685 lines
22 KiB
Plaintext
685 lines
22 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("util/DeckLib", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local DeckLib = {}
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local searchLib = require("util/SearchLib")
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-- places a card/deck at a position or merges into an existing deck
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---@param obj tts__Object Object to move
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---@param pos table New position for the object
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---@param rot table New rotation for the object (optional)
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DeckLib.placeOrMergeIntoDeck = function(obj, pos, rot)
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if obj == nil or pos == nil then return end
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-- search the new position for existing card/deck
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local searchResult = searchLib.atPosition(pos, "isCardOrDeck")
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-- get new position
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local newPos
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local offset = 0.5
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if #searchResult == 1 then
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local bounds = searchResult[1].getBounds()
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newPos = Vector(pos):setAt("y", bounds.center.y + bounds.size.y / 2 + offset)
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else
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newPos = Vector(pos) + Vector(0, offset, 0)
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end
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-- allow moving the objects smoothly out of the hand
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obj.use_hands = false
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if rot then
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obj.setRotationSmooth(rot, false, true)
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end
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obj.setPositionSmooth(newPos, false, true)
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-- continue if the card stops smooth moving
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Wait.condition(
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function()
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obj.use_hands = true
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-- this avoids a TTS bug that merges unrelated cards that are not resting
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if #searchResult == 1 and searchResult[1] ~= obj then
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-- call this with avoiding errors (physics is sometimes too fast so the object doesn't exist for the put)
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pcall(function() searchResult[1].putObject(obj) end)
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end
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end,
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function() return not obj.isSmoothMoving() end, 3)
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end
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return DeckLib
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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("core/MythosArea")
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end)
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__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayAreaApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getPlayArea()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
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end
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local function getInvestigatorCounter()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
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end
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-- Returns the current value of the investigator counter from the playmat
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---@return number: Number of investigators currently set on the counter
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PlayAreaApi.getInvestigatorCount = function()
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return getInvestigatorCounter().getVar("val")
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end
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-- Updates the current value of the investigator counter from the playmat
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---@param count number Number of investigators to set on the counter
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PlayAreaApi.setInvestigatorCount = function(count)
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getInvestigatorCounter().call("updateVal", count)
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end
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-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
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-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
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---@param playerColor string Color of the player requesting the shift for messages
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PlayAreaApi.shiftContentsUp = function(playerColor)
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getPlayArea().call("shiftContentsUp", playerColor)
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end
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PlayAreaApi.shiftContentsDown = function(playerColor)
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getPlayArea().call("shiftContentsDown", playerColor)
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end
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PlayAreaApi.shiftContentsLeft = function(playerColor)
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getPlayArea().call("shiftContentsLeft", playerColor)
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end
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PlayAreaApi.shiftContentsRight = function(playerColor)
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getPlayArea().call("shiftContentsRight", playerColor)
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end
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---@param state boolean This controls whether location connections should be drawn
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PlayAreaApi.setConnectionDrawState = function(state)
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getPlayArea().call("setConnectionDrawState", state)
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end
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---@param color string Connection color to be used for location connections
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PlayAreaApi.setConnectionColor = function(color)
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getPlayArea().call("setConnectionColor", color)
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end
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-- Event to be called when the current scenario has changed
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---@param scenarioName string Name of the new scenario
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PlayAreaApi.onScenarioChanged = function(scenarioName)
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getPlayArea().call("onScenarioChanged", scenarioName)
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end
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-- Sets this playmat's snap points to limit snapping to locations or not.
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-- If matchTypes is false, snap points will 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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PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
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getPlayArea().call("setLimitSnapsByType", matchCardTypes)
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end
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-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
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-- cards before they're destroyed by entering the container
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PlayAreaApi.tryObjectEnterContainer = function(container, object)
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getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
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end
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-- counts the VP on locations in the play area
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PlayAreaApi.countVP = function()
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return getPlayArea().call("countVP")
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end
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-- highlights all locations in the play area without metadata
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---@param state boolean True if highlighting should be enabled
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PlayAreaApi.highlightMissingData = function(state)
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return getPlayArea().call("highlightMissingData", state)
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end
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-- highlights all locations in the play area with VP
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---@param state boolean True if highlighting should be enabled
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PlayAreaApi.highlightCountedVP = function(state)
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return getPlayArea().call("countVP", state)
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end
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-- Checks if an object is in the play area (returns true or false)
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PlayAreaApi.isInPlayArea = function(object)
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return getPlayArea().call("isInPlayArea", object)
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end
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PlayAreaApi.getSurface = function()
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return getPlayArea().getCustomObject().image
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end
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PlayAreaApi.updateSurface = function(url)
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return getPlayArea().call("updateSurface", url)
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end
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-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
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-- data to the local token manager instance.
