1911 lines
71 KiB
Plaintext
1911 lines
71 KiB
Plaintext
-- Bundled by luabundle {"version":"1.6.0"}
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local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
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local loadingPlaceholder = {[{}] = true}
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local register
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local modules = {}
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local require
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local loaded = {}
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register = function(name, body)
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if not modules[name] then
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modules[name] = body
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end
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end
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require = function(name)
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local loadedModule = loaded[name]
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if loadedModule then
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if loadedModule == loadingPlaceholder then
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return nil
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end
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else
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if not modules[name] then
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if not superRequire then
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local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
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error('Tried to require ' .. identifier .. ', but no such module has been registered')
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else
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return superRequire(name)
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end
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end
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loaded[name] = loadingPlaceholder
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loadedModule = modules[name](require, loaded, register, modules)
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loaded[name] = loadedModule
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end
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return loadedModule
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end
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return require, loaded, register, modules
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end)(nil)
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__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayAreaApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getPlayArea()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
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end
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local function getInvestigatorCounter()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
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end
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-- Returns the current value of the investigator counter from the playermat
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---@return number: Number of investigators currently set on the counter
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PlayAreaApi.getInvestigatorCount = function()
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return getInvestigatorCounter().getVar("val")
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end
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-- Updates the current value of the investigator counter from the playermat
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---@param count number Number of investigators to set on the counter
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PlayAreaApi.setInvestigatorCount = function(count)
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getInvestigatorCounter().call("updateVal", count)
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end
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-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
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-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
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---@param playerColor string Color of the player requesting the shift for messages
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PlayAreaApi.shiftContentsUp = function(playerColor)
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getPlayArea().call("shiftContentsUp", playerColor)
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end
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PlayAreaApi.shiftContentsDown = function(playerColor)
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getPlayArea().call("shiftContentsDown", playerColor)
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end
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PlayAreaApi.shiftContentsLeft = function(playerColor)
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getPlayArea().call("shiftContentsLeft", playerColor)
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end
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PlayAreaApi.shiftContentsRight = function(playerColor)
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getPlayArea().call("shiftContentsRight", playerColor)
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end
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---@param state boolean This controls whether location connections should be drawn
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PlayAreaApi.setConnectionDrawState = function(state)
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getPlayArea().call("setConnectionDrawState", state)
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end
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---@param color string Connection color to be used for location connections
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PlayAreaApi.setConnectionColor = function(color)
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getPlayArea().call("setConnectionColor", color)
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end
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-- Event to be called when the current scenario has changed
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---@param scenarioName string Name of the new scenario
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PlayAreaApi.onScenarioChanged = function(scenarioName)
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getPlayArea().call("onScenarioChanged", scenarioName)
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end
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-- Sets this playermat's snap points to limit snapping to locations or not.
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-- If matchTypes is false, snap points will be reset to snap all cards.
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---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
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PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
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getPlayArea().call("setLimitSnapsByType", matchCardTypes)
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end
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-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
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-- cards before they're destroyed by entering the container
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PlayAreaApi.tryObjectEnterContainer = function(container, object)
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getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
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end
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-- Counts the VP on locations in the play area
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PlayAreaApi.countVP = function()
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return getPlayArea().call("countVP")
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end
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-- Highlights all locations in the play area without metadata
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---@param state boolean True if highlighting should be enabled
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PlayAreaApi.highlightMissingData = function(state)
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return getPlayArea().call("highlightMissingData", state)
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end
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-- Highlights all locations in the play area with VP
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---@param state boolean True if highlighting should be enabled
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PlayAreaApi.highlightCountedVP = function(state)
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return getPlayArea().call("countVP", state)
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end
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-- Checks if an object is in the play area (returns true or false)
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PlayAreaApi.isInPlayArea = function(object)
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return getPlayArea().call("isInPlayArea", object)
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end
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-- Returns the current surface of the play area
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PlayAreaApi.getSurface = function()
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return getPlayArea().getCustomObject().image
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end
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-- Updates the surface of the play area
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PlayAreaApi.updateSurface = function(url)
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return getPlayArea().call("updateSurface", url)
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end
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-- Returns a deep copy of the currently tracked locations
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PlayAreaApi.getTrackedLocations = function()
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local t = {}
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for k, v in pairs(getPlayArea().call("getTrackedLocations", {})) do
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t[k] = v
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end
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return t
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end
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-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
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-- data to the local token manager instance.
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---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
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PlayAreaApi.updateLocations = function(args)
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getPlayArea().call("updateLocations", args)
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end
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PlayAreaApi.getCustomDataHelper = function()
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return getPlayArea().getVar("customDataHelper")
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end
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return PlayAreaApi
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end
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end)
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__bundle_register("core/PlayArea", function(require, _LOADED, __bundle_register, __bundle_modules)
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local searchLib = require("util/SearchLib")
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local tokenManager = require("core/token/TokenManager")
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-- Location connection directional options
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local BIDIRECTIONAL = 0
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local ONE_WAY = 1
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local INCOMING_ONE_WAY = 2
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-- Connector draw parameters
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local CONNECTION_THICKNESS = 0.015
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local DRAGGING_CONNECTION_THICKNESS = 0.15
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local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 }
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local DIRECTIONAL_ARROW_DISTANCE = 3.5
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local ARROW_ARM_LENGTH = 0.9
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local ARROW_ANGLE = 25
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-- Height to draw the connector lines, places them just above the table and always below cards
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local CONNECTION_LINE_Y = 1.529
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-- used for recreating the link to a custom data helper after image change
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customDataHelper = nil
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local DEFAULT_URL = "http://cloud-3.steamusercontent.com/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
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local SHIFT_OFFSETS = {
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left = { x = 0.00, y = 0, z = 7.67 },
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right = { x = 0.00, y = 0, z = -7.67 },
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up = { x = 6.54, y = 0, z = 0.00 },
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down = { x = -6.54, y = 0, z = 0.00 }
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}
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local SHIFT_EXCLUSION = {
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["b7b45b"] = true,
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["f182ee"] = true,
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["721ba2"] = true
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}
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local LOC_LINK_EXCLUDE_SCENARIOS = {
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["The Witching Hour"] = true,
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["The Heart of Madness"] = true
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}
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local locations = {}
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local locationConnections = {}
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local draggingGuids = {}
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local missingData = {}
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local collisionEnabled = false
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local currentScenario, connectionsEnabled
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---------------------------------------------------------
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-- general code
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---------------------------------------------------------
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function onSave()
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return JSON.encode({
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trackedLocations = locations,
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currentScenario = currentScenario,
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connectionColor = connectionColor,
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connectionsEnabled = connectionsEnabled
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})
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end
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function onLoad(savedData)
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if savedData and savedData ~= "" then
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local loadedData = JSON.decode(savedData) or {}
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locations = loadedData.trackedLocations or {}
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currentScenario = loadedData.currentScenario
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connectionColor = loadedData.connectionColor or { 0.4, 0.4, 0.4, 1 }
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connectionsEnabled = loadedData.connectionsEnabled
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end
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-- this needs to be here since the playarea will be reloaded when the image changes
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self.interactable = false
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Wait.time(function() collisionEnabled = true end, 0.1)
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end
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-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
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-- data to the local token manager instance.
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---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
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function updateLocations(args)
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customDataHelper = getObjectFromGUID(args[1])
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if customDataHelper ~= nil then
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tokenManager.addLocationData(customDataHelper.getTable("LOCATIONS_DATA"))
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end
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end
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---------------------------------------------------------
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-- TTS event handling
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---------------------------------------------------------
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function onCollisionEnter(collisionInfo)
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if not collisionEnabled then return end
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local object = collisionInfo.collision_object
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if object.type == "Deck" then
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table.insert(missingData, object)
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end
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-- only continue for cards
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if object.type ~= "Card" then return end
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-- check if we should spawn clues here and do so according to playercount
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if shouldSpawnTokens(object) then
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tokenManager.spawnForCard(object)
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end
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-- If this card was being dragged, clear the dragging connections. A multi-drag/drop may send
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-- the dropped card immediately into a deck, so this has to be done here
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if draggingGuids[object.getGUID()] ~= nil then
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object.setVectorLines({})
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draggingGuids[object.getGUID()] = nil
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end
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maybeTrackLocation(object)
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end
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function onCollisionExit(collisionInfo)
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maybeUntrackLocation(collisionInfo.collision_object)
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end
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-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
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function onObjectDestroy(object)
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maybeUntrackLocation(object)
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end
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function onObjectPickUp(_, object)
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if object.type ~= "Card" then return end
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-- onCollisionExit USUALLY fires first, so we have to check the card to see if it's a location we should be tracking
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if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
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local pickedUpGuid = object.getGUID()
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local metadata = JSON.decode(object.getGMNotes()) or {}
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if metadata.type == "Location" then
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-- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in
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-- the same frame). This causes a mismatch in the data between dragging the on-table, and
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-- that one frame draws connectors on the card which then show up as shadows for snap points.
