ah_sce_unpacked/unpacked/Custom_Token Victory Display 6ccd6d.ttslua
2024-02-17 19:48:30 -05:00

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-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
local loadingPlaceholder = {[{}] = true}
local register
local modules = {}
local require
local loaded = {}
register = function(name, body)
if not modules[name] then
modules[name] = body
end
end
require = function(name)
local loadedModule = loaded[name]
if loadedModule then
if loadedModule == loadingPlaceholder then
return nil
end
else
if not modules[name] then
if not superRequire then
local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
error('Tried to require ' .. identifier .. ', but no such module has been registered')
else
return superRequire(name)
end
end
loaded[name] = loadingPlaceholder
loadedModule = modules[name](require, loaded, register, modules)
loaded[name] = loadedModule
end
return loadedModule
end
return require, loaded, register, modules
end)(nil)
__bundle_register("core/VictoryDisplay", function(require, _LOADED, __bundle_register, __bundle_modules)
local searchLib = require("util/SearchLib")
local chaosBagApi = require("chaosbag/ChaosBagApi")
local guidReferenceApi = require("core/GUIDReferenceApi")
local playAreaApi = require("core/PlayAreaApi")
local tokenChecker = require("core/token/TokenChecker")
local pendingCall = false
local missingData = {}
local countedVP = {}
local highlightMissing = false
local highlightCounted = false
-- button creation when loading the game
function onLoad()
-- index 0: VP - "Display"
local buttonParameters = {}
buttonParameters.label = "0"
buttonParameters.click_function = "none"
buttonParameters.function_owner = self
buttonParameters.scale = { 0.15, 0.15, 0.15 }
buttonParameters.width = 0
buttonParameters.height = 0
buttonParameters.font_size = 600
buttonParameters.font_color = { 1, 1, 1 }
buttonParameters.position = { x = -0.72, y = 0.06, z = -0.69 }
self.createButton(buttonParameters)
-- index 1: VP - "Play Area"
buttonParameters.position.x = 0.65
self.createButton(buttonParameters)
-- index 2: VP - "Total"
buttonParameters.position.x = 1.69
self.createButton(buttonParameters)
-- index 3: highlighting button (missing data)
buttonParameters.label = "!"
buttonParameters.click_function = "highlightMissingData"
buttonParameters.tooltip = "Enable highlighting of cards without metadata (VP on these is not counted)."
buttonParameters.color = { 1, 0, 0 }
buttonParameters.width = 700
buttonParameters.height = 800
buttonParameters.font_size = 700
buttonParameters.position = { x = 1.82, y = 0.06, z = -1.32 }
self.createButton(buttonParameters)
-- index 4: highlighting button (counted VP)
buttonParameters.label = "?"
buttonParameters.click_function = "highlightCountedVP"
buttonParameters.tooltip = "Enable highlighting of cards with VP."
buttonParameters.color = { 0, 1, 0 }
buttonParameters.position.x = 1.5
self.createButton(buttonParameters)
-- update the display label once
Wait.time(updateCount, 1)
end
---------------------------------------------------------
-- events with descriptions
---------------------------------------------------------
-- dropping an object on the victory display
function onCollisionEnter()
startUpdate()
end
-- removing an object from the victory display
function onCollisionExit()
startUpdate()
end
-- picking a clue or location up
function onObjectPickUp(_, obj)
maybeUpdate(obj)
end
-- dropping a clue or location
function onObjectDrop(_, obj)
maybeUpdate(obj, 1)
end
-- flipping a clue/doom or location
function onObjectRotate(obj, _, flip, _, _, oldFlip)
if flip == oldFlip then return end
maybeUpdate(obj, 1, true)
end
-- destroying a clue or location
function onObjectDestroy(obj)
maybeUpdate(obj)
end
---------------------------------------------------------
-- main functionality
---------------------------------------------------------
function maybeUpdate(obj, delay, flipped)
-- stop if there is already an update call running
if pendingCall then return end
-- stop if obj is nil (by e.g. dropping a clue onto another and making a stack)
if obj == nil then return end
-- only continue for clues / doom tokens or locations
if obj.hasTag("Location") then
elseif obj.memo == "clueDoom" then
-- only continue if the clue side is up or a doom token is being flipped
if obj.is_face_down == true and flipped ~= true then return end
else
return
end
-- only continue if the obj in in the play area
if not playAreaApi.isInPlayArea(obj) then return end
startUpdate(delay)
end
-- starts an update
function startUpdate(delay)
-- stop if there is already an update call running
if pendingCall then return end
pendingCall = true
delay = tonumber(delay) or 0
Wait.time(updateCount, delay + 0.2)
end
-- counts the VP in the victory display and request the VP count from the play area
function updateCount()
missingData = {}
countedVP = {}
local victoryPoints = {}
victoryPoints.display = 0
victoryPoints.playArea = playAreaApi.countVP()
-- count cards in victory display
for _, obj in ipairs(searchLib.onObject(self, "isCardOrDeck")) do
-- check metadata for VP
if obj.type == "Card" then
local VP = getCardVP(obj, JSON.decode(obj.getGMNotes()))
victoryPoints.display = victoryPoints.display + VP
if VP > 0 then
table.insert(countedVP, obj)
end
-- handling for stacked cards
elseif obj.type == "Deck" then
local VP = 0
for _, deepObj in ipairs(obj.getObjects()) do
local deepVP = getCardVP(obj, JSON.decode(deepObj.gm_notes))
victoryPoints.display = victoryPoints.display + deepVP
if deepVP > 0 then
VP = VP + 1
end
end
if VP > 0 then
table.insert(countedVP, obj)
end
end
end
-- update the buttons that are used as labels
self.editButton({ index = 0, label = victoryPoints.display })
self.editButton({ index = 1, label = victoryPoints.playArea })
self.editButton({ index = 2, label = victoryPoints.display + victoryPoints.playArea })
-- allow new update calls
pendingCall = false
end
-- gets the VP count from the notes
function getCardVP(obj, notes)
local cardVP
if notes ~= nil then
-- enemy, treachery etc.
