611 lines
19 KiB
Plaintext
611 lines
19 KiB
Plaintext
-- Bundled by luabundle {"version":"1.6.0"}
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local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
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local loadingPlaceholder = {[{}] = true}
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local register
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local modules = {}
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local require
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local loaded = {}
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register = function(name, body)
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if not modules[name] then
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modules[name] = body
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end
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end
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require = function(name)
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local loadedModule = loaded[name]
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if loadedModule then
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if loadedModule == loadingPlaceholder then
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return nil
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end
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else
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if not modules[name] then
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if not superRequire then
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local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
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error('Tried to require ' .. identifier .. ', but no such module has been registered')
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else
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return superRequire(name)
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end
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end
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loaded[name] = loadingPlaceholder
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loadedModule = modules[name](require, loaded, register, modules)
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loaded[name] = loadedModule
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end
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return loadedModule
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end
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return require, loaded, register, modules
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end)(nil)
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__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("accessories/TokenArranger")
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end)
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__bundle_register("accessories/TokenArranger", function(require, _LOADED, __bundle_register, __bundle_modules)
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local chaosBagApi = require("chaosbag/ChaosBagApi")
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local mythosAreaApi = require("core/MythosAreaApi")
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-- common parameters
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local buttonParameters = {}
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buttonParameters.function_owner = self
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buttonParameters.label = ""
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buttonParameters.tooltip = "Increase / Decrease"
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buttonParameters.color = { 0, 0, 0, 0 }
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buttonParameters.width = 325
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buttonParameters.height = 325
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local inputParameters = {}
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inputParameters.function_owner = self
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inputParameters.font_size = 100
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inputParameters.width = 250
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inputParameters.height = inputParameters.font_size + 23
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inputParameters.alignment = 3
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inputParameters.validation = 2
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inputParameters.tab = 2
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local percentageLabel = {}
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percentageLabel.function_owner = self
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percentageLabel.click_function = "none"
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percentageLabel.width = 0
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percentageLabel.height = 0
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-- variables with save function
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local tokenPrecedence = {}
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local percentage = false
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local includeDrawnTokens = true
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-- variables without save function
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local updating = false
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local TOKEN_NAMES = {
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"Elder Sign",
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"Skull",
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"Cultist",
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"Tablet",
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"Elder Thing",
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"Auto-fail",
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"Bless",
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"Curse",
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"Frost",
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""
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}
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-- saving the precedence settings and information on the most recently loaded data
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function onSave()
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return JSON.encode({
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tokenPrecedence = tokenPrecedence,
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percentage = percentage,
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includeDrawnTokens = includeDrawnTokens
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})
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end
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-- loading data, button creation and initial layouting
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function onLoad(saveState)
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if saveState ~= nil and saveState ~= "" then
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local loadedData = JSON.decode(saveState)
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tokenPrecedence = loadedData.tokenPrecedence
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percentage = loadedData.percentage
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includeDrawnTokens = loadedData.includeDrawnTokens
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else
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loadDefaultValues()
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-- grab token metadata from mythos area
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Wait.time(function() onTokenDataChanged(mythosAreaApi.returnTokenData()) end, 0.2)
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end
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createButtonsAndInputs()
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-- maybe trigger layout() to draw percentage buttons
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local objList = getObjectsWithTag("tempToken")
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if #objList > 0 then
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Wait.time(layout, 0.5)
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end
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-- context menu items
