ah_sce_unpacked/unpacked/Custom_Token Play Area 721ba2.ttslua

1911 lines
71 KiB
Plaintext

-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
local loadingPlaceholder = {[{}] = true}
local register
local modules = {}
local require
local loaded = {}
register = function(name, body)
if not modules[name] then
modules[name] = body
end
end
require = function(name)
local loadedModule = loaded[name]
if loadedModule then
if loadedModule == loadingPlaceholder then
return nil
end
else
if not modules[name] then
if not superRequire then
local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
error('Tried to require ' .. identifier .. ', but no such module has been registered')
else
return superRequire(name)
end
end
loaded[name] = loadingPlaceholder
loadedModule = modules[name](require, loaded, register, modules)
loaded[name] = loadedModule
end
return loadedModule
end
return require, loaded, register, modules
end)(nil)
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlayAreaApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getPlayArea()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
end
local function getInvestigatorCounter()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
end
-- Returns the current value of the investigator counter from the playermat
---@return number: Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getInvestigatorCounter().getVar("val")
end
-- Updates the current value of the investigator counter from the playermat
---@param count number Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
getInvestigatorCounter().call("updateVal", count)
end
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
---@param playerColor string Color of the player requesting the shift for messages
PlayAreaApi.shiftContentsUp = function(playerColor)
getPlayArea().call("shiftContentsUp", playerColor)
end
PlayAreaApi.shiftContentsDown = function(playerColor)
getPlayArea().call("shiftContentsDown", playerColor)
end
PlayAreaApi.shiftContentsLeft = function(playerColor)
getPlayArea().call("shiftContentsLeft", playerColor)
end
PlayAreaApi.shiftContentsRight = function(playerColor)
getPlayArea().call("shiftContentsRight", playerColor)
end
---@param state boolean This controls whether location connections should be drawn
PlayAreaApi.setConnectionDrawState = function(state)
getPlayArea().call("setConnectionDrawState", state)
end
---@param color string Connection color to be used for location connections
PlayAreaApi.setConnectionColor = function(color)
getPlayArea().call("setConnectionColor", color)
end
-- Event to be called when the current scenario has changed
---@param scenarioName string Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getPlayArea().call("onScenarioChanged", scenarioName)
end
-- Sets this playermat's snap points to limit snapping to locations or not.
-- If matchTypes is false, snap points will be reset to snap all cards.
---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getPlayArea().call("setLimitSnapsByType", matchCardTypes)
end
-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
-- cards before they're destroyed by entering the container
PlayAreaApi.tryObjectEnterContainer = function(container, object)
getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
end
-- Counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getPlayArea().call("countVP")
end
-- Highlights all locations in the play area without metadata
---@param state boolean True if highlighting should be enabled
PlayAreaApi.highlightMissingData = function(state)
return getPlayArea().call("highlightMissingData", state)
end
-- Highlights all locations in the play area with VP
---@param state boolean True if highlighting should be enabled
PlayAreaApi.highlightCountedVP = function(state)
return getPlayArea().call("countVP", state)
end
-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getPlayArea().call("isInPlayArea", object)
end
-- Returns the current surface of the play area
PlayAreaApi.getSurface = function()
return getPlayArea().getCustomObject().image
end
-- Updates the surface of the play area
PlayAreaApi.updateSurface = function(url)
return getPlayArea().call("updateSurface", url)
end
-- Returns a deep copy of the currently tracked locations
PlayAreaApi.getTrackedLocations = function()
local t = {}
for k, v in pairs(getPlayArea().call("getTrackedLocations", {})) do
t[k] = v
end
return t
end
-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
-- data to the local token manager instance.
