{
  "SaveName": "Carcassonne",
  "GameMode": "Carcassonne",
  "Gravity": 0.5,
  "Date": "4/23/2018 4:27:51 PM",
  "Table": "Table_Custom_Square",
  "TableURL": "http://www.psdgraphics.com/file/blue-scratched-texture.jpg",
  "Sky": "Sky_Regal",
  "Note": "\n\n\n\n----------------------------------\n[b]v1.20.3[/b] - [ff0000]A new beta hard\ndifficulty AI has been added!\nPlease report any bugs or very\npoor decisions made the AI\n[ffffff]See the changelog in the\nnotebook for more details.\n----------------------------------\n\nSelect desired options and\nexpansions with the control\npanel, then press Start Game.\n\nYou can find the complete\nrules in the notebook.\nBe sure to also read the\nMod FAQ at the bottom.\n\nThe bags can all be ignored,\nsince the script will set\neverything up for you.",
  "Rules": "",
  "LuaScript": "--STOP RIGHT THERE! If you're trying to read this script as one big ugly file, you're doing it wrong.\n--Go here for instructions on proper viewing: https://github.com/DinnerBuffet/TTSCarcassonne\n\n----#include !\\TTSCarcassonne\\scripts\\global\n-- Carcassonne and all expansions w/ automated scripting\r\n-- Scripting by Sancho\r\n-- The rules are based on the contents of Carcassonne Annotated Rules (CAR) v7.4.\r\n\r\n--Tile Script Info\r\n-- Each tile should have a script including variables needed to represent the information on the tile. The data format is as follows:\r\n-- *In all examples, the \"starting piece\" is used*\r\n-- *It should be noted that the \"top\" and \"topleft\" is from the perspective of the white player. All of the tiles are, in actuality, rotated by 180 degrees, which is taken into account in code with TILE_STANDARD_ROTATION\r\n-- Data Format:\r\n--  sides - table of strings ( ie. {'City', 'Road', 'Field', 'Road'} ) Specifies the feature on each side of the tile, starting from the \"top\" clockwise (top is arbitrary, but must be consistent amoung pieces)\r\n--             features: 'City', 'Road', 'Field', 'River', 'Abbey'\r\n--  (optional) linkedQuadrants - table of tables of ints ( ie. {{2, 4}} ) Each table specifies which features are linked together, starting from the \"top\" at 1 and increasing clockwise.\r\n--             This only applies for features that take the middle of the side (ie. roads, rivers)\r\n--             In the example, the right side is linked to the left side (the road)\r\n--  (optional) linkedOctants - table of tables of ints ( ie. {{5, 6}, {7, 12}, {8, 9, 10, 11}} ) Each table specifies which half of each quadrant is linked to others, starting from the \"topleft\" at 5 and increasing clockwise.\r\n--             This is necessary for fields and cities, in particular, since both halves of a quadrant aren't always linked to each other.\r\n--             Also, this specifies how the fields on each half of a road feature are linked to other fields. Therefore, each road quadrant may also have 2 corresponding octants specified for that same side.\r\n--             In the example, the topleft and topright octants are linked\r\n--                             the righttop and lefttop octants are linked (This is the field on the top half of the road)\r\n--                             the rightbottom, bottomright, bottomleft, and leftbottom octants are linked (this is the field on the bottom half of the road)\r\n--  (optional) specialFeatures - table of tables containing a string (which specifies the feature), (optional) table of ints, and (optional) table of exactly 2 floats ( ie. {{'City-Field', {5, 6, 7, 12}, nil}} )\r\n--             The table of ints specifies what quadrants or octants this feature is linked to (if any).\r\n--             The table of floats specifies the relative x and z coordinates of the feature on this piece (if a figure can be placed on the feature).\r\n--             features:\r\n--                  Base features ('City', 'Road', 'Field', 'Abbey') - this allows for additional locations for specifying the base features.\r\n--                       this is useful for defining additional snap points, as well as allowing features which aren't connected to any quadrant or octant (there are a few fields like this).\r\n--                  'Cloister' = cloister - specifies the location of a cloister. Links are not used for this feature.\r\n--                  'City-Field' = city-field link - if the cities specified are completed, they score points to the specified fields. Multiple different cities and fields specified\r\n--                             are NOT linked to each other, only fields are linked to cities (and vice versa, in the case of using old rules (TODO: implement later?). Coordinates are not used for this feature.\r\n--                  'Road Intersection' = links roads to each other or other features. This is used for wagons.\r\n--                  Linked Features with no coordinates: 'Pennant', 'Inn', 'Cathedral', 'Princess'\r\n--                  Unlinked Features of the tile: 'Volcano', 'Dragon', 'Hill'\r\n--                  'Garden' - specifies the location of a garden. Links are not used for this feature.\r\n\r\n\r\nDEBUG_BUTTONS = false\r\ndebugLevel = 0\r\n--debugLogTabIndex = -1\r\n\r\nAUTOLOCK = true\r\n\r\nTILE_PLACEMENT_MARGIN = 0.30 --30%\r\nTILE_SPACING = 1.59 --how far apart tiles are spaced (should be the same as the tile grid setting)\r\nTILE_THICKNESS = 0.005 --about how much thicker each tile makes a stack when added (keep in mind this is probably not as thick as the tile actually is on its own)\r\nTILE_STANDARD_ROTATION = 2 --every tile is rotated this much so that the perceived rotation of the tiles matches the actual rotation in the code\r\nTILE_180_ROTATION = 2\r\n\r\nSPAM_DELAY = 2 --amount of time after an error message before another will be printed\r\n\r\nMAX_X = 33\r\nMIN_X = 1\r\nMAX_Z = 33\r\nMIN_Z = 1\r\n--HACK: TTS cannot save table variables with negative indexes. Adding this arbitrary value to offset the middle ensures that all grid positions are positive (unless another table is used)\r\n--Note to self: if you change these values, you'll need to prevent tileGrid from loading and getting overwritten\r\nMIDDLE_X_OFFSET = 17\r\nMIDDLE_Z_OFFSET = 17\r\nMIDDLE_OFFSET = {x = MIDDLE_X_OFFSET * TILE_SPACING, z = MIDDLE_Z_OFFSET * TILE_SPACING}\r\nTABLE_SURFACE_Y = 1.03171348571777\r\n\r\nSIDE_DELTA = {{x=0,z=-1},{x=-1,z=0},{x=0,z=1},{x=1,z=0}}\r\nDIAGONAL_DELTA = {{x=-1,z=1},{x=0,z=1},{x=1,z=1},{x=1,z=0},{x=1,z=-1},{x=0,z=-1},{x=-1,z=-1},{x=-1,z=0}}\r\n\r\nNEUTRAL_ITEMS_LOCATION = {x = 15.5, y = 1.5, z = 28.0}\r\n\r\n--The following figure definitions were specified in the CAR (Carcassonne Annoted Rules).\r\n--Although not all figures have the same properties, their relative similarities may simpify code\r\nFOLLOWER_TYPES = {'Follower', 'Big Follower', 'Phantom', 'Abbot', 'Mayor', 'Wagon'}\r\nSPECIAL_FIGURE_TYPES = {'Shepherd', 'Builder', 'Pig', 'Barn'}\r\nNEUTRAL_FIGURE_TYPES = {'Count', 'Dragon', 'Fairy', 'Tower'}\r\nPROXIMITY_FEATURES = {'Cloister', 'Abbey', 'Shrine', 'Garden', \"Baba Yaga's Hut\"} --features that change based on the actions of surrounding tiles\r\nCLOISTER_FEATURES = {'Cloister', 'Abbey', 'Shrine'} --features that are essentially cloisters in many aspects of the rules\r\nNUM_TOWERS_PER_PLAYER = {[1] = 10, [2] = 10, [3] = 9, [4] = 7, [5] = 6, [6] = 5}\r\nTOWER_HEIGHT = 0.28 --How tall each Tower piece is\r\nGOLD_BAR_NAME = 'Gold Bar'\r\nSHEEP_TOKEN_TYPES = {'Sheep', 'Wolf'}\r\nTRADE_TOKEN_TYPES = {'Wine Token', 'Wheat Token', 'Cloth Token'}\r\nTRADE_TOKEN_COUNTS = {\r\n    ['Wine'] = 9,\r\n    ['Wheat'] = 6,\r\n    ['Cloth'] = 5\r\n}\r\nTRADE_GOOD_TYPES = {'Wine', 'Wheat', 'Cloth'}\r\n\r\nPLAYER_COLORS = {'Green', 'Purple', 'White', 'Blue', 'Red', 'Pink'}\r\n\r\narbitraryButtonAnchors = {}\r\n\r\nFLOATING_BUTTON_HEIGHT = 2.0\r\nFLOATING_BUTTON_HEIGHT_LOW = 1.0\r\n\r\nFIGURE_DISTANCE_FROM_EDGE = 0.1 --percentage distance from the edge that each quadrant/octant exists\r\n\r\nFIGURE_RETURN_DELAY = 0.5 --seconds to wait while returning a figure in order to prevent double-scoring\r\nFIGURE_PRAISE_DELAY = 2.5 --seconds to wait while figure is spinning before it is returned\r\nFIGURE_CAPTURE_DELAY = 2.0 --seconds to wait after capturing a figure before it is locked\r\n\r\nFRAME_TIME = 0.01667 --time that coroutine can run before it should yield to the main thread. Approx 60FPS\r\n\r\nPLAY_AREA_SCRIPTING_ZONE_GUID = '799064'\r\nCONTROL_PANEL_GUID = '45460c'\r\nBUTTON_ANCHOR_GUID = '07fd9a'\r\nSOUNDBOARD_GUID = '9c8d01'\r\nEXPANSION_TABLE_GUID = 'f01594'\r\n\r\nCURRENT_PLAYER_MARKER = \"➡ \" -- symbol(s) that should be printed on the scoreboard before the current player\r\n\r\ntileStack_GUID = '16d9db'\r\nstartingTile_GUID = 'c107f0'\r\nstartingRiverTile_GUID = nil\r\nforkTile_GUID = nil\r\nspringTile_GUID = nil\r\nlakeTile_GUID = nil\r\nriverBodyTiles_GUID = nil\r\nfinalTile_GUID = nil\r\n\r\nfairy_GUID = nil\r\ndragon_GUID = nil\r\nflierDie_GUID = nil\r\n\r\nscore_counter_guids = {\r\n    ['Green'] = '28bdff',\r\n    ['Pink'] = '7ef326',\r\n    ['Purple'] = 'f206e4',\r\n    ['Blue'] = '9d1e70',\r\n    ['Red'] = '4e3519',\r\n    ['White'] = '1ecf3f'\r\n}\r\n\r\nfigurepad_GUIDs = {\r\n    ['Green'] = 'cee9ef',\r\n    ['Purple'] = '7b6639',\r\n    ['White'] = 'b013fc',\r\n    ['Blue'] = '37df2f',\r\n    ['Red'] = '4a5985',\r\n    ['Pink'] = '7ed1bb'\r\n}\r\n\r\n--The corresponding hand color for this player color (can use a custom color)\r\nhandColor = {\r\n    ['Green'] = 'Green',\r\n    ['Purple'] = 'Purple',\r\n    ['White'] = 'White',\r\n    ['Blue'] = 'Blue',\r\n    ['Red'] = 'Red',\r\n    ['Pink'] = 'Pink'\r\n}\r\n\r\nplayerName = {}\r\n\r\nplayer_color_tints = {}\r\n\r\nfigurePositions = {}\r\n\r\nactiveFigures = {}\r\n\r\nplayer_possession_areas = {\r\n    ['Green'] = {x=28.35, z=12.1, rotation=3},\r\n    ['Purple'] = {x=28.35, z=-12.1, rotation=3},\r\n    ['White'] = {x=12.1, z=-28.35, rotation=2},\r\n    ['Blue'] = {x=-12.1, z=-28.35, rotation=2},\r\n    ['Red'] = {x=-28.35, z=-12.1, rotation=1},\r\n    ['Pink'] = {x=-28.35, z=12.1, rotation=1}\r\n}\r\nplayerPossessionScriptingZones = {}\r\n\r\nPLAYER_POSSESSION_ZONE_HEIGHT = 2.5\r\nPLAYER_POSSESSION_ZONE_DEPTH = 3.9\r\nPLAYER_POSSESSION_ZONE_WIDTH = 24.0\r\nPLAYER_POSSESSION_POSITIONS =\r\n{\r\n    ['KnRBRobber'] = {x=8.4, z=0.5},\r\n    ['KnRBKing'] = {x=10.4, z=0.5},\r\n    ['Cloth'] = {x=5.9, z=1.0},\r\n    ['Wine'] = {x=5.9, z=0.0},\r\n    ['Wheat'] = {x=6.9, z=1.0},\r\n    ['CapturedFollower'] = {x=10.9, z=-1.5},\r\n    ['Gold'] = {x=10.9, z=-0.75}\r\n}\r\nPLAYER_POSSESSION_SPACING = 1.0 --spacing for multiple objects of the same type\r\n\r\n-- Guid for object we will put button on\r\nBUTTON_BOARD_GUID = '2b44bf'\r\n\r\nshowMarkers = 'Both'\r\nshowMarkersButtonParam = {\r\n    index = 0, click_function = 'showMarkersToggleButton',\r\n    position = {-0.8,0.1,0.0}, width = 750, height=600, font_size = 150, function_owner = nil\r\n}\r\n\r\nendGameButtonParam = {\r\n    index = 1, click_function = 'gameToggleButton',\r\n    position = {1.0, 0.1, 0.0}, width = 750, height=600, font_size = 150, function_owner = nil\r\n}\r\n\r\nskipTurnButtonParam = {\r\n   index = 2, click_function = 'skipTurnButton',\r\n   position = {2.8, 0.1, 0.0}, width = 750, height=600, font_size = 150, function_owner = nil\r\n}\r\n\r\ndebugButtonParam = {\r\n   index = 3, label = 'Debug mode:\\n' .. debugLevel, click_function = 'switchDebugLevel',\r\n   position = {-0.8, 0.1, 1.6}, width = 1000, height=500, font_size = 150, function_owner = nil\r\n}\r\n\r\nshowTraversalParam = {\r\n   index = 4, label = 'Show\\nTraversal', click_function = 'debugShowTraversal',\r\n   position = {1.5, 0.1, 1.6}, width = 1000, height=500, font_size = 150, function_owner = nil\r\n}\r\n\r\nshowFeatureMapParam = {\r\n   index = 5, label = 'Show\\nFeature\\nMap', click_function = 'debugShowFeatureMap',\r\n   position = {3.8, 0.1, 1.6}, width = 1000, height=500, font_size = 150, function_owner = nil\r\n}\r\n\r\nshowTileOddsParam = {\r\n   index = 6, label = 'Show\\nConnection\\nOdds', click_function = 'debugShowTileOdds',\r\n   position = {6.1, 0.1, 1.6}, width = 1000, height=500, font_size = 150, function_owner = nil\r\n}\r\n\r\nexpansionBags = {\r\n    ['InC'] = {guid = '95eb56', contents = {\r\n        ['InCTiles'] = {guid = '122dff'}\r\n        -- ['InCBigFollower'] = {guid = 'e5ec48', contents =\r\n        --     {['Green'] = {guid = 'd9ab61'}, ['Purple'] = {guid = '62c526'}, ['White'] = {guid = '85ef73'}, ['Blue'] = {guid = 'f741b3'}, ['Red'] = {guid = 'ac3616'}, ['Yellow'] = {guid = '2456df'}}\r\n        -- }\r\n    }},\r\n    ['TnB'] = {guid = '09fab1', contents = {\r\n        ['TnBTiles'] = {guid = 'a88997'},\r\n        -- ['TnBBuilder'] = {guid = 'a3aea6', contents =\r\n        --     {['Green'] = {guid = '61cb95'}, ['Purple'] = {guid = '4ea21e'}, ['White'] = {guid = 'e11ef8'}, ['Blue'] = {guid = '128a06'}, ['Red'] = {guid = 'b12bcc'}, ['Yellow'] = {guid = '967ed5'}}\r\n        -- },\r\n        -- ['TnBPig'] = {guid = 'a3aea6', contents =\r\n        --     {['Green'] = {guid = 'a180e1'}, ['Purple'] = {guid = '3f96a3'}, ['White'] = {guid = '2eb691'}, ['Blue'] = {guid = '8f7df7'}, ['Red'] = {guid = 'cc6164'}, ['Yellow'] = {guid = '26c485'}}\r\n        -- },\r\n        ['TnBClothTokenStack'] = {guid = 'ebd019'},\r\n        ['TnBWineTokenStack'] = {guid = '55a94f'},\r\n        ['TnBWheatTokenStack'] = {guid = '7a829b'}\r\n    }},\r\n    ['PnD'] = {guid = '564958', contents = {\r\n        ['PnDTiles'] = {guid = '89bb59'},\r\n        ['PnDDragon'] = {guid = 'e191ec'},\r\n        ['PnDFairy'] = {guid = '46278a'}\r\n    }},\r\n    ['Tower'] = {guid = 'd59a8b', contents = {}},\r\n    ['AnM'] = {guid = '9295b3', contents = {\r\n        ['AnMTiles'] = {guid = '44e318'},\r\n        ['AnMAbbey'] = {guid = '7e2126'},\r\n        ['AnMMayor'] = {guid = '3cee76'},\r\n        ['AnMWagon'] = {guid = 'e0467b'},\r\n        ['AnMBarn'] = {guid = '306ca2'}\r\n    }},\r\n    ['CoC'] = {guid = 'd3189b', contents = {\r\n        ['CoCCount'] = {guid = 'fba388'},\r\n        ['CoCStartingTiles'] = {guid = 'af8d39', contents = {\r\n            [1] = {guid = '9c4fe7'},\r\n            [2] = {guid = 'a6ff3c'},\r\n            [3] = {guid = '9fd64f'},\r\n            [4] = {guid = 'b0410c'},\r\n            [5] = {guid = '78d5ee'},\r\n            [6] = {guid = '8a1ed2'},\r\n            [7] = {guid = 'a0ef6a'},\r\n            [8] = {guid = '31cbd2'},\r\n            [9] = {guid = '49a323'},\r\n            [10] = {guid = '78a086'},\r\n            [11] = {guid = '5cc6c2'},\r\n            [12] = {guid = '233a1a'},\r\n        }}\r\n    }},\r\n    ['KnRB'] = {guid = '927621', contents = {\r\n        ['KnRBTiles'] = {guid = 'f5773a'},\r\n        ['KnRBKing'] = {guid = 'c3021c'},\r\n        ['KnRBRobber'] = {guid = '26c11d'}\r\n    }},\r\n    ['Cult'] = {guid = 'da553b', contents = {\r\n        ['CultTiles'] = {guid = '96ff26'},\r\n        ['CultBonusTile'] = {guid = '754953'}\r\n    }},\r\n    ['Catapult'] = {guid = 'e6d35f', contents = {\r\n        ['CatapultTiles'] = {guid = '686f5b'},\r\n        ['CatapultKnockOut'] = {guid = '158e59'},\r\n        ['CatapultSeduction'] = {guid = 'b0bb3a'},\r\n        ['CatapultTarget'] = {guid = '61b65e'},\r\n        ['CatapultCatch'] = {guid = '075ec5'}\r\n    }},\r\n    ['BCnB'] = {guid = '59c769', contents = {\r\n        ['BCnBTiles'] = {guid = '10f82c'},\r\n        ['BCnBBridges'] = {guid = '16090d'},\r\n        ['BCnBCastles'] = {guid = 'ee8c46'}\r\n    }},\r\n    ['Flier'] = {guid = 'a50c26', contents = {\r\n        ['FlierTiles'] = {guid = 'f006d5'},\r\n        ['FlierDie'] = {guid = 'dc7bf3'}\r\n    }},\r\n    ['GamesQuarterly'] = {guid = 'c97cee', contents = {\r\n        ['GamesQuarterlyTiles'] = {guid = '235648'},\r\n        ['RiverSpringTile'] = {guid = '873113'},\r\n        ['RiverBodyTiles'] = {guid = '2d5d36'}\r\n    }},\r\n    ['Goldmines'] = {guid = '080d67', contents = {\r\n        ['GoldminesTiles'] = {guid = 'bc8fac'},\r\n        ['GoldminesGold'] = {guid = 'd013b9'}\r\n    }},\r\n    ['HnS'] = {guid = 'a50c27', contents = {\r\n        ['HnSTiles'] = {guid = '3fb950'},\r\n        ['HnSSheepBag'] = {guid = '12bf5b'}\r\n    }},\r\n    ['River'] = {guid = '51fd29', contents = {\r\n        ['RiverSpringTile'] = {guid = 'bec44f'},\r\n        ['RiverLakeTile'] = {guid = 'f85830'},\r\n        ['RiverBodyTiles'] = {guid = 'd5e587'},\r\n    }},\r\n    ['RiverII'] = {guid = '5a29f0', contents = {\r\n        ['RiverForkTile'] = {guid = '5a8213'},\r\n        ['RiverSpringTile'] = {guid = '0e6627'},\r\n        ['RiverLakeTile'] = {guid = 'a423e8'},\r\n        ['RiverBodyTiles'] = {guid = 'c6344e'},\r\n    }},\r\n    ['RiverBB5'] = {guid = '592f3a', contents = {\r\n        ['RiverSpringTile'] = {guid = '553392'},\r\n        ['RiverLakeTile'] = {guid = 'b9de5a'},\r\n        ['RiverBodyTiles'] = {guid = 'e9d3b0'},\r\n    }},\r\n    ['RussianPromo'] = {guid = 'bdeb95', contents = {\r\n        ['RussianPromoTiles'] = {guid = 'd47ccc'}\r\n    }},\r\n    ['SpielPromo'] = {guid = '1e48bf', contents = {\r\n        ['SpielPromoTiles'] = {guid = '9129b0'}\r\n    }},\r\n    ['Tower'] = {guid = 'd59a8b', contents = {\r\n        ['TowerTiles'] = {guid = '15a27f'}\r\n    }},\r\n    ['WoF'] = {guid = '6feb10', contents = {\r\n        ['WoFTiles'] = {guid = '71aa80'},\r\n        ['WoFWheelTiles'] = {guid = 'ee3e97'},\r\n        ['WoFStartingTiles'] = {guid = '6a31db', contents = {\r\n            [1] = {guid = 'c7bc6d'},\r\n            [2] = {guid = 'c391bc'},\r\n            [3] = {guid = '7e508f'},\r\n            [4] = {guid = '01f705'},\r\n            [5] = {guid = '983022'},\r\n            [6] = {guid = 'a39cb0'},\r\n            [7] = {guid = 'f28f77'},\r\n            [8] = {guid = '744e80'},\r\n            [9] = {guid = '79956d'},\r\n            [10] = {guid = '466a78'},\r\n            [11] = {guid = '1d5025'},\r\n            [12] = {guid = '2faa15'},\r\n            [13] = {guid = '21cc72'},\r\n            [14] = {guid = '8e2c6f'},\r\n            [15] = {guid = '2c3d25'},\r\n            [16] = {guid = '9dc2d2'},\r\n        }},\r\n        ['WoFWheel'] = {guid = 'ef0143'},\r\n        ['WoFPig'] = {guid = '97e9dc'}\r\n    }}\r\n}\r\n\r\ncontrolPanelSettings = {\r\n--pg 1\r\n    --Hotseat or AI control settings (nil means default color control)\r\n    ['GreenControl'] = nil,\r\n    ['PurpleControl'] = nil,\r\n    ['WhiteControl'] = nil,\r\n    ['BlueControl'] = nil,\r\n    ['RedControl'] = nil,\r\n    ['PinkControl'] = nil,\r\n    --Starting tiles\r\n    ['StartingTileBase'] = true,\r\n    ['StartingTileRiver'] = false,\r\n    ['StartingTileRiverII'] = false,\r\n    ['StartingTileRiverBB5'] = false,\r\n    ['StartingTileCoC'] = false,\r\n    ['StartingTileWoF'] = false,\r\n    ['StartingTileSchool'] = false,\r\n    ['StartingTileWindRoses'] = false,\r\n--pg 2\r\n    --Base + Major expansions\r\n    ['BaseTiles'] = true,\r\n    ['BaseFollower'] = true,\r\n    ['BaseNumFollowers'] = 7,\r\n    ['InCTiles'] = false,\r\n    ['InCBigFollower'] = false,\r\n    ['InCInns'] = false,\r\n    ['InCCathedrals'] = false,\r\n    ['TnBTiles'] = false,\r\n    ['TnBBuilder'] = false,\r\n    ['TnBPig'] = false,\r\n    ['TnBTradeGoods'] = false,\r\n    ['PnDTiles'] = false,\r\n    ['PnDDragon'] = false,\r\n    ['PnDFairy'] = false,\r\n    ['PnDMagicPortal'] = false,\r\n    ['PnDPrincess'] = false,\r\n    ['TowerTiles'] = false,\r\n    ['TowerTowers'] = false,\r\n    ['TowerNumTowers'] = 10,\r\n--pg 3\r\n    ['AnMTiles'] = false,\r\n    ['AnMAbbey'] = false,\r\n    ['AnMMayor'] = false,\r\n    ['AnMWagon'] = false,\r\n    ['AnMBarn'] = false,\r\n    ['KnRBTiles'] = false,\r\n    ['KnRBKing'] = false,\r\n    ['KnRBRobber'] = false,\r\n    ['CultTiles'] = false,\r\n    ['CatapultTiles'] = false,\r\n    ['BCnBTiles'] = false,\r\n    ['BCnBBazaars'] = false,\r\n    ['BCnBBridges'] = false,\r\n    ['BCnBCastles'] = false,\r\n    ['HnSTiles'] = false,\r\n    ['HnSShepherd'] = false,\r\n    ['HnSHills'] = false,\r\n    ['HnSVineyards'] = false,\r\n--pg 4\r\n    ['WoFTiles'] = false,\r\n    ['WoFWheelTiles'] = false,\r\n    ['WoFCrowns'] = false,\r\n    ['WoFFortune'] = false,\r\n    ['WoFTaxes'] = false,\r\n    ['WoFFamine'] = false,\r\n    ['WoFStorm'] = false,\r\n    ['WoFInquisition'] = false,\r\n    ['WoFPlague'] = false,\r\n    --Mini expansions\r\n    ['FlierTiles'] = false,\r\n    ['FlierFlier'] = false,\r\n    ['GoldminesTiles'] = false,\r\n    ['GoldminesGold'] = false,\r\n--pg 5\r\n    --Micro expansions\r\n    ['GamesQuarterlyTiles'] = false,\r\n    ['SpielPromoTiles'] = false,\r\n    ['RussianPromoTiles'] = false,\r\n--pg 6\r\n    --House rules\r\n    ['BaseDisableRoads'] = false,\r\n    ['BaseDisableCities'] = false,\r\n    ['BaseDisableCloisters'] = false,\r\n    ['BaseDisableFarms'] = false,\r\n    ['BaseNerfSmallCity'] = false,\r\n    ['TowerNerfTowers'] = false,\r\n    ['RiverMixAll'] = false,\r\n    ['RIIDisablePigherd'] = false,\r\n    ['CoCNoCount'] = false,\r\n}\r\n\r\ntileGrid = {[MIDDLE_X_OFFSET]={[MIDDLE_Z_OFFSET]={tile_guid=startingTile_GUID, rotation=2}}}\r\nlastPlacedTileX = nil\r\nlastPlacedTileZ = nil\r\n\r\nfeatureMap = {}\r\nfeatureIndex = 1\r\nfeatureList = {}\r\n\r\ndroplock = false\r\nspamLock = false\r\nscoring = false\r\ngameover = true\r\n\r\nwagonFeatures = {}\r\n\r\ncurrentMiniTurn = nil --used when the player order must be iterated within someone's turn\r\n\r\ntraversedGrid = {}\r\ntraversedFeaturePositions = {}\r\ntraversedTileCoords = {}\r\ntraversedOpeningCoords = {}\r\ntraversedSpecialFeatures = {}\r\ntraversedFollowers = {}\r\ntraversedSpecialFigures = {}\r\ntraversedSheepTokens = {}\r\ntraversedGoldBars = {}\r\n\r\nfollowersScored = {}\r\nearnedPointsThisTile = {}\r\nremovedFigures = {}\r\nfeatureMarkers = {}\r\nscoringRewards = {}\r\n\r\nlargestCity = 0\r\nlongestRoad = 0\r\nscoreSummary = {}\r\nactivePlayers = {}\r\ncurrentPlayer = nil\r\n\r\nlastPlacedPlayerTiles = {}\r\n\r\nshepherdAwaitingAction = nil\r\nnewBarn = nil\r\nhasBuilderAwaitingAction = false\r\nhasAlreadyTakenBuilderTile = false\r\nhasRansomedPrisoner = false\r\nburiedTile = nil\r\ndragonHasAwaken = false\r\ndragonMoveNumber = 1\r\ndragonIllegalTiles = {}\r\ntileHasVolcano = false\r\ntileHasMagicPortal = false\r\nflier = nil\r\nflierOffset = nil\r\nseducedKnights = {}\r\ncarcassonneFigures = nil\r\nbarnFeatureNumbers = nil\r\nwofPigPosition = 1\r\n\r\nturnState = nil\r\n\r\ncurrentLanguage = 'en-us'\r\n--currentLanguage = 'zh-tw'\r\n\r\n----#include !\\TTSCarcassonne\\scripts\\localization\n--these tables allow the strings in the game to be translated to any number of other languages\r\n\r\nfunction translate(params)\r\n  local msg\r\n  if currentLanguage == 'en-us' or LOCALIZED_STRINGS[currentLanguage] == nil or LOCALIZED_STRINGS[currentLanguage][params[1]] == nil or LOCALIZED_STRINGS[currentLanguage][params[1]] == \"\" then\r\n    msg = params[1]\r\n  else\r\n    msg = LOCALIZED_STRINGS[currentLanguage][params[1]]\r\n  end\r\n  for i = 2, #params do\r\n    msg = string.gsub(msg, params[i][1], params[i][2])\r\n  end\r\n  return msg\r\nend\r\n\r\nLOCALIZED_TAUNTS = {\r\n    ['en-us'] = {\r\n        \"Hehehehe...\",\r\n        \":)\",\r\n        \"Let's see if you can handle this.\",\r\n        \"You've just been served, son.\",\r\n        \"Let me guess, you're gonna whine about how I cheat now.\"\r\n    }\r\n}\r\n\r\nLOCALIZED_STRINGS = {\r\n  ['zh-tw'] = {\r\n    --Player Colors\r\n    [\"Green\"] = \"綠色\",\r\n    [\"Purple\"] = \"紫色\",\r\n    [\"White\"] = \"白色\",\r\n    [\"Blue\"] = \"藍色\",\r\n    [\"Red\"] = \"紅色\",\r\n    [\"Pink\"] = \"粉紅色\",\r\n    [\"Magenta\"] = \"洋紅色\",\r\n    [\"Yellow\"] = \"黃色\",\r\n    [\"Orange\"] = \"橘色\",\r\n    [\"Cyan\"] = \"青色\",\r\n    [\"Teal\"] = \"藍綠色\",\r\n    [\"Grey\"] = \"灰色\",\r\n    [\"Black\"] = \"黑色\",\r\n    [\"Brown\"] = \"棕色\",\r\n    [\"Amber\"] = \"琥珀色\",\r\n    [\"Rose\"] = \"玫紅色\",\r\n    [\"Vermilion\"] = \"朱紅色\",\r\n    [\"Chartreuse\"] = \"黃綠色\",\r\n    --Figure Names\r\n    [\"Follower\"] = \"隨從\",\r\n    [\"Big Follower\"] = \"大隨從\",\r\n    [\"Builder\"] = \"工程師\",\r\n    [\"Pig\"] = \"小豬\",\r\n    [\"Mayor\"] = \"市長\",\r\n    [\"Wagon\"] = \"馬車\",\r\n    [\"Barn\"] = \"穀倉\",\r\n    [\"Shepherd\"] = \"牧羊人\",\r\n    [\"Tower\"] = \"塔\",\r\n    --Situational Figure Names\r\n    [\"Meeple\"] = \"米寶\", --one of the 7 basic followers\r\n    [\"Farmer\"] = \"農夫\", --follower in a field\r\n    [\"Knight\"] = \"騎士\", --follower in a city\r\n    [\"Robber\"] = \"強盜\", --follower on a road\r\n    [\"Monk\"] = \"僧侶\", --follower in a cloister\r\n    --Neutral Figure Names\r\n    [\"Dragon\"] = \"火龍\",\r\n    [\"Fairy\"] = \"仙女\",\r\n    [\"Count\"] = \"伯爵\",\r\n    --Feature Names\r\n    [\"Field\"] = \"草原\",\r\n    [\"City\"] = \"城市\",\r\n    [\"Road\"] = \"道路\",\r\n    [\"Cloister\"] = \"修道院\",\r\n    --Special Feature Names\r\n    [\"Cathedral\"] = \"主教教堂\",\r\n    [\"Inn\"] = \"湖泊小旅館\",\r\n    [\"Trade Goods\"] = \"貨物\", --will use?\r\n    [\"Wine Token\"] = \"酒桶\",\r\n    [\"Cloth Token\"] = \"布匹\",\r\n    [\"Wheat Token\"] = \"麥子\",\r\n    [\"Princess\"] = \"公主\", --will use?\r\n    [\"Volcano\"] = \"火山\",\r\n    [\"Tower Foundation\"] = \"塔的基座\",\r\n    [\"Abbey\"] = \"大修道院\",\r\n    [\"Castle Quarter\"] = \"城堡區\",\r\n    [\"Blacksmith Quarter\"] = \"鐵匠區\",\r\n    [\"Cathedral Quarter\"] = \"教堂區\",\r\n    [\"Market Quarter\"] = \"市場區\",\r\n    --[\"Dragon\"] = \"火龍\", --share with figure name?\r\n    --Game Buttons\r\n    [\"Start\\nGame\"] = \"開始遊戲\",\r\n    [\"End game\\n(score\\npoints)\"] = \"結束遊戲\\n(計算成績\\n成績)\",\r\n    [\"Score\\nSummary\"] = \"計算成績\\n總分\",\r\n    [\"Skip\\nTurn\"] = \"跳過\",\r\n    [\"Show\\nMarkers:\\n\"] = \"標記:\\n\",\r\n    [\"Both\"] = \"全部\",\r\n    [\"None\"] = \"無\",\r\n    [\"Scoring\"] = \"得分\",\r\n    [\"Hints\"] = \"可放位置\",\r\n    --Expansion Names\r\n    [\"Inns & Cathedrals\"] = \"主教擴充\",\r\n    [\"Traders & Builders\"] = \"小豬擴充\",\r\n    [\"The Princess & The Dragon\"] = \"火龍與公主\",\r\n    [\"The Tower\"] = \"高塔陰影\",\r\n    [\"Abbey & Mayor\"] = \"大修道院與市長\",\r\n    [\"The Catapult\"] = \"投石器\",\r\n    [\"Bridges, Castles & Bazaars\"] = \"橋樑與市集\",\r\n    [\"Hills & Sheep\"] = \"羊咩擴充\",\r\n    [\"The River\"] = \"河流一擴充\",\r\n    [\"The River II\"] = \"河流二擴充\",\r\n    [\"King & Robber Baron\"] = \"國王與斥侯擴充\", --aka King & Scout, both unused. Jenny suggests \"國王與斥侯（強盜）擴充\"\r\n    [\"The Cathars\"] = \"異教徒擴充(圍城擴充)\",\r\n    [\"The Count of Carcassonne\"] = \"伯爵擴充\",\r\n    [\"The Cult, The Siege\"] = \"祭壇戰亂擴充\", --??\r\n    [\"The Phantom\"] = \"鬼魂擴充\",\r\n    [\"The Festival\"] = \"節慶擴充\",\r\n    [\"Mini Expansions\"] = \"迷你擴充\",\r\n    [\"The Flier\"] = \"飛人\",\r\n    [\"The Messages\"] = \"傳令使\",\r\n    [\"The Ferries\"] = \"渡輪\",\r\n    [\"The Goldmines\"] = \"金礦\",\r\n    [\"Mage & Witch\"] = \"法師和女巫\",\r\n    [\"The Robbers\"] = \"強盜\",\r\n    [\"The Wheel of Fortune\"] = \"命運之輪\",\r\n    [\"Crop Circles I\"] = \"麥田園一\",\r\n    [\"Crop Circles II\"] = \"麥田園二\",\r\n    [\"The Plague\"] = \"鼠疫\",\r\n    [\"The Tunnel\"] = \"隧道擴充\",\r\n    --Control Panel\r\n    [\"There is already a player sitting at this seat. Cannot create a hotseat player here.\"] = \"已有玩家，無法設定熱座\",\r\n    [\"{c1} has been set to a hotseat player of {p1}\"] = \"{c1}已被設置為{p1}熱座玩家\",\r\n    [\"{c1} is no longer a hotseat player\"] = \"{c1}不再是熱座完家\",\r\n    [\"Warning: Tower count has changed to {n1} due to a hotseat/AI player being added/removed.\"] = \"警告：因為新增或移除熱座/人工智慧玩家，塔數已改變成{n1}\",\r\n    --Game Messages\r\n    [\"Choose a location to place the gold bar\"] = \"請選擇一個金條放置地點\",\r\n    [\"Place a figure if desired.\"] = \"您可以放置人物\",\r\n    [\"Roll the flier die to determine your flier's distance.\"] = \"擲飛人骰字以決定步\",\r\n    [\"Place the flier on the destination tile.\"] = \"請把飛人移到骰出的目的地\",\r\n    [\"{p1}'s builder has allowed them to draw another tile. Please do so, along with the usual actions, before ending your turn.\"] = \"{p1}玩家的建築師讓他可以再抽一張牌，請再抽一張，並且在換玩家前執行如往常的選擇與動作\",\r\n    [\"Error: action - {s1} does not exist for current state - {s2}\"] = \"就{s2}狀況{s1}並不存在\",\r\n    [\"Error: current state does not exist - {s1}\"] = \"目前{s1}階段不存在\",\r\n    [\"Loaded game was in the middle of scoring. Game pieces may need to be removed manually. Skipping to post scoring events. Some unscored pieces may remain.\"] = \"過去載入的遊戲正在計分，可能需要手動移除米寶，還沒計分的米寶可能會留在原位\",\r\n    [\"Game loaded. It is now {p1}'s turn on state: {s1}.\"] = \"遊戲已載入，現在換{p1}, {s1}\",\r\n    [\"{p1} is controlled by {c1}\"] = \"{p1}被{c1}控制\",\r\n    [\"Please note that rewinds are not supported. You may need to clean some things up if the state was saved while the script was running.\"] = \"請注意，並不支持返回功能，假如遊戲狀態儲存時遊戲程式正在運作，你可能需要手動清理桌面\",\r\n    [\"{c1}'s hotseat, {c2}, has been taken.\"] = \"{c1}的熱座,{c2}已經有人\",\r\n    [\"{c1}'s hotseat owner, {c2}, has left the table or moved.\"] = \"{c1}的熱座擁有者，{c2}已經離桌或換位置\",\r\n    [\"Warning: Tower count has changed to {c1} due to a player joining or leaving the table.\"] = \"警告：每人有的塔數已經改變，因為{c1}玩家加入或退出遊戲\",\r\n    [\"{p1} rolled a {n1}\"] = \"{p1}骰了{n1}\",\r\n    [\"ERROR: It is not currently your turn OR you rolled the die without picking it up.\"] = \"錯誤：現在還沒換到您，或是您沒有把骰子撿起就骰了骰子\",\r\n    [\"-----------It is now {c1}'s turn-----------\"] = \"-----------現在換{c1}-----------\",\r\n    [\"-------{c1} is controlled by {c2}------\"] = \"-------{c1}被{c2}控制------\",\r\n    [\"{c1} gets another turn for laying down the volcano lake tile.\"] = \"因為放了火山河牌{c1}可以再行駛一次動作\",\r\n    [\"Cannot start a game without a starting tileset.\"] = \"沒有任何版本牌組，遊戲無法開始\",\r\n    [\"Cannot start an AI game with incompatible expansions: {s1}.\"] = \"人工智慧玩家還沒學會{s1}版本，遊戲無法開始\",\r\n    [\"{c1} has substituted their color for {c2}\"] = \"{c1}把顏色換成{c2}\",\r\n    [\"{n1} points - {p1}\"] = \"{n1}分 - {p1}\", --this is displayed as a line for each player on the scoreboard\r\n    [\"#{n1} - {n2} points - {c1} - {p1}\"] = \"#{n1} - {n2}分 - {c1} - {p1}\", --this is displayed as a line for each player when printing the scores at the end of the game\r\n  },\r\n}\r\n\n----#include !\\TTSCarcassonne\\scripts\\localization\n\r\n----#include !