ah_sce_unpacked/unpacked/Custom_Tile Player Cards 2d30ee.ttslua
2023-08-27 21:09:46 -04:00

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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("playercards/PlayerCardPanel", function(require, _LOADED, __bundle_register, __bundle_modules)
require("playercards/PlayerCardPanelData")
local spawnBag = require("playercards/SpawnBag")
local arkhamDb = require("arkhamdb/ArkhamDb")
-- Size and position information for the three rows of class buttons
local CIRCLE_BUTTON_SIZE = 250
local CLASS_BUTTONS_X_OFFSET = 0.1325
local INVESTIGATOR_ROW_START = Vector(0.125, 0.1, -0.447)
local LEVEL_ZERO_ROW_START = Vector(0.125, 0.1, -0.007)
local UPGRADED_ROW_START = Vector(0.125, 0.1, 0.333)
-- Size and position information for the two blocks of other buttons
local MISC_BUTTONS_X_OFFSET = 0.155
local WEAKNESS_ROW_START = Vector(0.157, 0.1, 0.666)
local OTHER_ROW_START = Vector(0.605, 0.1, 0.666)
-- Size and position information for the Cycle (box) buttons
local CYCLE_BUTTON_SIZE = 468
local CYCLE_BUTTON_START = Vector(-0.716, 0.1, -0.39)
local CYCLE_COLUMN_COUNT = 3
local CYCLE_BUTTONS_X_OFFSET = 0.267
local CYCLE_BUTTONS_Z_OFFSET = 0.2665
local ALL_CARDS_BAG_GUID = "15bb07"
local STARTER_DECK_MODE_SELECTED_COLOR = { 0.2, 0.2, 0.2, 0.8 }
local TRANSPARENT = { 0, 0, 0, 0 }
local STARTER_DECK_MODE_STARTERS = "starters"
local STARTER_DECK_MODE_CARDS_ONLY = "cards"
local FACE_UP_ROTATION = { x = 0, y = 270, z = 0}
local FACE_DOWN_ROTATION = { x = 0, y = 270, z = 180}
-- ---------- IMPORTANT ----------
-- Coordinates defined below are in global dimensions relative to the panel - DO NOT USE THESE
-- DIRECTLY. Call scalePositions() before use, and reference the variables below
-- Layout width for a single card, in global coordinate space
local CARD_WIDTH = 2.3
-- Coordinates to begin laying out cards. These vary based on the cards that are being placed by
-- considering the width of the cards, number of cards, and desired spread intervals.
-- IMPORTANT! Because of the mix of global card sizes and relative-to-scale positions, the X and Y
-- coordinates on these provide global disances while the Z is local.
local START_POSITIONS = {
classCards = Vector(CARD_WIDTH * 9.5, 2, 1.4),
investigator = Vector(6 * 2.5, 2, 1.3),
cycle = Vector(CARD_WIDTH * 9.5, 2, 2.4),
other = Vector(CARD_WIDTH * 9.5, 2, 1.4),
randomWeakness = Vector(0, 2, 1.4),
-- Because the card spread is handled by the SpawnBag, we don't know (programatically) where this
-- should be placed. If more customizable cards are added it will need to be moved.
summonedServitor = Vector(CARD_WIDTH * -6.5, 2, 1.7),
}
-- Shifts to move rows of cards, and groups of rows, as different groupings are laid out
local CARD_ROW_OFFSET = 3.7
local CARD_GROUP_OFFSET = 2
-- Position offsets for investigator decks in investigator mode, defines the spacing for how the
-- rows and columns are laid out
local INVESTIGATOR_POSITION_SHIFT_ROW = Vector(0, 0, 11)
local INVESTIGATOR_POSITION_SHIFT_COL = Vector(-6, 0, 0)
local INVESTIGATOR_MAX_COLS = 6
-- Positions relative to the minicard to place other stacks. Both signature card piles and starter
-- decks use SIGNATURE_OFFSET
local INVESTIGATOR_CARD_OFFSET = Vector(0, 0, 2.55)
local INVESTIGATOR_SIGNATURE_OFFSET = Vector(0, 0, 5.75)
-- USE THESE! Positions and offset shifts accounting for the scale of the panel
local startPositions
local cardRowOffset
local cardGroupOffset
local investigatorPositionShiftRow
local investigatorPositionShiftCol
local investigatorCardOffset
local investigatorSignatureOffset
local CLASS_LIST = { "Guardian", "Seeker", "Rogue", "Mystic", "Survivor", "Neutral" }
local CYCLE_LIST = {
"Core",
"The Dunwich Legacy",
"The Path to Carcosa",
"The Forgotten Age",
"The Circle Undone",
"The Dream-Eaters",
"The Innsmouth Conspiracy",
"Edge of the Earth",
"The Scarlet Keys",
"Investigator Packs"
}
local excludedNonBasicWeaknesses
local starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
local helpVisibleToPlayers = { }
function onSave()
local saveState = {
spawnBagState = spawnBag.getStateForSave(),
}
return JSON.encode(saveState)
end
function onLoad(savedData)
arkhamDb.initialize()
if (savedData ~= nil) then
local saveState = JSON.decode(savedData) or { }
if (saveState.spawnBagState ~= nil) then
spawnBag.loadFromSave(saveState.spawnBagState)
end
end
buildExcludedWeaknessList()
createButtons()
end
-- Build a list of non-basic weaknesses which should be excluded from the last weakness set,
-- including all signature cards and evolved weaknesses.
function buildExcludedWeaknessList()
excludedNonBasicWeaknesses = { }
for _, investigator in pairs(INVESTIGATORS) do
for _, signatureId in ipairs(investigator.signatures) do
excludedNonBasicWeaknesses[signatureId] = true
end
end
for _, weaknessId in ipairs(EVOLVED_WEAKNESSES) do
excludedNonBasicWeaknesses[weaknessId] = true
end
end
function createButtons()
createHelpButton()
createInvestigatorButtons()
createLevelZeroButtons()
createUpgradedButtons()
createWeaknessButtons()
createOtherButtons()
createCycleButtons()
createClearButton()
-- Create investigator mode buttons last so the indexes are set when we need to update them
createInvestigatorModeButtons()
end
function createHelpButton()
self.createButton({
function_owner = self,
click_function = "toggleHelp",
position = Vector(0.845, 0.1, -0.855),
rotation = Vector(0, 0, 0),
height = 180,
width = 180,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
})
end
function createInvestigatorButtons()
local invButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = INVESTIGATOR_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
invButtonParams.click_function = "spawnInvestigators" .. class
invButtonParams.position = buttonPos
self.createButton(invButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(invButtonParams.click_function, function(_, _, _) spawnInvestigatorGroup(class) end)
end
end
function createLevelZeroButtons()
local l0ButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = LEVEL_ZERO_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
l0ButtonParams.click_function = "spawnBasic" .. class
l0ButtonParams.position = buttonPos
self.createButton(l0ButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(l0ButtonParams.click_function, function(_, _, _) spawnClassCards(class, false) end)
end
end
function createUpgradedButtons()
local upgradedButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = UPGRADED_ROW_START:copy()
for _, class in ipairs(CLASS_LIST) do
upgradedButtonParams.click_function = "spawnUpgraded" .. class
upgradedButtonParams.position = buttonPos
self.createButton(upgradedButtonParams)
buttonPos.x = buttonPos.x + CLASS_BUTTONS_X_OFFSET
self.setVar(upgradedButtonParams.click_function, function(_, _, _) spawnClassCards(class, true) end)
end
end
function createWeaknessButtons()
local weaknessButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = WEAKNESS_ROW_START:copy()
weaknessButtonParams.click_function = "spawnWeaknesses"
weaknessButtonParams.tooltip = "All Weaknesses"
weaknessButtonParams.position = buttonPos
self.createButton(weaknessButtonParams)
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
weaknessButtonParams.click_function = "spawnRandomWeakness"
weaknessButtonParams.tooltip = "Random Basic Weakness"
weaknessButtonParams.position = buttonPos
self.createButton(weaknessButtonParams)
end
function createOtherButtons()
local otherButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CIRCLE_BUTTON_SIZE,
width = CIRCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = OTHER_ROW_START:copy()
otherButtonParams.click_function = "spawnBonded"
otherButtonParams.tooltip = "Bonded Cards"
otherButtonParams.position = buttonPos
self.createButton(otherButtonParams)
buttonPos.x = buttonPos.x + MISC_BUTTONS_X_OFFSET
otherButtonParams.click_function = "spawnUpgradeSheets"
otherButtonParams.tooltip = "Customization Upgrade Sheets"
otherButtonParams.position = buttonPos
self.createButton(otherButtonParams)
end
function createCycleButtons()
local cycleButtonParams = {
function_owner = self,
rotation = Vector(0, 0, 0),
height = CYCLE_BUTTON_SIZE,
width = CYCLE_BUTTON_SIZE,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
}
local buttonPos = CYCLE_BUTTON_START:copy()
local rowCount = 0
local colCount = 0
for _, cycle in ipairs(CYCLE_LIST) do
cycleButtonParams.click_function = "spawnCycle" .. cycle
cycleButtonParams.position = buttonPos
cycleButtonParams.tooltip = cycle
self.createButton(cycleButtonParams)
self.setVar(cycleButtonParams.click_function, function(_, _, _) spawnCycle(cycle) end)
colCount = colCount + 1
-- If we've reached the end of a row, shift down and back to the first column
if colCount >= CYCLE_COLUMN_COUNT then
buttonPos = CYCLE_BUTTON_START:copy()
rowCount = rowCount + 1
colCount = 0
buttonPos.z = buttonPos.z + CYCLE_BUTTONS_Z_OFFSET * rowCount
if rowCount == 3 then
-- Account for centered button on the final row
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
end
else
buttonPos.x = buttonPos.x + CYCLE_BUTTONS_X_OFFSET
end
end
end
function createClearButton()
self.createButton({
function_owner = self,
click_function = "deleteAll",
position = Vector(0, 0.1, 0.852),
rotation = Vector(0, 0, 0),
height = 170,
width = 750,
scale = Vector(0.25, 1, 0.25),
color = TRANSPARENT,
})
end
function createInvestigatorModeButtons()
local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
self.createButton({
function_owner = self,
click_function = "setCardsOnlyMode",
position = Vector(0.251, 0.1, -0.322),
rotation = Vector(0, 0, 0),
height = 170,
width = 760,
scale = Vector(0.25, 1, 0.25),
color = starterMode and TRANSPARENT or STARTER_DECK_MODE_SELECTED_COLOR
})
self.createButton({
function_owner = self,
click_function = "setStarterDeckMode",
position = Vector(0.66, 0.1, -0.322),
rotation = Vector(0, 0, 0),
height = 170,
width = 760,
scale = Vector(0.25, 1, 0.25),
color = starterMode and STARTER_DECK_MODE_SELECTED_COLOR or TRANSPARENT
})
local checkX = starterMode and 0.52 or 0.11
self.createButton({
function_owner = self,
label = "✓",
click_function = "doNothing",
position = Vector(checkX, 0.11, -0.317),
rotation = Vector(0, 0, 0),
height = 0,
width = 0,
scale = Vector(0.3, 1, 0.3),
font_color = { 0, 0, 0 },
color = { 1, 1, 1 }
})
end
function toggleHelp(_, playerColor, _)
if helpVisibleToPlayers[playerColor] then
helpVisibleToPlayers[playerColor] = nil
else
helpVisibleToPlayers[playerColor] = true
end
updateHelpVisibility()
end
function updateHelpVisibility()
local visibility = ""
for player, _ in pairs(helpVisibleToPlayers) do
if string.len(visibility) > 0 then
visibility = visibility .. "|" .. player
else
visibility = player
end
end
self.UI.setAttribute("helpText", "visibility", visibility)
self.UI.setAttribute("helpPanel", "visibility", visibility)
self.UI.setAttribute("helpPanel", "active", string.len(visibility) > 0)
end
function setStarterDeckMode()
starterDeckMode = STARTER_DECK_MODE_STARTERS
updateStarterModeButtons()
end
function setCardsOnlyMode()
starterDeckMode = STARTER_DECK_MODE_CARDS_ONLY
updateStarterModeButtons()
end
function updateStarterModeButtons()
local buttonCount = #self.getButtons()
-- Buttons are 0-indexed, so the last three are -1, -2, and -3 from the size
self.removeButton(buttonCount - 1)
self.removeButton(buttonCount - 2)
self.removeButton(buttonCount - 3)
createInvestigatorModeButtons()
end
-- Clears the table and updates positions based on scale. Should be called before ANY card
-- placement
function prepareToPlaceCards()
deleteAll()
scalePositions()
end
-- Updates the positions based on the current object scale to ensure the relative layout functions
-- properly at different scales.
function scalePositions()
-- Assume scaling is consistent in X and Z dimensions
local scale = 1 / self.getScale().x
startPositions = { }
for key, pos in pairs(START_POSITIONS) do
-- Because a scaled object means a different global size, using global distance for Z results in
-- the cards being closer or farther depending on the scale. Leave the Z values and only scale
-- X and Y
startPositions[key] = Vector(pos)
startPositions[key].x = startPositions[key].x * scale
startPositions[key].y = startPositions[key].y * scale
end
cardRowOffset = CARD_ROW_OFFSET * scale
cardGroupOffset = CARD_GROUP_OFFSET * scale
investigatorPositionShiftRow = Vector(INVESTIGATOR_POSITION_SHIFT_ROW):scale(scale)
investigatorPositionShiftCol = Vector(INVESTIGATOR_POSITION_SHIFT_COL):scale(scale)
investigatorCardOffset = Vector(INVESTIGATOR_CARD_OFFSET):scale(scale)
investigatorSignatureOffset = Vector(INVESTIGATOR_SIGNATURE_OFFSET):scale(scale)
end
-- Deletes all cards currently placed on the table
function deleteAll()
spawnBag.recall(true)
end
-- Spawn an investigator group, based on the current UI setting for either investigators or starter
-- decks.
---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
function spawnInvestigatorGroup(groupName)
local starterMode = starterDeckMode == STARTER_DECK_MODE_STARTERS
prepareToPlaceCards()
Wait.frames(function()
if starterMode then
spawnStarters(groupName)
else
spawnInvestigators(groupName)
end
end, 2)
end
-- Spawn cards for all investigators in the given group. This creates piles for all defined
-- investigator cards and minicards as well as the signature cards.
---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
function spawnInvestigators(groupName)
if INVESTIGATOR_GROUPS[groupName] == nil then
printToAll("No " .. groupName .. " data yet")
return
end
local col = 1
local row = 1
local investigatorCount = #INVESTIGATOR_GROUPS[groupName]
local position = getInvestigatorRowStartPos(investigatorCount, row)
for i, investigatorName in ipairs(INVESTIGATOR_GROUPS[groupName]) do
for _, spawnSpec in ipairs(buildInvestigatorSpawnSpec(
investigatorName, INVESTIGATORS[investigatorName], position, false)) do
spawnBag.spawn(spawnSpec)
end
position:add(investigatorPositionShiftCol)
col = col + 1
if col > INVESTIGATOR_MAX_COLS then
col = 1
row = row + 1
position = getInvestigatorRowStartPos(investigatorCount, row)
end
end
end
function getInvestigatorRowStartPos(investigatorCount, row)
local rowStart = Vector(startPositions.investigator)
rowStart:add(Vector(
investigatorPositionShiftRow.x * (row - 1),
investigatorPositionShiftRow.y * (row - 1),
investigatorPositionShiftRow.z * (row - 1)))
local investigatorsInRow =
math.min(investigatorCount - INVESTIGATOR_MAX_COLS * (row - 1), INVESTIGATOR_MAX_COLS)
rowStart:add(Vector(
investigatorPositionShiftCol.x * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
investigatorPositionShiftCol.y * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2,
investigatorPositionShiftCol.z * (INVESTIGATOR_MAX_COLS - investigatorsInRow) / 2))
return rowStart
end
-- Creates the spawn spec for the investigator's signature cards.