---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
PlayAreaApi.updateLocations = function(args)
getPlayArea().call("updateLocations", args)
end
PlayAreaApi.getCustomDataHelper = function()
return getPlayArea().getVar("customDataHelper")
end
return PlayAreaApi
end
end)
__bundle_register("core/PlayArea", function(require, _LOADED, __bundle_register, __bundle_modules)
local guidReferenceApi = require("core/GUIDReferenceApi")
local searchLib = require("util/SearchLib")
local tokenManager = require("core/token/TokenManager")
-- Location connection directional options
local BIDIRECTIONAL = 0
local ONE_WAY = 1
local INCOMING_ONE_WAY = 2
-- Connector draw parameters
local CONNECTION_THICKNESS = 0.015
local DRAGGING_CONNECTION_THICKNESS = 0.15
local DRAGGING_CONNECTION_COLOR = { 0.8, 0.8, 0.8, 1 }
local DIRECTIONAL_ARROW_DISTANCE = 3.5
local ARROW_ARM_LENGTH = 0.9
local ARROW_ANGLE = 25
-- Height to draw the connector lines, places them just above the table and always below cards
local CONNECTION_LINE_Y = 1.529
-- used for recreating the link to a custom data helper after image change
customDataHelper = nil
local DEFAULT_URL = "http://cloud-3.steamusercontent.com/ugc/998015670465071049/FFAE162920D67CF38045EFBD3B85AD0F916147B2/"
local SHIFT_OFFSETS = {
left = { x = 0.00, y = 0, z = 7.67 },
right = { x = 0.00, y = 0, z = -7.67 },
up = { x = 6.54, y = 0, z = 0.00 },
down = { x = -6.54, y = 0, z = 0.00 }
}
local SHIFT_EXCLUSION = {
["b7b45b"] = true,
["f182ee"] = true,
["721ba2"] = true
}
local LOC_LINK_EXCLUDE_SCENARIOS = {
["The Witching Hour"] = true,
["The Heart of Madness"] = true
}
local locations = {}
local locationConnections = {}
local draggingGuids = {}
local missingData = {}
local collisionEnabled = false
local currentScenario, connectionsEnabled
---------------------------------------------------------
-- general code
---------------------------------------------------------
function onSave()
return JSON.encode({
trackedLocations = locations,
currentScenario = currentScenario,
connectionColor = connectionColor,
connectionsEnabled = connectionsEnabled
})
end
function onLoad(savedData)
if savedData and savedData ~= "" then
local loadedData = JSON.decode(savedData) or {}
locations = loadedData.trackedLocations or {}
currentScenario = loadedData.currentScenario
connectionColor = loadedData.connectionColor or { 0.4, 0.4, 0.4, 1 }
connectionsEnabled = loadedData.connectionsEnabled
end
-- this needs to be here since the playarea will be reloaded when the image changes
self.interactable = false
Wait.time(function() collisionEnabled = true end, 0.1)
end
-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
-- data to the local token manager instance.
---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
function updateLocations(args)
customDataHelper = getObjectFromGUID(args[1])
if customDataHelper ~= nil then
tokenManager.addLocationData(customDataHelper.getTable("LOCATIONS_DATA"))
end
end
---------------------------------------------------------
-- TTS event handling
---------------------------------------------------------
function onCollisionEnter(collisionInfo)
if not collisionEnabled then return end
local object = collisionInfo.collision_object
if object.type == "Deck" then
table.insert(missingData, object)
end
-- only continue for cards
if object.type ~= "Card" then return end
-- check if we should spawn clues here and do so according to playercount
if shouldSpawnTokens(object) then
tokenManager.spawnForCard(object)
end
-- If this card was being dragged, clear the dragging connections. A multi-drag/drop may send
-- the dropped card immediately into a deck, so this has to be done here
if draggingGuids[object.getGUID()] ~= nil then
object.setVectorLines({})
draggingGuids[object.getGUID()] = nil
end
maybeTrackLocation(object)
end
function onCollisionExit(collisionInfo)
maybeUntrackLocation(collisionInfo.collision_object)
end
-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
function onObjectDestroy(object)
maybeUntrackLocation(object)
end
function onObjectPickUp(_, object)
if object.type ~= "Card" then return end
-- onCollisionExit USUALLY fires first, so we have to check the card to see if it's a location we should be tracking
if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
local pickedUpGuid = object.getGUID()
local metadata = JSON.decode(object.getGMNotes()) or {}
if metadata.type == "Location" then
-- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in
-- the same frame). This causes a mismatch in the data between dragging the on-table, and
-- that one frame draws connectors on the card which then show up as shadows for snap points.
-- Waiting ensures we always do thing in the expected Exit->PickUp order
Wait.frames(function()
if object.is_face_down then
draggingGuids[pickedUpGuid] = metadata.locationBack
else
draggingGuids[pickedUpGuid] = metadata.locationFront
end
rebuildConnectionList()
end, 2)
end
end
end
-- Due to the frequence of onUpdate calls, ensure that we only process any changes once
function onUpdate()
local needsConnectionRebuild = false
local needsConnectionDraw = false
for guid, _ in pairs(draggingGuids) do
local obj = getObjectFromGUID(guid)
if obj == nil or not isInPlayArea(obj) then
draggingGuids[guid] = nil
needsConnectionRebuild = true
-- If object still exists then it's outside the area and needs to lose the lines attached to it
if obj ~= nil then
obj.setVectorLines({})
end
end
-- Even if the last location left the play area, need one last draw to clear the lines
needsConnectionDraw = true
end
if needsConnectionRebuild then
rebuildConnectionList()
end
if needsConnectionDraw then
drawDraggingConnections()
end
end
-- Global event handler, delegated from Global. Clears any connection lines from dragged cards
-- before they are destroyed by entering a deck. Removal of the card from the dragging list will
-- be handled during the next onUpdate() call.