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-- Waiting ensures we always do thing in the expected Exit->PickUp order
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Wait.frames(function()
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if object.is_face_down then
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draggingGuids[pickedUpGuid] = metadata.locationBack
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else
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draggingGuids[pickedUpGuid] = metadata.locationFront
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end
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rebuildConnectionList()
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end, 2)
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end
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end
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end
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-- Due to the frequence of onUpdate calls, ensure that we only process any changes once
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function onUpdate()
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local needsConnectionRebuild = false
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local needsConnectionDraw = false
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for guid, _ in pairs(draggingGuids) do
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local obj = getObjectFromGUID(guid)
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if obj == nil or not isInPlayArea(obj) then
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draggingGuids[guid] = nil
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needsConnectionRebuild = true
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-- If object still exists then it's outside the area and needs to lose the lines attached to it
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if obj ~= nil then
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obj.setVectorLines({})
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end
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end
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-- Even if the last location left the play area, need one last draw to clear the lines
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needsConnectionDraw = true
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end
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if needsConnectionRebuild then
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rebuildConnectionList()
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end
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if needsConnectionDraw then
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drawDraggingConnections()
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end
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end
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-- Global event handler, delegated from Global. Clears any connection lines from dragged cards
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-- before they are destroyed by entering a deck. Removal of the card from the dragging list will
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-- be handled during the next onUpdate() call.
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function tryObjectEnterContainer()
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for draggedGuid, _ in pairs(draggingGuids) do
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local draggedObj = getObjectFromGUID(draggedGuid)
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if draggedObj ~= nil then
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draggedObj.setVectorLines({})
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end
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end
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end
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---------------------------------------------------------
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-- main functionality
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---------------------------------------------------------
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function shouldSpawnTokens(card)
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local metadata = JSON.decode(card.getGMNotes())
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if metadata == nil then
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return tokenManager.hasLocationData(card)
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end
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return metadata.type == "Location"
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or metadata.type == "Enemy"
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or metadata.type == "Treachery"
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or metadata.weakness
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-- hardcoded IDs for "Makeshift Trap" and "Shrine of the Moirai"
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-- these cards are events with uses, that attach to encounter cards and thus will enter play in the playarea
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-- TODO: probably turn this into a metadata field if we get more cards like that
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or metadata.id == "07310"
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or metadata.id == "09100"
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end
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-- Checks the given card and adds it to the list of locations tracked for connection purposes.
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-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
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---@param card tts__Object A card object, possibly a location.
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function maybeTrackLocation(card)
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-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
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-- Ignore any collision where the centerpoint isn't in the area
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if isInPlayArea(card) then
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local metadata = JSON.decode(card.getGMNotes())
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if metadata == nil then
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table.insert(missingData, card)
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else
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if metadata.type == "Location" then
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if card.is_face_down then
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locations[card.getGUID()] = metadata.locationBack
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else
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locations[card.getGUID()] = metadata.locationFront
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end
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-- only draw connection lines for not-excluded scenarios
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if showLocationLinks() then
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rebuildConnectionList()
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drawBaseConnections()
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end
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end
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end
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end
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end
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-- Stop tracking a location for connection drawing. This should be called for both collision exit
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-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
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-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
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-- be cleared in the next onUpdate() cycle.
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---@param card tts__Object Card to (maybe) stop tracking
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function maybeUntrackLocation(card)
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-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
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-- area. If the object is now locked, don't remove it.
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if locations[card.getGUID()] ~= nil and not card.locked then
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locations[card.getGUID()] = nil
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rebuildConnectionList()
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drawBaseConnections()
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end
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end
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-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
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-- This will update the connection information and store it in the locationConnections data member,
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-- but does not draw those connections. This should often be followed by a call to drawBaseConnections()
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function rebuildConnectionList()
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if not showLocationLinks() then
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locationConnections = {}
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return
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end
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local iconCardList = {}
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-- Build a list of cards with each icon as their location ID
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for cardId, metadata in pairs(draggingGuids) do
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buildLocListByIcon(cardId, iconCardList, metadata)
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end
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for cardId, metadata in pairs(locations) do
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buildLocListByIcon(cardId, iconCardList, metadata)
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end
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-- Pair up all the icons
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locationConnections = {}
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for cardId, metadata in pairs(draggingGuids) do
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buildConnection(cardId, iconCardList, metadata)
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end
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for cardId, metadata in pairs(locations) do
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if draggingGuids[cardId] == nil then
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buildConnection(cardId, iconCardList, metadata)
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end
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end
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end
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-- Extracts the card's icon string into a list of individual location icons
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---@param cardId string GUID of the card to pull the icon data from
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---@param iconCardList table A table of icon->GUID list. Mutable, will be updated by this method
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---@param locData table A table containing the metadata for the card (for the correct side)
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function buildLocListByIcon(cardId, iconCardList, locData)
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if locData ~= nil and locData.icons ~= nil then
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for icon in string.gmatch(locData.icons, "%a+") do
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if iconCardList[icon] == nil then
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iconCardList[icon] = {}
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end
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table.insert(iconCardList[icon], cardId)
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end
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end
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end
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-- Builds the connections for the given cardID by finding matching icons and adding them to the
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-- Playarea's locationConnections table.
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---@param cardId string GUID of the card to build the connections for
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---@param iconCardList table A table of icon->GUID List. Used to find matching icons for connections.
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---@param locData table A table containing the metadata for the card (for the correct side)
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function buildConnection(cardId, iconCardList, locData)
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if locData ~= nil and locData.connections ~= nil then
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locationConnections[cardId] = {}
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for icon in string.gmatch(locData.connections, "%a+") do
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if iconCardList[icon] ~= nil then
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for _, connectedGuid in ipairs(iconCardList[icon]) do
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-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
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if locationConnections[connectedGuid] ~= nil
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and (locationConnections[connectedGuid][cardId] == ONE_WAY
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or locationConnections[connectedGuid][cardId] == BIDIRECTIONAL) then
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locationConnections[connectedGuid][cardId] = BIDIRECTIONAL
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locationConnections[cardId][connectedGuid] = nil
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else
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if locationConnections[connectedGuid] == nil then
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locationConnections[connectedGuid] = {}
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end
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locationConnections[cardId][connectedGuid] = ONE_WAY
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locationConnections[connectedGuid][cardId] = INCOMING_ONE_WAY
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end
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end
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end
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end
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end
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end
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-- Draws the lines for connections currently in locationConnections but not in draggingGuids.
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function drawBaseConnections()
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if not showLocationLinks() then
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locationConnections = {}
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self.setVectorLines({})
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return
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end
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local cardConnectionLines = {}
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for originGuid, targetGuids in pairs(locationConnections) do
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-- Objects should reliably exist at this point, but since this can be called during onUpdate the
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-- object checks are conservative just to make sure.
