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-- Initialization function on game load
function onLoad()
    createCivilizationButtons()
    createStartButton()
    createRandomCivilizationButton()

end

-- Define the 12 Civilizations, their Face A and Face B rulers with updated deck GUIDs
local civilizations = {
    ["ROYAUME DE FRANCE"] = {faceA = "Roi François Ier", faceB = "Roi Henri IV", civGUID = "878f6c", ship = "0d7664", deck = "51a678"},
    ["ROYAUME D'ANGLETERRE"] = {faceA = "Reine Elisabeth Ire", faceB = "Roi Henri VIII", civGUID = "0ca55d", ship = "1bc684", deck = "48cee3"},
    ["ROYAUME D'ÉCOSSE"] = {faceA = "Reine Marie Stuart", faceB = "Roi Jacques VI", civGUID = "81bf69", ship = "312a93", deck = "617c85"},
    ["ROYAUME DE PORTUGAL"] = {faceA = "Roi Manuel Ier", faceB = "Roi Jean III Le Pieux", civGUID = "d4f7e8", ship = "4b53ee", deck = "2ea990"},
    ["MONARCHIE ESPAGNOLE"] = {faceA = "Roi Philippe II", faceB = "Roi Ferdinand V Le Catholique", civGUID = "af2bac", ship = "2fcdcb", deck = "680f3d"},
    ["GRAND-DUCHÉ DE TOSCANE"] = {faceA = "Grand-duc Côme Ier de Toscane", faceB = "Grand-duc François Ier de Médicis", civGUID = "d3c468", ship = "81f996", deck = "427e57"},
    ["SAINT-EMPIRE"] = {faceA = "Empereur Charles Quint", faceB = "Empereur Ferdinand Ier", civGUID = "2f7beb", ship = "54d918", deck = "03c3bb"},
    ["TSARAT DE RUSSIE"] = {faceA = "Tsar Ivan IV le Terrible", faceB = "Tsar Fiodor Ier", civGUID = "1e5cd9", ship = "f9960d", deck = "404c94"},
    ["EMPIRE OTTOMAN"] = {faceA = "Sultan Soliman Ier le Magnifique", faceB = "Sultan Sélim II", civGUID = "96e604", ship = "026646", deck = "b067d9"},
    ["EMPIRE MOGHOL"] = {faceA = "Empereur Akbar le Grand", faceB = "Empereur Humayun", civGUID = "8a7afa", ship = "ae98eb", deck = "331364"},
    ["DYNASTIE MING"] = {faceA = "Empereur Jiajing", faceB = "Empereur Wanli", civGUID = "fd0891", ship = "2650b7", deck = "3f84a0"},
    ["SHOGUNAT DU NIPPON"] = {faceA = "Daimyo Oda Nobunaga", faceB = "Shogun Ashikaga Yoshiteru", civGUID = "687240", ship = "e21296", deck = "610e8c"}
}

-- Create buttons for civilization selection (Face A and B)
function createCivilizationButtons()
    local civZones = {'de439d', '7f9575', '0aedbd', 'f366a6', '7da3cb', 'ccc956', 'fdff38', 'd5327c', '65c7ca', 'acae12', 'b5cd2d', '3563c9'}
    for i, civZoneGUID in ipairs(civZones) do
        local obj = getObjectFromGUID(civZoneGUID)
        if obj then
            obj.createButton({
                click_function = "chooseFaceA", 
                function_owner = self,
                label          = "A",
                position       = {0.25, -0.5, 0.6},
                rotation       = {0, 180, 0},
                width          = 70, 
                height         = 70, 
                font_size      = 50, 
                color          = {0.2, 0.6, 1}, 
                font_color     = {1, 1, 1}
            })
            obj.createButton({
                click_function = "chooseFaceB", 
                function_owner = self,
                label          = "B",
                position       = {-0.25, -0.5, 0.6},
                rotation       = {0, 180, 0},
                width          = 70, 
                height         = 70, 
                font_size      = 50, 
                color          = {1, 0.5, 0.2},  
                font_color     = {1, 1, 1}
            })
        end
    end
end

