ah_sce_unpacked/unpacked/Bag All Player Cards 15bb07/Card Dark Ritual 272e6c.ttslua
2024-02-04 10:51:51 -05:00

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-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
local loadingPlaceholder = {[{}] = true}
local register
local modules = {}
local require
local loaded = {}
register = function(name, body)
if not modules[name] then
modules[name] = body
end
end
require = function(name)
local loadedModule = loaded[name]
if loadedModule then
if loadedModule == loadingPlaceholder then
return nil
end
else
if not modules[name] then
if not superRequire then
local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
error('Tried to require ' .. identifier .. ', but no such module has been registered')
else
return superRequire(name)
end
end
loaded[name] = loadingPlaceholder
loadedModule = modules[name](require, loaded, register, modules)
loaded[name] = loadedModule
end
return loadedModule
end
return require, loaded, register, modules
end)(nil)
__bundle_register("playercards/cards/DarkRitual", function(require, _LOADED, __bundle_register, __bundle_modules)
VALID_TOKENS = {
["Curse"] = true
}
KEEP_OPEN = true
require("playercards/CardsThatSealTokens")
end)
__bundle_register("playercards/CardsThatSealTokens", function(require, _LOADED, __bundle_register, __bundle_modules)
--[[ Library for cards that seal tokens
This file is used to add sealing option to cards' context menu.
Valid options (set before requiring this file):
UPDATE_ON_HOVER --@type: boolean
- automatically updates the context menu options when the card is hovered
- the "Read Bag" function reads the content of the chaos bag to update the context menu
- example usage: "Unrelenting" (to only display valid tokens)
KEEP_OPEN --@type: boolean
- meant for cards that seal single tokens multiple times (one by one)
- makes the context menu stay open after selecting an option
- example usage: "Unrelenting"
SHOW_SINGLE_RELEASE --@type: boolean
- enables an entry in the context menu
- this entry allows releasing a single token
- example usage: "Holy Spear" (to keep the other tokens and just release one)
SHOW_MULTI_RELEASE --@type: number (amount of tokens to release at once)
- enables an entry in the context menu
- this entry allows releasing of multiple tokens at once
- example usage: "Nephthys" (to release 3 bless tokens at once)
SHOW_MULTI_RETURN --@type: number (amount of tokens to return to pool at once)
- enables an entry in the context menu
- this entry allows returning tokens to the token pool
- example usage: "Nephthys" (to return 3 bless tokens at once)
SHOW_MULTI_SEAL --@type: number (amount of tokens to seal at once)
- enables an entry in the context menu
- this entry allows sealing of multiple tokens at once
- example usage: "Holy Spear" (to seal two bless tokens at once)
VALID_TOKENS --@type: table ([tokenName] = true)
- this table defines which tokens should be abled to be sealed
- needs to be defined for each card -> even if empty
- example usage: "The Chthonian Stone"
> VALID_TOKENS = {
> ["Skull"] = true,
> ["Cultist"] = true,
> ["Tablet"] = true,
> ["Elder Thing"] = true,
> }
INVALID_TOKENS --@type: table ([tokenName] = true)
- this table defines which tokens are invalid for sealing
- only needs to be defined if needed
- usually combined with empty "VALID_TOKENS" table
- example usage: "Protective Incantation" (not allowed to seal Auto-fail)
----------------------------------------------------------
Example 1: Crystalline Elder Sign
This card can only seal the "+1" or "Elder Sign" token,
it does not need specific options for multi-sealing or releasing.
Thus it should be implemented like this:
> VALID_TOKENS = {
> ["+1"] = true,
> ["Elder Sign"] = true
> }
> require...
----------------------------------------------------------
Example 2: Holy Spear
This card features the following abilities (just listing the relevant parts):
- releasing a single bless token
- sealing two bless tokens
Thus it should be implemented like this:
> VALID_TOKENS = {
> ["Bless"] = true
> }
> SHOW_SINGLE_RELEASE = true
> SHOW_MULTI_SEAL = 2
> require...
