ah_sce_unpacked/unpacked.ttslua
Adam Goldsmith 7e1ed4f41a
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Merge branch 'master' into patches
2023-09-02 23:00:05 -04:00

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-- Bundled by luabundle {"version":"1.6.0"}
local __bundle_require, __bundle_loaded, __bundle_register, __bundle_modules = (function(superRequire)
local loadingPlaceholder = {[{}] = true}
local register
local modules = {}
local require
local loaded = {}
register = function(name, body)
if not modules[name] then
modules[name] = body
end
end
require = function(name)
local loadedModule = loaded[name]
if loadedModule then
if loadedModule == loadingPlaceholder then
return nil
end
else
if not modules[name] then
if not superRequire then
local identifier = type(name) == 'string' and '\"' .. name .. '\"' or tostring(name)
error('Tried to require ' .. identifier .. ', but no such module has been registered')
else
return superRequire(name)
end
end
loaded[name] = loadingPlaceholder
loadedModule = modules[name](require, loaded, register, modules)
loaded[name] = loadedModule
end
return loadedModule
end
return require, loaded, register, modules
end)(nil)
__bundle_register("core/NavigationOverlayApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local NavigationOverlayApi = {}
local HANDLER_GUID = "797ede"
-- Copies the visibility for the Navigation overlay
---@param startColor String Color of the player to copy from
---@param targetColor String Color of the targeted player
NavigationOverlayApi.copyVisibility = function(startColor, targetColor)
getObjectFromGUID(HANDLER_GUID).call("copyVisibility", {
startColor = startColor,
targetColor = targetColor
})
end
-- Changes the Navigation Overlay view ("Full View" --> "Play Areas" --> "Closed" etc.)
---@param playerColor String Color of the player to update the visibility for
NavigationOverlayApi.cycleVisibility = function(playerColor)
getObjectFromGUID(HANDLER_GUID).call("cycleVisibility", playerColor)
end
return NavigationOverlayApi
end
end)
__bundle_register("core/PlayAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlayAreaApi = { }
local PLAY_AREA_GUID = "721ba2"
local IMAGE_SWAPPER = "b7b45b"
-- Returns the current value of the investigator counter from the playmat
---@return Integer. Number of investigators currently set on the counter
PlayAreaApi.getInvestigatorCount = function()
return getObjectFromGUID(PLAY_AREA_GUID).call("getInvestigatorCount")
end
-- Updates the current value of the investigator counter from the playmat
---@param count Number of investigators to set on the counter
PlayAreaApi.setInvestigatorCount = function(count)
return getObjectFromGUID(PLAY_AREA_GUID).call("setInvestigatorCount", count)
end
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with
-- 'displacement_excluded'
---@param playerColor Color of the player requesting the shift. Used solely to send an error
--- message in the unlikely case that the scripting zone has been deleted
PlayAreaApi.shiftContentsUp = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsUp", playerColor)
end
PlayAreaApi.shiftContentsDown = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsDown", playerColor)
end
PlayAreaApi.shiftContentsLeft = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsLeft", playerColor)
end
PlayAreaApi.shiftContentsRight = function(playerColor)
return getObjectFromGUID(PLAY_AREA_GUID).call("shiftContentsRight", playerColor)
end
-- Reset the play area's tracking of which cards have had tokens spawned.
PlayAreaApi.resetSpawnedCards = function()
return getObjectFromGUID(PLAY_AREA_GUID).call("resetSpawnedCards")
end
-- Event to be called when the current scenario has changed.
---@param scenarioName Name of the new scenario
PlayAreaApi.onScenarioChanged = function(scenarioName)
getObjectFromGUID(PLAY_AREA_GUID).call("onScenarioChanged", scenarioName)
end
-- Sets this playmat's snap points to limit snapping to locations or not.
-- If matchTypes is false, snap points will be reset to snap all cards.
---@param matchTypes Boolean Whether snap points should only snap for the matching card types.
PlayAreaApi.setLimitSnapsByType = function(matchCardTypes)
getObjectFromGUID(PLAY_AREA_GUID).call("setLimitSnapsByType", matchCardTypes)
end
-- Receiver for the Global tryObjectEnterContainer event. Used to clear vector lines from dragged
-- cards before they're destroyed by entering the container
PlayAreaApi.tryObjectEnterContainer = function(container, object)
getObjectFromGUID(PLAY_AREA_GUID).call("tryObjectEnterContainer",
{ container = container, object = object })
end
-- counts the VP on locations in the play area
PlayAreaApi.countVP = function()
return getObjectFromGUID(PLAY_AREA_GUID).call("countVP")
end
-- highlights all locations in the play area without metadata
---@param state Boolean True if highlighting should be enabled
PlayAreaApi.highlightMissingData = function(state)
return getObjectFromGUID(PLAY_AREA_GUID).call("highlightMissingData", state)
end
-- highlights all locations in the play area with VP
---@param state Boolean True if highlighting should be enabled
PlayAreaApi.highlightCountedVP = function(state)
return getObjectFromGUID(PLAY_AREA_GUID).call("highlightCountedVP", state)
end
-- Checks if an object is in the play area (returns true or false)
PlayAreaApi.isInPlayArea = function(object)
return getObjectFromGUID(PLAY_AREA_GUID).call("isInPlayArea", object)
end
PlayAreaApi.getSurface = function()
return getObjectFromGUID(PLAY_AREA_GUID).getCustomObject().image
end
PlayAreaApi.updateSurface = function(url)
return getObjectFromGUID(IMAGE_SWAPPER).call("updateSurface", url)
end
return PlayAreaApi
end
end)
__bundle_register("core/token/TokenManager", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local tokenSpawnTracker = require("core/token/TokenSpawnTrackerApi")
local playArea = require("core/PlayAreaApi")
local PLAYER_CARD_TOKEN_OFFSETS = {
[1] = {
Vector(0, 3, -0.2)
},
[2] = {
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[3] = {
Vector(0, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[4] = {
Vector(0.4, 3, -0.9),
Vector(-0.4, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[5] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.4, 3, -0.2),
Vector(-0.4, 3, -0.2)
},
[6] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2)
},
[7] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0, 3, 0.5)
},
[8] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(-0.35, 3, 0.5),
Vector(0.35, 3, 0.5)
},
[9] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5)
},
[10] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0, 3, 1.2)
},
[11] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(-0.35, 3, 1.2),
Vector(0.35, 3, 1.2)
},
[12] = {
Vector(0.7, 3, -0.9),
Vector(0, 3, -0.9),
Vector(-0.7, 3, -0.9),
Vector(0.7, 3, -0.2),
Vector(0, 3, -0.2),
Vector(-0.7, 3, -0.2),
Vector(0.7, 3, 0.5),
Vector(0, 3, 0.5),
Vector(-0.7, 3, 0.5),
Vector(0.7, 3, 1.2),
Vector(0, 3, 1.2),
Vector(-0.7, 3, 1.2)
}
}
-- stateIDs for the multi-stated resource tokens
local stateTable = {
["resource"] = 1,
["ammo"] = 2,
["bounty"] = 3,
["charge"] = 4,
["evidence"] = 5,
["secret"] = 6,
["supply"] = 7
}
-- Source for tokens
local TOKEN_SOURCE_GUID = "124381"
-- Table of data extracted from the token source bag, keyed by the Memo on each token which
-- should match the token type keys ("resource", "clue", etc)
local tokenTemplates
local DATA_HELPER_GUID = "708279"
local playerCardData
local locationData
local TokenManager = { }
local internal = { }
-- Spawns tokens for the card. This function is built to just throw a card at it and let it do
-- the work once a card has hit an area where it might spawn tokens. It will check to see if
-- the card has already spawned, find appropriate data from either the uses metadata or the Data
-- Helper, and spawn the tokens.
---@param card 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
TokenManager.spawnForCard = function(card, extraUses)
if tokenSpawnTracker.hasSpawnedTokens(card.getGUID()) then
return
end
local metadata = JSON.decode(card.getGMNotes())
if metadata ~= nil then
internal.spawnTokensFromUses(card, extraUses)
else
internal.spawnTokensFromDataHelper(card)
end
end
-- Spawns a set of tokens on the given card.