---@param investigatorName String. Name of the investigator, matching a key in
--- InvestigatorPanelData
---@param investigatorData Table. Spawn definition for the investigator, retrieved from
--- INVESTIGATORS
---@param position Vector. Where to spawn the minicard; investigagor cards will be placed below
function buildInvestigatorSpawnSpec(investigatorName, investigatorData, position)
local sigPos = Vector(position):add(investigatorSignatureOffset)
local spawns = buildCommonSpawnSpec(investigatorName, investigatorData, position)
table.insert(spawns, {
name = investigatorName.."signatures",
cards = investigatorData.signatures,
globalPos = self.positionToWorld(sigPos),
rotation = FACE_UP_ROTATION,
})
return spawns
end
-- Builds the spawn specs for minicards and investigator cards. These are common enough to be
-- shared, and will only differ in whether they spawn the full stack of possible investigator and
-- minicards, or only the first of each.
---@param investigatorName String. Name of the investigator, matching a key in
--- InvestigatorPanelData
---@param investigatorData Table. Spawn definition for the investigator, retrieved from
--- INVESTIGATORS
---@param position Vector. Where to spawn the minicard; investigagor cards will be placed below
---@param oneCardOnly Boolean. If true, will spawn only the first card in the investigator card
--- and minicard lists. Otherwise, spawn them all in a deck
function buildCommonSpawnSpec(investigatorName, investigatorData, position, oneCardOnly)
local cardPos = Vector(position):add(investigatorCardOffset)
return {
{
name = investigatorName.."minicards",
cards = oneCardOnly and { investigatorData.minicards[1] } or investigatorData.minicards,
globalPos = self.positionToWorld(position),
rotation = FACE_UP_ROTATION,
},
{
name = investigatorName.."cards",
cards = oneCardOnly and { investigatorData.cards[1] } or investigatorData.cards,
globalPos = self.positionToWorld(cardPos),
rotation = FACE_UP_ROTATION,
},
}
end
-- Spawns all starter decks (single minicard and investigator card, plus the starter deck) for
-- investigators in the given group.
---@param groupName String. Name of the group to spawn, matching a key in InvestigatorPanelData
function spawnStarters(groupName)
local col = 1
local row = 1
local investigatorCount = #INVESTIGATOR_GROUPS[groupName]
local position = getInvestigatorRowStartPos(investigatorCount, row)
for _, investigatorName in ipairs(INVESTIGATOR_GROUPS[groupName]) do
spawnStarterDeck(investigatorName, INVESTIGATORS[investigatorName], position)
position:add(investigatorPositionShiftCol)
col = col + 1
if col > INVESTIGATOR_MAX_COLS then
col = 1
row = row + 1
position = getInvestigatorRowStartPos(investigatorCount, row)
end
end
end
-- Spawns the defined starter deck for the given investigator's.
---@param investigatorName String. Name of the investigator, matching a key in
--- InvestigatorPanelData
function spawnStarterDeck(investigatorName, investigatorData, position)
for _, spawnSpec in ipairs(
buildCommonSpawnSpec(investigatorName, INVESTIGATORS[investigatorName], position, true)) do
spawnBag.spawn(spawnSpec)
end
local deckPos = Vector(position):add(investigatorSignatureOffset)
arkhamDb.getDecklist("None", investigatorData.starterDeck, true, false, false, function(slots)
local cardIdList = { }
for id, count in pairs(slots) do
for i = 1, count do
table.insert(cardIdList, id)
end
end
spawnBag.spawn({
name = investigatorName.."starter",
cards = cardIdList,
globalPos = self.positionToWorld(deckPos),
rotation = FACE_DOWN_ROTATION
})
end)
end
-- Clears the currently placed cards, then places cards for the given class and level spread
---@param cardClass String. Class to place ("Guardian", "Seeker", etc)
---@param isUpgraded Boolean. If true, spawn the Level 1-5 cards. Otherwise, Level 0.
function spawnClassCards(cardClass, isUpgraded)
prepareToPlaceCards()
Wait.frames(function() placeClassCards(cardClass, isUpgraded) end, 2)
end
-- Spawn the class cards.
---@param cardClass String. Class to place ("Guardian", "Seeker", etc)
---@param isUpgraded Boolean. If true, spawn the Level 1-5 cards. Otherwise, Level 0.
function placeClassCards(cardClass, isUpgraded)
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
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
local cardIdList = allCardsBag.call("getCardsByClassAndLevel", {class = cardClass, upgraded = isUpgraded})
local skillList = { }
local eventList = { }
local assetList = { }
for _, cardId in ipairs(cardIdList) do
local cardMetadata = allCardsBag.call("getCardById", { id = cardId }).metadata
if (cardMetadata.type == "Skill") then
table.insert(skillList, cardId)
elseif (cardMetadata.type == "Event") then
table.insert(eventList, cardId)
elseif (cardMetadata.type == "Asset") then
table.insert(assetList, cardId)
end
end
local groupPos = Vector(startPositions.classCards)
if #skillList > 0 then
spawnBag.spawn({
name = cardClass .. (isUpgraded and "upgraded" or "basic"),
cards = skillList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.z = groupPos.z + math.ceil(#skillList / 20) * cardRowOffset + cardGroupOffset
end
if #eventList > 0 then
spawnBag.spawn({
name = cardClass .. "event" .. (isUpgraded and "upgraded" or "basic"),
cards = eventList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.z = groupPos.z + math.ceil(#eventList / 20) * cardRowOffset + cardGroupOffset
end
if #assetList > 0 then
spawnBag.spawn({
name = cardClass .. "asset" .. (isUpgraded and "upgraded" or "basic"),
cards = assetList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
end
-- Spawns the investigator sets and all cards for the given cycle
---@param cycle String Name of a cycle, should match the standard used in card metadata
function spawnCycle(cycle)
prepareToPlaceCards()
spawnInvestigators(cycle)
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
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
local cycleCardList = allCardsBag.call("getCardsByCycle", cycle)
local copiedList = { }
for i, id in ipairs(cycleCardList) do
copiedList[i] = id
end
spawnBag.spawn({
name = "cycle"..cycle,
cards = copiedList,
globalPos = self.positionToWorld(startPositions.cycle),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnBonded()
prepareToPlaceCards()
spawnBag.spawn({
name = "bonded",
cards = BONDED_CARD_LIST,
globalPos = self.positionToWorld(startPositions.classCards),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnUpgradeSheets()
prepareToPlaceCards()
spawnBag.spawn({
name = "upgradeSheets",
cards = UPGRADE_SHEET_LIST,
globalPos = self.positionToWorld(startPositions.classCards),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
spawnBag.spawn({
name = "servitor",
cards = { "09080-m" },
globalPos = self.positionToWorld(startPositions.summonedServitor),
rotation = FACE_UP_ROTATION,
})
end
-- Clears the current cards, and places all basic weaknesses on the table.
function spawnWeaknesses()
prepareToPlaceCards()
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
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
local weaknessIdList = allCardsBag.call("getUniqueWeaknesses")
local basicWeaknessList = { }
local otherWeaknessList = { }
for i, id in ipairs(weaknessIdList) do
local cardMetadata = allCardsBag.call("getCardById", { id = id }).metadata
if cardMetadata.basicWeaknessCount ~= nil and cardMetadata.basicWeaknessCount > 0 then
table.insert(basicWeaknessList, id)
elseif excludedNonBasicWeaknesses[id] == nil then
table.insert(otherWeaknessList, id)
end
end
local groupPos = Vector(startPositions.classCards)
spawnBag.spawn({
name = "basicWeaknesses",
cards = basicWeaknessList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.z = groupPos.z + math.ceil(#basicWeaknessList / 20) * cardRowOffset + cardGroupOffset
spawnBag.spawn({
name = "evolvedWeaknesses",
cards = EVOLVED_WEAKNESSES,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
groupPos.z = groupPos.z + math.ceil(#EVOLVED_WEAKNESSES / 20) * cardRowOffset + cardGroupOffset
spawnBag.spawn({
name = "otherWeaknesses",
cards = otherWeaknessList,
globalPos = self.positionToWorld(groupPos),
rotation = FACE_UP_ROTATION,
spread = true,
spreadCols = 20
})
end
function spawnRandomWeakness()
prepareToPlaceCards()
local allCardsBag = getObjectFromGUID(ALL_CARDS_BAG_GUID)
local weaknessId = allCardsBag.call("getRandomWeaknessId")
if (weaknessId == nil) then
broadcastToAll("All basic weaknesses are in play!", {0.9, 0.2, 0.2})
return
end
spawnBag.spawn({
name = "randomWeakness",
cards = { weaknessId },
globalPos = self.positionToWorld(startPositions.randomWeakness),
rotation = FACE_UP_ROTATION,
})
end
end)
__bundle_register("arkhamdb/ArkhamDb", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local playAreaApi = require("core/PlayAreaApi")
local ArkhamDb = { }
local internal = { }
local RANDOM_WEAKNESS_ID = "01000"
local tabooList = { }
--Forward declaration
---@type Request
local Request = {}
local configuration
-- Sets up the ArkhamDb interface. Should be called from the parent object on load.
