944 lines
33 KiB
Plaintext
944 lines
33 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("util/TokenSpawnTool")
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end)
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__bundle_register("core/GUIDReferenceApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local GUIDReferenceApi = {}
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local function getGuidHandler()
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return getObjectFromGUID("123456")
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end
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---@param owner string Parent object for this search
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---@param type string Type of object to search for
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---@return any: Object reference to the matching object
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GUIDReferenceApi.getObjectByOwnerAndType = function(owner, type)
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return getGuidHandler().call("getObjectByOwnerAndType", { owner = owner, type = type })
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end
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-- returns all matching objects as a table with references
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---@param type string Type of object to search for
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---@return table: List of object references to matching objects
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GUIDReferenceApi.getObjectsByType = function(type)
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return getGuidHandler().call("getObjectsByType", type)
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end
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-- returns all matching objects as a table with references
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---@param owner string Parent object for this search
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---@return table: List of object references to matching objects
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GUIDReferenceApi.getObjectsByOwner = function(owner)
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return getGuidHandler().call("getObjectsByOwner", owner)
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end
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-- sends new information to the reference handler to edit the main index
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---@param owner string Parent of the object
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---@param type string Type of the object
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---@param guid string GUID of the object
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GUIDReferenceApi.editIndex = function(owner, type, guid)
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return getGuidHandler().call("editIndex", {
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owner = owner,
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type = type,
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guid = guid
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})
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end
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return GUIDReferenceApi
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end
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end)
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__bundle_register("core/OptionPanelApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local OptionPanelApi = {}
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-- loads saved options
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---@param options table Set a new state for the option table
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OptionPanelApi.loadSettings = function(options)
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return Global.call("loadSettings", options)
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end
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---@return any: Table of option panel state
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OptionPanelApi.getOptions = function()
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return Global.getTable("optionPanel")
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end
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return OptionPanelApi
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end
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end)
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__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local PlayAreaApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getPlayArea()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "PlayArea")
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end
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local function getInvestigatorCounter()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "InvestigatorCounter")
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end
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-- Returns the current value of the investigator counter from the playmat
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---@return number: Number of investigators currently set on the counter
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PlayAreaApi.getInvestigatorCount = function()
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return getInvestigatorCounter().getVar("val")
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end
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-- Updates the current value of the investigator counter from the playmat
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---@param count number Number of investigators to set on the counter
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PlayAreaApi.setInvestigatorCount = function(count)
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getInvestigatorCounter().call("updateVal", count)
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end
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-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
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-- fixed objects will be ignored, as will anything the player has tagged with 'displacement_excluded'
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---@param playerColor string Color of the player requesting the shift for messages
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PlayAreaApi.shiftContentsUp = function(playerColor)
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getPlayArea().call("shiftContentsUp", playerColor)
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end
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PlayAreaApi.shiftContentsDown = function(playerColor)
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getPlayArea().call("shiftContentsDown", playerColor)
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end
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PlayAreaApi.shiftContentsLeft = function(playerColor)
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getPlayArea().call("shiftContentsLeft", playerColor)
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end
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PlayAreaApi.shiftContentsRight = function(playerColor)
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getPlayArea().call("shiftContentsRight", playerColor)
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end
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---@param state boolean This controls whether location connections should be drawn
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PlayAreaApi.setConnectionDrawState = function(state)
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getPlayArea().call("setConnectionDrawState", state)
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end
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---@param color string Connection color to be used for location connections
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PlayAreaApi.setConnectionColor = function(color)
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getPlayArea().call("setConnectionColor", color)
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end
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-- Event to be called when the current scenario has changed
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---@param scenarioName string Name of the new scenario
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PlayAreaApi.onScenarioChanged = function(scenarioName)
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getPlayArea().call("onScenarioChanged", scenarioName)
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end
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-- Sets this playmat's snap points to limit snapping to locations or not.
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-- If matchTypes is false, snap points will be reset to snap all cards.
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---@param matchCardTypes boolean Whether snap points should only snap for the matching card types
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PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
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getPlayArea().call("setLimitSnapsByType", matchCardTypes)
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end
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-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
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-- cards before they're destroyed by entering the container
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PlayAreaApi.tryObjectEnterContainer = function(container, object)
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getPlayArea().call("tryObjectEnterContainer", { container = container, object = object })
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end
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-- counts the VP on locations in the play area
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PlayAreaApi.countVP = function()
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return getPlayArea().call("countVP")
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end
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-- highlights all locations in the play area without metadata
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---@param state boolean True if highlighting should be enabled
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PlayAreaApi.highlightMissingData = function(state)
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return getPlayArea().call("highlightMissingData", state)
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end
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-- highlights all locations in the play area with VP
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---@param state boolean True if highlighting should be enabled
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PlayAreaApi.highlightCountedVP = function(state)
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return getPlayArea().call("countVP", state)
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end
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-- Checks if an object is in the play area (returns true or false)
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PlayAreaApi.isInPlayArea = function(object)
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return getPlayArea().call("isInPlayArea", object)
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end
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PlayAreaApi.getSurface = function()
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return getPlayArea().getCustomObject().image
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end
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PlayAreaApi.updateSurface = function(url)
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return getPlayArea().call("updateSurface", url)
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end
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-- Called by Custom Data Helpers to push their location data into the Data Helper. This adds the
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-- data to the local token manager instance.
