Adam Goldsmith
7e1ed4f41a
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1910 lines
76 KiB
Plaintext
1910 lines
76 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("arkhamdb/ArkhamDb", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local playAreaApi = require("core/PlayAreaApi")
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local ArkhamDb = { }
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local internal = { }
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local RANDOM_WEAKNESS_ID = "01000"
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local tabooList = { }
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--Forward declaration
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---@type Request
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local Request = {}
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local configuration
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-- Sets up the ArkhamDb interface. Should be called from the parent object on load.
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ArkhamDb.initialize = function()
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configuration = internal.getConfiguration()
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Request.start({ configuration.api_uri, configuration.taboo }, function(status)
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local json = JSON.decode(internal.fixUtf16String(status.text))
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for _, taboo in pairs(json) do
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---@type <string, boolean>
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local cards = {}
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for _, card in pairs(JSON.decode(taboo.cards)) do
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cards[card.code] = true
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end
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tabooList[taboo.id] = {
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date = taboo.date_start,
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cards = cards
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}
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end
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return true, nil
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end)
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end
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-- Start the deck build process for the given player color and deck ID. This
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-- will retrieve the deck from ArkhamDB, and pass to a callback for processing.
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---@param playerColor String. Color name of the player mat to place this deck on (e.g. "Red").
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---@param deckId String. ArkhamDB deck id to be loaded
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---@param isPrivate Boolean. Whether this deck is published or private on ArkhamDB
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---@param loadNewest Boolean. Whether the newest version of this deck should be loaded
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---@param loadInvestigators Boolean. Whether investigator cards should be loaded as part of this
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--- deck
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---@param callback Function. Callback which will be sent the results of this load. Parameters
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--- to the callback will be:
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--- slots Table. A map of card ID to count in the deck
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--- investigatorCode String. ID of the investigator in this deck
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--- customizations Table. The decoded table of customization upgrades in this deck
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--- playerColor String. Color this deck is being loaded for
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ArkhamDb.getDecklist = function(
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playerColor,
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deckId,
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isPrivate,
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loadNewest,
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loadInvestigators,
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callback)
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-- Get a simple card to see if the bag indexes are complete. If not, abort
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-- the deck load. The called method will handle player notification.
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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local checkCard = allCardsBag.call("getCardById", { id = "01001" })
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if (checkCard ~= nil and checkCard.data == nil) then
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return
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end
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local deckUri = { configuration.api_uri,
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isPrivate and configuration.private_deck or configuration.public_deck, deckId }
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local deck = Request.start(deckUri, function(status)
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if string.find(status.text, "<!DOCTYPE html>") then
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internal.maybePrint("Private deck ID " .. deckId .. " is not shared", playerColor)
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return false, table.concat({ "Private deck ", deckId, " is not shared" })
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end
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local json = JSON.decode(status.text)
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if not json then
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internal.maybePrint("Deck ID " .. deckId .. " not found", playerColor)
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return false, "Deck not found!"
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end
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return true, json
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end)
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deck:with(internal.onDeckResult, playerColor, loadNewest, loadInvestigators, callback)
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end
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-- Logs that a card could not be loaded in the mod by printing it to the console in the given
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-- color of the player owning the deck. Attempts to look up the name on ArkhamDB for clarity,
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-- but prints the card ID if the name cannot be retrieved.
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---@param cardId String. ArkhamDB ID of the card that could not be found
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---@param playerColor String. Color of the player's deck that had the problem
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ArkhamDb.logCardNotFound = function(cardId, playerColor)
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local request = Request.start({
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configuration.api_uri,
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configuration.cards,
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cardId
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},
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function(result)
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local adbCardInfo = JSON.decode(internal.fixUtf16String(result.text))
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local cardName = adbCardInfo.real_name
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if (cardName ~= nil) then
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if (adbCardInfo.xp ~= nil and adbCardInfo.xp > 0) then
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cardName = cardName .. " (" .. adbCardInfo.xp .. ")"
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end
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internal.maybePrint("Card not found: " .. cardName .. ", ArkhamDB ID " .. cardId, playerColor)
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else
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internal.maybePrint("Card not found in ArkhamDB, ID " .. cardId, playerColor)
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end
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end)
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end
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-- Callback when the deck information is received from ArkhamDB. Parses the
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-- response then applies standard transformations to the deck such as adding
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-- random weaknesses and checking for taboos. Once the deck is processed,
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-- passes to loadCards to actually spawn the defined deck.
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---@param deck ArkhamImportDeck
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---@param playerColor String Color name of the player mat to place this deck on (e.g. "Red")
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---@param loadNewest Boolean Whether the newest version of this deck should be loaded
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---@param loadInvestigators Boolean Whether investigator cards should be loaded as part of this
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--- deck
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---@param callback Function Callback which will be sent the results of this load. Parameters
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--- to the callback will be:
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--- slots Table. A map of card ID to count in the deck
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--- investigatorCode String. ID of the investigator in this deck
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--- bondedList A table of cardID keys to meaningless values. Card IDs in this list were
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--- added from a parent bonded card.
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--- customizations Table. The decoded table of customization upgrades in this deck
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--- playerColor String. Color this deck is being loaded for
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internal.onDeckResult = function(deck, playerColor, loadNewest, loadInvestigators, callback)
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-- Load the next deck in the upgrade path if the option is enabled
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if (loadNewest and deck.next_deck ~= nil and deck.next_deck ~= "") then
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buildDeck(playerColor, deck.next_deck)
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return
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end
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internal.maybePrint(table.concat({ "Found decklist: ", deck.name }), playerColor)
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-- Initialize deck slot table and perform common transformations. The order of these should not
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-- be changed, as later steps may act on cards added in each. For example, a random weakness or
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-- investigator may have bonded cards or taboo entries, and should be present
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local slots = deck.slots
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internal.maybeDrawRandomWeakness(slots, playerColor)
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local loadAltInvestigator = "normal"
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if loadInvestigators then
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loadAltInvestigator = internal.addInvestigatorCards(deck, slots)
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end
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internal.maybeAddCustomizeUpgradeSheets(slots)
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internal.maybeAddSummonedServitor(slots)
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internal.maybeAddOnTheMend(slots, playerColor)
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internal.maybeAddRealityAcidReference(slots)
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local bondList = internal.extractBondedCards(slots)
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internal.checkTaboos(deck.taboo_id, slots, playerColor)
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-- get upgrades for customizable cards
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local customizations = {}
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if deck.meta then
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customizations = JSON.decode(deck.meta)
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end
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callback(slots, deck.investigator_code, bondList, customizations, playerColor, loadAltInvestigator)
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end
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-- Checks to see if the slot list includes the random weakness ID. If it does,
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-- removes it from the deck and replaces it with the ID of a random basic weakness provided by the
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-- all cards bag
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---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
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--- of those cards which will be spawned
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---@param playerColor String Color of the player this deck is being loaded for. Used for broadcast
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--- if a weakness is added.
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internal.maybeDrawRandomWeakness = function(slots, playerColor)
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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local randomWeaknessAmount = slots[RANDOM_WEAKNESS_ID] or 0
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slots[RANDOM_WEAKNESS_ID] = nil
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if randomWeaknessAmount ~= 0 then
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for i=1, randomWeaknessAmount do
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local weaknessId = allCardsBag.call("getRandomWeaknessId")
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slots[weaknessId] = (slots[weaknessId] or 0) + 1
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end
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internal.maybePrint("Added " .. randomWeaknessAmount .. " random basic weakness(es) to deck", playerColor)
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end
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end
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-- Adds both the investigator (XXXXX) and minicard (XXXXX-m) slots with one copy each
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---@param deck Table The processed ArkhamDB deck response
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---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the
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--- number of those cards which will be spawned
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---@return string: Contains the name of the art that should be loaded ("normal", "promo" or "revised")
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internal.addInvestigatorCards = function(deck, slots)
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local investigatorId = deck.investigator_code
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slots[investigatorId .. "-m"] = 1
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local deckMeta = JSON.decode(deck.meta)
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-- handling alternative investigator art and parallel investigators
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local loadAltInvestigator = "normal"
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if deckMeta ~= nil then
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local altFrontId = tonumber(deckMeta.alternate_front) or 0
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local altBackId = tonumber(deckMeta.alternate_back) or 0
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local altArt = { front = "normal", back = "normal" }
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-- translating front ID
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if altFrontId > 90000 and altFrontId < 90047 then
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altArt.front = "parallel"
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elseif altFrontId > 01500 and altFrontId < 01506 then
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altArt.front = "revised"
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elseif altFrontId > 98000 then
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altArt.front = "promo"
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end
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-- translating back ID
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if altBackId > 90000 and altBackId < 90047 then
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altArt.back = "parallel"
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elseif altBackId > 01500 and altBackId < 01506 then
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altArt.back = "revised"
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elseif altBackId > 98000 then
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altArt.back = "promo"
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end
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-- updating investigatorID based on alt investigator selection
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-- precedence: parallel > promo > revised
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if altArt.front == "parallel" then
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if altArt.back == "parallel" then
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investigatorId = investigatorId .. "-p"
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else
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investigatorId = investigatorId .. "-pf"
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end
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elseif altArt.back == "parallel" then
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investigatorId = investigatorId .. "-pb"
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elseif altArt.front == "promo" or altArt.back == "promo" then
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loadAltInvestigator = "promo"
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elseif altArt.front == "revised" or altArt.back == "revised" then
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loadAltInvestigator = "revised"
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end
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end
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slots[investigatorId] = 1
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deck.investigator_code = investigatorId
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return loadAltInvestigator
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end
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-- Process the card list looking for the customizable cards, and add their upgrade sheets if needed
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---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
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-- of those cards which will be spawned
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internal.maybeAddCustomizeUpgradeSheets = function(slots)
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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for cardId, _ in pairs(slots) do
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-- upgrade sheets for customizable cards
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local upgradesheet = allCardsBag.call("getCardById", { id = cardId .. "-c" })
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if upgradesheet ~= nil then
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slots[cardId .. "-c"] = 1
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end
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end
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end
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-- Process the card list looking for the Summoned Servitor, and add its minicard to the list if
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-- needed
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---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
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-- of those cards which will be spawned
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internal.maybeAddSummonedServitor = function(slots)
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if slots["09080"] ~= nil then
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slots["09080-m"] = 1
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end
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end
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-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
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-- the count based on the investigator count
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---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
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-- of those cards which will be spawned
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---@param playerColor String Color of the player this deck is being loaded for. Used for broadcast if an error occurs
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internal.maybeAddOnTheMend = function(slots, playerColor)
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if slots["09006"] ~= nil then
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local investigatorCount = playAreaApi.getInvestigatorCount()
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if investigatorCount ~= nil then
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slots["09006"] = investigatorCount
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else
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internal.maybePrint("Something went wrong with the load, adding 4 copies of On the Mend", playerColor)
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slots["09006"] = 4
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end
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end
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end
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-- Process the card list looking for Reality Acid and adds the reference sheet when needed
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---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number
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-- of those cards which will be spawned
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internal.maybeAddRealityAcidReference = function(slots)
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if slots["89004"] ~= nil then
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slots["89005"] = 1
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end
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end
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-- Process the slot list and looks for any cards which are bonded to those in the deck. Adds those cards to the slot list.