cardVP = tonumber(notes.victory)
-- location
if not cardVP then
-- check the correct side of the location
if not obj.is_face_down and notes.locationFront ~= nil then
cardVP = tonumber(notes.locationFront.victory)
elseif notes.locationBack ~= nil then
cardVP = tonumber(notes.locationBack.victory)
end
end
if (cardVP or 0) > 0 then
table.insert(countedVP, obj)
end
else
table.insert(missingData, obj)
end
return cardVP or 0
end
-- toggles the highlight for objects with missing metadata
function highlightMissingData()
self.editButton({
index = 3,
tooltip = (highlightMissing and "Enable" or "Disable") .. " highlighting of cards without metadata (VP on these is not counted)." })
for _, obj in pairs(missingData) do
if obj ~= nil then
if highlightMissing then
obj.highlightOff("Red")
else
obj.highlightOn("Red")
end
end
end
playAreaApi.highlightMissingData(highlightMissing)
highlightMissing = not highlightMissing
end
-- toggles the highlight for objects that were counted
function highlightCountedVP()
self.editButton({
index = 4,
tooltip = (highlightCounted and "Enable" or "Disable") .. " highlighting of cards with VP."
})
for _, obj in pairs(countedVP) do
if obj ~= nil then
if highlightCounted then
obj.highlightOff("Green")
else
obj.highlightOn("Green")
end
end
end
playAreaApi.highlightCountedVP(highlightCounted)
highlightCounted = not highlightCounted
end
-- places the provided card in the first empty spot
function placeCard(card)
local trash = guidReferenceApi.getObjectByOwnerAndType("Mythos", "Trash")
-- check snap point states
local snaps = self.getSnapPoints()
table.sort(snaps, function(a, b) return a.position.x > b.position.x end)
table.sort(snaps, function(a, b) return a.position.z < b.position.z end)
-- get first empty slot
local fullSlots = {}
local positions = {}
for i, snap in ipairs(snaps) do
positions[i] = self.positionToWorld(snap.position)
local searchResult = searchLib.atPosition(positions[i], "isCardOrDeck")
fullSlots[i] = #searchResult > 0
end
-- remove tokens from the card
for _, obj in ipairs(searchLib.onObject(card)) do
-- don't touch decks / cards
if obj.type == "Deck" or obj.type == "Card" then
-- put chaos tokens back into bag
elseif tokenChecker.isChaosToken(obj) then
local chaosBag = chaosBagApi.findChaosBag()
chaosBag.putObject(obj)
elseif obj.memo ~= nil and obj.getLock() == false then
trash.putObject(obj)
end
end
-- place the card
local name = card.getName() or "Unnamed card"
for i = 1, 10 do
if fullSlots[i] ~= true then
local rot = { 0, 270, card.getRotation().z }
card.setPositionSmooth(positions[i], false, true)
card.setRotation(rot)
broadcastToAll("Victory Display: " .. name .. " placed into slot " .. i .. ".", "Green")
return
end
end
broadcastToAll("Victory Display is full! " .. name .. " placed into slot 1.", "Orange")
card.setPositionSmooth(positions[1], false, true)
end
end)
__bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local ChaosBagApi = {}
-- respawns the chaos bag with a new state of tokens
---@param tokenList table List of chaos token ids
ChaosBagApi.setChaosBagState = function(tokenList)
return Global.call("setChaosBagState", tokenList)
end
-- returns a Table List of chaos token ids in the current chaos bag
-- requires copying the data into a new table because TTS is weird about handling table return values in Global
ChaosBagApi.getChaosBagState = function()
local chaosBagContentsCatcher = Global.call("getChaosBagState")
local chaosBagContents = {}
for _, v in ipairs(chaosBagContentsCatcher) do
table.insert(chaosBagContents, v)
end
return chaosBagContents
end
-- checks scripting zone for chaos bag (also called by a lot of objects!)