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---@param args table Single-value array holding the GUID of the Custom Data Helper making the call
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PlayAreaApi.updateLocations = function(args)
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getPlayArea().call("updateLocations", args)
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end
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PlayAreaApi.getCustomDataHelper = function()
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return getPlayArea().getVar("customDataHelper")
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end
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return PlayAreaApi
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end
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end)
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__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local optionPanelApi = require("core/OptionPanelApi")
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local playAreaApi = require("core/PlayAreaApi")
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local searchLib = require("util/SearchLib")
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local tokenSpawnTrackerApi = require("core/token/TokenSpawnTrackerApi")
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local PLAYER_CARD_TOKEN_OFFSETS = {
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[1] = {
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Vector(0, 3, -0.2)
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},
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[2] = {
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Vector(0.4, 3, -0.2),
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Vector(-0.4, 3, -0.2)
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},
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[3] = {
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Vector(0, 3, -0.9),
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Vector(0.4, 3, -0.2),
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Vector(-0.4, 3, -0.2)
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},
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[4] = {
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Vector(0.4, 3, -0.9),
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Vector(-0.4, 3, -0.9),
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Vector(0.4, 3, -0.2),
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Vector(-0.4, 3, -0.2)
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},
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[5] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.4, 3, -0.2),
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Vector(-0.4, 3, -0.2)
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},
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[6] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2)
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},
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[7] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0, 3, 0.5)
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},
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[8] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(-0.35, 3, 0.5),
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Vector(0.35, 3, 0.5)
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},
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[9] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0.7, 3, 0.5),
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Vector(0, 3, 0.5),
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Vector(-0.7, 3, 0.5)
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},
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[10] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0.7, 3, 0.5),
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Vector(0, 3, 0.5),
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Vector(-0.7, 3, 0.5),
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Vector(0, 3, 1.2)
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},
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[11] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0.7, 3, 0.5),
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Vector(0, 3, 0.5),
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Vector(-0.7, 3, 0.5),
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Vector(-0.35, 3, 1.2),
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Vector(0.35, 3, 1.2)
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},
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[12] = {
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Vector(0.7, 3, -0.9),
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Vector(0, 3, -0.9),
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Vector(-0.7, 3, -0.9),
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Vector(0.7, 3, -0.2),
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Vector(0, 3, -0.2),
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Vector(-0.7, 3, -0.2),
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Vector(0.7, 3, 0.5),
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Vector(0, 3, 0.5),
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Vector(-0.7, 3, 0.5),
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Vector(0.7, 3, 1.2),
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Vector(0, 3, 1.2),
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Vector(-0.7, 3, 1.2)
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}
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}
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-- stateIDs for the multi-stated resource tokens
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local stateTable = {
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["resource"] = 1,
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["ammo"] = 2,
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["bounty"] = 3,
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["charge"] = 4,
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["evidence"] = 5,
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["secret"] = 6,
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["supply"] = 7,
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["offering"] = 8
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}
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-- Table of data extracted from the token source bag, keyed by the Memo on each token which
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-- should match the token type keys ("resource", "clue", etc)
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local tokenTemplates
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local playerCardData
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local locationData
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local TokenManager = {}
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local internal = {}
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-- Spawns tokens for the card. This function is built to just throw a card at it and let it do
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-- the work once a card has hit an area where it might spawn tokens. It will check to see if
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-- the card has already spawned, find appropriate data from either the uses metadata or the Data
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-- Helper, and spawn the tokens.
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---@param card tts__Object Card to maybe spawn tokens for
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---@param extraUses table A table of <use type>=<count> which will modify the number of tokens
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--- spawned for that type. e.g. Akachi's playmat should pass "Charge"=1
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TokenManager.spawnForCard = function(card, extraUses)
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if tokenSpawnTrackerApi.hasSpawnedTokens(card.getGUID()) then
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return
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end
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local metadata = JSON.decode(card.getGMNotes())
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if metadata ~= nil then
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internal.spawnTokensFromUses(card, extraUses)
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else
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internal.spawnTokensFromDataHelper(card)
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end
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end
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-- Spawns a set of tokens on the given card.