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---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
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internal.extractBondedCards = function(slots)
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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-- Create a list of bonded cards first so we don't modify slots while iterating
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local bondedCards = { }
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local bondedList = { }
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for cardId, cardCount in pairs(slots) do
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local card = allCardsBag.call("getCardById", { id = cardId })
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if (card ~= nil and card.metadata.bonded ~= nil) then
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for _, bond in ipairs(card.metadata.bonded) do
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bondedCards[bond.id] = bond.count
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-- We need to know which cards are bonded to determine their position, remember them
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bondedList[bond.id] = true
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-- Also adding taboo versions of bonded cards to the list
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bondedList[bond.id .. "-t"] = true
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end
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end
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end
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-- Add any bonded cards to the main slots list
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for bondedId, bondedCount in pairs(bondedCards) do
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slots[bondedId] = bondedCount
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end
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return bondedList
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end
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-- Check the deck for cards on its taboo list. If they're found, replace the entry in the slot with the Taboo id (i.e. "XXXX" becomes "XXXX-t")
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---@param tabooId String The deck's taboo ID, taken from the deck response taboo_id field. May be nil, indicating that no taboo list should be used
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---@param slots Table The slot list for cards in this deck. Table key is the cardId, value is the number of those cards which will be spawned
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internal.checkTaboos = function(tabooId, slots, playerColor)
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if tabooId then
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local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
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for cardId, _ in pairs(tabooList[tabooId].cards) do
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if slots[cardId] ~= nil then
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-- Make sure there's a taboo version of the card before we replace it
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-- SCED only maintains the most recent taboo cards. If a deck is using
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-- an older taboo list it's possible the card isn't a taboo any more
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local tabooCard = allCardsBag.call("getCardById", { id = cardId .. "-t" })
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if tabooCard == nil then
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local basicCard = allCardsBag.call("getCardById", { id = cardId })
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internal.maybePrint("Taboo version for " .. basicCard.data.Nickname .. " is not available. Using standard version", playerColor)
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else
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slots[cardId .. "-t"] = slots[cardId]
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slots[cardId] = nil
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end
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end
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end
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end
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end
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internal.maybePrint = function(message, playerColor)
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if playerColor ~= "None" then
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printToAll(message, playerColor)
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end
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end
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-- Gets the ArkhamDB config info from the configuration object.
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---@return Table. Configuration data
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internal.getConfiguration = function()
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local configuration = getObjectsWithTag("import_configuration_provider")[1]:getTable("configuration")
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printPriority = configuration.priority
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return configuration
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end
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internal.fixUtf16String = function(str)
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return str:gsub("\\u(%w%w%w%w)", function(match)
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return string.char(tonumber(match, 16))
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end)
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end
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---@type Request
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Request = {
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is_done = false,
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is_successful = false
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}
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-- Creates a new instance of a Request. Should not be directly called. Instead use Request.start and Request.deferred.
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---@param uri string
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---@param configure fun(request: Request, status: WebRequestStatus)
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---@return Request
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function Request:new(uri, configure)
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local this = {}
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setmetatable(this, self)
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self.__index = self
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if type(uri) == "table" then
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uri = table.concat(uri, "/")
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end
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this.uri = uri
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WebRequest.get(uri, function(status)
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configure(this, status)
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end)
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return this
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end
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-- Creates a new request. on_success should set the request's is_done, is_successful, and content variables.
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-- Deferred should be used when you don't want to set is_done immediately (such as if you want to wait for another request to finish)
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---@param uri string
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---@param on_success fun(request: Request, status: WebRequestStatus, vararg any)
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---@param on_error fun(status: WebRequestStatus)|nil
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---@vararg any[]
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---@return Request
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function Request.deferred(uri, on_success, on_error, ...)
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local parameters = table.pack(...)
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return Request:new(uri, function(request, status)
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if (status.is_done) then
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if (status.is_error) then
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request.error_message = on_error and on_error(status, table.unpack(parameters)) or status.error
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request.is_successful = false
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request.is_done = true
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else
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on_success(request, status)
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end
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end
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end)
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end
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-- Creates a new request. on_success should return weather the resultant data is as expected, and the processed content of the request.
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---@param uri string
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---@param on_success fun(status: WebRequestStatus, vararg any): boolean, any
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---@param on_error nil|fun(status: WebRequestStatus, vararg any): string
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---@vararg any[]
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---@return Request
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function Request.start(uri, on_success, on_error, ...)
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local parameters = table.pack(...)
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return Request.deferred(uri, function(request, status)
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local result, message = on_success(status, table.unpack(parameters))
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if not result then request.error_message = message else request.content = message end
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request.is_successful = result
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request.is_done = true
|
|
end, on_error, table.unpack(parameters))
|
|
end
|
|
|
|
---@param requests Request[]
|
|
---@param on_success fun(content: any[], vararg any[])
|
|
---@param on_error fun(requests: Request[], vararg any[])|nil
|
|
---@vararg any
|
|
function Request.with_all(requests, on_success, on_error, ...)
|
|
local parameters = table.pack(...)
|
|
|
|
Wait.condition(function()
|
|
---@type any[]
|
|
local results = {}
|
|
|
|
---@type Request[]
|
|
local errors = {}
|
|
|
|
for _, request in ipairs(requests) do
|
|
if request.is_successful then
|
|
table.insert(results, request.content)
|
|
else
|
|
table.insert(errors, request)
|
|
end
|
|
end
|
|
|
|
if (#errors <= 0) then
|
|
on_success(results, table.unpack(parameters))
|
|
elseif on_error == nil then
|
|
for _, request in ipairs(errors) do
|
|
internal.maybePrint(table.concat({ "[ERROR]", request.uri, ":", request.error_message }))
|
|
end
|
|
else
|
|
on_error(requests, table.unpack(parameters))
|
|
end
|
|
end, function()
|
|
for _, request in ipairs(requests) do
|
|
if not request.is_done then return false end
|
|
end
|
|
return true
|
|
end)
|
|
end
|
|
|
|
---@param callback fun(content: any, vararg any)
|
|
function Request:with(callback, ...)
|
|
local arguments = table.pack(...)
|
|
Wait.condition(function()
|
|
if self.is_successful then
|
|
callback(self.content, table.unpack(arguments))
|
|
end
|
|
end, function() return self.is_done
|
|
end)
|
|
end
|
|
|
|
return ArkhamDb
|
|
end
|
|
end)
|
|
__bundle_register("arkhamdb/DeckImporterUi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
local INPUT_FIELD_HEIGHT = 340
|
|
local INPUT_FIELD_WIDTH = 1500
|
|
local FIELD_COLOR = { 0.9, 0.7, 0.5 }
|
|
|
|
local PRIVATE_TOGGLE_LABELS = {}
|
|
PRIVATE_TOGGLE_LABELS[true] = "Private"
|
|
PRIVATE_TOGGLE_LABELS[false] = "Published"
|
|
|
|
local UPGRADED_TOGGLE_LABELS = {}
|
|
UPGRADED_TOGGLE_LABELS[true] = "Upgraded"
|
|
UPGRADED_TOGGLE_LABELS[false] = "Specific"
|
|
|
|
local LOAD_INVESTIGATOR_TOGGLE_LABELS = {}
|
|
LOAD_INVESTIGATOR_TOGGLE_LABELS[true] = "Yes"
|
|
LOAD_INVESTIGATOR_TOGGLE_LABELS[false] = "No"
|
|
|
|
local redDeckId = ""
|
|
local orangeDeckId = ""
|
|
local whiteDeckId = ""
|
|
local greenDeckId = ""
|
|
|
|
local privateDeck = true
|
|
local loadNewestDeck = true
|
|
local loadInvestigators = false
|
|
|
|
-- Returns a table with the full state of the UI, including options and deck IDs.
