAMES[obj.getName()] then
return true
else
return false
end
end
return TokenChecker
end
end)
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenSpawnTracker = { }
local SPAWN_TRACKER_GUID = "e3ffc9"
TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("hasSpawnedTokens", cardGuid)
end
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("markTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetAllAssetAndEvents = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllAssetAndEvents")
end
TokenSpawnTracker.resetAllLocations = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllLocations")
end
TokenSpawnTracker.resetAll = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAll")
end
return TokenSpawnTracker
end
end)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("core/MythosArea")
end)
__bundle_register("core/MythosArea", function(require, _LOADED, __bundle_register, __bundle_modules)
local playAreaApi = require("core/PlayAreaApi")
local tokenArrangerApi = require("accessories/TokenArrangerApi")
local tokenChecker = require("core/token/TokenChecker")
local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
local ENCOUNTER_DECK_AREA = {
upperLeft = { x = 0.9, z = 0.42 },
lowerRight = { x = 0.86, z = 0.38 },
}
local ENCOUNTER_DISCARD_AREA = {
upperLeft = { x = 1.62, z = 0.42 },
lowerRight = { x = 1.58, z = 0.38 },
}
-- global position of encounter deck and discard pile
local ENCOUNTER_DECK_POS = { x = -3.93, y = 1, z = 5.76 }
local ENCOUNTER_DISCARD_POSITION = { x = -3.85, y = 1, z = 10.38 }
local isReshuffling = false
-- scenario metadata
local currentScenario, useFrontData, tokenData
-- GUID of data helper
local DATA_HELPER_GUID = "708279"
local TRASHCAN
local TRASHCAN_GUID = "70b9f6"
-- we use this to turn off collision handling until onLoad() is complete
local collisionEnabled = false
function onLoad(saveState)
if saveState ~= nil then
local loadedState = JSON.decode(saveState) or {}
currentScenario = loadedState.currentScenario or ""
useFrontData = loadedState.useFrontData or true
tokenData = loadedState.tokenData or {}
end
TRASHCAN = getObjectFromGUID(TRASHCAN_GUID)
collisionEnabled = true
end
function onSave()
return JSON.encode({
currentScenario = currentScenario,
useFrontData = useFrontData,
tokenData = tokenData
})
end
-- TTS event handler. Handles scenario name event triggering and encounter card token resets.
function onCollisionEnter(collisionInfo)
if not collisionEnabled then return end
local object = collisionInfo.collision_object
if object.getName() == "Scenario" then
local description = object.getDescription()
-- detect if a new scenario card is placed down
if currentScenario ~= description then
currentScenario = description
fireScenarioChangedEvent()
end
local metadata = JSON.decode(object.getGMNotes()) or {}
if not metadata["tokens"] then
tokenData = {}
return
end
-- detect orientation of scenario card (for difficulty)
useFrontData = not object.is_face_down
tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
fireTokenDataChangedEvent()
end
local localPos = self.positionToLocal(object.getPosition())
if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then
tokenSpawnTrackerApi.resetTokensSpawned(object.getGUID())
removeTokensFromObject(object)
end
end
-- TTS event handler. Handles scenario name event triggering
function onCollisionExit(collisionInfo)
if not collisionEnabled then return end
local object = collisionInfo.collision_object
-- reset token metadata if scenario reference card is removed
if object.getName() == "Scenario" then
tokenData = {}
useFrontData = nil
fireTokenDataChangedEvent()
end
end
-- Listens for cards entering the encounter deck or encounter discard, and resets the spawn state
-- for the cards when they do.