---@param card Object Card to spawn tokens on
---@param tokenType String Type of token to spawn, valid values are "damage", "horror",
-- "resource", "doom", or "clue"
---@param tokenCount Number How many tokens to spawn. For damage or horror this value will be set to the
-- spawned state object rather than spawning multiple tokens
---@param shiftDown Number An offset for the z-value of this group of tokens
---@param subType Number Subtype of token to spawn. This will only differ from the tokenName for resource tokens
TokenManager.spawnTokenGroup = function(card, tokenType, tokenCount, shiftDown, subType)
local optionPanel = Global.getTable("optionPanel")
if tokenType == "damage" or tokenType == "horror" then
TokenManager.spawnCounterToken(card, tokenType, tokenCount, shiftDown)
elseif tokenType == "resource" and optionPanel["useResourceCounters"] then
TokenManager.spawnResourceCounterToken(card, tokenCount)
else
TokenManager.spawnMultipleTokens(card, tokenType, tokenCount, shiftDown, subType)
end
end
-- Spawns a single counter token and sets the value to tokenValue. Used for damage and horror
-- tokens.
---@param card Object Card to spawn tokens on
---@param tokenType String type of token to spawn, valid values are "damage" and "horror". Other
-- types should use spawnMultipleTokens()
---@param tokenValue Number Value to set the damage/horror to
TokenManager.spawnCounterToken = function(card, tokenType, tokenValue, shiftDown)
if tokenValue < 1 or tokenValue > 50 then return end
local pos = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[1][1] + Vector(0, 0, shiftDown))
local rot = card.getRotation()
TokenManager.spawnToken(pos, tokenType, rot, function(spawned) spawned.setState(tokenValue) end)
end
TokenManager.spawnResourceCounterToken = function(card, tokenCount)
local pos = card.positionToWorld(card.positionToLocal(card.getPosition()) + Vector(0, 0.2, -0.5))
local rot = card.getRotation()
TokenManager.spawnToken(pos, "resourceCounter", rot, function(spawned)
spawned.call("updateVal", tokenCount)
end)
end
-- Spawns a number of tokens.
---@param tokenType String type of token to spawn, valid values are resource", "doom", or "clue".
-- Other types should use spawnCounterToken()
---@param tokenCount Number How many tokens to spawn
---@param shiftDown Number An offset for the z-value of this group of tokens
---@param subType Number Subtype of token to spawn. This will only differ from the tokenName for resource tokens
TokenManager.spawnMultipleTokens = function(card, tokenType, tokenCount, shiftDown, subType)
if tokenCount < 1 or tokenCount > 12 then
return
end
local offsets = {}
if tokenType == "clue" then
offsets = internal.buildClueOffsets(card, tokenCount)
else
for i = 1, tokenCount do
offsets[i] = card.positionToWorld(PLAYER_CARD_TOKEN_OFFSETS[tokenCount][i])
-- Fix the y-position for the spawn, since positionToWorld considers rotation which can
-- have bad results for face up/down differences
offsets[i].y = card.getPosition().y + 0.15
end
end
if shiftDown ~= nil then
-- Copy the offsets to make sure we don't change the static values
local baseOffsets = offsets
offsets = { }
for i, baseOffset in ipairs(baseOffsets) do
offsets[i] = baseOffset
offsets[i][3] = offsets[i][3] + shiftDown
end
end
if offsets == nil then
error("couldn't find offsets for " .. tokenCount .. ' tokens')
return
end
-- handling for not provided subtype (for example when spawning from custom data helpers)
if subType == nil then
subType = ""
end
-- this is used to load the correct state for additional resource tokens (e.g. "Ammo")
local callback = nil
local stateID = stateTable[string.lower(subType)]
if tokenType == "resource" and stateID ~= nil and stateID ~= 1 then
callback = function(spawned) spawned.setState(stateID) end
end
for i = 1, tokenCount do
TokenManager.spawnToken(offsets[i], tokenType, card.getRotation(), callback)
end
end
-- Spawns a single token at the given global position by copying it from the template bag.
---@param position Global position to spawn the token
---@param tokenType String type of token to spawn, valid values are "damage", "horror",
-- "resource", "doom", or "clue"
---@param rotation 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 Object Card object to be replenished
---@param uses Table The already decoded metadata.uses (to avoid decoding again)
---@param mat 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 Object Card object to reset the tokens for
TokenManager.resetTokensSpawned = function(card)
tokenSpawnTracker.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 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 = getObjectFromGUID(TOKEN_SOURCE_GUID)
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 = getObjectFromGUID(DATA_HELPER_GUID)
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 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 type, token, tokenCount
for i, useInfo in ipairs(uses) do
type = useInfo.type
token = useInfo.token
tokenCount = (useInfo.count or 0)
+ (useInfo.countPerInvestigator or 0) * playArea.getInvestigatorCount()
if extraUses ~= nil and extraUses[type] ~= nil then
tokenCount = tokenCount + extraUses[type]
end
-- Shift each spawned group after the first down so they don't pile on each other
TokenManager.spawnTokenGroup(card, token, tokenCount, (i - 1) * 0.8, type)
end
tokenSpawnTracker.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 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 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)
token = playerData.tokenType
tokenCount = playerData.tokenCount
--log("Spawning data helper tokens for "..card.getName()..'['..card.getDescription()..']: '..tokenCount.."x "..token)
TokenManager.spawnTokenGroup(card, token, tokenCount)
tokenSpawnTracker.markTokensSpawned(card.getGUID())
end
-- Spawn tokens for a location using data retrieved from the Data Helper.
---@param card Object Card to maybe spawn tokens for
---@param playerData 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)
tokenSpawnTracker.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
--log(card.getName() .. ' : ' .. locationData.type .. ' : ' .. locationData.value .. ' : ' .. locationData.clueSide)
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 * playArea.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 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 Object Card the clues will be placed on
---@param count Integer How many clues?