|
|
-- This can be used to persist via onSave(), or provide values for a load operation
|
|
-- Table values:
|
|
-- redDeck: Deck ID to load for the red player
|
|
-- orangeDeck: Deck ID to load for the orange player
|
|
-- whiteDeck: Deck ID to load for the white player
|
|
-- greenDeck: Deck ID to load for the green player
|
|
-- private: True to load a private deck, false to load a public deck
|
|
-- loadNewest: True if the most upgraded version of the deck should be loaded
|
|
-- investigators: True if investigator cards should be spawned
|
|
function getUiState()
|
|
return {
|
|
redDeck = redDeckId,
|
|
orangeDeck = orangeDeckId,
|
|
whiteDeck = whiteDeckId,
|
|
greenDeck = greenDeckId,
|
|
private = privateDeck,
|
|
loadNewest = loadNewestDeck,
|
|
investigators = loadInvestigators
|
|
}
|
|
end
|
|
|
|
-- Updates the state of the UI based on the provided table. Any values not provided will be left the same.
|
|
-- @param uiStateTable Table of values to update on importer
|
|
-- Table values:
|
|
-- redDeck: Deck ID to load for the red player
|
|
-- orangeDeck: Deck ID to load for the orange player
|
|
-- whiteDeck: Deck ID to load for the white player
|
|
-- greenDeck: Deck ID to load for the green player
|
|
-- private: True to load a private deck, false to load a public deck
|
|
-- loadNewest: True if the most upgraded version of the deck should be loaded
|
|
-- investigators: True if investigator cards should be spawned
|
|
function setUiState(uiStateTable)
|
|
-- Callback functions aren't triggered when editing buttons/inputs so values must be set manually
|
|
|
|
if uiStateTable["greenDeck"] then
|
|
greenDeckId = uiStateTable["greenDeck"]
|
|
self.editInput({index=0, value=greenDeckId})
|
|
end
|
|
if uiStateTable["redDeck"] then
|
|
redDeckId = uiStateTable["redDeck"]
|
|
self.editInput({index=1, value=redDeckId})
|
|
end
|
|
if uiStateTable["whiteDeck"] then
|
|
whiteDeckId = uiStateTable["whiteDeck"]
|
|
self.editInput({index=2, value=whiteDeckId})
|
|
end
|
|
if uiStateTable["orangeDeck"]then
|
|
orangeDeckId = uiStateTable["orangeDeck"]
|
|
self.editInput({index=3, value=orangeDeckId})
|
|
end
|
|
if uiStateTable["private"] then
|
|
privateDeck = uiStateTable["private"]
|
|
self.editButton { index = 0, label = PRIVATE_TOGGLE_LABELS[privateDeck] }
|
|
end
|
|
if uiStateTable["loadNewest"] then
|
|
loadNewestDeck = uiStateTable["loadNewest"]
|
|
self.editButton { index = 1, label = UPGRADED_TOGGLE_LABELS[loadNewestDeck] }
|
|
end
|
|
if uiStateTable["investigators"] then
|
|
loadInvestigators = uiStateTable["investigators"]
|
|
self.editButton { index = 2, label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators] }
|
|
end
|
|
end
|
|
|
|
-- Sets up the UI for the deck loader, populating fields from the given save state table decoded from onLoad()
|
|
function initializeUi(savedUiState)
|
|
if savedUiState ~= nil then
|
|
redDeckId = savedUiState.redDeck
|
|
orangeDeckId = savedUiState.orangeDeck
|
|
whiteDeckId = savedUiState.whiteDeck
|
|
greenDeckId = savedUiState.greenDeck
|
|
privateDeck = savedUiState.private
|
|
loadNewestDeck = savedUiState.loadNewest
|
|
loadInvestigators = savedUiState.investigators
|
|
end
|
|
|
|
makeOptionToggles()
|
|
makeDeckIdFields()
|
|
makeBuildButton()
|
|
end
|
|
|
|
function makeOptionToggles()
|
|
-- common parameters
|
|
local checkbox_parameters = {}
|
|
checkbox_parameters.function_owner = self
|
|
checkbox_parameters.width = INPUT_FIELD_WIDTH
|
|
checkbox_parameters.height = INPUT_FIELD_HEIGHT
|
|
checkbox_parameters.scale = { 0.1, 0.1, 0.1 }
|
|
checkbox_parameters.font_size = 240
|
|
checkbox_parameters.hover_color = { 0.4, 0.6, 0.8 }
|
|
checkbox_parameters.color = FIELD_COLOR
|
|
|
|
-- public / private deck
|
|
checkbox_parameters.click_function = "publicPrivateChanged"
|
|
checkbox_parameters.position = { 0.25, 0.1, -0.102 }
|
|
checkbox_parameters.tooltip = "Published or private deck?\n\nPLEASE USE A PRIVATE DECK IF JUST FOR TTS TO AVOID FLOODING ARKHAMDB PUBLISHED DECK LISTS!"
|
|
checkbox_parameters.label = PRIVATE_TOGGLE_LABELS[privateDeck]
|
|
self.createButton(checkbox_parameters)
|
|
|
|
-- load upgraded?
|
|
checkbox_parameters.click_function = "loadUpgradedChanged"
|
|
checkbox_parameters.position = { 0.25, 0.1, -0.01 }
|
|
checkbox_parameters.tooltip = "Load newest upgrade or exact deck?"
|
|
checkbox_parameters.label = UPGRADED_TOGGLE_LABELS[loadNewestDeck]
|
|
self.createButton(checkbox_parameters)
|
|
|
|
-- load investigators?
|
|
checkbox_parameters.click_function = "loadInvestigatorsChanged"
|
|
checkbox_parameters.position = { 0.25, 0.1, 0.081 }
|
|
checkbox_parameters.tooltip = "Spawn investigator cards?"
|
|
checkbox_parameters.label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators]
|
|
self.createButton(checkbox_parameters)
|
|
end
|
|
|
|
-- Create the four deck ID entry fields
|
|
function makeDeckIdFields()
|
|
local input_parameters = {}
|
|
-- Parameters common to all entry fields
|
|
input_parameters.function_owner = self
|
|
input_parameters.scale = { 0.1, 0.1, 0.1 }
|
|
input_parameters.width = INPUT_FIELD_WIDTH
|
|
input_parameters.height = INPUT_FIELD_HEIGHT
|
|
input_parameters.font_size = 320
|
|
input_parameters.tooltip = "Deck ID from ArkhamDB URL of the deck\nPublic URL: 'https://arkhamdb.com/decklist/view/101/knowledge-overwhelming-solo-deck-1.0' = '101'\nPrivate URL: 'https://arkhamdb.com/deck/view/102' = '102'"
|
|
input_parameters.alignment = 3 -- Center
|
|
input_parameters.color = FIELD_COLOR
|
|
input_parameters.font_color = { 0, 0, 0 }
|
|
input_parameters.validation = 2 -- Integer
|
|
|
|
-- Green
|
|
input_parameters.input_function = "greenDeckChanged"
|
|
input_parameters.position = { -0.166, 0.1, 0.385 }
|
|
input_parameters.value = greenDeckId
|
|
self.createInput(input_parameters)
|
|
-- Red
|
|
input_parameters.input_function = "redDeckChanged"
|
|
input_parameters.position = { 0.171, 0.1, 0.385 }
|
|
input_parameters.value = redDeckId
|
|
self.createInput(input_parameters)
|
|
-- White
|
|
input_parameters.input_function = "whiteDeckChanged"
|
|
input_parameters.position = { -0.166, 0.1, 0.474 }
|
|
input_parameters.value = whiteDeckId
|
|
self.createInput(input_parameters)
|
|
-- Orange
|
|
input_parameters.input_function = "orangeDeckChanged"
|
|
input_parameters.position = { 0.171, 0.1, 0.474 }
|
|
input_parameters.value = orangeDeckId
|
|
self.createInput(input_parameters)
|
|
end
|
|
|
|
-- Create the Build All button. This is a transparent button which covers the Build All portion of the background graphic
|
|
function makeBuildButton()
|
|
local button_parameters = {}
|
|
button_parameters.click_function = "loadDecks"
|
|
button_parameters.function_owner = self
|
|
button_parameters.position = { 0, 0.1, 0.71 }
|
|
button_parameters.width = 320
|
|
button_parameters.height = 30
|
|
button_parameters.color = { 0, 0, 0, 0 }
|
|
button_parameters.tooltip = "Click to build all four decks!"