function onObjectEnterContainer(container, object)
local localPos = self.positionToLocal(container.getPosition())
if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then
tokenSpawnTrackerApi.resetTokensSpawned(object.getGUID())
end
end
-- fires if the scenario title changes
function fireScenarioChangedEvent()
Wait.frames(function() Global.call('titleSplash', currentScenario) end, 20)
playAreaApi.onScenarioChanged(currentScenario)
end
-- fires if the scenario title or the difficulty changes
function fireTokenDataChangedEvent()
local fullData = returnTokenData()
tokenArrangerApi.onTokenDataChanged(fullData)
end
-- returns the chaos token metadata (if provided)
function returnTokenData()
return {
tokenData = tokenData,
currentScenario = currentScenario,
useFrontData = useFrontData
}
end
---------------------------------------------------------
-- encounter card drawing
---------------------------------------------------------
-- 'params' contains the position, rotation and a boolean to force a faceup draw
function drawEncounterCard(params)
local card
local items = searchArea(ENCOUNTER_DECK_POS, { 3, 1, 4 }, isCardOrDeck)
if #items > 0 then
for _, j in ipairs(items) do
local v = j.hit_object
if v.tag == 'Deck' then
card = v.takeObject({ index = 0 })
break
end
end
-- we didn't find the deck so just pull the first thing we did find
if card == nil then card = items[1].hit_object end
actualEncounterCardDraw(card, params)
else
-- nothing here, time to reshuffle
reshuffleEncounterDeck(params)
end
end
function actualEncounterCardDraw(card, params)
local faceUpRotation = 0
if not params.alwaysFaceUp then
local metadata = JSON.decode(card.getGMNotes()) or {}
if metadata.hidden or getObjectFromGUID(DATA_HELPER_GUID).call('checkHiddenCard', card.getName()) then
faceUpRotation = 180
end
end
card.setPositionSmooth(params.pos, false, false)
card.setRotationSmooth({ 0, params.rotY, faceUpRotation }, false, false)
end
function reshuffleEncounterDeck(params)
-- flag to avoid multiple calls
if isReshuffling then return end
isReshuffling = true
-- shuffle and flip deck, draw card after completion
local discarded = searchArea(ENCOUNTER_DISCARD_POSITION, { 3, 1, 4 }, isDeck)
if #discarded > 0 then
local deck = discarded[1].hit_object
if not deck.is_face_down then deck.flip() end
deck.shuffle()
deck.setPositionSmooth(Vector(ENCOUNTER_DECK_POS) + Vector(0, 2, 0), false, true)
Wait.time(function() actualEncounterCardDraw(deck.takeObject({ index = 0 }), params) end, 0.5)
else
printToAll("Couldn't find encounter discard pile to reshuffle.", { 1, 0, 0 })
end
-- disable flag
Wait.time(function() isReshuffling = false end, 1)
end
---------------------------------------------------------
-- helper functions
---------------------------------------------------------
-- Simple method to check if the given point is in a specified area. Local use only,
---@param point Vector. Point to check, only x and z values are relevant
---@param bounds Table. Defined area to see if the point is within. See MAIN_PLAY_AREA for sample
-- bounds definition.
---@return Boolean. True if the point is in the area defined by bounds
function inArea(point, bounds)
return (point.x < bounds.upperLeft.x
and point.x > bounds.lowerRight.x
and point.z < bounds.upperLeft.z
and point.z > bounds.lowerRight.z)
end
-- removes tokens from the provided card/deck
function removeTokensFromObject(object)
for _, v in ipairs(searchArea(object.getPosition(), { 3, 1, 4 })) do
local obj = v.hit_object
if obj.getGUID() ~= "4ee1f2" and -- table
obj ~= self and
obj.type ~= "Deck" and
obj.type ~= "Card" and
obj.memo ~= nil and
obj.getLock() == false and
not tokenChecker.isChaosToken(obj) then
TRASHCAN.putObject(obj)
end
end
end
-- searches an area and optionally filters the result
function searchArea(origin, size, filter)
local objList = Physics.cast({
origin = origin,
direction = { 0, 1, 0 },
orientation = self.getRotation(),
type = 3,
size = size,
max_distance = 1
})
if filter then
local filteredList = {}
for _, obj in ipairs(objList) do
if filter(obj.hit_object) then
table.insert(filteredList, obj)
end
end
return filteredList
else
return objList
end
end
-- filter functions for searchArea
function isDeck(x) return x.tag == 'Deck' end
function isCardOrDeck(x) return x.tag == 'Card' or x.tag == 'Deck' end
end)
return __bundle_require("__root")