919 lines
33 KiB
Plaintext
919 lines
33 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("playercards/cards/Nephthys4", function(require, _LOADED, __bundle_register, __bundle_modules)
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VALID_TOKENS = {
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["Bless"] = true
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}
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SHOW_MULTI_RELEASE = 3
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SHOW_MULTI_RETURN = 3
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require("playercards/CardsThatSealTokens")
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end)
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__bundle_register("playercards/CardsThatSealTokens", function(require, _LOADED, __bundle_register, __bundle_modules)
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--[[ Library for cards that seal tokens
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This file is used to add sealing option to cards' context menu.
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Valid options (set before requiring this file):
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UPDATE_ON_HOVER --@type: boolean
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- automatically updates the context menu options when the card is hovered
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- the "Read Bag" function reads the content of the chaos bag to update the context menu
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- example usage: "Unrelenting" (to only display valid tokens)
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KEEP_OPEN --@type: boolean
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- meant for cards that seal single tokens multiple times (one by one)
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- makes the context menu stay open after selecting an option
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- example usage: "Unrelenting"
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SHOW_SINGLE_RELEASE --@type: boolean
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- enables an entry in the context menu
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- this entry allows releasing a single token
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- example usage: "Holy Spear" (to keep the other tokens and just release one)
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SHOW_MULTI_RELEASE --@type: number (amount of tokens to release at once)
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- enables an entry in the context menu
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- this entry allows releasing of multiple tokens at once
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- example usage: "Nephthys" (to release 3 bless tokens at once)
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SHOW_MULTI_RETURN --@type: number (amount of tokens to return to pool at once)
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- enables an entry in the context menu
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- this entry allows returning tokens to the token pool
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- example usage: "Nephthys" (to return 3 bless tokens at once)
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SHOW_MULTI_SEAL --@type: number (amount of tokens to seal at once)
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- enables an entry in the context menu
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- this entry allows sealing of multiple tokens at once
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- example usage: "Holy Spear" (to seal two bless tokens at once)
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VALID_TOKENS --@type: table ([tokenName] = true)
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- this table defines which tokens should be abled to be sealed
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- needs to be defined for each card -> even if empty
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- example usage: "The Chthonian Stone"
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> VALID_TOKENS = {
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> ["Skull"] = true,
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> ["Cultist"] = true,
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> ["Tablet"] = true,
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> ["Elder Thing"] = true,
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> }
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INVALID_TOKENS --@type: table ([tokenName] = true)
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- this table defines which tokens are invalid for sealing
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- only needs to be defined if needed
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- usually combined with empty "VALID_TOKENS" table
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- example usage: "Protective Incantation" (not allowed to seal Auto-fail)
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----------------------------------------------------------
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Example 1: Crystalline Elder Sign
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This card can only seal the "+1" or "Elder Sign" token,
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it does not need specific options for multi-sealing or releasing.
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Thus it should be implemented like this:
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> VALID_TOKENS = {
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> ["+1"] = true,
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> ["Elder Sign"] = true
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> }
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> require...
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----------------------------------------------------------
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Example 2: Holy Spear
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This card features the following abilities (just listing the relevant parts):
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- releasing a single bless token
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- sealing two bless tokens
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Thus it should be implemented like this:
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> VALID_TOKENS = {
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> ["Bless"] = true
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> }
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> SHOW_SINGLE_RELEASE = true
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> SHOW_MULTI_SEAL = 2
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> require...