|
|
self.createButton(button_parameters)
|
|
end
|
|
|
|
-- Event handlers for deck ID change
|
|
function redDeckChanged(_, _, inputValue) redDeckId = inputValue end
|
|
|
|
function orangeDeckChanged(_, _, inputValue) orangeDeckId = inputValue end
|
|
|
|
function whiteDeckChanged(_, _, inputValue) whiteDeckId = inputValue end
|
|
|
|
function greenDeckChanged(_, _, inputValue) greenDeckId = inputValue end
|
|
|
|
-- Event handlers for toggle buttons
|
|
function publicPrivateChanged()
|
|
privateDeck = not privateDeck
|
|
self.editButton { index = 0, label = PRIVATE_TOGGLE_LABELS[privateDeck] }
|
|
end
|
|
|
|
function loadUpgradedChanged()
|
|
loadNewestDeck = not loadNewestDeck
|
|
self.editButton { index = 1, label = UPGRADED_TOGGLE_LABELS[loadNewestDeck] }
|
|
end
|
|
|
|
function loadInvestigatorsChanged()
|
|
loadInvestigators = not loadInvestigators
|
|
self.editButton { index = 2, label = LOAD_INVESTIGATOR_TOGGLE_LABELS[loadInvestigators] }
|
|
end
|
|
|
|
function loadDecks()
|
|
-- testLoadLotsOfDecks()
|
|
-- Method in DeckImporterMain, visible due to inclusion
|
|
|
|
-- TODO: Make this use the configuration ID for the all cards bag
|
|
local allCardsBag = getObjectFromGUID("15bb07")
|
|
local indexReady = allCardsBag.call("isIndexReady")
|
|
if (not indexReady) then
|
|
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
|
|
return
|
|
end
|
|
if (redDeckId ~= nil and redDeckId ~= "") then
|
|
buildDeck("Red", redDeckId)
|
|
end
|
|
if (orangeDeckId ~= nil and orangeDeckId ~= "") then
|
|
buildDeck("Orange", orangeDeckId)
|
|
end
|
|
if (whiteDeckId ~= nil and whiteDeckId ~= "") then
|
|
buildDeck("White", whiteDeckId)
|
|
end
|
|
if (greenDeckId ~= nil and greenDeckId ~= "") then
|
|
buildDeck("Green", greenDeckId)
|
|
end
|
|
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("playercards/PlayerCardSpawner", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
|
|
-- Amount to shift for the next card (zShift) or next row of cards (xShift)
|
|
-- Note that the table rotation is weird, and the X axis is vertical while the
|
|
-- Z axis is horizontal
|
|
local SPREAD_Z_SHIFT = -2.3
|
|
local SPREAD_X_SHIFT = -3.66
|
|
|
|
Spawner = { }
|
|
|
|
-- Spawns a list of cards at the given position/rotation. This will separate cards by size -
|
|
-- investigator, standard, and mini, spawning them in that order with larger cards on bottom. If
|
|
-- there are different types, the provided callback will be called once for each type as it spawns
|
|
-- either a card or deck.
|
|
-- @param cardList: A list of Player Card data structures (data/metadata)
|
|
-- @param pos Position table where the cards should be spawned (global)
|
|
-- @param rot Rotation table for the orientation of the spawned cards (global)
|
|
-- @param sort Boolean, true if this list of cards should be sorted before spawning
|
|
-- @param callback Function, callback to be called after the card/deck spawns.
|
|
Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
|
|
if (sort) then
|
|
table.sort(cardList, Spawner.cardComparator)
|
|
end
|
|
|
|
local miniCards = { }
|
|
local standardCards = { }
|
|
local investigatorCards = { }
|
|
|
|
for _, card in ipairs(cardList) do
|
|
if (card.metadata.type == "Investigator") then
|
|
table.insert(investigatorCards, card)
|
|
elseif (card.metadata.type == "Minicard") then
|
|
table.insert(miniCards, card)
|
|
else
|
|
table.insert(standardCards, card)
|
|
end
|
|
end
|
|
-- Spawn each of the three types individually. Each Y position shift accounts for the thickness
|
|
-- of the spawned deck
|
|
local position = { x = pos.x, y = pos.y, z = pos.z }
|
|
Spawner.spawn(investigatorCards, position, { rot.x, rot.y - 90, rot.z }, callback)
|
|
|
|
position.y = position.y + (#investigatorCards + #standardCards) * 0.07
|
|
Spawner.spawn(standardCards, position, rot, callback)
|
|
|
|
position.y = position.y + (#standardCards + #miniCards) * 0.07
|
|
Spawner.spawn(miniCards, position, rot, callback)
|
|
end
|
|
|
|
Spawner.spawnCardSpread = function(cardList, startPos, maxCols, rot, sort, callback)
|
|
if (sort) then
|
|
table.sort(cardList, Spawner.cardComparator)
|
|
end
|
|
|
|
local position = { x = startPos.x, y = startPos.y, z = startPos.z }
|
|
-- Special handle the first row if we have less than a full single row, but only if there's a
|
|
-- reasonable max column count. Single-row spreads will send a large value for maxCols
|
|
if maxCols < 100 and #cardList < maxCols then
|
|
position.z = startPos.z + ((maxCols - #cardList) / 2 * SPREAD_Z_SHIFT)
|
|
end
|
|
local cardsInRow = 0
|
|
local rows = 0
|
|
for _, card in ipairs(cardList) do
|
|
Spawner.spawn({ card }, position, rot, callback)
|
|
position.z = position.z + SPREAD_Z_SHIFT
|
|
cardsInRow = cardsInRow + 1
|
|
if cardsInRow >= maxCols then
|
|
rows = rows + 1
|
|
local cardsForRow = #cardList - rows * maxCols
|
|
if cardsForRow > maxCols then
|
|
cardsForRow = maxCols
|
|
end
|
|
position.z = startPos.z + ((maxCols - cardsForRow) / 2 * SPREAD_Z_SHIFT)
|
|
position.x = position.x + SPREAD_X_SHIFT
|
|
cardsInRow = 0
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Spawn a specific list of cards. This method is for internal use and should not be called
|
|
-- directly, use spawnCards instead.
|
|
---@param cardList: A list of Player Card data structures (data/metadata)
|
|
---@param pos table Position where the cards should be spawned (global)
|
|
---@param rot table Rotation for the orientation of the spawned cards (global)
|
|
---@param callback function callback to be called after the card/deck spawns.
|
|
Spawner.spawn = function(cardList, pos, rot, callback)
|
|
if (#cardList == 0) then
|
|
return
|
|
end
|
|
-- Spawn a single card directly
|
|
if (#cardList == 1) then
|
|
spawnObjectData({
|
|
data = cardList[1].data,
|
|
position = pos,
|
|
rotation = rot,
|
|
callback_function = callback,
|
|
})
|
|
return
|
|
end
|
|
-- For multiple cards, construct a deck and spawn that
|
|
local deck = Spawner.buildDeckDataTemplate()
|
|
-- Decks won't inherently scale to the cards in them. The card list being spawned should be all
|
|
-- the same type/size by this point, so use the first card to set the size
|
|
deck.Transform = {
|
|
scaleX = cardList[1].data.Transform.scaleX,
|
|
scaleY = 1,
|
|
scaleZ = cardList[1].data.Transform.scaleZ,
|
|
}
|
|
local sidewaysDeck = true
|
|
for _, spawnCard in ipairs(cardList) do
|
|
Spawner.addCardToDeck(deck, spawnCard.data)
|
|
-- set sidewaysDeck to false if any card is not a sideways card
|
|
sidewaysDeck = (sidewaysDeck and spawnCard.data.SidewaysCard)
|
|
end
|
|
-- set the alt view angle for sideway decks
|
|
if sidewaysDeck then
|
|
deck.AltLookAngle = { x = 0, y = 180, z = 90 }
|
|
end
|
|
spawnObjectData({
|
|
data = deck,
|
|
position = pos,
|
|
rotation = rot,
|
|
callback_function = callback,
|
|
})
|
|
end
|
|
|
|
-- Inserts a card into the given deck. This does three things:
|
|
-- 1. Add the card's data to ContainedObjects
|
|
-- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
|
|
-- ID list. Note that the deck's ID list is "DeckIDs" even though it
|
|
-- contains a list of card Ids
|
|
-- 3. Extract the card's CustomDeck table and add it to the deck. The deck's
|
|
-- "CustomDeck" field is a list of all CustomDecks used by cards within the
|
|
-- deck, keyed by the DeckID and referencing the custom deck table
|
|
---@param deck: TTS deck data structure to add to
|
|
---@param card: Data for the card to be inserted
|
|
Spawner.addCardToDeck = function(deck, cardData)
|
|
for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
|
|
if (deck.CustomDeck[customDeckId] == nil) then
|
|
-- CustomDeck not added to deck yet, add it
|
|
deck.CustomDeck[customDeckId] = customDeckData
|
|
elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
|
|
-- CustomDeck for this card matches the current one for the deck, do nothing
|
|
else
|
|
-- CustomDeck data conflict
|
|
local newDeckId = nil
|
|
for deckId, customDeck in pairs(deck.CustomDeck) do
|
|
if (customDeckData.FaceURL == customDeck.FaceURL) then
|
|
newDeckId = deckId
|
|
end
|
|
end
|
|
if (newDeckId == nil) then
|
|
-- No non-conflicting custom deck for this card, add a new one
|
|
newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000")
|
|
deck.CustomDeck[newDeckId] = customDeckData
|
|
end
|
|
-- Update the card with the new CustomDeck info
|
|
cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
|
|
cardData.CustomDeck[customDeckId] = nil
|
|
cardData.CustomDeck[newDeckId] = customDeckData
|
|
break
|
|
end
|
|
end
|
|
table.insert(deck.ContainedObjects, cardData)
|
|
table.insert(deck.DeckIDs, cardData.CardID)
|
|
end
|
|
|
|
-- Create an empty deck data table which can have cards added to it. This
|
|
-- creates a new table on each call without using metatables or previous
|
|
-- definitions because we can't be sure that TTS doesn't modify the structure
|
|
---@return: Table containing the minimal TTS deck data structure
|
|
Spawner.buildDeckDataTemplate = function()
|
|
local deck = {}
|
|
deck.Name = "Deck"
|
|
|
|
-- Card data. DeckIDs and CustomDeck entries will be built from the cards
|
|
deck.ContainedObjects = {}
|
|
deck.DeckIDs = {}
|
|
deck.CustomDeck = {}
|
|
|
|
-- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
|
|
deck.Transform = {
|
|
scaleX = 1,
|
|
scaleY = 1,
|
|
scaleZ = 1,
|
|
}
|
|
|
|
return deck
|
|
end
|
|
|
|
-- Returns the first ID which does not exist in the given table, starting at startId and increasing
|
|
-- @param objectTable Table keyed by strings which are numbers
|
|
-- @param startId First possible ID.