ArkhamDb.initialize = function()
configuration = internal.getConfiguration()
Request.start({ configuration.api_uri, configuration.taboo }, function(status)
local json = JSON.decode(internal.fixUtf16String(status.text))
for _, taboo in pairs(json) do
---@type <string, boolean>
local cards = {}
for _, card in pairs(JSON.decode(taboo.cards)) do
cards[card.code] = true
end
tabooList[taboo.id] = {
date = taboo.date_start,
cards = cards
}
end
return true, nil
end)
end
-- Start the deck build process for the given player color and deck ID. This
-- will retrieve the deck from ArkhamDB, and pass to a callback for processing.
---@param playerColor String. Color name of the player mat to place this deck on (e.g. "Red").
---@param deckId String. ArkhamDB deck id to be loaded
---@param isPrivate Boolean. Whether this deck is published or private on ArkhamDB
---@param loadNewest Boolean. Whether the newest version of this deck should be loaded
---@param loadInvestigators Boolean. Whether investigator cards should be loaded as part of this
--- deck
---@param callback Function. Callback which will be sent the results of this load. Parameters
--- to the callback will be:
--- slots Table. A map of card ID to count in the deck
--- investigatorCode String. ID of the investigator in this deck
--- customizations Table. The decoded table of customization upgrades in this deck
--- playerColor String. Color this deck is being loaded for
ArkhamDb.getDecklist = function(
playerColor,
deckId,
isPrivate,
loadNewest,
loadInvestigators,
callback)
-- Get a simple card to see if the bag indexes are complete. If not, abort
-- the deck load. The called method will handle player notification.
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
local checkCard = allCardsBag.call("getCardById", { id = "01001" })
if (checkCard ~= nil and checkCard.data == nil) then
return
end
local deckUri = { configuration.api_uri,
isPrivate and configuration.private_deck or configuration.public_deck, deckId }
local deck = Request.start(deckUri, function(status)
if string.find(status.text, "<!DOCTYPE html>") then
internal.maybePrint("Private deck ID " .. deckId .. " is not shared", playerColor)
return false, table.concat({ "Private deck ", deckId, " is not shared" })
end
local json = JSON.decode(status.text)
if not json then
internal.maybePrint("Deck ID " .. deckId .. " not found", playerColor)
return false, "Deck not found!"
end
return true, json
end)
deck:with(internal.onDeckResult, playerColor, loadNewest, loadInvestigators, callback)
end
-- Logs that a card could not be loaded in the mod by printing it to the console in the given
-- color of the player owning the deck. Attempts to look up the name on ArkhamDB for clarity,
-- but prints the card ID if the name cannot be retrieved.
---@param cardId String. ArkhamDB ID of the card that could not be found
---@param playerColor String. Color of the player's deck that had the problem
ArkhamDb.logCardNotFound = function(cardId, playerColor)
local request = Request.start({
configuration.api_uri,
configuration.cards,
cardId
},
function(result)
local adbCardInfo = JSON.decode(internal.fixUtf16String(result.text))
local cardName = adbCardInfo.real_name
if (cardName ~= nil) then
if (adbCardInfo.xp ~= nil and adbCardInfo.xp > 0) then
cardName = cardName .. " (" .. adbCardInfo.xp .. ")"
end
internal.maybePrint("Card not found: " .. cardName .. ", ArkhamDB ID " .. cardId, playerColor)
else
internal.maybePrint("Card not found in ArkhamDB, ID " .. cardId, playerColor)
end
end)
end
-- Callback when the deck information is received from ArkhamDB. Parses the
-- response then applies standard transformations to the deck such as adding
-- random weaknesses and checking for taboos. Once the deck is processed,
-- passes to loadCards to actually spawn the defined deck.
---@param deck ArkhamImportDeck
---@param playerColor String Color name of the player mat to place this deck on (e.g. "Red")
---@param loadNewest Boolean Whether the newest version of this deck should be loaded
---@param loadInvestigators Boolean Whether investigator cards should be loaded as part of this
--- deck
---@param callback Function Callback which will be sent the results of this load. Parameters
--- to the callback will be:
--- slots Table. A map of card ID to count in the deck
--- investigatorCode String. ID of the investigator in this deck
--- bondedList A table of cardID keys to meaningless values. Card IDs in this list were
--- added from a parent bonded card.
--- customizations Table. The decoded table of customization upgrades in this deck
--- playerColor String. Color this deck is being loaded for
internal.onDeckResult = function(deck, playerColor, loadNewest, loadInvestigators, callback)
-- Load the next deck in the upgrade path if the option is enabled
if (loadNewest and deck.next_deck ~= nil and deck.next_deck ~= "") then
buildDeck(playerColor, deck.next_deck)
return
end
internal.maybePrint(table.concat({ "Found decklist: ", deck.name }), playerColor)
-- Initialize deck slot table and perform common transformations. The order of these should not
-- be changed, as later steps may act on cards added in each. For example, a random weakness or
-- investigator may have bonded cards or taboo entries, and should be present
local slots = deck.slots
internal.maybeDrawRandomWeakness(slots, playerColor)
local loadAltInvestigator = "normal"
if loadInvestigators then
loadAltInvestigator = internal.addInvestigatorCards(deck, slots)
end
internal.maybeAddCustomizeUpgradeSheets(slots)
internal.maybeAddSummonedServitor(slots)
internal.maybeAddOnTheMend(slots, playerColor)
internal.maybeAddRealityAcidReference(slots)
local bondList = internal.extractBondedCards(slots)
internal.checkTaboos(deck.taboo_id, slots, playerColor)
-- get upgrades for customizable cards
local customizations = {}
if deck.meta then
customizations = JSON.decode(deck.meta)
end
callback(slots, deck.investigator_code, bondList, customizations, playerColor, loadAltInvestigator)
end
-- Checks to see if the slot list includes the random weakness ID. If it does,
-- removes it from the deck and replaces it with the ID of a random basic weakness provided by the
-- all cards bag
---@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
---@param playerColor String Color of the player this deck is being loaded for. Used for broadcast
--- if a weakness is added.
