Adam Goldsmith
7e1ed4f41a
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751 lines
27 KiB
Plaintext
751 lines
27 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("util/TokenSpawnTool")
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end)
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__bundle_register("util/TokenSpawnTool", function(require, _LOADED, __bundle_register, __bundle_modules)
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local tokenManager = require("core/token/TokenManager")
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local TOKEN_INDEX = {}
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TOKEN_INDEX[3] = "resourceCounter"
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TOKEN_INDEX[4] = "damage"
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TOKEN_INDEX[5] = "path"
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TOKEN_INDEX[6] = "horror"
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TOKEN_INDEX[7] = "doom"
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TOKEN_INDEX[8] = "clue"
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TOKEN_INDEX[9] = "resource"
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---@param index number Index of the pressed key
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---@param playerColor string Color of the triggering player
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function onScriptingButtonDown(index, playerColor)
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local tokenType = TOKEN_INDEX[index]
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if not tokenType then return end
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local player = Player[playerColor]
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local rotation = { x = 0, y = player.getPointerRotation(), z = 0 }
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local position = player.getPointerPosition() + Vector(0, 0.2, 0)
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tokenManager.spawnToken(position, tokenType, rotation)
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end
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end)
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__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local tokenSpawnTracker = require("core/token/TokenSpawnTrackerApi")
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local playArea = require("core/PlayAreaApi")
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local PLAYER_CARD_TOKEN_OFFSETS = {
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[1] = {
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Vector(0, 3, -0.2)
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},
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[2] = {
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Vector(0.4, 3, -0.2),
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Vector(-0.4, 3, -0.2)
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},
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[3] = {
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Vector(0, 3, -0.9),
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Vector(0.4, 3, -0.2),
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Vector(-0.4, 3, -0.2)
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},
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[4] = {
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Vector(0.4, 3, -0.9),
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Vector(-0.4, 3, -0.9),
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Vector(0.4, 3, -0.2),
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Vector(-0.4, 3, -0.2)
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},
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[5] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.4, 3, -0.2),
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Vector(-0.4, 3, -0.2)
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},
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[6] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2)
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},
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[7] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0, 3, 0.5)
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},
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[8] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(-0.35, 3, 0.5),
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Vector(0.35, 3, 0.5)
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},
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[9] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0.7, 3, 0.5),
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Vector(0, 3, 0.5),
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Vector(-0.7, 3, 0.5)
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},
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[10] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0.7, 3, 0.5),
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Vector(0, 3, 0.5),
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Vector(-0.7, 3, 0.5),
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Vector(0, 3, 1.2)
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},
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[11] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0.7, 3, 0.5),
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Vector(0, 3, 0.5),
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Vector(-0.7, 3, 0.5),
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Vector(-0.35, 3, 1.2),
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Vector(0.35, 3, 1.2)
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},
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[12] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0.7, 3, 0.5),
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Vector(0, 3, 0.5),
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Vector(-0.7, 3, 0.5),
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Vector(0.7, 3, 1.2),
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Vector(0, 3, 1.2),
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Vector(-0.7, 3, 1.2)
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}
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}
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-- stateIDs for the multi-stated resource tokens
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local stateTable = {
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["resource"] = 1,
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["ammo"] = 2,
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["bounty"] = 3,
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["charge"] = 4,
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["evidence"] = 5,
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["secret"] = 6,
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["supply"] = 7
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}
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-- Source for tokens
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local TOKEN_SOURCE_GUID = "124381"
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-- Table of data extracted from the token source bag, keyed by the Memo on each token which
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-- should match the token type keys ("resource", "clue", etc)
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local tokenTemplates
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local DATA_HELPER_GUID = "708279"
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local playerCardData
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local locationData
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local TokenManager = { }
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local internal = { }
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-- Spawns tokens for the card. This function is built to just throw a card at it and let it do
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-- the work once a card has hit an area where it might spawn tokens. It will check to see if
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-- the card has already spawned, find appropriate data from either the uses metadata or the Data
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-- Helper, and spawn the tokens.