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----------------------------------------------------------]]
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local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
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local chaosBagApi = require("chaosbag/ChaosBagApi")
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local playmatApi = require("playermat/PlaymatApi")
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local tokenArrangerApi = require("accessories/TokenArrangerApi")
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local sealedTokens = {}
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local ID_URL_MAP = {}
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local tokensInBag = {}
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function onSave() return JSON.encode(sealedTokens) end
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function onLoad(savedData)
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sealedTokens = JSON.decode(savedData) or {}
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ID_URL_MAP = chaosBagApi.getIdUrlMap()
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generateContextMenu()
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self.addTag("CardThatSeals")
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end
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-- builds the context menu
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function generateContextMenu()
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-- conditional single or multi release options
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if SHOW_SINGLE_RELEASE then
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self.addContextMenuItem("Release token", releaseOneToken)
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elseif SHOW_MULTI_RELEASE then
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self.addContextMenuItem("Release " .. SHOW_MULTI_RELEASE .. " token(s)", releaseMultipleTokens)
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else
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self.addContextMenuItem("Release token(s)", releaseAllTokens)
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end
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if RESOLVE_TOKEN then
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local firstTokenType
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for tokenType, val in pairs(VALID_TOKENS) do
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firstTokenType = tokenType
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break
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end
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self.addContextMenuItem("Resolve " .. firstTokenType, resolveSealed)
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end
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-- conditional release option
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if SHOW_MULTI_RETURN then
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self.addContextMenuItem("Return " .. SHOW_MULTI_RETURN .. " token(s)", returnMultipleTokens)
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end
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-- main context menu options to seal tokens
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for _, map in pairs(ID_URL_MAP) do
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if (VALID_TOKENS[map.name] ~= nil) or (UPDATE_ON_HOVER and tokensInBag[map.name] and not INVALID_TOKENS[map.name]) then
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if not SHOW_MULTI_SEAL then
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self.addContextMenuItem("Seal " .. map.name, function(playerColor)
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sealToken(map.name, playerColor)
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end, KEEP_OPEN)
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else
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self.addContextMenuItem("Seal " .. SHOW_MULTI_SEAL .. " " .. map.name, function(playerColor)
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readBag()
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local allowed = true
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local notFound
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for name, _ in pairs(VALID_TOKENS) do
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if (tokensInBag[name] or 0) < SHOW_MULTI_SEAL then
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allowed = false
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notFound = name
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end
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end
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if allowed then
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for i = 1, SHOW_MULTI_SEAL do
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sealToken(map.name, playerColor)
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end
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else
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printToColor("Not enough " .. notFound .. " tokens in the chaos bag.", playerColor)
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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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end
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-- generates a list of chaos tokens that is in the chaos bag
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function readBag()
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local chaosbag = chaosBagApi.findChaosBag()
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tokensInBag = {}
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for _, token in ipairs(chaosbag.getObjects()) do
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tokensInBag[token.name] = (tokensInBag[token.name] or 0) + 1
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end
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end
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function resetSealedTokens()
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sealedTokens = {}
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end
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-- native event from TTS - used to update the context menu for cards like "Unrelenting"
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function onHover()
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if UPDATE_ON_HOVER then
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readBag()
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self.clearContextMenu()
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generateContextMenu()
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end
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end
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-- seals the named token on this card
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function sealToken(name, playerColor)
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if not chaosBagApi.canTouchChaosTokens() then return end
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local chaosbag = chaosBagApi.findChaosBag()
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for i, obj in ipairs(chaosbag.getObjects()) do
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if obj.name == name then
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chaosbag.takeObject({
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position = self.getPosition() + Vector(0, 0.5 + 0.1 * #sealedTokens, 0),
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rotation = self.getRotation(),
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index = i - 1,
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smooth = false,
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callback_function = function(token)
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local guid = token.getGUID()
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table.insert(sealedTokens, guid)
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tokenArrangerApi.layout()
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if name == "Bless" or name == "Curse" then
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blessCurseManagerApi.sealedToken(name, guid)
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end
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end
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})
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return
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end
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end
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printToColor(name .. " token not found in chaos bag", playerColor)
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end
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-- release the last sealed token
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function releaseOneToken(playerColor)
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if not chaosBagApi.canTouchChaosTokens() then return end
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if #sealedTokens == 0 then
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printToColor("No sealed token(s) found", playerColor)
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else
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printToColor("Releasing token", playerColor)
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putTokenAway(table.remove(sealedTokens))
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end
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end