internal.maybeDrawRandomWeakness = function(slots, playerColor)
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
local randomWeaknessAmount = slots[RANDOM_WEAKNESS_ID] or 0
slots[RANDOM_WEAKNESS_ID] = nil
if randomWeaknessAmount ~= 0 then
for i=1, randomWeaknessAmount do
local weaknessId = allCardsBag.call("getRandomWeaknessId")
slots[weaknessId] = (slots[weaknessId] or 0) + 1
end
internal.maybePrint("Added " .. randomWeaknessAmount .. " random basic weakness(es) to deck", playerColor)
end
end
-- Adds both the investigator (XXXXX) and minicard (XXXXX-m) slots with one copy each
---@param deck Table The processed ArkhamDB deck response
---@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
---@return string: Contains the name of the art that should be loaded ("normal", "promo" or "revised")
internal.addInvestigatorCards = function(deck, slots)
local investigatorId = deck.investigator_code
slots[investigatorId .. "-m"] = 1
local deckMeta = JSON.decode(deck.meta)
-- handling alternative investigator art and parallel investigators
local loadAltInvestigator = "normal"
if deckMeta ~= nil then
local altFrontId = tonumber(deckMeta.alternate_front) or 0
local altBackId = tonumber(deckMeta.alternate_back) or 0
local altArt = { front = "normal", back = "normal" }
-- translating front ID
if altFrontId > 90000 and altFrontId < 90047 then
altArt.front = "parallel"
elseif altFrontId > 01500 and altFrontId < 01506 then
altArt.front = "revised"
elseif altFrontId > 98000 then
altArt.front = "promo"
end
-- translating back ID
if altBackId > 90000 and altBackId < 90047 then
altArt.back = "parallel"
elseif altBackId > 01500 and altBackId < 01506 then
altArt.back = "revised"
elseif altBackId > 98000 then
altArt.back = "promo"
end
-- updating investigatorID based on alt investigator selection
-- precedence: parallel > promo > revised
if altArt.front == "parallel" then
if altArt.back == "parallel" then
investigatorId = investigatorId .. "-p"
else
investigatorId = investigatorId .. "-pf"
end
elseif altArt.back == "parallel" then
investigatorId = investigatorId .. "-pb"
elseif altArt.front == "promo" or altArt.back == "promo" then
loadAltInvestigator = "promo"
elseif altArt.front == "revised" or altArt.back == "revised" then
loadAltInvestigator = "revised"
end
end
slots[investigatorId] = 1
deck.investigator_code = investigatorId
return loadAltInvestigator
end
-- Process the card list looking for the customizable cards, and add their upgrade sheets if needed
---@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
internal.maybeAddCustomizeUpgradeSheets = function(slots)
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
for cardId, _ in pairs(slots) do
-- upgrade sheets for customizable cards
local upgradesheet = allCardsBag.call("getCardById", { id = cardId .. "-c" })
if upgradesheet ~= nil then
slots[cardId .. "-c"] = 1
end
end
end
-- Process the card list looking for the Summoned Servitor, and add its minicard to the list if
-- needed
---@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
internal.maybeAddSummonedServitor = function(slots)
if slots["09080"] ~= nil then
slots["09080-m"] = 1
end
end
-- On the Mend should have 1-per-investigator copies set aside, but ArkhamDB always sends 1. Update
-- the count based on the investigator count
---@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
---@param playerColor String Color of the player this deck is being loaded for. Used for broadcast if an error occurs
internal.maybeAddOnTheMend = function(slots, playerColor)
if slots["09006"] ~= nil then
local investigatorCount = playAreaApi.getInvestigatorCount()
if investigatorCount ~= nil then
slots["09006"] = investigatorCount
else
internal.maybePrint("Something went wrong with the load, adding 4 copies of On the Mend", playerColor)
slots["09006"] = 4
end
end
end
-- Process the card list looking for Reality Acid and adds the reference sheet when needed
---@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
internal.maybeAddRealityAcidReference = function(slots)
if slots["89004"] ~= nil then
slots["89005"] = 1
end
end
-- Process the slot list and looks for any cards which are bonded to those in the deck. Adds those cards to the slot list.
---@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
internal.extractBondedCards = function(slots)
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
-- Create a list of bonded cards first so we don't modify slots while iterating
local bondedCards = { }
local bondedList = { }
for cardId, cardCount in pairs(slots) do
local card = allCardsBag.call("getCardById", { id = cardId })
if (card ~= nil and card.metadata.bonded ~= nil) then
for _, bond in ipairs(card.metadata.bonded) do
bondedCards[bond.id] = bond.count
-- We need to know which cards are bonded to determine their position, remember them
bondedList[bond.id] = true
-- Also adding taboo versions of bonded cards to the list
bondedList[bond.id .. "-t"] = true
end
end
end
-- Add any bonded cards to the main slots list
for bondedId, bondedCount in pairs(bondedCards) do
slots[bondedId] = bondedCount
end
return bondedList
end
-- 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")
---@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
---@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
internal.checkTaboos = function(tabooId, slots, playerColor)
if tabooId then
local allCardsBag = getObjectFromGUID(configuration.card_bag_guid)
for cardId, _ in pairs(tabooList[tabooId].cards) do
if slots[cardId] ~= nil then
-- Make sure there's a taboo version of the card before we replace it
-- SCED only maintains the most recent taboo cards. If a deck is using
-- an older taboo list it's possible the card isn't a taboo any more
local tabooCard = allCardsBag.call("getCardById", { id = cardId .. "-t" })
if tabooCard == nil then
local basicCard = allCardsBag.call("getCardById", { id = cardId })
internal.maybePrint("Taboo version for " .. basicCard.data.Nickname .. " is not available. Using standard version", playerColor)
else
slots[cardId .. "-t"] = slots[cardId]
slots[cardId] = nil
end
end
end
end
end
internal.maybePrint = function(message, playerColor)
if playerColor ~= "None" then
printToAll(message, playerColor)
end
end
-- Gets the ArkhamDB config info from the configuration object.
---@return Table. Configuration data
internal.getConfiguration = function()
local configuration = getObjectsWithTag("import_configuration_provider")[1]:getTable("configuration")
printPriority = configuration.priority
return configuration
end
internal.fixUtf16String = function(str)
return str:gsub("\\u(%w%w%w%w)", function(match)
return string.char(tonumber(match, 16))
end)
end
---@type Request
Request = {
is_done = false,
is_successful = false
}
-- Creates a new instance of a Request. Should not be directly called. Instead use Request.start and Request.deferred.
---@param uri string
---@param configure fun(request: Request, status: WebRequestStatus)
---@return Request
function Request:new(uri, configure)
local this = {}
setmetatable(this, self)
self.__index = self
if type(uri) == "table" then
uri = table.concat(uri, "/")
end
this.uri = uri
WebRequest.get(uri, function(status)
configure(this, status)
end)
return this
end
-- Creates a new request. on_success should set the request's is_done, is_successful, and content variables.
-- 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)
---@param uri string
---@param on_success fun(request: Request, status: WebRequestStatus, vararg any)
---@param on_error fun(status: WebRequestStatus)|nil
---@vararg any[]
---@return Request
function Request.deferred(uri, on_success, on_error, ...)
local parameters = table.pack(...)
return Request:new(uri, function(request, status)
if (status.is_done) then
if (status.is_error) then
request.error_message = on_error and on_error(status, table.unpack(parameters)) or status.error
request.is_successful = false
request.is_done = true
else
on_success(request, status)
end
end
end)
end
-- Creates a new request. on_success should return weather the resultant data is as expected, and the processed content of the request.
---@param uri string
---@param on_success fun(status: WebRequestStatus, vararg any): boolean, any
---@param on_error nil|fun(status: WebRequestStatus, vararg any): string
---@vararg any[]
---@return Request
function Request.start(uri, on_success, on_error, ...)
local parameters = table.pack(...)