|
|
-- @return String ID >= startId
|
|
Spawner.findNextAvailableId = function(objectTable, startId)
|
|
local id = startId
|
|
while (objectTable[id] ~= nil) do
|
|
id = tostring(tonumber(id) + 1)
|
|
end
|
|
|
|
return id
|
|
end
|
|
|
|
-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
|
|
---@return: 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
|
|
-- irrelevant as they provide only grouping and the order between them doesn't matter.
|
|
Spawner.getpbcn = function(metadata)
|
|
if metadata.permanent then
|
|
return 1
|
|
elseif metadata.bonded_to ~= nil then
|
|
return 2
|
|
else -- Normal card
|
|
return 3
|
|
end
|
|
end
|
|
|
|
-- Comparison function used to sort the cards in a deck. Groups bonded or
|
|
-- permanent cards first, then sorts within theose types by name/subname.
|
|
-- Normal cards will sort in standard alphabetical order, while
|
|
-- permanent/bonded/customizable will be in reverse alphabetical order.
|
|
--
|
|
-- Since cards spawn in the order provided by this comparator, with the first
|
|
-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
|
|
-- alphabetical order. This presents the cards in order for non-face-down
|
|
-- areas, and presents them in order when Searching the face-down deck.
|
|
Spawner.cardComparator = function(card1, card2)
|
|
local pbcn1 = Spawner.getpbcn(card1.metadata)
|
|
local pbcn2 = Spawner.getpbcn(card2.metadata)
|
|
if pbcn1 ~= pbcn2 then
|
|
return pbcn1 > pbcn2
|
|
end
|
|
if pbcn1 == 3 then
|
|
if card1.data.Nickname ~= card2.data.Nickname then
|
|
return card1.data.Nickname < card2.data.Nickname
|
|
end
|
|
return card1.data.Description < card2.data.Description
|
|
else
|
|
if card1.data.Nickname ~= card2.data.Nickname then
|
|
return card1.data.Nickname > card2.data.Nickname
|
|
end
|
|
return card1.data.Description > card2.data.Description
|
|
end
|
|
end
|
|
end)
|
|
__bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local PlaymatApi = { }
|
|
local internal = { }
|
|
|
|
local MAT_IDS = {
|
|
White = "8b081b",
|
|
Orange = "bd0ff4",
|
|
Green = "383d8b",
|
|
Red = "0840d5"
|
|
}
|
|
|
|
local CLUE_COUNTER_GUIDS = {
|
|
White = "37be78",
|
|
Orange = "1769ed",
|
|
Green = "032300",
|
|
Red = "d86b7c"
|
|
}
|
|
|
|
local CLUE_CLICKER_GUIDS = {
|
|
White = "db85d6",
|
|
Orange = "3f22e5",
|
|
Green = "891403",
|
|
Red = "4111de"
|
|
}
|
|
|
|
-- Returns the color of the by position requested playermat as string
|
|
---@param startPos Table Position of the search, table get's roughly cut into 4 quarters to assign a playermat
|
|
PlaymatApi.getMatColorByPosition = function(startPos)
|
|
if startPos.x < -42 then
|
|
if startPos.z > 0 then
|
|
return "White"
|
|
else
|
|
return "Orange"
|
|
end
|
|
else
|
|
if startPos.z > 0 then
|
|
return "Green"
|
|
else
|
|
return "Red"
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Returns the color of the player's hand that is seated next to the playermat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.getPlayerColor = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.getVar("playerColor")
|
|
end
|
|
|
|
-- Returns the color of the playermat that owns the playercolor's hand
|
|
---@param handColor String Color of the playermat
|
|
PlaymatApi.getMatColor = function(handColor)
|
|
local matColors = {"White", "Orange", "Green", "Red"}
|
|
for i, mat in ipairs(internal.getMatForColor("All")) do
|
|
local color = mat.getVar("playerColor")
|
|
if color == handColor then return matColors[i] end
|
|
end
|
|
return "NOT_FOUND"
|
|
end
|
|
|
|
-- Returns the result of a cast in the specificed playermat's area
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.searchPlaymat = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.call("searchAroundSelf")
|
|
end
|
|
|
|
-- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.isDES = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.getVar("isDES")
|
|
end
|
|
|
|
-- Returns the draw deck of the requested playmat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.getDrawDeck = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
mat.call("getDrawDiscardDecks")
|
|
return mat.getVar("drawDeck")
|
|
end
|
|
|
|
-- Returns the position of the discard pile of the requested playmat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.getDiscardPosition = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.call("returnGlobalDiscardPosition")
|
|
end
|
|
|
|
-- Transforms a local position into a global position
|
|
---@param localPos Table Local position to be transformed
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.transformLocalPosition = function(localPos, matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.positionToWorld(localPos)
|
|
end
|
|
|
|
-- Returns the rotation of the requested playmat
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.returnRotation = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.getRotation()
|
|
end
|
|
|
|
-- Triggers the Upkeep for the requested playmat
|
|
---@param matColor String Color of the playermat
|
|
---@param playerColor String Color of the calling player (for messages)
|
|
PlaymatApi.doUpkeepFromHotkey = function(matColor, playerColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.call("doUpkeepFromHotkey", playerColor)
|
|
end
|
|
|
|
-- Returns the active investigator id
|
|
---@param matColor String Color of the playermat
|
|
PlaymatApi.returnInvestigatorId = function(matColor)
|
|
local mat = getObjectFromGUID(MAT_IDS[matColor])
|
|
return mat.getVar("activeInvestigatorId")
|
|
end
|
|
|
|
-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
|
|
-- matchTypes is true, the main card slot snap points will only snap assets, while the
|
|
-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
|
|
-- be reset to snap all cards.
|
|
---@param matchCardTypes Boolean. Whether snap points should only snap for the matching card
|
|
-- types.
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will apply the setting to all four mats.
|
|
PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("setLimitSnapsByType", matchCardTypes)
|
|
end
|
|
end
|
|
|
|
-- Sets the requested playermat's draw 1 button to visible
|
|
---@param isDrawButtonVisible Boolean. Whether the draw 1 button should be visible or not
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will apply the setting to all four mats.
|
|
PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("showDrawButton", isDrawButtonVisible)
|
|
end
|
|
end
|
|
|
|
-- Shows or hides the clickable clue counter for the requested playermat
|
|
---@param showCounter Boolean. Whether the clickable counter should be present or not
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will apply the setting to all four mats.
|
|
PlaymatApi.clickableClues = function(showCounter, matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("clickableClues", showCounter)
|
|
end
|
|
end
|
|
|
|
-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will apply the setting to all four mats.
|
|
PlaymatApi.removeClues = function(matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("removeClues")
|
|
end
|
|
end
|
|
|
|
-- Reports the clue count for the requested playermat
|
|
---@param useClickableCounters Boolean Controls which type of counter is getting checked
|
|
PlaymatApi.getClueCount = function(useClickableCounters, matColor)
|
|
local count = 0
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
count = count + tonumber(mat.call("getClueCount", useClickableCounters))
|
|
end
|
|
return count
|
|
end
|
|
|
|
-- Adds the specified amount of resources to the requested playermat's resource counter
|
|
PlaymatApi.gainResources = function(amount, matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("gainResources", amount)
|
|
end
|
|
end
|
|
|
|
-- Discard a non-hidden card from the corresponding player's hand
|
|
PlaymatApi.doDiscardOne = function(matColor)
|
|
for _, mat in ipairs(internal.getMatForColor(matColor)) do
|
|
mat.call("doDiscardOne")
|
|
end
|
|
end
|
|
|
|
PlaymatApi.syncAllCustomizableCards = function()
|
|
for _, mat in ipairs(internal.getMatForColor("All")) do
|
|
mat.call("syncAllCustomizableCards")
|
|
end
|
|
end
|
|
|
|
-- Convenience function to look up a mat's object by color, or get all mats.
|
|
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
|
|
-- accepts "All" as a special value which will return all four mats.
|
|
---@return: Array of playermat objects. If a single mat is requested, will return a single-element
|
|
-- array to simplify processing by consumers.
|
|
internal.getMatForColor = function(matColor)
|
|
local targetMatGuid = MAT_IDS[matColor]
|
|
if targetMatGuid != nil then
|
|
return { getObjectFromGUID(targetMatGuid) }
|
|
end
|
|
if matColor == "All" then
|
|
return {
|
|
getObjectFromGUID(MAT_IDS.White),
|
|
getObjectFromGUID(MAT_IDS.Orange),
|
|
getObjectFromGUID(MAT_IDS.Green),
|
|
getObjectFromGUID(MAT_IDS.Red),
|
|
}
|
|
end
|
|
end
|
|
|
|
return PlaymatApi
|
|
end
|
|
end)
|
|
__bundle_register("playermat/Zones", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
-- Sets up and returns coordinates for all possible spawn zones. Because Lua assigns tables by reference
|
|
-- and there is no built-in function to copy a table this is relatively brute force.
|
|
--
|
|
-- Positions are all relative to the player mat, and most are consistent. The
|
|
-- exception are the SetAside# zones, which are placed to the left of the mat
|
|
-- for White/Green, and the right of the mat for Orange/Red.
|
|
--
|
|
-- Investigator: Investigator card area.
|
|
-- Minicard: Placement for the investigator's minicard, just above the player mat
|
|
-- Deck, Discard: Standard locations for the deck and discard piles.
|
|
-- BlankTop: used for assets that start in play (e.g. Duke)
|
|
-- Tarot, Hand1, Hand2, Ally, BlankBottom, Accessory, Arcane1, Arcane2, Body: Asset slot positions
|
|
-- Threat[1-4]: Threat area slots. Threat[1-3] correspond to the named threat area slots, and Threat4 is the blank threat area slot.
|
|
-- SetAside[1-3]: Column closest to the player mat, with 1 at the top and 3 at the bottom.