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local origin = getObjectFromGUID(originGuid)
|
|
if draggingGuids[originGuid] == nil and origin ~= nil then
|
|
for targetGuid, direction in pairs(targetGuids) do
|
|
local target = getObjectFromGUID(targetGuid)
|
|
if draggingGuids[targetGuid] == nil and target ~= nil then
|
|
-- Since we process the full list, we're guaranteed to hit any ONE_WAY connections later
|
|
-- so we can ignore INCOMING_ONE_WAY
|
|
if direction == BIDIRECTIONAL then
|
|
addBidirectionalVector(origin, target, self, cardConnectionLines)
|
|
elseif direction == ONE_WAY then
|
|
addOneWayVector(origin, target, self, cardConnectionLines)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
self.setVectorLines(cardConnectionLines)
|
|
end
|
|
|
|
-- Draws the lines for cards which are currently being dragged.
|
|
function drawDraggingConnections()
|
|
if not showLocationLinks() then return end
|
|
local ownedVectors = {}
|
|
|
|
for originGuid, _ in pairs(draggingGuids) do
|
|
targetGuids = locationConnections[originGuid]
|
|
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
|
|
-- object checks are conservative just to make sure.
|
|
local origin = getObjectFromGUID(originGuid)
|
|
if draggingGuids[originGuid] and origin ~= nil and targetGuids ~= nil then
|
|
ownedVectors[originGuid] = {}
|
|
for targetGuid, direction in pairs(targetGuids) do
|
|
local target = getObjectFromGUID(targetGuid)
|
|
if target ~= nil then
|
|
if direction == BIDIRECTIONAL then
|
|
addBidirectionalVector(origin, target, origin, ownedVectors[originGuid])
|
|
elseif direction == ONE_WAY then
|
|
addOneWayVector(origin, target, origin, ownedVectors[originGuid])
|
|
elseif direction == INCOMING_ONE_WAY and not draggingGuids[targetGuid] then
|
|
addOneWayVector(target, origin, origin, ownedVectors[originGuid])
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
for ownerGuid, vectors in pairs(ownedVectors) do
|
|
local card = getObjectFromGUID(ownerGuid)
|
|
card.setVectorLines(vectors)
|
|
end
|
|
end
|
|
|
|
-- Draws a bidirectional location connection between the two cards, adding the necessary lines to the list
|
|
---@param card1 tts__Object One of the card objects to connect
|
|
---@param card2 tts__Object The other card object to connect
|
|
---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
|
|
--- positioning and scaling, as well as highlighting connections during a drag operation
|
|
---@param lines table List of vector line elements. Mutable, will be updated to add this connector
|
|
function addBidirectionalVector(card1, card2, vectorOwner, lines)
|
|
local cardPos1 = card1.getPosition()
|
|
local cardPos2 = card2.getPosition()
|
|
cardPos1.y = CONNECTION_LINE_Y
|
|
cardPos2.y = CONNECTION_LINE_Y
|
|
|
|
local pos1 = vectorOwner.positionToLocal(cardPos1)
|
|
local pos2 = vectorOwner.positionToLocal(cardPos2)
|
|
|
|
table.insert(lines, {
|
|
points = { pos1, pos2 },
|
|
color = vectorOwner == self and connectionColor or DRAGGING_CONNECTION_COLOR,
|
|
thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
|
|
})
|
|
end
|
|
|
|
-- Draws a one-way location connection between the two cards, adding the lines to do so to the
|
|
-- given lines list. Arrows will point towards the target card.
|
|
---@param origin tts__Object Origin card in the connection
|
|
---@param target tts__Object Target card object to connect
|
|
---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
|
|
--- positioning and scaling, as well as highlighting connections during a drag operation
|
|
---@param lines table List of vector line elements. Mutable, will be updated to add this connector
|
|
function addOneWayVector(origin, target, vectorOwner, lines)
|
|
-- Start with the BiDi then add the arrow lines to it
|
|
addBidirectionalVector(origin, target, vectorOwner, lines)
|
|
local originPos = origin.getPosition()
|
|
local targetPos = target.getPosition()
|
|
originPos.y = CONNECTION_LINE_Y
|
|
targetPos.y = CONNECTION_LINE_Y
|
|
|
|
-- Calculate distance to be closer for horizontal positions than vertical, since cards are taller than wide
|
|
local heading = Vector(originPos):sub(targetPos):heading("y")
|
|
local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
|
|
|
|
-- Calculate the three possible arrow positions. These are offset by half the arrow length to
|
|
-- make them visually balanced by keeping the arrows centered, not tracking the point
|
|
local midpoint = Vector(originPos):add(targetPos):scale(0.5):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
|
|
local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
|
|
local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
|
|
|
|
if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
|
|
addArrowLines(midpoint, originPos, vectorOwner, lines)
|
|
else
|
|
addArrowLines(closeToOrigin, originPos, vectorOwner, lines)
|
|
addArrowLines(closeToTarget, originPos, vectorOwner, lines)
|
|
end
|
|
end
|
|
|
|
-- Draws an arrowhead at the given position.
|
|
---@param arrowheadPos tts__Vector Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
|
|
---@param originPos tts__Vector Origin point of the connection, used to position the arrow arms
|
|
---@param vectorOwner tts__Object The object which these lines will be set to. Used for relative
|
|
--- positioning and scaling, as well as highlighting connections during a drag operation
|
|
---@param lines table List of vector line elements. Mutable, will be updated to add this arrow
|
|
function addArrowLines(arrowheadPos, originPos, vectorOwner, lines)
|
|
local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
|
|
local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
|
|
|
|
local head = vectorOwner.positionToLocal(arrowheadPos)
|
|
local arm1 = vectorOwner.positionToLocal(arrowArm1)
|
|
local arm2 = vectorOwner.positionToLocal(arrowArm2)
|
|
table.insert(lines, {
|
|
points = { arm1, head, arm2 },
|
|
color = vectorOwner == self and connectionColor or DRAGGING_CONNECTION_COLOR,
|
|
thickness = vectorOwner == self and CONNECTION_THICKNESS or DRAGGING_CONNECTION_THICKNESS,
|
|
})
|
|
end
|
|
|
|
-- Count victory points from locations in play area
|
|
---@param highlightOff boolean True if highlighting should be enabled
|
|
---@return. Returns the total amount of VP found in the play area
|
|
function countVP(highlightOff)
|
|
local totalVP = 0
|
|
|
|
for cardId, metadata in pairs(locations) do
|
|
local card = getObjectFromGUID(cardId)
|
|
if metadata ~= nil and card ~= nil then
|
|
if highlightOff == true then
|
|
card.highlightOff("Green")
|
|
end
|
|
|
|
local cardVP = tonumber(metadata.victory) or 0
|
|
if cardVP ~= 0 and not cardHasClues(card) then
|
|
totalVP = totalVP + cardVP
|
|
if highlightOff == false then
|
|
card.highlightOn("Green")
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return totalVP
|
|
end
|
|
|
|
-- Checks if a card has clues on it
|
|
---@param card tts__Object Card to check for clues
|
|
---@return boolean hasClues True if card has clues on it
|
|
function cardHasClues(card)
|
|
local searchResult = searchLib.onObject(card, "isClue")
|
|
return #searchResult > 0
|
|
end
|
|
|
|
-- Highlights all locations in the play area without metadata
|
|
---@param state boolean True if highlighting should be enabled
|
|
function highlightMissingData(state)
|
|
for i, obj in pairs(missingData) do
|
|
if obj ~= nil then
|
|
if state then
|
|