-- Create "Démarrer" and "Choisir aléatoirement" buttons
function createStartButton()
    local buttonGUID = "c0c649"
    local obj = getObjectFromGUID(buttonGUID)
    if obj then
        obj.createButton({
            click_function = "startGame",
            function_owner = self,
            label          = "Démarrer",
            position       = {0, -0.5, 0},
            rotation       = {0, 180, 0},
            width          = 750,
            height         = 350,
            font_size      = 50,
            color          = {1, 0, 0},
            font_color     = {1, 1, 1},
            tooltip        = "Cliquez pour démarrer la partie"
        })
    end
end

function createRandomCivilizationButton()
    local buttonGUID = "c0c649"
    local obj = getObjectFromGUID(buttonGUID)
    if obj then
        obj.createButton({
            click_function = "chooseRandomCivilization",
            function_owner = self,
            label          = "Choisir aléatoirement",
            position       = {0, -0.5, 1},
            rotation       = {0, 180, 0},
            width          = 750,
            height         = 350,
            font_size      = 50,
            color          = {1, 1, 1},
            font_color     = {0, 0, 0},
            tooltip        = "Cliquez pour choisir une civilisation aléatoire"
        })
    end
end

-- Handle selection of Face A or B for a specific civilization
function chooseFaceA(obj, player_color)
    print("chooseFaceA triggered")
    print("Object GUID:", obj.getGUID())  -- Vérifie que l'obj est valide
    print("Player color:", player_color)  -- Vérifie la couleur du joueur
    assignCivilization(obj, "A", player_color)
end

function chooseFaceB(obj, player_color)
    print("chooseFaceB triggered")
    print("Object GUID:", obj.getGUID())
    print("Player color:", player_color)
    assignCivilization(obj, "B", player_color)
end

-- Randomly assign a civilization and face (A or B) when the "Choisir aléatoirement" button is clicked
function chooseRandomCivilization(obj, player_color)
    local availableCivs = {}
    for civName, data in pairs(civilizations) do
        local civCard = getObjectFromGUID(data.civGUID)
        if civCard and civCard.getPosition().y < 5 then -- Vérifie si la civilisation est déjà attribuée
            table.insert(availableCivs, civName)
        end
    end

    if #availableCivs > 0 then
        local randomCiv = availableCivs[math.random(1, #availableCivs)]
        local randomFace = math.random() > 0.5 and "A" or "B"
        
        -- Déplace les cartes de la civilisation
        assignCivilization(getObjectFromGUID(civilizations[randomCiv].civGUID), randomFace, player_color)
        moveCivilizationToPlayer(randomCiv, player_color)
        
        -- Affiche le message de sélection
        broadcastToAll(player_color .. " a choisi " .. randomCiv .. " avec " .. (randomFace == "A" and civilizations[randomCiv].faceA or civilizations[randomCiv].faceB) .. " (Face " .. randomFace .. ")", {1, 1, 1})
        
        -- Si la face B est choisie, retourne la carte après déplacement
        if randomFace == "B" then
            local civilizationCard = getObjectFromGUID(civilizations[randomCiv].civGUID)
            if civilizationCard then
                Wait.time(function()
                    if not civilizationCard.is_face_down then
                        civilizationCard.flip()
                    end
                end, 1)  -- Délai d'une seconde pour garantir que la carte est d'abord déplacée
            end
        end
    else
        broadcastToAll("Toutes les civilisations ont déjà été attribuées.", {1, 0, 0})
    end
end