|
|
-- SetAside[4-6]: Column farther away from the mat, with 4 at the top and 6 at the bottom.
|
|
-- SetAside1: Permanent cards
|
|
-- SetAside2: Bonded cards
|
|
-- SetAside3: Ancestral Knowledge / Underworld Market
|
|
-- SetAside4: Upgrade sheets for customizable cards
|
|
-- SetAside5: Hunch Deck for Joe Diamond
|
|
-- SetAside6: currently unused
|
|
do
|
|
local Zones = { }
|
|
|
|
local playerMatGuids = {}
|
|
playerMatGuids["Red"] = "0840d5"
|
|
playerMatGuids["Orange"] = "bd0ff4"
|
|
playerMatGuids["White"] = "8b081b"
|
|
playerMatGuids["Green"] = "383d8b"
|
|
|
|
local commonZones = {}
|
|
commonZones["Investigator"] = { -1.17702, 0, 0.00209 }
|
|
commonZones["Deck"] = { -1.822724, 0, -0.02940192 }
|
|
commonZones["Discard"] = { -1.822451, 0, 0.6092291 }
|
|
commonZones["Ally"] = { -0.6157398, 0, 0.02435675 }
|
|
commonZones["Body"] = { -0.6306521, 0, 0.553170 }
|
|
commonZones["Hand1"] = { 0.2155387, 0, 0.04257287 }
|
|
commonZones["Hand2"] = { -0.1803701, 0, 0.03745948 }
|
|
commonZones["Arcane1"] = { 0.2124223, 0, 0.5596902 }
|
|
commonZones["Arcane2"] = { -0.1711275, 0, 0.5567944 }
|
|
commonZones["Tarot"] = { 0.6016169, 0, 0.03273106 }
|
|
commonZones["Accessory"] = { 0.6049907, 0, 0.5546234 }
|
|
commonZones["BlankTop"] = { 1.758446, 0, 0.03965336 }
|
|
commonZones["BlankBottom"] = { 1.754469, 0, 0.5634764 }
|
|
commonZones["Threat1"] = { -0.9116555, 0, -0.6446251 }
|
|
commonZones["Threat2"] = { -0.4544126, 0, -0.6428719 }
|
|
commonZones["Threat3"] = { 0.002246313, 0, -0.6430681 }
|
|
commonZones["Threat4"] = { 0.4590618, 0, -0.6432732 }
|
|
|
|
local zoneData = {}
|
|
zoneData["White"] = {}
|
|
zoneData["White"]["Investigator"] = commonZones["Investigator"]
|
|
zoneData["White"]["Deck"] = commonZones["Deck"]
|
|
zoneData["White"]["Discard"] = commonZones["Discard"]
|
|
zoneData["White"]["Ally"] = commonZones["Ally"]
|
|
zoneData["White"]["Body"] = commonZones["Body"]
|
|
zoneData["White"]["Hand1"] = commonZones["Hand1"]
|
|
zoneData["White"]["Hand2"] = commonZones["Hand2"]
|
|
zoneData["White"]["Arcane1"] = commonZones["Arcane1"]
|
|
zoneData["White"]["Arcane2"] = commonZones["Arcane2"]
|
|
zoneData["White"]["Tarot"] = commonZones["Tarot"]
|
|
zoneData["White"]["Accessory"] = commonZones["Accessory"]
|
|
zoneData["White"]["BlankTop"] = commonZones["BlankTop"]
|
|
zoneData["White"]["BlankBottom"] = commonZones["BlankBottom"]
|
|
zoneData["White"]["Threat1"] = commonZones["Threat1"]
|
|
zoneData["White"]["Threat2"] = commonZones["Threat2"]
|
|
zoneData["White"]["Threat3"] = commonZones["Threat3"]
|
|
zoneData["White"]["Threat4"] = commonZones["Threat4"]
|
|
zoneData["White"]["Minicard"] = { -1, 0, -1.45 }
|
|
zoneData["White"]["SetAside1"] = { 2.345893, 0, -0.520315 }
|
|
zoneData["White"]["SetAside2"] = { 2.345893, 0, 0.042552 }
|
|
zoneData["White"]["SetAside3"] = { 2.345893, 0, 0.605419 }
|
|
zoneData["White"]["UnderSetAside3"] = { 2.495893, 0, 0.805419 }
|
|
zoneData["White"]["SetAside4"] = { 2.775893, 0, -0.520315 }
|
|
zoneData["White"]["SetAside5"] = { 2.775893, 0, 0.042552 }
|
|
zoneData["White"]["SetAside6"] = { 2.775893, 0, 0.605419 }
|
|
zoneData["White"]["UnderSetAside6"] = { 2.925893, 0, 0.805419 }
|
|
|
|
zoneData["Orange"] = {}
|
|
zoneData["Orange"]["Investigator"] = commonZones["Investigator"]
|
|
zoneData["Orange"]["Deck"] = commonZones["Deck"]
|
|
zoneData["Orange"]["Discard"] = commonZones["Discard"]
|
|
zoneData["Orange"]["Ally"] = commonZones["Ally"]
|
|
zoneData["Orange"]["Body"] = commonZones["Body"]
|
|
zoneData["Orange"]["Hand1"] = commonZones["Hand1"]
|
|
zoneData["Orange"]["Hand2"] = commonZones["Hand2"]
|
|
zoneData["Orange"]["Arcane1"] = commonZones["Arcane1"]
|
|
zoneData["Orange"]["Arcane2"] = commonZones["Arcane2"]
|
|
zoneData["Orange"]["Tarot"] = commonZones["Tarot"]
|
|
zoneData["Orange"]["Accessory"] = commonZones["Accessory"]
|
|
zoneData["Orange"]["BlankTop"] = commonZones["BlankTop"]
|
|
zoneData["Orange"]["BlankBottom"] = commonZones["BlankBottom"]
|
|
zoneData["Orange"]["Threat1"] = commonZones["Threat1"]
|
|
zoneData["Orange"]["Threat2"] = commonZones["Threat2"]
|
|
zoneData["Orange"]["Threat3"] = commonZones["Threat3"]
|
|
zoneData["Orange"]["Threat4"] = commonZones["Threat4"]
|
|
zoneData["Orange"]["Minicard"] = { 1, 0, -1.45 }
|
|
zoneData["Orange"]["SetAside1"] = { -2.350362, 0, -0.520315 }
|
|
zoneData["Orange"]["SetAside2"] = { -2.350362, 0, 0.042552 }
|
|
zoneData["Orange"]["SetAside3"] = { -2.350362, 0, 0.605419 }
|
|
zoneData["Orange"]["UnderSetAside3"] = { -2.500362, 0, 0.80419 }
|
|
zoneData["Orange"]["SetAside4"] = { -2.7803627, 0, -0.520315 }
|
|
zoneData["Orange"]["SetAside5"] = { -2.7803627, 0, 0.042552 }
|
|
zoneData["Orange"]["SetAside6"] = { -2.7803627, 0, 0.605419 }
|
|
zoneData["Orange"]["UnderSetAside6"] = { -2.9303627, 0, 0.80419 }
|
|
|
|
-- Green positions are the same as White and Red the same as Orange
|
|
zoneData["Red"] = zoneData["Orange"]
|
|
zoneData["Green"] = zoneData["White"]
|
|
|
|
-- Gets the global position for the given zone on the specified player mat.
|
|
---@param playerColor: Color name of the player mat to get the zone position for (e.g. "Red")
|
|
---@param zoneName: Name of the zone to get the position for. See Zones object documentation for a list of valid zones.
|
|
---@return: Global position table, or nil if an invalid player color or zone is specified
|
|
Zones.getZonePosition = function(playerColor, zoneName)
|
|
if (playerColor ~= "Red"
|
|
and playerColor ~= "Orange"
|
|
and playerColor ~= "White"
|
|
and playerColor ~= "Green") then
|
|
return nil
|
|
end
|
|
return getObjectFromGUID(playerMatGuids[playerColor]).positionToWorld(zoneData[playerColor][zoneName])
|
|
end
|
|
|
|
-- Return the global rotation for a card on the given player mat, based on its metadata.
|
|
---@param playerColor: Color name of the player mat to get the rotation for (e.g. "Red")
|
|
---@param cardMetadata: Table of card metadata. Metadata fields type and permanent are required; all others are optional.
|
|
---@return: Global rotation vector for the given card. This will include the
|
|
-- Y rotation to orient the card on the given player mat as well as a
|
|
-- Z rotation to place the card face up or face down.
|
|
Zones.getDefaultCardRotation = function(playerColor, zone)
|
|
local deckRotation = getObjectFromGUID(playerMatGuids[playerColor]).getRotation()
|
|
|
|
if zone == "Deck" then
|
|
deckRotation = deckRotation + Vector(0, 0, 180)
|
|
end
|
|
|
|
return deckRotation
|
|
end
|
|
|
|
return Zones
|
|
end
|
|
end)
|
|
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
require("arkhamdb/DeckImporterMain")
|
|
end)
|
|
__bundle_register("arkhamdb/DeckImporterMain", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
require("arkhamdb/DeckImporterUi")
|
|
require("playercards/PlayerCardSpawner")
|
|
|
|
local playmatApi = require("playermat/PlaymatApi")
|
|
local playAreaApi = require("core/PlayAreaApi")
|
|
local arkhamDb = require("arkhamdb/ArkhamDb")
|
|
local zones = require("playermat/Zones")
|
|
|
|
local ALL_CARDS_GUID = "15bb07"
|
|
|
|
function onLoad(script_state)
|
|
initializeUi(JSON.decode(script_state))
|
|
math.randomseed(os.time())
|
|
arkhamDb.initialize()
|
|
end
|
|
|
|
function arkhamdb_reinit()
|
|
arkhamDb.initialize()
|
|
end
|
|
|
|
function onSave() return JSON.encode(getUiState()) end
|
|
|
|
-- Returns the zone name where the specified card should be placed, based on its metadata.