return Request.deferred(uri, function(request, status)
local result, message = on_success(status, table.unpack(parameters))
if not result then request.error_message = message else request.content = message end
request.is_successful = result
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("playercards/PlayerCardPanelData", function(require, _LOADED, __bundle_register, __bundle_modules)
BONDED_CARD_LIST = {
"05314", -- Soothing Melody
"06277", -- Wish Eater
"06019", -- Bloodlust
"06022", -- Pendant of the Queen
"05317", -- Blood-rite
"06113", -- Essence of the Dream
"06028", -- Stars Are Right
"06025", -- Guardian of the Crystallizer
"06283", -- Unbound Beast
"06032", -- Zeal
"06031", -- Hope
"06033", -- Augur
"06331", -- Dream Parasite
"06015a", -- Dream-Gate
}
UPGRADE_SHEET_LIST = {
"09040-c", -- Alchemical Distillation
"09023-c", -- Custom Modifications
"09059-c", -- Damning Testimony
"09041-c", -- Emperical Hypothesis
"09060-c", -- Friends in Low Places
"09101-c", -- Grizzled
"09061-c", -- Honed Instinct
"09021-c", -- Hunter's Armor
"09119-c", -- Hyperphysical Shotcaster
"09079-c", -- Living Ink
"09100-c", -- Makeshift Trap
"09099-c", -- Pocket Multi Tool
"09081-c", -- Power Word
"09022-c", -- Runic Axe
"09080-c", -- Summoned Servitor
"09042-c", -- Raven's Quill
}
EVOLVED_WEAKNESSES = {
"04039",
"04041",
"04042",
"53014",
"53015",
}
------------------ START INVESTIGATOR DATA DEFINITION ------------------
INVESTIGATOR_GROUPS = {
["Guardian"] = {
"Roland Banks",
"Zoey Samaras",
"Mark Harrigan",
"Leo Anderson",
"Carolyn Fern",
"Tommy Muldoon",
"Nathaniel Cho",
"Sister Mary",
"Daniela Reyes",
"Carson Sinclair"
},
["Seeker"] = {
"Daisy Walker",
"Rex Murphy",
"Minh Thi Phan",
"Ursula Downs",
"Joe Diamond",
"Mandy Thompson",
"Harvey Walters",
"Amanda Sharpe",
"Norman Withers",
"Vincent Lee"
},
["Rogue"] = {
"\"Skids\" O'Toole",
"Jenny Barnes",
"Sefina Rousseau",
"Finn Edwards",
"Preston Fairmont",
"Tony Morgan",
"Winifred Habbamock",
"Trish Scarborough",
"Monterey Jack",
"Kymani Jones"
},
["Mystic"] = {
"Agnes Baker",
"Jim Culver",
"Akachi Onyele",
"Father Mateo",
"Diana Stanley",
"Marie Lambeau",
"Luke Robinson",
"Jacqueline Fine",
"Dexter Drake",
"Lily Chen",
"Amina Zidane",
"Gloria Goldberg"
},
["Survivor"] = {
"Wendy Adams",
"\"Ashcan\" Pete",
"William Yorick",
"Calvin Wright",
"Rita Young",
"Patrice Hathaway",
"Stella Clark",
"Silas Marsh",
"Bob Jenkins",
"Darrell Simmons"
},
["Neutral"] = {
"Lola Hayes",
"Charlie Kane",
"Subject 5U-21"
},
["Core"] = {
"Roland Banks",
"Daisy Walker",
"\"Skids\" O'Toole",
"Agnes Baker",
"Wendy Adams"
},
["The Dunwich Legacy"] = {
"Zoey Samaras",
"Rex Murphy",
"Jenny Barnes",
"Jim Culver",
"\"Ashcan\" Pete"
},
["The Path to Carcosa"] = {
"Mark Harrigan",
"Minh Thi Phan",
"Sefina Rousseau",
"Akachi Onyele",
"William Yorick",
"Lola Hayes"
},
["The Forgotten Age"] = {
"Leo Anderson",
"Ursula Downs",
"Finn Edwards",
"Father Mateo",
"Calvin Wright"
},
["The Circle Undone"] = {
"Carolyn Fern",
"Joe Diamond",
"Preston Fairmont",
"Diana Stanley",
"Rita Young",
"Marie Lambeau"
},
["The Dream-Eaters"] = {
"Tommy Muldoon",
"Mandy Thompson",
"Tony Morgan",
"Luke Robinson",
"Patrice Hathaway"
},
["Investigator Packs"] = {
"Nathaniel Cho",
"Harvey Walters",
"Winifred Habbamock",
"Jacqueline Fine",
"Stella Clark",
"Gloria Goldberg"
},
["The Innsmouth Conspiracy"] = {
"Sister Mary",
"Amanda Sharpe",
"Trish Scarborough",
"Dexter Drake",
"Silas Marsh"
},
["Edge of the Earth"] = {
"Daniela Reyes",
"Norman Withers",
"Monterey Jack",
"Lily Chen",
"Bob Jenkins"
},
["The Scarlet Keys"] = {
"Carson Sinclair",
"Vincent Lee",
"Kymani Jones",
"Amina Zidane",
"Darrell Simmons",
"Charlie Kane"
}
}
INVESTIGATORS = { }
--Core--
INVESTIGATORS["Roland Banks"] = {
cards = { "01001", "01001-p", "01001-pf", "01001-pb" },
minicards = { "01001-m" },
signatures = { "01006", "01007", "90030", "90031", "90025", "90026", "90027", "90028", "90029", "98005", "98006" },
starterDeck = "2624931"
}
INVESTIGATORS["Daisy Walker"] = {
cards = { "01002", "01002-p", "01002-pf", "01002-pb" },
minicards = { "01002-m" },
signatures = { "01008", "01009", "90002", "90003" },
starterDeck = "2624938"
}
INVESTIGATORS["\"Skids\" O'Toole"] = {
cards = { "01003", "01003-p", "01003-pf", "01003-pb" },
minicards = { "01003-m" },
signatures = { "01010", "01011", "90009", "90010" },
starterDeck = "2624940"
}
INVESTIGATORS["Agnes Baker"] = {
cards = { "01004", "01004-p", "01004-pf", "01004-pb" },
minicards = { "01004-m" },
signatures = { "01012", "01013", "90018", "90019" },
starterDeck = "2624944"
}
INVESTIGATORS["Wendy Adams"] = {
cards = { "01005", "01005-p", "01005-pf", "01005-pb"},
minicards = { "01005-m" },
signatures = { "01014", "01015", "01515", "90039", "90040", "90038" },
starterDeck = "2624949"
}
--Dunwich--
INVESTIGATORS["Zoey Samaras"] = {
cards = { "02001" },
minicards = { "02001-m" },
signatures = { "02006", "02007" },
starterDeck = "2624950"
}
INVESTIGATORS["Rex Murphy"] = {
cards = { "02002", "02002-t" },
minicards = { "02002-m" },
signatures = { "02008", "02009" },
starterDeck = "2624958"
}
INVESTIGATORS["Jenny Barnes"] = {
cards = { "02003" },
minicards = { "02003-m" },
signatures = { "02010", "02011", "98002", "98003" },
starterDeck = "2624961"
}
INVESTIGATORS["Jim Culver"] = {
cards = { "02004" },
minicards = { "02004-m" },
signatures = { "02012", "02013" },
starterDeck = "2624965"
}
INVESTIGATORS["\"Ashcan\" Pete"] = {
cards = { "02005", "02005-p", "02005-pf", "02005-pb" },
minicards = { "02005-m" },
signatures = { "02014", "02015", "90047", "90048" },
starterDeck = "2624969"
}
--Carcosa--
INVESTIGATORS["Mark Harrigan"] = {
cards = { "03001" },
minicards = { "03001-m" },
signatures = { "03007", "03008", "03009" },
starterDeck = "2624975"
}
INVESTIGATORS["Minh Thi Phan"] = {
cards = { "03002" },
minicards = { "03002-m" },
signatures = { "03010", "03011" },
starterDeck = "2624979"
}
INVESTIGATORS["Sefina Rousseau"] = {
cards = { "03003" },
minicards = { "03003-m" },
signatures = { "03012", "03012", "03012", "03013" },
starterDeck = "2624981"
}
INVESTIGATORS["Akachi Onyele"] = {
cards = { "03004" },
minicards = { "03004-m" },
signatures = { "03014", "03015" },
starterDeck = "2624984"
}
INVESTIGATORS["William Yorick"] = {
cards = { "03005" },
minicards = { "03005-m" },
signatures = { "03016", "03017" },
starterDeck = "2624988"
}
INVESTIGATORS["Lola Hayes"] = {
cards = { "03006", "03006-t" },
minicards = { "03006-m" },
signatures = { "03018", "03018", "03019", "03019", "03019-t", "03019-t" },
starterDeck = "2624990"
}
--Forgotten--
INVESTIGATORS["Leo Anderson"] = {
cards = { "04001" },