\\TTSCarcassonne\\scripts\\state_machine\n--controls and organizes the flow of the game by managing different states\r\n--this has the added bonus of being a \"save point\" that the script can safely return to when loaded\r\n--the 'actions' defined in each state are different options that the user might choose\r\n--a generic 'next' can be used to go to the implied next state\r\n\r\nstateMachine = {\r\n    ['begin turn'] = {\r\n        ['next'] = 'reward fairy'\r\n    },\r\n    ['reward fairy'] = {\r\n        ['next'] = 'eliminate oldest flea'\r\n    },\r\n    ['eliminate oldest flea'] = {\r\n        ['next'] = 'awaiting tile placement'\r\n    },\r\n    ['awaiting tile placement'] = {\r\n        ['tile placed'] = 'check added tile features'\r\n    },\r\n    ['check added tile features'] = {\r\n        ['next'] = 'check added tile special figure extension'\r\n    },\r\n    ['check added tile special figure extension'] = {\r\n        ['next'] = 'check added tile feature - hill'\r\n    },\r\n    ['check added tile feature - hill'] = {\r\n        ['next'] = 'check added tile feature - wheel of fortune'\r\n    },\r\n    ['check added tile feature - wheel of fortune'] = {\r\n        ['plague'] = 'check added tile feature - wheel of fortune - plague',\r\n        ['crown'] = 'check added tile feature - wheel of fortune - crown',\r\n        ['next'] = 'check added tile feature - volcano'\r\n    },\r\n    ['check added tile feature - wheel of fortune - plague'] = {\r\n        ['next'] = 'check added tile feature - wheel of fortune - crown',\r\n        ['figures returned'] = 'check added tile feature - wheel of fortune - plague'\r\n    },\r\n    ['check added tile feature - wheel of fortune - crown'] = {\r\n        ['next'] = 'check added tile feature - volcano',\r\n        ['figures returned'] = 'check added tile feature - volcano'\r\n    },\r\n    ['check added tile feature - volcano'] = {\r\n        ['next'] = 'check added tile feature - princess',\r\n        ['dragon moved'] = 'check added tile feature - volcano - delay'\r\n    },\r\n    ['check added tile feature - volcano - delay'] = {\r\n        ['next'] = 'check added tile feature - volcano - lock'\r\n    },\r\n    ['check added tile feature - volcano - lock'] = {\r\n        ['next'] = 'check added tile feature - princess'\r\n    },\r\n    ['check added tile feature - princess'] = {\r\n        ['next'] = 'check added tile feature - magic portal'\r\n    },\r\n    ['check added tile feature - magic portal'] = {\r\n        ['next'] = 'check added tile feature - gold'\r\n    },\r\n    ['check added tile feature - gold'] = {\r\n        ['next'] = 'awaiting figure decision',\r\n        ['has gold'] = 'place gold on tile'\r\n    },\r\n    ['place gold on tile'] = {\r\n        ['next'] = 'awaiting gold placement'\r\n    },\r\n    ['awaiting gold placement'] = {\r\n        ['next'] = 'awaiting figure decision'\r\n    },\r\n    ['awaiting figure decision'] = {\r\n        ['skip figure'] = 'post figure events',\r\n        ['retrieve abbot'] = 'retrieve abbot',\r\n        ['placed figure'] = 'post figure events',\r\n        ['placed shepherd'] = 'initialize shepherd',\r\n        ['placed flier'] = 'wait for flier roll',\r\n        ['placed tower'] = 'prompt tower capture',\r\n        ['placed fairy'] = 'post figure events',\r\n        ['seduce knight'] = 'seduce knight'\r\n    },\r\n    ['retrieve abbot'] = {\r\n        ['figures returned'] = 'post figure events'\r\n    },\r\n    ['wait for flier roll'] = {\r\n        ['die rolled'] = 'check flier destination'\r\n    },\r\n    ['check flier destination'] = {\r\n        ['feature available'] = 'awaiting flier decision',\r\n        ['feature unavailable'] = 'return flier'\r\n    },\r\n    ['awaiting flier decision'] = {\r\n        ['placed flier'] = 'post figure events'\r\n    },\r\n    ['prompt tower capture'] = {\r\n        ['skip capture'] = 'post figure events',\r\n        ['return follower'] = 'tower - return follower',\r\n        ['capture follower'] = 'tower capture - delay'\r\n    },\r\n    ['tower - return follower'] = {\r\n        ['figures returned'] = 'post figure events'\r\n    },\r\n    ['tower capture - delay'] = {\r\n        ['next'] = 'tower capture - exchange prisoners'\r\n    },\r\n    ['tower capture - exchange prisoners'] = {\r\n        ['next'] = 'post figure events',\r\n        ['return followers'] = 'tower capture - return exchanged prisoners'\r\n    },\r\n    ['tower capture - return exchanged prisoners'] = {\r\n        ['figures returned'] = 'tower capture - recreate buttons'\r\n    },\r\n    ['tower capture - recreate buttons'] = {\r\n        ['next'] = 'post figure events'\r\n    },\r\n    ['return flier'] = {\r\n        ['figures returned'] = 'post figure events'\r\n    },\r\n    ['seduce knight'] = {\r\n        ['figures returned'] = 'post figure events'\r\n    },\r\n    ['post figure events'] = {\r\n        ['next'] = 'post figure event - prompt shepherd'\r\n    },\r\n    ['post figure event - prompt shepherd'] = {\r\n        ['next'] = 'check added tile feature - dragon'\r\n    },\r\n    ['initialize shepherd'] = {\r\n        ['next'] = 'initialize shepherd - finish'\r\n    },\r\n    ['initialize shepherd - finish'] = {\r\n        ['next'] = 'post figure events'\r\n    },\r\n    ['check added tile feature - dragon'] = {\r\n        ['has dragon'] = 'post figure event - dragon movement',\r\n        ['no dragon'] = 'check added tile feature extensions'\r\n    },\r\n    ['post figure event - dragon movement'] = {\r\n        ['next'] = 'check added tile feature extensions',\r\n        ['figures returned'] = 'post figure event - dragon movement - delay',\r\n        ['dragon moved'] = 'post figure event - dragon movement - delay'\r\n    },\r\n    ['post figure event - dragon movement - delay'] = {\r\n        ['next'] = 'post figure event - dragon movement - lock'\r\n    },\r\n    ['post figure event - dragon movement - lock'] = {\r\n        ['next'] = 'post figure event - dragon movement'\r\n    },\r\n    ['check added tile feature extensions'] = {\r\n        ['next'] = 'prompt moving from carcassonne'\r\n    },\r\n    ['prompt moving from carcassonne'] = {\r\n        ['next'] = 'score features',\r\n        ['skip figure'] = 'prompt moving from carcassonne',\r\n        ['placed figure'] = 'prompt moving from carcassonne'\r\n    },\r\n    ['score features'] = {\r\n        ['next'] = 'post scoring events',\r\n        ['figures returned'] = 'score features'\r\n    },\r\n    ['post scoring events'] = {\r\n        ['next'] = 'reward gold'\r\n    },\r\n    ['reward gold'] = {\r\n        ['next'] = 'replace finished wagons'\r\n    },\r\n    ['replace finished wagons'] = {\r\n        ['next'] = 'prompt moving to carcassonne',\r\n        ['skip figure'] = 'replace finished wagons',\r\n        ['placed figure'] = 'replace finished wagons'\r\n    },\r\n    ['prompt moving to carcassonne'] = {\r\n        ['not eligible'] = 'check for extra builder turn',\r\n        ['skip figure'] = 'check for extra builder turn',\r\n        ['placed figure'] = 'prompt moving count'\r\n    },\r\n    ['prompt moving count'] = {\r\n        ['not eligible'] = 'check for extra builder turn',\r\n        ['skip figure'] = 'check for extra builder turn',\r\n        ['placed figure'] = 'check for extra builder turn'\r\n    },\r\n    ['check for extra builder turn'] = {\r\n        ['has builder'] = 'awaiting tile placement',\r\n        ['no builder'] = 'end turn'\r\n    },\r\n    ['end turn'] = {\r\n        ['next'] = 'begin turn'\r\n    },\r\n    ['game over - prompt moving from carcassonne'] = {\r\n        ['next'] = 'game over - scoring',\r\n        ['skip figure'] = 'game over - prompt moving from carcassonne',\r\n        ['placed figure'] = 'game over - prompt moving from carcassonne'\r\n    },\r\n    ['game over - scoring'] = {\r\n        ['next'] = 'game over - scoring',\r\n        ['figures returned'] = 'game over - scoring'\r\n    }\r\n}\r\n\r\nfunction stateHandler()\r\n    if turnState == nil then\r\n        --game hasn't started yet. This should never happen.\r\n        return\r\n    end\r\n    --debugMessage(1, \"stateHandler - \" .. turnState)\r\n    if turnState == 'begin turn' then\r\n        hasAlreadyTakenBuilderTile = false\r\n        hasRansomedPrisoner = false\r\n        --wagonLocations = {}\r\n        wagonFeatures = {}\r\n        --hasAvailableWagonFeature = {}\r\n        newBarn = nil\r\n        lastPlacedTileX = nil\r\n        printScoreToNotes()\r\n        highlightLastPlacedTiles()\r\n        createRansomButtons()\r\n        return nextState('next')\r\n    elseif turnState == 'reward fairy' then\r\n        return rewardFairy()\r\n    elseif turnState == 'eliminate oldest flea' then\r\n        return nextState('next')\r\n    elseif turnState == 'awaiting tile placement' then\r\n        earnedPointsThisTile = {}\r\n        return\r\n    elseif turnState == 'check added tile features' then\r\n        highlightLastPlacedTiles()\r\n        buriedTile = nil\r\n        tileHasVolcano = false\r\n        tileHasMagicPortal = false\r\n        seducedKnights = {}\r\n        currentPlayerAbbot = nil\r\n        shepherdAwaitingAction = nil\r\n        hasBuilderAwaitingAction = false\r\n        return nextState('next')\r\n    elseif turnState == 'check added tile special figure extension' then\r\n        return checkAddedTileSpecialFigureExtensions()\r\n    elseif turnState == 'check added tile feature - hill' then\r\n        return checkTileForHill()\r\n    elseif turnState == 'check added tile feature - wheel of fortune' then\r\n        return checkTileForWheel()\r\n    elseif turnState == 'check added tile feature - wheel of fortune - plague' then\r\n        return resolvePlague()\r\n    elseif turnState == 'check added tile feature - wheel of fortune - crown' then\r\n        return rewardCrownSpaces()\r\n    elseif turnState == 'check added tile feature - volcano' then\r\n        return checkTileForVolcano()\r\n    elseif turnState == 'check added tile feature - volcano - delay' then\r\n        Timer.create({identifier=os.clock(), function_name='progressState', function_owner=nil, parameters=nil, delay=2.00})\r\n    elseif turnState == 'check added tile feature - volcano - lock' then\r\n        getObjectFromGUID(dragon_GUID).setLock(true)\r\n        return nextState('next')\r\n    elseif turnState == 'check added tile feature - princess' then\r\n        return checkTileForPrincess()\r\n    elseif turnState == 'check added tile feature - magic portal' then\r\n        return checkTileForMagicPortal()\r\n    elseif turnState == 'check added tile feature - gold' then\r\n        return checkTileForGold()\r\n    elseif turnState == 'place gold on tile' then\r\n        return addGoldToTile(lastPlacedTileX, lastPlacedTileZ)\r\n    elseif turnState == 'awaiting gold placement' then\r\n        gameNotification({\"Choose a location to place the gold bar\"}, NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        return displayGoldButtons()\r\n    elseif turnState == 'awaiting figure decision' then\r\n        gameNotification({\"Place a figure if desired.\"}, NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n\r\n        hasFairyLocation = false\r\n        local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n        for _, obj in ipairs(objs) do\r\n            if obj.getVar('owner') == activePlayers[currentPlayer] and table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) then\r\n                local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                if tileGridOccupied(xIndex, zIndex) then\r\n                    hasFairyLocation = true\r\n                end\r\n            end\r\n        end\r\n        if hasFairyLocation then\r\n            local fairy = getObjectFromGUID(fairy_GUID)\r\n            if controlPanelSettings['PnDFairy'] and fairy ~= nil then\r\n                fairy.setLock(false)\r\n                fairy.highlightOn({1,1,1})\r\n            end\r\n        end\r\n        return displayFigureButtons()\r\n    elseif turnState == 'retrieve abbot' then\r\n        return\r\n    elseif turnState == 'wait for flier roll' then\r\n        clearFigureOptions()\r\n        for i=1, 3 do\r\n            local possibleOffset = {x=DIAGONAL_DELTA[flierDirection].x * i, z=DIAGONAL_DELTA[flierDirection].z * i}\r\n            if tileGrid[lastPlacedTileX + possibleOffset.x] ~= nil and tileGrid[lastPlacedTileX + possibleOffset.x][lastPlacedTileZ + possibleOffset.z] ~= nil then\r\n                local possibleTile = getObjectFromGUID(tileGrid[lastPlacedTileX + possibleOffset.x][lastPlacedTileZ + possibleOffset.z].tile_guid)\r\n                if possibleTile ~= nil then\r\n                    possibleTile.highlightOn({1,1,1})\r\n                end\r\n            end\r\n        end\r\n        clearArbitraryButtons()\r\n        gameNotification({\"Roll the flier die to determine your flier's distance.\"}, NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        return\r\n    elseif turnState == 'check flier destination' then\r\n        return checkFlierDestination()\r\n    elseif turnState == 'awaiting flier decision' then\r\n        for i=1, 3 do\r\n            local possibleOffset = {x=DIAGONAL_DELTA[flierDirection].x * i, z=DIAGONAL_DELTA[flierDirection].z * i}\r\n            if not (possibleOffset.x == flierOffset.x and possibleOffset.z == flierOffset.z) then\r\n                if tileGrid[lastPlacedTileX + possibleOffset.x] ~= nil and tileGrid[lastPlacedTileX + possibleOffset.x][lastPlacedTileZ + possibleOffset.z] ~= nil then\r\n                    local possibleTile = getObjectFromGUID(tileGrid[lastPlacedTileX + possibleOffset.x][lastPlacedTileZ + possibleOffset.z].tile_guid)\r\n                    if possibleTile ~= nil then\r\n                        possibleTile.highlightOff()\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        gameNotification({\"Place the flier on the destination tile.\"}, NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        return\r\n    elseif turnState == 'prompt tower capture' then\r\n        clearFigureOptions()\r\n        capturableFollowers = {}\r\n        return promptTowerCapture()\r\n    elseif turnState == 'tower - return follower' then\r\n        return returnFigures()\r\n    elseif turnState == 'tower capture - delay' then\r\n        Timer.create({identifier=os.clock(), function_name='progressState', function_owner=nil, parameters=nil, delay=FIGURE_CAPTURE_DELAY})\r\n    elseif turnState == 'tower capture - exchange prisoners' then\r\n        return exchangePrisoners()\r\n    elseif turnState == 'tower capture - return exchanged prisoners' then\r\n        return returnFigures()\r\n    elseif turnState == 'tower capture - recreate buttons' then\r\n        createRansomButtons()\r\n        return nextState('next')\r\n    elseif turnState == 'initialize shepherd' then\r\n        clearFigureOptions()\r\n        local shepherd = getObjectFromGUID(shepherdAwaitingAction)\r\n        if controlPanelSettings['PnDDragon'] then\r\n            return addSheepToTile(shepherd)\r\n        else\r\n            return addSheepToField(shepherd)\r\n        end\r\n    elseif turnState == 'initialize shepherd - finish' then\r\n        shepherdAwaitingAction = nil\r\n        return nextState('next')\r\n    elseif turnState == 'seduce knight' then\r\n        return returnFigures()\r\n    elseif turnState == 'return flier' then\r\n        for i=1, 3 do\r\n            local possibleOffset = {x=DIAGONAL_DELTA[flierDirection].x * i, z=DIAGONAL_DELTA[flierDirection].z * i}\r\n            if tileGrid[lastPlacedTileX + possibleOffset.x] ~= nil and tileGrid[lastPlacedTileX + possibleOffset.x][lastPlacedTileZ + possibleOffset.z] ~= nil then\r\n                local possibleTile = getObjectFromGUID(tileGrid[lastPlacedTileX + possibleOffset.x][lastPlacedTileZ + possibleOffset.z].tile_guid)\r\n                if possibleTile ~= nil then\r\n                    possibleTile.highlightOff()\r\n                end\r\n            end\r\n        end\r\n        return returnFigures()\r\n    elseif turnState == 'post figure events' then\r\n        clearFigureOptions()\r\n        seducedKnights = {}\r\n        currentPlayerAbbot = nil\r\n        return nextState('next')\r\n    elseif turnState == 'post figure event - prompt shepherd' then\r\n        if shepherdAwaitingAction ~= nil then\r\n            return promptShepherd()\r\n        else\r\n            return nextState('next')\r\n        end\r\n    elseif turnState == 'check added tile feature extensions' then\r\n        return checkAddedTileFeatureExtensions()\r\n    elseif turnState == 'prompt moving from carcassonne' then\r\n        return promptMovingFromCoC()\r\n    elseif turnState == 'check added tile feature - dragon' then\r\n        shepherdAwaitingAction = nil\r\n        return checkTileForDragon()\r\n    elseif turnState == 'post figure event - dragon movement' then\r\n        if currentMiniTurn > #activePlayers then currentMiniTurn = 1 end\r\n        if dragonMoveNumber <= 6 then\r\n            for _, tileCoords in ipairs(dragonIllegalTiles) do\r\n                getObjectFromGUID(tileGrid[tileCoords[1]][tileCoords[2]].tile_guid).highlightOn({1,0,0})\r\n            end\r\n            return createDragonButtons()\r\n        else\r\n            return nextState('next')\r\n        end\r\n    elseif turnState == 'post figure event - dragon movement - delay' then\r\n        Timer.create({identifier=os.clock(), function_name='progressState', function_owner=nil, parameters=nil, delay=1.00})\r\n    elseif turnState == 'post figure event - dragon movement - lock' then\r\n        getObjectFromGUID(dragon_GUID).setLock(true)\r\n        return nextState('next')\r\n    elseif turnState == 'score features' then\r\n        clearFigureOptions()\r\n        currentMiniTurn = nil\r\n        for _, tileCoords in ipairs(dragonIllegalTiles) do\r\n            getObjectFromGUID(tileGrid[tileCoords[1]][tileCoords[2]].tile_guid).highlightOff()\r\n        end\r\n        return scoreFeatures()\r\n    elseif turnState == 'post scoring events' then\r\n        return nextState('next')\r\n    elseif turnState == 'reward gold' then\r\n        tempGoldCounts = getGold()\r\n        return rewardGold()\r\n    elseif turnState == 'replace finished wagons' then\r\n        return replaceFinishedWagons()\r\n    elseif turnState == 'prompt moving to carcassonne' then\r\n        clearFigureOptions()\r\n        return promptMovingToCarcassonne()\r\n    elseif turnState == 'prompt moving count' then\r\n        clearFigureOptions()\r\n        return promptMovingCount()\r\n    elseif turnState == 'check for extra builder turn' then\r\n        local count = getObjectFromGUID(expansionBags['CoC'].contents['CoCCount'].guid)\r\n        if count ~= nil then\r\n            count.setLock(true)\r\n        end\r\n        clearArbitraryButtons(true)\r\n        if hasBuilderAwaitingAction then\r\n            hasAlreadyTakenBuilderTile = true\r\n            allGameMessage({\"{c1}'s builder has allowed them to draw another tile. Please do so, along with the usual actions, before ending your turn.\", {'{c1}', activePlayers[currentPlayer]}}, player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n            return nextState('has builder')\r\n        else\r\n            return nextState('no builder')\r\n        end\r\n    elseif turnState == 'end turn' then\r\n        return endTurn()\r\n    elseif turnState == 'game over - prompt moving from carcassonne' then\r\n        return promptMovingFromCoC()\r\n    elseif turnState == 'game over - scoring' then\r\n        clearFigureOptions()\r\n        return scoreFeatures()\r\n    end\r\nend\r\n\r\nfunction nextState(action)\r\n    if action == nil then action = 'next' end\r\n    if stateMachine[turnState] ~= nil then\r\n        if stateMachine[turnState][action] ~= nil then\r\n            turnState = stateMachine[turnState][action]\r\n            if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] ~= nil and controlPanelSettings[activePlayers[currentPlayer] .. 'Control']:sub(1,2) == 'AI' then\r\n                return AIStateHandler()\r\n            else\r\n                return stateHandler()\r\n            end\r\n        else\r\n            allErrorMessage({\"Error: action - {s1} does not exist for current state - {s2}\", {'{s1}', action}, {'{s2}', turnState}}, activePlayers[currentPlayer])\r\n        end\r\n    else\r\n        allErrorMessage({\"Error: current state does not exist - {s1}\", {'{s1}', turnState}}, activePlayers[currentPlayer])\r\n    end\r\nend\r\n\r\nfunction progressState()\r\n    return nextState('next')\r\nend\r\n\r\nfunction progressPartiallyCompleteStates()\r\n    if turnState == 'score features' then\r\n        allGameMessage({\"Loaded game was in the middle of scoring. Game pieces may need to be removed manually. Skipping to post scoring events. Some unscored pieces may remain.\"}, player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n        turnState = 'post scoring events'\r\n    end\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\state_machine\n\r\n----#include !\\TTSCarcassonne\\scripts\\save_game\n--manages save games by restoring script data\r\n--in general, it is best to minimize the amount of data stored\r\n--the game is not considered 100% save compatible due to issues with the TTS API\r\n--for example, an object in the middle of a setPositionSmooth will not continue moving when loaded\r\n--though whenever the game is awaiting user interaction, it should be 99% save compatible\r\n\r\nfunction onload(save_state)\r\n    if save_state ~= nil then\r\n        local saved_data = JSON.decode(save_state)\r\n        --featureMap data\r\n        featureMap = saved_data.featureMap\r\n        featureList = saved_data.featureList\r\n        linkedFeatures = saved_data.linkedFeatures\r\n        featureIndex = saved_data.featureIndex\r\n        unusedTiles = saved_data.unusedTiles\r\n        validTileLocations = saved_data.validTileLocations\r\n        tileConnectionOdds = saved_data.tileConnectionOdds\r\n        tilesRemaining = saved_data.tilesRemaining\r\n        --I'm not exactly sure if all of these nil checks are necessary. Leaving them just in case\r\n        if saved_data.controlPanelSettings ~= nil then controlPanelSettings = saved_data.controlPanelSettings end\r\n        if saved_data.showMarkers ~= nil then showMarkers = saved_data.showMarkers end\r\n        if saved_data.tileGrid ~= nil then tileGrid = saved_data.tileGrid end\r\n        if saved_data.startingTile_GUID ~= nil then startingTile_GUID = saved_data.startingTile_GUID end\r\n        if saved_data.startingRiverTile_GUID ~= nil then startingRiverTile_GUID = saved_data.startingRiverTile_GUID end\r\n        if saved_data.forkTile_GUID ~= nil then forkTile_GUID = saved_data.forkTile_GUID end\r\n        if saved_data.springTile_GUID ~= nil then springTile_GUID = saved_data.springTile_GUID end\r\n        if saved_data.lakeTile_GUID ~= nil then lakeTile_GUID = saved_data.lakeTile_GUID end\r\n        if saved_data.riverBodyTiles_GUID ~= nil then riverBodyTiles_GUID = saved_data.riverBodyTiles_GUID end\r\n        if saved_data.finalRiverTile_GUID ~= nil then finalRiverTile_GUID = saved_data.finalRiverTile_GUID end\r\n        if saved_data.finalTile_GUID ~= nil then finalTile_GUID = saved_data.finalTile_GUID end\r\n        if saved_data.fairy_GUID ~= nil then fairy_GUID = saved_data.fairy_GUID end\r\n        if saved_data.dragon_GUID ~= nil then dragon_GUID = saved_data.dragon_GUID end\r\n        if saved_data.flierDie_GUID ~= nil then flierDie_GUID = saved_data.flierDie_GUID end\r\n        if saved_data.lastPlacedTileX ~= nil then lastPlacedTileX = saved_data.lastPlacedTileX end\r\n        if saved_data.lastPlacedTileZ ~= nil then lastPlacedTileZ = saved_data.lastPlacedTileZ end\r\n        if saved_data.lastPlacedPlayerTiles ~= nil then lastPlacedPlayerTiles = saved_data.lastPlacedPlayerTiles end\r\n        if saved_data.scores ~= nil then\r\n            for player, score in pairs(saved_data.scores) do\r\n                local scoreCounter = getObjectFromGUID(score_counter_guids[player])\r\n                if scoreCounter ~= nil then\r\n                    scoreCounter.Counter.setValue(score)\r\n                end\r\n            end\r\n        end\r\n        if saved_data.figurePositions ~= nil then figurePositions = saved_data.figurePositions end\r\n        if saved_data.gameover ~= nil then gameover = saved_data.gameover end\r\n        if saved_data.activePlayers ~= nil then activePlayers = saved_data.activePlayers end\r\n        if saved_data.currentPlayer ~= nil then currentPlayer = saved_data.currentPlayer end\r\n        if saved_data.scoreSummary ~= nil then scoreSummary = saved_data.scoreSummary end\r\n        if saved_data.largestCity ~= nil then largestCity = saved_data.largestCity end\r\n        if saved_data.longestRoad ~= nil then longestRoad = saved_data.longestRoad end\r\n        if saved_data.playerPossessionScriptingZones ~= nil then playerPossessionScriptingZones = saved_data.playerPossessionScriptingZones end\r\n        if saved_data.player_color_tints ~= nil then player_color_tints = saved_data.player_color_tints end\r\n        if saved_data.score_counter_guids ~= nil then score_counter_guids = saved_data.score_counter_guids end\r\n        if saved_data.figurepad_GUIDs ~= nil then figurepad_GUIDs = saved_data.figurepad_GUIDs end\r\n        if saved_data.handColor ~= nil then handColor = saved_data.handColor end\r\n        if saved_data.playerName ~= nil then playerName = saved_data.playerName end\r\n        if saved_data.player_possession_areas ~= nil then player_possession_areas = saved_data.player_possession_areas end\r\n        if saved_data.turnState ~= nil then turnState = saved_data.turnState end\r\n        if saved_data.wagonFeatures ~= nil then wagonFeatures = saved_data.wagonFeatures end\r\n        if saved_data.seducedKnights ~= nil then seducedKnights = saved_data.seducedKnights end\r\n        if saved_data.carcassonneFigures ~= nil then carcassonneFigures = saved_data.carcassonneFigures end\r\n        if saved_data.wofPigPosition ~= nil then wofPigPosition = saved_data.wofPigPosition end\r\n        if saved_data.numberActiveTowers ~= nil then numberActiveTowers = saved_data.numberActiveTowers end\r\n        if saved_data.towerX ~= nil then towerX = saved_data.towerX end\r\n        if saved_data.towerZ ~= nil then towerZ = saved_data.towerZ end\r\n        if saved_data.currentMiniTurn ~= nil then currentMiniTurn = saved_data.currentMiniTurn end\r\n        if saved_data.shepherdAwaitingAction ~= nil then shepherdAwaitingAction = saved_data.shepherdAwaitingAction end\r\n        if saved_data.newBarn ~= nil then newBarn = saved_data.newBarn end\r\n        if saved_data.hasBuilderAwaitingAction ~= nil then hasBuilderAwaitingAction = saved_data.hasBuilderAwaitingAction end\r\n        if saved_data.hasAlreadyTakenBuilderTile ~= nil then hasAlreadyTakenBuilderTile = saved_data.hasAlreadyTakenBuilderTile end\r\n        if saved_data.hasRansomedPrisoner ~= nil then hasRansomedPrisoner = saved_data.hasRansomedPrisoner end\r\n        if saved_data.buriedTile ~= nil then buriedTile = saved_data.buriedTile end\r\n        if saved_data.dragonHasAwaken ~= nil then dragonHasAwaken = saved_data.dragonHasAwaken end\r\n        if saved_data.dragonMoveNumber ~= nil then dragonMoveNumber = saved_data.dragonMoveNumber end\r\n        if saved_data.dragonIllegalTiles ~= nil then dragonIllegalTiles = saved_data.dragonIllegalTiles end\r\n        if saved_data.tileHasVolcano ~= nil then tileHasVolcano = saved_data.tileHasVolcano end\r\n        if saved_data.tileHasMagicPortal ~= nil then tileHasMagicPortal = saved_data.tileHasMagicPortal end\r\n        if saved_data.earnedPointsThisTile ~= nil then earnedPointsThisTile = saved_data.earnedPointsThisTile end\r\n        if saved_data.removedFigures ~= nil then removedFigures = saved_data.removedFigures end\r\n        if saved_data.featureMarker_GUIDs ~= nil then\r\n            for _, featureMarker_GUID in ipairs(saved_data.featureMarker_GUIDs) do\r\n                getObjectFromGUID(featureMarker_GUID).destruct()\r\n            end\r\n        end\r\n    end\r\n\r\n    local notes = getNotebookTabs()\r\n    for _, note in ipairs(notes) do\r\n        if note.title == \"Debug Log\" then\r\n            debugLogTabIndex = note.index\r\n            return\r\n        end\r\n    end\r\n    -- params = {}\r\n    -- params.title = \"Debug Log\"\r\n    -- params.body = \"LOG START\"\r\n    -- params.color = \"Grey\"\r\n    -- debugLogTabIndex = addNotebookTab(params)\r\n    buttonBoard = getObjectFromGUID(BUTTON_BOARD_GUID)\r\n    showMarkersButtonParam.label = translate({'Show\\nMarkers:\\n'}) .. translate({showMarkers})\r\n    buttonBoard.createButton(showMarkersButtonParam)\r\n    if gameover then\r\n      endGameButtonParam.label = translate({'Start\\nGame'})\r\n    else\r\n      endGameButtonParam.label = translate({'End game\\n(score\\npoints)'})\r\n    end\r\n    buttonBoard.createButton(endGameButtonParam)\r\n    skipTurnButtonParam.label = translate({'Skip\\nTurn'})\r\n    buttonBoard.createButton(skipTurnButtonParam)\r\n    if DEBUG_BUTTONS then\r\n        buttonBoard.createButton(debugButtonParam)\r\n        buttonBoard.createButton(showTraversalParam)\r\n        buttonBoard.createButton(showFeatureMapParam)\r\n        buttonBoard.createButton(showTileOddsParam)\r\n    end\r\n    --setLocalizedObjectNames()\r\n\r\n    if activePlayers ~= nil and currentPlayer ~= nil then\r\n        if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] == nil then\r\n            allGameMessage({\"Game loaded. It is now {p1}'s turn on state: {s1}.\", {'{p1}', getPlayerOwnerName(activePlayers[currentPlayer])}, {'{s1}', turnState}}, player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n        else\r\n            allGameMessage({\"Game loaded. It is now {p1}'s turn on state: {s1}.\", {'{p1}', activePlayers[currentPlayer]}, {'{s1}', turnState}}, player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n            allGameMessage({\"{p1} is controlled by {c1}\", {'{p1}', activePlayers[currentPlayer]}, {'{c1}', stringToBracketedHex(controlPanelSettings[activePlayers[currentPlayer] .. 'Control']) .. getPlayerOwnerName(activePlayers[currentPlayer])}}, player_color_tints[activePlayers[currentPlayer]], nil)\r\n        end\r\n        allGameMessage({\"Please note that rewinds are only partially supported. You may need to clean some things up if the state was saved while the script was running.\"}, NEUTRAL_COLOR)\r\n    else\r\n      -- for i, player in ipairs(getSeatedPlayers()) do\r\n      --   local button_parameters = {}\r\n      --     button_parameters.input_function = 'test_function'\r\n      --     button_parameters.function_owner = Global\r\n      --     button_parameters.label = '(Optional) Player Name - Will use steam name if left empty'\r\n      --     button_parameters.position = {0.0, 0.0, 1.5}\r\n      --     button_parameters.width = 1500\r\n      --     button_parameters.height = 500\r\n      --     button_parameters.font_size = 150\r\n      --     button_parameters.font_color = {1, 0, 0}\r\n      --     button_parameters.alignment = 2\r\n      --     button_parameters.value = ''\r\n      --     getObjectFromGUID(figurepad_GUIDs[player]).createInput(button_parameters)\r\n      -- end\r\n    end\r\n    progressPartiallyCompleteStates()\r\n    if turnState ~= nil then\r\n\t\tif turnState ~= 'game over - scoring' then\r\n\t\t\tcreateRansomButtons()\r\n            highlightLastPlacedTiles()\r\n\t\tend\r\n        if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] ~= nil and controlPanelSettings[activePlayers[currentPlayer] .. 