|
|
---@param cardMetadata Table of card metadata.
|
|
---@return Zone String Name of the zone such as "Deck", "SetAside1", etc.
|
|
-- See Zones object documentation for a list of valid zones.
|
|
function getDefaultCardZone(cardMetadata, bondedList)
|
|
if (cardMetadata.id == "09080-m") then -- Have to check the Servitor before other minicards
|
|
return "SetAside6"
|
|
elseif (cardMetadata.id == "09006") then -- On The Mend is set aside
|
|
return "SetAside2"
|
|
elseif cardMetadata.type == "Investigator" then
|
|
return "Investigator"
|
|
elseif cardMetadata.type == "Minicard" then
|
|
return "Minicard"
|
|
elseif cardMetadata.type == "UpgradeSheet" then
|
|
return "SetAside4"
|
|
elseif cardMetadata.startsInPlay then
|
|
return "BlankTop"
|
|
elseif cardMetadata.permanent then
|
|
return "SetAside1"
|
|
elseif bondedList[cardMetadata.id] then
|
|
return "SetAside2"
|
|
-- SetAside3 is used for Ancestral Knowledge / Underworld Market
|
|
else
|
|
return "Deck"
|
|
end
|
|
end
|
|
|
|
function buildDeck(playerColor, deckId)
|
|
local uiState = getUiState()
|
|
arkhamDb.getDecklist(
|
|
playerColor,
|
|
deckId,
|
|
uiState.private,
|
|
uiState.loadNewest,
|
|
uiState.investigators,
|
|
loadCards)
|
|
end
|
|
|
|
-- Process the slot list, which defines the card Ids and counts of cards to load. Spawn those cards
|
|
-- at the appropriate zones and report an error to the user if any could not be loaded.
|
|
-- This is a callback function which handles the results of ArkhamDb.getDecklist()
|
|
-- This method uses an encapsulated coroutine with yields to make the card spawning cleaner.
|
|
--
|
|
---@param slots Table Key-Value table of cardId:count. cardId is the ArkhamDB ID of the card to spawn,
|
|
-- and count is the number which should be spawned
|
|
---@param investigatorId String ArkhamDB ID (code) for this deck's investigator.
|
|
-- Investigator cards should already be added to the slots list if they
|
|
-- should be spawned, but this value is separate to check for special
|
|
-- handling for certain investigators
|
|
---@param bondedList Table A table of cardID keys to meaningless values. Card IDs in this list were added
|
|
-- from a parent bonded card.
|
|
---@param customizations String ArkhamDB data for customizations on customizable cards
|
|
---@param playerColor String Color name of the player mat to place this deck on (e.g. "Red")
|
|
---@param loadAltInvestigator String Contains the name of alternative art for the investigator ("normal", "revised" or "promo")
|
|
function loadCards(slots, investigatorId, bondedList, customizations, playerColor, loadAltInvestigator)
|
|
function coinside()
|
|
local allCardsBag = getObjectFromGUID(ALL_CARDS_GUID)
|
|
local yPos = {}
|
|
local cardsToSpawn = {}
|
|
for cardId, cardCount in pairs(slots) do
|
|
local card = allCardsBag.call("getCardById", { id = cardId })
|
|
if card ~= nil then
|
|
local cardZone = getDefaultCardZone(card.metadata, bondedList)
|
|
for i = 1, cardCount do
|
|
table.insert(cardsToSpawn, { data = card.data, metadata = card.metadata, zone = cardZone })
|
|
end
|
|
|
|
slots[cardId] = 0
|
|
end
|
|
end
|
|
|
|
handleAncestralKnowledge(cardsToSpawn)
|
|
handleUnderworldMarket(cardsToSpawn, playerColor)
|
|
handleHunchDeck(investigatorId, cardsToSpawn, playerColor)
|
|
handleCustomizableUpgrades(cardsToSpawn, customizations)
|
|
handlePeteSignatureAssets(investigatorId, cardsToSpawn)
|
|
|
|
-- Split the card list into separate lists for each zone
|
|
local zoneDecks = buildZoneLists(cardsToSpawn)
|
|
-- Spawn the list for each zone
|
|
for zone, zoneCards in pairs(zoneDecks) do
|
|
local deckPos = zones.getZonePosition(playerColor, zone)
|
|
deckPos.y = 3
|
|
|
|
local callback = nil
|
|
-- If cards are spread too close together TTS groups them weirdly, selecting multiples
|
|
-- when hovering over a single card. This distance is the minimum to avoid that
|
|
local spreadDistance = 1.15
|
|
if (zone == "SetAside4") then
|
|
-- SetAside4 is reserved for customization cards, and we want them spread on the table
|
|
-- so their checkboxes are visible
|
|
-- TO-DO: take into account that spreading will make multiple rows
|
|
-- (this is affected by the user's local settings!)
|
|
if (playerColor == "White") then
|
|
deckPos.z = deckPos.z + (#zoneCards - 1) * spreadDistance
|
|
elseif (playerColor == "Green") then
|
|
deckPos.x = deckPos.x + (#zoneCards - 1) * spreadDistance
|
|
end
|
|
callback = function(deck) deck.spread(spreadDistance) end
|
|
elseif zone == "Deck" then
|
|
callback = function(deck) deckSpawned(deck, playerColor) end
|
|
elseif zone == "Investigator" or zone == "Minicard" then
|
|
callback = function(card) loadAltArt(card, loadAltInvestigator) end
|
|
end
|
|
Spawner.spawnCards(
|
|
zoneCards,
|
|
deckPos,
|
|
zones.getDefaultCardRotation(playerColor, zone),
|
|
true, -- Sort deck
|
|
callback)
|
|
|
|
coroutine.yield(0)
|
|
end
|
|
|
|
-- Look for any cards which haven't been loaded
|
|
local hadError = false
|
|
for cardId, remainingCount in pairs(slots) do
|
|
if remainingCount > 0 then
|
|
hadError = true
|
|
arkhamDb.logCardNotFound(cardId, playerColor)
|
|
end
|
|
end
|
|
if (not hadError) then
|
|
printToAll("Deck loaded successfully!", playerColor)
|
|
end
|
|
return 1
|
|
end
|
|
|
|
startLuaCoroutine(self, "coinside")
|
|
end
|
|
|
|
-- Callback handler for the main deck spawning. Looks for cards which should start in hand, and
|
|
-- draws them for the appropriate player.
|
|
---@param deck Object Callback-provided spawned deck object
|
|
---@param playerColor String Color of the player to draw the cards to
|
|
function deckSpawned(deck, playerColor)
|
|
local player = Player[playmatApi.getPlayerColor(playerColor)]
|
|
local handPos = player.getHandTransform(1).position -- Only one hand zone per player
|
|
local deckCards = deck.getData().ContainedObjects
|
|
-- Process in reverse order so taking cards out doesn't upset the indexing
|
|
for i = #deckCards, 1, -1 do
|
|
local cardMetadata = JSON.decode(deckCards[i].GMNotes) or { }
|
|
if cardMetadata.startsInHand then
|
|
deck.takeObject({ index = i - 1, position = handPos, flip = true, smooth = true})
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Converts the Raven Quill's selections from card IDs to card names. This could be more elegant
|
|
-- but the inputs are very static so we're using some brute force.
|
|
---@param selectionString String provided by ArkhamDB, indicates the customization selections
|
|
-- Should be either a single card ID or two separated by a ^ (e.g. XXXXX^YYYYY)
|
|
function convertRavenQuillSelections(selectionString)
|
|
if (string.len(selectionString) == 5) then
|
|
return getCardName(selectionString)
|
|
elseif (string.len(selectionString) == 11) then
|
|
return getCardName(string.sub(selectionString, 1, 5)) .. ", " .. getCardName(string.sub(selectionString, 7))
|
|
end
|
|
end
|
|
|
|
-- Converts Grizzled's selections from a single string with "^".