---@return Table Array of global positions to spawn the clues at
internal.buildClueOffsets = function(card, count)
local pos = card.getPosition()
local cluePositions = { }
for i = 1, count do
local column = math.floor((i - 1) / 4)
local row = (i - 1) % 4
table.insert(cluePositions, Vector(pos.x - 1 + 0.55 * row, pos.y, pos.z - 1.4 - 0.55 * column))
end
return cluePositions
end
---@param card Object Card object to be replenished
---@param uses Table The already decoded metadata.uses (to avoid decoding again)
---@param mat 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 search = internal.searchOnCard(cardPos, card.getRotation())
local clickableResourceCounter = nil
local foundTokens = 0
for _, obj in ipairs(search) do
local obj = obj.hit_object
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
-- searches on a card (standard size) and returns the result
---@param position Table Position of the card
---@param rotation Table Rotation of the card
internal.searchOnCard = function(position, rotation)
return Physics.cast({
origin = position,
direction = {0, 1, 0},
orientation = rotation,
type = 3,
size = { 2.5, 0.5, 3.5 },
max_distance = 1,
debug = false
})
end
return TokenManager
end
end)
__bundle_register("core/token/TokenSpawnTrackerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenSpawnTracker = { }
local SPAWN_TRACKER_GUID = "e3ffc9"
TokenSpawnTracker.hasSpawnedTokens = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("hasSpawnedTokens", cardGuid)
end
TokenSpawnTracker.markTokensSpawned = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("markTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetTokensSpawned = function(cardGuid)
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetTokensSpawned", cardGuid)
end
TokenSpawnTracker.resetAllAssetAndEvents = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllAssetAndEvents")
end
TokenSpawnTracker.resetAllLocations = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAllLocations")
end
TokenSpawnTracker.resetAll = function()
return getObjectFromGUID(SPAWN_TRACKER_GUID).call("resetAll")
end
return TokenSpawnTracker
end
end)
__bundle_register("accessories/TokenArrangerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local TokenArrangerApi = {}
-- local function to call the token arranger, if it is on the table
---@param functionName String Name of the function to cal
---@param argument Variant Parameter to pass
local function callIfExistent(functionName, argument)
local tokenArranger = getObjectsWithTag("TokenArranger")[1]
if tokenArranger ~= nil then
tokenArranger.call(functionName, argument)
end
end
-- updates the token modifiers with the provided data
---@param tokenData Table Contains the chaos token metadata
TokenArrangerApi.onTokenDataChanged = function(fullData)
callIfExistent("onTokenDataChanged", fullData)
end
-- deletes already laid out tokens
TokenArrangerApi.deleteCopiedTokens = function()
callIfExistent("deleteCopiedTokens")
end
-- updates the laid out tokens
TokenArrangerApi.layout = function()
Wait.time(function() callIfExistent("layout") end, 0.1)
end
return TokenArrangerApi
end
end)
__bundle_register("chaosbag/BlessCurseManagerApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local BlessCurseManagerApi = {}
local MANAGER_GUID = "5933fb"
-- removes all taken tokens and resets the counts
BlessCurseManagerApi.removeTakenTokensAndReset = function()
local BlessCurseManager = getObjectFromGUID(MANAGER_GUID)
Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Bless") end, 0.05)
Wait.time(function() BlessCurseManager.call("removeTakenTokens", "Curse") end, 0.10)
Wait.time(function() BlessCurseManager.call("doReset", "White") end, 0.15)
end
-- updates the internal count (called by cards that seal bless/curse tokens)
BlessCurseManagerApi.sealedToken = function(type, guid)
getObjectFromGUID(MANAGER_GUID).call("sealedToken", { type = type, guid = guid })
end
-- updates the internal count (called by cards that seal bless/curse tokens)
BlessCurseManagerApi.releasedToken = function(type, guid)
getObjectFromGUID(MANAGER_GUID).call("releasedToken", { type = type, guid = guid })
end
-- broadcasts the current status for bless/curse tokens
---@param playerColor String Color of the player to show the broadcast to
BlessCurseManagerApi.broadcastStatus = function(playerColor)
getObjectFromGUID(MANAGER_GUID).call("broadcastStatus", playerColor)
end
-- removes all bless / curse tokens from the chaos bag and play
---@param playerColor String Color of the player to show the broadcast to
BlessCurseManagerApi.removeAll = function(playerColor)
getObjectFromGUID(MANAGER_GUID).call("doRemove", playerColor)
end
-- adds Wendy's menu to the hovered card (allows sealing of tokens)
---@param color String Color of the player to show the broadcast to
BlessCurseManagerApi.addWendysMenu = function(playerColor, hoveredObject)
getObjectFromGUID(MANAGER_GUID).call("addMenuOptions", { playerColor = playerColor, hoveredObject = hoveredObject })
end
return BlessCurseManagerApi
end
end)
__bundle_register("core/MythosAreaApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local MythosAreaApi = {}
local MYTHOS_AREA_GUID = "9f334f"
-- returns the chaos token metadata (if provided through scenario reference card)
MythosAreaApi.returnTokenData = function()
return getObjectFromGUID(MYTHOS_AREA_GUID).call("returnTokenData")
end
return MythosAreaApi
end
end)
__bundle_register("core/token/TokenChecker", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local CHAOS_TOKEN_NAMES = {
["Elder Sign"] = true,
["+1"] = true,
["0"] = true,
["-1"] = true,
["-2"] = true,
["-3"] = true,
["-4"] = true,
["-5"] = true,
["-6"] = true,
["-7"] = true,
["-8"] = true,
["Skull"] = true,
["Cultist"] = true,
["Tablet"] = true,
["Elder Thing"] = true,
["Auto-fail"] = true,
["Bless"] = true,
["Curse"] = true,
["Frost"] = true
}
local TokenChecker = {}
-- returns true if the passed object is a chaos token (by name)
TokenChecker.isChaosToken = function(obj)
if CHAOS_TOKEN_NAMES[obj.getName()] then
return true
else
return false
end
end
return TokenChecker
end
end)
__bundle_register("playermat/PlaymatApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local PlaymatApi = { }
local internal = { }
local MAT_IDS = {
White = "8b081b",
Orange = "bd0ff4",
Green = "383d8b",
Red = "0840d5"
}
local CLUE_COUNTER_GUIDS = {
White = "37be78",
Orange = "1769ed",
Green = "032300",
Red = "d86b7c"
}
local CLUE_CLICKER_GUIDS = {
White = "db85d6",
Orange = "3f22e5",
Green = "891403",
Red = "4111de"
}
-- Returns the color of the by position requested playermat as string
---@param startPos Table Position of the search, table get's roughly cut into 4 quarters to assign a playermat
PlaymatApi.getMatColorByPosition = function(startPos)
if startPos.x < -42 then
if startPos.z > 0 then
return "White"
else
return "Orange"
end
else
if startPos.z > 0 then
return "Green"
else
return "Red"
end
end
end
-- Returns the color of the player's hand that is seated next to the playermat
---@param matColor String Color of the playermat
PlaymatApi.getPlayerColor = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.getVar("playerColor")
end
-- Returns the color of the playermat that owns the playercolor's hand
---@param handColor String Color of the playermat
PlaymatApi.getMatColor = function(handColor)
local matColors = {"White", "Orange", "Green", "Red"}
for i, mat in ipairs(internal.getMatForColor("All")) do
local color = mat.getVar("playerColor")
if color == handColor then return matColors[i] end
end
return "NOT_FOUND"
end
-- Returns the result of a cast in the specificed playermat's area
---@param matColor String Color of the playermat
PlaymatApi.searchPlaymat = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.call("searchAroundSelf")
end
-- Returns if there is the card "Dream-Enhancing Serum" on the requested playermat
---@param matColor String Color of the playermat
PlaymatApi.isDES = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.getVar("isDES")
end
-- Returns the draw deck of the requested playmat
---@param matColor String Color of the playermat
PlaymatApi.getDrawDeck = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
mat.call("getDrawDiscardDecks")
return mat.getVar("drawDeck")
end
-- Returns the position of the discard pile of the requested playmat
---@param matColor String Color of the playermat
PlaymatApi.getDiscardPosition = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.call("returnGlobalDiscardPosition")
end
-- Transforms a local position into a global position
---@param localPos Table Local position to be transformed
---@param matColor String Color of the playermat
PlaymatApi.transformLocalPosition = function(localPos, matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.positionToWorld(localPos)
end
-- Returns the rotation of the requested playmat
---@param matColor String Color of the playermat
PlaymatApi.returnRotation = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.getRotation()
end
-- Triggers the Upkeep for the requested playmat
---@param matColor String Color of the playermat
---@param playerColor String Color of the calling player (for messages)
PlaymatApi.doUpkeepFromHotkey = function(matColor, playerColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.call("doUpkeepFromHotkey", playerColor)
end
-- Returns the active investigator id
---@param matColor String Color of the playermat
PlaymatApi.returnInvestigatorId = function(matColor)
local mat = getObjectFromGUID(MAT_IDS[matColor])
return mat.getVar("activeInvestigatorId")
end
-- Sets the requested playermat's snap points to limit snapping to matching card types or not. If
-- matchTypes is true, the main card slot snap points will only snap assets, while the
-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
-- be reset to snap all cards.
---@param matchCardTypes Boolean. Whether snap points should only snap for the matching card
-- types.
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("setLimitSnapsByType", matchCardTypes)
end
end
-- Sets the requested playermat's draw 1 button to visible
---@param isDrawButtonVisible Boolean. Whether the draw 1 button should be visible or not
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.showDrawButton = function(isDrawButtonVisible, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("showDrawButton", isDrawButtonVisible)
end
end
-- Shows or hides the clickable clue counter for the requested playermat
---@param showCounter Boolean. Whether the clickable counter should be present or not
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.clickableClues = function(showCounter, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("clickableClues", showCounter)
end
end
-- Removes all clues (to the trash for tokens and counters set to 0) for the requested playermat
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will apply the setting to all four mats.
