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Settlement.ttslua
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Settlement.ttslua
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local Archive = require("Kdm/Archive")
local Check = require("Kdm/Util/Check")
local Expansion = require("Kdm/Expansion")
local log = require("Kdm/Log").ForModule("Settlement")
local Location = require("Kdm/Location")
local NamedObject = require("Kdm/NamedObject")
local Util = require("Kdm/Util/Util")
local Ui = require("Kdm/Ui")
---------------------------------------------------------------------------------------------------
local Settlement = {}
---------------------------------------------------------------------------------------------------
function Settlement.Init()
Settlement.gearbySettlementLocation = {}
for _, expansion in ipairs(Expansion.All()) do
for settlementLocation, gear in pairs(expansion.settlementLocationGear or {}) do
assert(Check(Settlement.gearbySettlementLocation[settlementLocation] == nil, "Settlement location %s already registered", settlementLocation))
log:Debugf("Adding %s -> %s", settlementLocation, gear)
Settlement.gearbySettlementLocation[settlementLocation] = gear
end
end
local ui = Ui.Create3d("SettlementBoard", NamedObject.Get("Settlement Board"), 0.61)
local width = -0.21765
local height = 0.644982
local createButton = function(name, x, y, onClick)
local topLeft = { x = x, y = y }
local bottomRight = { x = topLeft.x + width, y = topLeft.y + height }
ui:Button({ id = name, topLeft = topLeft, bottomRight = bottomRight, onClick = onClick })
end
local x = 7.031489
local y1 = 3.920273
local y3 = 5.323954
local dy = (y3 - y1) / 2
local names = { "Starting Gear", "Rare Gear", "Promo Gear" }
for i, name in ipairs(names) do
createButton("Reset "..name, x, y1 + (i - 1) * dy, function() Settlement.ResetGear(name, name) end)
end
local x1 = 5.764139
local x10 = -7.409930
local dx = (x10 - x1) / 9
local y1 = 1.971291
local y2 = 7.274027
local dy = y2 - y1
for col = 1, 10 do
for row = 1, 2 do
local i = (row - 1) * 10 + col
local name = string.format("Reset Settlement Location Gear %d", i)
createButton(name, x1 + (col - 1) * dx, y1 + (row - 1)* dy, function() Settlement.ResetSettlementLocationGear(i) end)
end
end
ui:ApplyToObject()
for i = 1, 20 do
local location = Location.Get("Settlement Location "..i)
location:AddDropHandler(function(object) Settlement.OnDrop(i, object) end)
location:AddPickUpHandler(function(object) Settlement.OnPickUp(i, object) end)
end
end
---------------------------------------------------------------------------------------------------
function Settlement.ResetGear(gear, locationName)
assert(Check.Str(gear))
local location = Location.Get(locationName)
log:Debugf("Resetting gear %s at %s", gear, locationName)
local blocking = location:RayClean({ types = { "Gear" } })
if #blocking > 0 then
log:Broadcastf("Something is blocking the gear slot. Please move the highlighted objects out of the way and try again.")
Util.HighlightAll(blocking)
return
end
Archive.Take({
name = gear,
type = "Gear",
location = location,
rotation = { x = 0, y = 180, z = 180 },
})
Archive.Clean()
end
---------------------------------------------------------------------------------------------------
function Settlement.ResetSettlementLocationGear(index)
assert(Check.Num(index))
local location = Location.Get(string.format("Settlement Location %d", index))
local object = location:FirstObject({ types = { "Settlement Locations" } })
if object == nil then
return log:Debugf("No settlement location in slot %d to reset gear for.", index)
end
log:Debugf("Found candidate settlement location [%s]%s", object.getGUID(), object.getName())
local gear = Settlement.gearbySettlementLocation[object.getName()]
if not gear then
return log:Broadcastf("%s doesn't have any gear. Maybe the gear you're looking for is in the 'Rare Gear' deck?", object.getName())
end
Settlement.ResetGear(gear, "Settlement Location Gear "..index)
end
---------------------------------------------------------------------------------------------------
function Settlement.OnDrop(index, object)
if object.getGMNotes() != "Settlement Locations" then
return
end
local gear = Settlement.gearbySettlementLocation[object.getName()]
if not gear then
return
end
log:Debugf("[%s]%s was dropped on settlement location %d to spawn gear %s", object.getGUID(), object.getName(), index, gear)
Settlement.ResetGear(gear, "Settlement Location Gear "..index)
end
---------------------------------------------------------------------------------------------------
function Settlement.OnPickUp(index, object)
if object.getGMNotes() != "Settlement Locations" then
return
end
if not Settlement.gearbySettlementLocation[object.getName()] then
return
end
log:Debugf("Settlement location [%s]%s removed from settlement location %d", object.getGUID(), object.getName(), index)
Location.Get("Settlement Location Gear "..index):RayClean({ types = { "Gear" } })
end
---------------------------------------------------------------------------------------------------
return {
Init = Settlement.Init,
}