'Control']:sub(1,2) == 'AI' then\r\n            return AIStateHandler()\r\n        else\r\n            return stateHandler()\r\n        end\r\n    end\r\nend\r\n\r\n-- function test_function()\r\n--   print(\"test\")\r\n-- end\r\n\r\nfunction onSave()\r\n    --retrieve scores\r\n    local scores = {}\r\n    for player, scoreCounter_GUID in pairs(score_counter_guids) do\r\n        local scoreCounter = getObjectFromGUID(scoreCounter_GUID)\r\n        if scoreCounter ~= nil then\r\n            scores[player] = scoreCounter.Counter.getValue()\r\n        end\r\n    end\r\n    local featureMarker_GUIDs = {}\r\n    if featureMarkers ~= nil then\r\n        for i, featureMarker in ipairs(featureMarkers) do\r\n            featureMarker_GUIDs[i] = featureMarker.getGUID()\r\n        end\r\n    end\r\n    local toSave = {\r\n        --settings changed by the control panel\r\n        controlPanelSettings = controlPanelSettings,\r\n        --setting for which markers should be shown\r\n        showMarkers = showMarkers,\r\n        --keeps track of which tiles are in which positions and with what rotation\r\n        tileGrid = tileGrid,\r\n        --featureMap data\r\n        featureMap = featureMap,\r\n        featureList = featureList,\r\n        linkedFeatures = linkedFeatures,\r\n        featureIndex = featureIndex,\r\n        startingTile_GUID = startingTile_GUID,\r\n        unusedTiles = unusedTiles,\r\n        validTileLocations = validTileLocations,\r\n        tileConnectionOdds = tileConnectionOdds,\r\n        tilesRemaining = tilesRemaining,\r\n        --keep track of these tiles to control the order that the AI places them\r\n        startingRiverTile_GUID = startingRiverTile_GUID,\r\n        forkTile_GUID = forkTile_GUID,\r\n        springTile_GUID = springTile_GUID,\r\n        lakeTile_GUID = lakeTile_GUID,\r\n        riverBodyTiles_GUID = riverBodyTiles_GUID,\r\n        finalRiverTile_GUID = finalRiverTile_GUID,\r\n        finalTile_GUID = finalTile_GUID,\r\n        --specific neutral figures that need to be tracked runtime\r\n        fairy_GUID = fairy_GUID,\r\n        dragon_GUID = dragon_GUID,\r\n        flierDie_GUID = flierDie_GUID,\r\n        --the most recent tile position placed\r\n        lastPlacedTileX = lastPlacedTileX,\r\n        lastPlacedTileZ = lastPlacedTileZ,\r\n        lastPlacedPlayerTiles = lastPlacedPlayerTiles,\r\n        scores = scores,\r\n        figurePositions = figurePositions,\r\n        gameover = gameover,\r\n        activePlayers = activePlayers,\r\n        currentPlayer = currentPlayer,\r\n        scoreSummary = scoreSummary,\r\n        largestCity = largestCity,\r\n        longestRoad = longestRoad,\r\n        playerPossessionScriptingZones = playerPossessionScriptingZones,\r\n        --the following is only changed when using substitute colors\r\n        player_color_tints = player_color_tints,\r\n        score_counter_guids = score_counter_guids,\r\n        figurepad_GUIDs = figurepad_GUIDs,\r\n        handColor = handColor,\r\n        playerName = playerName,\r\n        player_possession_areas = player_possession_areas,\r\n        --the following is partial turn data\r\n        turnState = turnState,\r\n        --wagonLocations = wagonLocations,\r\n        wagonFeatures = wagonFeatures,\r\n        seducedKnights = seducedKnights,\r\n        carcassonneFigures = carcassonneFigures,\r\n        wofPigPosition = wofPigPosition,\r\n        numberActiveTowers = numberActiveTowers,\r\n        towerX = towerX,\r\n        towerZ = towerZ,\r\n        --hasAvailableWagonFeature = hasAvailableWagonFeature,\r\n        currentMiniTurn = currentMiniTurn,\r\n        shepherdAwaitingAction = shepherdAwaitingAction,\r\n        newBarn = newBarn,\r\n        hasBuilderAwaitingAction = hasBuilderAwaitingAction,\r\n        hasAlreadyTakenBuilderTile = hasAlreadyTakenBuilderTile,\r\n        hasRansomedPrisoner = hasRansomedPrisoner,\r\n        --the following is partial state data (for when a state doesn't completely finish)\r\n        buriedTile = buriedTile,\r\n        dragonHasAwaken = dragonHasAwaken,\r\n        dragonIllegalTiles = dragonIllegalTiles,\r\n        dragonMoveNumber = dragonMoveNumber,\r\n        tileHasVolcano = tileHasVolcano,\r\n        tileHasMagicPortal = tileHasMagicPortal,\r\n        earnedPointsThisTile = earnedPointsThisTile,\r\n        removedFigures = removedFigures,\r\n        --if script was in the middle of making feature markers or deleting, delete them after loading\r\n        featureMarker_GUIDs = featureMarker_GUIDs\r\n    }\r\n    return JSON.encode(toSave)\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\save_game\n\r\n----#include !\\TTSCarcassonne\\scripts\\setup_game\n--contains scripts and data related to setting up the game\r\n\r\n--the following location is used when the base tile stack is disabled\r\ndefaultTileStackPosition = {x=6.36, y=1.36, z=23.85}\r\n--[<setting name>] = {[<expansion bag>] = {[<item name>] = {}}}\r\ntileSettings = {\r\n    ['InCTiles'] = {['InC'] = {['InCTiles'] = {}}},\r\n    ['TnBTiles'] = {['TnB'] = {['TnBTiles'] = {}}},\r\n    ['PnDTiles'] = {['PnD'] = {['PnDTiles'] = {}}},\r\n    ['TowerTiles'] = {['Tower'] = {['TowerTiles'] = {}}},\r\n    ['AnMTiles'] = {['AnM'] = {['AnMTiles'] = {}}},\r\n    ['KnRBTiles'] = {['KnRB'] = {['KnRBTiles'] = {}}},\r\n    ['CultTiles'] = {['Cult'] = {\r\n        ['CultTiles'] = {},\r\n        ['CultBonusTile'] = {}\r\n    }},\r\n\t['CatapultTiles'] = {['Catapult'] = {['CatapultTiles'] = {}}},\r\n\t['BCnBTiles'] = {['BCnB'] = {['BCnBTiles'] = {}}},\r\n    ['HnSTiles'] = {['HnS'] = {['HnSTiles'] = {}}},\r\n    ['WoFTiles'] = {['WoF'] = {['WoFTiles'] = {}}},\r\n    ['WoFWheelTiles'] = {['WoF'] = {['WoFWheelTiles'] = {}}},\r\n    ['FlierTiles'] = {['Flier'] = {['FlierTiles'] = {}}},\r\n    ['GamesQuarterlyTiles'] = {['GamesQuarterly'] = {['GamesQuarterlyTiles'] = {}}},\r\n    ['GoldminesTiles'] = {['Goldmines'] = {['GoldminesTiles'] = {}}},\r\n    ['SpielPromoTiles'] = {['SpielPromo'] = {['SpielPromoTiles'] = {}}},\r\n    ['RussianPromoTiles'] = {['RussianPromo'] = {['RussianPromoTiles'] = {}}}\r\n}\r\n\r\n--the following location is used for the MixAllTiles house rule\r\ndefaultRiverLocation = {position = {x=0.0, y=2.32, z=17.49}, rotation = {x=0,y=180,z=180}}\r\n\r\n--the pig should start at this position relative to the center of the wheel\r\nwheelPigStartingOffset = {x=0.0, z=1.645}\r\n\r\n--[<setting name>] = {[<expansion bag>] = {[<item name>] = {position={<position on table>}, rotation={<rotation>}, shuffle=<should shuffle>, lock=<should lock>}}}\r\n--will only use the first ForkTile, SpringTile, and LakeTile, prioritizing GamesQuarterly over RiverII over BB5 River over the original River (CAR ref 237)\r\n--this is super hacky, especially since the order that pairs iterates is technically undefined, though we're relying on them coming in this order\r\nstartingTileSettings = {\r\n    ['StartingTileRiverII'] = {['RiverII'] = {\r\n        ['RiverBodyTiles'] = {position = {x=3.18, y=2.32, z=14.31}, rotation = {x=0,y=180,z=180}, shuffle = true, lock = false},\r\n        ['RiverForkTile'] = {position = {x=-3.18, y=2.32, z=14.31}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = false},\r\n        ['RiverSpringTile'] = {position = {x=-1.59, y=2.32, z=14.31}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = false, priority = 1},\r\n        ['RiverLakeTile'] = {position = {x=0.0, y=2.32, z=14.31}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = false, priority = 1}\r\n    }},\r\n    ['StartingTileRiverBB5'] = {['RiverBB5'] = {\r\n        ['RiverBodyTiles'] = {position = {x=3.18, y=2.32, z=14.31}, rotation = {x=0,y=180,z=180}, shuffle = true, lock = false},\r\n        ['RiverSpringTile'] = {position = {x=-1.59, y=2.32, z=14.31}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = false, priority = 2},\r\n        ['RiverLakeTile'] = {position = {x=0.0, y=2.32, z=14.31}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = false, priority = 2}\r\n    }},\r\n    ['StartingTileRiver'] = {['River'] = {\r\n        ['RiverBodyTiles'] = {position = {x=3.18, y=2.32, z=14.31}, rotation = {x=0,y=180,z=180}, shuffle = true, lock = false},\r\n        ['RiverSpringTile'] = {position = {x=-1.59, y=2.32, z=14.31}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = false, priority = 3},\r\n        ['RiverLakeTile'] = {position = {x=0.0, y=2.32, z=14.31}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = false, priority = 3}\r\n    }},\r\n    ['GamesQuarterlyTiles'] = {['GamesQuarterly'] = {\r\n        ['RiverBodyTiles'] = {position = {x=3.18, y=2.32, z=14.31}, rotation = {x=0,y=180,z=180}, shuffle = true, lock = false},\r\n        ['RiverSpringTile'] = {position = {x=-1.59, y=2.32, z=14.31}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = false, priority = 0}\r\n    }},\r\n    ['StartingTileCoC'] = {['CoC'] = {\r\n        ['CoCStartingTiles'] = {position = {x=0.0, y=2.32, z=11.13}, rotation = {x=0,y=180,z=180}, shuffle = false, lock = false, contents = {\r\n            [1] = {position = {x=-3.18, y=2.0, z=1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [2] = {position = {x=-1.59, y=2.0, z=1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [3] = {position = {x=0.0, y=2.0, z=1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [4] = {position = {x=1.59, y=2.0, z=1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [5] = {position = {x=-3.18, y=2.0, z=0.0}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [6] = {position = {x=-1.59, y=2.0, z=0.0}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [7] = {position = {x=0.0, y=2.0, z=0.0}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [8] = {position = {x=1.59, y=2.0, z=0.0}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [9] = {position = {x=-3.18, y=2.0, z=-1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [10] = {position = {x=-1.59, y=2.0, z=-1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [11] = {position = {x=0.0, y=2.0, z=-1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [12] = {position = {x=1.59, y=2.0, z=-1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true}\r\n        }},\r\n        ['CoCCount'] = {position = {x=-0.30, y=2.0, z=1.44}, rotation = {x=0,y=0,z=0}, shuffle = false, lock = true}\r\n    }},\r\n    ['StartingTileWoF'] = {['WoF'] = {\r\n        -- ['WoFWheel'] = {position = {x=-0.795, y=2.0, z=-0.795}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true},\r\n        ['WoFStartingTiles'] = {position = {x=0.0, y=2.32, z=11.13}, rotation = {x=0,y=180,z=180}, shuffle = false, lock = false, contents = {\r\n            [1] = {position = {x=-3.18, y=2.0, z=1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [2] = {position = {x=-1.59, y=2.0, z=1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [3] = {position = {x=0.0, y=2.0, z=1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [4] = {position = {x=1.59, y=2.0, z=1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [5] = {position = {x=-3.18, y=2.0, z=0.0}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [6] = {position = {x=-1.59, y=2.0, z=0.0}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [7] = {position = {x=0.0, y=2.0, z=0.0}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [8] = {position = {x=1.59, y=2.0, z=0.0}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [9] = {position = {x=-3.18, y=2.0, z=-1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [10] = {position = {x=-1.59, y=2.0, z=-1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [11] = {position = {x=0.0, y=2.0, z=-1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [12] = {position = {x=1.59, y=2.0, z=-1.59}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [13] = {position = {x=-3.18, y=2.0, z=-3.18}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [14] = {position = {x=-1.59, y=2.0, z=-3.18}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [15] = {position = {x=0.0, y=2.0, z=-3.18}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true},\r\n            [16] = {position = {x=1.59, y=2.0, z=-3.18}, rotation = {x=0,y=180,z=0}, shuffle = false, lock = true, addToGrid = true}\r\n        }},\r\n        ['WoFPig'] = {position = {x=-0.795, y=1.23, z=0.85}, rotation = {x=270,y=180,z=0}, shuffle = false, lock = true}\r\n    }}\r\n}\r\n\r\n--[<setting name>] = {name = <display name>, mesh = <model file>, diffuse = <diffuse file>, figurepad_offset = {x=<x figurepad_offset>, z=<z figurepad_offset>}, scale = {<model scale>}, use_snap_points=<use snap points>, num=<setting with number to spawn>}\r\nplayerFigureSettings = {\r\n    ['BaseFollower'] = {name = 'Follower', figurepad_offset = {x = 5.15, z = -0.5}, use_snap_points = true, num = 'BaseNumFollowers', save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXS19OU3N4cDdCS2c', diffuse = 'http://i.imgur.com/s2rhBCd.jpg'}},\r\n    ['InCBigFollower'] = {name = 'Big Follower', figurepad_offset = {x = -0.8, z = 0.5}, use_snap_points = true, save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.6, 0.6, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXS19OU3N4cDdCS2c', diffuse = 'http://i.imgur.com/s2rhBCd.jpg'}},\r\n    ['TnBBuilder'] = {name = 'Builder', figurepad_offset = {x = -0.8, z = -0.5}, use_snap_points = true, save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXcXJzc0NCaXVHaUk', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}}, --scale should probably be closer to {0.5, 0.42, 0.5}\r\n    ['TnBPig'] = {name = 'Pig', figurepad_offset = {x = -2.25, z = 0.5}, use_snap_points = true, save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXRllCMGF3aDNQX00', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}}, --scale should probably be closer to {0.45, 0.5, 0.5}\r\n    ['AnMMayor'] = {name = 'Mayor', figurepad_offset = {x = -2.25, z = -0.5}, use_snap_points = true, save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXQ09DaUZ5cThGS0E', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}},\r\n    ['AnMWagon'] = {name = 'Wagon', figurepad_offset = {x = -3.7, z = 0.5}, use_snap_points = true, save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXOTNZT2NNVk02STQ', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}},\r\n    ['AnMBarn'] = {name = 'Barn', figurepad_offset = {x = -3.7, z = -0.5}, use_snap_points = false, save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXZjNhXzZPUGo1RDg', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}},\r\n    ['HnSShepherd'] = {name = 'Shepherd', figurepad_offset = {x = -5.15, z = 0.5}, use_snap_points = true, save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXbjJHZXIwc1U2VTg', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}},\r\n    ['CIIAbbot'] = {name = 'Abbot', figurepad_offset = {x = -5.15, z = -0.5}, use_snap_points = true, save_figurepad_location = true, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type = 1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXQ2M4NkxxQ2JGRFE', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}},\r\n    ['TowerTowers'] = {name = 'Tower', figurepad_offset = {x = -9.15, z = 0.0}, use_snap_points = true, save_figurepad_location = false, num = 'TowerNumTowers', color = {r = 120/255, g = 65/255, b = 0/255, a = 255/255}, object_params = {type = 'Custom_model', scale = {0.39, 0.48, 0.5}}, custom_object_params = {type=5, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXTUR2R1doUW5NOGc', collider='https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXdUtJZ3dSdkppa1E', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}},\r\n    ['BCnBBridges'] = {name = 'Bridge', figurepad_offset = {x = -11.15, z = 0.0}, use_snap_points = true, save_figurepad_location = false, num = 'BCnBNumBridges', color = {r = 120/255, g = 65/255, b = 0/255, a = 255/255}, object_params = {type = 'Custom_model', scale = {0.39, 0.48, 0.5}}, custom_object_params = {type=1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXZUFQXzZCQUxUYUU', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}}\r\n}\r\n\r\nsubstituteFigureSettings = {}\r\n\r\n--[<steam_id>] = {['Intro'] = <intro string>, [<figure name>] = {<custom figure settings>}}\r\nvipFigureSettings = {\r\n    -- ['76561197962338210'] = {\r\n    --     ['Intro'] = \"You are being joined by %s, the creator of Scripted Carcassonne.\",\r\n    --     ['BaseFollower'] = { type = 'Custom_AssetBundle', assetbundle = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXd0RzVC1ndlBDanM', scale = {0.15, 0.15, 0.15} }\r\n    -- },\r\n    -- ['76561197972020303'] = {\r\n    --     ['Intro'] = \"You are being joined by %s, contributor to the Carcassonne mod.\",\r\n    --    ['BaseFollower'] = { type = 'Custom_AssetBundle', assetbundle = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXd0RzVC1ndlBDanM', scale = {0.15, 0.15, 0.15} }\r\n    -- },\r\n    -- ['9999999999999999999'] = {\r\n    --     ['Intro'] = \"You are being joined by %s, the TTS Carcassonne Tournament champion. All hail the king!\",\r\n    --     ['BaseFollower'] = { type = 'Custom_model', mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXdmtGZ1lzZ085RFE', diffuse = 'http://i.imgur.com/s2rhBCd.jpg', scale = {0.5, 0.5, 0.5} },\r\n    -- }\r\n}\r\n\r\n--figures that can be generated in code\r\n--[<setting name>] = {[<expansion bag>] = {[<item name>] = {width = <width of object>}}}\r\nneutralFigureSettings = {\r\n    ['PnDFairy'] = {name = 'Fairy', width = 1.0, use_snap_points = false, color = {r = 162/255, g = 1, b = 1, a = 1}, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type=1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXT2hMVjh2QXJLa1k', diffuse = 'http://i.imgur.com/6xSYszt.jpg'}},\r\n    ['PnDDragon'] = {name = 'Dragon', width = 2.0, use_snap_points = false, color = {r = 142/255, g = 0, b = 0, a = 1}, object_params = {type = 'Custom_model', scale = {0.5, 0.5, 0.5}}, custom_object_params = {type=1, material = 1, specular_intensity = 0.05, mesh = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXaUIyMll1aWs0SUk', diffuse = 'http://i.imgur.com/6xSYszt.jpg', collider = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXdllDZHFOQ24yZGc'}},\r\n    ['FlierFlier'] = {width = 1.0, use_snap_points = false, object_params = {type = 'Custom_Dice', scale = {1.0, 1.0, 1.0}}, custom_object_params = {type=1, image = 'https://www.dropbox.com/s/ax3shaignnxpnmk/flierdie.jpg?raw=1'}, custom_script =\r\n[[m_sLastPlayer = nil     --Remember last player who picked up the die\r\nloaded = false\r\n\r\nfunction onLoad()\r\n    loaded = true\r\nend\r\n\r\nfunction onCollisionStay(collision_info)\r\n    if loaded and self.resting then\r\n        Global.call('onFlierDiceRolled', {sPlayer = m_sLastPlayer})\r\n    end\r\nend\r\n\r\nfunction onPickedUp(player_color)\r\n    m_sLastPlayer = player_color\r\nend\r\n\r\nfunction getLastPlayerColor()\r\n    return m_sLastPlayer\r\nend]]}\r\n}\r\n\r\n--items that are difficult to generate in code, which should be pulled from bags instead\r\n--[<setting name>] = {[<expansion bag>] = {[<item name>] = {width = <width of object>}}}\r\nneutralContainerSettings = {\r\n    ['TnBTradeGoods'] = {['TnB'] = {\r\n        ['TnBClothTokenStack'] = {name = 'Cloth Token', width = 1.0},\r\n        ['TnBWineTokenStack'] = {name = 'Wine Token', width = 1.0},\r\n        ['TnBWheatTokenStack'] = {name = 'Wheat Token', width = 1.0}\r\n    }},\r\n    ['KnRBKing'] = {['KnRB'] = {['KnRBKing'] = {name = 'King', width = 2.0}}},\r\n    ['KnRBRobber'] = {['KnRB'] = {['KnRBRobber'] = {name = 'Robber', width = 2.0}}},\r\n    ['HnSShepherd'] = {['HnS'] = {['HnSSheepBag'] = {name = 'Sheep tokens', width = 1.5}}},\r\n    ['GoldminesGold'] = {['Goldmines'] = {['GoldminesGold'] = {name = 'Gold bars', width = 1.5}}}\r\n}\r\n\r\n--setup the game\r\n--4 independent coroutines will be started that each setup a different aspect of the game\r\n--setup will finish when all 4 of these have completed\r\nfunction startGame()\r\n    clearCounters()\r\n    local hasPlayer = false\r\n    for _, player_color in ipairs(PLAYER_COLORS) do\r\n        if Player[player_color].seated or controlPanelSettings[player_color .. 'Control'] ~= nil then\r\n            hasPlayer = true\r\n        end\r\n    end\r\n    if not hasPlayer then return 1 end\r\n    for _, player_color in ipairs(PLAYER_COLORS) do\r\n        --HACK: The below won't work because TTS has a bug where it won't save the variable correctly in onSave(). Omitting the numbered indexes seems to work around this\r\n        --player_color_tints[player_color] = stringColorToRGB(player_color)\r\n        player_color_tints[player_color] = {}\r\n        player_color_tints[player_color]['r'] = stringColorToRGB(player_color)['r']\r\n        player_color_tints[player_color]['g'] = stringColorToRGB(player_color)['g']\r\n        player_color_tints[player_color]['b'] = stringColorToRGB(player_color)['b']\r\n        if Player[player_color].seated or controlPanelSettings[player_color .. 'Control'] ~= nil then\r\n            local playerPossessionArea = player_possession_areas[player_color]\r\n            local scripting_zone_params = {}\r\n            scripting_zone_params.rotation = {0.1,180,0.1}\r\n            scripting_zone_params.callback = \"spawnStartingItemUnlock\"  -- all the callback does is set spawnStartingItemLock to false\r\n            scripting_zone_params.callback_owner = Global\r\n            scripting_zone_params.type = \"ScriptingTrigger\"\r\n            scripting_zone_params.position = {playerPossessionArea.x, TABLE_SURFACE_Y - 0.5 + PLAYER_POSSESSION_ZONE_HEIGHT / 2, playerPossessionArea.z}\r\n            local x_scale, z_scale\r\n            if playerPossessionArea.rotation % 2 == 0 then\r\n                x_scale = PLAYER_POSSESSION_ZONE_WIDTH\r\n                z_scale = PLAYER_POSSESSION_ZONE_DEPTH\r\n            else\r\n                x_scale = PLAYER_POSSESSION_ZONE_DEPTH\r\n                z_scale = PLAYER_POSSESSION_ZONE_WIDTH\r\n            end\r\n            spawnStartingItemLock = true\r\n            local zoneObj = spawnObject(scripting_zone_params)\r\n            while spawnStartingItemLock do\r\n                coroutine.yield(0)\r\n            end\r\n            zoneObj.setName(player_color .. \" possession zone\")\r\n            zoneObj.setScale({x_scale, PLAYER_POSSESSION_ZONE_HEIGHT, z_scale})\r\n            local newColor = player_color\r\n            coroutine.yield(0)\r\n            playerPossessionScriptingZones[player_color] = zoneObj.getGUID()\r\n            local objs = zoneObj.getObjects()\r\n            for _, obj in pairs(objs) do\r\n                if obj.getName() == 'Follower' then\r\n                    newColor = obj.getDescription()\r\n                    --HACK: The below won't work because TTS has a bug where it won't save the variable correctly in onSave(). Omitting the numbered indexes seems to work around this\r\n                    --player_color_tints[newColor] = obj.getColorTint()\r\n                    player_color_tints[newColor] = {}\r\n                    player_color_tints[newColor]['r'] = obj.getColorTint()['r']\r\n                    player_color_tints[newColor]['g'] = obj.getColorTint()['g']\r\n                    player_color_tints[newColor]['b'] = obj.getColorTint()['b']\r\n                    allGameMessage({\"{c1} has substituted their color for {c2}\", {'{c1}', player_color}, {'{c2}', RGBToBracketedHex(player_color_tints[newColor]) .. newColor}}, player_color_tints[player_color])\r\n                    break\r\n                end\r\n            end\r\n            substituteFigureSettings[newColor] = {}\r\n            for _, obj in pairs(objs) do\r\n                local customObject = obj.getCustomObject()\r\n                if customObject.mesh ~= nil then\r\n                    local figureSettingName = nil\r\n                    if obj.getName() == 'Follower' then figureSettingName = 'BaseFollower' end\r\n                    -- it is possible to put additional figure types here, but I decided not too since it would make the game too confusing\r\n                    if figureSettingName ~= nil and customObject.mesh ~= playerFigureSettings[figureSettingName].custom_object_params.mesh then\r\n                        substituteFigureSettings[newColor][figureSettingName] = {}\r\n                        substituteFigureSettings[newColor][figureSettingName].object_params = {type = 'Custom_model'}\r\n                        substituteFigureSettings[newColor][figureSettingName].object_params.scale = obj.getScale()\r\n                        substituteFigureSettings[newColor][figureSettingName].custom_object_params = customObject\r\n                        substituteFigureSettings[newColor][figureSettingName].custom_object_params.collider = playerFigureSettings[figureSettingName].custom_object_params.mesh\r\n                        allGameMessage({\"{c1} has substituted their {s1} model for a custom one\", {'{c1}', newColor}, {'{s1}', obj.getName()}}, player_color_tints[player_color])\r\n                    end\r\n                end\r\n            end\r\n            --re-use the same model for the Big Follower\r\n            if substituteFigureSettings[newColor]['BaseFollower'] ~= nil then\r\n                substituteFigureSettings[newColor]['InCBigFollower'] = {}\r\n                substituteFigureSettings[newColor]['InCBigFollower'].object_params = {type = 'Custom_model'}\r\n                substituteFigureSettings[newColor]['InCBigFollower'].object_params.scale = {}\r\n                for key, value in pairs(substituteFigureSettings[newColor]['BaseFollower'].object_params.scale) do\r\n                    substituteFigureSettings[newColor]['InCBigFollower'].object_params.scale[key] = value * 1.2\r\n                end\r\n                substituteFigureSettings[newColor]['InCBigFollower'].custom_object_params = table.shallow_copy(substituteFigureSettings[newColor]['BaseFollower'].custom_object_params)\r\n                substituteFigureSettings[newColor]['InCBigFollower'].custom_object_params.collider = playerFigureSettings['BaseFollower'].custom_object_params.mesh\r\n            end\r\n            if newColor ~= player_color then\r\n                controllingPlayer = player_color\r\n                if controlPanelSettings[controllingPlayer .. 'Control'] ~= nil then\r\n                    controllingPlayer = controlPanelSettings[controllingPlayer .. 'Control']\r\n                end\r\n                controlPanelSettings[newColor .. 'Control'] = controllingPlayer\r\n                score_counter_guids[newColor] = score_counter_guids[player_color]\r\n                getObjectFromGUID(score_counter_guids[newColor]).setColorTint(player_color_tints[newColor])\r\n                figurepad_GUIDs[newColor] = figurepad_GUIDs[player_color]\r\n                player_possession_areas[newColor] = player_possession_areas[player_color]\r\n                playerPossessionScriptingZones[newColor] = playerPossessionScriptingZones[player_color]\r\n                handColor[newColor] = handColor[player_color]\r\n            end\r\n            table.insert(activePlayers, newColor)\r\n            if Player[player_color].seated then\r\n              playerName[player_color] = Player[player_color].steam_name\r\n            else\r\n              if(controlPanelSettings[player_color .. 'Control']:sub(1,2) == 'AI') then\r\n                playerName[player_color] = 'AI (beta)'\r\n              else\r\n                playerName[player_color] = Player[controlPanelSettings[player_color .. 'Control']].steam_name .. ' (Hotseat)'\r\n              end\r\n            end\r\n            if Player[player_color].seated and vipFigureSettings[Player[player_color].steam_id] ~= nil and vipFigureSettings[Player[player_color].steam_id]['Intro'] ~= nil then\r\n                allGameMessage(string.format(vipFigureSettings[Player[player_color].steam_id]['Intro'], Player[player_color].steam_name), NEUTRAL_COLOR)\r\n            end\r\n        else\r\n            getObjectFromGUID(figurepad_GUIDs[player_color]).destruct()\r\n            figurepad_GUIDs[player_color] = nil\r\n        end\r\n    end\r\n    for _, obj in ipairs(getAllObjects()) do\r\n        if obj.getName() == 'Follower' or obj.getName() == 'Substitute Colors' then\r\n            obj.destruct()\r\n        end\r\n    end\r\n    currentPlayer = math.random(#activePlayers)\r\n    prepareTileStackFinished = false\r\n    preparePlayerStartingItemsFinished = false\r\n    prepareNeutralItemsFinished = false\r\n    prepareStartingTilesFinished = false\r\n    initializeScoreSummary()\r\n    if not controlPanelSettings['StartingTileBase'] then\r\n        local baseStartingTile = getObjectFromGUID(startingTile_GUID)\r\n        if baseStartingTile ~= nil then\r\n            baseStartingTile.destruct()\r\n            startingTile_GUID = nil\r\n            tileGrid[MIDDLE_X_OFFSET][MIDDLE_Z_OFFSET] = nil\r\n        end\r\n    end\r\n    if not controlPanelSettings['BaseTiles'] then\r\n        local baseTileStack = getObjectFromGUID(tileStack_GUID)\r\n        if baseTileStack ~= nil then\r\n            baseTileStack.destruct()\r\n            tileStack_GUID = nil\r\n        end\r\n    end\r\n    startLuaCoroutine(self, 'prepareTileStack')\r\n    startLuaCoroutine(self, 'prepareStartingTiles')\r\n    startLuaCoroutine(self, 'preparePlayerStartingItems')\r\n    startLuaCoroutine(self, 'prepareNeutralItems')\r\n\r\n    while not prepareTileStackFinished or not preparePlayerStartingItemsFinished or not prepareNeutralItemsFinished or not prepareStartingTilesFinished do\r\n        coroutine.yield(0)\r\n    end\r\n    wait(1.0) --I don't remember what this wait is for but I recall a problem if you don't use it\r\n    local tileStack = getObjectFromGUID(tileStack_GUID)\r\n    tilesRemaining = 0\r\n    if getObjectFromGUID(tileStack_GUID) ~= nil then\r\n        tilesRemaining = getObjectFromGUID(tileStack_GUID).getQuantity()\r\n    elseif finalTile_GUID ~= nil then\r\n        tilesRemaining = 1\r\n    end\r\n    AIMemorizeCards(tileStack)\r\n    if controlPanelSettings['StartingTileBase'] then\r\n        local newTile = startingTile_GUID\r\n        startingTile_GUID = nil\r\n        addTile(MIDDLE_X_OFFSET, MIDDLE_Z_OFFSET, getObjectFromGUID(newTile), 2, false)\r\n        tilesRemaining = tilesRemaining + 1\r\n    end\r\n    --shuffle and lock starting tiles\r\n    for rule_id, rule in pairs(startingTileSettings) do\r\n        if controlPanelSettings[rule_id] then\r\n            for expansion_id, expansion in pairs(rule) do\r\n                for item_id, item_settings in pairs(expansion) do\r\n                    local stackObject = getObjectFromGUID(expansionBags[expansion_id].contents[item_id].guid)\r\n                    if stackObject ~= nil then\r\n                        if item_settings.shuffle then stackObject.shuffle() end\r\n                        if item_settings.lock then stackObject.setLock(true) end\r\n                    end\r\n                    if item_settings.contents ~= nil then\r\n                        for sub_item_id, sub_item_settings in pairs(item_settings.contents) do\r\n                            local sub_tile = getObjectFromGUID(expansionBags[expansion_id].contents[item_id].contents[sub_item_id].guid)\r\n                            if sub_tile ~= nil then\r\n                                if sub_item_settings.lock then sub_tile.setLock(true) end\r\n                                if sub_item_settings.addToGrid then\r\n                                    local xIndex = math.floor((sub_item_settings.position.x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                                    local zIndex = math.floor((sub_item_settings.position.z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                                    if tileGrid[xIndex] == nil then tileGrid[xIndex] = {} end\r\n                                    tileGrid[xIndex][zIndex] = {}\r\n                                    tileGrid[xIndex][zIndex].tile_guid = expansionBags[expansion_id].contents[item_id].contents[sub_item_id].guid\r\n                                    local tileRotation = math.floor(sub_item_settings.rotation.y / 90 + 0.5)\r\n                                    if tileRotation == 0 then tileRotation = 4 end\r\n                                    tileGrid[xIndex][zIndex].rotation = tileRotation\r\n                                    addTile(xIndex, zIndex, getObjectFromGUID(expansionBags[expansion_id].contents[item_id].contents[sub_item_id].guid), tileRotation, false)\r\n                                    tilesRemaining = tilesRemaining + 1\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    --HACK: in cases where the game is setup automatically, the starting tile should not be highlighted\r\n    lastPlacedPlayerTiles[activePlayers[currentPlayer]] = nil\r\n    tileStack.shuffle()\r\n    if controlPanelSettings['StartingTileRiverII'] then\r\n        allGameMessage(\"You are currently playing with the river. Please place a river tile, then you may add more to it. According to the rules, the fork should be the first tile placed, followed by the facedown tiles until they are gone, then the spring, and lastly the lake piece.