PlaymatApi.removeClues = function(matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("removeClues")
end
end
-- Reports the clue count for the requested playermat
---@param useClickableCounters Boolean Controls which type of counter is getting checked
PlaymatApi.getClueCount = function(useClickableCounters, matColor)
local count = 0
for _, mat in ipairs(internal.getMatForColor(matColor)) do
count = count + tonumber(mat.call("getClueCount", useClickableCounters))
end
return count
end
-- Adds the specified amount of resources to the requested playermat's resource counter
PlaymatApi.gainResources = function(amount, matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("gainResources", amount)
end
end
-- Discard a non-hidden card from the corresponding player's hand
PlaymatApi.doDiscardOne = function(matColor)
for _, mat in ipairs(internal.getMatForColor(matColor)) do
mat.call("doDiscardOne")
end
end
PlaymatApi.syncAllCustomizableCards = function()
for _, mat in ipairs(internal.getMatForColor("All")) do
mat.call("syncAllCustomizableCards")
end
end
-- Convenience function to look up a mat's object by color, or get all mats.
---@param matColor String for one of the active player colors - White, Orange, Green, Red. Also
-- accepts "All" as a special value which will return all four mats.
---@return: Array of playermat objects. If a single mat is requested, will return a single-element
-- array to simplify processing by consumers.
internal.getMatForColor = function(matColor)
local targetMatGuid = MAT_IDS[matColor]
if targetMatGuid != nil then
return { getObjectFromGUID(targetMatGuid) }
end
if matColor == "All" then
return {
getObjectFromGUID(MAT_IDS.White),
getObjectFromGUID(MAT_IDS.Orange),
getObjectFromGUID(MAT_IDS.Green),
getObjectFromGUID(MAT_IDS.Red),
}
end
end
return PlaymatApi
end
end)
__bundle_register("__root", function(require, _LOADED, __bundle_register, __bundle_modules)
require("core/Global")
end)
__bundle_register("core/Global", function(require, _LOADED, __bundle_register, __bundle_modules)
---------------------------------------------------------
-- general setup
---------------------------------------------------------
ENCOUNTER_DECK_POS = {-3.93, 1, 5.76}
ENCOUNTER_DECK_DISCARD_POSITION = {-3.85, 1, 10.38}
-- optionPanel data
optionPanel = {}
-- GUID of data helper
DATA_HELPER_GUID = "708279"
-- GUIDs that will not be interactable (e.g. parts of the table)
local NOT_INTERACTABLE = {
"6161b4", -- Decoration-Map
"721ba2", -- PlayArea
"9f334f", -- MythosArea
"463022", -- Panel behind tentacle stand
"f182ee", -- InvestigatorCount
"7bff34", -- Tentacle stand
"8646eb", -- horizontal border left
"75937e", -- horizontal border right
"612072", -- vertical border left
"975c39", -- vertical border right
}
local chaosTokens = {}
local chaosTokensLastMat = nil
local IS_RESHUFFLING = false
local bagSearchers = {}
local MAT_COLORS = {"White", "Orange", "Green", "Red"}
local hideTitleSplashWaitFunctionId = nil
local playmatApi = require("playermat/PlaymatApi")
local tokenManager = require("core/token/TokenManager")
local playAreaAPI = require("core/PlayAreaApi")
local soundCubeApi = require("core/SoundCubeApi")
local mythosAreaApi = require("core/MythosAreaApi")
local tokenArrangerApi = require("accessories/TokenArrangerApi")
local blessCurseManagerApi = require("chaosbag/BlessCurseManagerApi")
local navigationOverlayApi = require("core/NavigationOverlayApi")
local tokenChecker = require("core/token/TokenChecker")
-- online functionality related variables
local MOD_VERSION = "3.2.0"
local SOURCE_REPO = 'https://raw.githubusercontent.com/chr1z93/loadable-objects/main'
local library, requestObj, modMeta, notificationVisible
local acknowledgedUpgradeVersions = {}
local LANGUAGES = {
{ code = "zh_CN", name = "简体中文" },
{ code = "zh_TW", name = "繁體中文" },
{ code = "de", name = "Deutsch" },
{ code = "en", name = "English" },
{ code = "es", name = "Español" },
{ code = "fr", name = "Français" },
{ code = "it", name = "Italiano" }
}
---------------------------------------------------------
-- data for tokens
---------------------------------------------------------
TOKEN_DATA = {
damage = {image = "http://cloud-3.steamusercontent.com/ugc/1758068501357115146/903D11AAE7BD5C254C8DC136E9202EE516289DEA/", scale = {0.17, 0.17, 0.17}},
horror = {image = "http://cloud-3.steamusercontent.com/ugc/1758068501357163535/6D9E0756503664D65BDB384656AC6D4BD713F5FC/", scale = {0.17, 0.17, 0.17}},
resource = {image = "http://cloud-3.steamusercontent.com/ugc/1758068501357192910/11DDDC7EF621320962FDCF3AE3211D5EDC3D1573/", scale = {0.17, 0.17, 0.17}},
doom = {image = "https://i.imgur.com/EoL7yaZ.png", scale = {0.17, 0.17, 0.17}},
clue = {image = "http://cloud-3.steamusercontent.com/ugc/1758068501357164917/1D06F1DC4D6888B6F57124BD2AFE20D0B0DA15A8/", scale = {0.15, 0.15, 0.15}}
}
ID_URL_MAP = {
['blue'] = {name = "Elder Sign", url = 'https://i.imgur.com/nEmqjmj.png'},
['p1'] = {name = "+1", url = 'https://i.imgur.com/uIx8jbY.png'},
['0'] = {name = "0", url = 'https://i.imgur.com/btEtVfd.png'},
['m1'] = {name = "-1", url = 'https://i.imgur.com/w3XbrCC.png'},
['m2'] = {name = "-2", url = 'https://i.imgur.com/bfTg2hb.png'},
['m3'] = {name = "-3", url = 'https://i.imgur.com/yfs8gHq.png'},
['m4'] = {name = "-4", url = 'https://i.imgur.com/qrgGQRD.png'},
['m5'] = {name = "-5", url = 'https://i.imgur.com/3Ym1IeG.png'},
['m6'] = {name = "-6", url = 'https://i.imgur.com/c9qdSzS.png'},
['m7'] = {name = "-7", url = 'https://i.imgur.com/4WRD42n.png'},
['m8'] = {name = "-8", url = 'https://i.imgur.com/9t3rPTQ.png'},
['skull'] = {name = "Skull", url = 'https://i.imgur.com/stbBxtx.png'},
['cultist'] = {name = "Cultist", url = 'https://i.imgur.com/VzhJJaH.png'},
['tablet'] = {name = "Tablet", url = 'https://i.imgur.com/1plY463.png'},
['elder'] = {name = "Elder Thing", url = 'https://i.imgur.com/ttnspKt.png'},
['red'] = {name = "Auto-fail", url = 'https://i.imgur.com/lns4fhz.png'},
['bless'] = {name = "Bless", url = 'http://cloud-3.steamusercontent.com/ugc/1655601092778627699/339FB716CB25CA6025C338F13AFDFD9AC6FA8356/'},
['curse'] = {name = "Curse", url = 'http://cloud-3.steamusercontent.com/ugc/1655601092778636039/2A25BD38E8C44701D80DD96BF0121DA21843672E/'},
['frost'] = {name = "Frost", url = 'http://cloud-3.steamusercontent.com/ugc/1858293462583104677/195F93C063A8881B805CE2FD4767A9718B27B6AE/'}
}
---------------------------------------------------------
-- data for chaos token stat tracker
---------------------------------------------------------
local MAT_GUID_TO_COLOR = {
["Overall"] = "Overall",
["8b081b"] = "White",
["bd0ff4"] = "Orange",
["383d8b"] = "Green",
["0840d5"] = "Red"
}
local tokenDrawingStats = {
["Overall"] = {},
["8b081b"] = {},
["bd0ff4"] = {},
["383d8b"] = {},
["0840d5"] = {}
}
---------------------------------------------------------
-- general code
---------------------------------------------------------
-- saving state of optionPanel to restore later
function onSave() return JSON.encode({ optionPanel = optionPanel, acknowledgedUpgradeVersions = acknowledgedUpgradeVersions }) end
function onLoad(savedData)
if savedData then
loadedData = JSON.decode(savedData)
optionPanel = loadedData.optionPanel
acknowledgedUpgradeVersions = loadedData.acknowledgedUpgradeVersions
updateOptionPanelState()
-- hack to set options on load
applyOptionPanelChange("useClueClickers", false)
applyOptionPanelChange("useResourceCounters", true)
applyOptionPanelChange("showTokenArranger", true)
applyOptionPanelChange("showChaosBagManager", true)
else
print("Saved state could not be found!")