obj.highlightOff("Red")
|
|
else
|
|
obj.highlightOn("Red")
|
|
end
|
|
else
|
|
missingData[i] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
---------------------------------------------------------
|
|
-- functions for outside calls
|
|
---------------------------------------------------------
|
|
|
|
-- 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 (used for error messages)
|
|
function shiftContentsUp(playerColor)
|
|
shiftContents(playerColor, "up")
|
|
end
|
|
|
|
function shiftContentsDown(playerColor)
|
|
shiftContents(playerColor, "down")
|
|
end
|
|
|
|
function shiftContentsLeft(playerColor)
|
|
shiftContents(playerColor, "left")
|
|
end
|
|
|
|
function shiftContentsRight(playerColor)
|
|
shiftContents(playerColor, "right")
|
|
end
|
|
|
|
function shiftContents(playerColor, direction)
|
|
local zone = guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayAreaZone")
|
|
if not zone then
|
|
broadcastToColor("Scripting zone couldn't be found.", playerColor, "Red")
|
|
return
|
|
end
|
|
|
|
for _, object in ipairs(zone.getObjects()) do
|
|
if not (SHIFT_EXCLUSION[object.getGUID()] or object.hasTag("displacement_excluded")) then
|
|
object.translate(SHIFT_OFFSETS[direction])
|
|
end
|
|
end
|
|
Wait.time(drawBaseConnections, 0.1)
|
|
end
|
|
|
|
-- Sets the image of the playarea
|
|
---@param newURL string URL for the new surface image
|
|
function updateSurface(newURL)
|
|
local customInfo = self.getCustomObject()
|
|
|
|
if newURL ~= "" and newURL ~= nil and newURL ~= DEFAULT_URL then
|
|
customInfo.image = newURL
|
|
broadcastToAll("New Playarea Image Applied", "Green")
|
|
else
|
|
customInfo.image = DEFAULT_URL
|
|
broadcastToAll("Default Playarea Image Applied", "Green")
|
|
end
|
|
|
|
self.setCustomObject(customInfo)
|
|
|
|
local guid = nil
|
|
if customDataHelper then
|
|
guid = customDataHelper.getGUID()
|
|
end
|
|
|
|
self.script_state = onSave()
|
|
self.reload()
|
|
|
|
if guid ~= nil then
|
|
Wait.time(function() updateLocations({ guid }) end, 1)
|
|
end
|
|
end
|
|
|
|
-- Toggles the tags for the playarea'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
|
|
function setLimitSnapsByType(matchTypes)
|
|
local snaps = self.getSnapPoints()
|
|
for _, snap in ipairs(snaps) do
|
|
if matchTypes then
|
|
if snap.tags == nil then
|
|
snap.tags = { "Location" }
|
|
else
|
|
table.insert(snap.tags, "Location")
|
|
end
|
|
else
|
|
snap.tags = nil
|
|
end
|
|
end
|
|
self.setSnapPoints(snaps)
|
|
end
|
|
|
|
-- called by the option panel to enabled / disable location connections
|
|
function setConnectionDrawState(state)
|
|
connectionsEnabled = state
|
|
rebuildConnectionList()
|
|
drawBaseConnections()
|
|
end
|
|
|
|
-- called by the option panel to edit the location connection color
|
|
function setConnectionColor(color)
|
|
connectionColor = color
|
|
rebuildConnectionList()
|
|
drawBaseConnections()
|
|
end
|
|
|
|
function onScenarioChanged(scenarioName)
|
|
currentScenario = scenarioName
|
|
if not showLocationLinks() then
|
|
broadcastToAll("Automatic location connections not available for this scenario")
|
|
end
|
|
end
|
|
|
|
function getTrackedLocations()
|
|
return locations
|
|
end
|
|
|
|
---------------------------------------------------------
|
|
-- utility functions
|
|
---------------------------------------------------------
|
|
|
|
-- Check to see if the given object is within the bounds of the play area (using X and Z coordinates)
|
|
---@param object tts__Object Object to check
|
|
---@return boolean: True if the object is inside the play area
|
|
function isInPlayArea(object)
|
|
local bounds = self.getBounds()
|
|
local position = object.getPosition()
|
|
-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
|
|
local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2 }
|
|
local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2 }
|
|
|
|
return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
|
|
end
|
|
|
|
function showLocationLinks()
|
|
return not LOC_LINK_EXCLUDE_SCENARIOS[currentScenario] and connectionsEnabled
|
|
end
|
|
|
|
function round(num, numDecimalPlaces)
|
|
local mult = 10 ^ (numDecimalPlaces or 0)
|
|
return math.floor(num * mult + 0.5) / mult
|
|
end
|
|
|
|
-- Rebuilds local snap points (could be useful in the future again)
|
|
function buildSnaps()
|
|
local upperleft = { x = 1.53, z = -1.09 }
|
|
local lowerright = { x = -1.53, z = 1.55 }
|
|
local snaps = {}
|
|
|
|
-- creates 81 snap points, for uneven rows + columns it makes a rotation snap point
|
|
for i = 1, 9 do
|
|
for j = 1, 9 do
|
|
local snap = {}
|
|
snap.position = {}
|
|
snap.position.x = round(upperleft.x - (upperleft.x - lowerright.x) * (i - 1) / 8, 3)
|
|
snap.position.y = 0.1
|
|
snap.position.z = round(upperleft.z - (upperleft.z - lowerright.z) * (j - 1) / 8, 3)
|
|
|
|
-- enable rotation snaps for uneven rows / columns
|
|
if (i % 2 ~= 0) and (j % 2 ~= 0) then
|
|
snap.rotation = { 0, 0, 0 }
|
|
snap.rotation_snap = true
|
|
end
|
|
|
|
table.insert(snaps, snap)
|
|
end
|
|
end
|
|
self.setSnapPoints(snaps)
|
|
end
|
|
end)
|
|
__bundle_register("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local SearchLib = {}
|
|
local filterFunctions = {
|
|
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,
|
|
isUniversalToken = function(x) return x.getMemo() == "universalActionAbility" 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
|
|
})
|
|
|
|
-- filter the result for matching objects
|
|
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)
|
|
local pos = obj.getPosition()
|
|
local 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)
|
|
local 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)
|
|
local size = { 0.1, 2, 0.1 }
|
|
local direction = { 0, -1, 0 }
|
|
local maxDistance = pos.y
|
|
return returnSearchResult(pos, _, size, filter, direction, maxDistance)
|
|
end
|
|
|
|
return SearchLib
|
|
end
|
|
end)
|
|
__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local guidReferenceApi = require("core/GUIDReferenceApi")
|
|
local optionPanelApi = require("core/OptionPanelApi")
|
|
local playAreaApi = require("core/PlayAreaApi")
|
|
local playermatApi = require("playermat/PlayermatApi")
|
|
local searchLib = require("util/SearchLib")
|
|
local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
|
|
|
|
local PLAYER_CARD_TOKEN_OFFSETS = {
|
|
[1] = {
|
|
Vector(0, 3, -0.2)
|
|
},
|
|
[2] = {
|
|
Vector(0.4, 3, -0.2),
|
|
Vector(-0.4, 3, -0.2)
|
|
},
|
|
[3] = {
|
|
Vector(0, 3, -0.9),
|
|
Vector(0.4, 3, -0.2),
|
|
Vector(-0.4, 3, -0.2)
|
|
},
|
|
[4] = {
|
|
Vector(0.4, 3, -0.9),
|
|
Vector(-0.4, 3, -0.9),
|
|
Vector(0.4, 3, -0.2),
|
|
Vector(-0.4, 3, -0.2)
|
|
},
|
|
[5] = {
|
|
Vector(0.7, 3, -0.9),
|
|
Vector(0, 3, -0.9),
|
|
Vector(-0.7, 3, -0.9),
|
|
Vector(0.4, 3, -0.2),
|
|
Vector(-0.4, 3, -0.2)
|
|
},
|
|
[6] = {
|
|
Vector(0.7, 3, -0.9),
|
|
Vector(0, 3, -0.9),
|
|
Vector(-0.7, 3, -0.9),
|
|
Vector(0.7, 3, -0.2),
|
|
Vector(0, 3, -0.2),
|
|
Vector(-0.7, 3, -0.2)
|
|
},
|
|
[7] = {
|
|
Vector(0.7, 3, -0.9),
|
|
Vector(0, 3, -0.9),
|
|
Vector(-0.7, 3, -0.9),
|
|
Vector(0.7, 3, -0.2),
|
|
Vector(0, 3, -0.2),
|
|
Vector(-0.7, 3, -0.2),
|
|
Vector(0, 3, 0.5)
|
|
},
|
|
[8] = {
|
|
Vector(0.7, 3, -0.9),
|
|
Vector(0, 3, -0.9),
|
|
Vector(-0.7, 3, -0.9),
|
|
Vector(0.7, 3, -0.2),
|
|
Vector(0, 3, -0.2),
|
|
Vector(-0.7, 3, -0.2),
|
|
Vector(-0.35, 3, 0.5),
|
|
Vector(0.35, 3, 0.5)
|
|
},
|
|