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---@param card tts__Object Card to spawn tokens on
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---@param tokenType string Type of token to spawn, for example "damage", "horror" or "resource"
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---@param tokenCount number How many tokens to spawn. For damage or horror this value will be set to the
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-- spawned state object rather than spawning multiple tokens
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---@param shiftDown? number An offset for the z-value of this group of tokens
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---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens
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TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, subType)
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local optionPanel = optionPanelApi.getOptions()
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if tokenType == "damage" or tokenType == "horror" then
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TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
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elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "enabled" then
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TokenManager.spawnResourceCounterToken(card, tokenCount)
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elseif tokenType == "resource" and optionPanel["useResourceCounters"] == "custom" and tokenCount == 0 then
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TokenManager.spawnResourceCounterToken(card, tokenCount)
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else
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TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, subType)
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end
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end
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-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror
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-- tokens.
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---@param card tts__Object Card to spawn tokens on
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---@param tokenType string type of token to spawn, valid values are "damage" and "horror". Other
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-- types should use spawnMultipleTokens()
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---@param tokenValue number Value to set the damage/horror to
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TokenManager.spawnCounterToken = function(card, tokenType, tokenValue, shiftDown)
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if tokenValue < 1 or tokenValue > 50 then return end
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local pos = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[1][1] + Vector(0, 0, shiftDown))
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local rot = card.getRotation()
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TokenManager.spawnToken(pos, tokenType, rot, function(spawned) spawned.setState(tokenValue) end)
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end
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TokenManager.spawnResourceCounterToken = function(card, tokenCount)
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local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5))
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local rot = card.getRotation()
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TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned)
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spawned.call("updateVal", tokenCount)
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end)
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end
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-- Spawns a number of tokens.
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---@param tokenType string type of token to spawn, valid values are resource", "doom", or "clue".
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-- Other types should use spawnCounterToken()
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---@param tokenCount number How many tokens to spawn
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---@param shiftDown? number An offset for the z-value of this group of tokens
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---@param subType? string Subtype of token to spawn. This will only differ from the tokenName for resource tokens
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TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, subType)
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-- not checking the max at this point since clue offsets are calculated dynamically
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if tokenCount < 1 then return end
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local offsets = {}
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if tokenType == "clue" then
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offsets = internal.buildClueOffsets(card, tokenCount)
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else
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-- only up to 12 offset tables defined
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if tokenCount > 12 then return end
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for i = 1, tokenCount do
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offsets[i] = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[tokenCount][i])
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-- Fix the y-position for the spawn, since positionToWorld considers rotation which can
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-- have bad results for face up/down differences
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offsets[i].y = card.getPosition().y + 0.15
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end
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end
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if shiftDown ~= nil then
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-- Copy the offsets to make sure we don't change the static values
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local baseOffsets = offsets
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offsets = {}
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-- get a vector for the shifting (downwards local to the card)
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local shiftDownVector = Vector(0, 0, shiftDown):rotateOver("y", card.getRotation().y)
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for i, baseOffset in ipairs(baseOffsets) do
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offsets[i] = baseOffset + shiftDownVector
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end
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end
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if offsets == nil then
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error("couldn't find offsets for " .. tokenCount .. ' tokens')
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return
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end
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-- handling for not provided subtype (for example when spawning from custom data helpers)
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if subType == nil then
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subType = ""
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end
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-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
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local callback = nil
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local stateID = stateTable[string.lower(subType)]
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if tokenType == "resource" and stateID ~= nil and stateID ~= 1 then
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callback = function(spawned) spawned.setState(stateID) end
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end
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for i = 1, tokenCount do
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TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback)
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end
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end
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-- Spawns a single token at the given global position by copying it from the template bag.
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---@param position tts__Vector Global position to spawn the token
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---@param tokenType string type of token to spawn, valid values are "damage", "horror",
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-- "resource", "doom", or "clue"
|
|
---@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)
|
|
---@param mat tts__Object The playmat the card is placed on (for rotation and casting)
|
|
TokenManager.maybeReplenishCard = function(card, uses, mat)
|
|
-- 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, mat)
|
|
end
|
|
end
|
|
|
|
-- Delegate function to the token spawn tracker. Exists to avoid circular dependencies in some
|
|
-- callers.