-- Function to assign civilization and move the decks
function assignCivilization(obj, face, player_color)
    log("assignCivilization triggered for face: " .. face .. " and player_color: " .. player_color)
    
    local scriptZoneToCiv = {
        ['de439d'] = "ROYAUME DE FRANCE",
        ['7f9575'] = "MONARCHIE ESPAGNOLE",
        ['0aedbd'] = "ROYAUME DE PORTUGAL",
        ['f366a6'] = "SAINT-EMPIRE",
        ['7da3cb'] = "EMPIRE OTTOMAN",
        ['ccc956'] = "DYNASTIE MING",
        ['fdff38'] = "ROYAUME D'ÉCOSSE",
        ['d5327c'] = "ROYAUME D'ANGLETERRE",
        ['65c7ca'] = "GRAND-DUCHÉ DE TOSCANE",
        ['acae12'] = "TSARAT DE RUSSIE",
        ['b5cd2d'] = "EMPIRE MOGHOL",
        ['3563c9'] = "SHOGUNAT DU NIPPON"
    }

    local zoneGUID = obj.getGUID()
    local civName = scriptZoneToCiv[zoneGUID]

    if civName then
        log("Civilization assigned: " .. civName)
        local ruler = face == "A" and civilizations[civName].faceA or civilizations[civName].faceB
        broadcastToAll(player_color .. " a choisi " .. civName .. " avec " .. ruler .. " (Face " .. face .. ")", {1, 1, 1})
        moveCivilizationToPlayer(civName, player_color)

        local civilizationCard = getObjectFromGUID(civilizations[civName].civGUID)
        if face == "B" and civilizationCard then
            Wait.time(function()
                if not civilizationCard.is_face_down then
                    civilizationCard.flip()
                end
            end, 1)
        end
    else
        log("Error: Civilization not found for GUID: " .. zoneGUID)
    end
end

-- Move the civilization's cards to the player's zones, now placing the deck cards in the corresponding slots
function moveCivilizationToPlayer(civName, player_color)
    local playerZones = {
        Red = {
            civilizationZone = "ffebbf", 
            deckZone = "504b03", 
            mainDeck = "b17dca", 
            civilizationSlots = {"dddf31", "eea4f2", "a75979", "a30a04", "0eeae0", "98d254"}
        },
        Blue = {
            civilizationZone = "4be444", 
            deckZone = "ef512f", 
            mainDeck = "99bc2d", 
            civilizationSlots = {"d259e1", "d86d08", "56108f", "158f5a", "052dba", "514f3d"}
        }
    }

    local data = civilizations[civName]
    local playerZone = playerZones[player_color]

    -- Move the civilization card to the player's designated civilization zone
    local civilizationCard = getObjectFromGUID(data.civGUID)
    if civilizationCard then
        civilizationCard.setPositionSmooth(getObjectFromGUID(playerZone.civilizationZone).getPosition())
    end

    -- Move the ship card to the player's main deck
    local shipCard = getObjectFromGUID(data.ship)
    if shipCard then
        shipCard.flip()
        local mainDeck = getObjectFromGUID(playerZone.mainDeck)
        if mainDeck then
            mainDeck.putObject(shipCard)
        else
            broadcastToAll("Error: Main deck not found for " .. player_color, {1, 0, 0})
        end
    end

    -- Move the civilization deck to the player's deck zone and spread it across the civilization slots
    local civDeck = getObjectFromGUID(data.deck)
    if civDeck then
        -- Loop through the first 5 cards and place them in the player's civilization slots 1 to 5
        for i = 1, 5 do
            local card = civDeck.takeObject({
                index = 0,  -- Always take the top card
                smooth = false,
                callback_function = function(obj)
                    obj.setPositionSmooth(getObjectFromGUID(playerZone.civilizationSlots[i]).getPosition())
                    log("Placed card " .. i .. " in civilization slot " .. i .. " for " .. player_color)
                end
            })
        end

        -- Handle the last card (remaining card in the civilization deck) and place it in slot 6
        handleSingleCardInZone(data.scriptingZone, playerZone.civilizationSlots[6])
    else
        broadcastToAll("Error: Civilization deck not found for " .. civName, {1, 0, 0})
    end
end

-- Function to handle the final card in the zone and move it to the last slot (slot 6)
function handleSingleCardInZone(zoneGUID, slotGUID)
    Wait.time(function()
        log("Starting handleSingleCardInZone...")
        log("Zone GUID: " .. tostring(zoneGUID))  -- Log the GUID
        
        local zone = getObjectFromGUID(zoneGUID)
        