[9] = {
|
|
Vector(0.7, 3, -0.9),
|
|
Vector(0, 3, -0.9),
|
|
Vector(-0.7, 3, -0.9),
|
|
Vector(0.7, 3, -0.2),
|
|
Vector(0, 3, -0.2),
|
|
Vector(-0.7, 3, -0.2),
|
|
Vector(0.7, 3, 0.5),
|
|
Vector(0, 3, 0.5),
|
|
Vector(-0.7, 3, 0.5)
|
|
},
|
|
[10] = {
|
|
Vector(0.7, 3, -0.9),
|
|
Vector(0, 3, -0.9),
|
|
Vector(-0.7, 3, -0.9),
|
|
Vector(0.7, 3, -0.2),
|
|
Vector(0, 3, -0.2),
|
|
Vector(-0.7, 3, -0.2),
|
|
Vector(0.7, 3, 0.5),
|
|
Vector(0, 3, 0.5),
|
|
Vector(-0.7, 3, 0.5),
|
|
Vector(0, 3, 1.2)
|
|
},
|
|
[11] = {
|
|
Vector(0.7, 3, -0.9),
|
|
Vector(0, 3, -0.9),
|
|
Vector(-0.7, 3, -0.9),
|
|
Vector(0.7, 3, -0.2),
|
|
Vector(0, 3, -0.2),
|
|
Vector(-0.7, 3, -0.2),
|
|
Vector(0.7, 3, 0.5),
|
|
Vector(0, 3, 0.5),
|
|
Vector(-0.7, 3, 0.5),
|
|
Vector(-0.35, 3, 1.2),
|
|
Vector(0.35, 3, 1.2)
|
|
},
|
|
[12] = {
|
|
Vector(0.7, 3, -0.9),
|
|
Vector(0, 3, -0.9),
|
|
Vector(-0.7, 3, -0.9),
|
|
Vector(0.7, 3, -0.2),
|
|
Vector(0, 3, -0.2),
|
|
Vector(-0.7, 3, -0.2),
|
|
Vector(0.7, 3, 0.5),
|
|
Vector(0, 3, 0.5),
|
|
Vector(-0.7, 3, 0.5),
|
|
Vector(0.7, 3, 1.2),
|
|
Vector(0, 3, 1.2),
|
|
Vector(-0.7, 3, 1.2)
|
|
}
|
|
}
|
|
|
|
-- stateIDs for the multi-stated resource tokens
|
|
local stateTable = {
|
|
["resource"] = 1,
|
|
["ammo"] = 2,
|
|
["bounty"] = 3,
|
|
["charge"] = 4,
|
|
["evidence"] = 5,
|
|
["secret"] = 6,
|
|
["supply"] = 7,
|
|
["offering"] = 8
|
|
}
|
|
|
|
-- Table of data extracted from the token source bag, keyed by the Memo on each token which
|
|
-- should match the token type keys ("resource", "clue", etc)
|
|
local tokenTemplates
|
|
|
|
local playerCardData
|
|
local locationData
|
|
|
|
local TokenManager = {}
|
|
local internal = {}
|
|
|
|
-- Spawns tokens for the card. This function is built to just throw a card at it and let it do
|
|
-- the work once a card has hit an area where it might spawn tokens. It will check to see if
|
|
-- the card has already spawned, find appropriate data from either the uses metadata or the Data
|
|
-- Helper, and spawn the tokens.
|
|
---@param card tts__Object Card to maybe spawn tokens for
|
|
---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
|
|
--- spawned for that type. e.g. Akachi's playermat should pass "Charge"=1
|
|
TokenManager.spawnForCard = function(card, extraUses)
|
|
if tokenSpawnTrackerApi.hasSpawnedTokens(card.getGUID()) then
|
|
return
|
|
end
|
|
local metadata = JSON.decode(card.getGMNotes())
|
|
if metadata ~= nil then
|
|
internal.spawnTokensFromUses(card, extraUses)
|
|
else
|
|
internal.spawnTokensFromDataHelper(card)
|
|
end
|
|
end
|
|
|
|
-- Spawns a set of tokens on the given card.
|
|
---@param card tts__Object Card to spawn tokens on
|
|
---@param tokenType string Type of token to spawn (template needs to be in source bag)
|
|
---@param tokenCount number How many tokens to spawn. For damage or horror this value will be set to the
|
|
-- spawned state object rather than spawning multiple tokens
|
|
---@param shiftDown? number An offset for the z-value of this group of tokens
|
|
---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens
|
|
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, subType)
|
|
local optionPanel = optionPanelApi.getOptions()
|
|
|
|
if tokenType == "damage" or tokenType == "horror" then
|
|
TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
|
|
elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "enabled" then
|
|
TokenManager.spawnResourceCounterToken(card, tokenCount)
|
|
elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "custom" and tokenCount == 0 then
|
|
TokenManager.spawnResourceCounterToken(card, tokenCount)
|
|
else
|
|
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, subType)
|
|
end
|
|
end
|
|
|
|
-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror tokens.
|
|
---@param card tts__Object Card to spawn tokens on
|
|
---@param tokenType string Type of token to spawn (template needs to be in source bag)
|
|
---@param tokenValue number Value to set the damage/horror to
|
|
TokenManager.spawnCounterToken = function(card, tokenType, tokenValue, shiftDown)
|
|
if tokenValue < 1 or tokenValue > 50 then return end
|
|
|
|
local pos = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[1][1] + Vector(0, 0, shiftDown))
|
|
local rot = card.getRotation()
|
|
TokenManager.spawnToken(pos, tokenType, rot, function(spawned)
|
|
-- token starts in state 1, so don't attempt to change it to avoid error
|
|
if tokenValue ~= 1 then
|
|
spawned.setState(tokenValue)
|
|
end
|
|
end)
|
|
end
|
|
|
|
TokenManager.spawnResourceCounterToken = function(card, tokenCount)
|
|
local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5))
|
|
local rot = card.getRotation()
|
|
TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned)
|
|
spawned.call("updateVal", tokenCount)
|
|
end)
|
|
end
|
|
|
|
-- Spawns a number of tokens.
|
|
---@param tokenType string Type of token to spawn (template needs to be in source bag)
|
|
---@param tokenCount number How many tokens to spawn
|
|
---@param shiftDown? number An offset for the z-value of this group of tokens
|
|
---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource or action tokens
|
|
TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, subType)
|
|
-- not checking the max at this point since clue offsets are calculated dynamically
|
|
if tokenCount < 1 then return end
|
|
|
|
local offsets = {}
|
|
if tokenType == "clue" then
|
|
offsets = internal.buildClueOffsets(card, tokenCount)
|
|
else
|
|
-- only up to 12 offset tables defined
|
|
if tokenCount > 12 then
|
|
printToAll("Attempting to spawn " .. tokenCount .. " tokens. Spawning clickable counter instead.")
|
|
TokenManager.spawnResourceCounterToken(card, tokenCount)
|
|
return
|
|
end
|
|
for i = 1, tokenCount do
|
|
offsets[i] = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[tokenCount][i])
|
|
-- Fix the y-position for the spawn, since positionToWorld considers rotation which can
|
|
-- have bad results for face up/down differences
|
|
offsets[i].y = card.getPosition().y + 0.15
|
|
end
|
|
end
|
|
|
|
if shiftDown ~= nil then
|
|
-- Copy the offsets to make sure we don't change the static values
|
|
local baseOffsets = offsets
|
|
offsets = {}
|
|
|
|
-- get a vector for the shifting (downwards local to the card)
|
|
local shiftDownVector = Vector(0, 0, shiftDown):rotateOver("y", card.getRotation().y)
|
|
for i, baseOffset in ipairs(baseOffsets) do
|
|
offsets[i] = baseOffset + shiftDownVector
|
|
end
|
|
end
|
|
|
|
if offsets == nil then
|
|
error("couldn't find offsets for " .. tokenCount .. ' tokens')
|
|
return
|
|
end
|
|
|
|
-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
|
|
local callback = nil
|
|
local stateID = stateTable[string.lower(subType or "")]
|
|
if tokenType == "resource" and stateID ~= nil and stateID ~= 1 then
|
|
callback = function(spawned) spawned.setState(stateID) end
|
|
elseif tokenType == "universalActionAbility" then
|
|
local matColor = playermatApi.getMatColorByPosition(card.getPosition())
|
|
local class = playermatApi.returnInvestigatorClass(matColor)
|
|
|
|
callback = function(spawned) spawned.call("updateClassAndSymbol", { class = class, symbol = subType or class }) end
|
|
end
|
|
|
|
for i = 1, tokenCount do
|
|
TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback)
|
|
end
|
|
end
|
|
|
|
-- Spawns a single token at the given global position by copying it from the template bag.