----------------------------------------------------------]]
local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
local chaosBagApi = require("chaosbag/ChaosBagApi")
local tokenArrangerApi = require("accessories/TokenArrangerApi")
local sealedTokens = {}
local ID_URL_MAP = {}
local tokensInBag = {}
function onSave() return JSON.encode(sealedTokens) end
function onLoad(savedData)
sealedTokens = JSON.decode(savedData) or {}
ID_URL_MAP = chaosBagApi.getIdUrlMap()
generateContextMenu()
self.addTag("CardThatSeals")
end
-- builds the context menu
function generateContextMenu()
-- conditional single or multi release options
if SHOW_SINGLE_RELEASE then
self.addContextMenuItem("Release token", releaseOneToken)
elseif SHOW_MULTI_RELEASE then
self.addContextMenuItem("Release " .. SHOW_MULTI_RELEASE .. " token(s)", releaseMultipleTokens)
else
self.addContextMenuItem("Release token(s)", releaseAllTokens)
end
-- conditional release option
if SHOW_MULTI_RETURN then
self.addContextMenuItem("Return " .. SHOW_MULTI_RETURN .. " token(s)", returnMultipleTokens)
end
-- main context menu options to seal tokens
for _, map in pairs(ID_URL_MAP) do
if (VALID_TOKENS[map.name] ~= nil) or (UPDATE_ON_HOVER and tokensInBag[map.name] and not INVALID_TOKENS[map.name]) then
if not SHOW_MULTI_SEAL then
self.addContextMenuItem("Seal " .. map.name, function(playerColor)
sealToken(map.name, playerColor)
end, KEEP_OPEN)
else
self.addContextMenuItem("Seal " .. SHOW_MULTI_SEAL .. " " .. map.name, function(playerColor)
readBag()
local allowed = true
local notFound
for name, _ in pairs(VALID_TOKENS) do
if (tokensInBag[name] or 0) < SHOW_MULTI_SEAL then
allowed = false
notFound = name
end
end
if allowed then
for i = 1, SHOW_MULTI_SEAL do
sealToken(map.name, playerColor)
end
else
printToColor("Not enough " .. notFound .. " tokens in the chaos bag.", playerColor)
end
end)
end
end
end
end
-- generates a list of chaos tokens that is in the chaos bag
function readBag()
local chaosbag = chaosBagApi.findChaosBag()
tokensInBag = {}
for _, token in ipairs(chaosbag.getObjects()) do
tokensInBag[token.name] = (tokensInBag[token.name] or 0) + 1
end
end
function resetSealedTokens()
sealedTokens = {}
end
-- native event from TTS - used to update the context menu for cards like "Unrelenting"
function onHover()
if UPDATE_ON_HOVER then
readBag()
self.clearContextMenu()
generateContextMenu()
end
end
-- seals the named token on this card
function sealToken(name, playerColor)
if not chaosBagApi.canTouchChaosTokens() then return end
local chaosbag = chaosBagApi.findChaosBag()
for i, obj in ipairs(chaosbag.getObjects()) do
if obj.name == name then
chaosbag.takeObject({
position = self.getPosition() + Vector(0, 0.5 + 0.1 * #sealedTokens, 0),
rotation = self.getRotation(),
index = i - 1,
smooth = false,
callback_function = function(token)
local guid = token.getGUID()
table.insert(sealedTokens, guid)
tokenArrangerApi.layout()
if name == "Bless" or name == "Curse" then
blessCurseManagerApi.sealedToken(name, guid)
end
end
})
return
end
end
printToColor(name .. " token not found in chaos bag", playerColor)
end
-- release the last sealed token
function releaseOneToken(playerColor)
if not chaosBagApi.canTouchChaosTokens() then return end
if #sealedTokens == 0 then
printToColor("No sealed token(s) found", playerColor)
else
printToColor("Releasing token", playerColor)
putTokenAway(table.remove(sealedTokens))
end
end
-- release multiple tokens at once
function releaseMultipleTokens(playerColor)
if SHOW_MULTI_RELEASE <= #sealedTokens then
for i = 1, SHOW_MULTI_RELEASE do
putTokenAway(table.remove(sealedTokens))
end
printToColor("Releasing " .. SHOW_MULTI_RELEASE .. " tokens", playerColor)
else
printToColor("Not enough tokens sealed.", playerColor)
end
end
-- releases all sealed tokens
function releaseAllTokens(playerColor)
if not chaosBagApi.canTouchChaosTokens() then return end
if #sealedTokens == 0 then
printToColor("No sealed token(s) found", playerColor)
else
printToColor("Releasing token(s)", playerColor)
for _, guid in ipairs(sealedTokens) do
putTokenAway(guid)
end
sealedTokens = {}
end
end
-- returns multiple tokens at once to the token pool
function returnMultipleTokens(playerColor)
if SHOW_MULTI_RETURN <= #sealedTokens then
for i = 1, SHOW_MULTI_RETURN do
returnToken(table.remove(sealedTokens))
end
printToColor("Returning " .. SHOW_MULTI_RETURN .. " tokens", playerColor)
else
printToColor("Not enough tokens sealed.", playerColor)
end
end
-- returns the token (referenced by GUID) to the chaos bag
function putTokenAway(guid)
