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