541 lines
20 KiB
Plaintext
541 lines
20 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("playercards/CardSearch")
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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("playercards/AllCardsBagApi", function(require, _LOADED, __bundle_register, __bundle_modules)
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do
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local AllCardsBagApi = {}
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local guidReferenceApi = require("core/GUIDReferenceApi")
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local function getAllCardsBag()
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return guidReferenceApi.getObjectByOwnerAndType("Mythos", "AllCardsBag")
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end
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-- Returns a specific card from the bag, based on ArkhamDB ID
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---@param id table String ID of the card to retrieve
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---@return table table
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-- If the indexes are still being constructed, an empty table is
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-- returned. Otherwise, a single table with the following fields
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-- cardData: TTS object data, suitable for spawning the card
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-- cardMetadata: Table of parsed metadata
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AllCardsBagApi.getCardById = function(id)
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return getAllCardsBag().call("getCardById", {id = id})
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end
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-- Gets a random basic weakness from the bag. Once a given ID has been returned
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-- it will be removed from the list and cannot be selected again until a reload
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-- occurs or the indexes are rebuilt, which will refresh the list to include all
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-- weaknesses.
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---@return string: ID of the selected weakness.
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AllCardsBagApi.getRandomWeaknessId = function()
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return getAllCardsBag().call("getRandomWeaknessId")
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end
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AllCardsBagApi.isIndexReady = function()
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return getAllCardsBag().call("isIndexReady")
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end
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-- Called by Hotfix bags when they load. If we are still loading indexes, then
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-- the all cards and hotfix bags are being loaded together, and we can ignore
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-- this call as the hotfix will be included in the initial indexing. If it is
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-- called once indexing is complete it means the hotfix bag has been added
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-- later, and we should rebuild the index to integrate the hotfix bag.
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AllCardsBagApi.rebuildIndexForHotfix = function()
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return getAllCardsBag().call("rebuildIndexForHotfix")
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end
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-- Searches the bag for cards which match the given name and returns a list. Note that this is
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-- an O(n) search without index support. It may be slow.
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---@param name string or string fragment to search for names
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---@param exact boolean Whether the name match should be exact
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AllCardsBagApi.getCardsByName = function(name, exact)
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return getAllCardsBag().call("getCardsByName", {name = name, exact = exact})
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end
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AllCardsBagApi.isBagPresent = function()
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return getAllCardsBag() and true
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end
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-- Returns a list of cards from the bag matching a class and level (0 or upgraded)
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---@param class string class to retrieve ("Guardian", "Seeker", etc)
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---@param upgraded boolean true for upgraded cards (Level 1-5), false for Level 0
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---@return table: If the indexes are still being constructed, returns an empty table.
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-- Otherwise, a list of tables, each with the following fields
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-- cardData: TTS object data, suitable for spawning the card
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-- cardMetadata: Table of parsed metadata
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AllCardsBagApi.getCardsByClassAndLevel = function(class, upgraded)
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return getAllCardsBag().call("getCardsByClassAndLevel", {class = class, upgraded = upgraded})
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end
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AllCardsBagApi.getCardsByCycle = function(cycle)
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return getAllCardsBag().call("getCardsByCycle", cycle)
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end
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AllCardsBagApi.getUniqueWeaknesses = function()
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return getAllCardsBag().call("getUniqueWeaknesses")
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end
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return AllCardsBagApi
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end
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end)
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__bundle_register("playercards/CardSearch", function(require, _LOADED, __bundle_register, __bundle_modules)
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require("playercards/PlayerCardSpawner")
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local allCardsBagApi = require("playercards/AllCardsBagApi")
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local BUTTON_LABELS = {}
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BUTTON_LABELS["spawn"] = {}
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BUTTON_LABELS["spawn"][true] = "All matching cards"
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BUTTON_LABELS["spawn"][false] = "First matching card"
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BUTTON_LABELS["search"] = {}
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BUTTON_LABELS["search"][true] = "Name equals search term"
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BUTTON_LABELS["search"][false] = "Name contains search term"
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local inputParameters = {}
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inputParameters.label = "Click to enter card name"
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inputParameters.input_function = "input_func"
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inputParameters.function_owner = self
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inputParameters.alignment = 2
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inputParameters.position = { x = 0, y = 0.1, z = -0.62 }
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inputParameters.width = 3750
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inputParameters.height = 380
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inputParameters.font_size = 350
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inputParameters.scale = { 0.1, 1, 0.1 }
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inputParameters.color = { 0.9, 0.7, 0.5 }
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inputParameters.font_color = { 0, 0, 0 }
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function onSave() return JSON.encode({ spawnAll, searchExact, inputParameters.value }) end
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function onLoad(savedData)