        -- Ensure the zone exists and get all objects in the zone
        if zone then
            local objects = zone.getObjects()
            log("Objects in zone: " .. #objects)  -- Log number of objects
            
            -- Ensure there is exactly one object left in the zone
            if #objects == 1 then
                local singleObject = objects[1]
                
                -- Check if it's a card
                if singleObject.tag == "Card" then
                    -- Move the single card to the final slot (slot 6)
                    local slot = getObjectFromGUID(slotGUID)
                    if slot then
                        singleObject.setPositionSmooth(slot.getPosition())
                        log("Placed final card in civilization slot 6")
                    else
                        log("Slot GUID not found: " .. slotGUID)
                    end
                else
                    log("Expected a single card, but found a different object type.")
                end
            else
                log("Zone does not have exactly one object or 'objects' is nil.")
            end
        else
            log("Zone GUID not found or not a valid scripting zone: " .. zoneGUID)
        end
    end, 2)  -- Wait for 2 seconds to ensure the last card is available
end


-- Start game setup when "Démarrer" is clicked
function startGame(obj, player_color)
    broadcastToAll("Que la partie commence !", {1, 1, 1})
    obj.clearButtons()

    -- Hide all civilization selection buttons after game starts
    for _, data in pairs(civilizations) do
        local civObject = getObjectFromGUID(data.civGUID)
        if civObject then
            civObject.clearButtons()
        end
    end

    -- Perform the game setup
    setupGame()
end

-- Function to set up the game after civilizations are chosen
function setupGame()
    shuffleGameDecks()
    setupMarkets()
    revealEventCard('dda33b', '6e862f')
    setupColonies()
    shuffleAndDealPlayerDecks()
    addConstantDeckButtons()
    addAssassinButtons()
    enableTurns()
    startPlayerTurn()
end

-- Shuffle decks and deal 5 cards to each player
function shuffleGameDecks()
    local deck_batiment = getObjectFromGUID('a9a1a6')
    local deck_personnage = getObjectFromGUID('5926ea')
    local deck_evenement = getObjectFromGUID('dda33b')
    local deck_colonieA = getObjectFromGUID('e9d509')
    local deck_colonieB = getObjectFromGUID('07184f')
    local deck_colonieC = getObjectFromGUID('4a8b7c')
    local deck_colonieD = getObjectFromGUID('ab07eb')

    if deck_batiment then deck_batiment.shuffle() end
    if deck_personnage then deck_personnage.shuffle() end
    if deck_evenement then deck_evenement.shuffle() end
    if deck_colonieA then deck_colonieA.shuffle() end
    if deck_colonieB then deck_colonieB.shuffle() end
    if deck_colonieC then deck_colonieC.shuffle() end
    if deck_colonieD then deck_colonieD.shuffle() end
end

-- Setup character and building markets
function setupMarkets()
    setupMarket('5926ea', {'fa4416', '89def4', '2829a7', '591dfd'}, true)  -- Character market with flipped cards
    setupMarket('a9a1a6', {'7de4dc', '83f251', '93d9ea', '43bab5'}, false) -- Building market
end

function setupMarket(deckGUID, zoneGUIDs, shouldFlip)
    local deck = getObjectFromGUID(deckGUID)
    for i, zoneGUID in ipairs(zoneGUIDs) do
        local zone = getObjectFromGUID(zoneGUID)
        local card = deck.takeObject({position = zone.getPosition(), smooth = false})
        if shouldFlip then
            card.flip()
        end
    end
end

-- Reveal an event card
function revealEventCard(eventDeckGUID, eventZoneGUID)
    local deck = getObjectFromGUID(eventDeckGUID)
    local zone = getObjectFromGUID(eventZoneGUID)
    local card = deck.takeObject({position = zone.getPosition(), smooth = false})
    card.flip()
end

