369 lines
12 KiB
Plaintext
369 lines
12 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("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("accessories/HandHelper")
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end)
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__bundle_register("accessories/HandHelper", function(require, _LOADED, __bundle_register, __bundle_modules)
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local playmatApi = require("playermat/PlaymatApi")
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-- forward declaration of variables that are used across functions
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local matColor, handColor, loopId, hovering
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function onLoad()
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local buttonParamaters = {}
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buttonParamaters.function_owner = self
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-- index 0: button as hand size label
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buttonParamaters.hover_color = "White"
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buttonParamaters.click_function = "none"
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buttonParamaters.position = { 0, 0.11, -0.4 }
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buttonParamaters.height = 0
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buttonParamaters.width = 0
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buttonParamaters.font_size = 500
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buttonParamaters.font_color = "White"
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self.createButton(buttonParamaters)
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-- index 1: button to toggle "des"
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buttonParamaters.label = "DES: ✗"
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buttonParamaters.click_function = "none"
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buttonParamaters.position = { 0, 0.11, 0.25 }
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buttonParamaters.height = 0
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buttonParamaters.width = 0
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buttonParamaters.font_size = 120
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self.createButton(buttonParamaters)
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-- index 2: button to discard a card
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buttonParamaters.label = "discard random card"
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buttonParamaters.click_function = "discardRandom"
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buttonParamaters.position = { 0, 0.11, 0.7 }
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buttonParamaters.height = 175
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buttonParamaters.width = 900
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buttonParamaters.font_size = 90
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buttonParamaters.font_color = "Black"
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self.createButton(buttonParamaters)
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updateColors()
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-- start loop to update card count
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loopId = Wait.time(updateValue, 1, -1)
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end
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-- updates colors when object is dropped somewhere
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function onDrop() updateColors() end
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-- toggles counting method briefly
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function onObjectHover(hover_color, obj)
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-- only continue if correct player hovers over "self"
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if obj ~= self or hover_color ~= handColor or hovering then return end
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-- toggle this flag so this doesn't get executed multiple times during the delay
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hovering = true
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-- stop loop, toggle "des" and displayed value briefly, then start new loop after 2s
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Wait.stop(loopId)
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updateValue(true)
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Wait.time(function()
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loopId = Wait.time(updateValue, 1, -1)
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hovering = false
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end, 1)
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end
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-- updates the matcolor and handcolor variable
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function updateColors()
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matColor = playmatApi.getMatColorByPosition(self.getPosition())
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handColor = playmatApi.getPlayerColor(matColor)
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self.setName(handColor .. " Hand Helper")
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end
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-- count cards in hand (by name for DES)
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function updateValue(toggle)
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-- update colors if handColor doesn't own a handzone
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if Player[handColor].getHandCount() == 0 then
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updateColors()
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end
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-- if there is still no handzone, then end here
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if Player[handColor].getHandCount() == 0 then return end
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-- get state of "Dream-Enhancing Serum" from playermat and update button label
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local des = playmatApi.isDES(matColor)
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if toggle then des = not des end
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self.editButton({ index = 1, label = "DES: " .. (des and "✓" or "✗") })
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-- count cards in hand
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local hand = Player[handColor].getHandObjects()
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local size = 0
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if des then
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local cardHash = {}
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for _, obj in pairs(hand) do
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if obj.tag == "Card" then
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local name = obj.getName()
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local title = string.match(name, '(.+)(%s%(%d+%))') or name
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cardHash[title] = true
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end
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end
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for _, title in pairs(cardHash) do
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size = size + 1
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end
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else
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for _, obj in pairs(hand) do
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if obj.tag == "Card" then size = size + 1 end
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end
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end
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-- update button label and color
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self.editButton({ index = 0, font_color = des and "Green" or "White", label = size })
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end
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-- discards a random non-hidden card from hand
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function discardRandom()
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playmatApi.doDiscardOne(matColor)
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end
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end)
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__bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlaymatApi = { }
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local internal = { }
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local MAT_IDS = {
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White = "8b081b",
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Orange = "bd0ff4",
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Green = "383d8b",
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Red = "0840d5"
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}
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local CLUE_COUNTER_GUIDS = {
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White = "37be78",
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Orange = "1769ed",
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Green = "032300",
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Red = "d86b7c"
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}
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local CLUE_CLICKER_GUIDS = {
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White = "db85d6",
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Orange = "3f22e5",
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Green = "891403",
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Red = "4111de"
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}
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-- Returns the color of the by position requested playermat as string
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---@param startPos Table Position of the search, table get's roughly cut into 4 quarters to assign a playermat
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PlaymatApi.getMatColorByPosition = function(startPos)
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if startPos.x < -42 then
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if startPos.z > 0 then
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return "White"
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else
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return "Orange"
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end
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else
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if startPos.z > 0 then
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return "Green"
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else
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return "Red"
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end
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end
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end
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-- Returns the color of the player's hand that is seated next to the playermat
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---@param matColor String Color of the playermat
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PlaymatApi.getPlayerColor = function(matColor)
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local mat = getObjectFromGUID(MAT_IDS[matColor])
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return mat.getVar("playerColor")
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end
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-- Returns the color of the playermat that owns the playercolor's hand
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---@param handColor String Color of the playermat
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PlaymatApi.getMatColor = function(handColor)
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local matColors = {"White", "Orange", "Green", "Red"}