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self.addContextMenuItem("Load default values", function()
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loadDefaultValues()
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updateUI()
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layout()
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end)
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self.addContextMenuItem("Include drawn tokens", function()
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includeDrawnTokens = not includeDrawnTokens
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local text = includeDrawnTokens and " " or " not "
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broadcastToAll("Token Arranger will" .. text .. "include currently drawn chaos tokens.", "Orange")
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layout()
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end)
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self.addContextMenuItem("Toggle percentages", function()
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if percentage then
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percentage = false
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else
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percentage = "basic"
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broadcastToAll("Percentages are unreliable when using tokens that draw other tokens (bless or curse for example).", "Yellow")
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end
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layout()
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end)
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self.addContextMenuItem("Toggle cumulative", function()
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if percentage == "cumulative" then
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percentage = "basic"
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else
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percentage = "cumulative"
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end
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broadcastToAll("Percentages are unreliable when using tokens that draw other tokens (bless or curse for example).", "Yellow")
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layout()
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end)
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end
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-- delete temporary tokens when destroyed
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function onDestroy() deleteCopiedTokens() end
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-- layout tokens when dropped (after 1.5 seconds)
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function onDrop() Wait.time(layout, 1.5) end
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-- delete temporary tokens when picked up
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function onPickUp() deleteCopiedTokens() end
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-- click_function for buttons on chaos tokens
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function tokenClick(isRightClick, index)
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local change = tonumber(isRightClick and "-1" or "1")
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tokenPrecedence[TOKEN_NAMES[index]][1] = tokenPrecedence[TOKEN_NAMES[index]][1] + change
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self.editInput({
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index = index - 1,
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value = tokenPrecedence[TOKEN_NAMES[index]][1]
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})
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layout()
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end
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-- input_function for input_boxes
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function tokenInput(input, selected, index)
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if selected == false then
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local num = tonumber(input)
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if num ~= nil then
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tokenPrecedence[TOKEN_NAMES[index]][1] = num
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end
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layout()
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end
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end
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-- loads the default precedence table
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function loadDefaultValues()
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-- 1st value: token modifiers for sorting
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-- 2nd value: order for equivalent tokens (starts at 2 because of "+1" token)
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tokenPrecedence = {
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["Elder Sign"] = { 100, 2},
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["Skull"] = { -1, 3},
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["Cultist"] = { -2, 4},
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["Tablet"] = { -3, 5},
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["Elder Thing"] = { -4, 6},
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["Auto-fail"] = { -100, 7},
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["Bless"] = { 101, 8},
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["Curse"] = { -101, 9},
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["Frost"] = { -99, 10},
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[""] = { 0, 11}
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}
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end
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-- creates buttons and inputs
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function createButtonsAndInputs()
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local offset = 0.725
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local pos = { x = { -1.067, 0.377 }, z = -2.175 }
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-- button and inputs index 0-9
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for i = 1, 10 do
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if i < 6 then
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buttonParameters.position = { pos.x[1], 0, pos.z + i * offset }
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inputParameters.position = { pos.x[1] + offset, 0.1, pos.z + i * offset }
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else
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buttonParameters.position = { pos.x[2], 0, pos.z + (i - 5) * offset }
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inputParameters.position = { pos.x[2] + offset, 0.1, pos.z + (i - 5) * offset }
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end
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buttonParameters.click_function = "tokenClick" .. i
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inputParameters.input_function = "tokenInput" .. i
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inputParameters.value = tokenPrecedence[TOKEN_NAMES[i]][1]
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-- setting click-/inputfunction
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self.setVar(buttonParameters.click_function, function(_, _, isRightClick) tokenClick(isRightClick, i) end)
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self.setVar(inputParameters.input_function, function(_, _, input, selected) tokenInput(input, selected, i) end)
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-- button/input creation
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self.createButton(buttonParameters)
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self.createInput(inputParameters)
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end
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-- index 10: "Update / Hide" button
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self.createButton({
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function_owner = self,
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label = "Update / Hide",
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click_function = "layout",
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tooltip = "Left-Click: Update!\nRight-Click: Hide Tokens!",