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---@param card Object Card to maybe spawn tokens for
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---@param extraUses Table A table of <use type>=<count> which will modify the number of tokens
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--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
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TokenManager.spawnForCard = function(card, extraUses)
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if tokenSpawnTracker.hasSpawnedTokens(card.getGUID()) then
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return
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end
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local metadata = JSON.decode(card.getGMNotes())
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if metadata ~= nil then
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internal.spawnTokensFromUses(card, extraUses)
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else
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internal.spawnTokensFromDataHelper(card)
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end
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end
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-- Spawns a set of tokens on the given card.
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---@param card Object Card to spawn tokens on
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---@param tokenType String Type of token to spawn, valid values are "damage", "horror",
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-- "resource", "doom", or "clue"
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---@param tokenCount Number How many tokens to spawn. For damage or horror this value will be set to the
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-- spawned state object rather than spawning multiple tokens
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---@param shiftDown Number An offset for the z-value of this group of tokens
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---@param subType Number Subtype of token to spawn. This will only differ from the tokenName for resource tokens
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TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, subType)
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local optionPanel = Global.getTable("optionPanel")
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if tokenType == "damage" or tokenType == "horror" then
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TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
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elseif tokenType == "resource" and optionPanel["useResourceCounters"] then
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TokenManager.spawnResourceCounterToken(card, tokenCount)
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else
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TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, subType)
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end
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end
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-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror
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-- tokens.
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---@param card Object Card to spawn tokens on
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---@param tokenType String type of token to spawn, valid values are "damage" and "horror". Other
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-- types should use spawnMultipleTokens()
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---@param tokenValue Number Value to set the damage/horror to
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TokenManager.spawnCounterToken = function(card, tokenType, tokenValue, shiftDown)
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if tokenValue < 1 or tokenValue > 50 then return end
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local pos = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[1][1] + Vector(0, 0, shiftDown))
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local rot = card.getRotation()
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TokenManager.spawnToken(pos, tokenType, rot, function(spawned) spawned.setState(tokenValue) end)
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end
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TokenManager.spawnResourceCounterToken = function(card, tokenCount)
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local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5))
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local rot = card.getRotation()
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TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned)
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spawned.call("updateVal", tokenCount)
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end)
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end
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-- Spawns a number of tokens.
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---@param tokenType String type of token to spawn, valid values are resource", "doom", or "clue".
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-- Other types should use spawnCounterToken()
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---@param tokenCount Number How many tokens to spawn
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---@param shiftDown Number An offset for the z-value of this group of tokens
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---@param subType Number Subtype of token to spawn. This will only differ from the tokenName for resource tokens
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TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, subType)
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if tokenCount < 1 or tokenCount > 12 then
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return
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end
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local offsets = {}
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if tokenType == "clue" then
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offsets = internal.buildClueOffsets(card, tokenCount)
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else
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for i = 1, tokenCount do
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offsets[i] = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[tokenCount][i])
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-- Fix the y-position for the spawn, since positionToWorld considers rotation which can
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-- have bad results for face up/down differences
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offsets[i].y = card.getPosition().y + 0.15
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end
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end
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if shiftDown ~= nil then
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-- Copy the offsets to make sure we don't change the static values
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local baseOffsets = offsets
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offsets = { }
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for i, baseOffset in ipairs(baseOffsets) do
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offsets[i] = baseOffset
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offsets[i][3] = offsets[i][3] + shiftDown
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end
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end
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if offsets == nil then
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error("couldn't find offsets for " .. tokenCount .. ' tokens')
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return
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end
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-- handling for not provided subtype (for example when spawning from custom data helpers)
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if subType == nil then
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subType = ""
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end
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-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
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local callback = nil
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local stateID = stateTable[string.lower(subType)]
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if tokenType == "resource" and stateID ~= nil and stateID ~= 1 then
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callback = function(spawned) spawned.setState(stateID) end
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end
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for i = 1, tokenCount do
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TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback)
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end
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end
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-- Spawns a single token at the given global position by copying it from the template bag.