ChaosBagApi.findChaosBag = function()
return Global.call("findChaosBag")
end
-- returns a table of object references to the tokens in play (does not include sealed tokens!)
ChaosBagApi.getTokensInPlay = function()
return Global.call("getChaosTokensinPlay")
end
-- returns all sealed tokens on cards to the chaos bag
---@param playerColor string Color of the player to show the broadcast to
ChaosBagApi.releaseAllSealedTokens = function(playerColor)
return Global.call("releaseAllSealedTokens", playerColor)
end
-- returns all drawn tokens to the chaos bag
ChaosBagApi.returnChaosTokens = function()
return Global.call("returnChaosTokens")
end
-- removes the specified chaos token from the chaos bag
---@param id string ID of the chaos token
ChaosBagApi.removeChaosToken = function(id)
return Global.call("removeChaosToken", id)
end
-- returns a chaos token to the bag and calls all relevant functions
---@param token tts__Object Chaos token to return
ChaosBagApi.returnChaosTokenToBag = function(token)
return Global.call("returnChaosTokenToBag", token)
end
-- spawns the specified chaos token and puts it into the chaos bag
---@param id string ID of the chaos token
ChaosBagApi.spawnChaosToken = function(id)
return Global.call("spawnChaosToken", id)
end
-- Checks to see if the chaos bag can be manipulated. If a player is searching the bag when tokens
-- are drawn or replaced a TTS bug can cause those tokens to vanish. Any functions which change the
-- contents of the bag should check this method before doing so.
-- This method will broadcast a message to all players if the bag is being searched.
---@return any canTouch True if the bag is manipulated, false if it should be blocked.
ChaosBagApi.canTouchChaosTokens = function()
return Global.call("canTouchChaosTokens")
end
-- called by playermats (by the "Draw chaos token" button)
---@param mat tts__Object Playermat that triggered this
---@param drawAdditional boolean Controls whether additional tokens should be drawn
---@param tokenType? string Name of token (e.g. "Bless") to be drawn from the bag
---@param guidToBeResolved? string GUID of the sealed token to be resolved instead of drawing a token from the bag
ChaosBagApi.drawChaosToken = function(mat, drawAdditional, tokenType, guidToBeResolved)
return Global.call("drawChaosToken", {mat = mat, drawAdditional = drawAdditional, tokenType = tokenType, guidToBeResolved = guidToBeResolved})
end
-- returns a Table List of chaos token ids in the current chaos bag
-- requires copying the data into a new table because TTS is weird about handling table return values in Global
ChaosBagApi.getIdUrlMap = function()
return Global.getTable("ID_URL_MAP")
end
return ChaosBagApi
end
end)
__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local GUIDReferenceApi = {}
local function getGuidHandler()
return getObjectFromGUID("123456")
end
---@param owner string Parent object for this search
---@param type string Type of object to search for
---@return any: Object reference to the matching object
GUIDReferenceApi.getObjectByOwnerAndType = function(owner, type)
return getGuidHandler().call("getObjectByOwnerAndType", { owner = owner, type = type })
end
-- returns all matching objects as a table with references
---@param type string Type of object to search for
---@return table: List of object references to matching objects
GUIDReferenceApi.getObjectsByType = function(type)
return getGuidHandler().call("getObjectsByType", type)
end
-- returns all matching objects as a table with references
---@param owner string Parent object for this search
---@return table: List of object references to matching objects
GUIDReferenceApi.getObjectsByOwner = function(owner)
return getGuidHandler().call("getObjectsByOwner", owner)
end
-- sends new information to the reference handler to edit the main index
---@param owner string Parent of the object
---@param type string Type of the object
---@param guid string GUID of the object
GUIDReferenceApi.editIndex = function(owner, type, guid)
return getGuidHandler().call("editIndex", {
owner = owner,
type = type,
guid = guid
})
end
return GUIDReferenceApi
end
end)
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlayAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getPlayArea()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
end
local function getInvestigatorCounter()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
end
-- Returns the current value of the investigator counter from the playmat
---@return number: Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getInvestigatorCounter().getVar("val")
end
-- Updates the current value of the investigator counter from the playmat
---@param count number Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
getInvestigatorCounter().call("updateVal", 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 string Color of the player requesting the shift for messages
PlayAreaApi.shiftContentsUp = function(playerColor)
getPlayArea().call("shiftContentsUp", playerColor)
end
PlayAreaApi.shiftContentsDown = function(playerColor)
getPlayArea().call("shiftContentsDown", playerColor)
end
PlayAreaApi.shiftContentsLeft = function(playerColor)
getPlayArea().call("shiftContentsLeft", playerColor)
end
PlayAreaApi.shiftContentsRight = function(playerColor)
getPlayArea().call("shiftContentsRight", playerColor)
end
---@param state boolean This controls whether location connections should be drawn
PlayAreaApi.setConnectionDrawState = function(state)
getPlayArea().call("setConnectionDrawState", state)
end
---@param color string Connection color to be used for location connections
PlayAreaApi.setConnectionColor = function(color)
getPlayArea().call("setConnectionColor", color)
end
-- Event to be called when the current scenario has changed
---@param scenarioName string Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getPlayArea().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 matchCardTypes boolean Whether snap points should only snap for the matching card types
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getPlayArea().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)
getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
end
-- counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getPlayArea().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 getPlayArea().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 getPlayArea().call("countVP", state)
end
-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getPlayArea().call("isInPlayArea", object)
end
PlayAreaApi.getSurface = function()
return getPlayArea().getCustomObject().image
end
PlayAreaApi.updateSurface = function(url)
return getPlayArea().call("updateSurface", url)
end
-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
-- data to the local token manager instance.