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position = { 0.725, 0.1, 2.025 },
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color = { 1, 1, 1 },
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width = 675,
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height = 175
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})
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end
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-- update input fields
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function updateUI()
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for i = 1, 10 do
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self.editInput({
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index = i - 1,
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value = tokenPrecedence[TOKEN_NAMES[i]][1]
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})
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end
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end
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-- order function for data sorting
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function tokenValueComparator(left, right)
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if left.value ~= right.value then
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return left.value > right.value
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elseif left.order ~= right.order then
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return left.order < right.order
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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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-- deletes previously placed tokens
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function deleteCopiedTokens()
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for _, token in ipairs(getObjectsWithTag("tempToken")) do
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token.destruct()
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end
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-- this removes the percentage buttons (by index 11+)
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local buttonCount = #self.getButtons()
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if buttonCount < 12 then return end
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for i = buttonCount, 12, -1 do
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self.removeButton(i - 1)
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end
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end
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-- creates buttons as labels as display for percentage values
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function createPercentageButton(tokenCount, valueCount, tokenName)
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local startPos = Vector(2.3, -0.04, 0.875 * valueCount)
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if percentage == "cumulative" then
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percentageLabel.scale = { 1.5, 1.5, 1.5 }
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percentageLabel.position = startPos - Vector(0, 0, 2.85)
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else
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percentageLabel.scale = { 2, 2, 2 }
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percentageLabel.position = startPos - Vector(0, 0, 2.675)
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end
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-- determine font_color
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if tokenName == "Elder Sign" then
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percentageLabel.font_color = { 0.35, 0.71, 0.85 }
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elseif tokenName == "Auto-fail" then
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percentageLabel.font_color = { 0.86, 0.1, 0.1 }
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-- check if the tokenName contains letters (e.g. symbol token)
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elseif string.match(tokenName, "%a") ~= nil then
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percentageLabel.font_color = { 0.68, 0.53, 0.86 }
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else
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percentageLabel.font_color = { 0.85, 0.67, 0.33 }
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end
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-- create label for base percentage
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local basePercentage = math.floor((tokenCount.row / tokenCount.total) * 10000) / 100
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percentageLabel.label = string.format("%s", string.format("%05.2f", basePercentage) .. "%")
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self.createButton(percentageLabel)
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-- optionally create label for cumulative percentage
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if percentage == "cumulative" then
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percentageLabel.position = startPos - Vector(0, 0, 2.45)
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percentageLabel.font_color = { 1, 1, 1 }
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-- only display one digit for 100%
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if tokenCount.sum == tokenCount.total then
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percentageLabel.label = "100.0%"
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else
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local cumulativePercentage = math.floor((tokenCount.sum / tokenCount.total) * 10000) / 100
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percentageLabel.label = string.format("%s", string.format("%05.2f", cumulativePercentage) .. "%")
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end
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self.createButton(percentageLabel)
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end
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end
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-- main function (delete old tokens, clone chaos bag content, sort it and position it)
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function layout(_, _, isRightClick)
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if updating then return end
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updating = true
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deleteCopiedTokens()
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-- stop here if right-clicked
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if isRightClick then
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updating = false
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return
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end
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-- get ChaosBag and stop if not found
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local chaosBag = chaosBagApi.findChaosBag()
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if not chaosBag then
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updating = false
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return
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end
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-- clone tokens from chaos bag (default position above trash can)
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local rawData = chaosBag.getData().ContainedObjects
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-- optionally get the data for tokens in play
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if includeDrawnTokens then
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for _, token in pairs(chaosBagApi.getTokensInPlay()) do
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if token ~= nil then table.insert(rawData, token.getData()) end
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end
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end
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-- generate layout data
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local data = {}
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for i, objData in ipairs(rawData) do
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objData["Tags"] = { "tempToken" }
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local value = tonumber(objData.Nickname)