-- Setup colony cards
function setupColonies()
    placeColonyCard('e9d509', 'fe107d')
    placeColonyCard('07184f', 'ad4b70')
    placeColonyCard('4a8b7c', '422719')
    placeColonyCard('ab07eb', '63b440')
end

function placeColonyCard(deckGUID, zoneGUID)
    local deck = getObjectFromGUID(deckGUID)
    local zone = getObjectFromGUID(zoneGUID)
    local card = deck.takeObject({position = zone.getPosition(), smooth = false})
    if math.random() > 0.5 then
        card.flip()
    end
end

-- Shuffle and deal player decks
function shuffleAndDealPlayerDecks()
    local redDeck = getObjectFromGUID('b17dca')
    local blueDeck = getObjectFromGUID('99bc2d')

    if redDeck then redDeck.shuffle() end
    if blueDeck then blueDeck.shuffle() end

    if redDeck then redDeck.deal(5, 'Red') end
    if blueDeck then blueDeck.deal(5, 'Blue') end
end

-- Enable turn-based system
function enableTurns()
    Turns.enable = true
    Turns.type = 1
    Turns.order = {"Red", "Blue"}
    Turns.skip_empty_hands = false
    Turns.reverse_order = false
end

-- Start the player's turn
function startPlayerTurn()
    local currentPlayer = Turns.turn_color
    broadcastToAll(currentPlayer .. " commence son tour!", {0.2, 0.8, 0.2})
end

-- Function for adding buttons when a card enters a market slot
function onObjectEnterScriptingZone(zone, object)
    -- Handle for the Building Market slots
    if zone.getGUID() == '7de4dc' or zone.getGUID() == '83f251' or zone.getGUID() == '93d9ea' or zone.getGUID() == '43bab5' then
        addAcquireDiscardButtons(object, "Building")
    end
    
    -- Handle for the Character Market slots
    if zone.getGUID() == 'fa4416' or zone.getGUID() == '89def4' or zone.getGUID() == '2829a7' or zone.getGUID() == '591dfd' then
        if object.getDescription() == "HORS-LA-LOI" then
            -- Add Service and Prime buttons for HORS-LA-LOI cards
            addServicePrimeButtons(object)
        else
            -- Add normal Acquérir and Défausser buttons for regular Character cards
            addAcquireDiscardButtons(object, "Character")
        end
    end
end
-- Function for removing buttons when a card leaves a market slot
function onObjectLeaveScriptingZone(zone, object)
    -- Clear buttons when leaving Building Market slots
    if zone.getGUID() == '7de4dc' or zone.getGUID() == '83f251' or zone.getGUID() == '93d9ea' or zone.getGUID() == '43bab5' then
        object.clearButtons()
    end
    
    -- Clear buttons when leaving Character Market slots
    if zone.getGUID() == 'fa4416' or zone.getGUID() == '89def4' or zone.getGUID() == '2829a7' or zone.getGUID() == '591dfd' then
        object.clearButtons()
    end
end

-- Function for adding the "Acquérir" and "Défausser" buttons
function addAcquireDiscardButtons(object, marketType)
    local acquireFunc = (marketType == "Building") and "acquireBuilding" or "acquireCharacter"
    local discardFunc = (marketType == "Building") and "discardBuilding" or "discardCharacter"

    object.createButton({
        click_function = acquireFunc,
        function_owner = self,
        label = "Acquérir",
        position = {0.2, 0.3, 0.2},
        width = 420,  -- Smaller width
        height = 220, -- Smaller height
        font_size = 90, -- Smaller font size
        color = {0.2, 0.6, 1},
        font_color = {1, 1, 1},
        tooltip = "Acquérir cette carte"
    })
    
    object.createButton({
        click_function = discardFunc,
        function_owner = self,
            label = "✖",  -- Cross symbol for discard
            position = {-0.4, 0.3, 0.2}, -- Position adjusted to be side-by-side
            width = 175,  -- Smaller width for discard button
            height = 175, -- Smaller height
            font_size = 100,  -- Cross symbol font size
            color = {1, 0, 0}, -- Red for discard
        font_color = {1, 1, 1},
            tooltip = "Défausser cette carte"
    })
end

function acquireBuilding(obj, player_color)
    local playerConstructionZones = {
        Red = {"96b1a7", "971fb9", "26f9a5"},
        Blue = {"7cd574", "c7ac14", "3f4bf6"}
    }

    local constructionZones = playerConstructionZones[player_color]
    local placed = false