minicards = { "04001-m" },
signatures = { "04006", "04007" },
starterDeck = "2624994"
}
INVESTIGATORS["Ursula Downs"] = {
cards = { "04002" },
minicards = { "04002-m" },
signatures = { "04008", "04009" },
starterDeck = "2625000"
}
INVESTIGATORS["Finn Edwards"] = {
cards = { "04003" },
minicards = { "04003-m" },
signatures = { "04010", "04011", "04012" },
starterDeck = "2625003"
}
INVESTIGATORS["Father Mateo"] = {
cards = { "04004" },
minicards = { "04004-m" },
signatures = { "04013", "04014" },
starterDeck = "2625005"
}
INVESTIGATORS["Calvin Wright"] = {
cards = { "04005" },
minicards = { "04005-m" },
signatures = { "04015", "04016" },
starterDeck = "2625007"
}
--Circle--
INVESTIGATORS["Carolyn Fern"] = {
cards = { "05001" },
minicards = { "05001-m" },
signatures = { "05007", "05008", "98011", "98012" },
starterDeck = "2626342"
}
INVESTIGATORS["Joe Diamond"] = {
cards = { "05002" },
minicards = { "05002-m" },
signatures = { "05009", "05010" },
starterDeck = "2626347"
}
INVESTIGATORS["Preston Fairmont"] = {
cards = { "05003" },
minicards = { "05003-m" },
signatures = { "05011", "05012" },
starterDeck = "2626365"
}
INVESTIGATORS["Diana Stanley"] = {
cards = { "05004" },
minicards = { "05004-m" },
signatures = { "05013", "05014", "05015" },
starterDeck = "2626385"
}
INVESTIGATORS["Rita Young"] = {
cards = { "05005" },
minicards = { "05005-m" },
signatures = { "05016", "05017" },
starterDeck = "2626387"
}
INVESTIGATORS["Marie Lambeau"] = {
cards = { "05006" },
minicards = { "05006-m" },
signatures = { "05018", "05019" },
starterDeck = "2626395"
}
--Dream--
INVESTIGATORS["Tommy Muldoon"] = {
cards = { "06001" },
minicards = { "06001-m" },
signatures = { "06006", "06007" },
starterDeck = "2626402"
}
INVESTIGATORS["Mandy Thompson"] = {
cards = { "06002", "06002-t" },
minicards = { "06002-m" },
signatures = { "06008", "06008", "06008", "06009" },
starterDeck = "2626410"
}
INVESTIGATORS["Tony Morgan"] = {
cards = { "06003" },
minicards = { "06003-m" },
signatures = { "06010", "06011", "06011", "06012" },
starterDeck = "2626446"
}
INVESTIGATORS["Luke Robinson"] = {
cards = { "06004" },
minicards = { "06004-m" },
signatures = { "06013", "06014", "06015" },
starterDeck = "2626452"
}
INVESTIGATORS["Patrice Hathaway"] = {
cards = { "06005" },
minicards = { "06005-m" },
signatures = { "06016", "06017" },
starterDeck = "2626461"
}
--Starter--
INVESTIGATORS["Nathaniel Cho"] = {
cards = { "60101" },
minicards = { "60101-m" },
signatures = { "60102", "60103" },
starterDeck = "2643925"
}
INVESTIGATORS["Harvey Walters"] = {
cards = { "60201" },
minicards = { "60201-m" },
signatures = { "60202", "60203" },
starterDeck = "2643928"
}
INVESTIGATORS["Winifred Habbamock"] = {
cards = { "60301" },
minicards = { "60301-m" },
signatures = { "60302", "60303" },
starterDeck = "2643931"
}
INVESTIGATORS["Jacqueline Fine"] = {
cards = { "60401" },
minicards = { "60401-m" },
signatures = { "60402", "60403" },
starterDeck = "2643932"
}
INVESTIGATORS["Stella Clark"] = {
cards = { "60501" },
minicards = { "60501-m" },
signatures = { "60502", "60502", "60502", "60503" },
starterDeck = "2643934"
}
--Innsmouth--
INVESTIGATORS["Sister Mary"] = {
cards = { "07001" },
minicards = { "07001-m" },
signatures = { "07006", "07007" },
starterDeck = "2626464"
}
INVESTIGATORS["Amanda Sharpe"] = {
cards = { "07002" },
minicards = { "07002-m" },
signatures = { "07008", "07009" },
starterDeck = "2626469"
}
INVESTIGATORS["Trish Scarborough"] = {
cards = { "07003" },
minicards = { "07003-m" },
signatures = { "07010", "07011" },
starterDeck = "2626479"
}
INVESTIGATORS["Dexter Drake"] = {
cards = { "07004" },
minicards = { "07004-m" },
signatures = { "07012", "07013", "98017", "98018" },
starterDeck = "2626672"
}
INVESTIGATORS["Silas Marsh"] = {
cards = { "07005" },
minicards = { "07005-m" },
signatures = { "07014", "07015", "07016", "98014", "98015" },
starterDeck = "2626685"
}
--Edge--
INVESTIGATORS["Daniela Reyes"] = {
cards = { "08001" },
minicards = { "08001-m" },
signatures = {"08002", "08003" },
starterDeck = "2634588"
}
INVESTIGATORS["Norman Withers"] = {
cards = { "08004" },
minicards = { "08004-m" },
signatures = { "08005", "08006", "98008", "98009" },
starterDeck = "2634603"
}
INVESTIGATORS["Monterey Jack"] = {
cards = { "08007" },
minicards = { "08007-m" },
signatures = { "08008", "08009" },
starterDeck = "2634652"
}
INVESTIGATORS["Lily Chen"] = {
cards = { "08010" },
minicards = { "08010-m" },
signatures = { "08011a", "08012a", "08013a", "08014a", "08015", "08015", "08015", "08015" },
starterDeck = "2634658"
}
INVESTIGATORS["Bob Jenkins"] = {
cards = { "08016" },
minicards = { "08016-m" },
signatures = { "08017", "08018" },
starterDeck = "2634643"
}
--Scarlet--
INVESTIGATORS["Carson Sinclair"] = {
cards = { "09001" },
minicards = { "09001-m" },
signatures = { "09002", "09002", "09003" },
starterDeck = "2634667 "
}
INVESTIGATORS["Vincent Lee"] = {
cards = { "09004" },
minicards = { "09004-m" },
signatures = { "09005", "09006", "09006", "09006", "09006", "09007" },
starterDeck = "2634675"
}
INVESTIGATORS["Kymani Jones"] = {
cards = { "09008" },
minicards = { "09008-m" },
signatures = { "09009", "09010" },
starterDeck = "2634701"
}
INVESTIGATORS["Amina Zidane"] = {
cards = { "09011" },
minicards = { "09011-m" },
signatures = { "09012", "09013", "09014" },
starterDeck = "2634697"
}
INVESTIGATORS["Darrell Simmons"] = {
cards = { "09015" },
minicards = { "09015-m" },
signatures = { "09016", "09017" },
starterDeck = "2634757"
}
INVESTIGATORS["Charlie Kane"] = {
cards = { "09018" },
minicards = { "09018-m" },
signatures = { "09019", "09020" },
starterDeck = "2634706"
}
INVESTIGATORS["Subject 5U-21"] = {
cards = { "89001" },
minicards = { "89001-m" },
signatures = { "89002", "89003", "89003", "89003", "89004", "89004", "89004", "89005" },
starterDeck = "2624990" -- Lola's deck id until Suzi is on ArkhamDB
}
--Promo--
INVESTIGATORS["Gloria Goldberg"] = {
cards = { "98019" },
minicards = { "98019-m" },
signatures = { "98020", "98021" },
starterDeck = "2636199"
}
------------------ END INVESTIGATOR DATA DEFINITION ------------------
end)
__bundle_register("playercards/SpawnBag", function(require, _LOADED, __bundle_register, __bundle_modules)
require("playercards/PlayerCardSpawner")
-- Allows spawning of defined lists of cards which will be created from the template in the All
-- Player Cards bag. SpawnBag.spawn will create objects based on a table definition, while
-- SpawnBag.recall will clean them all up. Recall will be limited to a small area around the
-- spawned objects. Objects moved out of this area will not be cleaned up.