|
|
---@param position tts__Vector Global position to spawn the token
|
|
---@param tokenType string Type of token to spawn (template needs to be in source bag)
|
|
---@param rotation tts__Vector Rotation to be used for the new token. Only the y-value will be used,
|
|
-- x and z will use the default rotation from the source bag
|
|
---@param callback? function A callback function triggered after the new token is spawned
|
|
TokenManager.spawnToken = function(position, tokenType, rotation, callback)
|
|
internal.initTokenTemplates()
|
|
local loadTokenType = tokenType
|
|
if tokenType == "clue" or tokenType == "doom" then
|
|
loadTokenType = "clueDoom"
|
|
end
|
|
if tokenTemplates[loadTokenType] == nil then
|
|
error("Unknown token type '" .. tokenType .. "'")
|
|
return
|
|
end
|
|
local tokenTemplate = tokenTemplates[loadTokenType]
|
|
|
|
-- Take ONLY the Y-value for rotation, so we don't flip the token coming out of the bag
|
|
local rot = Vector(tokenTemplate.Transform.rotX, 270, tokenTemplate.Transform.rotZ)
|
|
if rotation ~= nil then
|
|
rot.y = rotation.y
|
|
end
|
|
if tokenType == "doom" then
|
|
rot.z = 180
|
|
end
|
|
|
|
tokenTemplate.Nickname = ""
|
|
return spawnObjectData({
|
|
data = tokenTemplate,
|
|
position = position,
|
|
rotation = rot,
|
|
callback_function = callback
|
|
})
|
|
end
|
|
|
|
-- Checks a card for metadata to maybe replenish it
|
|
---@param card tts__Object Card object to be replenished
|
|
---@param uses table The already decoded metadata.uses (to avoid decoding again)
|
|
TokenManager.maybeReplenishCard = function(card, uses)
|
|
-- TODO: support for cards with multiple uses AND replenish (as of yet, no official card needs that)
|
|
if uses[1].count and uses[1].replenish then
|
|
internal.replenishTokens(card, uses)
|
|
end
|
|
end
|
|
|
|
-- Pushes new player card data into the local copy of the Data Helper player data.
|
|
---@param dataTable table Key/Value pairs following the DataHelper style
|
|
TokenManager.addPlayerCardData = function(dataTable)
|
|
internal.initDataHelperData()
|
|
for k, v in pairs(dataTable) do
|
|
playerCardData[k] = v
|
|
end
|
|
end
|
|
|
|
-- Pushes new location data into the local copy of the Data Helper location data.
|
|
---@param dataTable table Key/Value pairs following the DataHelper style
|
|
TokenManager.addLocationData = function(dataTable)
|
|
internal.initDataHelperData()
|
|
for k, v in pairs(dataTable) do
|
|
locationData[k] = v
|
|
end
|
|
end
|
|
|
|
-- Checks to see if the given card has location data in the DataHelper
|
|
---@param card tts__Object Card to check for data
|
|
---@return boolean: True if this card has data in the helper, false otherwise
|
|
TokenManager.hasLocationData = function(card)
|
|
internal.initDataHelperData()
|
|
return internal.getLocationData(card) ~= nil
|
|
end
|
|
|
|
internal.initTokenTemplates = function()
|
|
if tokenTemplates ~= nil then
|
|
return
|
|
end
|
|
tokenTemplates = {}
|
|
local tokenSource = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSource")
|
|
for _, tokenTemplate in ipairs(tokenSource.getData().ContainedObjects) do
|
|
local tokenName = tokenTemplate.Memo
|
|
tokenTemplates[tokenName] = tokenTemplate
|
|
end
|
|
end
|
|
|
|
-- Copies the data from the DataHelper. Will only happen once.
|
|
internal.initDataHelperData = function()
|
|
if playerCardData ~= nil then
|
|
return
|
|
end
|
|
local dataHelper = guidReferenceApi.getObjectByOwnerAndType("Mythos", "DataHelper")
|
|
playerCardData = dataHelper.getTable('PLAYER_CARD_DATA')
|
|
locationData = dataHelper.getTable('LOCATIONS_DATA')
|
|
end
|
|
|
|
-- Spawn tokens for a card based on the uses metadata. This will consider the face up/down state
|
|
-- of the card for both locations and standard cards.
|
|
---@param card tts__Object Card to maybe spawn tokens for
|
|
---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
|
|
--- spawned for that type. e.g. Akachi's playermat should pass "Charge"=1
|
|
internal.spawnTokensFromUses = function(card, extraUses)
|
|
local uses = internal.getUses(card)
|
|
if uses == nil then return end
|
|
|
|
-- go through tokens to spawn
|
|
local tokenCount
|
|
for i, useInfo in ipairs(uses) do
|
|
tokenCount = (useInfo.count or 0) + (useInfo.countPerInvestigator or 0) * playAreaApi.getInvestigatorCount()
|
|
if extraUses ~= nil and extraUses[useInfo.type] ~= nil then
|
|
tokenCount = tokenCount + extraUses[useInfo.type]
|
|
end
|
|
-- Shift each spawned group after the first down so they don't pile on each other
|
|
TokenManager.spawnTokenGroup(card, useInfo.token, tokenCount, (i - 1) * 0.8, useInfo.type)
|
|
end
|
|
|
|
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
|
|
end
|
|
|
|
-- Spawn tokens for a card based on the data helper data. This will consider the face up/down state
|
|
-- of the card for both locations and standard cards.
|
|
---@param card tts__Object Card to maybe spawn tokens for
|
|
internal.spawnTokensFromDataHelper = function(card)
|
|
internal.initDataHelperData()
|
|
local playerData = internal.getPlayerCardData(card)
|
|
if playerData ~= nil then
|
|
internal.spawnPlayerCardTokensFromDataHelper(card, playerData)
|
|
end
|
|
local locationData = internal.getLocationData(card)
|
|
if locationData ~= nil then
|
|
internal.spawnLocationTokensFromDataHelper(card, locationData)
|
|
end
|
|
end
|
|
|
|
-- Spawn tokens for a player card using data retrieved from the Data Helper.
|
|
---@param card tts__Object Card to maybe spawn tokens for
|
|
---@param playerData table Player card data structure retrieved from the DataHelper. Should be
|
|
-- the right data for this card.
|
|
internal.spawnPlayerCardTokensFromDataHelper = function(card, playerData)
|
|
local token = playerData.tokenType
|
|
local tokenCount = playerData.tokenCount
|
|
TokenManager.spawnTokenGroup(card, token, tokenCount)
|
|
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
|
|
end
|
|
|
|
-- Spawn tokens for a location using data retrieved from the Data Helper.
|
|
---@param card tts__Object Card to maybe spawn tokens for
|
|
---@param locationData table Location data structure retrieved from the DataHelper. Should be
|
|
-- the right data for this card.
|
|
internal.spawnLocationTokensFromDataHelper = function(card, locationData)
|
|
local clueCount = internal.getClueCountFromData(card, locationData)
|
|
if clueCount > 0 then
|
|
TokenManager.spawnTokenGroup(card, "clue", clueCount)
|
|
tokenSpawnTrackerApi.markTokensSpawned(card.getGUID())
|
|
end
|
|
end
|
|
|
|
internal.getPlayerCardData = function(card)
|
|
return playerCardData[card.getName() .. ':' .. card.getDescription()]
|
|
or playerCardData[card.getName()]
|
|
end
|
|
|
|
internal.getLocationData = function(card)
|
|
return locationData[card.getName() .. '_' .. card.getGUID()] or locationData[card.getName()]
|
|
end
|
|
|
|
internal.getClueCountFromData = function(card, locationData)
|
|
-- Return the number of clues to spawn on this location
|
|
if locationData == nil then
|
|
error('attempted to get clue for unexpected object: ' .. card.getName())
|
|
return 0
|
|
end
|
|
|
|
if ((card.is_face_down and locationData.clueSide == 'back')
|
|
or (not card.is_face_down and locationData.clueSide == 'front')) then
|
|
if locationData.type == 'fixed' then
|
|
return locationData.value
|
|
elseif locationData.type == 'perPlayer' then
|
|
return locationData.value * playAreaApi.getInvestigatorCount()
|
|
end
|
|
error('unexpected location type: ' .. locationData.type)
|
|
end
|
|
return 0
|
|
end
|
|
|
|
-- Gets the right uses structure for this card, based on metadata and face up/down state
|
|
---@param card tts__Object Card to pull the uses from
|
|
internal.getUses = function(card)
|
|
local metadata = JSON.decode(card.getGMNotes()) or {}
|
|
if metadata.type == "Location" then
|
|
if card.is_face_down and metadata.locationBack ~= nil then
|
|
return metadata.locationBack.uses
|
|
elseif not card.is_face_down and metadata.locationFront ~= nil then
|
|
return metadata.locationFront.uses
|
|
end
|
|
elseif not card.is_face_down then
|
|
return metadata.uses
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
-- Dynamically create positions for clues on a card.