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-- release multiple tokens at once
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function releaseMultipleTokens(playerColor)
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if SHOW_MULTI_RELEASE <= #sealedTokens then
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for i = 1, SHOW_MULTI_RELEASE do
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putTokenAway(table.remove(sealedTokens))
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end
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printToColor("Releasing " .. SHOW_MULTI_RELEASE .. " tokens", playerColor)
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else
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printToColor("Not enough tokens sealed.", playerColor)
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end
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end
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-- releases all sealed tokens
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function releaseAllTokens(playerColor)
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if not chaosBagApi.canTouchChaosTokens() then return end
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if #sealedTokens == 0 then
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printToColor("No sealed token(s) found", playerColor)
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else
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printToColor("Releasing token(s)", playerColor)
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for _, guid in ipairs(sealedTokens) do
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putTokenAway(guid)
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end
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sealedTokens = {}
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end
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end
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-- returns multiple tokens at once to the token pool
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function returnMultipleTokens(playerColor)
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if SHOW_MULTI_RETURN <= #sealedTokens then
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for i = 1, SHOW_MULTI_RETURN do
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returnToken(table.remove(sealedTokens))
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end
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printToColor("Returning " .. SHOW_MULTI_RETURN .. " tokens", playerColor)
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else
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printToColor("Not enough tokens sealed.", playerColor)
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end
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end
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-- returns the token (referenced by GUID) to the chaos bag
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function putTokenAway(guid)
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local token = getObjectFromGUID(guid)
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if not token then return end
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local name = token.getName()
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local chaosbag = chaosBagApi.findChaosBag()
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chaosbag.putObject(token)
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tokenArrangerApi.layout()
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if name == "Bless" or name == "Curse" then
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blessCurseManagerApi.releasedToken(name, guid)
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end
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end
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-- returns the token to the pool (== removes it)
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function returnToken(guid)
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local token = getObjectFromGUID(guid)
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if not token then return end
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local name = token.getName()
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token.destruct()
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if name == "Bless" or name == "Curse" then
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blessCurseManagerApi.returnedToken(name, guid)
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end
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end
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-- resolves sealed token as if it came from the chaos bag
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function resolveSealed()
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if #sealedTokens == 0 then
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broadcastToAll("No tokens sealed.", "Red")
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return
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end
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local closestMatColor = playmatApi.getMatColorByPosition(self.getPosition())
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local mat = guidReferenceApi.getObjectByOwnerAndType(closestMatColor, "Playermat")
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local guidToBeResolved = table.remove(sealedTokens)
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chaosBagApi.drawChaosToken(mat, true, _, guidToBeResolved)
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end
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end)
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__bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local TokenArrangerApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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-- local function to call the token arranger, if it is on the table
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---@param functionName string Name of the function to cal
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---@param argument? table Parameter to pass
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local function callIfExistent(functionName, argument)
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local tokenArranger = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenArranger")
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if tokenArranger ~= nil then
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tokenArranger.call(functionName, argument)
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end
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end
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-- updates the token modifiers with the provided data
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---@param fullData table Contains the chaos token metadata
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TokenArrangerApi.onTokenDataChanged = function(fullData)
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callIfExistent("onTokenDataChanged", fullData)
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end
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-- deletes already laid out tokens
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TokenArrangerApi.deleteCopiedTokens = function()
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callIfExistent("deleteCopiedTokens")
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end
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-- updates the laid out tokens
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TokenArrangerApi.layout = function()
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Wait.time(function() callIfExistent("layout") end, 0.1)
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end
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return TokenArrangerApi
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end
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end)
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__bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local ChaosBagApi = {}
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-- respawns the chaos bag with a new state of tokens
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---@param tokenList table List of chaos token ids
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ChaosBagApi.setChaosBagState = function(tokenList)
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return Global.call("setChaosBagState", tokenList)
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end
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-- returns a Table List of chaos token ids in the current chaos bag
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-- requires copying the data into a new table because TTS is weird about handling table return values in Global
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ChaosBagApi.getChaosBagState = function()
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local chaosBagContentsCatcher = Global.call("getChaosBagState")
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local chaosBagContents = {}
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for _, v in ipairs(chaosBagContentsCatcher) do
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table.insert(chaosBagContents, v)
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end
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return chaosBagContents
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end
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-- checks scripting zone for chaos bag (also called by a lot of objects!)