function tryObjectEnterContainer()
for draggedGuid, _ in pairs(draggingGuids) do
local draggedObj = getObjectFromGUID(draggedGuid)
if draggedObj ~= nil then
draggedObj.setVectorLines({})
end
end
end
---------------------------------------------------------
-- main functionality
---------------------------------------------------------
function shouldSpawnTokens(card)
local metadata = JSON.decode(card.getGMNotes())
if metadata == nil then
return tokenManager.hasLocationData(card)
end
return metadata.type == "Location"
or metadata.type == "Enemy"
or metadata.type == "Treachery"
or metadata.weakness
-- hardcoded IDs for "Makeshift Trap" and "Shrine of the Moirai"
-- these cards are events with uses, that attach to encounter cards and thus will enter play in the playarea
-- TODO: probably turn this into a metadata field if we get more cards like that
or metadata.id == "07310"
or metadata.id == "09100"
end
-- Checks the given card and adds it to the list of locations tracked for connection purposes.
-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
---@param card tts__Object A card object, possibly a location.
function maybeTrackLocation(card)
-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
-- Ignore any collision where the centerpoint isn't in the area
if isInPlayArea(card) then
local metadata = JSON.decode(card.getGMNotes())
if metadata == nil then
table.insert(missingData, card)
else
if metadata.type == "Location" then
if card.is_face_down then
locations[card.getGUID()] = metadata.locationBack
else
locations[card.getGUID()] = metadata.locationFront
end
-- only draw connection lines for not-excluded scenarios
if showLocationLinks() then
rebuildConnectionList()
drawBaseConnections()
end
end
end
end
end
-- Stop tracking a location for connection drawing. This should be called for both collision exit
-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
-- be cleared in the next onUpdate() cycle.
---@param card tts__Object Card to (maybe) stop tracking
function maybeUntrackLocation(card)
-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
-- area. If the object is now locked, don't remove it.
if locations[card.getGUID()] ~= nil and not card.locked then
locations[card.getGUID()] = nil
rebuildConnectionList()
drawBaseConnections()
end
end
-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
-- This will update the connection information and store it in the locationConnections data member,
-- but does not draw those connections. This should often be followed by a call to drawBaseConnections()
function rebuildConnectionList()
if not showLocationLinks() then
locationConnections = {}
return
end
local iconCardList = {}
-- Build a list of cards with each icon as their location ID
for cardId, metadata in pairs(draggingGuids) do
buildLocListByIcon(cardId, iconCardList, metadata)
end
for cardId, metadata in pairs(locations) do
buildLocListByIcon(cardId, iconCardList, metadata)
end
-- Pair up all the icons
locationConnections = {}
for cardId, metadata in pairs(draggingGuids) do
buildConnection(cardId, iconCardList, metadata)
end
for cardId, metadata in pairs(locations) do
if draggingGuids[cardId] == nil then
buildConnection(cardId, iconCardList, metadata)
end
end
end
-- Extracts the card's icon string into a list of individual location icons
---@param cardId string GUID of the card to pull the icon data from
---@param iconCardList table A table of icon->GUID list. Mutable, will be updated by this method
---@param locData table A table containing the metadata for the card (for the correct side)
function buildLocListByIcon(cardId, iconCardList, locData)
if locData ~= nil and locData.icons ~= nil then
for icon in string.gmatch(locData.icons, "%a+") do
if iconCardList[icon] == nil then
iconCardList[icon] = {}
end
table.insert(iconCardList[icon], cardId)
end
end
end
-- Builds the connections for the given cardID by finding matching icons and adding them to the
-- Playarea's locationConnections table.
---@param cardId string GUID of the card to build the connections for
---@param iconCardList table A table of icon->GUID List. Used to find matching icons for connections.
---@param locData table A table containing the metadata for the card (for the correct side)
function buildConnection(cardId, iconCardList, locData)
if locData ~= nil and locData.connections ~= nil then
locationConnections[cardId] = {}
for icon in string.gmatch(locData.connections, "%a+") do
if iconCardList[icon] ~= nil then
for _, connectedGuid in ipairs(iconCardList[icon]) do
-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
if locationConnections[connectedGuid] ~= nil
and (locationConnections[connectedGuid][cardId] == ONE_WAY
or locationConnections[connectedGuid][cardId] == BIDIRECTIONAL) then
locationConnections[connectedGuid][cardId] = BIDIRECTIONAL
locationConnections[cardId][connectedGuid] = nil
else
if locationConnections[connectedGuid] == nil then
locationConnections[connectedGuid] = {}
end
locationConnections[cardId][connectedGuid] = ONE_WAY
locationConnections[connectedGuid][cardId] = INCOMING_ONE_WAY
end
end
end
end
end
end
-- Draws the lines for connections currently in locationConnections but not in draggingGuids.
function drawBaseConnections()
if not showLocationLinks() then
locationConnections = {}
self.setVectorLines({})
return
end
local cardConnectionLines = {}
for originGuid, targetGuids in pairs(locationConnections) do
-- 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] == 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")