|
|
---@param card tts__Object Card the clues will be placed on
|
|
---@param count number How many clues?
|
|
---@return table: Array of global positions to spawn the clues at
|
|
internal.buildClueOffsets = function(card, count)
|
|
local cluePositions = {}
|
|
for i = 1, count do
|
|
local column = math.floor((i - 1) / 4)
|
|
local row = (i - 1) % 4
|
|
local cluePos = card.positionToWorld(Vector(1.4 + 0.55 * column, 0, -1 + 0.55 * row))
|
|
cluePos.y = cluePos.y + 0.05
|
|
table.insert(cluePositions, cluePos)
|
|
end
|
|
return cluePositions
|
|
end
|
|
|
|
---@param card tts__Object Card object to be replenished
|
|
---@param uses table The already decoded metadata.uses (to avoid decoding again)
|
|
internal.replenishTokens = function(card, uses)
|
|
-- get current amount of matching resource tokens on the card
|
|
local clickableResourceCounter = nil
|
|
local foundTokens = 0
|
|
local searchType = string.lower(uses[1].type)
|
|
|
|
for _, obj in ipairs(searchLib.onObject(card, "isTileOrToken")) do
|
|
local memo = obj.getMemo()
|
|
|
|
if searchType == memo then
|
|
foundTokens = foundTokens + math.abs(obj.getQuantity())
|
|
obj.destruct()
|
|
elseif memo == "resourceCounter" then
|
|
foundTokens = obj.getVar("val")
|
|
clickableResourceCounter = obj
|
|
break
|
|
end
|
|
end
|
|
|
|
-- this is the theoretical new amount of uses (to be checked below)
|
|
local newCount = foundTokens + uses[1].replenish
|
|
|
|
-- if there are already more uses than the replenish amount, keep them
|
|
if foundTokens > uses[1].count then
|
|
newCount = foundTokens
|
|
-- only replenish up until the replenish amount
|
|
elseif newCount > uses[1].count then
|
|
newCount = uses[1].count
|
|
end
|
|
|
|
-- update the clickable counter or spawn a group of tokens
|
|
if clickableResourceCounter then
|
|
clickableResourceCounter.call("updateVal", newCount)
|
|
else
|
|
TokenManager.spawnTokenGroup(card, uses[1].token, newCount, _, uses[1].type)
|
|
end
|
|
end
|
|
|
|
return TokenManager
|
|
end
|
|
end)
|
|
__bundle_register("core/OptionPanelApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local OptionPanelApi = {}
|
|
|
|
-- loads saved options
|
|
---@param options table Set a new state for the option table
|
|
OptionPanelApi.loadSettings = function(options)
|
|
return Global.call("loadSettings", options)
|
|
end
|
|
|
|
---@return any: Table of option panel state
|
|
OptionPanelApi.getOptions = function()
|
|
return Global.getTable("optionPanel")
|
|
end
|
|
|
|
return OptionPanelApi
|
|
end
|
|
end)
|
|
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local TokenSpawnTracker = {}
|
|
local guidReferenceApi = require("core/GUIDReferenceApi")
|
|
|
|
local function getSpawnTracker()
|
|
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenSpawnTracker")
|
|
end
|
|
|
|
TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
|
|
return getSpawnTracker().call("hasSpawnedTokens", cardGuid)
|
|
end
|
|
|
|
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
|
|
return getSpawnTracker().call("markTokensSpawned", cardGuid)
|
|
end
|
|
|
|
TokenSpawnTracker.resetTokensSpawned = function(card)
|
|
return getSpawnTracker().call("resetTokensSpawned", card)
|
|
end
|
|
|
|
TokenSpawnTracker.resetAllAssetAndEvents = function()
|
|
return getSpawnTracker().call("resetAllAssetAndEvents")
|
|
end
|
|
|
|
TokenSpawnTracker.resetAllLocations = function()
|
|
return getSpawnTracker().call("resetAllLocations")
|
|
end
|
|
|
|
TokenSpawnTracker.resetAll = function()
|
|
return getSpawnTracker().call("resetAll")
|
|
end
|
|
|
|
return TokenSpawnTracker
|
|
end
|
|
end)
|
|
__bundle_register("playermat/PlayermatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local PlayermatApi = {}
|
|
local guidReferenceApi = require("core/GUIDReferenceApi")
|
|
local searchLib = require("util/SearchLib")
|
|
local localInvestigatorPosition = { x = -1.17, y = 1, z = -0.01 }
|
|
|
|
-- Convenience function to look up a mat's object by color, or get all mats.
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
---@return table: Single-element if only single playermat is requested
|
|
local function getMatForColor(matColor)
|
|
if matColor == "All" then
|
|
return guidReferenceApi.getObjectsByType("Playermat")
|
|
else
|
|
return { matColor = guidReferenceApi.getObjectByOwnerAndType(matColor, "Playermat") }
|
|
end
|
|
end
|
|
|
|
-- Returns the color of the closest playermat
|
|
---@param startPos table Starting position to get the closest mat from
|
|
PlayermatApi.getMatColorByPosition = function(startPos)
|
|
local result, smallestDistance
|
|
for matColor, mat in pairs(getMatForColor("All")) do
|
|
local distance = Vector.between(startPos, mat.getPosition()):magnitude()
|
|
if smallestDistance == nil or distance < smallestDistance then
|
|
smallestDistance = distance
|
|
result = matColor
|
|
end
|
|
end
|
|
return result
|
|
end
|
|
|
|
-- Returns the color of the player's hand that is seated next to the playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.getPlayerColor = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.getVar("playerColor")
|
|
end
|
|
end
|
|
|
|
-- Returns the color of the playermat that owns the playercolor's hand
|
|
---@param handColor string Color of the playermat
|
|
PlayermatApi.getMatColor = function(handColor)
|
|
for matColor, mat in pairs(getMatForColor("All")) do
|
|
local playerColor = mat.getVar("playerColor")
|
|
if playerColor == handColor then
|
|
return matColor
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Instructs a playermat to check for DES
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.checkForDES = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("checkForDES")
|
|
end
|
|
end
|
|
|
|
-- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
---@return boolean: whether DES is present on the playermat
|
|
PlayermatApi.hasDES = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.getVar("hasDES")
|
|
end
|
|
end
|
|
|
|
-- gets the slot data for the playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.getSlotData = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.getTable("slotData")
|
|
end
|
|
end
|
|
|
|
-- sets the slot data for the playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
---@param newSlotData table New slot data for the playermat
|
|
PlayermatApi.loadSlotData = function(matColor, newSlotData)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.setTable("slotData", newSlotData)
|
|
mat.call("redrawSlotSymbols")
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Performs a search of the deck area of the requested playermat and returns the result as table
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.getDeckAreaObjects = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.call("getDeckAreaObjects")
|
|
end
|
|
end
|
|
|
|
-- Flips the top card of the deck (useful after deck manipulation for Norman Withers)
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.flipTopCardFromDeck = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.call("flipTopCardFromDeck")
|
|
end
|
|
end
|
|
|
|
-- Returns the position of the discard pile of the requested playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.getDiscardPosition = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.call("returnGlobalDiscardPosition")
|
|
end
|
|
end
|
|
|
|
-- Returns the position of the draw pile of the requested playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.getDrawPosition = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.call("returnGlobalDrawPosition")
|
|
end
|
|
end
|
|
|
|
-- Transforms a local position into a global position
|
|
---@param localPos table Local position to be transformed
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.transformLocalPosition = function(localPos, matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.positionToWorld(localPos)
|
|
end
|
|
end
|
|
|
|
-- Returns the rotation of the requested playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.returnRotation = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.getRotation()
|
|
end
|
|
end
|
|
|
|
-- Returns a table with spawn data (position and rotation) for a helper object
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
---@param helperName string Name of the helper object
|
|
PlayermatApi.getHelperSpawnData = function(matColor, helperName)
|
|
local resultTable = {}
|
|
local localPositionTable = {