\", NEUTRAL_COLOR)\r\n        -- tileStack.setLock(true)\r\n        -- tileStack.interactable = false\r\n    elseif controlPanelSettings['StartingTileRiver'] or controlPanelSettings['StartingTileRiverBB5'] then\r\n        allGameMessage(\"You are currently playing with the river. Please place a river tile, then you may add more to it. According to the rules, the spring should be the first tile placed, followed by the facedown tiles until they are gone, and then the lake.\", NEUTRAL_COLOR)\r\n        -- tileStack.setLock(true)\r\n        -- tileStack.interactable = false\r\n    end\r\n    allGameMessage(\"Game started. Good luck!\", NEUTRAL_COLOR)\r\n    allGameMessage(activePlayers[currentPlayer] .. \" was randomly chosen as the first player.\", player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n\r\n    if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] == nil then\r\n        allGameMessage(\"-----------It is now \" .. getPlayerOwnerName(activePlayers[currentPlayer]) .. \"'s turn-----------\", player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n    else\r\n        allGameMessage(\"-----------It is now \" .. activePlayers[currentPlayer] .. \"'s turn-----------\", player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n        allGameMessage(\"-------\" .. activePlayers[currentPlayer] .. \" is controlled by \" .. stringToBracketedHex(controlPanelSettings[activePlayers[currentPlayer] .. 'Control']) .. getPlayerOwnerName(activePlayers[currentPlayer]) .. stringToBracketedHex(activePlayers[currentPlayer]) .. \"------\", player_color_tints[activePlayers[currentPlayer]], nil)\r\n    end\r\n\r\n    gameover = false\r\n    turnState = 'begin turn'\r\n    if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] ~= nil and controlPanelSettings[activePlayers[currentPlayer] .. 'Control']:sub(1,2) == 'AI' then\r\n        AIStateHandler()\r\n    else\r\n        stateHandler()\r\n    end\r\n    return 1\r\nend\r\n\r\n--sets up player starting possessions\r\nfunction preparePlayerStartingItems()\r\n    if controlPanelSettings['AnMAbbey'] then\r\n        spawnStartingItemLock = true\r\n        if takeObjectSafe(getObjectFromGUID(expansionBags['AnM'].guid), {guid = expansionBags['AnM'].contents['AnMAbbey'].guid, position = {x = 0.0, y = 3.0, z = -10.0}, rotation = {0,180,0}, smooth = false, callback_owner = Global, callback = \"spawnStartingItemUnlock\"}) == nil then\r\n            spawnStartingItemLock = false\r\n        end\r\n        while spawnStartingItemLock do\r\n            coroutine.yield(0)\r\n        end\r\n        wait(0.1) --need to wait before taking objects from this stack. Wait time is arbitrary, but seems to work.\r\n    end\r\n    for _, player in ipairs(activePlayers) do\r\n        local figurePad = getObjectFromGUID(figurepad_GUIDs[player])\r\n        if controlPanelSettings['AnMAbbey'] then\r\n            local take_object_params = {}\r\n            local x, z = rotateCoordinatesDegrees(-7.15, 0.0, -figurePad.getRotation().y)\r\n            take_object_params.position = {figurePad.getPosition().x + x, 2, figurePad.getPosition().z + z}\r\n            take_object_params.rotation = {0, figurePad.getRotation().y, 0}\r\n            take_object_params.callback_owner = Global\r\n            take_object_params.callback = \"spawnStartingItemUnlock\"\r\n            getObjectFromGUID(expansionBags['AnM'].contents['AnMAbbey'].guid).takeObject(take_object_params)\r\n        end\r\n        figurePositions[player] = {}\r\n\r\n        for figure, figureSetting in pairs(playerFigureSettings) do\r\n            local figureSettingCopy = table.shallow_copy(figureSetting)\r\n            if controlPanelSettings[figure] then\r\n                if getPlayerOwner(player) == player and Player[player].seated and vipFigureSettings[Player[player].steam_id] ~= nil and vipFigureSettings[Player[player].steam_id][figure] ~= nil then\r\n                    figureSettingCopy.custom_object_params = vipFigureSettings[Player[player].steam_id][figure]\r\n                end\r\n                if substituteFigureSettings[player][figure] ~= nil then\r\n                    figureSettingCopy.custom_object_params = substituteFigureSettings[player][figure].custom_object_params\r\n                    figureSettingCopy.object_params = substituteFigureSettings[player][figure].object_params\r\n                end\r\n                local num\r\n                if figureSettingCopy.num ~= nil then num = controlPanelSettings[figureSettingCopy.num] else num = 1 end\r\n                for i=1, num do\r\n                    local x, z\r\n                    local y = 0\r\n                    if figure == 'TowerTowers' then\r\n                        x, z = rotateCoordinatesDegrees(figureSetting.figurepad_offset.x, figureSetting.figurepad_offset.z, -figurePad.getRotation().y)\r\n                        y = -1 + (i - 1) * 0.5\r\n                    else\r\n                        x, z = rotateCoordinatesDegrees(figureSetting.figurepad_offset.x + (((i - 1) % 4) * -1.45), figureSetting.figurepad_offset.z + (math.floor((i - 1) / 4) * 1.0), -figurePad.getRotation().y)\r\n                    end\r\n                    local object_params = table.shallow_copy(figureSettingCopy.object_params)\r\n                    object_params.position = {figurePad.getPosition().x + x, 2 + y, figurePad.getPosition().z + z}\r\n                    object_params.rotation = {0, figurePad.getRotation().y, 0}\r\n                    object_params.callback_owner = Global\r\n                    object_params.callback = \"spawnStartingItemUnlock\"\r\n                    spawnStartingItemLock = true\r\n                    local obj = spawnObject(object_params)\r\n\r\n                    local custom_object_params = table.shallow_copy(figureSettingCopy.custom_object_params)\r\n                    obj.setCustomObject(custom_object_params)\r\n                    obj.setName(translate({figureSettingCopy.name}))\r\n                    if not figureSettingCopy.hide_owner then\r\n                        obj.setDescription(translate({player}))\r\n                    end\r\n                    if figureSettingCopy.color ~= nil then\r\n                        obj.setColorTint(figureSettingCopy.color)\r\n                    else\r\n                        obj.setColorTint(player_color_tints[player])\r\n                    end\r\n                    obj.setLuaScript(\"figureName = '\" .. figureSettingCopy.name .. \"'\\n\" .. \"owner = '\" .. player .. \"'\")\r\n                    obj.use_grid = false\r\n                    obj.use_snap_points = figureSettingCopy.use_snap_points\r\n                    while spawnStartingItemLock do\r\n                        coroutine.yield(0)\r\n                    end\r\n                    if figureSettingCopy.save_figurepad_location then\r\n                        figurePositions[player][obj.getGUID()] = {x=figureSettingCopy.figurepad_offset.x + (((i - 1) % 4) * -1.45), z=figureSettingCopy.figurepad_offset.z + (math.floor((i - 1) / 4) * 1.0)}\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if controlPanelSettings['AnMAbbey'] then\r\n        getObjectFromGUID(expansionBags['AnM'].guid).putObject(getObjectFromGUID(expansionBags['AnM'].contents['AnMAbbey'].guid))\r\n    end\r\n    wait(2)\r\n    preparePlayerStartingItemsFinished = true\r\n    return 1\r\nend\r\n\r\n--Will allow the startGame and preparePlayerStartingItems coroutines to continue running\r\n--(both functions are not run at the same time so I re-use the lock)\r\nfunction spawnStartingItemUnlock()\r\n    spawnStartingItemLock = false\r\nend\r\n\r\n--pulls tiles from expansion bags into the main tile stack\r\nfunction prepareTileStack()\r\n    local tileStack = nil\r\n    local tileStackAddPosition\r\n    if tileStack_GUID == nil then\r\n        tileStackAddPosition = defaultTileStackPosition\r\n    else\r\n        tileStack = getObjectFromGUID(tileStack_GUID)\r\n        tileStackAddPosition = tileStack.getPosition()\r\n    end\r\n    local stackY = tileStackAddPosition.y\r\n    for rule_id, rule in pairs(tileSettings) do\r\n        if controlPanelSettings[rule_id] then\r\n            for expansion_id, expansion in pairs(rule) do\r\n                for item_id, item_settings in pairs(expansion) do\r\n                    if tileStack ~= nil then\r\n                        tileStackAddPosition.y = stackY + 1 + tileStack.getQuantity() * TILE_THICKNESS\r\n                    end\r\n                    local params = {guid = expansionBags[expansion_id].contents[item_id].guid,\r\n                                    position = tileStackAddPosition,\r\n                                    rotation = {0,180,180}}\r\n                    if tileStack_GUID == nil then\r\n                        prepareTileStackLock = true\r\n                        params.callback_owner = Global\r\n                        params.callback = \"prepareTileStackUnlock\"\r\n                    end\r\n                    local newStack = takeObjectSafe(getObjectFromGUID(expansionBags[expansion_id].guid), params)\r\n                    if newStack ~= nil then\r\n                        if tileStack_GUID == nil then\r\n                            while prepareTileStackLock do\r\n                                coroutine.yield(0)\r\n                            end\r\n                            if newStack.getQuantity() > 1 then --HACK: this technically wouldn't work if the first two were only one tile, but for the time being it works\r\n                                tileStack_GUID = expansionBags[expansion_id].contents[item_id].guid\r\n                                tileStack = newStack\r\n                            end\r\n                        else\r\n                            tileStack.putObject(newStack)\r\n                        end\r\n                    end\r\n                    coroutine.yield(0)\r\n                end\r\n            end\r\n        end\r\n    end\r\n    prepareTileStackFinished = true\r\n    return 1\r\nend\r\n\r\n--unlocks the prepareTileStack coroutine\r\nfunction prepareTileStackUnlock()\r\n    prepareTileStackLock = false\r\nend\r\n\r\n--setup the starting tiles of the game\r\nfunction prepareStartingTiles()\r\n    local springExpansion\r\n    local springPriority = 999\r\n    local lakeExpansion\r\n    local lakePriority = 999\r\n    for rule_id, rule in pairs(startingTileSettings) do\r\n        if controlPanelSettings[rule_id] then\r\n            for expansion_id, expansion in pairs(rule) do\r\n                for item_id, item_settings in pairs(expansion) do\r\n                    if (item_id == \"RiverSpringTile\" and item_settings.priority < springPriority) then\r\n                        springExpansion = expansion_id\r\n                        springPriority = item_settings.priority\r\n                    end\r\n                    if (item_id == \"RiverLakeTile\" and item_settings.priority < lakePriority) then\r\n                        lakeExpansion = expansion_id\r\n                        lakePriority = item_settings.priority\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    for rule_id, rule in pairs(startingTileSettings) do\r\n        if controlPanelSettings[rule_id] then\r\n            for expansion_id, expansion in pairs(rule) do\r\n                for item_id, item_settings in pairs(expansion) do\r\n                    --HACK: only use the count if it isn't disabled\r\n                    if item_id ~= 'CoCCount' or not controlPanelSettings['CoCNoCount'] then\r\n                        if (item_id ~= \"RiverSpringTile\" or springExpansion == expansion_id) and (item_id ~= \"RiverLakeTile\" or lakeExpansion == expansion_id) then\r\n                            --HACK: only use GamesQuarterly river tiles if one of the rivers is enabled\r\n                            if not (rule_id == 'GamesQuarterlyTiles' and (item_id == \"RiverSpringTile\" or item_id == \"RiverBodyTiles\") and not controlPanelSettings['StartingTileRiverII'] and not controlPanelSettings['StartingTileRiver'] and not controlPanelSettings['StartingTileRiverBB5']) then\r\n                                if item_id == 'WoFPig' and not pigIsEnabled() then break end\r\n                                prepareStartingTileLock = true\r\n                                local position = item_settings.position\r\n                                local rotation = item_settings.rotation\r\n                                if controlPanelSettings['RiverMixAll'] and (item_id == 'RiverForkTile' or item_id == 'RiverSpringTile' or item_id == 'RiverBodyTiles' or item_id == 'RiverLakeTile') then\r\n                                    position = defaultRiverLocation.position\r\n                                    rotation = defaultRiverLocation.rotation\r\n                                end\r\n                                if controlPanelSettings['StartingTileWoF'] and controlPanelSettings['StartingTileCoC'] then\r\n                                    if item_id == 'CoCCount' then\r\n                                        position.z = position.z + (1.59 * 2) --move to make room for the WoF\r\n                                    elseif item_id == 'WoFWheel' or item_id == 'WoFPig' then\r\n                                        position.z = position.z - 1.59 --move to make room for the CoC\r\n                                    end\r\n                                end\r\n                                if takeObjectSafe(getObjectFromGUID(expansionBags[expansion_id].guid), {guid = expansionBags[expansion_id].contents[item_id].guid, position = position, rotation = rotation, smooth = false, callback_owner = Global, callback = \"prepareStartingTileUnlock\"}) == nil then\r\n                                    prepareStartingTileLock = false\r\n                                end\r\n                                while prepareStartingTileLock do\r\n                                    coroutine.yield(0)\r\n                                end\r\n                                wait(0.1) --need to wait before taking objects from this stack. Wait time is arbitrary, but seems to work.\r\n                                if controlPanelSettings['RiverMixAll'] and item_id ~= 'CoCStartingTiles' then\r\n                                    if riverBodyTiles_GUID == nil and getObjectFromGUID(expansionBags[expansion_id].contents[item_id].guid).getQuantity() > 1  then --HACK: this technically wouldn't work if the first two were only one tile, but for the time being it works\r\n                                        riverBodyTiles_GUID = expansionBags[expansion_id].contents[item_id].guid\r\n                                    end\r\n                                else\r\n                                    if item_id == \"RiverForkTile\" and forkTile_GUID == nil then\r\n                                        forkTile_GUID = expansionBags[expansion_id].contents[item_id].guid\r\n                                    end\r\n                                    if item_id == \"RiverSpringTile\" then\r\n                                        springTile_GUID = expansionBags[expansion_id].contents[item_id].guid\r\n                                    end\r\n                                    if item_id == \"RiverLakeTile\" then\r\n                                        lakeTile_GUID = expansionBags[expansion_id].contents[item_id].guid\r\n                                    end\r\n                                    if item_id == \"RiverBodyTiles\" and rule_id ~= 'GamesQuarterlyTiles' and riverBodyTiles_GUID == nil then --HACK: gamesquarterly has a single body tile, so it won't be used as the bodyTileStack\r\n                                        riverBodyTiles_GUID = expansionBags[expansion_id].contents[item_id].guid\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                        if item_settings.contents ~= nil then\r\n                            for sub_item_id, sub_item_settings in pairs(item_settings.contents) do\r\n                                local position = sub_item_settings.position\r\n                                if controlPanelSettings['StartingTileWoF'] and controlPanelSettings['StartingTileCoC'] then\r\n                                    if item_id == 'CoCStartingTiles' then\r\n                                        position.z = position.z + (1.59 * 2) --move to make room for the WoF\r\n                                    elseif item_id == 'WoFStartingTiles' then\r\n                                        position.z = position.z - 1.59 --move to make room for the CoC\r\n                                    end\r\n                                end\r\n                                if getObjectFromGUID(expansionBags[expansion_id].contents[item_id].guid) ~= nil then\r\n                                    local params = {guid = expansionBags[expansion_id].contents[item_id].contents[sub_item_id].guid,\r\n                                                    position = position,\r\n                                                    rotation = sub_item_settings.rotation}\r\n                                    if sub_item_id == #item_settings.contents - 1 then\r\n                                        prepareStartingTileLock = true\r\n                                        params.callback_owner = Global\r\n                                        params.callback = \"prepareStartingTileUnlock\"\r\n                                    end\r\n                                    -- if item_id == 'WoFStartingTiles' then\r\n                                    --     params.params = {position = position, rotation = sub_item_settings.rotation}\r\n                                    --     params.callback = \"prepareWoFStartingTile\"\r\n                                    -- end\r\n                                    getObjectFromGUID(expansionBags[expansion_id].contents[item_id].guid).takeObject(params)\r\n                                else\r\n                                    local newObj = getObjectFromGUID(expansionBags[expansion_id].contents[item_id].contents[sub_item_id].guid)\r\n                                    newObj.setPositionSmooth(position)\r\n                                    newObj.setRotationSmooth(sub_item_settings.rotation)\r\n                                    prepareStartingTileLock = false\r\n                                    wait(1.5)\r\n                                end\r\n                                if sub_item_id == #item_settings.contents - 1 then\r\n                                    while prepareStartingTileLock do\r\n                                       coroutine.yield(0)\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    --HACK: if there is no fork, assign the spring to fork so that it is placed first\r\n    if forkTile_GUID == nil and springTile_GUID ~= nil then\r\n        forkTile_GUID = springTile_GUID\r\n        springTile_GUID = nil\r\n    end\r\n    prepareStartingTilesFinished = true\r\n    return 1\r\nend\r\n\r\n--unlocks the preparePlayerStartingItems coroutine\r\nfunction prepareStartingTileUnlock()\r\n    prepareStartingTileLock = false\r\nend\r\n\r\n--unlocks the preparePlayerStartingItems coroutine\r\nfunction prepareWoFStartingTile(newObj, params)\r\n    newObj.setPosition(params.position)\r\n    newObj.setRotation(params.rotation)\r\n    newObj.setLock(true)\r\n    prepareStartingTileLock = false\r\nend\r\n\r\n--sets up items that do not belong to any specific player in the neutral area\r\nfunction prepareNeutralItems()\r\n    local offset = 0\r\n    for rule_id, figureSetting in pairs(neutralFigureSettings) do\r\n        local figureSettingCopy = table.shallow_copy(figureSetting)\r\n        if controlPanelSettings[rule_id] then\r\n            local num\r\n            if figureSettingCopy.num ~= nil then num = controlPanelSettings[figureSettingCopy.num] else num = 1 end\r\n            for i=1, num do\r\n                offset = offset + figureSetting.width / 2\r\n                local object_params = table.shallow_copy(figureSettingCopy.object_params)\r\n                object_params.position = {x = NEUTRAL_ITEMS_LOCATION.x + offset, y = NEUTRAL_ITEMS_LOCATION.y, z = NEUTRAL_ITEMS_LOCATION.z}\r\n                object_params.rotation = {0,180,0}\r\n                object_params.callback_owner = Global\r\n                object_params.callback = \"neutralItemsUnlock\"\r\n                neutralItemsLock = true\r\n                local obj = spawnObject(object_params)\r\n\r\n                local custom_object_params = table.shallow_copy(figureSettingCopy.custom_object_params)\r\n                obj.setCustomObject(custom_object_params)\r\n                obj.setName(translate({figureSettingCopy.name}))\r\n                if figureSettingCopy.color ~= nil then\r\n                    obj.setColorTint(figureSettingCopy.color)\r\n                end\r\n                if figureSettingCopy.name ~= nil then\r\n                    obj.setLuaScript(\"figureName = '\" .. figureSettingCopy.name .. \"'\")\r\n                end\r\n                if figureSettingCopy.custom_script ~= nil then\r\n                    obj.setLuaScript(figureSettingCopy.custom_script)\r\n                end\r\n                obj.use_grid = false\r\n                obj.use_snap_points = figureSettingCopy.use_snap_points\r\n                offset = offset + figureSetting.width / 2\r\n                while neutralItemsLock do\r\n                   coroutine.yield(0)\r\n                end\r\n                if rule_id == 'PnDFairy' then\r\n                    fairy_GUID = obj.getGUID()\r\n                elseif rule_id == 'PnDDragon' then\r\n                    dragon_GUID = obj.getGUID()\r\n                elseif rule_id == 'FlierFlier' then\r\n                    flierDie_GUID = obj.getGUID()\r\n                end\r\n            end\r\n        end\r\n    end\r\n    for rule_id, rule in pairs(neutralContainerSettings) do\r\n        if controlPanelSettings[rule_id] then\r\n            for expansion_id, expansion in pairs(rule) do\r\n                for item_id, item_settings in pairs(expansion) do\r\n                    neutralItemsLock = true\r\n                    offset = offset + item_settings.width / 2\r\n                    local takenObject = takeObjectSafe(getObjectFromGUID(expansionBags[expansion_id].guid), {guid = expansionBags[expansion_id].contents[item_id].guid, position = {x = NEUTRAL_ITEMS_LOCATION.x + offset, y = NEUTRAL_ITEMS_LOCATION.y, z = NEUTRAL_ITEMS_LOCATION.z}, rotation = {0,180,0}, callback_owner = Global, callback = \"neutralItemsUnlock\"})\r\n                    if takenObject == nil then\r\n                        --immediately unlock since the callback will never happen\r\n                        neutralItemsLock = false\r\n                    end\r\n                    offset = offset + item_settings.width / 2\r\n                    while neutralItemsLock do\r\n                       coroutine.yield(0)\r\n                    end\r\n                    takenObject.setName(item_settings.name)\r\n                end\r\n            end\r\n        end\r\n    end\r\n    prepareNeutralItemsFinished = true\r\n    return 1\r\nend\r\n\r\n--unlocks the prepareNeutralItems coroutine\r\nfunction neutralItemsUnlock()\r\n    neutralItemsLock = false\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\setup_game\n\r\n----#include !\\TTSCarcassonne\\scripts\\tts_events\nm_Routines = {}\r\n\r\n--[[ The Update function. This is called once per frame. --]]\r\nfunction update()\r\n    --this replaces the built-in coroutine functions, since the built-in ones have the unfortunate side-effect that they continue to run after loading a game. These will not.\r\n    --Update: this may have been fixed in a recent TTS update. The build-in ones should now cancel when the game is loaded\r\n    --However, I'm leaving this alternate system since it should be functionally identical\r\n    local iNumRoutines = #m_Routines\r\n\r\n    for i = iNumRoutines, 1, -1 do\r\n        local sStatus = coroutine.status(m_Routines[i].Co)\r\n        --resume all coroutines with yield 0\r\n        if sStatus == 'suspended' and m_Routines[i].iYield == 0 then\r\n            local bRes = false\r\n            local iYield = 0\r\n\r\n            bRes, iYield = coroutine.resume(m_Routines[i].Co) --resume the coroutine and save the value from yield (to allow to use e.g. yield(1) to not have it resumed automatically)\r\n\r\n            iYield = iYield or 0 --default to 0 (-> both .yield() and .yield(0) works)\r\n            m_Routines[i].iYield = iYield\r\n        --clear finished routines\r\n        elseif sStatus == 'dead' then\r\n            table.remove(m_Routines, i)\r\n        end\r\n    end\r\nend\r\n\r\n--this manages some controlPanelSettings, such as hotseats and some settings that are dependent on the number of players\r\n--it should be called before object onPlayerChangedColor scripts are called (VERY IMPORTANT)\r\nfunction onPlayerChangedColor(player)\r\n    if not gameover then return end\r\n    local numPlayers = 0\r\n    for _, color in ipairs(PLAYER_COLORS) do\r\n        if Player[color].seated or controlPanelSettings[color .. 'Control'] ~= nil then\r\n            numPlayers = numPlayers + 1\r\n        end\r\n        if Player[color].seated and controlPanelSettings[color .. 'Control'] ~= nil then\r\n            allGameMessage({\"{c1}'s hotseat, {c2}, has been taken.\", {'{c1}', stringToBracketedHex(controlPanelSettings[color .. 'Control']) .. controlPanelSettings[color .. 'Control'] .. RGBToBracketedHex(NEUTRAL_COLOR)}, {'{c2}', stringToBracketedHex(color) .. color .. RGBToBracketedHex(NEUTRAL_COLOR)}}, stringColorToRGB(color))\r\n            controlPanelSettings[color .. 'Control'] = value\r\n        end\r\n        if controlPanelSettings[color .. 'Control'] ~= nil and controlPanelSettings[color .. 'Control']:sub(1,2) ~= 'AI' and not Player[controlPanelSettings[color .. 'Control']].seated then\r\n            allGameMessage({\"{c1}'s hotseat owner, {c2}, has left the table or moved.\", {'{c1}', stringToBracketedHex(color) .. color .. RGBToBracketedHex(NEUTRAL_COLOR)}, {'{c2}', stringToBracketedHex(controlPanelSettings[color .. 'Control']) .. controlPanelSettings[color .. 'Control'] .. RGBToBracketedHex(NEUTRAL_COLOR)}}, stringColorToRGB(color))\r\n            controlPanelSettings[color .. 'Control'] = nil\r\n        end\r\n    end\r\n    controlPanelSettings['TowerNumTowers'] = NUM_TOWERS_PER_PLAYER[numPlayers]\r\n    if controlPanelSettings['TowerTowers'] then\r\n        allGameMessage({\"Warning: Tower count has changed to {c1} due to a player joining or leaving the table.\", {'{c1}', NUM_TOWERS_PER_PLAYER[numPlayers]}}, NEUTRAL_COLOR, nil)\r\n    end\r\nend\r\n\r\n--when the 2nd to last card in the deck is drawn, the deck is destroyed, even though one card remains\r\n--this causes an issue when a script needs to draw the last card and doesn't know where it is\r\n--this code is meant to work around that problem\r\nfunction onObjectDestroyed(dying_object)\r\n    local rad = 0.01\r\n    if dying_object.getGUID() == tileStack_GUID or dying_object.getGUID() == riverBodyTiles_GUID then\r\n        local allObjects = getAllObjects()\r\n        for _, obj in ipairs(allObjects) do\r\n            if tostring(obj) == 'Card(Clone) (LuaGameObjectScript)' then\r\n                local dX = dying_object.getPosition().x - obj.getPosition().x\r\n                local dZ = dying_object.getPosition().z - obj.getPosition().z\r\n                if dX<rad and dX>-rad and dZ<rad and dZ>-rad then\r\n                    if obj.held_by_color == nil and obj.getGUID() ~= lastDrawnTile_GUID then\r\n                        if dying_object.getGUID() == tileStack_GUID then\r\n                            finalTile_GUID = obj.getGUID()\r\n                        elseif dying_object.getGUID() == riverBodyTiles_GUID then\r\n                            finalRiverTile_GUID = obj.getGUID()\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        if dying_object.getGUID() == riverBodyTiles_GUID then\r\n            riverBodyTiles_GUID = nil\r\n        end\r\n    end\r\nend\r\n\r\n--called when the flier die is rolled. Checks to make sure the last player to pick it up was the player eligible to roll\r\nfunction onFlierDiceRolled(params)\r\n    if params.sPlayer ~= nil then\r\n        player = params.sPlayer\r\n        if (currentMiniTurn ~= nil and (player == activePlayers[currentMiniTurn] or player == getCurrentPlayerOwner())) or\r\n            (currentMiniTurn == nil and (player == activePlayers[currentPlayer] or player == getCurrentPlayerOwner())) then\r\n            if turnState == 'wait for flier roll' then\r\n                local dieValue = getObjectFromGUID(flierDie_GUID).getValue()\r\n                if dieValue > 3 then dieValue = 7 - dieValue end\r\n                flierOffset = {x=DIAGONAL_DELTA[flierDirection].x * dieValue, z=DIAGONAL_DELTA[flierDirection].z * dieValue}\r\n                --debugMessage(1, \"Flier direction: \" .. flierDirection .. \" Flier destination offset: x: \" .. flierOffset.x .. \" z: \" .. flierOffset.z)\r\n                allGameMessage({\"{p1} rolled a {n1}\", {'{p1}', activePlayers[currentPlayer]}, {'{n1}', dieValue}}, player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n                return nextState('die rolled')\r\n            else\r\n                --allErrorMessage(\"It is currently not allowed to roll the flier die. You are only allowed to roll the die after you've placed a follower on the flier feature. Current state: \" .. turnState, params.sPlayer)\r\n            end\r\n        else\r\n            playerErrorMessage({\"ERROR: It is not currently your turn OR you rolled the die without picking it up.