local token = getObjectFromGUID(guid)
if not token then return end
local name = token.getName()
local chaosbag = chaosBagApi.findChaosBag()
chaosbag.putObject(token)
tokenArrangerApi.layout()
if name == "Bless" or name == "Curse" then
blessCurseManagerApi.releasedToken(name, guid)
end
end
-- returns the token to the pool (== removes it)
function returnToken(guid)
local token = getObjectFromGUID(guid)
if not token then return end
local name = token.getName()
token.destruct()
if name == "Bless" or name == "Curse" then
blessCurseManagerApi.returnedToken(name, guid)
end
end
end)
__bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenArrangerApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
-- local function to call the token arranger, if it is on the table
---@param functionName String Name of the function to cal
---@param argument Variant Parameter to pass
local function callIfExistent(functionName, argument)
local tokenArranger = guidReferenceApi.getObjectByOwnerAndType("Mythos", "TokenArranger")
if tokenArranger ~= nil then
tokenArranger.call(functionName, argument)
end
end
-- updates the token modifiers with the provided data
---@param fullData Table Contains the chaos token metadata
TokenArrangerApi.onTokenDataChanged = function(fullData)
callIfExistent("onTokenDataChanged", fullData)
end
-- deletes already laid out tokens
TokenArrangerApi.deleteCopiedTokens = function()
callIfExistent("deleteCopiedTokens")
end
-- updates the laid out tokens
TokenArrangerApi.layout = function()
Wait.time(function() callIfExistent("layout") end, 0.1)
end
return TokenArrangerApi
end
end)
__bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local BlessCurseManagerApi = {}
local guidReferenceApi = require("core/GUIDReferenceApi")
local function getManager()
return guidReferenceApi.getObjectByOwnerAndType("Mythos", "BlessCurseManager")
end
-- removes all taken tokens and resets the counts
BlessCurseManagerApi.removeTakenTokensAndReset = function()
local BlessCurseManager = getManager()
Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Bless") end, 0.05)
Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Curse") end, 0.10)
Wait.time(function() BlessCurseManager.call("doReset", "White") end, 0.15)
end
-- updates the internal count (called by cards that seal bless/curse tokens)
BlessCurseManagerApi.sealedToken = function(type, guid)
getManager().call("sealedToken", { type = type, guid = guid })
end
-- updates the internal count (called by cards that seal bless/curse tokens)
BlessCurseManagerApi.releasedToken = function(type, guid)
getManager().call("releasedToken", { type = type, guid = guid })
end
-- updates the internal count (called by cards that seal bless/curse tokens)
BlessCurseManagerApi.returnedToken = function(type, guid)
getManager().call("returnedToken", { type = type, guid = guid })
end
-- broadcasts the current status for bless/curse tokens
---@param playerColor String Color of the player to show the broadcast to
BlessCurseManagerApi.broadcastStatus = function(playerColor)
getManager().call("broadcastStatus", playerColor)
end
-- removes all bless / curse tokens from the chaos bag and play
---@param playerColor String Color of the player to show the broadcast to
BlessCurseManagerApi.removeAll = function(playerColor)
getManager().call("doRemove", playerColor)
end
-- adds bless / curse sealing to the hovered card
---@param playerColor String Color of the player to show the broadcast to
---@param hoveredObject TTSObject Hovered object
BlessCurseManagerApi.addBlurseSealingMenu = function(playerColor, hoveredObject)
getManager().call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject })
end
return BlessCurseManagerApi
end
end)
__bundle_register("chaosbag/ChaosBagApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local ChaosBagApi = {}
-- respawns the chaos bag with a new state of tokens
---@param tokenList Table List of chaos token ids
ChaosBagApi.setChaosBagState = function(tokenList)
return Global.call("setChaosBagState", tokenList)
end
-- returns a Table List of chaos token ids in the current chaos bag
-- requires copying the data into a new table because TTS is weird about handling table return values in Global
ChaosBagApi.getChaosBagState = function()
local chaosBagContentsCatcher = Global.call("getChaosBagState")
local chaosBagContents = {}
for _, v in ipairs(chaosBagContentsCatcher) do
table.insert(chaosBagContents, v)
end
return chaosBagContents
end
-- checks scripting zone for chaos bag (also called by a lot of objects!)