|
|
---@param card tts__Object Card object to reset the tokens for
|
|
TokenManager.resetTokensSpawned = function(card)
|
|
tokenSpawnTrackerApi.resetTokensSpawned(card.getGUID())
|
|
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 playmat 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 row = math.floor(1 + (i - 1) / 4)
|
|
local column = (i - 1) % 4
|
|
local cluePos = card.positionToWorld(Vector(-0.825 + 0.55 * column, 0, -1.5 + 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)
|
|
---@param mat tts__Object The playmat the card is placed on (for rotation and casting)
|
|
internal.replenishTokens = function(card, uses, mat)
|
|
local cardPos = card.getPosition()
|
|
|
|
-- don't continue for cards on the deck (Norman) or in the discard pile
|
|
if mat.positionToLocal(cardPos).x < -1 then return end
|
|
|
|
-- get current amount of resource tokens on the card
|
|
local clickableResourceCounter = nil
|
|
local foundTokens = 0
|
|
|
|
for _, obj in ipairs(searchLib.onObject(card, "isTileOrToken")) do
|
|
local memo = obj.getMemo()
|
|
|
|
if (stateTable[memo] or 0) > 0 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/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(cardGuid)
|
|
return getSpawnTracker().call("resetTokensSpawned", cardGuid)
|
|
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("util/SearchLib", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
do
|
|
local SearchLib = {}
|
|
local filterFunctions = {
|
|
isActionToken = function(x) return x.getDescription() == "Action Token" end,
|
|
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
|
|
}
|
|
|
|
-- 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
|
|
})
|
|
|
|
-- filtering the result
|
|
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)
|
|
pos = obj.getPosition()
|
|
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)
|
|
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)
|
|
direction = { 0, -1, 0 }
|
|
maxDistance = pos.y
|
|
return returnSearchResult(pos, _, size, filter, direction, maxDistance)
|
|
end
|
|
|
|
return SearchLib
|
|
end
|
|
end)
|
|
__bundle_register("util/TokenSpawnTool", function(require, _LOADED, __bundle_register, __bundle_modules)
|
|
local searchLib = require("util/SearchLib")
|
|
local tokenManager = require("core/token/TokenManager")
|
|
local TOKEN_INDEX = {}
|
|
TOKEN_INDEX[3] = "resourceCounter"
|
|
TOKEN_INDEX[4] = "damage"
|
|
TOKEN_INDEX[5] = "path"
|
|
TOKEN_INDEX[6] = "horror"
|
|
TOKEN_INDEX[7] = "doom"
|
|
TOKEN_INDEX[8] = "clue"
|
|
TOKEN_INDEX[9] = "resource"
|
|
|
|
local stateTable = {
|
|
["resource"] = 1,
|
|
["ammo"] = 2,
|
|
["bounty"] = 3,
|
|
["charge"] = 4,
|
|
["evidence"] = 5,
|
|
["secret"] = 6,
|
|
["supply"] = 7,
|
|
["offering"] = 8
|
|
}
|
|
|
|
---@param index number Index of the pressed key
|
|
---@param playerColor string Color of the triggering player
|
|
function onScriptingButtonDown(index, playerColor)
|
|
local tokenType = TOKEN_INDEX[index]
|
|
if not tokenType then return end
|
|
|
|
local rotation = { x = 0, y = Player[playerColor].getPointerRotation(), z = 0 }
|
|
local position = Player[playerColor].getPointerPosition() + Vector(0, 0.2, 0)
|
|
local subType = ""
|
|
local callback = nil
|
|
|
|
-- check for subtype of resource based on card below
|
|
if tokenType == "resource" then
|
|
for _, obj in ipairs(searchLib.belowPosition(position, "isCard")) do
|
|
if not obj.is_face_down then
|
|
local metadata = JSON.decode(obj.getGMNotes()) or {}
|
|
local uses = metadata.uses or {}
|
|
for _, useInfo in ipairs(uses) do
|
|
if useInfo.token == "resource" then
|
|
subType = useInfo.type
|
|
break
|
|
end
|
|
end
|
|
break
|
|
end
|
|
end
|
|
|
|
-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
|
|
local stateID = stateTable[string.lower(subType)]
|
|
if stateID ~= nil and stateID ~= 1 then
|
|
callback = function(spawned) spawned.setState(stateID) end
|
|
end
|
|
-- check hovered object for "resourceCounter" tokens and increase them instead
|
|
elseif tokenType == "resourceCounter" then
|
|
local hoverObj = Player[playerColor].getHoverObject()
|
|
if hoverObj then
|
|
if tokenType == hoverObj.getMemo() then
|
|
hoverObj.call("addOrSubtract")
|
|
return
|
|
end
|
|
end
|
|
-- check hovered object for "damage" and "horror" tokens and increase them instead
|
|
elseif tokenType == "damage" or tokenType == "horror" then
|
|
local hoverObj = Player[playerColor].getHoverObject()
|
|
if hoverObj then
|
|
if tokenType == hoverObj.getMemo() then
|
|
local stateInfo = hoverObj.getStates()
|
|
local stateId = hoverObj.getStateId()
|
|
if stateId <= #stateInfo then
|
|
hoverObj.setState(stateId + 1)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
tokenManager.spawnToken(position, tokenType, rotation, callback)
|
|
end
|
|
end)
|
|
return __bundle_require("__root")
|