\"}, params.sPlayer)\r\n        end\r\n    end\r\nend\r\n\r\n-- Activates whenever any object is dropped\r\nfunction onObjectDrop(player, droppedObject)\r\n    if not gameover or turnState == 'game over - prompt moving from carcassonne' then --HACK: because i'm using gameover to differenciate between the two modes of moving from carcassonne, it is an exception to the rule\r\n        if (currentMiniTurn ~= nil and (player == activePlayers[currentMiniTurn] or player == getCurrentPlayerOwner())) or\r\n            (currentMiniTurn == nil and (player == activePlayers[currentPlayer] or player == getCurrentPlayerOwner())) then\r\n            for _, featureMarker in ipairs(featureMarkers) do\r\n                featureMarker.destruct()\r\n            end\r\n            featureMarkers = {}\r\n            if not dropLock then\r\n                dropLock = true\r\n                lastDroppedObject_GUID = droppedObject.getGUID() --global used for the coroutines\r\n                lastDroppedTime = os.clock()\r\n                -- Checks if the dropped object was a single 'card' (tile)\r\n                if tostring(droppedObject) == 'Card(Clone) (LuaGameObjectScript)' then\r\n                    if turnState == 'awaiting tile placement' then\r\n                        Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='checkTile', function_owner=nil, parameters={time=lastDroppedTime}, delay=1})\r\n                    else\r\n                        dropLock = false\r\n                        if not spamLock then\r\n                            allErrorMessage(\"It is currently not allowed to place a tile. You are only allowed to place a tile at the beginning of your turn. Current state: \" .. turnState, player)\r\n                            spamLock = true\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='spamUnlock', function_owner=nil, parameters=nil, delay=SPAM_DELAY})\r\n                        end\r\n                    end\r\n                elseif table.contains(FOLLOWER_TYPES, droppedObject.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, droppedObject.getVar('figureName')) or droppedObject.getVar('figureName') == 'Tower' then\r\n                    if (currentMiniTurn ~= nil and (droppedObject.getVar('owner') == activePlayers[currentMiniTurn])) or\r\n                        (currentMiniTurn == nil and (droppedObject.getVar('owner') == activePlayers[currentPlayer])) then\r\n                        if turnState == 'awaiting figure decision' then\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='checkFigure', function_owner=nil, parameters={time=lastDroppedTime}, delay=2})\r\n                        elseif turnState == 'replace finished wagons' then\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='checkWagon', function_owner=nil, parameters={time=lastDroppedTime}, delay=2})\r\n                        elseif turnState == 'awaiting flier decision' then\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='checkFlier', function_owner=nil, parameters={time=lastDroppedTime}, delay=2})\r\n                        elseif turnState == 'prompt moving to carcassonne' then\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='checkToCoC', function_owner=nil, parameters={time=lastDroppedTime}, delay=2})\r\n                        elseif turnState == 'prompt moving from carcassonne' or turnState == 'game over - prompt moving from carcassonne' then\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='checkFromCoC', function_owner=nil, parameters={time=lastDroppedTime}, delay=2})\r\n                        else\r\n                            dropLock = false\r\n                            if not spamLock then\r\n                                if droppedObject.getVar('figureName') == 'Tower' then\r\n                                    allErrorMessage(\"It is currently not allowed to place a tower. You are only allowed to place a tower after placing a tile. Current state: \" .. turnState, player)\r\n                                else\r\n                                    allErrorMessage(\"It is currently not allowed to place a figure. You are typically only allowed to place a figure after a tile. Current state: \" .. turnState, player)\r\n                                end\r\n                                spamLock = true\r\n                                Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='spamUnlock', function_owner=nil, parameters={time=lastDroppedTime}, delay=SPAM_DELAY})\r\n                            end\r\n                        end\r\n                    else\r\n                        dropLock = false\r\n                        if not spamLock then\r\n                            if droppedObject.getVar('figureName') == 'Tower' then\r\n                                playerErrorMessage(\"This tower doesn't belong to you. Make sure you check the color in the description.\", player)\r\n                            else\r\n                                playerErrorMessage(\"Incorrect colored figure was dropped. Are you sure it is yours?\", player)\r\n                            end\r\n\r\n                            spamLock = true\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='spamUnlock', function_owner=nil, parameters=nil, delay=SPAM_DELAY})\r\n                        end\r\n                    end\r\n                elseif droppedObject.getVar('figureName') == 'Fairy' then\r\n                    if turnState == 'awaiting figure decision' then\r\n                        Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='checkFigure', function_owner=nil, parameters={time=lastDroppedTime}, delay=2})\r\n                        if highlightedTiles ~= nil then\r\n                            for x, highlightedColumn in pairs(highlightedTiles) do\r\n                                for z, _ in pairs(highlightedColumn) do\r\n                                    getObjectFromGUID(tileGrid[x][z].tile_guid).highlightOff()\r\n                                end\r\n                            end\r\n                        end\r\n                    else\r\n                        dropLock = false\r\n                        if not spamLock then\r\n                            allErrorMessage(\"It is currently not allowed to place the fairy. You are only allowed to place the fairy after placing a tile. Current state: \" .. turnState, player)\r\n                            spamLock = true\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='spamUnlock', function_owner=nil, parameters={time=lastDroppedTime}, delay=SPAM_DELAY})\r\n                        end\r\n                    end\r\n                elseif droppedObject.getVar('figureName') == 'Count' then\r\n                    if turnState == 'prompt moving count' then\r\n                        Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='checkToCoC', function_owner=nil, parameters={time=lastDroppedTime}, delay=2})\r\n                    else\r\n                        dropLock = false\r\n                        if not spamLock then\r\n                            allErrorMessage(\"It is currently not allowed to place the count. You are only allowed to move the count after placing a follower in the city of carcassonne. Current state: \" .. turnState, player)\r\n                            spamLock = true\r\n                            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='spamUnlock', function_owner=nil, parameters={time=lastDroppedTime}, delay=SPAM_DELAY})\r\n                        end\r\n                    end\r\n                else\r\n                    dropLock = false\r\n                end\r\n            else\r\n                if not spamLock then\r\n                    allErrorMessage(\"Multiple pieces dropped too fast, please wait.\", player)\r\n                    spamLock = true\r\n                    Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='spamUnlock', function_owner=nil, parameters=nil, delay=SPAM_DELAY})\r\n                end\r\n            end\r\n        else\r\n            if not spamLock then\r\n                playerErrorMessage(\"It is currently not your turn. Dropped pieces will not count.\", player)\r\n                spamLock = true\r\n                Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='spamUnlock', function_owner=nil, parameters=nil, delay=SPAM_DELAY})\r\n            end\r\n        end\r\n    elseif tostring(droppedObject) == 'Card(Clone) (LuaGameObjectScript)' then\r\n        if not spamLock then\r\n            playerErrorMessage(\"Game over or not yet started. Press the start game button and re-lay tile\", player)\r\n            spamLock = true\r\n            Timer.create({identifier=droppedObject.getGUID() .. os.clock(), function_name='spamUnlock', function_owner=nil, parameters=nil, delay=SPAM_DELAY})\r\n        end\r\n    end\r\nend\r\n\r\nfunction spamUnlock()\r\n    spamLock = false\r\nend\r\n\r\nfunction onObjectPickUp(player, pickedUpObject)\r\n    if lastDroppedObject_GUID == pickedUpObject.getGUID() then\r\n        dropLock = false\r\n        lastDroppedTime = 0\r\n    end\r\n\r\n    if tostring(pickedUpObject) == 'Card(Clone) (LuaGameObjectScript)' and pickedUpObject.getTable('sides') ~= nil then\r\n        pickedUpObject.clearButtons()\r\n        local xPosition = (pickedUpObject.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n        local zPosition = (pickedUpObject.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n        local xIndex = math.floor(xPosition + TILE_PLACEMENT_MARGIN * TILE_SPACING)\r\n        local zIndex = math.floor(zPosition + TILE_PLACEMENT_MARGIN * TILE_SPACING)\r\n        if tileGridOccupied(xIndex, zIndex) and tileGrid[xIndex][zIndex].tile_guid == pickedUpObject.getGUID() then\r\n            if lastPlacedTileX ~= nil then\r\n                clearFigureOptions()\r\n                seducedKnights = {}\r\n            end\r\n            tileGrid[xIndex][zIndex] = nil\r\n            if pickedUpObject.getGUID() == startingTile_GUID then\r\n                startingTile_GUID = nil\r\n            end\r\n            if pickedUpObject.getGUID() == startingRiverTile_GUID then\r\n                startingRiverTile_GUID = nil\r\n            end\r\n            lastPlacedTileX = nil\r\n            removeTile(xIndex, zIndex, pickedUpObject)\r\n            allGameMessage(\"Tile removed from grid\", NEUTRAL_COLOR)\r\n            clearArbitraryButtons(true)\r\n            turnState = 'awaiting tile placement'\r\n            if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] ~= nil and controlPanelSettings[activePlayers[currentPlayer] .. 'Control']:sub(1,2) == 'AI' then\r\n                return AIStateHandler()\r\n            else\r\n                return stateHandler()\r\n            end\r\n        end\r\n    end\r\n\r\n    if showMarkers == 'Hints' or showMarkers == 'Both' and\r\n        ((currentMiniTurn ~= nil and (player == activePlayers[currentMiniTurn] or player == getCurrentPlayerOwner())) or\r\n        (currentMiniTurn == nil and (player == activePlayers[currentPlayer] or player == getCurrentPlayerOwner()))) then\r\n        for _, featureMarker in ipairs(featureMarkers) do\r\n            featureMarker.destruct()\r\n        end\r\n        featureMarkers = {}\r\n        if tostring(pickedUpObject) == 'Card(Clone) (LuaGameObjectScript)' and pickedUpObject.getTable('sides') ~= nil then\r\n            if turnState == 'awaiting tile placement' then\r\n                showTileMarkers(pickedUpObject)\r\n            end\r\n        elseif (table.contains(FOLLOWER_TYPES, pickedUpObject.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, pickedUpObject.getVar('figureName')) or pickedUpObject.getVar('figureName') == 'Tower') and\r\n            ((currentMiniTurn ~= nil and pickedUpObject.getVar('owner') == activePlayers[currentMiniTurn]) or\r\n            (currentMiniTurn == nil and pickedUpObject.getVar('owner') == activePlayers[currentPlayer])) then\r\n            if turnState == 'awaiting figure decision' then\r\n                gPickedUpObject = pickedUpObject\r\n                if pickedUpObject.getVar('figureName') == 'Tower' then\r\n                    startLuaCoroutine(self, 'showTowerMarkers')\r\n                else\r\n                    startLuaCoroutine(self, 'showFeatureMarkers')\r\n                end\r\n            elseif pickedUpObject.getVar('figureName') == 'Wagon' and turnState == 'replace finished wagons' then\r\n                showWagonFeatureMarkers(pickedUpObject)\r\n            elseif turnState == 'awaiting flier decision' then\r\n                showFlierFeatureMarkers(pickedUpObject)\r\n            elseif turnState == 'prompt moving to carcassonne' then\r\n                showToCoCFeatureMarkers(pickedUpObject)\r\n            elseif turnState == 'prompt moving from carcassonne' or turnState == 'game over - prompt moving from carcassonne' then\r\n                gPickedUpObject = pickedUpObject\r\n                startLuaCoroutine(self, 'showFromCoCFeatureMarkers')\r\n            end\r\n        elseif pickedUpObject.getVar('figureName') == 'Fairy' and turnState == 'awaiting figure decision' then\r\n            showFairyHighlights(pickedUpObject)\r\n        elseif pickedUpObject.getVar('figureName') == 'Count' and turnState == 'prompt moving count' then\r\n            showToCoCFeatureMarkers(pickedUpObject)\r\n        end\r\n    end\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\tts_events\n\r\n--checks if the person pressing the control panel buttons is an admin, and that the game is not already running\r\nfunction checkControlPanelPrivileges(player)\r\n    if not gameover then\r\n        broadcastToColor('Game has already started', player.sColor, NEUTRAL_COLOR)\r\n        return false\r\n    end\r\n    local PPlayer = Player[player.sColor]\r\n    if PPlayer ~= nil then\r\n        if PPlayer.admin then\r\n            return true\r\n        else\r\n            broadcastToColor('Only promoted players can use the control panel', player.sColor, ERROR_COLOR)\r\n        end\r\n    end\r\n    return false\r\nend\r\n\r\n--checks if the person pressing the button is an admin\r\nfunction checkAdminPrivileges(player)\r\n    local PPlayer = Player[player]\r\n    if PPlayer ~= nil then\r\n        if PPlayer.admin then\r\n            return true\r\n        else\r\n            broadcastToColor('Only promoted players can use this button', player, ERROR_COLOR)\r\n        end\r\n    end\r\n    return false\r\nend\r\n\r\n--checks if the person pressing the button is the current player, a hotseat's owner, or an admin\r\nfunction checkGameButtonPrivileges(player)\r\n    local PPlayer = Player[player]\r\n    if PPlayer ~= nil then\r\n        if PPlayer.admin or\r\n        (currentMiniTurn ~= nil and (player == activePlayers[currentMiniTurn] or player == getCurrentPlayerOwner())) or\r\n        (currentMiniTurn == nil and (player == activePlayers[currentPlayer] or player == getCurrentPlayerOwner())) then\r\n            return true\r\n        else\r\n            broadcastToColor('Only the current player or promoted players can use this button', player, ERROR_COLOR)\r\n        end\r\n    end\r\n    return false\r\nend\r\n\r\n--this function will allow object scripts (specifically the control panels) to get control panel settings\r\nfunction getControlPanelState(p)\r\n    return controlPanelSettings[p.key]\r\nend\r\n\r\n--this function will allow object scripts (specifically the control panels) to set control panel settings\r\nfunction setControlPanelState(p)\r\n    controlPanelSettings[p.key] = p.value\r\nend\r\n\r\n--skip the rest of the turn and move to the next player\r\nfunction skipTurnButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        endTurn()\r\n    end\r\nend\r\n\r\nfunction endTurn()\r\n    for _, object in ipairs(getAllObjects()) do\r\n        if tostring(object) == 'Card(Clone) (LuaGameObjectScript)' or table.contains(FOLLOWER_TYPES, object.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, object.getVar('figureName')) then\r\n            --hasRansomedPrisoner\r\n            object.highlightOff()\r\n            object.clearButtons()\r\n        end\r\n    end\r\n    if not gameover then\r\n        --the following will detect that the game has finished and will not go to the next turn\r\n        --local tileStack = getObjectFromGUID(tileStack_GUID)\r\n        --if tileStack == nil and finalTile_GUID == nil then\r\n        --    allGameMessage(\"The game is over. Calculate the final score by pressing the End Game button. (If this was unexpected, it could be because the tile stack was taken apart or manually stacked wrong)\", NEUTRAL_COLOR)\r\n        --else\r\n            if lastPlacedTileX == nil or not (controlPanelSettings['PnDDragon'] and tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid == expansionBags['RiverII'].contents['RiverLakeTile'].guid) then\r\n                currentPlayer = currentPlayer + 1\r\n                if currentPlayer > #activePlayers then\r\n                    currentPlayer = 1\r\n                end\r\n                if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] == nil then\r\n                    allGameMessage({\"-----------It is now {c1}'s turn-----------\", {'{c1}', getPlayerOwnerName(activePlayers[currentPlayer])}}, player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n                else\r\n                    allGameMessage({\"-----------It is now {c1}'s turn-----------\", {'{c1}', activePlayers[currentPlayer]}}, player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n                    allGameMessage({\"-------{c1} is controlled by {c2}------\", {'{c1}', activePlayers[currentPlayer]}, {'{c2}', getPlayerOwnerName(activePlayers[currentPlayer]) .. stringToBracketedHex(activePlayers[currentPlayer])}}, player_color_tints[activePlayers[currentPlayer]], nil)\r\n                end\r\n            else\r\n                allGameMessage({\"{c1} gets another turn for laying down the volcano lake tile.\", {'{c1}', activePlayers[currentPlayer]}}, player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n            end\r\n            turnState = 'begin turn' --in case skip turn was pressed, go to the beginning from every state\r\n            if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] ~= nil and controlPanelSettings[activePlayers[currentPlayer] .. 'Control']:sub(1,2) == 'AI' then\r\n                return AIStateHandler()\r\n            else\r\n                return stateHandler()\r\n            end\r\n        --end\r\n    end\r\nend\r\n\r\n--if the current player is a hotseat player, return the owner\r\nfunction getCurrentPlayerOwner()\r\n    if currentPlayer == nil then return nil end\r\n    local player\r\n    if currentMiniTurn ~= nil and controlPanelSettings[activePlayers[currentMiniTurn] .. 'Control'] ~= nil then\r\n        player = controlPanelSettings[activePlayers[currentMiniTurn] .. 'Control']\r\n    end\r\n    if currentMiniTurn == nil and controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] ~= nil then\r\n        player = controlPanelSettings[activePlayers[currentPlayer] .. 'Control']\r\n    end\r\n    return player\r\nend\r\n\r\n--gets the owner of this seat or hotseat\r\nfunction getPlayerOwner(player)\r\n    if player == nil then return nil end\r\n    local owner = player\r\n    if currentMiniTurn ~= nil and controlPanelSettings[player .. 'Control'] ~= nil then\r\n        owner = controlPanelSettings[player .. 'Control']\r\n    end\r\n    if currentMiniTurn == nil and controlPanelSettings[player .. 'Control'] ~= nil then\r\n        owner = controlPanelSettings[player .. 'Control']\r\n    end\r\n    return owner\r\nend\r\n\r\n--gets the steam name of the person controlling this player\r\nfunction getPlayerOwnerName(player)\r\n    if player == nil then return nil end\r\n    local owner = player\r\n    if currentMiniTurn ~= nil and controlPanelSettings[player .. 'Control'] ~= nil then\r\n        owner = controlPanelSettings[player .. 'Control']\r\n    end\r\n    if currentMiniTurn == nil and controlPanelSettings[player .. 'Control'] ~= nil then\r\n        owner = controlPanelSettings[player .. 'Control']\r\n    end\r\n    if owner:sub(1,2) == 'AI' then\r\n        return owner\r\n    elseif Player[owner].steam_name == nil then\r\n        return owner\r\n    else\r\n        return Player[owner].steam_name\r\n    end\r\nend\r\n\r\n-- Activates when button is pressed\r\nfunction showMarkersToggleButton(object, sPlayer)\r\n    if checkAdminPrivileges(sPlayer) then\r\n        -- Toggles between different showMarker modes\r\n        if showMarkers == 'Scoring' then showMarkers = 'Hints'\r\n        elseif showMarkers == 'Hints' then showMarkers = 'Both'\r\n        elseif showMarkers == 'Both' then showMarkers = 'None'\r\n        elseif showMarkers == 'None' then showMarkers = 'Scoring'\r\n        end\r\n        showMarkersButtonParam.label = translate({'Show\\nMarkers:\\n'}) .. translate({showMarkers})\r\n        buttonBoard.editButton(showMarkersButtonParam)\r\n    end\r\nend\r\n\r\n--starts the game if the game has not yet started. Ends the game if the game is already running\r\nfunction gameToggleButton(object, sPlayer)\r\n    if checkAdminPrivileges(sPlayer) then\r\n        if gameover then\r\n            local hasStartingTiles = false\r\n            for controlPanelSetting, settingOn in pairs(controlPanelSettings) do\r\n                if settingOn and table.contains({'StartingTileBase', 'StartingTileRiver', 'StartingTileRiverII', 'StartingTileRiverBB5', 'StartingTileCoC', 'StartingTileWoF', 'StartingTileSchool', 'StartingTileWindRoses'}, controlPanelSetting) then\r\n                    hasStartingTiles = true\r\n                end\r\n            end\r\n            if not hasStartingTiles then\r\n                allErrorMessage({\"Cannot start a game without a starting tileset.\"}, sPlayer)\r\n                return\r\n            end\r\n            local hasTileStack = false\r\n            for controlPanelSetting, settingOn in pairs(controlPanelSettings) do\r\n                if settingOn and table.contains({'BaseTiles','InCTiles','TnBTiles','PnDTiles','TowerTiles','AnMTiles','KnRBTiles','CultTiles','CatapultTiles','BCnBTiles','HnSTiles','WoFTiles','WoFWheelTiles','FlierTiles','GoldminesTiles'}, controlPanelSetting) then\r\n                    hasTileStack = true\r\n                end\r\n            end\r\n            if not hasTileStack then\r\n                allErrorMessage({\"Cannot start a game without tiles.\"}, sPlayer)\r\n                return\r\n            end\r\n            for _, player_color in ipairs(PLAYER_COLORS) do\r\n                if controlPanelSettings[player_color .. 'Control'] ~= nil and controlPanelSettings[player_color .. 'Control']:sub(1,2) == 'AI' then\r\n                    local illegalExpansion = false\r\n                    local illegalExpansionList = \"\"\r\n                    for controlPanelSetting, settingOn in pairs(controlPanelSettings) do\r\n                        if settingOn and table.contains({'StartingTileCoC', 'PnDDragon', 'TowerTowers', 'AnMAbbey', 'AnMWagon', 'WoFPlague', 'FlierFlier', 'GoldminesGold'}, controlPanelSetting) then\r\n                            illegalExpansion = true\r\n                            illegalExpansionList = illegalExpansionList .. controlPanelSetting .. \", \"\r\n                        end\r\n                    end\r\n                    if illegalExpansion then\r\n                        illegalExpansionList = illegalExpansionList:sub(1, -3) --get rid of the last comma and space\r\n                        allErrorMessage({\"Cannot start an AI game with incompatible expansions: {s1}.\", {'{s1}', illegalExpansionList}}, sPlayer)\r\n                        return\r\n                    end\r\n                    break\r\n                end\r\n            end\r\n        endGameButtonParam.label = translate({'End game\\n(score\\npoints)'})\r\n            startLuaCoroutine(self, 'startGame')\r\n        else\r\n        endGameButtonParam.label = translate({'Score\\nSummary'})\r\n            endGameButtonParam.click_function = 'printScoreSummary'\r\n            endGame()\r\n        end\r\n        buttonBoard.editButton(endGameButtonParam)\r\n    end\r\nend\r\n\r\nfunction endGame()\r\n    gameover = true\r\n  \tclearArbitraryButtons(true)\r\n    if scoring ~= true then\r\n        turnState = 'game over - prompt moving from carcassonne'\r\n        if controlPanelSettings[activePlayers[currentPlayer] .. 'Control'] ~= nil and controlPanelSettings[activePlayers[currentPlayer] .. 'Control']:sub(1,2) == 'AI' then\r\n            return AIStateHandler()\r\n        else\r\n            return stateHandler()\r\n        end\r\n    end\r\nend\r\n\r\n-- Activates when button is pressed\r\nfunction switchDebugLevel()\r\n    -- switches between debug mode levels. Updates button's label to match\r\n    debugLevel = debugLevel + 1\r\n    if debugLevel > 3 then debugLevel = 0 end\r\n    debugButtonParam.label = 'Debug mode:\\n' .. debugLevel\r\n    buttonBoard.editButton(debugButtonParam)\r\nend\r\n\r\nfunction initializeScoreSummary()\r\n    for _, player_color in ipairs(activePlayers) do\r\n        scoreSummary[player_color] = {}\r\n        scoreSummary[player_color]['City'] = 0\r\n        scoreSummary[player_color]['Road'] = 0\r\n        scoreSummary[player_color]['Field'] = 0\r\n        scoreSummary[player_color]['Cloister'] = 0\r\n        if controlPanelSettings['TnBTradeGoods'] then\r\n            scoreSummary[player_color]['Trade Goods'] = 0\r\n        end\r\n        if controlPanelSettings['HnSShepherd'] then\r\n            scoreSummary[player_color]['Shepherd'] = 0\r\n        end\r\n        if controlPanelSettings['PnDFairy'] then\r\n            scoreSummary[player_color]['Fairy'] = 0\r\n        end\r\n        if controlPanelSettings['KnRBKing'] or controlPanelSettings['KnRBRobber'] then\r\n            scoreSummary[player_color]['King/Robber Tokens'] = 0\r\n        end\r\n        if controlPanelSettings['GoldminesGold'] then\r\n            scoreSummary[player_color]['Gold'] = 0\r\n        end\r\n        if controlPanelSettings['TowerTowers'] then\r\n            scoreSummary[player_color]['Ransom'] = 0\r\n        end\r\n        if pigIsEnabled() then\r\n            scoreSummary[player_color]['Wheel'] = 0\r\n        end\r\n    end\r\nend\r\n\r\nfunction scorePoints(player, feature, points)\r\n    if feature == 'Abbey' or feature == 'Shrine' or feature == 'Garden' or feature == \"Baba Yaga's Hut\" then feature = 'Cloister' end --these don't really need a seperate category\r\n    if scoreSummary[player][feature] == nil then\r\n        allErrorMessage(\"ERROR: \" .. feature .. \" is not valid. Please remove this figure.\")\r\n        return\r\n    end\r\n    if earnedPointsThisTile[player] == nil then earnedPointsThisTile[player] = 0 end\r\n    earnedPointsThisTile[player] = earnedPointsThisTile[player] + points\r\n    scoreSummary[player][feature] = scoreSummary[player][feature] + points\r\n    local scoreCounter = getObjectFromGUID(score_counter_guids[player])\r\n    if scoreCounter ~= nil then\r\n        scoreCounter.Counter.setValue(scoreCounter.Counter.getValue() + points)\r\n    else\r\n        allErrorMessage(\"Error adding score to \" .. figure.getVar('owner') .. \"'s counter\")\r\n    end\r\n    printScoreToNotes()\r\nend\r\n\r\nfunction printScoreToNotes()\r\n    local scoreBoard = \"\"\r\n    printedPlayers = {}\r\n    local playerNum = 1\r\n    local rank = 1\r\n    local lastHighscore = 0\r\n    while true do\r\n        local highscore = -999\r\n        local playerNum = nil\r\n        local color = nil\r\n        for playerIndex, player in ipairs(activePlayers) do\r\n            local scoreCounter = getObjectFromGUID(score_counter_guids[player])\r\n            if not table.contains(printedPlayers, player) and scoreCounter ~= nil then\r\n                if scoreCounter.Counter.getValue() > highscore then\r\n                    highscore = scoreCounter.Counter.getValue()\r\n                    playerNum = playerIndex\r\n                    color = player\r\n                end\r\n            end\r\n        end\r\n        if highscore > -999 then\r\n            if highscore < lastHighscore then rank = playerNum end\r\n            local steam_name = \"\"\r\n            if getPlayerOwner(color):sub(1,2) == 'AI' then\r\n                steam_name = getPlayerOwner(color)\r\n            elseif controlPanelSettings[color .. 'Control'] ~= nil then\r\n                if Player[controlPanelSettings[color .. 'Control']].steam_name ~= nil then steam_name = Player[controlPanelSettings[color .. 