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ChaosBagApi.findChaosBag = function()
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return Global.call("findChaosBag")
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end
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-- returns a table of object references to the tokens in play (does not include sealed tokens!)
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ChaosBagApi.getTokensInPlay = function()
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return Global.call("getChaosTokensinPlay")
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end
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-- returns all sealed tokens on cards to the chaos bag
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---@param playerColor string Color of the player to show the broadcast to
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ChaosBagApi.releaseAllSealedTokens = function(playerColor)
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return Global.call("releaseAllSealedTokens", playerColor)
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end
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-- returns all drawn tokens to the chaos bag
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ChaosBagApi.returnChaosTokens = function()
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return Global.call("returnChaosTokens")
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end
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-- removes the specified chaos token from the chaos bag
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---@param id string ID of the chaos token
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ChaosBagApi.removeChaosToken = function(id)
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return Global.call("removeChaosToken", id)
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end
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-- returns a chaos token to the bag and calls all relevant functions
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---@param token tts__Object Chaos token to return
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ChaosBagApi.returnChaosTokenToBag = function(token)
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return Global.call("returnChaosTokenToBag", token)
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end
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-- spawns the specified chaos token and puts it into the chaos bag
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---@param id string ID of the chaos token
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ChaosBagApi.spawnChaosToken = function(id)
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return Global.call("spawnChaosToken", id)
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end
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-- Checks to see if the chaos bag can be manipulated. If a player is searching the bag when tokens
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-- are drawn or replaced a TTS bug can cause those tokens to vanish. Any functions which change the
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-- contents of the bag should check this method before doing so.
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-- This method will broadcast a message to all players if the bag is being searched.
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---@return any canTouch True if the bag is manipulated, false if it should be blocked.
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ChaosBagApi.canTouchChaosTokens = function()
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return Global.call("canTouchChaosTokens")
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end
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-- called by playermats (by the "Draw chaos token" button)
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---@param mat tts__Object Playermat that triggered this
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---@param drawAdditional boolean Controls whether additional tokens should be drawn
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---@param tokenType? string Name of token (e.g. "Bless") to be drawn from the bag
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---@param guidToBeResolved? string GUID of the sealed token to be resolved instead of drawing a token from the bag
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ChaosBagApi.drawChaosToken = function(mat, drawAdditional, tokenType, guidToBeResolved)
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return Global.call("drawChaosToken", {mat = mat, drawAdditional = drawAdditional, tokenType = tokenType, guidToBeResolved = guidToBeResolved})
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end
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-- returns a Table List of chaos token ids in the current chaos bag
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-- requires copying the data into a new table because TTS is weird about handling table return values in Global
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ChaosBagApi.getIdUrlMap = function()
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return Global.getTable("ID_URL_MAP")
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end
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return ChaosBagApi
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end
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end)
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__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local GUIDReferenceApi = {}
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local function getGuidHandler()
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return getObjectFromGUID("123456")
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end
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---@param owner string Parent object for this search
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---@param type string Type of object to search for
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---@return any: Object reference to the matching object
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GUIDReferenceApi.getObjectByOwnerAndType = function(owner, type)
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return getGuidHandler().call("getObjectByOwnerAndType", { owner = owner, type = type })
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end
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-- returns all matching objects as a table with references
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---@param type string Type of object to search for
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---@return table: List of object references to matching objects
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GUIDReferenceApi.getObjectsByType = function(type)
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return getGuidHandler().call("getObjectsByType", type)
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end
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-- returns all matching objects as a table with references
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---@param owner string Parent object for this search
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---@return table: List of object references to matching objects
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GUIDReferenceApi.getObjectsByOwner = function(owner)
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return getGuidHandler().call("getObjectsByOwner", owner)
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end
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-- sends new information to the reference handler to edit the main index
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---@param owner string Parent of the object
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---@param type string Type of the object
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---@param guid string GUID of the object
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GUIDReferenceApi.editIndex = function(owner, type, guid)
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return getGuidHandler().call("editIndex", {
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owner = owner,
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type = type,
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guid = guid
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})
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end
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return GUIDReferenceApi
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end
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end)
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__bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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|
local PlaymatApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local searchLib = require("util/SearchLib")
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-- Convenience function to look up a mat's object by color, or get all mats.