end
for _, guid in ipairs(NOT_INTERACTABLE) do
local obj = getObjectFromGUID(guid)
if obj ~= nil then obj.interactable = false end
end
resetChaosTokenStatTracker()
getModVersion()
math.randomseed(os.time())
end
---------------------------------------------------------
-- encounter card drawing
---------------------------------------------------------
function isDeck(x) return x.tag == 'Deck' end
function isCardOrDeck(x) return x.tag == 'Card' or x.tag == 'Deck' end
-- Event hook for any object search. When chaos tokens are manipulated while the chaos bag
-- container is being searched, a TTS bug can cause tokens to duplicate or vanish. We lock the
-- chaos bag during search operations to avoid this.
function onObjectSearchStart(object, playerColor)
chaosbag = findChaosBag()
if object == chaosbag then
bagSearchers[playerColor] = true
end
end
-- Event hook for any object search. When chaos tokens are manipulated while the chaos bag
-- container is being searched, a TTS bug can cause tokens to duplicate or vanish. We lock the
-- chaos bag during search operations to avoid this.
function onObjectSearchEnd(object, playerColor)
chaosbag = findChaosBag()
if object == chaosbag then
bagSearchers[playerColor] = nil
end
end
-- Pass object enter container events to the PlayArea to clear vector lines from dragged cards.
-- This requires the try method as cards won't exist any more after they enter a deck, so the lines
-- can't be cleared.
function tryObjectEnterContainer(container, object)
playAreaAPI.tryObjectEnterContainer(container, object)
return true
end
function drawEncountercard(color) --[[ Parameter Player color ]]
local items = findInRadiusBy(ENCOUNTER_DECK_POS, 4, isCardOrDeck)
if #items > 0 then
for _, v in ipairs(items) do
if v.tag == 'Deck' then
v.deal(1, color)
return
end
end
-- we didn't find the deck so just pull the first thing we did find
items[1].deal(1, color)
else
-- nothing here, time to reshuffle
reshuffleEncounterDeck(color)
end
end
function actualEncounterCardDraw(card, params)
local position = params[1]
local rotation = params[2]
local alwaysFaceUp = params[3]
local faceUpRotation = 0
if not alwaysFaceUp then
local metadata = JSON.decode(card.getGMNotes()) or {}
if metadata.hidden or getObjectFromGUID(DATA_HELPER_GUID).call('checkHiddenCard', card.getName()) then
faceUpRotation = 180
end
end
card.setPositionSmooth(position, false, false)
card.setRotationSmooth({0, rotation.y, faceUpRotation}, false, false)
end
function reshuffleEncounterDeck(color)
-- finishes moving the deck back and draws a card
local function move(deck)
deck.setPositionSmooth({ENCOUNTER_DECK_POS[1], ENCOUNTER_DECK_POS[2] + 2, ENCOUNTER_DECK_POS[3]}, false, true)
deck.deal(1, color)
Wait.time(function() IS_RESHUFFLING = false end, 1)
end
-- bail out if we're mid reshuffle
if IS_RESHUFFLING then return end
local discarded = findInRadiusBy(ENCOUNTER_DECK_DISCARD_POSITION, 4, isDeck)
if #discarded > 0 then
IS_RESHUFFLING = true
local deck = discarded[1]
if not deck.is_face_down then deck.flip() end
deck.shuffle()
Wait.time(|| move(deck), 0.3)
else
printToAll("Couldn't find encounter discard pile to reshuffle.", {1, 0, 0})
end
end
function findInRadiusBy(pos, radius, filter)
local objList = Physics.cast({
origin = pos,
direction = {0, 1, 0},
type = 2,
size = {radius, radius, radius},
max_distance = 0
})
local filteredList = {}
for _, obj in ipairs(objList) do
if filter and filter(obj.hit_object) then
table.insert(filteredList, obj.hit_object)
end
end
return filteredList
end
---------------------------------------------------------
-- chaos token drawing
---------------------------------------------------------
-- checks scripting zone for chaos bag (also called by a lot of objects!)
function findChaosBag()
local chaosbag_zone = getObjectFromGUID("83ef06")
-- error handling: scripting zone not found
if chaosbag_zone == nil then
printToAll("Zone for chaos bag detection couldn't be found.", "Red")
return
end
for _, item in ipairs(chaosbag_zone.getObjects()) do
if item.getDescription() == "Chaos Bag" then
return item
end
end
-- error handling: chaos bag not found
printToAll("Chaos bag couldn't be found.", "Red")
end
function returnChaosTokens()
for _, token in pairs(chaosTokens) do
if token ~= nil then chaosbag.putObject(token) end
end
chaosTokens = {}
end
-- Checks to see if the chaos bag can be manipulated. If a player is searching the bag when tokens
-- are drawn or replaced a TTS bug can cause those tokens to vanish. Any functions which change the
-- contents of the bag should check this method before doing so.
-- This method will broadcast a message to all players if the bag is being searched.
---@return Boolean. True if the bag is manipulated, false if it should be blocked.
function canTouchChaosTokens()
for color, searching in pairs(bagSearchers) do
if searching then
broadcastToAll("Someone is searching the chaos bag, can't touch the tokens.", "Red")
return false
end
end
return true
end
-- called by playermats (by the "Draw chaos token" button)
function drawChaosToken(params)
if not canTouchChaosTokens() then return end
local mat = params[1]
local tokenOffset = params[2]
local isRightClick = params[3]
chaosbag = findChaosBag()
-- return token(s) on other playmat first
if chaosTokensLastMat ~= nil and chaosTokensLastMat ~= mat and #chaosTokens ~= 0 then
returnChaosTokens()
chaosTokensLastMat = nil
return
end
chaosTokensLastMat = mat
-- if we have left clicked and have no tokens OR if we have right clicked
if isRightClick or #chaosTokens == 0 then
if #chaosbag.getObjects() == 0 then return end
chaosbag.shuffle()
-- add the token to the list, compute new position based on list length
tokenOffset[1] = tokenOffset[1] + (0.17 * #chaosTokens)
local token = chaosbag.takeObject({
index = 0,
position = mat.positionToWorld(tokenOffset),
rotation = mat.getRotation()
})
-- get data for token description
local name = token.getName()
local tokenData = mythosAreaApi.returnTokenData().tokenData or {}
local specificData = tokenData[name] or {}
token.setDescription(specificData.description or "")
-- track the chaos token (for stat tracker and future returning)
trackChaosToken(name, mat.getGUID())
chaosTokens[#chaosTokens + 1] = token
return
else
returnChaosTokens()
end
end
---------------------------------------------------------
-- token spawning
---------------------------------------------------------
-- DEPRECATED. Use TokenManager instead.
-- Spawns a single token.