'Control']].steam_name end\r\n            else\r\n                if Player[color].steam_name ~= nil then steam_name = Player[color].steam_name end\r\n            end\r\n            local currentPlayerMarker = \"\"\r\n            if not gameover and playerNum == currentPlayer then\r\n                currentPlayerMarker = CURRENT_PLAYER_MARKER\r\n            end\r\n            scoreBoard = scoreBoard .. stringToBracketedHex(color) .. currentPlayerMarker .. translate({\"{n1} points - {p1}\", {'{n1}', highscore}, {'{p1}', steam_name}}) .. \"\\n\"\r\n        else\r\n            break\r\n        end\r\n        table.insert(printedPlayers, color)\r\n        playerNum = playerNum + 1\r\n        lastHighscore = highscore\r\n    end\r\n    setNotes(scoreBoard)\r\nend\r\n\r\nfunction printScoreSummary(object, sPlayer)\r\n    printedPlayers = {}\r\n    local playerNum = 1\r\n    local rank = 1\r\n    local lastHighscore = 0\r\n    while true do\r\n        local highscore = 0\r\n        local color = nil\r\n        for _, player in ipairs(activePlayers) do\r\n            local scoreCounter = getObjectFromGUID(score_counter_guids[player])\r\n            if not table.contains(printedPlayers, player) and scoreCounter ~= nil then\r\n                if scoreCounter.Counter.getValue() > highscore then\r\n                    highscore = scoreCounter.Counter.getValue()\r\n                    color = player\r\n                end\r\n            end\r\n        end\r\n        if highscore > 0 then\r\n            if highscore < lastHighscore then rank = playerNum end\r\n            local steam_name = \"\"\r\n            if getPlayerOwner(color):sub(1,2) == 'AI' then\r\n                steam_name = getPlayerOwner(color)\r\n            elseif controlPanelSettings[color .. 'Control'] ~= nil then\r\n                if Player[controlPanelSettings[color .. 'Control']].steam_name ~= nil then steam_name = Player[controlPanelSettings[color .. 'Control']].steam_name end\r\n            else\r\n                if Player[color].steam_name ~= nil then steam_name = Player[color].steam_name end\r\n            end\r\n            printToColor(translate({\"#{n1} - {n2} points - {c1} - {p1}\", {'{n1}', rank}, {'{n2}', highscore}, {'{c1}', color}, {'{p1}', steam_name}}), sPlayer, player_color_tints[color])\r\n            local accountedPoints = 0\r\n            for key, score in pairs(scoreSummary[color]) do\r\n                local featureName = key\r\n                if key == 'Field' then featureName = 'Farms'\r\n                elseif key == 'Road' then featureName = 'Roads'\r\n                elseif key == 'City' then featureName = 'Cities'\r\n                elseif key == 'Cloister' then featureName = 'Cloisters'\r\n                end\r\n                printToColor(\"  \" .. translate({featureName}) .. \": \" .. score, sPlayer, player_color_tints[color])\r\n                accountedPoints = accountedPoints + score\r\n            end\r\n            if accountedPoints ~= highscore then\r\n                printToColor(\"  unaccounted points: \" .. highscore - accountedPoints, sPlayer, player_color_tints[color])\r\n            end\r\n        else\r\n            break\r\n        end\r\n        table.insert(printedPlayers, color)\r\n        playerNum = playerNum + 1\r\n        lastHighscore = highscore\r\n    end\r\nend\r\n\r\n-- sets the scores to 0\r\nfunction clearCounters()\r\n    --Clear all victory point counters\r\n    for _, scoreCounter_GUID in pairs(score_counter_guids) do\r\n        local scoreCounter = getObjectFromGUID(scoreCounter_GUID)\r\n        if scoreCounter ~= nil then\r\n            scoreCounter.Counter.clear()\r\n        end\r\n    end\r\nend\r\n\r\nfunction getActiveFigures()\r\n    baselineFollowerCounts = {}\r\n    baselineFigures = {}\r\n    activeFigures = {}\r\n\r\n    for _, player in ipairs(activePlayers) do\r\n        baselineFollowerCounts[player] = 0\r\n        baselineFigures[player] = {}\r\n    end\r\n    for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n        if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, obj.getVar('figureName')) then\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n                local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                xPosition = xPosition - xIndex\r\n                zPosition = zPosition - zIndex\r\n                local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                local rotation = tileGrid[xIndex][zIndex].rotation\r\n                local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, false)\r\n                local featureNum = featureMap[xIndex][zIndex][closestPosition]\r\n\r\n                if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(closestPosition * 2) + 3] ~= nil then\r\n                    if featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'Road' and featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'River' then\r\n                        featureNum = featureMap[xIndex][zIndex][(closestPosition * 2) + 3]\r\n                    end\r\n                end\r\n                --print(obj.getGUID() .. \": pos - \" .. closestPosition .. \" featureNum - \" .. featureNum)\r\n                if activeFigures[featureNum] == nil then\r\n                    activeFigures[featureNum] = {}\r\n                    activeFigures[featureNum].specialFigures = {}\r\n                    activeFigures[featureNum].followers = {}\r\n                end\r\n                if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) then\r\n                    table.insert(activeFigures[featureNum].followers, obj)\r\n                else\r\n                    table.insert(activeFigures[featureNum].specialFigures, obj)\r\n                end\r\n            elseif obj.getVar('figureName') ~= 'Follower' then\r\n                baselineFigures[obj.getVar('owner')][obj.getVar('figureName')] = true\r\n            else\r\n                baselineFollowerCounts[obj.getVar('owner')] = baselineFollowerCounts[obj.getVar('owner')] + 1\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\n-- function getActiveNeutralFigures()\r\n--     activeNeutralFigures = {}\r\n--\r\n--     for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n--         if obj.getVar('figureName') == GOLD_BAR_NAME then\r\n--             local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n--             local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n--             if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n--                 local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n--                 local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n--                 xPosition = xPosition - xIndex\r\n--                 zPosition = zPosition - zIndex\r\n--                 local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n--                 local rotation = tileGrid[xIndex][zIndex].rotation\r\n--                 local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, false)\r\n--                 local featureNum = featureMap[xIndex][zIndex][closestPosition]\r\n--\r\n--                 if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(closestPosition * 2) + 3] ~= nil then\r\n--                     if featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'Road' and featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'River' then\r\n--                         featureNum = featureMap[xIndex][zIndex][(closestPosition * 2) + 3]\r\n--                     end\r\n--                 end\r\n--                 --print(obj.getGUID() .. \": pos - \" .. closestPosition .. \" featureNum - \" .. featureNum)\r\n--                 if activeNeutralFigures[featureNum] == nil then\r\n--                     activeNeutralFigures[featureNum] = {}\r\n--                     activeNeutralFigures[featureNum].goldBars = {}\r\n--                 end\r\n--                 if obj.getVar('figureName') == GOLD_BAR_NAME then\r\n--                     print(\"added gold bar at x:\" .. xIndex .. \" z:\" .. zIndex)\r\n--                     table.insert(activeNeutralFigures[featureNum].goldBars, obj)\r\n--                 end\r\n--             end\r\n--         end\r\n--     end\r\n-- end\r\n\r\n----#include !\\TTSCarcassonne\\scripts\\hint_markers\n--these functions are typically used when a player picks up an object to be placed. They will create\r\n--a temporary object wherever a legal move can be made, which will be deleted when the object is released.\r\n\r\nfunction showTileMarkers(newTile)\r\n    local tileMarkers = {}\r\n    for x, tileColumn in pairs(tileGrid) do\r\n        for z, tileLocation in pairs(tileColumn) do\r\n            for side, sideDelta in pairs(SIDE_DELTA) do\r\n                if tileMarkers[x + sideDelta.x] == nil then\r\n                    tileMarkers[x + sideDelta.x] = {}\r\n                end\r\n                if tileMarkers[x + sideDelta.x][z + sideDelta.z] == nil then\r\n                    tileMarkers[x + sideDelta.x][z + sideDelta.z] = false\r\n                    for tileRotation=1, 4 do\r\n                        if isValidTileLocation(newTile, tileRotation, x + sideDelta.x, z + sideDelta.z, false) then\r\n                            tileMarkers[x + sideDelta.x][z + sideDelta.z] = true\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    local hasTileLocation = false\r\n    for x, tileColumn in pairs(tileMarkers) do\r\n        for z, tileLocation in pairs(tileColumn) do\r\n            if tileLocation == true then\r\n                local params = {}\r\n                params.type = 'Custom_AssetBundle'\r\n\r\n                params.position = {(x * TILE_SPACING) - MIDDLE_OFFSET.x, 1.0, (z * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                params.scale = {0.75, 1.2, 0.75}\r\n                params.callback_owner = Global\r\n                params.callback = \"identifyFeature\"\r\n                params.sound = false\r\n                local newObject = spawnObject(params)\r\n                table.insert(featureMarkers, newObject)\r\n\r\n                local custom_params = {}\r\n                custom_params.assetbundle = 'https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXWVhReFIybUtvMjQ'\r\n                custom_params.type = 0\r\n                custom_params.material = 0\r\n                newObject.setCustomObject(custom_params)\r\n                hasTileLocation = true\r\n            end\r\n        end\r\n    end\r\n    if not hasTileLocation then\r\n        if not newTile.getVar('isStartingPiece') then\r\n            allGameMessage(\"There is no valid location to put this tile. If the tile was drawn from the stack, put it back in and shuffle, then draw another.\", NEUTRAL_COLOR)\r\n        elseif startingTile_GUID == nil then\r\n            allGameMessage(\"You may place this starting tile anywhere. It is recommended to place it near the center of the table.\", NEUTRAL_COLOR)\r\n        end\r\n    end\r\n    return 1\r\nend\r\n\r\n--show all possible locations where a figure can be put\r\n--featuresToMark - features that have not yet been checked for marking\r\n--positionsToVisit - list of positions for each tile (can be pruned as we search to save time)\r\nfunction showFeatureMarkers()\r\n    local newFigure = gPickedUpObject\r\n    getActiveFigures()\r\n    alreadyVisitedPositions = {}\r\n    figureMarkers = {}\r\n    figureMarkers[lastPlacedTileX] = {}\r\n    figureMarkers[lastPlacedTileX][lastPlacedTileZ] = {}\r\n    local featuresToMark = table.shallow_copy(featureList)\r\n    local positionsToVisit = {}\r\n\r\n    local tile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    local tileRotation = tileGrid[lastPlacedTileX][lastPlacedTileZ].rotation\r\n    local specialFeatures = tile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        for i, feature in ipairs(specialFeatures) do\r\n            if feature[3] ~= nil and feature[1] ~= 'Tower Foundation' then\r\n                table.insert(positionsToVisit, i+12)\r\n            end\r\n        end\r\n    end\r\n    for i=1, 12 do\r\n        if newFigure.getVar('figureName') ~= 'Barn' or i > 4 and i % 2 == 1 then\r\n            table.insert(positionsToVisit, i)\r\n        end\r\n    end\r\n\r\n    local x = lastPlacedTileX\r\n    local z = lastPlacedTileZ\r\n\r\n    for _, i in ipairs(positionsToVisit) do\r\n        local direction\r\n        if i < 5 then\r\n            direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n        elseif i < 13 then\r\n            direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n        else\r\n            direction = i\r\n        end\r\n        local featureNum = featureMap[x][z][direction]\r\n        if featureNum == nil and i < 5 and featureMap[x][z][(direction * 2) + 3] ~= nil and featureMap[x][z][(direction * 2) + 3] == featureMap[x][z][(direction * 2) + 4] then\r\n           featureNum = featureMap[x][z][(direction * 2) + 3]\r\n        end\r\n\r\n        if featureNum ~= nil and featuresToMark[featureNum] ~= nil then\r\n            if isValidFigureLocation(newFigure, lastPlacedTileX, lastPlacedTileZ, i, featureNum, false, false) then\r\n                if figureMarkers[x] == nil then\r\n                    figureMarkers[x] = {}\r\n                end\r\n                if figureMarkers[x][z] == nil then\r\n                    figureMarkers[x][z] = {}\r\n                end\r\n                figureMarkers[lastPlacedTileX][lastPlacedTileZ][direction] = 0\r\n                featuresToMark[featureNum] = nil\r\n            end\r\n        end\r\n    end\r\n    --uncapped towers\r\n    if controlPanelSettings['TowerTowers'] and (newFigure.getVar('figureName') == 'Follower' or newFigure.getVar('figureName') == 'Big Follower') then\r\n        --all tower locations are candidates for placing followers if they are legally placed\r\n        for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n            if obj.getVar('figureName') == 'Tower' then\r\n                local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                if tileGridOccupied(xIndex, zIndex) then\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    local tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                    local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                    local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                    xPosition = xPosition - xIndex\r\n                    zPosition = zPosition - zIndex\r\n                    local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n                    local direction\r\n                    if closestPosition < 5 then\r\n                        direction = (3 + closestPosition + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                    elseif closestPosition < 13 then\r\n                        direction = (3 + closestPosition + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                    else\r\n                        direction = closestPosition\r\n                    end\r\n                    local featureNum = featureMap[xIndex][zIndex][direction]\r\n                    if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(direction * 2) + 3] ~= nil and featureMap[xIndex][zIndex][(direction * 2) + 3] == featureMap[xIndex][zIndex][(direction * 2) + 4] then\r\n                       featureNum = featureMap[xIndex][zIndex][(direction * 2) + 3]\r\n                    end\r\n                    if featureNum ~= nil and isValidFigureLocation(newFigure, xIndex, zIndex, closestPosition, featureNum, false, false) then\r\n                        if figureMarkers[xIndex] == nil then\r\n                            figureMarkers[xIndex] = {}\r\n                        end\r\n                        if figureMarkers[xIndex][zIndex] == nil then\r\n                            figureMarkers[xIndex][zIndex] = {}\r\n                        end\r\n                        if figureMarkers[xIndex][zIndex][closestPosition] == nil then\r\n                            figureMarkers[xIndex][zIndex][closestPosition] = 0\r\n                        end\r\n                        figureMarkers[xIndex][zIndex][closestPosition] = figureMarkers[xIndex][zIndex][closestPosition] + 1\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    --wheel of fortune crown spaces\r\n    if controlPanelSettings['WoFCrowns'] and (newFigure.getVar('figureName') == 'Follower' or newFigure.getVar('figureName') == 'Big Follower') then\r\n        for _, tileIndex in ipairs({1, 2, 3, 4, 5, 8, 9, 12, 14, 15}) do --these are the indexes of the tiles that have crown features on them\r\n            local obj = getObjectFromGUID(expansionBags['WoF'].contents['WoFStartingTiles'].contents[tileIndex].guid)\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            if tileGridOccupied(xIndex, zIndex) then\r\n                local positionsToVisit = {}\r\n                local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                local tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                local specialFeatures = tile.getTable('specialFeatures')\r\n                if specialFeatures ~= nil then\r\n                    for i, feature in ipairs(specialFeatures) do\r\n                        if string.sub(feature[1],1,6) == 'Crown-' then\r\n                            table.insert(positionsToVisit, i+12)\r\n                        end\r\n                    end\r\n                end\r\n\r\n                for _, i in ipairs(positionsToVisit) do\r\n                    local direction = i\r\n                    local featureNum = featureMap[xIndex][zIndex][direction]\r\n\r\n                    if featureNum ~= nil and featuresToMark[featureNum] ~= nil then\r\n                        if isValidFigureLocation(newFigure, xIndex, zIndex, i, featureNum, false, false) then\r\n                            if figureMarkers[xIndex] == nil then\r\n                                figureMarkers[xIndex] = {}\r\n                            end\r\n                            if figureMarkers[xIndex][zIndex] == nil then\r\n                                figureMarkers[xIndex][zIndex] = {}\r\n                            end\r\n\r\n                            figureMarkers[xIndex][zIndex][direction] = 0\r\n                            featuresToMark[featureNum] = nil\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    --magic portal\r\n    if tileHasMagicPortal and table.contains(FOLLOWER_TYPES, newFigure.getVar('figureName')) then\r\n        lastFrameTime = os.clock()\r\n        allGameMessage(\"Calculating all possible magic portal locations. Hints may be delayed...\", NEUTRAL_COLOR)\r\n\r\n        --prune features that don't have openings\r\n        for featureNum, feature in pairs(featuresToMark) do\r\n            if feature.openings == 0 then\r\n                featuresToMark[featureNum] = nil\r\n            end\r\n        end\r\n\r\n        for x, tileColumn in pairs(tileGrid) do\r\n            for z, tileLocation in pairs(tileColumn) do\r\n                local positionsToVisit = {}\r\n                local tile = getObjectFromGUID(tileLocation.tile_guid)\r\n                local tileRotation = tileLocation.rotation\r\n                local specialFeatures = tile.getTable('specialFeatures')\r\n                if specialFeatures ~= nil then\r\n                    for i, feature in ipairs(specialFeatures) do\r\n                        if feature[3] ~= nil then\r\n                            table.insert(positionsToVisit, i+12)\r\n                        end\r\n                    end\r\n                end\r\n                for i=1, 12 do\r\n                    table.insert(positionsToVisit, i)\r\n                end\r\n\r\n                for _, i in ipairs(positionsToVisit) do\r\n                    local direction\r\n                    if i < 5 then\r\n                        direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                    elseif i < 13 then\r\n                        direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                    else\r\n                        direction = i\r\n                    end\r\n                    local featureNum = featureMap[x][z][direction]\r\n                    if featureNum == nil and i < 5 and featureMap[x][z][(direction * 2) + 3] ~= nil and featureMap[x][z][(direction * 2) + 3] == featureMap[x][z][(direction * 2) + 4] then\r\n                       featureNum = featureMap[x][z][(direction * 2) + 3]\r\n                    end\r\n\r\n                    if featureNum ~= nil and featuresToMark[featureNum] ~= nil then\r\n                        if isValidFigureLocation(newFigure, x, z, i, featureNum, false, false) then\r\n                            if figureMarkers[x] == nil then\r\n                                figureMarkers[x] = {}\r\n                            end\r\n                            if figureMarkers[x][z] == nil then\r\n                                figureMarkers[x][z] = {}\r\n                            end\r\n                            figureMarkers[x][z][direction] = 0\r\n                            featuresToMark[featureNum] = nil\r\n                        end\r\n                    end\r\n                    if os.clock() - lastFrameTime > FRAME_TIME then\r\n                        lastFrameTime = lastFrameTime + FRAME_TIME\r\n                        coroutine.yield(0)\r\n                    end\r\n                    if turnState ~= 'awaiting figure decision' or newFigure.held_by_color == nil then\r\n                        return 1\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    local hasFigureLocation = false\r\n    for xIndex, tileColumn in pairs(figureMarkers) do\r\n        for zIndex, tileLocation in pairs(tileColumn) do\r\n            for position, markerHeight in pairs(tileLocation) do\r\n                local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                local rotation = TILE_STANDARD_ROTATION\r\n                if position > 12 then rotation = tileGrid[xIndex][zIndex].rotation end\r\n                if position < 13 or tile.getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                    local x = nil\r\n                    local z = nil\r\n                    if newFigure.getVar('figureName') ~= 'Barn' then\r\n                        x, z = getFeatureLocation(position, tile, rotation)\r\n                    else --put the marker on the corner instead of the feature position\r\n                        if position % 2 == 1 then --pick one arbitrary position (assuming both were valid), then get the corner closest to it\r\n                            local side = math.floor((position - 3) / 2)\r\n                            x, z = rotateCoordinates(-0.5, 0.5, ((8 - side) % 4) + 1)\r\n                        end\r\n                    end\r\n                    if x ~= nil and z ~= nil then\r\n                        local params = {}\r\n                        params.type = \"BlockSquare\"\r\n                        params.position = {(x * TILE_SPACING) + (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5 + markerHeight * TOWER_HEIGHT, (z * TILE_SPACING) + (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                        params.scale = {0.25, 0.25, 0.25}\r\n                        params.callback_owner = Global\r\n                        params.callback = \"identifyFeature\"\r\n                        params.sound = false\r\n                        local newObject = spawnObject(params)\r\n                        table.insert(featureMarkers, newObject)\r\n                        hasFigureLocation = true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if not hasFigureLocation then\r\n        allGameMessage(\"There is no valid location to put this figure. If no other figure is valid, you'll need to skip placing a figure.\", NEUTRAL_COLOR)\r\n    end\r\n    return 1\r\nend\r\n\r\nfunction showTowerMarkers()\r\n    local newFigure = gPickedUpObject\r\n    getActiveFigures()\r\n    alreadyVisitedPositions = {}\r\n    figureMarkers = {}\r\n    figureMarkers[lastPlacedTileX] = {}\r\n    figureMarkers[lastPlacedTileX][lastPlacedTileZ] = {}\r\n    local featuresToMark = table.shallow_copy(featureList)\r\n    local positionsToVisit = {}\r\n\r\n    lastFrameTime = os.clock()\r\n    allGameMessage(\"Calculating all possible tower locations. Hints may be delayed...\", NEUTRAL_COLOR)\r\n\r\n    for x, tileColumn in pairs(tileGrid) do\r\n        for z, tileLocation in pairs(tileColumn) do\r\n            local positionsToVisit = {}\r\n            local tile = getObjectFromGUID(tileLocation.tile_guid)\r\n            local tileRotation = tileLocation.rotation\r\n            local specialFeatures = tile.getTable('specialFeatures')\r\n            if specialFeatures ~= nil then\r\n                for i, feature in ipairs(specialFeatures) do\r\n                    if feature[1] == 'Tower Foundation' then\r\n                        table.insert(positionsToVisit, i+12)\r\n                    end\r\n                end\r\n            end\r\n\r\n            for _, i in ipairs(positionsToVisit) do\r\n                local direction = i\r\n                local featureNum = featureMap[x][z][direction]\r\n\r\n                if featureNum ~= nil and featuresToMark[featureNum] ~= nil then\r\n                    if isValidFigureLocation(newFigure, x, z, i, featureNum, false, false) then\r\n                        if figureMarkers[x] == nil then\r\n                            figureMarkers[x] = {}\r\n                        end\r\n                        if figureMarkers[x][z] == nil then\r\n                            figureMarkers[x][z] = {}\r\n                        end\r\n\r\n                        figureMarkers[x][z][direction] = 0\r\n                        featuresToMark[featureNum] = nil\r\n                    end\r\n                end\r\n                if os.clock() - lastFrameTime > FRAME_TIME then\r\n                    lastFrameTime = lastFrameTime + FRAME_TIME\r\n                    coroutine.yield(0)\r\n                end\r\n                if turnState ~= 'awaiting figure decision' or newFigure.held_by_color == nil then\r\n                    return 1\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n        if obj.getVar('figureName') == 'Tower' then\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            if figureMarkers[xIndex] ~= nil and figureMarkers[xIndex][zIndex] ~= nil then\r\n                local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                local tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                xPosition = xPosition - xIndex\r\n                zPosition = zPosition - zIndex\r\n                local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n                if figureMarkers[xIndex][zIndex][closestPosition] ~= nil then\r\n                    figureMarkers[xIndex][zIndex][closestPosition] = figureMarkers[xIndex][zIndex][closestPosition] + 1\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    local hasFigureLocation = false\r\n    for xIndex, tileColumn in pairs(figureMarkers) do\r\n        for zIndex, tileLocation in pairs(tileColumn) do\r\n            for position, markerHeight in pairs(tileLocation) do\r\n                local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                local rotation = TILE_STANDARD_ROTATION\r\n                if position > 12 then rotation = tileGrid[xIndex][zIndex].rotation end\r\n                if position < 13 or tile.getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                    local x = nil\r\n                    local z = nil\r\n                    if newFigure.getVar('figureName') ~= 'Barn' then\r\n                        x, z = getFeatureLocation(position, tile, rotation)\r\n                    else --put the marker on the corner instead of the feature position\r\n                        if position % 2 == 1 then --pick one arbitrary position (assuming both were valid), then get the corner closest to it\r\n                            local side = math.floor((position - 3) / 2)\r\n                            x, z = rotateCoordinates(-0.5, 0.5, ((8 - side) % 4) + 1)\r\n                        end\r\n                    end\r\n                    if x ~= nil and z ~= nil then\r\n                        local params = {}\r\n                        params.type = \"BlockSquare\"\r\n                        params.position = {(x * TILE_SPACING) + (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5 + markerHeight * TOWER_HEIGHT, (z * TILE_SPACING) + (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                        params.scale = {0.25, 0.25, 0.25}\r\n                        params.callback_owner = Global\r\n                        params.callback = \"identifyFeature\"\r\n                        params.sound = false\r\n                        local newObject = spawnObject(params)\r\n                        table.insert(featureMarkers, newObject)\r\n                        hasFigureLocation = true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if not hasFigureLocation then\r\n        allGameMessage(\"There is no valid location to put this figure. If no other figure is valid, you'll need to skip placing a figure.\", NEUTRAL_COLOR)\r\n    end\r\n    return 1\r\nend\r\n\r\nfunction showFairyHighlights(newFigure)\r\n    highlightedTiles = {}\r\n    hasFairyLocation = false\r\n    local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n    for _, obj in ipairs(objs) do\r\n        if obj.getVar('owner') == activePlayers[currentPlayer] and table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) then\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            if tileGridOccupied(xIndex, zIndex) then\r\n                if highlightedTiles[xIndex] == nil then highlightedTiles[xIndex] = {} end\r\n                highlightedTiles[xIndex][zIndex] = true\r\n                getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid).highlightOn(player_color_tints[activePlayers[currentPlayer]])\r\n                hasFairyLocation = true\r\n            end\r\n        end\r\n    end\r\n    if not hasFairyLocation then\r\n        allGameMessage(\"There is no valid location to put the fairy. The fairy can only be placed next to your own followers.\", NEUTRAL_COLOR)\r\n    end\r\n    return 1\r\nend\r\n\r\nfunction showWagonFeatureMarkers(newFigure)\r\n    figureMarkers = {}\r\n    local wagonFeatureNum = wagonFeatures[activePlayers[currentMiniTurn]]\r\n    if linkedFeatures['Road Intersection'][wagonFeatureNum] == nil then\r\n        allGameMessage(\"There is no valid location to put this figure. Something went horribly wrong. Tell the dev.