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local loadedData = JSON.decode(savedData)
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spawnAll = loadedData[1] or false
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searchExact = loadedData[2] or false
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inputParameters.value = loadedData[3] or ""
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self.createInput(inputParameters)
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-- shared parameters
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local buttonParameters = {}
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buttonParameters.function_owner = self
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buttonParameters.font_size = 180
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buttonParameters.scale = { 0.1, 1, 0.1 }
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buttonParameters.hover_color = { 0.4, 0.6, 0.8 }
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buttonParameters.color = { 0.9, 0.7, 0.5 }
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-- index 0: button for spawn mode
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buttonParameters.click_function = "toggleSpawnMode"
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buttonParameters.label = BUTTON_LABELS["spawn"][spawnAll]
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buttonParameters.position = { x = 0.16, y = 0.1, z = 0.565 }
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buttonParameters.height = 375
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buttonParameters.width = 2300
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self.createButton(buttonParameters)
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-- index 1: button for search mode
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buttonParameters.click_function = "toggleSearchMode"
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buttonParameters.label = BUTTON_LABELS["search"][searchExact]
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buttonParameters.position = { x = 0.16, y = 0.1, z = 0.652 }
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self.createButton(buttonParameters)
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-- index 2: start search
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buttonParameters.click_function = "startSearch"
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buttonParameters.label = ""
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buttonParameters.position = { x = 0, y = 0, z = 0.806 }
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buttonParameters.height = 600
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buttonParameters.width = 2800
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self.createButton(buttonParameters)
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end
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function toggleSpawnMode()
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spawnAll = not spawnAll
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self.editButton({ index = 0, label = BUTTON_LABELS["spawn"][spawnAll] })
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end
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function toggleSearchMode()
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searchExact = not searchExact
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self.editButton({ index = 1, label = BUTTON_LABELS["search"][searchExact] })
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end
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-- if "Enter press" (\n) is found, start search and recreate input
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function input_func(_, _, input, stillEditing)
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if not stillEditing then
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inputParameters.value = input
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elseif string.find(input, "%\n") ~= nil then
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inputParameters.value = input.gsub(input, "%\n", "")
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startSearch()
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self.removeInput(0)
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self.createInput(inputParameters)
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end
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end
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function startSearch()
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if inputParameters.value == nil or string.len(inputParameters.value) == 0 then
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printToAll("Please enter a search string.", "Yellow")
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return
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end
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if string.len(inputParameters.value) < 3 then
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printToAll("Please enter a longer search string.", "Yellow")
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return
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end
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if not allCardsBagApi.isBagPresent() then
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printToAll("Player card bag couldn't be found.", "Red")
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return
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end
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-- search all objects in bag
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local cardList = allCardsBagApi.getCardsByName(inputParameters.value, searchExact)
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if cardList == nil or #cardList == 0 then
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printToAll("No match found.", "Red")
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return
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end
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if (#cardList > 100) then
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printToAll("Matched more than 100 cards, please try a more specific search.", "Yellow")
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return
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end
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-- sort table by name (reverse for multiple results, because bottom card spawns first)
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table.sort(cardList, function(k1, k2) return spawnAll == (k1.data.Nickname > k2.data.Nickname) end)
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local rot = self.getRotation()
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local pos = self.positionToWorld(Vector(0, 2, -0.08))
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Spawner.spawnCards(cardList, pos, rot, true)
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end
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end)
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__bundle_register("playercards/PlayerCardSpawner", function(require, _LOADED, __bundle_register, __bundle_modules)
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-- Amount to shift for the next card (zShift) or next row of cards (xShift)
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-- Note that the table rotation is weird, and the X axis is vertical while the
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-- Z axis is horizontal
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local SPREAD_Z_SHIFT = -2.3
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local SPREAD_X_SHIFT = -3.66
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Spawner = { }
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-- Spawns a list of cards at the given position/rotation. This will separate cards by size -
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-- investigator, standard, and mini, spawning them in that order with larger cards on bottom. If
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-- there are different types, the provided callback will be called once for each type as it spawns
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-- either a card or deck.
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---@param cardList table A list of Player Card data structures (data/metadata)
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---@param pos tts__Vector table where the cards should be spawned (global)
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---@param rot tts__Vector table for the orientation of the spawned cards (global)
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---@param sort boolean True if this list of cards should be sorted before spawning
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---@param callback? function Callback to be called after the card/deck spawns.