|
|
---@param selectionString String provided by ArkhamDB, indicates the customization selections
|
|
-- Should be two Traits separated by a ^ (e.g. XXXXX^YYYYY)
|
|
function convertGrizzledSelections(selectionString)
|
|
return selectionString:gsub("%^", ", ")
|
|
end
|
|
|
|
-- Returns the simple name of a card given its ID. This will find the card and strip any trailing
|
|
-- SCED-specific suffixes such as (Taboo) or (Level)
|
|
function getCardName(cardId)
|
|
local allCardsBag = getObjectFromGUID(ALL_CARDS_GUID)
|
|
local card = allCardsBag.call("getCardById", { id = cardId })
|
|
if (card ~= nil) then
|
|
local name = card.data.Nickname
|
|
if (string.find(name, " %(")) then
|
|
return string.sub(name, 1, string.find(name, " %(") - 1)
|
|
else
|
|
return name
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Split a single list of cards into a separate table of lists, keyed by the zone
|
|
---@param cards: Table of {cardData, cardMetadata, zone}
|
|
---@return: Table of {zoneName=card list}
|
|
function buildZoneLists(cards)
|
|
local zoneList = {}
|
|
for _, card in ipairs(cards) do
|
|
if zoneList[card.zone] == nil then
|
|
zoneList[card.zone] = {}
|
|
end
|
|
table.insert(zoneList[card.zone], card)
|
|
end
|
|
|
|
return zoneList
|
|
end
|
|
|
|
-- Check to see if the deck list has Ancestral Knowledge. If it does, move 5 random skills to SetAside3
|
|
---@param cardList Table Deck list being created
|
|
function handleAncestralKnowledge(cardList)
|
|
local hasAncestralKnowledge = false
|
|
local skillList = {}
|
|
-- Have to process the entire list to check for Ancestral Knowledge and get all possible skills, so do both in one pass
|
|
for i, card in ipairs(cardList) do
|
|
if card.metadata.id == "07303" then
|
|
hasAncestralKnowledge = true
|
|
card.zone = "SetAside3"
|
|
elseif (card.metadata.type == "Skill"
|
|
and card.zone == "Deck"
|
|
and not card.metadata.weakness) then
|
|
table.insert(skillList, i)
|
|
end
|
|
end
|
|
if hasAncestralKnowledge then
|
|
for i = 1, 5 do
|
|
-- Move 5 random skills to SetAside3
|
|
local skillListIndex = math.random(#skillList)
|
|
cardList[skillList[skillListIndex]].zone = "UnderSetAside3"
|
|
table.remove(skillList, skillListIndex)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Check for and handle Underworld Market by moving all Illicit cards to UnderSetAside3
|
|
---@param cardList Table Deck list being created
|
|
---@param playerColor String Color this deck is being loaded for
|
|
function handleUnderworldMarket(cardList, playerColor)
|
|
local hasMarket = false
|
|
local illicitList = {}
|
|
-- Process the entire list to check for Underworld Market and get all possible skills, doing both in one pass
|
|
for i, card in ipairs(cardList) do
|
|
if card.metadata.id == "09077" then
|
|
-- Underworld Market found
|
|
hasMarket = true
|
|
card.zone = "SetAside3"
|
|
elseif card.metadata.traits ~= nil and string.find(card.metadata.traits, "Illicit", 1, true) and card.zone == "Deck" then
|
|
table.insert(illicitList, i)
|
|
end
|
|
end
|
|
|
|
if hasMarket then
|
|
if #illicitList < 10 then
|
|
printToAll("Only " .. #illicitList ..
|
|
" Illicit cards in your deck, you can't trigger Underworld Market's ability.",
|
|
playerColor)
|
|
else
|
|
-- Process cards to move them to the market deck. This is done in reverse
|
|
-- order because the sorting needs to be reversed (deck sorts for face down)
|
|
-- Performance here may be an issue, as table.remove() is an O(n) operation
|
|
-- which makes the full shift O(n^2). But keep it simple unless it becomes
|
|
-- a problem
|
|
for i = #illicitList, 1, -1 do
|
|
local moving = cardList[illicitList[i]]
|
|
moving.zone = "UnderSetAside3"
|
|
table.remove(cardList, illicitList[i])
|
|
table.insert(cardList, moving)
|
|
end
|
|
|
|
if #illicitList > 10 then
|
|
printToAll("Moved all " .. #illicitList ..
|
|
" Illicit cards to the Market deck, reduce it to 10",
|
|
playerColor)
|
|
else
|
|
printToAll("Built the Market deck", playerColor)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- If the investigator is Joe Diamond, extract all Insight events to SetAside5 to build the Hunch
|
|
-- Deck.
|
|
---@param investigatorId String ID for the deck's investigator card. Passed separately because the
|
|
--- investigator may not be included in the cardList
|
|
---@param cardList Table Deck list being created
|
|
---@param playerColor String Color this deck is being loaded for
|
|
function handleHunchDeck(investigatorId, cardList, playerColor)
|
|
if investigatorId == "05002" then -- Joe Diamond
|
|
local insightList = {}
|
|
for i, card in ipairs(cardList) do
|
|
if (card.metadata.type == "Event"
|
|
and card.metadata.traits ~= nil
|
|
and string.match(card.metadata.traits, "Insight")
|
|
and card.metadata.bonded_to == nil) then
|
|
table.insert(insightList, i)
|
|
end
|
|
end
|
|
-- Process insights to move them to the hunch deck. This is done in reverse
|
|
-- order because the sorting needs to be reversed (deck sorts for face down)
|
|
-- Performance here may be an issue, as table.remove() is an O(n) operation
|
|
-- which makes the full shift O(n^2). But keep it simple unless it becomes
|
|
-- a problem
|
|
for i = #insightList, 1, -1 do
|
|
local moving = cardList[insightList[i]]
|
|
moving.zone = "SetAside5"
|
|
table.remove(cardList, insightList[i])
|
|
table.insert(cardList, moving)
|
|
end
|
|
if #insightList < 11 then
|
|
printToAll("Joe's hunch deck must have 11 cards but the deck only has " .. #insightList ..
|
|
" Insight events.", playerColor)
|
|
elseif #insightList > 11 then
|
|
printToAll("Moved all " .. #insightList ..
|
|
" Insight events to the hunch deck, reduce it to 11.", playerColor)
|
|
else
|
|
printToAll("Built Joe's hunch deck", playerColor)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- For any customization upgrade cards in the card list, process the metadata from the deck to
|
|
-- set the save state to show the correct checkboxes/text field values
|
|
---@param cardList Table Deck list being created
|
|
---@param customizations Table Deck's meta table, extracted from ArkhamDB's deck structure
|
|
function handleCustomizableUpgrades(cardList, customizations)
|
|
for _, card in ipairs(cardList) do
|
|
if card.metadata.type == "UpgradeSheet" then
|
|
local baseId = string.sub(card.metadata.id, 1, 5)
|
|
local upgrades = customizations["cus_" .. baseId]
|
|
|
|
if upgrades ~= nil then
|
|
-- initialize tables
|
|
-- markedBoxes: contains the amount of markedBoxes (left to right) per row (starting at row 1)
|
|
-- inputValues: contains the amount of inputValues per row (starting at row 0)
|
|
local selectedUpgrades = { }
|
|
local index_xp = {}
|
|
|
|
-- get the index and xp values (looks like this: X|X,X|X, ..)
|
|
-- input string from ArkhamDB is split by ","
|
|
for str in string.gmatch(customizations["cus_" .. baseId], "([^,]+)") do
|
|
table.insert(index_xp, str)
|
|
end
|
|
|
|
-- split each pair and assign it to the proper position in markedBoxes
|
|
for _, entry in ipairs(index_xp) do
|
|
-- counter increments from 1 to 3 and indicates the part of the string we are on
|
|
-- usually: 1 = row, 2 = amount of check boxes, 3 = entry in inputfield
|
|
local counter = 0
|
|
local row = 0
|
|
|
|
-- parsing the string for each row
|
|
for str in entry:gmatch("([^|]+)") do
|
|
counter = counter + 1
|
|
|
|
if counter == 1 then
|
|
row = tonumber(str) + 1
|
|
elseif counter == 2 then
|
|
if selectedUpgrades[row] == nil then
|
|
selectedUpgrades[row] = { }
|
|
end
|
|
selectedUpgrades[row].xp = tonumber(str)
|
|
elseif counter == 3 and str ~= "" then
|
|
if baseId == "09042" then
|
|
selectedUpgrades[row].text = convertRavenQuillSelections(str)
|
|
elseif baseId == "09101" then
|
|
selectedUpgrades[row].text = convertGrizzledSelections(str)
|
|
elseif baseId == "09079" then -- Living Ink skill selection
|
|
-- All skills, regardless of row, are placed in upgrade slot 1 as a comma-delimited
|
|
-- list
|
|
if selectedUpgrades[1].text == nil then
|
|
selectedUpgrades[1].text = str
|
|
else
|
|
selectedUpgrades[1].text = selectedUpgrades[1].text .. "," .. str
|
|
end
|
|
else
|
|
selectedUpgrades[row].text = str
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- write the loaded values to the save_data of the sheets
|
|
card.data["LuaScriptState"] = JSON.encode({ selections = selectedUpgrades })
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Handles cards that start in play under specific conditions for Ashcan Pete (Regular Pete - Duke, Parallel Pete - Guitar)
|
|
---@param investigatorId String ID for the deck's investigator card. Passed separately because the
|
|
--- investigator may not be included in the cardList
|
|
---@param cardList Table Deck list being created
|
|
function handlePeteSignatureAssets(investigatorId, cardList)
|
|
log(investigatorId)
|
|
if investigatorId == "02005" or investigatorId == "02005-pb" then -- regular Pete's front
|
|
for i, card in ipairs(cardList) do
|
|
if card.metadata.id == "02014" then -- Duke
|
|
card.zone = "BlankTop"
|
|
end
|
|
end
|
|
elseif investigatorId == "02005-p" or investigatorId == "02005-pf" then -- parallel Pete's front
|
|
for i, card in ipairs(cardList) do
|
|
if card.metadata.id == "90047" then -- Pete's Guitar
|
|
card.zone = "BlankTop"
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Callback function for investigator cards and minicards to set the correct state for alt art
|
|
---@param card Object Card which needs to be set the state for
|
|
---@param loadAltInvestigator String Contains the name of alternative art for the investigator ("normal", "revised" or "promo")
|
|
function loadAltArt(card, loadAltInvestigator)
|
|
-- states are set up this way:
|
|
-- 1 - normal, 2 - revised/promo, 3 - promo (if 2 is revised)
|
|
-- This means we can always load the 2nd state for revised and just get the last state for promo
|
|
if loadAltInvestigator == "normal" then
|
|
return
|
|
elseif loadAltInvestigator == "revised" then
|
|
card.setState(2)
|
|
elseif loadAltInvestigator == "promo" then
|
|
local states = card.getStates()
|
|
card.setState(#states)
|
|
end
|
|
end
|
|
end)
|
|
return __bundle_require("__root")
|