\", NEUTRAL_COLOR)\r\n        return\r\n    end\r\n\r\n    local linkedRoadFeatures = table.shallow_copy(linkedFeatures['Road Intersection'][wagonFeatureNum])\r\n\r\n    --trim the features that are already complete\r\n    for linkedFeatureNum, _ in pairs(linkedRoadFeatures) do\r\n        if featureList[linkedFeatureNum] ~= nil then\r\n            if table.contains(CLOISTER_FEATURES, featureList[linkedFeatureNum].nameOfFeature) then\r\n                local numOpenings = 8\r\n                for x=-1, 1 do\r\n                    for z=-1, 1 do\r\n                        if not (x == 0 and z == 0) and tileGridOccupied(featureList[linkedFeatureNum].featureLocation.x + x, featureList[linkedFeatureNum].featureLocation.z + z) then\r\n                            numOpenings = numOpenings - 1\r\n                        end\r\n                    end\r\n                end\r\n                if numOpenings <= 0 then\r\n                    linkedRoadFeatures[linkedFeatureNum] = nil\r\n                end\r\n            elseif featureList[linkedFeatureNum].openings == 0 then\r\n                linkedRoadFeatures[linkedFeatureNum] = nil\r\n            end\r\n        else\r\n            linkedRoadFeatures[linkedFeatureNum] = nil\r\n        end\r\n    end\r\n\r\n    for x, tileColumn in pairs(tileGrid) do\r\n        for z, tileLocation in pairs(tileColumn) do\r\n            local positionsToVisit = {}\r\n            local tile = getObjectFromGUID(tileLocation.tile_guid)\r\n            local tileRotation = tileLocation.rotation\r\n            local specialFeatures = tile.getTable('specialFeatures')\r\n            if specialFeatures ~= nil then\r\n                for i, feature in ipairs(specialFeatures) do\r\n                    if feature[3] ~= nil then\r\n                        table.insert(positionsToVisit, i+12)\r\n                    end\r\n                end\r\n            end\r\n            for i=1, 12 do\r\n                table.insert(positionsToVisit, i)\r\n            end\r\n\r\n            for _, i in ipairs(positionsToVisit) do\r\n                local direction\r\n                if i < 5 then\r\n                    direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                elseif i < 13 then\r\n                    direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                else\r\n                    direction = i\r\n                end\r\n                local featureNum = featureMap[x][z][direction]\r\n                if featureNum == nil and i < 5 and featureMap[x][z][(direction * 2) + 3] ~= nil and featureMap[x][z][(direction * 2) + 3] == featureMap[x][z][(direction * 2) + 4] then\r\n                   featureNum = featureMap[x][z][(direction * 2) + 3]\r\n                end\r\n                if linkedRoadFeatures[featureNum] ~= nil then\r\n                    if isValidWagonLocation(newFigure, featureNum, false) then\r\n                        if figureMarkers[x] == nil then\r\n                            figureMarkers[x] = {}\r\n                        end\r\n                        if figureMarkers[x][z] == nil then\r\n                            figureMarkers[x][z] = {}\r\n                        end\r\n                        figureMarkers[x][z][direction] = true\r\n                        linkedRoadFeatures[featureNum] = nil\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    local hasFigureLocation = false\r\n    for xIndex, tileColumn in pairs(figureMarkers) do\r\n        for zIndex, tileLocation in pairs(tileColumn) do\r\n            for position, traversedFeaturePosition in pairs(tileLocation) do\r\n                if traversedFeaturePosition == true then\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    --local rotation = tileGrid[xIndex][zIndex].rotation\r\n                    local rotation = TILE_STANDARD_ROTATION\r\n                    if position < 13 or tile.getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                        local x, z = getFeatureLocation(position, tile, rotation)\r\n                        local params = {}\r\n                        params.type = \"BlockSquare\"\r\n                        params.position = {(x * TILE_SPACING) + (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5, (z * TILE_SPACING) + (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                        params.scale = {0.25, 0.25, 0.25}\r\n                        params.callback_owner = Global\r\n                        params.callback = \"identifyFeature\"\r\n                        params.sound = false\r\n                        local newObject = spawnObject(params)\r\n                        table.insert(featureMarkers, newObject)\r\n                        hasFigureLocation = true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if not hasFigureLocation then\r\n        allGameMessage(\"There is no valid location to put this figure. Something went horribly wrong. Tell the dev.\", NEUTRAL_COLOR)\r\n    end\r\n    return 1\r\nend\r\n\r\nfunction showFlierFeatureMarkers(newFigure)\r\n    local xIndex = lastPlacedTileX + flierOffset.x\r\n    local zIndex = lastPlacedTileZ + flierOffset.z\r\n    alreadyVisitedPositions = {}\r\n    figureMarkers = {}\r\n    figureMarkers[xIndex] = {}\r\n    figureMarkers[xIndex][zIndex] = {}\r\n\r\n    local positionsToVisit = { }\r\n\r\n    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n    local specialFeatures = tile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        for i, feature in ipairs(specialFeatures) do\r\n            if feature[3] ~= nil then\r\n                table.insert(positionsToVisit, i+12)\r\n            end\r\n        end\r\n    end\r\n    for i=1, 12 do\r\n        table.insert(positionsToVisit, i)\r\n    end\r\n\r\n    for _, i in ipairs(positionsToVisit) do\r\n        if alreadyVisitedPositions[xIndex] == nil or alreadyVisitedPositions[xIndex][zIndex] == nil or alreadyVisitedPositions[xIndex][zIndex][i] ~= true then\r\n            local nameOfFeature = getFeatureName(tile, i)\r\n            local featureOpenings = getFeatureComponents(xIndex, zIndex, i, 1, true)\r\n            if isValidFlierLocation(newFigure, xIndex, zIndex, i, nameOfFeature, featureOpenings, false) then\r\n                figureMarkers[xIndex][zIndex][i] = true\r\n            end\r\n            for xIndex, gridColumn in pairs(traversedFeaturePositions) do\r\n                for zIndex, tileLocation in pairs(gridColumn) do\r\n                    for traversedPosition, traversalLevel in pairs(tileLocation) do\r\n                        if traversalLevel == 1 then\r\n                            if alreadyVisitedPositions[xIndex] == nil then\r\n                                alreadyVisitedPositions[xIndex] = {}\r\n                            end\r\n                            if alreadyVisitedPositions[xIndex][zIndex] == nil then\r\n                                alreadyVisitedPositions[xIndex][zIndex] = {}\r\n                            end\r\n                            alreadyVisitedPositions[xIndex][zIndex][traversedPosition] = true\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    local hasFigureLocation = false\r\n    for xIndex, tileColumn in pairs(figureMarkers) do\r\n        for zIndex, tileLocation in pairs(tileColumn) do\r\n            for position, traversedFeaturePosition in pairs(tileLocation) do\r\n                if traversedFeaturePosition == true then\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    local rotation = tileGrid[xIndex][zIndex].rotation\r\n                    if position < 13 or tile.getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                        local x, z = getFeatureLocation(position, tile, rotation)\r\n                        local params = {}\r\n                        params.type = \"BlockSquare\"\r\n                        params.position = {(x * TILE_SPACING) + (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5, (z * TILE_SPACING) + (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                        params.scale = {0.25, 0.25, 0.25}\r\n                        params.callback_owner = Global\r\n                        params.callback = \"identifyFeature\"\r\n                        params.sound = false\r\n                        local newObject = spawnObject(params)\r\n                        table.insert(featureMarkers, newObject)\r\n                        hasFigureLocation = true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if not hasFigureLocation then\r\n        allGameMessage(\"There is no valid location to put this figure. If no other figure is valid, you'll need to skip placing a figure.\", NEUTRAL_COLOR)\r\n    end\r\n    return 1\r\nend\r\n\r\nfunction showToCoCFeatureMarkers(newFigure)\r\n    figureMarkers = {}\r\n    for _, cocTileSetting in ipairs(expansionBags['CoC'].contents['CoCStartingTiles'].contents) do\r\n        local cocTile = getObjectFromGUID(cocTileSetting.guid)\r\n        local xIndex = math.floor((cocTile.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n        local zIndex = math.floor((cocTile.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n        local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n        local tileRotation = tileGrid[xIndex][zIndex].rotation\r\n        local xPosition = (cocTile.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n        local zPosition = (cocTile.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n        xPosition = xPosition - xIndex\r\n        zPosition = zPosition - zIndex\r\n        local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n\r\n        local positionsToVisit = {}\r\n        local specialFeatures = tile.getTable('specialFeatures')\r\n        if specialFeatures ~= nil then\r\n            for i, feature in ipairs(specialFeatures) do\r\n                if feature[3] ~= nil then\r\n                    table.insert(positionsToVisit, i+12)\r\n                end\r\n            end\r\n        end\r\n        for i=1, 12 do\r\n            table.insert(positionsToVisit, i)\r\n        end\r\n\r\n        for _, i in ipairs(positionsToVisit) do\r\n            local direction\r\n            if i < 5 then\r\n                direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n            elseif i < 13 then\r\n                direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n            else\r\n                direction = i\r\n            end\r\n            local featureNum = featureMap[xIndex][zIndex][direction]\r\n            if featureNum == nil and i < 5 and featureMap[xIndex][zIndex][(direction * 2) + 3] ~= nil and featureMap[xIndex][zIndex][(direction * 2) + 3] == featureMap[xIndex][zIndex][(direction * 2) + 4] then\r\n               featureNum = featureMap[xIndex][zIndex][(direction * 2) + 3]\r\n            end\r\n\r\n            if featureNum ~= nil then\r\n                if isValidCoCLocation(newFigure, xIndex, zIndex, i, featureNum, false, false) then\r\n                    if figureMarkers[xIndex] == nil then\r\n                        figureMarkers[xIndex] = {}\r\n                    end\r\n                    if figureMarkers[xIndex][zIndex] == nil then\r\n                        figureMarkers[xIndex][zIndex] = {}\r\n                    end\r\n                    figureMarkers[xIndex][zIndex][direction] = 0\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    local hasFigureLocation = false\r\n    for xIndex, tileColumn in pairs(figureMarkers) do\r\n        for zIndex, tileLocation in pairs(tileColumn) do\r\n            for position, markerHeight in pairs(tileLocation) do\r\n                local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                local rotation = TILE_STANDARD_ROTATION\r\n                if position > 12 then rotation = tileGrid[xIndex][zIndex].rotation end\r\n                if position < 13 or tile.getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                    local x, z = getFeatureLocation(position, tile, rotation)\r\n                    local params = {}\r\n                    params.type = \"BlockSquare\"\r\n                    params.position = {(x * TILE_SPACING) + (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5 + markerHeight * TOWER_HEIGHT, (z * TILE_SPACING) + (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                    params.scale = {0.25, 0.25, 0.25}\r\n                    params.callback_owner = Global\r\n                    params.callback = \"identifyFeature\"\r\n                    params.sound = false\r\n                    local newObject = spawnObject(params)\r\n                    table.insert(featureMarkers, newObject)\r\n                    hasFigureLocation = true\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if not hasFigureLocation then\r\n        allGameMessage(\"There is no valid location to put this figure. If no other figure is valid, you'll need to skip placing a figure.\", NEUTRAL_COLOR)\r\n    end\r\n    return 1\r\nend\r\n\r\n--show legal positions where figures from CoC can be placed\r\n--most of the function is copy-pasted from showFeatureMarkers\r\nfunction showFromCoCFeatureMarkers()\r\n    local newFigure = gPickedUpObject\r\n    alreadyVisitedPositions = {}\r\n    figureMarkers = {}\r\n    local featuresToMark = table.shallow_copy(featureList)\r\n    local positionsToVisit = {}\r\n\r\n    if turnState == 'prompt moving from carcassonne' then\r\n        --check the last placed tile for completed features\r\n        local x = lastPlacedTileX\r\n        local z = lastPlacedTileZ\r\n        figureMarkers[x] = {}\r\n        figureMarkers[x][z] = {}\r\n\r\n        local tile = getObjectFromGUID(tileGrid[x][z].tile_guid)\r\n        local tileRotation = tileGrid[x][z].rotation\r\n        local specialFeatures = tile.getTable('specialFeatures')\r\n        if specialFeatures ~= nil then\r\n            for i, feature in ipairs(specialFeatures) do\r\n                if feature[3] ~= nil and feature[1] ~= 'Tower Foundation' then\r\n                    table.insert(positionsToVisit, i+12)\r\n                end\r\n            end\r\n        end\r\n        for i=1, 12 do\r\n            table.insert(positionsToVisit, i)\r\n        end\r\n        for _, i in ipairs(positionsToVisit) do\r\n            local direction\r\n            if i < 5 then\r\n                direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n            elseif i < 13 then\r\n                direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n            else\r\n                direction = i\r\n            end\r\n            local featureNum = featureMap[x][z][direction]\r\n            if featureNum == nil and i < 5 and featureMap[x][z][(direction * 2) + 3] ~= nil and featureMap[x][z][(direction * 2) + 3] == featureMap[x][z][(direction * 2) + 4] then\r\n               featureNum = featureMap[x][z][(direction * 2) + 3]\r\n            end\r\n\r\n            if featureNum ~= nil and featuresToMark[featureNum] ~= nil then\r\n                if isValidLocationFromCoC(newFigure, featureNum, false, false) then\r\n                    if figureMarkers[x] == nil then\r\n                        figureMarkers[x] = {}\r\n                    end\r\n                    if figureMarkers[x][z] == nil then\r\n                        figureMarkers[x][z] = {}\r\n                    end\r\n                    figureMarkers[x][z][direction] = 0\r\n                    featuresToMark[featureNum] = nil\r\n                end\r\n            end\r\n        end\r\n        --also check neighbors for cloisters that were completed\r\n        for _, offset in ipairs(DIAGONAL_DELTA) do\r\n            local neighborX = lastPlacedTileX + offset.x\r\n            local neighborZ = lastPlacedTileZ + offset.z\r\n            if tileGridOccupied(neighborX, neighborZ) then\r\n                local x = neighborX\r\n                local z = neighborZ\r\n\r\n                local tile = getObjectFromGUID(tileGrid[x][z].tile_guid)\r\n                local specialFeatures = tile.getTable('specialFeatures')\r\n                if specialFeatures ~= nil then\r\n                    for i, feature in ipairs(specialFeatures) do\r\n                        if feature[3] ~= nil and feature[1] ~= 'Tower Foundation' then\r\n                            local direction = i+12\r\n                            local featureNum = featureMap[x][z][direction]\r\n                            if featureNum == nil and i < 5 and featureMap[x][z][(direction * 2) + 3] ~= nil and featureMap[x][z][(direction * 2) + 3] == featureMap[x][z][(direction * 2) + 4] then\r\n                               featureNum = featureMap[x][z][(direction * 2) + 3]\r\n                            end\r\n\r\n                            if featureNum ~= nil and featuresToMark[featureNum] ~= nil then\r\n                                if isValidLocationFromCoC(newFigure, featureNum, false, false) then\r\n                                    if figureMarkers[x] == nil then\r\n                                        figureMarkers[x] = {}\r\n                                    end\r\n                                    if figureMarkers[x][z] == nil then\r\n                                        figureMarkers[x][z] = {}\r\n                                    end\r\n                                    figureMarkers[x][z][direction] = 0\r\n                                    featuresToMark[featureNum] = nil\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    elseif turnState == 'game over - prompt moving from carcassonne' then\r\n        lastFrameTime = os.clock()\r\n        allGameMessage(\"Calculating all possible locations. Hints may be delayed...\", NEUTRAL_COLOR)\r\n\r\n        for x, tileColumn in pairs(tileGrid) do\r\n            for z, tileLocation in pairs(tileColumn) do\r\n                local positionsToVisit = {}\r\n                local tile = getObjectFromGUID(tileLocation.tile_guid)\r\n                local tileRotation = tileLocation.rotation\r\n                local specialFeatures = tile.getTable('specialFeatures')\r\n                if specialFeatures ~= nil then\r\n                    for i, feature in ipairs(specialFeatures) do\r\n                        if feature[3] ~= nil then\r\n                            table.insert(positionsToVisit, i+12)\r\n                        end\r\n                    end\r\n                end\r\n                for i=1, 12 do\r\n                    table.insert(positionsToVisit, i)\r\n                end\r\n\r\n                for _, i in ipairs(positionsToVisit) do\r\n                    local direction\r\n                    if i < 5 then\r\n                        direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                    elseif i < 13 then\r\n                        direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                    else\r\n                        direction = i\r\n                    end\r\n                    local featureNum = featureMap[x][z][direction]\r\n                    if featureNum == nil and i < 5 and featureMap[x][z][(direction * 2) + 3] ~= nil and featureMap[x][z][(direction * 2) + 3] == featureMap[x][z][(direction * 2) + 4] then\r\n                       featureNum = featureMap[x][z][(direction * 2) + 3]\r\n                    end\r\n\r\n                    if featureNum ~= nil and featuresToMark[featureNum] ~= nil then\r\n                        if isValidLocationFromCoC(newFigure, featureNum, false, false) then\r\n                            if figureMarkers[x] == nil then\r\n                                figureMarkers[x] = {}\r\n                            end\r\n                            if figureMarkers[x][z] == nil then\r\n                                figureMarkers[x][z] = {}\r\n                            end\r\n                            figureMarkers[x][z][direction] = 0\r\n                            featuresToMark[featureNum] = nil\r\n                        end\r\n                    end\r\n                    if os.clock() - lastFrameTime > FRAME_TIME then\r\n                        lastFrameTime = lastFrameTime + FRAME_TIME\r\n                        coroutine.yield(0)\r\n                    end\r\n                    if turnState ~= 'game over - prompt moving from carcassonne' or newFigure.held_by_color == nil then\r\n                        return 1\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    local hasFigureLocation = false\r\n    for xIndex, tileColumn in pairs(figureMarkers) do\r\n        for zIndex, tileLocation in pairs(tileColumn) do\r\n            for position, markerHeight in pairs(tileLocation) do\r\n                local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                local rotation = TILE_STANDARD_ROTATION\r\n                if position > 12 then rotation = tileGrid[xIndex][zIndex].rotation end\r\n                if position < 13 or tile.getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                    local x = nil\r\n                    local z = nil\r\n                    if newFigure.getVar('figureName') ~= 'Barn' then\r\n                        x, z = getFeatureLocation(position, tile, rotation)\r\n                    else --put the marker on the corner instead of the feature position\r\n                        if position % 2 == 1 then --pick one arbitrary position (assuming both were valid), then get the corner closest to it\r\n                            local side = math.floor((position - 3) / 2)\r\n                            x, z = rotateCoordinates(-0.5, 0.5, ((8 - side) % 4) + 1)\r\n                        end\r\n                    end\r\n                    if x ~= nil and z ~= nil then\r\n                        local params = {}\r\n                        params.type = \"BlockSquare\"\r\n                        params.position = {(x * TILE_SPACING) + (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5 + markerHeight * TOWER_HEIGHT, (z * TILE_SPACING) + (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                        params.scale = {0.25, 0.25, 0.25}\r\n                        params.callback_owner = Global\r\n                        params.callback = \"identifyFeature\"\r\n                        params.sound = false\r\n                        local newObject = spawnObject(params)\r\n                        table.insert(featureMarkers, newObject)\r\n                        hasFigureLocation = true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if not hasFigureLocation then\r\n        allGameMessage(\"There is no valid location to put this figure. If no other figure is valid, you'll need to skip placing a figure.\", NEUTRAL_COLOR)\r\n    end\r\n    return 1\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\hint_markers\n\r\n----#include !\\TTSCarcassonne\\scripts\\move_validation\n--these functions check if the move being made is valid. This is also used by hint_markers to show legal moves\r\n\r\nfunction checkFigure(params)\r\n    if params.time ~= lastDroppedTime then return end\r\n    dropLock = false\r\n    if lastDroppedObject_GUID ~= nil then --makes sure object still exists\r\n        --for some reason it is possible to get into a state where the lastDroppedObject is never resting. it therefore will go into an infinite loop waiting for this state\r\n        --if lastDroppedObject.resting then\r\n        local newFigure = getObjectFromGUID(lastDroppedObject_GUID)\r\n        if newFigure.held_by_color == nil then\r\n            if not (lastPlacedTileX == nil or lastPlacedTileZ == nil) then\r\n                local xIndex = math.floor((newFigure.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                local zIndex = math.floor((newFigure.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                if newFigure.getVar('figureName') == 'Fairy' then\r\n                    if tileGridOccupied(xIndex, zIndex) then\r\n                        local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n                        for _, follower in ipairs(objs) do\r\n                            if follower.getVar('owner') == activePlayers[currentPlayer] and table.contains(FOLLOWER_TYPES, follower.getVar('figureName')) then\r\n                                if xIndex == math.floor((follower.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING) and\r\n                                 zIndex == math.floor((follower.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING) then\r\n                                    if AUTOLOCK then\r\n                                       newFigure.setLock(true)\r\n                                    end\r\n                                    return nextState('placed fairy')\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                    allErrorMessage(\"Invalid Location: Fairy must be placed on a tile containing a follower owned by you.\", activePlayers[currentPlayer])\r\n                    return\r\n                end\r\n                local tile, tileRotation\r\n                if tileGridOccupied(xIndex, zIndex) then\r\n                    tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                else\r\n                    --allErrorMessage(\"Invalid Location: Figure was not placed on a tile\", activePlayers[currentPlayer])\r\n                    return\r\n                end\r\n                local xPosition = (newFigure.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                local zPosition = (newFigure.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                xPosition = xPosition - xIndex\r\n                zPosition = zPosition - zIndex\r\n                --debugMessage(3, \"piece position: x: \" .. xPosition .. \" z: \" .. zPosition)\r\n                local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n                local direction\r\n                if closestPosition < 5 then\r\n                    direction = (3 + closestPosition + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                elseif closestPosition < 13 then\r\n                    direction = (3 + closestPosition + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                else\r\n                    direction = closestPosition\r\n                end\r\n                local featureNum = featureMap[xIndex][zIndex][direction]\r\n                if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(direction * 2) + 3] ~= nil and featureMap[xIndex][zIndex][(direction * 2) + 3] == featureMap[xIndex][zIndex][(direction * 2) + 4] then\r\n                   featureNum = featureMap[xIndex][zIndex][(direction * 2) + 3]\r\n                end\r\n                if featureNum == nil then\r\n                    allErrorMessage(\"Invalid Location: The middle of this side is not valid. You must put the figure on one side of the feature or the other.\", activePlayers[currentPlayer])\r\n                    return\r\n                end\r\n                local nameOfFeature = featureList[featureNum].nameOfFeature\r\n                getActiveFigures()\r\n                if isValidFigureLocation(newFigure, xIndex, zIndex, closestPosition, featureNum, true, true) then\r\n                    if string.sub(nameOfFeature,1,6) == 'Flier-' then\r\n                        flier = newFigure.getGUID()\r\n                        if string.sub(nameOfFeature,7,7) == 'W' then flierDirection = 8 else flierDirection = 1 end --assumed to be Flier-NW if it is not Flier-W\r\n                        flierDirection = flierDirection + ((tileRotation - TILE_STANDARD_ROTATION) * 2)\r\n                        if flierDirection > 8 then flierDirection = flierDirection - 8 end\r\n                        if flierDirection < 1 then flierDirection = flierDirection + 8 end\r\n                        allGameMessage(newFigure.getDescription() .. (newFigure.getDescription() ~= \"\" and \" \" or \"\") .. newFigure.getName() .. \" placed on a flier\", player_color_tints[newFigure.getVar('owner')])\r\n                        return nextState('placed flier')\r\n                    end\r\n                    if AUTOLOCK then\r\n                        newFigure.setLock(true)\r\n                    end\r\n                    if newFigure.getVar('figureName') == 'Tower' then\r\n                        numberActiveTowers = 0\r\n                        towerX = xIndex\r\n                        towerZ = zIndex\r\n                        for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n                            if obj.getVar('figureName') == 'Tower' then\r\n                                local nestedXIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                                local nestedZIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                                if xIndex == nestedXIndex and zIndex == nestedZIndex then\r\n                                    local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                                    local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                                    xPosition = xPosition - xIndex\r\n                                    zPosition = zPosition - zIndex\r\n                                    local nestedclosestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n                                    if closestPosition == nestedclosestPosition then\r\n                                        numberActiveTowers = numberActiveTowers + 1\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                        if numberActiveTowers == 1 then\r\n                            allGameMessage(\"Tower started on a Tower Foundation\", player_color_tints[activePlayers[currentPlayer]])\r\n                        else\r\n                            allGameMessage(\"The tower has been increased by one level.\", player_color_tints[activePlayers[currentPlayer]])\r\n                        end\r\n                        return nextState('placed tower')\r\n                    end\r\n                    if nameOfFeature == 'Tower Foundation' then\r\n                        nameOfFeature = 'a tower'\r\n                    end\r\n                    allGameMessage(newFigure.getDescription() .. (newFigure.getDescription() ~= \"\" and \" \" or \"\") .. newFigure.getName() .. \" placed on \" .. nameOfFeature, player_color_tints[newFigure.getVar('owner')])\r\n                    if table.contains(CLOISTER_FEATURES, nameOfFeature) then\r\n                        local challengerTile, challengedTile\r\n                        if nameOfFeature == 'Cloister' or nameOfFeature == 'Abbey' then\r\n                            challengerTile = 'Cloister'\r\n                            challengedTile = 'Shrine'\r\n                        else\r\n                            challengerTile = 'Shrine'\r\n                            challengedTile = 'Cloister'\r\n                        end\r\n                        for x=-1, 1 do\r\n                            for z=-1, 1 do\r\n                                if not (x == 0 and z == 0) and tileGridOccupied(xIndex + x, zIndex + z) then\r\n                                    local specialFeatures = getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid).getTable('specialFeatures')\r\n                                    if specialFeatures ~= nil then\r\n                                        for i, feature in ipairs(specialFeatures) do\r\n                                            local adjacentFeature = feature[1]\r\n                                            if adjacentFeature == 'Abbey' then adjacentFeature = 'Cloister' end\r\n                                            if adjacentFeature == challengedTile then\r\n                                                local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n                                                for _, object in ipairs(objs) do\r\n                                                    if table.contains(FOLLOWER_TYPES, object.getVar('figureName')) then\r\n                                                        local objectXIndex = math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                                                        local objectZIndex = math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                                                        if objectXIndex == xIndex + x and objectZIndex == zIndex + z then\r\n                                                            local xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                                                            local zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                                                            xPosition = xPosition - objectXIndex\r\n                                                            zPosition = zPosition - objectZIndex\r\n                                                            local closestPosition = findClosestPosition(xPosition, zPosition, getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid), tileRotation, true)\r\n                                                            if closestPosition == i + 12 then\r\n                                                                allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" on \" .. feature[1] .. \" has been challenged!