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Spawner.spawnCards = function(cardList, pos, rot, sort, callback)
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if (sort) then
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table.sort(cardList, Spawner.cardComparator)
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end
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local miniCards = { }
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local standardCards = { }
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local investigatorCards = { }
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for _, card in ipairs(cardList) do
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if (card.metadata.type == "Investigator") then
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table.insert(investigatorCards, card)
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elseif (card.metadata.type == "Minicard") then
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table.insert(miniCards, card)
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else
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table.insert(standardCards, card)
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end
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end
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-- Spawn each of the three types individually. Each Y position shift accounts for the thickness
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-- of the spawned deck
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local position = { x = pos.x, y = pos.y, z = pos.z }
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Spawner.spawn(investigatorCards, position, rot, callback)
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position.y = position.y + (#investigatorCards + #standardCards) * 0.07
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Spawner.spawn(standardCards, position, rot, callback)
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position.y = position.y + (#standardCards + #miniCards) * 0.07
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Spawner.spawn(miniCards, position, rot, callback)
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end
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Spawner.spawnCardSpread = function(cardList, startPos, maxCols, rot, sort, callback)
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if (sort) then
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table.sort(cardList, Spawner.cardComparator)
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end
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local position = { x = startPos.x, y = startPos.y, z = startPos.z }
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-- Special handle the first row if we have less than a full single row, but only if there's a
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-- reasonable max column count. Single-row spreads will send a large value for maxCols
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if maxCols < 100 and #cardList < maxCols then
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position.z = startPos.z + ((maxCols - #cardList) / 2 * SPREAD_Z_SHIFT)
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end
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local cardsInRow = 0
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local rows = 0
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for _, card in ipairs(cardList) do
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Spawner.spawn({ card }, position, rot, callback)
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position.z = position.z + SPREAD_Z_SHIFT
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cardsInRow = cardsInRow + 1
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if cardsInRow >= maxCols then
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rows = rows + 1
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local cardsForRow = #cardList - rows * maxCols
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if cardsForRow > maxCols then
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cardsForRow = maxCols
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end
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position.z = startPos.z + ((maxCols - cardsForRow) / 2 * SPREAD_Z_SHIFT)
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position.x = position.x + SPREAD_X_SHIFT
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cardsInRow = 0
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end
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end
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end
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-- Spawn a specific list of cards. This method is for internal use and should not be called
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-- directly, use spawnCards instead.
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---@param cardList table A list of Player Card data structures (data/metadata)
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---@param pos table Position where the cards should be spawned (global)
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---@param rot table Rotation for the orientation of the spawned cards (global)
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---@param callback? function callback to be called after the card/deck spawns.
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Spawner.spawn = function(cardList, pos, rot, callback)
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if #cardList == 0 then return end
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-- Spawn a single card directly
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if #cardList == 1 then
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-- handle sideways card
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if cardList[1].data.SidewaysCard then
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rot = { rot.x, rot.y - 90, rot.z }
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end
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spawnObjectData({
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data = cardList[1].data,
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position = pos,
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rotation = rot,
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callback_function = callback
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})
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return
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end
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-- For multiple cards, construct a deck and spawn that
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local deck = Spawner.buildDeckDataTemplate()
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-- Decks won't inherently scale to the cards in them. The card list being spawned should be all
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-- the same type/size by this point, so use the first card to set the size
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deck.Transform = {
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scaleX = cardList[1].data.Transform.scaleX,
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scaleY = 1,
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scaleZ = cardList[1].data.Transform.scaleZ
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}
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local sidewaysDeck = true
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for _, spawnCard in ipairs(cardList) do
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Spawner.addCardToDeck(deck, spawnCard.data)
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-- set sidewaysDeck to false if any card is not a sideways card
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sidewaysDeck = (sidewaysDeck and spawnCard.data.SidewaysCard)
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end