---@param params Table. Array with arguments to the method. 1 = position, 2 = type, 3 = rotation
function spawnToken(params)
return tokenManager.spawnToken(params[1], params[2], params[3])
end
---------------------------------------------------------
-- chaos token stat tracker
---------------------------------------------------------
function trackChaosToken(tokenName, matGUID)
tokenDrawingStats["Overall"][tokenName] = (tokenDrawingStats["Overall"][tokenName] or 0) + 1
tokenDrawingStats[matGUID][tokenName] = (tokenDrawingStats[matGUID][tokenName] or 0) + 1
end
-- Left-click: print stats, Right-click: reset stats
function handleStatTrackerClick(_, _, isRightClick)
if isRightClick then
resetChaosTokenStatTracker()
else
local squidKing = "Nobody"
local maxSquid = 0
local foundAnyStats = false
for key, personalStats in pairs(tokenDrawingStats) do
local playerColor, playerName
if key == "Overall" then
playerColor = "White"
playerName = "Overall"
else
playerColor = playmatApi.getPlayerColor(MAT_GUID_TO_COLOR[key])
playerName = Player[playerColor].steam_name or playerColor
local playerSquidCount = personalStats["Auto-fail"]
if playerSquidCount > maxSquid then
squidKing = playerName
maxSquid = playerSquidCount
end
end
-- get the total count of drawn tokens for the player
local totalCount = 0
for tokenName, value in pairs(personalStats) do
totalCount = totalCount + value
end
-- only print the personal stats if any tokens were drawn
if totalCount > 0 then
foundAnyStats = true
printToAll("------------------------------")
printToAll(playerName .. " Stats", playerColor)
for tokenName, value in pairs(personalStats) do
if value ~= 0 then
printToAll(tokenName .. ': ' .. tostring(value))
end
end
printToAll('Total: ' .. tostring(totalCount))
end
end
-- detect if any player drew tokens
if foundAnyStats then
printToAll("------------------------------")
printToAll(squidKing .. " is an auto-fail magnet.", {255, 0, 0})
else
printToAll("No tokens have been drawn yet.", "Yellow")
end
end
end
-- resets the count for each token to 0
function resetChaosTokenStatTracker()
for key, _ in pairs(tokenDrawingStats) do
tokenDrawingStats[key] = {}
for _, token in pairs(ID_URL_MAP) do
tokenDrawingStats[key][token.name] = 0
end
end
end
---------------------------------------------------------
-- Difficulty selector script
---------------------------------------------------------
-- called for button creation on the difficulty selectors
---@param object object Usually "self"
---@param key string Name of the scenario
function createSetupButtons(args)
local data = getDataValue('modeData', args.key)
if data ~= nil then
local buttonParameters = {}
buttonParameters.function_owner = args.object
buttonParameters.position = {0, 0.1, -0.15}
buttonParameters.scale = {0.47, 1, 0.47}
buttonParameters.height = 200
buttonParameters.width = 1150
buttonParameters.color = {0.87, 0.8, 0.7}
if data.easy ~= nil then
buttonParameters.label = "Easy"
buttonParameters.click_function = "easyClick"
args.object.createButton(buttonParameters)
buttonParameters.position[3] = buttonParameters.position[3] + 0.20
end
if data.normal ~= nil then
buttonParameters.label = "Standard"
buttonParameters.click_function = "normalClick"
args.object.createButton(buttonParameters)
buttonParameters.position[3] = buttonParameters.position[3] + 0.20
end
if data.hard ~= nil then
buttonParameters.label = "Hard"
buttonParameters.click_function = "hardClick"
args.object.createButton(buttonParameters)
buttonParameters.position[3] = buttonParameters.position[3] + 0.20
end
if data.expert ~= nil then
buttonParameters.label = "Expert"
buttonParameters.click_function = "expertClick"
args.object.createButton(buttonParameters)
buttonParameters.position[3] = buttonParameters.position[3] + 0.20
end
if data.standalone ~= nil then
buttonParameters.label = "Standalone"
buttonParameters.click_function = "standaloneClick"
args.object.createButton(buttonParameters)
end
end
end
-- called for adding chaos tokens
---@param object object Usually "self"
---@param key string Name of the scenario
---@param mode string difficulty (e.g. "hard" or "expert")
function fillContainer(args)
local data = getDataValue('modeData', args.key)
if data == nil then return end
local value = data[args.mode]
if value == nil or value.token == nil then return end
local tokenList = {}
for _, tokenId in ipairs(value.token) do
table.insert(tokenList, tokenId)
end
if value.append ~= nil then
for _, tokenId in ipairs(value.append) do
table.insert(tokenList, tokenId)
end
end
-- randomly choose tokens for specific Carcosa scenarios in standalone
if value.random then
local n = #value.random
if n > 0 then
for _, tokenId in ipairs(value.random[math.random(1, n)]) do
table.insert(tokenList, tokenId)
end
end
end
setChaosBagState(tokenList)
if value.message then
broadcastToAll(value.message)
end
if value.warning then
broadcastToAll(value.warning, { 1, 0.5, 0.5 })
end
end
function getDataValue(storage, key)
local data = getObjectFromGUID(DATA_HELPER_GUID).getTable(storage)
if data ~= nil then
local value = data[key]
if value ~= nil then
local res = {}
for m, v in pairs(value) do
res[m] = v
if res[m].parent ~= nil then
local parentData = getDataValue(storage, res[m].parent)
if parentData ~= nil and parentData[m] ~= nil and parentData[m].token ~= nil then
res[m].token = parentData[m].token
end
res[m].parent = nil
end
end
return res
end
end
end
function createChaosTokenNameLookupTable()
local namesToIds = {}
for k, v in pairs(ID_URL_MAP) do
namesToIds[v.name] = k
end
return namesToIds
end
-- returns a Table List of chaos token ids in the current chaos bag
---@api chaosbag/ChaosBagApi
function getChaosBagState()
local tokens = {}
local invertedTable = createChaosTokenNameLookupTable()
local chaosbag = findChaosBag()
for _, v in ipairs(chaosbag.getObjects()) do
local id = invertedTable[v.name]
if id then
table.insert(tokens, id)
else
printToAll(v.name .. " token not recognized. Will not be recorded.", "Yellow")
end
end
return tokens
end
-- respawns the chaos bag with a new state of tokens
---@param tokenList Table List of chaos token ids
---@api chaosbag/ChaosBagApi
function setChaosBagState(tokenList)
if not canTouchChaosTokens() then return end
local chaosbag = findChaosBag()
local chaosbagData = chaosbag.getData()
local reserveData = getObjectFromGUID("106418").getData()
local tokenCache = {}
local containedObjects = {}
-- create a temporary copy of the data for each chaos token
for _, objData in ipairs(reserveData.ContainedObjects) do
tokenCache[objData.Nickname] = objData
end
-- iterate over tokenlist and insert specified tokens into new table
for _, tokenId in ipairs(tokenList) do
local tokenName = ID_URL_MAP[tokenId].name
table.insert(containedObjects, tokenCache[tokenName])
end
-- overwrite chaos bag content and respawn it
chaosbagData.ContainedObjects = containedObjects
chaosbag.destruct()
spawnObjectData({data = chaosbagData})
-- remove tokens that are still in play
for _, token in pairs(chaosTokens) do
if token ~= nil then token.destruct() end
end
chaosTokens = {}
chaosTokensLastMat = nil
-- reset bless / curse manager
blessCurseManagerApi.removeTakenTokensAndReset()
printToAll("Chaos bag set to chosen difficulty.", "Green")
end
-- spawns the specified chaos token and puts it into the chaos bag
---@param id String ID of the chaos token
function spawnChaosToken(id)
if not canTouchChaosTokens() then return end
id = id:lower()
local chaosbag = findChaosBag()
local url = ID_URL_MAP[id].url or ""
if url ~= "" then
return spawnObject({
type = 'Custom_Tile',
position = { 0.49, 3, 0 },
scale = { 0.81, 1.0, 0.81 },
rotation = {0, 270, 0},
callback_function = function(obj)
obj.setName(ID_URL_MAP[id].name)
chaosbag.putObject(obj)
tokenArrangerApi.layout()
end
}).setCustomObject({
type = 2,
image = url,
thickness = 0.1
})
end
end
-- removes the specified chaos token from the chaos bag
---@param id String ID of the chaos token
function removeChaosToken(id)
if not canTouchChaosTokens() then return end
local tokens = {}
local chaosbag = findChaosBag()
local name = ID_URL_MAP[id].name
for _, v in ipairs(chaosbag.getObjects()) do