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---@param position Global position to spawn the token
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---@param tokenType String type of token to spawn, valid values are "damage", "horror",
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-- "resource", "doom", or "clue"
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---@param rotation Vector Rotation to be used for the new token. Only the y-value will be used,
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-- x and z will use the default rotation from the source bag
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---@param callback function A callback function triggered after the new token is spawned
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TokenManager.spawnToken = function(position, tokenType, rotation, callback)
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internal.initTokenTemplates()
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local loadTokenType = tokenType
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if tokenType == "clue" or tokenType == "doom" then
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loadTokenType = "clueDoom"
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end
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if tokenTemplates[loadTokenType] == nil then
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error("Unknown token type '" .. tokenType .. "'")
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return
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end
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local tokenTemplate = tokenTemplates[loadTokenType]
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-- Take ONLY the Y-value for rotation, so we don't flip the token coming out of the bag
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local rot = Vector(tokenTemplate.Transform.rotX,
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270,
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tokenTemplate.Transform.rotZ)
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if rotation ~= nil then
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rot.y = rotation.y
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end
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if tokenType == "doom" then
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rot.z = 180
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end
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tokenTemplate.Nickname = ""
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return spawnObjectData({
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data = tokenTemplate,
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position = position,
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rotation = rot,
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callback_function = callback
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})
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end
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-- Checks a card for metadata to maybe replenish it
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---@param card Object Card object to be replenished
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---@param uses Table The already decoded metadata.uses (to avoid decoding again)
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---@param mat Object The playmat the card is placed on (for rotation and casting)
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TokenManager.maybeReplenishCard = function(card, uses, mat)
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-- TODO: support for cards with multiple uses AND replenish (as of yet, no official card needs that)
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if uses[1].count and uses[1].replenish then
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internal.replenishTokens(card, uses, mat)
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end
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end
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-- Delegate function to the token spawn tracker. Exists to avoid circular dependencies in some
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-- callers.
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---@param card Object Card object to reset the tokens for
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TokenManager.resetTokensSpawned = function(card)
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tokenSpawnTracker.resetTokensSpawned(card.getGUID())
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end
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-- Pushes new player card data into the local copy of the Data Helper player data.
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---@param dataTable Table Key/Value pairs following the DataHelper style
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TokenManager.addPlayerCardData = function(dataTable)
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internal.initDataHelperData()
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for k, v in pairs(dataTable) do
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playerCardData[k] = v
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end
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end
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-- Pushes new location data into the local copy of the Data Helper location data.
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---@param dataTable Table Key/Value pairs following the DataHelper style
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TokenManager.addLocationData = function(dataTable)
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internal.initDataHelperData()
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for k, v in pairs(dataTable) do
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locationData[k] = v
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end
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end
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-- Checks to see if the given card has location data in the DataHelper
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---@param card Object Card to check for data
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---@return Boolean True if this card has data in the helper, false otherwise
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TokenManager.hasLocationData = function(card)
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internal.initDataHelperData()
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return internal.getLocationData(card) ~= nil
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end
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internal.initTokenTemplates = function()
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if tokenTemplates ~= nil then
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return
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end
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tokenTemplates = { }
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local tokenSource = getObjectFromGUID(TOKEN_SOURCE_GUID)
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for _, tokenTemplate in ipairs(tokenSource.getData().ContainedObjects) do
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local tokenName = tokenTemplate.Memo
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tokenTemplates[tokenName] = tokenTemplate
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end
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end
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-- Copies the data from the DataHelper. Will only happen once.
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internal.initDataHelperData = function()
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if playerCardData ~= nil then
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return
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end
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local dataHelper = getObjectFromGUID(DATA_HELPER_GUID)
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playerCardData = dataHelper.getTable('PLAYER_CARD_DATA')
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locationData = dataHelper.getTable('LOCATIONS_DATA')
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end
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-- Spawn tokens for a card based on the uses metadata. This will consider the face up/down state
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-- of the card for both locations and standard cards.