|
|
["Hand Helper"] = {0.05, 0, -1.182},
|
|
["Search Assistant"] = {-0.3, 0, -1.182}
|
|
}
|
|
|
|
for color, mat in pairs(getMatForColor(matColor)) do
|
|
resultTable[color] = {
|
|
position = mat.positionToWorld(localPositionTable[helperName]),
|
|
rotation = mat.getRotation()
|
|
}
|
|
end
|
|
return resultTable
|
|
end
|
|
|
|
|
|
-- Triggers the Upkeep for the requested playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
---@param playerColor string Color of the calling player (for messages)
|
|
PlayermatApi.doUpkeepFromHotkey = function(matColor, playerColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("doUpkeepFromHotkey", playerColor)
|
|
end
|
|
end
|
|
|
|
-- Handles discarding for the requested playermat for the provided list of objects
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
---@param objList table List of objects to discard
|
|
PlayermatApi.discardListOfObjects = function(matColor, objList)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("discardListOfObjects", objList)
|
|
end
|
|
end
|
|
|
|
-- Returns the active investigator id
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.returnInvestigatorId = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.getVar("activeInvestigatorId")
|
|
end
|
|
end
|
|
|
|
-- Returns the class of the active investigator
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.returnInvestigatorClass = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.getVar("activeInvestigatorClass")
|
|
end
|
|
end
|
|
|
|
-- Returns the position for encounter card drawing
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
---@param stack boolean If true, returns the leftmost position instead of the first empty from the right
|
|
PlayermatApi.getEncounterCardDrawPosition = function(matColor, stack)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return Vector(mat.call("getEncounterCardDrawPosition", stack))
|
|
end
|
|
end
|
|
|
|
-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
|
|
-- matchTypes is true, the main card slot snap points will only snap assets, while the
|
|
-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
|
|
-- be reset to snap all cards.
|
|
---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("setLimitSnapsByType", matchCardTypes)
|
|
end
|
|
end
|
|
|
|
-- Sets the requested playermat's draw 1 button to visible
|
|
---@param isDrawButtonVisible boolean Whether the draw 1 button should be visible or not
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.showDrawButton = function(isDrawButtonVisible, matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("showDrawButton", isDrawButtonVisible)
|
|
end
|
|
end
|
|
|
|
-- Shows or hides the clickable clue counter for the requested playermat
|
|
---@param showCounter boolean Whether the clickable counter should be present or not
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.clickableClues = function(showCounter, matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("clickableClues", showCounter)
|
|
end
|
|
end
|
|
|
|
-- Toggles the use of class textures for the requested playermat
|
|
---@param state boolean Whether the class texture should be used or not
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.useClassTexture = function(state, matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("useClassTexture", state)
|
|
end
|
|
end
|
|
|
|
-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.removeClues = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("removeClues")
|
|
end
|
|
end
|
|
|
|
-- Reports the clue count for the requested playermat
|
|
---@param useClickableCounters boolean Controls which type of counter is getting checked
|
|
PlayermatApi.getClueCount = function(useClickableCounters, matColor)
|
|
local count = 0
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
count = count + mat.call("getClueCount", useClickableCounters)
|
|
end
|
|
return count
|
|
end
|
|
|
|
-- Updates the specified owned counter
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
---@param type string Counter to target
|
|
---@param newValue number Value to set the counter to
|
|
---@param modifier number If newValue is not provided, the existing value will be adjusted by this modifier
|
|
PlayermatApi.updateCounter = function(matColor, type, newValue, modifier)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("updateCounter", { type = type, newValue = newValue, modifier = modifier })
|
|
end
|
|
end
|
|
|
|
-- Triggers the draw function for the specified playermat
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
---@param number number Amount of cards to draw
|
|
PlayermatApi.drawCardsWithReshuffle = function(matColor, number)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("drawCardsWithReshuffle", number)
|
|
end
|
|
end
|
|
|
|
-- Returns the resource counter amount
|
|
---@param matColor string Color of the playermat - White, Orange, Green or Red (does not support "All")
|
|
---@param type string Counter to target
|
|
PlayermatApi.getCounterValue = function(matColor, type)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
return mat.call("getCounterValue", type)
|
|
end
|
|
end
|
|
|
|
-- Returns a list of mat colors that have an investigator placed
|
|
PlayermatApi.getUsedMatColors = function()
|
|
local usedColors = {}
|
|
for matColor, mat in pairs(getMatForColor("All")) do
|
|
local searchPos = mat.positionToWorld(localInvestigatorPosition)
|
|
local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck")
|
|
if #searchResult > 0 then
|
|
table.insert(usedColors, matColor)
|
|
end
|
|
end
|
|
return usedColors
|
|
end
|
|
|
|
-- Returns investigator name
|
|
---@param matColor string Color of the playmat - White, Orange, Green or Red (does not support "All")
|
|
PlayermatApi.getInvestigatorName = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
local searchPos = mat.positionToWorld(localInvestigatorPosition)
|
|
local searchResult = searchLib.atPosition(searchPos, "isCardOrDeck")
|
|
if #searchResult == 1 then
|
|
return searchResult[1].getName()
|
|
end
|
|
end
|
|
return ""
|
|
end
|
|
|
|
-- Resets the specified skill tracker to "1, 1, 1, 1"
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.resetSkillTracker = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("resetSkillTracker")
|
|
end
|
|
end
|
|
|
|
-- Redraws the XML for the slot symbols based on the slotData table
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.redrawSlotSymbols = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("redrawSlotSymbols")
|
|
end
|
|
end
|
|
|
|
-- Finds all objects on the playermat and associated set aside zone and returns a table
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
---@param filter string Name of the filte function (see util/SearchLib)
|
|
PlayermatApi.searchAroundPlayermat = function(matColor, filter)
|
|
local objList = {}
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
for _, obj in ipairs(mat.call("searchAroundSelf", filter)) do
|
|
table.insert(objList, obj)
|
|
end
|
|
end
|
|
return objList
|
|
end
|
|
|
|
-- Discard a non-hidden card from the corresponding player's hand
|
|
---@param matColor string Color of the playermat - White, Orange, Green, Red or All
|
|
PlayermatApi.doDiscardOne = function(matColor)
|
|
for _, mat in pairs(getMatForColor(matColor)) do
|
|
mat.call("doDiscardOne")
|
|
end
|
|
end
|
|
|
|
-- Triggers the metadata sync for all playermats
|
|
PlayermatApi.syncAllCustomizableCards = function()
|
|
for _, mat in pairs(getMatForColor("All")) do
|
|
mat.call("syncAllCustomizableCards")
|
|
end
|
|
end
|
|
|
|
return PlayermatApi
|
|
end
|
|
end)
|
|
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
require("core/PlayArea")
|
|
end)
|
|
__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local GUIDReferenceApi = {}
|
|
|
|
local function getGuidHandler()
|
|
return getObjectFromGUID("123456")
|
|
end
|
|
|
|
-- Returns the matching object
|
|
---@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
|
|
|
|
-- Returns the owner of an object or the object it's located on
|
|
---@param object tts__GameObject Object for this search
|
|
---@return string: Parent of the object or object it's located on
|
|
GUIDReferenceApi.getOwnerOfObject = function(object)
|
|
return getGuidHandler().call("getOwnerOfObject", object)
|
|
end
|
|
|
|
return GUIDReferenceApi
|
|
end
|
|
end)
|
|
return __bundle_require("__root")
|