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---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
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PlayAreaApi.updateLocations = function(args)
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getPlayArea().call("updateLocations", args)
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end
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PlayAreaApi.getCustomDataHelper = function()
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return getPlayArea().getVar("customDataHelper")
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end
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return PlayAreaApi
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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("core/token/TokenChecker", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local CHAOS_TOKEN_NAMES = {
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["Elder Sign"] = true,
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["+1"] = true,
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["0"] = true,
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["-1"] = true,
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["-2"] = true,
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["-3"] = true,
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["-4"] = true,
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["-5"] = true,
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["-6"] = true,
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["-7"] = true,
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["-8"] = true,
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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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["Auto-fail"] = true,
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["Bless"] = true,
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["Curse"] = true,
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["Frost"] = true
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}
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local TokenChecker = {}
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-- returns true if the passed object is a chaos token (by name)
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TokenChecker.isChaosToken = function(obj)
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if obj.type == "Tile" and CHAOS_TOKEN_NAMES[obj.getName()] then
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return true
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else
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return false
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end
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end
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return TokenChecker
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end
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end)
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__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local TokenSpawnTracker = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getSpawnTracker()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSpawnTracker")
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end
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TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
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return getSpawnTracker().call("hasSpawnedTokens", cardGuid)
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end
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TokenSpawnTracker.markTokensSpawned = function(cardGuid)
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return getSpawnTracker().call("markTokensSpawned", cardGuid)
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end
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TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
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return getSpawnTracker().call("resetTokensSpawned", cardGuid)
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end
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TokenSpawnTracker.resetAllAssetAndEvents = function()
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return getSpawnTracker().call("resetAllAssetAndEvents")
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end
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TokenSpawnTracker.resetAllLocations = function()
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return getSpawnTracker().call("resetAllLocations")
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end
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TokenSpawnTracker.resetAll = function()
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return getSpawnTracker().call("resetAll")
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end
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return TokenSpawnTracker
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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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return SearchLib
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end
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end)
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__bundle_register("core/MythosArea", function(require, _LOADED, __bundle_register, __bundle_modules)
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local deckLib = require("util/DeckLib")
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local playAreaApi = require("core/PlayAreaApi")
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local searchLib = require("util/SearchLib")
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local tokenArrangerApi = require("accessories/TokenArrangerApi")
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local tokenChecker = require("core/token/TokenChecker")
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local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
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local ENCOUNTER_DECK_AREA = {
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upperLeft = { x = 0.9, z = 0.42 },
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lowerRight = { x = 0.86, z = 0.38 },
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}
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local ENCOUNTER_DISCARD_AREA = {
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upperLeft = { x = 1.62, z = 0.42 },
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lowerRight = { x = 1.58, z = 0.38 },
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}
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-- global position of encounter deck and discard pile
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local ENCOUNTER_DECK_POS = { x = -3.93, y = 1, z = 5.76 }
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local ENCOUNTER_DISCARD_POSITION = { x = -3.85, y = 1, z = 10.38 }
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local isReshuffling = false
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local collisionEnabled = false
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local currentScenario, useFrontData, tokenData
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local TRASH, DATA_HELPER
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function onLoad(saveState)
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if saveState ~= nil then
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local loadedState = JSON.decode(saveState) or {}
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currentScenario = loadedState.currentScenario or ""
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useFrontData = loadedState.useFrontData or true
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tokenData = loadedState.tokenData or {}
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end
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TRASH = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash")
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DATA_HELPER = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper")
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Wait.time(function() collisionEnabled = true end, 0.1)
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end
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function onSave()
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return JSON.encode({
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currentScenario = currentScenario,
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useFrontData = useFrontData,
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tokenData = tokenData
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})
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end
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---------------------------------------------------------
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-- collison and container event handling
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---------------------------------------------------------
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-- TTS event handler. Handles scenario name event triggering and encounter card token resets.
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function onCollisionEnter(collisionInfo)
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if not collisionEnabled then return end
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local object = collisionInfo.collision_object
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-- early exit for better performance
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if object.type ~= "Card" then return end
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-- get scenario name and maybe fire followup event
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if object.getName() == "Scenario" then
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local description = object.getDescription()
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-- detect if a new scenario card is placed down
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if currentScenario ~= description then
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currentScenario = description
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fireScenarioChangedEvent()
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end
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local metadata = JSON.decode(object.getGMNotes()) or {}
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if not metadata["tokens"] then
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tokenData = {}
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return
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end
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-- detect orientation of scenario card (for difficulty)
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useFrontData = not object.is_face_down
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tokenData = metadata["tokens"][(useFrontData and "front" or "back")]
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fireTokenDataChangedEvent()
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end
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local localPos = self.positionToLocal(object.getPosition())
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if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then
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Wait.frames(function() tokenSpawnTrackerApi.resetTokensSpawned(object.getGUID()) end, 1)
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removeTokensFromObject(object)
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end
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end
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-- TTS event handler. Handles scenario name event triggering
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function onCollisionExit(collisionInfo)
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local object = collisionInfo.collision_object
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-- reset token metadata if scenario reference card is removed
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if object.getName() == "Scenario" then
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tokenData = {}
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useFrontData = nil
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fireTokenDataChangedEvent()
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end
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end
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-- Listens for cards entering the encounter deck or encounter discard, and resets the spawn state
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-- for the cards when they do.