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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---@return table: Single-element if only single playmat is requested
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local function getMatForColor(matColor)
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if matColor == "All" then
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return guidReferenceApi.getObjectsByType("Playermat")
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else
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return { matColor = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat") }
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end
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end
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-- Returns the color of the closest playmat
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---@param startPos table Starting position to get the closest mat from
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PlaymatApi.getMatColorByPosition = function(startPos)
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local result, smallestDistance
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for matColor, mat in pairs(getMatForColor("All")) do
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local distance = Vector.between(startPos, mat.getPosition()):magnitude()
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if smallestDistance == nil or distance < smallestDistance then
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smallestDistance = distance
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result = matColor
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end
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end
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return result
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end
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-- Returns the color of the player's hand that is seated next to the playmat
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.getPlayerColor = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.getVar("playerColor")
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end
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end
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-- Returns the color of the playmat that owns the playercolor's hand
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---@param handColor string Color of the playmat
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PlaymatApi.getMatColor = function(handColor)
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for matColor, mat in pairs(getMatForColor("All")) do
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local playerColor = mat.getVar("playerColor")
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if playerColor == handColor then
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return matColor
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end
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end
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end
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-- Returns if there is the card "Dream-Enhancing Serum" on the requested playmat
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.isDES = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.getVar("isDES")
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end
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end
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-- Performs a search of the deck area of the requested playmat and returns the result as table
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.getDeckAreaObjects = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.call("getDeckAreaObjects")
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end
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end
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-- Flips the top card of the deck (useful after deck manipulation for Norman Withers)
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.flipTopCardFromDeck = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.call("flipTopCardFromDeck")
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end
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end
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-- Returns the position of the discard pile of the requested playmat
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.getDiscardPosition = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.call("returnGlobalDiscardPosition")
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end
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end
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-- Transforms a local position into a global position
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---@param localPos table Local position to be transformed
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.transformLocalPosition = function(localPos, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.positionToWorld(localPos)
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end
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end
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-- Returns the rotation of the requested playmat
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.returnRotation = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.getRotation()
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end
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end
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-- Returns a table with spawn data (position and rotation) for a helper object
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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---@param helperName string Name of the helper object
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PlaymatApi.getHelperSpawnData = function(matColor, helperName)
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local resultTable = {}
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local localPositionTable = {
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["Hand Helper"] = {0.05, 0, -1.182},
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["Search Assistant"] = {-0.3, 0, -1.182}
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}
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for color, mat in pairs(getMatForColor(matColor)) do
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resultTable[color] = {
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position = mat.positionToWorld(localPositionTable[helperName]),
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rotation = mat.getRotation()
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}
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end
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return resultTable
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end
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-- Triggers the Upkeep for the requested playmat
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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---@param playerColor string Color of the calling player (for messages)
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PlaymatApi.doUpkeepFromHotkey = function(matColor, playerColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("doUpkeepFromHotkey", playerColor)
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end
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end
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-- Handles discarding for the requested playmat for the provided list of objects
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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---@param objList table List of objects to discard
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PlaymatApi.discardListOfObjects = function(matColor, objList)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("discardListOfObjects", objList)
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end
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end
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-- Returns the active investigator id
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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PlaymatApi.returnInvestigatorId = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.getVar("activeInvestigatorId")
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end
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end
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-- Sets the requested playmat's snap points to limit snapping to matching card types or not. If
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-- matchTypes is true, the main card slot snap points will only snap assets, while the
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-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
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-- be reset to snap all cards.