--
-- SpawnSpec: Spawning requires a spawn specification with the following structure:
-- {
-- name: Name of this spawn content, used for internal tracking. Multiple specs can be spawned,
-- but each requires a separate name
-- cards: A list of card IDs to be spawned
-- globalPos: Where the spawned objects should be placed, in global coordinates. This should be
-- a valid Vector with x, y, and z defined, e.g. { x = 5, y = 1, z = 15 }
-- rotation: Rotation for the spawned objects. X=180 should be used for face down items. As with
-- globalPos, this should be a valid Vector with x, y, and z defined
-- spread: Optional Boolean. If present and true, cards will be spawned next to each other in a
-- spread moving to the right. globalPos will define the location of the first card, each
-- after that will be moved a predefined distance
-- spreadCols: Optional integer. If spread is true, specifies the maximum columns cards will be
-- laid out in before starting a new row. If spread is true but spreadCols is not set, all
-- cards will be in a single row (however long that may be)
-- }
-- See BondedBag.ttslua for an example
do
local SpawnBag = { }
local internal = { }
-- To assist debugging, will draw a box around the recall zone when it's set up
local SHOW_RECALL_ZONE = false
local ALL_CARDS_GUID = "15bb07"
-- Distance to expand the recall zone around any added object.
local RECALL_BUFFER_X = 0.9
local RECALL_BUFFER_Z = 0.5
-- In order to mimic the behavior of the previous memory buttons we use a temporary bag when
-- recalling objects. This bag is tiny and transparent, and will be placed at the same location as
-- this object. Once all placed cards are recalled bag to this bag, it will be destroyed
local RECALL_BAG = {
Name = "Bag",
Transform = {
scaleX = 0.01,
scaleY = 0.01,
scaleZ = 0.01,
},
ColorDiffuse = {
r = 0,
g = 0,
b = 0,
a = 0,
},
Locked = true,
Grid = true,
Snap = false,
Tooltip = false,
}
-- Tracks what has been placed by this "bag" so they can be recalled
local placedSpecs = { }
local placedObjectGuids = { }
local recallZone = nil
-- Loads a table of saved state, extracted during the parent object's onLoad
SpawnBag.loadFromSave = function(saveTable)
placedSpecs = saveTable.placed
placedObjectGuids = saveTable.placedObjects
recallZone = saveTable.recall
end
-- Generates a table of save state that can be included in the parent object's onSave
SpawnBag.getStateForSave = function()
return {
placed = placedSpecs,
placedObjects = placedObjectGuids,
recall = recallZone,
}
end
-- Places the given spawnSpec on the table. See SpawnBag.ttslua header for spawnSpec table data and
-- examples
SpawnBag.spawn = function(spawnSpec)
-- Limit to one placement at a time
if (placedSpecs[spawnSpec.name]) then
return
end
if (spawnSpec == nil) then
-- TODO: error here
return
end
local cardsToSpawn = { }
local allCardsBag = getObjectFromGUID(ALL_CARDS_GUID)
local cardList = spawnSpec.cards
for _, cardId in ipairs(cardList) do
local cardData = allCardsBag.call("getCardById", { id = cardId })
if (cardData ~= nil) then
table.insert(cardsToSpawn, cardData)
else
-- TODO: error here
end
end
if (spawnSpec.spread) then
Spawner.spawnCardSpread(cardsToSpawn, spawnSpec.globalPos, spawnSpec.spreadCols or 9999, spawnSpec.rotation, false, internal.recordPlacedObject)
else
-- TTS decks come out in reverse order of the cards, reverse the list so the input order stays
-- This only applies for decks; spreads are spawned by us in the order given
if spawnSpec.rotation.z != 180 then
cardsToSpawn = internal.reverseList(cardsToSpawn)
end
Spawner.spawnCards(cardsToSpawn, spawnSpec.globalPos, spawnSpec.rotation, false, internal.recordPlacedObject)
end
placedSpecs[spawnSpec.name] = true
end
-- Recalls all spawned objects to the bag, and clears the placedObjectGuids list
---@param fast Boolean. If true, cards will be deleted directly without faking the bag recall.
SpawnBag.recall = function(fast)
if fast then
internal.deleteSpawned()
else
internal.recallSpawned()
end
-- We've recalled everything we can, some cards may have been moved out of the
-- card area. Just reset at this point.
placedSpecs = { }
placedObjectGuids = { }
recallZone = nil
end
-- Deleted all spawned cards.
internal.deleteSpawned = function()
for guid, _ in pairs(placedObjectGuids) do
local obj = getObjectFromGUID(guid)
if (obj ~= nil) then
if (internal.isInRecallZone(obj)) then
obj.destruct()
end
placedObjectGuids[guid] = nil
end
end
end
-- Recalls spawned cards with a fake bag that replicates the memory bag recall style.
internal.recallSpawned = function()
local trash = spawnObjectData({data = RECALL_BAG, position = self.getPosition()})
for guid, _ in pairs(placedObjectGuids) do
local obj = getObjectFromGUID(guid)
if (obj ~= nil) then
if (internal.isInRecallZone(obj)) then
trash.putObject(obj)
end
placedObjectGuids[guid] = nil
end
end
trash.destruct()
end
-- Callback for when an object has been spawned. Tracks the object for later recall and updates the
-- recall zone.
internal.recordPlacedObject = function(spawned)
placedObjectGuids[spawned.getGUID()] = true
internal.expandRecallZone(spawned)
end
-- Expands the current recall zone based on the position of the given object. The recall zone will
-- be maintained as the bounding box of the extreme object positions, plus a small amount of buffer
internal.expandRecallZone = function(spawnedCard)
local pos = spawnedCard.getPosition()
if (recallZone == nil) then
-- First card out of the bag, initialize surrounding that
recallZone = { }
recallZone.upperLeft = { x = pos.x + RECALL_BUFFER_X, z = pos.z + RECALL_BUFFER_Z }
recallZone.lowerRight = { x = pos.x - RECALL_BUFFER_X, z = pos.z - RECALL_BUFFER_Z }
return
else
if (pos.x > recallZone.upperLeft.x) then
recallZone.upperLeft.x = pos.x + RECALL_BUFFER_X
end
if (pos.x < recallZone.lowerRight.x) then
recallZone.lowerRight.x = pos.x - RECALL_BUFFER_X
end
if (pos.z > recallZone.upperLeft.z) then
recallZone.upperLeft.z = pos.z + RECALL_BUFFER_Z
end
if (pos.z < recallZone.lowerRight.z) then
recallZone.lowerRight.z = pos.z - RECALL_BUFFER_Z
end
end
if (SHOW_RECALL_ZONE) then
local y = 1.5
local thick = 0.05
Global.setVectorLines({
{
points = { {recallZone.upperLeft.x,y,recallZone.upperLeft.z}, {recallZone.upperLeft.x,y,recallZone.lowerRight.z} },
color = {1,0,0},
thickness = thick,
rotation = {0,0,0},
},
{
points = { {recallZone.upperLeft.x,y,recallZone.lowerRight.z}, {recallZone.lowerRight.x,y,recallZone.lowerRight.z} },
color = {1,0,0},
thickness = thick,
rotation = {0,0,0},
},
{
points = { {recallZone.lowerRight.x,y,recallZone.lowerRight.z}, {recallZone.lowerRight.x,y,recallZone.upperLeft.z} },
color = {1,0,0},
thickness = thick,
rotation = {0,0,0},
},
{
points = { {recallZone.lowerRight.x,y,recallZone.upperLeft.z}, {recallZone.upperLeft.x,y,recallZone.upperLeft.z} },
color = {1,0,0},
thickness = thick,
rotation = {0,0,0},
},
})
end
end
-- Checks to see if the given object is in the current recall zone. If there isn't a recall zone,
-- will return true so that everything can be easily cleaned up.
internal.isInRecallZone = function(obj)
if (recallZone == nil) then
return true
end
local pos = obj.getPosition()
return (pos.x < recallZone.upperLeft.x and pos.x > recallZone.lowerRight.x
and pos.z < recallZone.upperLeft.z and pos.z > recallZone.lowerRight.z)
end
internal.reverseList = function(list)
local reversed = { }
for i = 1, #list do
reversed[i] = list[#list - i + 1]
end
return reversed
end
return SpawnBag
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("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("playercards/PlayerCardPanel")
end)
return __bundle_require("__root")