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function onObjectEnterContainer(container, object)
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local localPos = self.positionToLocal(container.getPosition())
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if inArea(localPos, ENCOUNTER_DECK_AREA) or inArea(localPos, ENCOUNTER_DISCARD_AREA) then
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tokenSpawnTrackerApi.resetTokensSpawned(object.getGUID())
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end
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end
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-- fires if the scenario title changes
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function fireScenarioChangedEvent()
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-- maybe show the title splash screen
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Wait.frames(function() Global.call('titleSplash', currentScenario) end, 20)
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-- set the scenario for the playarea (connections might be disabled)
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playAreaApi.onScenarioChanged(currentScenario)
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|
|
-- maybe update the playarea image
|
|
local playAreaImageSelector = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaImageSelector")
|
|
playAreaImageSelector.call("maybeUpdatePlayAreaImage", 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
|
|
---------------------------------------------------------
|
|
|
|
-- gets the encounter deck (for internal functions and Api calls)
|
|
function getEncounterDeck()
|
|
local searchResult = searchLib.atPosition(ENCOUNTER_DECK_POS, "isCardOrDeck")
|
|
|
|
if #searchResult > 0 then
|
|
return searchResult[1]
|
|
end
|
|
end
|
|
|
|
-- 'params' contains the position, rotation and a boolean to force a faceup draw
|
|
function drawEncounterCard(params)
|
|
local encounterDeck = getEncounterDeck()
|
|
|
|
if encounterDeck then
|
|
reshuffledAlready = false
|
|
local card
|
|
if encounterDeck.type == "Deck" then
|
|
card = encounterDeck.takeObject()
|
|
else
|
|
card = encounterDeck
|
|
end
|
|
actualEncounterCardDraw(card, params)
|
|
else
|
|
-- nothing here, time to reshuffle
|
|
if reshuffledAlready == true then
|
|
reshuffledAlready = false
|
|
return
|
|
end
|
|
reshuffleEncounterDeck() -- if there is no discard pile either, reshuffleEncounterDeck will give an error message already
|
|
reshuffledAlready = true
|
|
drawEncounterCard(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 DATA_HELPER.call('checkHiddenCard', card.getName()) then
|
|
faceUpRotation = 180
|
|
end
|
|
end
|
|
|
|
local DRAWN_ENCOUNTER_CARD_OFFSET = {1.365, 0.5, -0.625}
|
|
local pos = params.mat.positionToWorld(DRAWN_ENCOUNTER_CARD_OFFSET)
|
|
local rotY = params.mat.getRotation().y
|
|
|
|
deckLib.placeOrMergeIntoDeck(card, pos, { 0, rotY, faceUpRotation })
|
|
end
|
|
|
|
function reshuffleEncounterDeck()
|
|
-- flag to avoid multiple calls
|
|
if isReshuffling then return end
|
|
isReshuffling = true
|
|
local encounterDeck = getEncounterDeck()
|
|
local discardPile = searchLib.atPosition(ENCOUNTER_DISCARD_POSITION, "isCardOrDeck")
|
|
|
|
if #discardPile > 0 then
|
|
local discardDeck = discardPile[1]
|
|
if not discardDeck.is_face_down then --flips discard pile
|
|
discardDeck.setRotation({0, -90, 180})
|
|
end
|
|
if encounterDeck == nil then
|
|
discardDeck.setPosition(Vector(ENCOUNTER_DECK_POS) + Vector({0, 1, 0}))
|
|
discardDeck.shuffle()
|
|
else
|
|
encounterDeck.putObject(discardDeck)
|
|
encounterDeck.shuffle()
|
|
end
|
|
broadcastToAll("Shuffled encounter discard into deck.", "White")
|
|
else
|
|
broadcastToAll("Encounter discard pile is already empty.", "Red")
|
|
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
|
|
---@param point tts__Vector Point to check, only x and z values are relevant
|
|
---@param bounds table Defined area to see if the point is within
|
|
---@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 _, obj in ipairs(searchLib.onObject(object)) do
|
|
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
|
|
TRASH.putObject(obj)
|
|
end
|
|
end
|
|
end
|
|
end)
|
|
__bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local TokenArrangerApi = {}
|
|
local guidReferenceApi = require("core/GUIDReferenceApi")
|
|
|
|
-- local function to call the token arranger, if it is on the table
|
|
---@param functionName string Name of the function to cal
|
|
---@param argument? table Parameter to pass
|
|
local function callIfExistent(functionName, argument)
|
|
local tokenArranger = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenArranger")
|
|
if tokenArranger ~= nil then
|
|
tokenArranger.call(functionName, argument)
|
|
end
|
|
end
|
|
|
|
-- updates the token modifiers with the provided data
|
|
---@param fullData 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)
|
|
return __bundle_require("__root") |