ah_sce_unpacked/unpacked/Bag All Player Cards 15bb07.ttslua
2022-03-27 10:12:31 -04:00

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-- Position to check for weaknesses. Everything with X and Z less
-- than these values (down and right on the table) will be checked
local WEAKNESS_CHECK_X = 15
local WEAKNESS_CHECK_Z = 37
local cardIdIndex = { }
local classAndLevelIndex = { }
local basicWeaknessList = { }
local indexingDone = false
local allowRemoval = false
function onLoad()
self.addContextMenuItem("Rebuild Index", startIndexBuild)
math.randomseed(os.time())
Wait.frames(startIndexBuild, 30)
end
-- Called by Hotfix bags when they load. If we are still loading indexes, then
-- the all cards and hotfix bags are being loaded together, and we can ignore
-- this call as the hotfix will be included in the initial indexing. If it is
-- called once indexing is complete it means the hotfix bag has been added
-- later, and we should rebuild the index to integrate the hotfix bag.
function rebuildIndexForHotfix()
if (indexingDone) then
startIndexBuild()
end
end
-- Resets all current bag indexes
function clearIndexes()
indexingDone = false
cardIdIndex = { }
classAndLevelIndex = { }
classAndLevelIndex["Guardian-upgrade"] = { }
classAndLevelIndex["Seeker-upgrade"] = { }
classAndLevelIndex["Mystic-upgrade"] = { }
classAndLevelIndex["Survivor-upgrade"] = { }
classAndLevelIndex["Rogue-upgrade"] = { }
classAndLevelIndex["Neutral-upgrade"] = { }
classAndLevelIndex["Guardian-level0"] = { }
classAndLevelIndex["Seeker-level0"] = { }
classAndLevelIndex["Mystic-level0"] = { }
classAndLevelIndex["Survivor-level0"] = { }
classAndLevelIndex["Rogue-level0"] = { }
classAndLevelIndex["Neutral-level0"] = { }
basicWeaknessList = { }
end
-- Clears the bag indexes and starts the coroutine to rebuild the indexes
function startIndexBuild(playerColor)
clearIndexes()
startLuaCoroutine(self, "buildIndex")
end
function onObjectLeaveContainer(container, object)
if (container == self and not allowRemoval) then
broadcastToAll(
"Removing cards from the All Player Cards bag may break some functions. Please replace the card.",
{0.9, 0.2, 0.2}
)
end
end
-- Debug option to suppress the warning when cards are removed from the bag
function setAllowCardRemoval()
allowRemoval = true
end
-- Create the card indexes by iterating all cards in the bag, parsing their
-- metadata, and creating the keyed lookup tables for the cards. This is a
-- coroutine which will spread the workload by processing 20 cards before
-- yielding. Based on the current count of cards this will require
-- approximately 60 frames to complete.
function buildIndex()
indexingDone = false
if (self.getData().ContainedObjects == nil) then
return 1
end
for i, cardData in ipairs(self.getData().ContainedObjects) do
local cardMetadata = JSON.decode(cardData.GMNotes)
if (cardMetadata ~= nil) then
addCardToIndex(cardData, cardMetadata)
end
if (i % 20 == 0) then
coroutine.yield(0)
end
end
local hotfixBags = getObjectsWithTag("AllCardsHotfix")
for _, hotfixBag in ipairs(hotfixBags) do
if (#hotfixBag.getObjects() > 0) then
for i, cardData in ipairs(hotfixBag.getData().ContainedObjects) do
local cardMetadata = JSON.decode(cardData.GMNotes)
if (cardMetadata ~= nil) then
addCardToIndex(cardData, cardMetadata)
end
end
end
end
buildSupplementalIndexes()
indexingDone = true
return 1
end
-- Adds a card to any indexes it should be a part of, based on its metadata.
-- Param cardData: TTS object data for the card
-- Param cardMetadata: SCED metadata for the card
function addCardToIndex(cardData, cardMetadata)
cardIdIndex[cardMetadata.id] = { data = cardData, metadata = cardMetadata }
if (cardMetadata.alternate_ids ~= nil) then
for _, alternateId in ipairs(cardMetadata.alternate_ids) do
cardIdIndex[alternateId] = { data = cardData, metadata = cardMetadata }
end
end
end
function buildSupplementalIndexes()
for cardId, card in pairs(cardIdIndex) do
local cardData = card.data
local cardMetadata = card.metadata
-- If the ID key and the metadata ID don't match this is a duplicate card created by an
-- alternate_id, and we should skip it
if (cardId == cardMetadata.id) then
-- Add card to the basic weakness list, if appropriate. Some weaknesses have
-- multiple copies, and are added multiple times
if (cardMetadata.weakness and cardMetadata.basicWeaknessCount ~= nil) then
for i = 1, cardMetadata.basicWeaknessCount do
table.insert(basicWeaknessList, cardMetadata.id)
end
end
-- Add the card to the appropriate class and level indexes
local isGuardian = false
local isSeeker = false
local isMystic = false
local isRogue = false
local isSurvivor = false
local isNeutral = false
local upgradeKey
-- Excludes signature cards (which have no class or level) and alternate
-- ID entries
if (cardMetadata.class ~= nil and cardMetadata.level ~= nil) then
isGuardian = string.match(cardMetadata.class, "Guardian")
isSeeker = string.match(cardMetadata.class, "Seeker")
isMystic = string.match(cardMetadata.class, "Mystic")
isRogue = string.match(cardMetadata.class, "Rogue")
isSurvivor = string.match(cardMetadata.class, "Survivor")
isNeutral = string.match(cardMetadata.class, "Neutral")
if (cardMetadata.level > 0) then
upgradeKey = "-upgrade"
else
upgradeKey = "-level0"
end
if (isGuardian) then
table.insert(classAndLevelIndex["Guardian"..upgradeKey], cardMetadata.id)
end
if (isSeeker) then
table.insert(classAndLevelIndex["Seeker"..upgradeKey], cardMetadata.id)
end
if (isMystic) then
table.insert(classAndLevelIndex["Mystic"..upgradeKey], cardMetadata.id)
end
if (isRogue) then
table.insert(classAndLevelIndex["Rogue"..upgradeKey], cardMetadata.id)
end
if (isSurvivor) then
table.insert(classAndLevelIndex["Survivor"..upgradeKey], cardMetadata.id)
end
if (isNeutral) then
table.insert(classAndLevelIndex["Neutral"..upgradeKey], cardMetadata.id)
end
end
end
end
for _, indexTable in pairs(classAndLevelIndex) do
table.sort(indexTable, cardComparator)
end
end
-- Comparison function used to sort the class card bag indexes. Sorts by card
-- level, then name, then subname.