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-- set the alt view angle for sideways decks
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if sidewaysDeck then
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deck.AltLookAngle = { x = 0, y = 180, z = 90 }
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rot = { rot.x, rot.y - 90, rot.z }
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end
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spawnObjectData({
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data = deck,
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position = pos,
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rotation = rot,
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callback_function = callback
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})
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end
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-- Inserts a card into the given deck. This does three things:
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-- 1. Add the card's data to ContainedObjects
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-- 2. Add the card's ID (the TTS CardID, not the Arkham ID) to the deck's
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-- ID list. Note that the deck's ID list is "DeckIDs" even though it
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-- contains a list of card Ids
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-- 3. Extract the card's CustomDeck table and add it to the deck. The deck's
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-- "CustomDeck" field is a list of all CustomDecks used by cards within the
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-- deck, keyed by the DeckID and referencing the custom deck table
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---@param deck table TTS deck data structure to add to
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---@param cardData table Data for the card to be inserted
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Spawner.addCardToDeck = function(deck, cardData)
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for customDeckId, customDeckData in pairs(cardData.CustomDeck) do
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if (deck.CustomDeck[customDeckId] == nil) then
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-- CustomDeck not added to deck yet, add it
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deck.CustomDeck[customDeckId] = customDeckData
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elseif (deck.CustomDeck[customDeckId].FaceURL == customDeckData.FaceURL) then
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-- CustomDeck for this card matches the current one for the deck, do nothing
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else
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-- CustomDeck data conflict
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local newDeckId = nil
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for deckId, customDeck in pairs(deck.CustomDeck) do
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if (customDeckData.FaceURL == customDeck.FaceURL) then
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newDeckId = deckId
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end
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end
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if (newDeckId == nil) then
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-- No non-conflicting custom deck for this card, add a new one
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newDeckId = Spawner.findNextAvailableId(deck.CustomDeck, "1000")
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deck.CustomDeck[newDeckId] = customDeckData
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end
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-- Update the card with the new CustomDeck info
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cardData.CardID = newDeckId..string.sub(cardData.CardID, 5)
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cardData.CustomDeck[customDeckId] = nil
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cardData.CustomDeck[newDeckId] = customDeckData
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break
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end
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end
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table.insert(deck.ContainedObjects, cardData)
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table.insert(deck.DeckIDs, cardData.CardID)
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end
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-- Create an empty deck data table which can have cards added to it. This
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-- creates a new table on each call without using metatables or previous
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-- definitions because we can't be sure that TTS doesn't modify the structure
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---@return table deck Table containing the minimal TTS deck data structure
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Spawner.buildDeckDataTemplate = function()
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local deck = {}
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deck.Name = "Deck"
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-- Card data. DeckIDs and CustomDeck entries will be built from the cards
|
|
deck.ContainedObjects = {}
|
|
deck.DeckIDs = {}
|
|
deck.CustomDeck = {}
|
|
|
|
-- Transform is required, Position and Rotation will be overridden by the spawn call so can be omitted here
|
|
deck.Transform = {
|
|
scaleX = 1,
|
|
scaleY = 1,
|
|
scaleZ = 1,
|
|
}
|
|
|
|
return deck
|
|
end
|
|
|
|
-- Returns the first ID which does not exist in the given table, starting at startId and increasing
|
|
---@param objectTable table keyed by strings which are numbers
|
|
---@param startId string possible ID.
|
|
---@return string id >= startId
|
|
Spawner.findNextAvailableId = function(objectTable, startId)
|
|
local id = startId
|
|
while (objectTable[id] ~= nil) do
|
|
id = tostring(tonumber(id) + 1)
|
|
end
|
|
return id
|
|
end
|
|
|
|
-- Get the PBCN (Permanent/Bonded/Customizable/Normal) value from the given metadata.
|
|
---@return number PBCN 1 for Permanent, 2 for Bonded or 4 for Normal. The actual values are
|
|
-- irrelevant as they provide only grouping and the order between them doesn't matter.
|
|
Spawner.getpbcn = function(metadata)
|
|
if metadata.permanent then
|
|
return 1
|
|
elseif metadata.bonded_to ~= nil then
|
|
return 2
|
|
else -- Normal card
|
|
return 3
|
|
end
|
|
end
|
|
|
|
-- Comparison function used to sort the cards in a deck. Groups bonded or
|
|
-- permanent cards first, then sorts within theose types by name/subname.
|
|
-- Normal cards will sort in standard alphabetical order, while
|
|
-- permanent/bonded/customizable will be in reverse alphabetical order.
|
|
--
|
|
-- Since cards spawn in the order provided by this comparator, with the first
|
|
-- cards ending up at the bottom of a pile, this ordering will spawn in reverse
|
|
-- alphabetical order. This presents the cards in order for non-face-down
|
|
-- areas, and presents them in order when Searching the face-down deck.
|
|
Spawner.cardComparator = function(card1, card2)
|
|
local pbcn1 = Spawner.getpbcn(card1.metadata)
|
|
local pbcn2 = Spawner.getpbcn(card2.metadata)
|
|
if pbcn1 ~= pbcn2 then
|
|
return pbcn1 > pbcn2
|
|
end
|
|
if pbcn1 == 3 then
|
|
if card1.data.Nickname ~= card2.data.Nickname then
|
|
return card1.data.Nickname < card2.data.Nickname
|
|
end
|
|
return card1.data.Description < card2.data.Description
|
|
else
|
|
if card1.data.Nickname ~= card2.data.Nickname then
|
|
return card1.data.Nickname > card2.data.Nickname
|
|
end
|
|
return card1.data.Description > card2.data.Description
|
|
end
|
|
end
|
|
end)
|
|
return __bundle_require("__root") |