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local precedence = tokenPrecedence[objData.Nickname]
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-- remove GUID to avoid issues for high latency clients
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objData["GUID"] = nil
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-- store data with value / precendence
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data[i] = {
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token = objData,
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value = value or precedence[1]
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}
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-- order for comparator function
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if precedence ~= nil then
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data[i].order = precedence[2]
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else
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data[i].order = value
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end
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end
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-- sort table by value (symbols last if same value)
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table.sort(data, tokenValueComparator)
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-- laying out the tokens
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local pos = self.getPosition() + Vector(3.55, -0.05, -3.95)
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if percentage then pos.z = pos.z - 3.05 end
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local location = { x = pos.x, y = pos.y, z = pos.z }
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local rotation = self.getRotation()
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local currentValue = data[1].value
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local tokenCount = { row = 0, sum = 0, total = #data }
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local valueCount = 1
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local tokenName = false
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for i, item in ipairs(data) do
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-- this is true for the first token in a new row
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if item.value ~= currentValue then
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if percentage then
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tokenCount.sum = tokenCount.sum + tokenCount.row
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createPercentageButton(tokenCount, valueCount, tokenName)
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end
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location.x = location.x - 1.75
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location.z = pos.z
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currentValue = item.value
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valueCount = valueCount + 1
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tokenCount.row = 0
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end
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spawnObjectData({
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data = item.token,
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position = location,
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rotation = rotation
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})
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tokenName = item.token.Nickname
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location.z = location.z - 1.75
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tokenCount.row = tokenCount.row + 1
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end
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-- this is repeated to create the button for the last token
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if percentage then
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tokenCount.sum = tokenCount.sum + tokenCount.row
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createPercentageButton(tokenCount, valueCount, tokenName)
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end
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-- introducing a small delay to limit update calls
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Wait.time(function() updating = false end, 0.1)
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end
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-- called from outside to set default values for tokens
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function onTokenDataChanged(parameters)
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local tokenData = parameters.tokenData or {}
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local currentScenario = parameters.currentScenario or ""
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local useFrontData = parameters.useFrontData
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-- update token precedence
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for key, table in pairs(tokenData) do
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local modifier = table.modifier
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if modifier == -999 then modifier = 0 end
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tokenPrecedence[key][1] = modifier
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end
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updateUI()
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layout()
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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
|
|
ChaosBagApi.getIdUrlMap = function()
|
|
return Global.getTable("ID_URL_MAP")
|
|
end
|
|
|
|
return ChaosBagApi
|
|
end
|
|
end)
|
|
__bundle_register("core/MythosAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local MythosAreaApi = {}
|
|
local guidReferenceApi = require("core/GUIDReferenceApi")
|
|
|
|
local function getMythosArea()
|
|
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "MythosArea")
|
|
end
|
|
|
|
---@return any: Table of chaos token metadata (if provided through scenario reference card)
|
|
MythosAreaApi.returnTokenData = function()
|
|
return getMythosArea().call("returnTokenData")
|
|
end
|
|
|
|
---@return any: Object reference to the encounter deck
|
|
MythosAreaApi.getEncounterDeck = function()
|
|
return getMythosArea().call("getEncounterDeck")
|
|
end
|
|
|
|
-- draw an encounter card for the requesting mat
|
|
---@param mat tts__Object Playermat that triggered this
|
|
---@param alwaysFaceUp boolean Whether the card should be drawn face-up
|
|
MythosAreaApi.drawEncounterCard = function(mat, alwaysFaceUp)
|
|
getMythosArea().call("drawEncounterCard", {mat = mat, alwaysFaceUp = alwaysFaceUp})
|
|
end
|
|
|
|
return MythosAreaApi
|
|
end
|
|
end)
|
|
__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local GUIDReferenceApi = {}
|
|
|
|
local function getGuidHandler()
|
|
return getObjectFromGUID("123456")
|
|
end
|
|
|
|
---@param owner string Parent object for this search
|
|
---@param type string Type of object to search for
|
|
---@return any: Object reference to the matching object
|
|
GUIDReferenceApi.getObjectByOwnerAndType = function(owner, type)
|
|
return getGuidHandler().call("getObjectByOwnerAndType", { owner = owner, type = type })
|
|
end
|
|
|
|
-- returns all matching objects as a table with references
|
|
---@param type string Type of object to search for
|
|
---@return table: List of object references to matching objects
|
|
GUIDReferenceApi.getObjectsByType = function(type)
|
|
return getGuidHandler().call("getObjectsByType", type)
|
|
end
|
|
|
|
-- returns all matching objects as a table with references
|
|
---@param owner string Parent object for this search
|
|
---@return table: List of object references to matching objects
|
|
GUIDReferenceApi.getObjectsByOwner = function(owner)
|
|
return getGuidHandler().call("getObjectsByOwner", owner)
|
|
end
|
|
|
|
-- sends new information to the reference handler to edit the main index
|
|
---@param owner string Parent of the object
|
|
---@param type string Type of the object
|
|
---@param guid string GUID of the object
|
|
GUIDReferenceApi.editIndex = function(owner, type, guid)
|
|
return getGuidHandler().call("editIndex", {
|
|
owner = owner,
|
|
type = type,
|
|
guid = guid
|
|
})
|
|
end
|
|
|
|
return GUIDReferenceApi
|
|
end
|
|
end)
|
|
return __bundle_require("__root") |