function cardComparator(id1, id2)
local card1 = cardIdIndex[id1]
local card2 = cardIdIndex[id2]
if (card1.metadata.level ~= card2.metadata.level) then
return card1.metadata.level < card2.metadata.level
end
if (card1.data.Nickname ~= card2.data.Nickname) then
return card1.data.Nickname < card2.data.Nickname
end
return card1.data.Description < card2.data.Description
end
function isIndexReady()
return indexingDone
end
-- Returns a specific card from the bag, based on ArkhamDB ID
-- Params table:
-- id: String ID of the card to retrieve
-- Return: If the indexes are still being constructed, an empty table is
-- returned. Otherwise, a single table with the following fields
-- cardData: TTS object data, suitable for spawning the card
-- cardMetadata: Table of parsed metadata
function getCardById(params)
if (not indexingDone) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return { }
end
return cardIdIndex[params.id]
end
-- Returns a list of cards from the bag matching a class and level (0 or upgraded)
-- Params table:
-- class: String class to retrieve ("Guardian", "Seeker", etc)
-- isUpgraded: true for upgraded cards (Level 1-5), false for Level 0
-- Return: If the indexes are still being constructed, returns an empty table.
-- Otherwise, a list of tables, each with the following fields
-- cardData: TTS object data, suitable for spawning the card
-- cardMetadata: Table of parsed metadata
function getCardsByClassAndLevel(params)
if (not indexingDone) then
broadcastToAll("Still loading player cards, please try again in a few seconds", {0.9, 0.2, 0.2})
return { }
end
local upgradeKey
if (params.upgraded) then
upgradeKey = "-upgrade"
else
upgradeKey = "-level0"
end
return classAndLevelIndex[params.class..upgradeKey];
end
-- Gets a random basic weakness from the bag. Once a given ID has been returned
-- it will be removed from the list and cannot be selected again until a reload
-- occurs or the indexes are rebuilt, which will refresh the list to include all
-- weaknesses.
-- Return: String ID of the selected weakness.
function getRandomWeaknessId()
local availableWeaknesses = buildAvailableWeaknesses()
if (#availableWeaknesses > 0) then
return availableWeaknesses[math.random(#availableWeaknesses)]
end
end
-- Constructs a list of available basic weaknesses by starting with the full pool of basic
-- weaknesses then removing any which are currently in the play or deck construction areas
-- Return: Table array of weakness IDs which are valid to choose from
function buildAvailableWeaknesses()
local weaknessesInPlay = { }
local allObjects = getAllObjects()
for _, object in ipairs(allObjects) do
if (object.name == "Deck" and isInPlayArea(object)) then
for _, cardData in ipairs(object.getData().ContainedObjects) do
local cardMetadata = JSON.decode(cardData.GMNotes)
incrementWeaknessCount(weaknessesInPlay, cardMetadata)
end
elseif (object.name == "Card" and isInPlayArea(object)) then
local cardMetadata = JSON.decode(object.getGMNotes())
incrementWeaknessCount(weaknessesInPlay, cardMetadata)
end
end
local availableWeaknesses = { }
for _, weaknessId in ipairs(basicWeaknessList) do
if (weaknessesInPlay[weaknessId] ~= nil and weaknessesInPlay[weaknessId] > 0) then
weaknessesInPlay[weaknessId] = weaknessesInPlay[weaknessId] - 1
else
table.insert(availableWeaknesses, weaknessId)
end
end
return availableWeaknesses
end
-- Helper function that adds one to the table entry for the number of weaknesses in play
function incrementWeaknessCount(table, cardMetadata)
if (isBasicWeakness(cardMetadata)) then
if (table[cardMetadata.id] == nil) then
table[cardMetadata.id] = 1
else
table[cardMetadata.id] = table[cardMetadata.id] + 1
end
end
end
function isInPlayArea(object)
if (object == nil) then
return false
end
local position = object.getPosition()
return position.x < WEAKNESS_CHECK_X
and position.z < WEAKNESS_CHECK_Z
end
function isBasicWeakness(cardMetadata)
return cardMetadata ~= nil
and cardMetadata.weakness
and cardMetadata.basicWeaknessCount ~= nil
and cardMetadata.basicWeaknessCount > 0
end