    -- Iterate over the construction zones
    for _, zoneGUID in ipairs(constructionZones) do
        local zoneObject = getObjectFromGUID(zoneGUID)

        -- Check if zoneObject is correctly fetched
        if zoneObject then
            log("Zone Object found for GUID: " .. zoneGUID)
            
            -- Get all objects in the zone
            local zoneObjects = zoneObject.getObjects()

            -- Log how many objects are in the zone
            log("Number of objects in zone " .. zoneGUID .. ": " .. #zoneObjects)

            -- If the zone is empty, place the building here
            if #zoneObjects == 0 then
                log("Zone " .. zoneGUID .. " is empty, placing the building.")
                obj.setPositionSmooth(zoneObject.getPosition())
                placed = true
                obj.clearButtons()
                break
            else
                log("Zone " .. zoneGUID .. " is not empty.")
            end
        else
            log("Error: Zone Object not found for GUID " .. zoneGUID)
        end
    end

    -- If no zones were available
    if not placed then
        broadcastToColor("Votre zone de chantier est déjà pleine. Construisez un bâtiment pour libérer un emplacement.", player_color, {1, 0, 0})
    end
end

-- Function to discard a building card to the building market's discard pile
function discardBuilding(obj, player_color)
    local marketDiscardZone = getObjectFromGUID("97424d") -- Building market discard zone
    obj.setPositionSmooth(marketDiscardZone.getPosition())
    obj.clearButtons()
end

-- Function to acquire a character card and send it to the player's discard pile
function acquireCharacter(obj, player_color)
    local playerDiscardZones = {Red = "9a7b71", Blue = "a1554c"}
    local discardZone = getObjectFromGUID(playerDiscardZones[player_color])
    obj.setPositionSmooth(discardZone.getPosition())
    obj.clearButtons()
end

-- Function to discard a character card to the character market's discard pile
function discardCharacter(obj, player_color)
    local marketDiscardZone = getObjectFromGUID("bedaa7") -- Character market discard zone
    obj.setPositionSmooth(marketDiscardZone.getPosition())
    obj.clearButtons()
end

-- Adding the Acquérir button for constant decks

local constantDecks = {
    Characters = {
        ["Archer"] = "886dae",
        ["Fermier"] = "b73b60",
        ["Orfèvre"] = "bd19b9",
        ["Ouvrier"] = "a49c94"
    },
    Buildings = {
        ["Murailles"] = "b2bafa"
    }
}

-- Add buttons for character and building decks
function addConstantDeckButtons()
    for _, guid in pairs(constantDecks.Characters) do
        local obj = getObjectFromGUID(guid)
        if obj then
            addAcquireButtonConstantDeck(obj, "Character")
        end
    end
    
    for _, guid in pairs(constantDecks.Buildings) do
        local obj = getObjectFromGUID(guid)
        if obj then
            addAcquireButtonConstantDeck(obj, "Building")
        end
    end
end

-- Adding button specifically for constant decks (no need to remove it unless deck is empty)
function addAcquireButtonConstantDeck(object, deckType)
    local acquireFunc = (deckType == "Building") and "acquireBuildingFromConstantDeck" or "acquireCharacterFromConstantDeck"
    
    object.createButton({
        click_function = acquireFunc,
        function_owner = self,
        label = "Acquérir",
        position = {0, 0.3, 0.2},
        width = 420,  -- Smaller width
        height = 220, -- Smaller height
        font_size = 90, -- Smaller font size
        color = {0.2, 0.6, 1},
        font_color = {1, 1, 1},
        tooltip = "Acquérir cette carte"
    })
end