ChaosBagApi.findChaosBag = function()
return Global.call("findChaosBag")
end
-- returns a table of object references to the tokens in play (does not include sealed tokens!)
ChaosBagApi.getTokensInPlay = function()
return Global.call("getChaosTokensinPlay")
end
-- returns all sealed tokens on cards to the chaos bag
ChaosBagApi.releaseAllSealedTokens = function(playerColor)
return Global.call("releaseAllSealedTokens", playerColor)
end
-- returns all drawn tokens to the chaos bag
ChaosBagApi.returnChaosTokens = function(playerColor)
return Global.call("returnChaosTokens", playerColor)
end
-- removes the specified chaos token from the chaos bag
---@param id String ID of the chaos token
ChaosBagApi.removeChaosToken = function(id)
return Global.call("removeChaosToken", id)
end
-- returns a chaos token to the bag and calls all relevant functions
---@param token TTSObject Chaos Token to return
ChaosBagApi.returnChaosTokenToBag = function(token)
return Global.call("returnChaosTokenToBag", token)
end
-- spawns the specified chaos token and puts it into the chaos bag
---@param id String ID of the chaos token
ChaosBagApi.spawnChaosToken = function(id)
return Global.call("spawnChaosToken", id)
end
-- Checks to see if the chaos bag can be manipulated. If a player is searching the bag when tokens
-- are drawn or replaced a TTS bug can cause those tokens to vanish. Any functions which change the
-- contents of the bag should check this method before doing so.
-- This method will broadcast a message to all players if the bag is being searched.
---@return Boolean. True if the bag is manipulated, false if it should be blocked.
ChaosBagApi.canTouchChaosTokens = function()
return Global.call("canTouchChaosTokens")
end
-- called by playermats (by the "Draw chaos token" button)
ChaosBagApi.drawChaosToken = function(mat, drawAdditional)
return Global.call("drawChaosToken", {mat = mat, drawAdditional = drawAdditional})
end
-- returns a Table List of chaos token ids in the current chaos bag
-- requires copying the data into a new table because TTS is weird about handling table return values in Global
ChaosBagApi.getIdUrlMap = function()
return Global.getTable("ID_URL_MAP")
end
return ChaosBagApi
end
end)
__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local GUIDReferenceApi = {}
local function getGuidHandler()
return getObjectFromGUID("123456")
end
-- returns all matching objects as a table with references
---@param owner String Parent object for this search
---@param type String Type of object to search for
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
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
GUIDReferenceApi.getObjectsByOwner = function(owner)
return getGuidHandler().call("getObjectsByOwner", owner)
end
-- sends new information to the reference handler to edit the main index
---@param owner String Parent of the object
---@param type String Type of the object
---@param guid String GUID of the object
GUIDReferenceApi.editIndex = function(owner, type, guid)
return getGuidHandler().call("editIndex", {
owner = owner,
type = type,
guid = guid
})
end
return GUIDReferenceApi
end
end)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("playercards/cards/DarkRitual")
end)
return __bundle_require("__root")