if v.name == name then table.insert(tokens, v.guid) end
end
-- error handling: no matching token found
if #tokens == 0 then
printToAll("No " .. name .. " tokens in the chaos bag.", "Yellow")
return
end
chaosbag.takeObject({
guid = tokens[1],
smooth = false,
callback_function = function(obj)
obj.destruct()
tokenArrangerApi.layout()
end
})
printToAll("Removing " .. name .. " token (in bag: " .. #tokens - 1 .. ")", "White")
end
-- empty the chaos bag
function emptyChaosBag()
if not canTouchChaosTokens() then return end
local chaosbag = findChaosBag()
for _, object in ipairs(chaosbag.getObjects()) do
chaosbag.takeObject({callback_function = function(item) item.destruct() end})
end
end
-- returns all sealed tokens on cards to the chaos bag
function releaseAllSealedTokens(playerColor)
local chaosbag = findChaosBag()
for _, obj in ipairs(getObjectsWithTag("CardThatSeals")) do
obj.call("releaseAllTokens", playerColor)
end
end
---------------------------------------------------------
-- Content Importing and XML functions
---------------------------------------------------------
function onClick_refreshList()
local request = WebRequest.get(SOURCE_REPO .. '/library.json', completed_list_update)
requestObj = request
startLuaCoroutine(Global, 'downloadCoroutine')
end
function onClick_select(player, params)
params = JSON.decode(urldecode(params))
local url = SOURCE_REPO .. '/' .. params.url
local request = WebRequest.get(url, function (request) complete_obj_download(request, params) end )
requestObj = request
startLuaCoroutine(Global, 'downloadCoroutine')
end
function onClick_load()
UI.show('progress_display')
UI.hide('load_button')
end
function onClick_toggleUi(player, title)
if title == "Navigation Overlay" then
navigationOverlayApi.cycleVisibility(player.color)
return
end
UI.hide('optionPanel')
UI.hide('load_ui')
-- when same button is clicked or close window button is pressed, don't open UI
if UI.getValue('title') ~= title and title ~= 'Hidden' then
UI.setValue('title', title)
if title == "Options" then
UI.show('optionPanel')
else
update_window_content(title)
UI.show('load_ui')
end
else
UI.setValue('title', "Hidden")
end
end
function downloadCoroutine()
while requestObj do
UI.setAttribute('download_progress', 'percentage', requestObj.download_progress * 100)
coroutine.yield(0)
end
return 1
end
function update_list(objects)
local ui = UI.getXmlTable()
local update_height = find_tag_with_id(ui, 'ui_update_height')
local update_children = find_tag_with_id(update_height.children, 'ui_update_point')
update_children.children = {}
for _, v in ipairs(objects) do
local s = JSON.encode(v);
table.insert(update_children.children,
{ tag = 'Text',
value = v.name,
attributes = { onClick = 'onClick_select(' .. urlencode(JSON.encode(v)) .. ')', alignment = 'MiddleLeft' }
})
end
update_height.attributes.height = #(update_children.children) * 24
UI.setXmlTable(ui)
end
function update_window_content(new_title)
if not library then return end
if new_title == 'Campaigns' then
update_list(library.campaigns)
elseif new_title == 'Standalone Scenarios' then
update_list(library.scenarios)
elseif new_title == 'Investigators' then
update_list(library.investigators)
elseif new_title == 'Community Content' then
update_list(library.community)
elseif new_title == 'Extras' then
update_list(library.extras)
else
update_list({})
end
end
function complete_obj_download(request, params)
assert(request.is_done)
if request.is_error or request.response_code ~= 200 then
print('error: ' .. request.error)
else
if pcall(function()
local replaced_object
pcall(function()
if params.replace then
replaced_object = getObjectFromGUID(params.replace)
end
end)
local json = request.text
if replaced_object then
local pos = replaced_object.getPosition()
local rot = replaced_object.getRotation()
destroyObject(replaced_object)
Wait.frames(function()
spawnObjectJSON({json = json, position = pos, rotation = rot})
end, 1)
else
spawnObjectJSON({json = json})
end
end) then
print('Object loaded.')
else
print('Error loading object.')
end
end
requestObj = nil
UI.setAttribute('download_progress', 'percentage', 100)
end
-- the download button on the placeholder objects calls this to directly initiate a download
-- params is a table with url and guid of replacement object, which happens to match what onClick_select wants
function placeholder_download(params)
onClick_select(nil, JSON.encode(params))
end
function completed_list_update(request)
assert(request.is_done)
if request.is_error or request.response_code ~= 200 then
print('error: ' .. request.error)
else
local json_response = nil
if pcall(function () json_response = JSON.decode(request.text) end) then
library = json_response
update_window_content(UI.getValue('title'))
else
print('error parsing downloaded library')
end
end
requestObj = nil
UI.setAttribute('download_progress', 'percentage', 100)
end
function find_tag_with_id(ui, id)
for _, obj in ipairs(ui) do
if obj.attributes and obj.attributes.id and obj.attributes.id == id then return obj end
if obj.children then
local result = find_tag_with_id(obj.children, id)
if result then return result end
end
end
return nil
end
function urlencode(str)
local str = string.gsub(str, "([^A-Za-z0-9-_.~])",
function (c) return string.format("%%%02X", string.byte(c)) end)
return str
end
function urldecode(str)
local str = string.gsub(str, "%%(%x%x)",
function (h) return string.char(tonumber(h, 16)) end)
return str
end
---------------------------------------------------------
-- Option Panel related functionality
---------------------------------------------------------
-- called by toggling an option
function onClick_toggleOption(_, id)
local state = self.UI.getAttribute(id, "isOn")
-- flip state (and handle stupid "False" value)
if state == "False" then
state = true
else
state = false
end
self.UI.setAttribute(id, "isOn", state)
applyOptionPanelChange(id, state)
end
-- called by the language selection dropdown
function languageSelected(_, selectedIndex, id)
optionPanel[id] = LANGUAGES[tonumber(selectedIndex) + 1].code
end
-- returns the ID (position in the table) for a provided language code
function returnLanguageId(code)
for index, tbl in ipairs(LANGUAGES) do
if tbl.code == code then
return index
end
end
end
-- sets the option panel to the correct state (corresponding to 'optionPanel')
function updateOptionPanelState()
for id, optionValue in pairs(optionPanel) do
if id == "cardLanguage" and type(optionValue) == "string" then
local dropdownId = returnLanguageId(optionValue) - 1
UI.setAttribute(id, "value", dropdownId)
elseif (type(optionValue) == "boolean" and optionValue)
or (type(optionValue) == "string" and optionValue)
or (type(optionValue) == "table" and #optionValue ~= 0) then
UI.setAttribute(id, "isOn", true)
else
UI.setAttribute(id, "isOn", "False")
end
end
end
-- handles the applying of option selections and calls the respective functions based
---@param id String ID of the option that was selected or deselected
---@param state Boolean State of the option (true = enabled)
function applyOptionPanelChange(id, state)
-- option: Snap tags
if id == "useSnapTags" then
playmatApi.setLimitSnapsByType(state, "All")
optionPanel[id] = state
-- option: Draw 1 button
elseif id == "showDrawButton" then
playmatApi.showDrawButton(state, "All")
optionPanel[id] = state
-- option: Clickable clue counters
elseif id == "useClueClickers" then
playmatApi.clickableClues(state, "All")
optionPanel[id] = state
-- update master clue counter
getObjectFromGUID("4a3aa4").setVar("useClickableCounters", state)
-- option: Clickable resource counters
elseif id == "useResourceCounters" then
optionPanel[id] = state
-- option: Play area snap tags
elseif id == "playAreaSnapTags" then
playAreaAPI.setLimitSnapsByType(state)
optionPanel[id] = state
-- option: Show Title on placing scenarios
elseif id == "showTitleSplash" then
optionPanel[id] = state
-- option: Show clean up helper
elseif id == "showCleanUpHelper" then
optionPanel[id] = spawnOrRemoveHelper(state, "Clean Up Helper", {-66, 1.6, 46})
-- option: Show hand helper for each player
elseif id == "showHandHelper" then
for i, color in ipairs(MAT_COLORS) do