-- Function to acquire a card from a constant character deck
function acquireCharacterFromConstantDeck(obj, player_color)
    local playerDiscardZones = {Red = "9a7b71", Blue = "a1554c"}
    local discardZone = getObjectFromGUID(playerDiscardZones[player_color])

    if obj.getQuantity() > 1 then
        obj.takeObject({position = discardZone.getPosition(), smooth = true})
    else
        obj.setPositionSmooth(discardZone.getPosition())
        obj.clearButtons()  -- Clear buttons if no more cards remain in the deck
    end
end

-- Function to acquire a card from a constant building deck and send it to the player's construction zone
function acquireBuildingFromConstantDeck(obj, player_color)
    local playerConstructionZones = {Red = "96b1a7", Blue = "7cd574"}
    local constructionZone = getObjectFromGUID(playerConstructionZones[player_color])

    if obj.getQuantity() > 1 then
        obj.takeObject({position = constructionZone.getPosition(), smooth = true})
    else
        obj.setPositionSmooth(constructionZone.getPosition())
        obj.clearButtons()  -- Clear buttons if no more cards remain in the deck
    end
end

-- Function for adding Service and Prime buttons for HORS-LA-LOI cards
function addServicePrimeButtons(object)
    -- Add the Défausser button on the far left
    object.createButton({
        click_function = "discardCharacter",  -- Assuming discard function for HORS-LA-LOI remains the same
        function_owner = self,
        label = "✖",  -- Cross symbol for discard
        position = {-0.7, 0.3, 0.2}, -- Far left position
        width = 175,  -- Smaller width for discard button
        height = 175, -- Smaller height
        font_size = 100,  -- Cross symbol font size
        color = {1, 0, 0}, -- Red for discard
        font_color = {1, 1, 1},
        tooltip = "Défausser cette carte"
    })

    -- Add the Service button in the middle
    object.createButton({
        click_function = "serviceCard",  -- Assuming there is a service function
        function_owner = self,
        label = "Service",  -- Label for the service action
        position = {-0.15, 0.3, 0.2}, -- Middle position
        width = 350,  -- Width for the service button
        height = 220, -- Height for the service button
        font_size = 80,  -- Font size for the service button
        color = {0.5, 0.5, 0.5}, -- Grey for service
        font_color = {1, 1, 1},
        tooltip = "Demander un service"
    })

    -- Add the Prime button on the far right
    object.createButton({
        click_function = "primeCard",  -- Assuming there is a prime function
        function_owner = self,
        label = "Prime",  -- Label for the prime action
        position = {0.55, 0.3, 0.2}, -- Far right position
        width = 350,  -- Width for the prime button
        height = 220, -- Height for the prime button
        font_size = 80,  -- Font size for the prime button
        color = {1, 0.84, 0}, -- Gold color for prime
        font_color = {1, 1, 1},
        tooltip = "Recevoir la prime"
    })
end

-- Function to add "Prime" and "Service" buttons to the "Assassin" card during setup
function addAssassinButtons()
    local assassinCard = getObjectFromGUID("ec3efa")  -- GUID for Assassin card
    if assassinCard then
        -- Add the Service button
        assassinCard.createButton({
            click_function = "noopFunction",  -- No operation when clicked
            function_owner = self,
            label = "Service",
            position = {-0.15, 0.3, 0.2}, -- Middle position
            width = 350, 
            height = 220, 
            font_size = 80,  
            color = {0.5, 0.5, 0.5}, 
            font_color = {1, 1, 1},
            tooltip = "Demander un service"
        })

        -- Add the Prime button
        assassinCard.createButton({
            click_function = "noopFunction",  -- No operation when clicked
            function_owner = self,
            label = "Prime",
            position = {0.55, 0.3, 0.2}, -- Far right position
            width = 350,  
            height = 220, 
            font_size = 80,  
            color = {1, 0.84, 0}, 
            font_color = {1, 1, 1},
            tooltip = "Recevoir la prime"
        })
    end
end

-- No-op function for buttons that should not trigger any action
function noopFunction()
    -- Do nothing when clicked
end

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