---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
PlayAreaApi.updateLocations = function(args)
getPlayArea().call("updateLocations", args)
end
PlayAreaApi.getCustomDataHelper = function()
return getPlayArea().getVar("customDataHelper")
end
return PlayAreaApi
end
end)
__bundle_register("core/token/TokenChecker", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local CHAOS_TOKEN_NAMES = {
["Elder Sign"] = true,
["+1"] = true,
["0"] = true,
["-1"] = true,
["-2"] = true,
["-3"] = true,
["-4"] = true,
["-5"] = true,
["-6"] = true,
["-7"] = true,
["-8"] = true,
["Skull"] = true,
["Cultist"] = true,
["Tablet"] = true,
["Elder Thing"] = true,
["Auto-fail"] = true,
["Bless"] = true,
["Curse"] = true,
["Frost"] = true
}
local TokenChecker = {}
-- returns true if the passed object is a chaos token (by name)
TokenChecker.isChaosToken = function(obj)
if obj.type == "Tile" and CHAOS_TOKEN_NAMES[obj.getName()] then
return true
else
return false
end
end
return TokenChecker
end
end)
__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SearchLib = {}
local filterFunctions = {
isActionToken = function(x) return x.getDescription() == "Action Token" end,
isCard = function(x) return x.type == "Card" end,
isDeck = function(x) return x.type == "Deck" end,
isCardOrDeck = function(x) return x.type == "Card" or x.type == "Deck" end,
isClue = function(x) return x.memo == "clueDoom" and x.is_face_down == false end,
isTileOrToken = function(x) return x.type == "Tile" end
}
-- performs the actual search and returns a filtered list of object references
---@param pos tts__Vector Global position
---@param rot? tts__Vector Global rotation
---@param size table Size
---@param filter? string Name of the filter function
---@param direction? table Direction (positive is up)
---@param maxDistance? number Distance for the cast
local function returnSearchResult(pos, rot, size, filter, direction, maxDistance)
local filterFunc
if filter then
filterFunc = filterFunctions[filter]
end
local searchResult = Physics.cast({
origin = pos,
direction = direction or { 0, 1, 0 },
orientation = rot or { 0, 0, 0 },
type = 3,
size = size,
max_distance = maxDistance or 0
})
-- filtering the result
local objList = {}
for _, v in ipairs(searchResult) do
if not filter or filterFunc(v.hit_object) then
table.insert(objList, v.hit_object)
end
end
return objList
end
-- searches the specified area
SearchLib.inArea = function(pos, rot, size, filter)
return returnSearchResult(pos, rot, size, filter)
end
-- searches the area on an object
SearchLib.onObject = function(obj, filter)
pos = obj.getPosition()
size = obj.getBounds().size:setAt("y", 1)
return returnSearchResult(pos, _, size, filter)
end
-- searches the specified position (a single point)
SearchLib.atPosition = function(pos, filter)
size = { 0.1, 2, 0.1 }
return returnSearchResult(pos, _, size, filter)
end
-- searches below the specified position (downwards until y = 0)
SearchLib.belowPosition = function(pos, filter)
direction = { 0, -1, 0 }
maxDistance = pos.y
return returnSearchResult(pos, _, size, filter, direction, maxDistance)
end
return SearchLib
end
end)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("core/VictoryDisplay")
end)
return __bundle_require("__root")