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---@param card Object Card to maybe spawn tokens for
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---@param extraUses Table A table of <use type>=<count> which will modify the number of tokens
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--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
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internal.spawnTokensFromUses = function(card, extraUses)
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local uses = internal.getUses(card)
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if uses == nil then return end
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-- go through tokens to spawn
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local type, token, tokenCount
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for i, useInfo in ipairs(uses) do
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type = useInfo.type
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token = useInfo.token
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tokenCount = (useInfo.count or 0)
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+ (useInfo.countPerInvestigator or 0) * playArea.getInvestigatorCount()
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if extraUses ~= nil and extraUses[type] ~= nil then
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tokenCount = tokenCount + extraUses[type]
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end
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-- Shift each spawned group after the first down so they don't pile on each other
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TokenManager.spawnTokenGroup(card, token, tokenCount, (i - 1) * 0.8, type)
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end
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tokenSpawnTracker.markTokensSpawned(card.getGUID())
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end
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-- Spawn tokens for a card based on the data helper data. This will consider the face up/down state
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-- of the card for both locations and standard cards.
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---@param card Object Card to maybe spawn tokens for
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internal.spawnTokensFromDataHelper = function(card)
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internal.initDataHelperData()
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local playerData = internal.getPlayerCardData(card)
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if playerData ~= nil then
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internal.spawnPlayerCardTokensFromDataHelper(card, playerData)
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end
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local locationData = internal.getLocationData(card)
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if locationData ~= nil then
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internal.spawnLocationTokensFromDataHelper(card, locationData)
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end
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end
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-- Spawn tokens for a player card using data retrieved from the Data Helper.
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---@param card Object Card to maybe spawn tokens for
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---@param playerData Table Player card data structure retrieved from the DataHelper. Should be
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-- the right data for this card.
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internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData)
|
|
token = playerData.tokenType
|
|
tokenCount = playerData.tokenCount
|
|
--log("Spawning data helper tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
|
|
TokenManager.spawnTokenGroup(card, token, tokenCount)
|
|
tokenSpawnTracker.markTokensSpawned(card.getGUID())
|
|
end
|
|
|
|
-- Spawn tokens for a location using data retrieved from the Data Helper.
|
|
---@param card Object Card to maybe spawn tokens for
|
|
---@param playerData Table Location data structure retrieved from the DataHelper. Should be
|
|
-- the right data for this card.
|
|
internal.spawnLocationTokensFromDataHelper = function(card, locationData)
|
|
local clueCount = internal.getClueCountFromData(card, locationData)
|
|
if clueCount > 0 then
|
|
TokenManager.spawnTokenGroup(card, "clue", clueCount)
|
|
tokenSpawnTracker.markTokensSpawned(card.getGUID())
|
|
end
|
|
end
|
|
|
|
internal.getPlayerCardData = function(card)
|
|
return playerCardData[card.getName() .. ':' .. card.getDescription()]
|
|
or playerCardData[card.getName()]
|
|
end
|
|
|
|
internal.getLocationData = function(card)
|
|
return locationData[card.getName() .. '_' .. card.getGUID()] or locationData[card.getName()]
|
|
end
|
|
|
|
internal.getClueCountFromData = function(card, locationData)
|
|
-- Return the number of clues to spawn on this location
|
|
if locationData == nil then
|
|
error('attempted to get clue for unexpected object: ' .. card.getName())
|
|
return 0
|
|
end
|
|
|
|
--log(card.getName() .. ' : ' .. locationData.type .. ' : ' .. locationData.value .. ' : ' .. locationData.clueSide)
|
|
if ((card.is_face_down and locationData.clueSide == 'back')
|
|
or (not card.is_face_down and locationData.clueSide == 'front')) then
|
|
if locationData.type == 'fixed' then
|
|
return locationData.value
|
|
elseif locationData.type == 'perPlayer' then
|
|
return locationData.value * playArea.getInvestigatorCount()
|
|
end
|
|
error('unexpected location type: ' .. locationData.type)
|
|
end
|
|
return 0
|
|
end
|
|
|
|
-- Gets the right uses structure for this card, based on metadata and face up/down state
|
|
---@param card Object Card to pull the uses from
|
|
internal.getUses = function(card)
|
|
local metadata = JSON.decode(card.getGMNotes()) or { }
|
|
if metadata.type == "Location" then
|
|
if card.is_face_down and metadata.locationBack ~= nil then
|
|
return metadata.locationBack.uses
|
|
elseif not card.is_face_down and metadata.locationFront ~= nil then
|
|
return metadata.locationFront.uses
|
|
end
|
|
elseif not card.is_face_down then
|
|
return metadata.uses
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
-- Dynamically create positions for clues on a card.