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---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("setLimitSnapsByType", matchCardTypes)
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end
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end
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-- Sets the requested playmat's draw 1 button to visible
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---@param isDrawButtonVisible boolean Whether the draw 1 button should be visible or not
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("showDrawButton", isDrawButtonVisible)
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end
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end
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-- Shows or hides the clickable clue counter for the requested playmat
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---@param showCounter boolean Whether the clickable counter should be present or not
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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PlaymatApi.clickableClues = function(showCounter, matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("clickableClues", showCounter)
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end
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end
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-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playmat
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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PlaymatApi.removeClues = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("removeClues")
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end
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end
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-- Reports the clue count for the requested playmat
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---@param useClickableCounters boolean Controls which type of counter is getting checked
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PlaymatApi.getClueCount = function(useClickableCounters, matColor)
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local count = 0
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for _, mat in pairs(getMatForColor(matColor)) do
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count = count + mat.call("getClueCount", useClickableCounters)
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end
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return count
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end
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-- updates the specified owned counter
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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---@param type string Counter to target
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---@param newValue number Value to set the counter to
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---@param modifier number If newValue is not provided, the existing value will be adjusted by this modifier
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PlaymatApi.updateCounter = function(matColor, type, newValue, modifier)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("updateCounter", { type = type, newValue = newValue, modifier = modifier })
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end
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end
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-- triggers the draw function for the specified playmat
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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---@param number number Amount of cards to draw
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PlaymatApi.drawCardsWithReshuffle = function(matColor, number)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("drawCardsWithReshuffle", number)
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end
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end
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-- returns the resource counter amount
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---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
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---@param type string Counter to target
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PlaymatApi.getCounterValue = function(matColor, type)
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for _, mat in pairs(getMatForColor(matColor)) do
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return mat.call("getCounterValue", type)
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end
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end
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-- returns a list of mat colors that have an investigator placed
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PlaymatApi.getUsedMatColors = function()
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local localInvestigatorPosition = { x = -1.17, y = 1, z = -0.01 }
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local usedColors = {}
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for matColor, mat in pairs(getMatForColor("All")) do
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local searchPos = mat.positionToWorld(localInvestigatorPosition)
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local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck")
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if #searchResult > 0 then
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table.insert(usedColors, matColor)
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end
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end
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return usedColors
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end
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-- resets the specified skill tracker to "1, 1, 1, 1"
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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PlaymatApi.resetSkillTracker = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("resetSkillTracker")
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end
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end
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-- finds all objects on the playmat and associated set aside zone and returns a table
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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---@param filter string Name of the filte function (see util/SearchLib)
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PlaymatApi.searchAroundPlaymat = function(matColor, filter)
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local objList = {}
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for _, mat in pairs(getMatForColor(matColor)) do
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for _, obj in ipairs(mat.call("searchAroundSelf", filter)) do
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table.insert(objList, obj)
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end
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end
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return objList
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end
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-- Discard a non-hidden card from the corresponding player's hand
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---@param matColor string Color of the playmat - White, Orange, Green, Red or All
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PlaymatApi.doDiscardOne = function(matColor)
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for _, mat in pairs(getMatForColor(matColor)) do
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mat.call("doDiscardOne")
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end
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end
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-- Triggers the metadata sync for all playmats
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PlaymatApi.syncAllCustomizableCards = function()
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for _, mat in pairs(getMatForColor("All")) do
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mat.call("syncAllCustomizableCards")
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end
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end
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return PlaymatApi
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end
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end)
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__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local SearchLib = {}
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local filterFunctions = {
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isActionToken = function(x) return x.getDescription() == "Action Token" end,
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isCard = function(x) return x.type == "Card" end,
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isDeck = function(x) return x.type == "Deck" end,