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for i, mat in ipairs(internal.getMatForColor("All")) do
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local color = mat.getVar("playerColor")
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if color == handColor then return matColors[i] end
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end
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return "NOT_FOUND"
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end
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-- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat
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---@param matColor String Color of the playermat
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PlaymatApi.isDES = function(matColor)
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local mat = getObjectFromGUID(MAT_IDS[matColor])
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return mat.getVar("isDES")
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end
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-- Returns the draw deck of the requested playmat
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---@param matColor String Color of the playermat
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PlaymatApi.getDrawDeck = function(matColor)
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local mat = getObjectFromGUID(MAT_IDS[matColor])
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mat.call("getDrawDiscardDecks")
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return mat.getVar("drawDeck")
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end
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-- Returns the position of the discard pile of the requested playmat
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---@param matColor String Color of the playermat
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PlaymatApi.getDiscardPosition = function(matColor)
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local mat = getObjectFromGUID(MAT_IDS[matColor])
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return mat.call("returnGlobalDiscardPosition")
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end
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-- Transforms a local position into a global position
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---@param localPos Table Local position to be transformed
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---@param matColor String Color of the playermat
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PlaymatApi.transformLocalPosition = function(localPos, matColor)
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local mat = getObjectFromGUID(MAT_IDS[matColor])
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return mat.positionToWorld(localPos)
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end
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-- Returns the rotation of the requested playmat
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---@param matColor String Color of the playermat
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PlaymatApi.returnRotation = function(matColor)
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local mat = getObjectFromGUID(MAT_IDS[matColor])
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return mat.getRotation()
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end
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-- Triggers the Upkeep for the requested playmat
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---@param matColor String Color of the playermat
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---@param playerColor String Color of the calling player (for messages)
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PlaymatApi.doUpkeepFromHotkey = function(matColor, playerColor)
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local mat = getObjectFromGUID(MAT_IDS[matColor])
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return mat.call("doUpkeepFromHotkey", playerColor)
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end
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-- Returns the active investigator id
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---@param matColor String Color of the playermat
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PlaymatApi.returnInvestigatorId = function(matColor)
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local mat = getObjectFromGUID(MAT_IDS[matColor])
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return mat.getVar("activeInvestigatorId")
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end
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-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
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-- matchTypes is true, the main card slot snap points will only snap assets, while the
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-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
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-- be reset to snap all cards.
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---@param matchCardTypes Boolean. Whether snap points should only snap for the matching card
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-- types.
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---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
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-- accepts "All" as a special value which will apply the setting to all four mats.
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PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
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for _, mat in ipairs(internal.getMatForColor(matColor)) do
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mat.call("setLimitSnapsByType", matchCardTypes)
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end
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end
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-- Sets the requested playermat's draw 1 button to visible
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---@param isDrawButtonVisible Boolean. Whether the draw 1 button should be visible or not
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---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
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-- accepts "All" as a special value which will apply the setting to all four mats.
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PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor)
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for _, mat in ipairs(internal.getMatForColor(matColor)) do
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mat.call("showDrawButton", isDrawButtonVisible)
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end
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end
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-- Shows or hides the clickable clue counter for the requested playermat
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---@param showCounter Boolean. Whether the clickable counter should be present or not
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---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
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-- accepts "All" as a special value which will apply the setting to all four mats.
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PlaymatApi.clickableClues = function(showCounter, matColor)
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for _, mat in ipairs(internal.getMatForColor(matColor)) do
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mat.call("clickableClues", showCounter)
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end
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end
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-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
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---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
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-- accepts "All" as a special value which will apply the setting to all four mats.
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PlaymatApi.removeClues = function(matColor)
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for _, mat in ipairs(internal.getMatForColor(matColor)) do
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mat.call("removeClues")
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end
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end
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-- Reports the clue count for the requested playermat
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---@param useClickableCounters Boolean Controls which type of counter is getting checked
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PlaymatApi.getClueCount = function(useClickableCounters, matColor)
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local count = 0
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for _, mat in ipairs(internal.getMatForColor(matColor)) do
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count = count + tonumber(mat.call("getClueCount", useClickableCounters))
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end
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return count
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end
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-- Adds the specified amount of resources to the requested playermat's resource counter
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PlaymatApi.gainResources = function(amount, matColor)
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for _, mat in ipairs(internal.getMatForColor(matColor)) do
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mat.call("gainResources", amount)
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end
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end
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-- Discard a non-hidden card from the corresponding player's hand
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PlaymatApi.doDiscardOne = function(matColor)
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for _, mat in ipairs(internal.getMatForColor(matColor)) do
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mat.call("doDiscardOne")
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end
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end
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-- Convenience function to look up a mat's object by color, or get all mats.
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---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
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-- accepts "All" as a special value which will return all four mats.
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---@return: Array of playermat objects. If a single mat is requested, will return a single-element
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-- array to simplify processing by consumers.
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internal.getMatForColor = function(matColor)
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local targetMatGuid = MAT_IDS[matColor]
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if targetMatGuid != nil then
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return { getObjectFromGUID(targetMatGuid) }
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end
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if matColor == "All" then
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return {
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getObjectFromGUID(MAT_IDS.White),
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getObjectFromGUID(MAT_IDS.Orange),
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getObjectFromGUID(MAT_IDS.Green),
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getObjectFromGUID(MAT_IDS.Red),
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}
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end
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end
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return PlaymatApi
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end
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end)
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return __bundle_require("__root") |