|
|
---@param card Object Card the clues will be placed on
|
|
---@param count Integer How many clues?
|
|
---@return Table Array of global positions to spawn the clues at
|
|
internal.buildClueOffsets = function(card, count)
|
|
local pos = card.getPosition()
|
|
local cluePositions = { }
|
|
for i = 1, count do
|
|
local column = math.floor((i - 1) / 4)
|
|
local row = (i - 1) % 4
|
|
table.insert(cluePositions, Vector(pos.x - 1 + 0.55 * row, pos.y, pos.z - 1.4 - 0.55 * column))
|
|
end
|
|
|
|
return cluePositions
|
|
end
|
|
|
|
---@param card Object Card object to be replenished
|
|
---@param uses Table The already decoded metadata.uses (to avoid decoding again)
|
|
---@param mat Object The playmat the card is placed on (for rotation and casting)
|
|
internal.replenishTokens = function(card, uses, mat)
|
|
local cardPos = card.getPosition()
|
|
|
|
-- don't continue for cards on the deck (Norman) or in the discard pile
|
|
if mat.positionToLocal(cardPos).x < -1 then return end
|
|
|
|
-- get current amount of resource tokens on the card
|
|
local search = internal.searchOnCard(cardPos, card.getRotation())
|
|
local clickableResourceCounter = nil
|
|
local foundTokens = 0
|
|
|
|
for _, obj in ipairs(search) do
|
|
local obj = obj.hit_object
|
|
local memo = obj.getMemo()
|
|
|
|
if (stateTable[memo] or 0) > 0 then
|
|
foundTokens = foundTokens + math.abs(obj.getQuantity())
|
|
obj.destruct()
|
|
elseif memo == "resourceCounter" then
|
|
foundTokens = obj.getVar("val")
|
|
clickableResourceCounter = obj
|
|
break
|
|
end
|
|
end
|
|
|
|
-- this is the theoretical new amount of uses (to be checked below)
|
|
local newCount = foundTokens + uses[1].replenish
|
|
|
|
-- if there are already more uses than the replenish amount, keep them
|
|
if foundTokens > uses[1].count then
|
|
newCount = foundTokens
|
|
-- only replenish up until the replenish amount
|
|
elseif newCount > uses[1].count then
|
|
newCount = uses[1].count
|
|
end
|
|
|
|
-- update the clickable counter or spawn a group of tokens
|
|
if clickableResourceCounter then
|
|
clickableResourceCounter.call("updateVal", newCount)
|
|
else
|
|
TokenManager.spawnTokenGroup(card, uses[1].token, newCount, _, uses[1].type)
|
|
end
|
|
end
|
|
|
|
-- searches on a card (standard size) and returns the result
|
|
---@param position Table Position of the card
|
|
---@param rotation Table Rotation of the card
|
|
internal.searchOnCard = function(position, rotation)
|
|
return Physics.cast({
|
|
origin = position,
|
|
direction = {0, 1, 0},
|
|
orientation = rotation,
|
|
type = 3,
|
|
size = { 2.5, 0.5, 3.5 },
|
|
max_distance = 1,
|
|
debug = false
|
|
})
|
|
end
|
|
|
|
return TokenManager
|
|
end
|
|
end)
|
|
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local PlayAreaApi = { }
|
|
|
|
local PLAY_AREA_GUID = "721ba2"
|
|
|
|
local IMAGE_SWAPPER = "b7b45b"
|
|
|
|
-- Returns the current value of the investigator counter from the playmat
|
|
---@return Integer. Number of investigators currently set on the counter
|
|
PlayAreaApi.getInvestigatorCount = function()
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("getInvestigatorCount")
|
|
end
|
|
|
|
-- Updates the current value of the investigator counter from the playmat
|
|
---@param count Number of investigators to set on the counter
|
|
PlayAreaApi.setInvestigatorCount = function(count)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("setInvestigatorCount", count)
|
|
end
|
|
|
|
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
|
|
-- fixed objects will be ignored, as will anything the player has tagged with
|
|
-- 'displacement_excluded'
|
|
---@param playerColor Color of the player requesting the shift. Used solely to send an error
|
|
--- message in the unlikely case that the scripting zone has been deleted
|
|
PlayAreaApi.shiftContentsUp = function(playerColor)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor)
|
|
end
|
|
|
|
PlayAreaApi.shiftContentsDown = function(playerColor)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor)
|
|
end
|
|
|
|
PlayAreaApi.shiftContentsLeft = function(playerColor)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor)
|
|
end
|
|
|
|
PlayAreaApi.shiftContentsRight = function(playerColor)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor)
|
|
end
|
|
|
|
-- Reset the play area's tracking of which cards have had tokens spawned.