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isCardOrDeck = function(x) return x.type == "Card" or x.type == "Deck" end,
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isClue = function(x) return x.memo == "clueDoom" and x.is_face_down == false end,
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isTileOrToken = function(x) return x.type == "Tile" end
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}
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-- performs the actual search and returns a filtered list of object references
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---@param pos tts__Vector Global position
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---@param rot? tts__Vector Global rotation
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---@param size table Size
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---@param filter? string Name of the filter function
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---@param direction? table Direction (positive is up)
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---@param maxDistance? number Distance for the cast
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local function returnSearchResult(pos, rot, size, filter, direction, maxDistance)
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local filterFunc
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if filter then
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filterFunc = filterFunctions[filter]
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end
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local searchResult = Physics.cast({
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origin = pos,
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direction = direction or { 0, 1, 0 },
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orientation = rot or { 0, 0, 0 },
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type = 3,
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size = size,
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max_distance = maxDistance or 0
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})
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-- filtering the result
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local objList = {}
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for _, v in ipairs(searchResult) do
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if not filter or filterFunc(v.hit_object) then
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table.insert(objList, v.hit_object)
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end
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end
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return objList
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end
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-- searches the specified area
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SearchLib.inArea = function(pos, rot, size, filter)
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return returnSearchResult(pos, rot, size, filter)
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end
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-- searches the area on an object
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SearchLib.onObject = function(obj, filter)
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pos = obj.getPosition()
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size = obj.getBounds().size:setAt("y", 1)
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return returnSearchResult(pos, _, size, filter)
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end
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-- searches the specified position (a single point)
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SearchLib.atPosition = function(pos, filter)
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size = { 0.1, 2, 0.1 }
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return returnSearchResult(pos, _, size, filter)
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end
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-- searches below the specified position (downwards until y = 0)
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SearchLib.belowPosition = function(pos, filter)
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direction = { 0, -1, 0 }
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maxDistance = pos.y
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return returnSearchResult(pos, _, size, filter, direction, maxDistance)
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end
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|
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return SearchLib
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end
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end)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("playercards/cards/Nephthys4")
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end)
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__bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local BlessCurseManagerApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getManager()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "BlessCurseManager")
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end
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-- removes all taken tokens and resets the counts
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BlessCurseManagerApi.removeTakenTokensAndReset = function()
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local BlessCurseManager = getManager()
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Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Bless") end, 0.05)
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Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Curse") end, 0.10)
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Wait.time(function() BlessCurseManager.call("doReset", "White") end, 0.15)
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end
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|
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-- updates the internal count (called by cards that seal bless/curse tokens)
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---@param type string Type of chaos token ("Bless" or "Curse")
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---@param guid string GUID of the token
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BlessCurseManagerApi.sealedToken = function(type, guid)
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getManager().call("sealedToken", { type = type, guid = guid })
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end
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|
|
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-- updates the internal count (called by cards that seal bless/curse tokens)
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---@param type string Type of chaos token ("Bless" or "Curse")
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---@param guid string GUID of the token
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BlessCurseManagerApi.releasedToken = function(type, guid)
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getManager().call("releasedToken", { type = type, guid = guid })
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end
|
|
|
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-- updates the internal count (called by cards that seal bless/curse tokens)
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---@param type string Type of chaos token ("Bless" or "Curse")
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---@param guid string GUID of the token
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BlessCurseManagerApi.returnedToken = function(type, guid)
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getManager().call("returnedToken", { type = type, guid = guid })
|
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end
|
|
|
|
-- broadcasts the current status for bless/curse tokens
|
|
---@param playerColor string Color of the player to show the broadcast to
|
|
BlessCurseManagerApi.broadcastStatus = function(playerColor)
|
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getManager().call("broadcastStatus", playerColor)
|
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end
|
|
|
|
-- removes all bless / curse tokens from the chaos bag and play
|
|
---@param playerColor string Color of the player to show the broadcast to
|
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BlessCurseManagerApi.removeAll = function(playerColor)
|
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getManager().call("doRemove", playerColor)
|
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end
|
|
|
|
-- adds bless / curse sealing to the hovered card
|
|
---@param playerColor string Color of the player to show the broadcast to
|
|
---@param hoveredObject tts__Object Hovered object
|
|
BlessCurseManagerApi.addBlurseSealingMenu = function(playerColor, hoveredObject)
|
|
getManager().call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject })
|
|
end
|
|
|
|
return BlessCurseManagerApi
|
|
end
|
|
end)
|
|
return __bundle_require("__root") |