local pos = playmatApi.transformLocalPosition({0.05, 0, -1.182}, color)
local rot = playmatApi.returnRotation(color)
optionPanel[id][i] = spawnOrRemoveHelper(state, "Hand Helper", pos, rot)
end
-- option: Show search assistant for each player
elseif id == "showSearchAssistant" then
for i, color in ipairs(MAT_COLORS) do
local pos = playmatApi.transformLocalPosition({-0.3, 0, -1.182}, color)
local rot = playmatApi.returnRotation(color)
optionPanel[id][i] = spawnOrRemoveHelper(state, "Search Assistant", pos, rot)
end
-- option: Show attachment helper
elseif id == "showAttachmentHelper" then
optionPanel[id] = spawnOrRemoveHelper(state, "Attachment Helper", {-62, 1.4, 0})
-- option: Show CYOA campaign guides
elseif id == "showCYOA" then
optionPanel[id] = spawnOrRemoveHelper(state, "CYOA Campaign Guides", {65, 1.6, -11})
-- option: Show custom playmat images
elseif id == "showCustomPlaymatImages" then
optionPanel[id] = spawnOrRemoveHelper(state, "Custom Playmat Images", {67.5, 1.6, 37})
-- option: Show displacement tool
elseif id == "showDisplacementTool" then
optionPanel[id] = spawnOrRemoveHelper(state, "Displacement Tool", {-57, 1.6, 46})
end
end
-- handler for spawn / remove functions of helper objects
---@param state Boolean Contains the state of the option: true = spawn it, false = remove it
---@param name String Name of the helper object
---@param position Vector Position of the object (where it will spawn)
---@param rotation Vector Rotation of the object for spawning (default: {0, 270, 0})
---@return. GUID of the spawnedObj (or nil if object was removed)
function spawnOrRemoveHelper(state, name, position, rotation)
if (type(state) == "table" and #state == 0) then
return removeHelperObject(name)
elseif state then
Player.getPlayers()[1].pingTable(position)
return spawnHelperObject(name, position, rotation).getGUID()
else
return removeHelperObject(name)
end
end
-- copies the specified tool (by name) from the option panel source bag
---@param name String Name of the object that should be copied
---@param position Table Desired position of the object
function spawnHelperObject(name, position, rotation)
local sourceBag = getObjectFromGUID("830bd0")
-- error handling for missing sourceBag
if not sourceBag then
broadcastToAll("Option panel source bag could not be found!", "Red")
return
end
local spawnTable = {position = position}
-- only overrride rotation if there is one provided (object's rotation used instead)
if rotation then
spawnTable.rotation = rotation
end
for _, obj in ipairs(sourceBag.getData().ContainedObjects) do
if obj["Nickname"] == name then
spawnTable.data = obj
spawnTable.callback_function = function(spawnedObj)
Wait.time(function() spawnedObj.setLock(true) end, 2)
end
return spawnObjectData(spawnTable)
end
end
end
-- removes the specified tool (by name)
---@param name String Object that should be removed
function removeHelperObject(name)
-- links objects name to the respective option name (to grab the GUID for removal)
local referenceTable = {
["Clean Up Helper"] = "showCleanUpHelper",
["Hand Helper"] = "showHandHelper",
["Search Assistant"] = "showSearchAssistant",
["Displacement Tool"] = "showDisplacementTool",
["Custom Playmat Images"] = "showCustomPlaymatImages",
["Attachment Helper"] = "showAttachmentHelper",
["CYOA Campaign Guides"] = "showCYOA"
}
local data = optionPanel[referenceTable[name]]
-- if there is a GUID stored, remove that object
if type(data) == "string" then
local obj = getObjectFromGUID(data)
if obj then obj.destruct() end
-- if it is a table (e.g. for the "Hand Helper", remove all of them)
elseif type(data) == "table" then
for _, guid in pairs(data) do
local obj = getObjectFromGUID(guid)
if obj then obj.destruct() end
end
end
end
-- loads saved options
function loadSettings(newOptions)
optionPanel = newOptions
updateOptionPanelState()
for id, state in pairs(optionPanel) do
applyOptionPanelChange(id, state)
end
end
-- loads the default options
function onClick_defaultSettings()
for id, _ in pairs(optionPanel) do
local state = false
-- override for settings that are enabled by default
if id == "useSnapTags" or id == "showTitleSplash" then
state = true
end
applyOptionPanelChange(id, state)
end
-- clean reset of variable
optionPanel = {
playAreaSnapTags = true,
showAttachmentHelper = false,
showCleanUpHelper = false,
showCustomPlaymatImages = false,
showCYOA = false,
showDisplacementTool = false,
showDrawButton = false,
showHandHelper = {},
showSearchAssistant = {},
showTitleSplash = true,
useClueClickers = false,
useSnapTags = true
}
-- update UI
updateOptionPanelState()
end
-- splash scenario title on setup
function titleSplash(scenarioName)
if optionPanel['showTitleSplash'] then
-- if there's any ongoing title being displayed, hide it and cancel the waiting function
if hideTitleSplashWaitFunctionId then
Wait.stop(hideTitleSplashWaitFunctionId)
hideTitleSplashWaitFunctionId = nil
UI.setAttribute('title_splash', 'active', false)
end
-- display scenario name and set a 4 seconds (2 seconds animation and 2 seconds on screen)
-- wait timer to hide the scenario name
UI.setValue('title_splash_text', scenarioName)
UI.show('title_splash')
hideTitleSplashWaitFunctionId = Wait.time(function()
UI.hide('title_splash')
hideTitleSplashWaitFunctionId = nil
end, 4)
soundCubeApi.playSoundByName("Deep Bell")
end
end
---------------------------------------------------------
-- Update notification related functionality
---------------------------------------------------------
-- grabs the latest mod version and release notes from GitHub (called onLoad())
function getModVersion()
WebRequest.get(SOURCE_REPO .. '/modversion.json', compareVersion)
end
-- compares the modversion with GitHub and possibly shows the update notification
function compareVersion(request)
if request.is_error then
log(request.error)
return
end
-- global variable to make it accessible for other functions
modMeta = JSON.decode(request.text)
-- stop here if on latest version
if MOD_VERSION == modMeta["latestVersion"] then return end
-- stop here if "don't show again" was clicked for this version before
if acknowledgedUpgradeVersions[modMeta["latestVersion"]] then return end
updateNotificationLoading()
-- delay to avoid lagging during onLoad()
Wait.time(function() UI.show("FinnIcon") end, 1)
end
-- updates the XML update notification based on the mod metadata
function updateNotificationLoading()
-- grab data
local highlights = modMeta["releaseHighlights"]
-- concatenate the release highlights
local highlightText = "• " .. highlights[1]
for i, entry in pairs(highlights) do
if i ~= 1 then
highlightText = highlightText .. "\n• " .. entry
end
end
-- update the XML UI
UI.setValue("notificationHeader", "New version available: ".. modMeta["latestVersion"])
UI.setValue("releaseHighlightText", highlightText)
UI.setAttribute("highlightRow", "preferredHeight", 20*#highlights)
UI.setAttribute("updateNotification", "height", 20*#highlights + 125)
end
-- triggered by clicking on the Finn Icon
function onClick_FinnIcon()
if notificationVisible then
UI.hide("updateNotification")
notificationVisible = false
else
UI.show("updateNotification")
notificationVisible = true
end
end
-- close / don't show again buttons on the update notification
function onClick_notification(_, parameter)
if parameter == "dontShowAgain" then
-- this variable tracks if "don't show again" was pressed for a version
acknowledgedUpgradeVersions[modMeta["latestVersion"]] = true
end
UI.hide("FinnIcon")
UI.hide("updateNotification")
end
end)
__bundle_register("core/SoundCubeApi", function(require, _LOADED, __bundle_register, __bundle_modules)
do
local SoundCubeApi = {}
local internal = {}
-- this table links the name of a trigger effect to its index
local soundIndices = {
["Vacuum"] = 0,
["Deep Bell"] = 1,
["Dark Souls"] = 2
}
internal.playTriggerEffect = function(index)
getObjectsWithTag("SoundCube")[1].AssetBundle.playTriggerEffect(index)
end
-- plays the by name requested sound
---@param soundName String Name of the sound to play
SoundCubeApi.playSoundByName = function(soundName)
internal.playTriggerEffect(soundIndices[soundName])
end
return SoundCubeApi
end
end)
return __bundle_require("__root")