|
|
PlayAreaApi.resetSpawnedCards = function()
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards")
|
|
end
|
|
|
|
-- Event to be called when the current scenario has changed.
|
|
---@param scenarioName Name of the new scenario
|
|
PlayAreaApi.onScenarioChanged = function(scenarioName)
|
|
getObjectFromGUID(PLAY_AREA_GUID).call("onScenarioChanged", scenarioName)
|
|
end
|
|
|
|
-- Sets this playmat's snap points to limit snapping to locations or not.
|
|
-- If matchTypes is false, snap points will be reset to snap all cards.
|
|
---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
|
|
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
|
|
getObjectFromGUID(PLAY_AREA_GUID).call("setLimitSnapsByType", matchCardTypes)
|
|
end
|
|
|
|
-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
|
|
-- cards before they're destroyed by entering the container
|
|
PlayAreaApi.tryObjectEnterContainer = function(container, object)
|
|
getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer",
|
|
{ container = container, object = object })
|
|
end
|
|
|
|
-- counts the VP on locations in the play area
|
|
PlayAreaApi.countVP = function()
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("countVP")
|
|
end
|
|
|
|
-- highlights all locations in the play area without metadata
|
|
---@param state Boolean True if highlighting should be enabled
|
|
PlayAreaApi.highlightMissingData = function(state)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("highlightMissingData", state)
|
|
end
|
|
|
|
-- highlights all locations in the play area with VP
|
|
---@param state Boolean True if highlighting should be enabled
|
|
PlayAreaApi.highlightCountedVP = function(state)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("highlightCountedVP", state)
|
|
end
|
|
|
|
-- Checks if an object is in the play area (returns true or false)
|
|
PlayAreaApi.isInPlayArea = function(object)
|
|
return getObjectFromGUID(PLAY_AREA_GUID).call("isInPlayArea", object)
|
|
end
|
|
|
|
PlayAreaApi.getSurface = function()
|
|
return getObjectFromGUID(PLAY_AREA_GUID).getCustomObject().image
|
|
end
|
|
|
|
PlayAreaApi.updateSurface = function(url)
|
|
return getObjectFromGUID(IMAGE_SWAPPER).call("updateSurface", url)
|
|
end
|
|
|
|
return PlayAreaApi
|
|
end
|
|
end)
|
|
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local TokenSpawnTracker = { }
|
|
|
|
local SPAWN_TRACKER_GUID = "e3ffc9"
|
|
|
|
TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("hasSpawnedTokens", cardGuid)
|
|
end
|
|
|
|
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("markTokensSpawned", cardGuid)
|
|
end
|
|
|
|
TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetTokensSpawned", cardGuid)
|
|
end
|
|
|
|
TokenSpawnTracker.resetAllAssetAndEvents = function()
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllAssetAndEvents")
|
|
end
|
|
|
|
TokenSpawnTracker.resetAllLocations = function()
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllLocations")
|
|
end
|
|
|
|
TokenSpawnTracker.resetAll = function()
|
|
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAll")
|
|
end
|
|
|
|
return TokenSpawnTracker
|
|
end
|
|
end)
|
|
return __bundle_require("__root") |