\", player_color_tints[object.getVar('owner')])\r\n                                                            end\r\n                                                        end\r\n                                                    end\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                    local pieceRotation = 0\r\n                    if closestPosition < 5 then pieceRotation = (closestPosition - 1) * 90\r\n                    elseif closestPosition < 13 then pieceRotation = math.floor((closestPosition - 5) / 2) * 90 end\r\n                    if (newFigure.getVar('figureName') == 'Follower' or newFigure.getVar('figureName') == 'Big Follower') and nameOfFeature == 'Field' then\r\n                        --lay the Follower down\r\n                        if closestPosition < 13 then\r\n                            newFigure.setRotation({tile.getRotation().x + 90, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                        else\r\n                            newFigure.setRotation({tile.getRotation().x + 90, newFigure.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                        end\r\n                    else\r\n                        --align with the tile\r\n                        if closestPosition < 13 then\r\n                            newFigure.setRotation({tile.getRotation().x, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                        else\r\n                            newFigure.setRotation({tile.getRotation().x, newFigure.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                        end\r\n                    end\r\n                    if newFigure.getVar('figureName') == 'Barn' then\r\n                        newBarn = newFigure.getGUID()\r\n                    end\r\n                    if newFigure.getVar('figureName') == 'Shepherd' then\r\n                        shepherdAwaitingAction = newFigure.getGUID()\r\n                        return nextState('placed shepherd')\r\n                    else\r\n                        return nextState('placed figure')\r\n                    end\r\n                end\r\n            else\r\n                allErrorMessage(\"You must place a tile before placing a figure.\", activePlayers[currentPlayer])\r\n            end\r\n        else\r\n            allErrorMessage(\"Figure picked up before validation. Please replace figure.\", activePlayers[currentPlayer])\r\n        end\r\n    end\r\nend\r\n\r\n--checks if this position is on a corner or 4 tiles containing nothing but fields\r\n--assumes that the given feature has already been checked and is a field\r\n--returns true if it is, false otherwise\r\nfunction checkBarn(closestPosition, xIndex, zIndex)\r\n    tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n    tileRotation = tileGrid[xIndex][zIndex].rotation\r\n    --NOTE: the following equation gives the other feature location on the same corner: ((closestPosition % 2) * -2) + 1 - 5) % 8 + 5\r\n    if closestPosition > 12 or closestPosition < 5 then return false end\r\n    local valid = false\r\n    local includesLastTile = false\r\n    if xIndex == lastPlacedTileX and zIndex == lastPlacedTileZ then includesLastTile = true end\r\n    local links = tile.getTable('linkedOctants')\r\n    if links == nil then return false end\r\n    for _, link in ipairs(links) do\r\n        --check if both sides of the corner are linked together\r\n        if table.contains(link, closestPosition) and table.contains(link, (closestPosition + ((closestPosition % 2) * -2) + 1 - 5) % 8 + 5) then\r\n            -- go over both neighboring tiles\r\n            for i, position in ipairs({closestPosition, (closestPosition + ((closestPosition % 2) * -2) + 1 - 5) % 8 + 5}) do\r\n                local newTileDirection = (3 + position + (tileRotation * 2)) % 8 + 5\r\n                local newX = xIndex + SIDE_DELTA[math.floor((newTileDirection - 3) / 2)].x\r\n                local newZ = zIndex + SIDE_DELTA[math.floor((newTileDirection - 3) / 2)].z\r\n                if newX == lastPlacedTileX and newZ == lastPlacedTileZ then includesLastTile = true end\r\n                if not tileGridOccupied(newX, newZ) then return false end\r\n                local newTile = getObjectFromGUID(tileGrid[newX][newZ].tile_guid)\r\n                local newTileRotation = tileGrid[newX][newZ].rotation\r\n                local newTilePosition = (((newTileDirection % 2) * 2) + TILE_180_ROTATION + newTileDirection - (newTileRotation * 2) - 4) % 8 + 5\r\n                if getFeatureName(newTile, newTilePosition) ~= 'Field' then return false end\r\n                links = newTile.getTable('linkedOctants')\r\n                if links == nil then return false end\r\n                for _, link in ipairs(links) do\r\n                    if table.contains(link, newTilePosition) and table.contains(link, (newTilePosition + ((newTilePosition % 2) * -2) + 1 - 5) % 8 + 5) then\r\n                        local lastTileDirection = (3 + ((newTilePosition + ((newTilePosition % 2) * -2) + 1 - 5) % 8 + 5) + (newTileRotation * 2)) % 8 + 5\r\n                        local lastX = newX + SIDE_DELTA[math.floor((lastTileDirection - 3) / 2)].x\r\n                        local lastZ = newZ + SIDE_DELTA[math.floor((lastTileDirection - 3) / 2)].z\r\n                        if lastX == lastPlacedTileX and lastZ == lastPlacedTileZ then includesLastTile = true end\r\n                        if tileGrid[lastX] == nil or tileGrid[lastX][lastZ] == nil then return false end\r\n                        local lastTile = getObjectFromGUID(tileGrid[lastX][lastZ].tile_guid)\r\n                        local lastTileRotation = tileGrid[lastX][lastZ].rotation\r\n                        local lastTilePosition = (((lastTileDirection % 2) * 2) + TILE_180_ROTATION + lastTileDirection - (lastTileRotation * 2) - 4) % 8 + 5\r\n                        if getFeatureName(lastTile, lastTilePosition) ~= 'Field' then return false end\r\n                        --only need to check the links once\r\n                        if i == 2 then\r\n                            --check if both sides of the corner are linked together\r\n                            links = lastTile.getTable('linkedOctants')\r\n                            if links == nil then return false end\r\n                            for _, link in ipairs(links) do\r\n                                if table.contains(link, lastTilePosition) and table.contains(link, (lastTilePosition + ((lastTilePosition % 2) * -2) + 1 - 5) % 8 + 5) then\r\n                                    --if it managed to get to this point, then all conditions have been met\r\n                                    valid = true\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if not includesLastTile then\r\n        valid = false\r\n    end\r\n    return valid\r\nend\r\n\r\nfunction checkWagon(params)\r\n    if params.time ~= lastDroppedTime then return end\r\n    dropLock = false\r\n    if lastDroppedObject_GUID ~= nil then --makes sure object still exists\r\n        --for some reason it is possible to get into a state where the lastDroppedObject is never resting. it therefore will go into an infinite loop waiting for this state\r\n        --if lastDroppedObject.resting then\r\n        local newFigure = getObjectFromGUID(lastDroppedObject_GUID)\r\n        if newFigure.getVar('figureName') ~= 'Wagon' then\r\n            allErrorMessage(\"Error: You are only allowed to place the wagon at this time.\", activePlayers[currentMiniTurn])\r\n            return\r\n        end\r\n        if newFigure.held_by_color == nil then\r\n            if currentMiniTurn ~= nil then\r\n                local xIndex = math.floor((newFigure.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                local zIndex = math.floor((newFigure.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                local xPosition = (newFigure.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                local zPosition = (newFigure.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    local tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                    xPosition = xPosition - xIndex\r\n                    zPosition = zPosition - zIndex\r\n                    --debugMessage(1, \"wagon position: x: \" .. xPosition .. \" z: \" .. zPosition)\r\n\r\n                    local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, false)\r\n                    local featureNum = featureMap[xIndex][zIndex][closestPosition]\r\n\r\n                    if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(closestPosition * 2) + 3] ~= nil then\r\n                        if featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'Road' and featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'River' then\r\n                            featureNum = featureMap[xIndex][zIndex][(closestPosition * 2) + 3]\r\n                        end\r\n                    end\r\n                    if featureNum ~= nil and isValidWagonLocation(newFigure, featureNum, true) then\r\n                        if AUTOLOCK then\r\n                            newFigure.setLock(true)\r\n                        end\r\n                        local nameOfFeature = featureList[featureNum].nameOfFeature\r\n                        clearArbitraryButtons()\r\n                        allGameMessage(newFigure.getDescription() .. (newFigure.getDescription() ~= \"\" and \" \" or \"\") .. newFigure.getName() .. \" placed on \" .. nameOfFeature, player_color_tints[newFigure.getVar('owner')])\r\n                        local pieceRotation = 0\r\n                        if closestPosition < 5 then pieceRotation = (closestPosition - 1) * 90\r\n                        elseif closestPosition < 13 then pieceRotation = math.floor((closestPosition - 5) / 2) * 90 end\r\n                        newFigure.setRotation({tile.getRotation().x, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                        wagonFeatures[activePlayers[currentMiniTurn]] = nil\r\n                        return nextState('placed figure')\r\n                    end\r\n                else\r\n                    allErrorMessage(\"Invalid Location: No tile found.\", activePlayers[currentMiniTurn])\r\n                end\r\n            end\r\n        else\r\n            allErrorMessage(\"Figure picked up before validation. Please replace figure.\", activePlayers[currentMiniTurn])\r\n        end\r\n    end\r\nend\r\n\r\nfunction checkFlier(params)\r\n    if params.time ~= lastDroppedTime then return end\r\n    dropLock = false\r\n    if lastDroppedObject_GUID ~= nil then --makes sure object still exists\r\n        --for some reason it is possible to get into a state where the lastDroppedObject is never resting. it therefore will go into an infinite loop waiting for this state\r\n        --if lastDroppedObject.resting then\r\n        if flier == lastDroppedObject_GUID then\r\n            local newFigure = getObjectFromGUID(lastDroppedObject_GUID)\r\n            if newFigure.held_by_color == nil then\r\n                local xIndex = math.floor((newFigure.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                local zIndex = math.floor((newFigure.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n\r\n                local tile, tileRotation\r\n                if tileGridOccupied(xIndex, zIndex) then\r\n                    tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                else\r\n                    --allErrorMessage(\"Invalid Location: Figure was not placed on a tile\", activePlayers[currentPlayer])\r\n                    return\r\n                end\r\n\r\n                if (xIndex == lastPlacedTileX + flierOffset.x and zIndex == lastPlacedTileZ + flierOffset.z) then\r\n                    local xPosition = (newFigure.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                    local zPosition = (newFigure.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                    xPosition = xPosition - xIndex\r\n                    zPosition = zPosition - zIndex\r\n                    --debugMessage(3, \"piece position: x: \" .. xPosition .. \" z: \" .. zPosition)\r\n                    local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n                    local nameOfFeature = getFeatureName(tile, closestPosition)\r\n                    local featureOpenings\r\n                    if closestPosition < 5 then\r\n                        if nameOfFeature == 'Road' then\r\n                            --only using traversal level of 1, since we only need to know about the direct feature we're trying to place the figure on\r\n                            featureOpenings = getFeatureComponents(xIndex, zIndex, closestPosition, 1, true)\r\n                        else\r\n                            --check to make sure both octants in this quadrant are linked, then choose one arbitrary octant and check\r\n                            local links = tile.getTable('linkedOctants')\r\n                            local hasLink = false\r\n                            for _, link in ipairs(links) do\r\n                                if not hasLink and table.contains(link, (closestPosition * 2) + 3) and table.contains(link, (closestPosition * 2) + 4) then\r\n                                    --only using traversal level of 1, since we only need to know about the direct feature we're trying to place the figure on\r\n                                    featureOpenings = getFeatureComponents(xIndex, zIndex, (closestPosition * 2) + 3, 1, true)\r\n                                    hasLink = true\r\n                                end\r\n                            end\r\n                            if not hasLink then\r\n                                allErrorMessage(\"Invalid Location: You must put the flier on one side of the feature or the other.\", activePlayers[currentPlayer])\r\n                                return\r\n                            end\r\n                        end\r\n                    else\r\n                        --only using traversal level of 1, since we only need to know about the direct feature we're trying to place the figure on\r\n                        featureOpenings = getFeatureComponents(xIndex, zIndex, closestPosition, 1, true)\r\n                    end\r\n                    if isValidFlierLocation(newFigure, xIndex, zIndex, closestPosition, nameOfFeature, featureOpenings, true) then\r\n                        if AUTOLOCK then\r\n                            newFigure.setLock(true)\r\n                        end\r\n                        allGameMessage(newFigure.getDescription() .. (newFigure.getDescription() ~= \"\" and \" \" or \"\") .. newFigure.getName() .. \" placed on \" .. nameOfFeature, player_color_tints[newFigure.getVar('owner')])\r\n                        if table.contains(CLOISTER_FEATURES, nameOfFeature) then\r\n                            local challengerTile, challengedTile\r\n                            if nameOfFeature == 'Cloister' or nameOfFeature == 'Abbey' then\r\n                                challengerTile = 'Cloister'\r\n                                challengedTile = 'Shrine'\r\n                            else\r\n                                challengerTile = 'Shrine'\r\n                                challengedTile = 'Cloister'\r\n                            end\r\n                            for x=-1, 1 do\r\n                                for z=-1, 1 do\r\n                                    if not (x == 0 and z == 0) and tileGridOccupied(xIndex + x, zIndex + z) then\r\n                                        local specialFeatures = getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid).getTable('specialFeatures')\r\n                                        if specialFeatures ~= nil then\r\n                                            for i, feature in ipairs(specialFeatures) do\r\n                                                local adjacentFeature = feature[1]\r\n                                                if adjacentFeature == 'Abbey' then adjacentFeature = 'Cloister' end\r\n                                                if adjacentFeature == challengedTile then\r\n                                                    local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n                                                    for _, object in ipairs(objs) do\r\n                                                        if table.contains(FOLLOWER_TYPES, object.getVar('figureName')) then\r\n                                                            local objectXIndex = math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                                                            local objectZIndex = math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                                                            if objectXIndex == xIndex + x and objectZIndex == zIndex + z then\r\n                                                                local xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                                                                local zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                                                                xPosition = xPosition - objectXIndex\r\n                                                                zPosition = zPosition - objectZIndex\r\n                                                                local closestPosition = findClosestPosition(xPosition, zPosition, getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid), tileRotation, true)\r\n                                                                if closestPosition == i + 12 then\r\n                                                                    allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" on \" .. feature[1] .. \" has been challenged!\", player_color_tints[object.getVar('owner')])\r\n                                                                end\r\n                                                            end\r\n                                                        end\r\n                                                    end\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                        local pieceRotation = 0\r\n                        if closestPosition < 5 then pieceRotation = (closestPosition - 1) * 90\r\n                        elseif closestPosition < 13 then pieceRotation = math.floor((closestPosition - 5) / 2) * 90 end\r\n                        --align with the tile\r\n                        newFigure.setRotation({tile.getRotation().x, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                        return nextState('placed flier')\r\n                    end\r\n                else\r\n                    allErrorMessage(\"Invalid Location: You must place the figure on the tile corresponding to the flier dice roll.\", activePlayers[currentPlayer])\r\n                end\r\n            else\r\n                allErrorMessage(\"Figure picked up before validation. Please replace figure.\", activePlayers[currentPlayer])\r\n            end\r\n        else\r\n            allErrorMessage(\"Can only place the follower that was used on the flier.\", activePlayers[currentPlayer])\r\n        end\r\n    end\r\nend\r\n\r\nfunction checkToCoC(params)\r\n    if params.time ~= lastDroppedTime then return end\r\n    dropLock = false\r\n    if lastDroppedObject_GUID ~= nil then --makes sure object still exists\r\n        local newFigure = getObjectFromGUID(lastDroppedObject_GUID)\r\n        if newFigure.held_by_color == nil then\r\n            local xIndex = math.floor((newFigure.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((newFigure.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            local tile, tileRotation\r\n            if tileGridOccupied(xIndex, zIndex) then\r\n                tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                tileRotation = tileGrid[xIndex][zIndex].rotation\r\n            else\r\n                return\r\n            end\r\n            local xPosition = (newFigure.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n            local zPosition = (newFigure.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n            xPosition = xPosition - xIndex\r\n            zPosition = zPosition - zIndex\r\n            local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n            local direction\r\n            if closestPosition < 5 then\r\n                direction = (3 + closestPosition + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n            elseif closestPosition < 13 then\r\n                direction = (3 + closestPosition + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n            else\r\n                direction = closestPosition\r\n            end\r\n            local featureNum = featureMap[xIndex][zIndex][direction]\r\n            if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(direction * 2) + 3] ~= nil and featureMap[xIndex][zIndex][(direction * 2) + 3] == featureMap[xIndex][zIndex][(direction * 2) + 4] then\r\n               featureNum = featureMap[xIndex][zIndex][(direction * 2) + 3]\r\n            end\r\n            if featureNum ~= nil and isValidCoCLocation(newFigure, xIndex, zIndex, closestPosition, featureNum, true, true) then\r\n                if AUTOLOCK then\r\n                    newFigure.setLock(true)\r\n                end\r\n                local nameOfFeature = featureList[featureNum].nameOfFeature\r\n                if newFigure.getVar('figureName') == 'Count' then\r\n                    allGameMessage(newFigure.getName() .. \" placed on \" .. nameOfFeature, newFigure.getColorTint())\r\n                else\r\n                    allGameMessage(newFigure.getDescription() .. (newFigure.getDescription() ~= \"\" and \" \" or \"\") .. newFigure.getName() .. \" placed on \" .. nameOfFeature, player_color_tints[newFigure.getVar('owner')])\r\n                end\r\n                local pieceRotation = 0\r\n                if closestPosition < 5 then pieceRotation = (closestPosition - 1) * 90\r\n                elseif closestPosition < 13 then pieceRotation = math.floor((closestPosition - 5) / 2) * 90 end\r\n                --align with the tile\r\n                newFigure.setRotation({tile.getRotation().x, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                return nextState('placed figure')\r\n            end\r\n        else\r\n            allErrorMessage(\"Figure picked up before validation. Please replace figure.\", activePlayers[currentPlayer])\r\n        end\r\n    end\r\nend\r\n\r\nfunction checkFromCoC(params)\r\n    if params.time ~= lastDroppedTime then return end\r\n    dropLock = false\r\n    if lastDroppedObject_GUID ~= nil then --makes sure object still exists\r\n        local newFigure = getObjectFromGUID(lastDroppedObject_GUID)\r\n        if newFigure.held_by_color == nil then\r\n            local xIndex = math.floor((newFigure.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((newFigure.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            local tile, tileRotation\r\n            if tileGridOccupied(xIndex, zIndex) then\r\n                tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                tileRotation = tileGrid[xIndex][zIndex].rotation\r\n            else\r\n                return\r\n            end\r\n            local xPosition = (newFigure.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n            local zPosition = (newFigure.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n            xPosition = xPosition - xIndex\r\n            zPosition = zPosition - zIndex\r\n            local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n            local direction\r\n            if closestPosition < 5 then\r\n                direction = (3 + closestPosition + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n            elseif closestPosition < 13 then\r\n                direction = (3 + closestPosition + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n            else\r\n                direction = closestPosition\r\n            end\r\n            local featureNum = featureMap[xIndex][zIndex][direction]\r\n            if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(direction * 2) + 3] ~= nil and featureMap[xIndex][zIndex][(direction * 2) + 3] == featureMap[xIndex][zIndex][(direction * 2) + 4] then\r\n               featureNum = featureMap[xIndex][zIndex][(direction * 2) + 3]\r\n            end\r\n            if featureNum ~= nil and isValidLocationFromCoC(newFigure, featureNum, true, true) then\r\n                if AUTOLOCK then\r\n                    newFigure.setLock(true)\r\n                end\r\n                local nameOfFeature = featureList[featureNum].nameOfFeature\r\n                allGameMessage(newFigure.getDescription() .. (newFigure.getDescription() ~= \"\" and \" \" or \"\") .. newFigure.getName() .. \" placed on \" .. nameOfFeature, player_color_tints[newFigure.getVar('owner')])\r\n                local pieceRotation = 0\r\n                if closestPosition < 5 then pieceRotation = (closestPosition - 1) * 90\r\n                elseif closestPosition < 13 then pieceRotation = math.floor((closestPosition - 5) / 2) * 90 end\r\n                if (newFigure.getVar('figureName') == 'Follower' or newFigure.getVar('figureName') == 'Big Follower') and nameOfFeature == 'Field' then\r\n                    --lay the Follower down\r\n                    newFigure.setRotation({tile.getRotation().x + 90, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                else\r\n                    --align with the tile\r\n                    newFigure.setRotation({tile.getRotation().x, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                end\r\n                carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] = nil\r\n                newFigure.highlightOff()\r\n                for follower_guid, quarter in pairs(carcassonneFigures[activePlayers[currentMiniTurn]]) do\r\n                    getObjectFromGUID(follower_guid).highlightOff()\r\n                    getObjectFromGUID(follower_guid).setLock(true)\r\n                end\r\n                if gameover then\r\n                    currentMiniTurn = currentMiniTurn + 1\r\n                end\r\n                return nextState('placed figure')\r\n            end\r\n        else\r\n            allErrorMessage(\"Figure picked up before validation. Please replace figure.\", activePlayers[currentPlayer])\r\n        end\r\n    end\r\nend\r\n\r\n--ensure this tile is valid for this location\r\nfunction checkTile(params)\r\n    if params.time ~= lastDroppedTime then return end\r\n    dropLock = false\r\n    if lastDroppedObject_GUID ~= nil then --makes sure object still exists\r\n        --for some reason it is possible to get into a state where the lastDroppedObject is never resting. it therefore will go into an infinite loop waiting for this state\r\n        --if lastDroppedObject.resting then\r\n        local newTile = getObjectFromGUID(lastDroppedObject_GUID)\r\n        if newTile ~= nil and newTile.held_by_color == nil then\r\n            if newTile.getTable('sides') == nil then\r\n                allErrorMessage(\"Error: This tile has no script data. Most likely this expansion hasn't yet been implemented.\")\r\n                return\r\n            end\r\n            local xPosition = (newTile.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n            local zPosition = (newTile.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n            local yRotation = newTile.getRotation().y / 90\r\n            --debugMessage(3, \"piece rotation: \" .. yRotation .. \" piece position: x: \" .. xPosition .. \" z: \" .. zPosition)\r\n            if isWithinErrorMargin(xPosition, math.floor(xPosition + TILE_PLACEMENT_MARGIN * TILE_SPACING), TILE_PLACEMENT_MARGIN * TILE_SPACING) and\r\n            isWithinErrorMargin(zPosition, math.floor(zPosition + TILE_PLACEMENT_MARGIN * TILE_SPACING), TILE_PLACEMENT_MARGIN * TILE_SPACING) and\r\n            isWithinErrorMargin(yRotation, math.floor(yRotation + TILE_PLACEMENT_MARGIN), TILE_PLACEMENT_MARGIN) and\r\n            (isWithinErrorMargin(0, newTile.getRotation().x, TILE_PLACEMENT_MARGIN * 90) or\r\n            isWithinErrorMargin(360, newTile.getRotation().x, TILE_PLACEMENT_MARGIN * 90)) and\r\n            (isWithinErrorMargin(0, newTile.getRotation().z, TILE_PLACEMENT_MARGIN * 90) or\r\n            isWithinErrorMargin(360, newTile.getRotation().z, TILE_PLACEMENT_MARGIN * 90)) then\r\n                local xIndex = math.floor(xPosition + TILE_PLACEMENT_MARGIN * TILE_SPACING)\r\n                local zIndex = math.floor(zPosition + TILE_PLACEMENT_MARGIN * TILE_SPACING)\r\n                --by adding 0.5, getting the floor will round to the nearest whole number\r\n                local tileRotation = math.floor(yRotation + 0.5)\r\n                if tileRotation == 0 then tileRotation = 4 end\r\n                --debugMessage(2, \"piece rotation: \" .. tileRotation .. \" piece indexes: x: \" .. xIndex .. \" z: \" .. zIndex)\r\n                if isValidTileLocation(newTile, tileRotation, xIndex, zIndex, true) then\r\n                    newTile.setPosition({xIndex * TILE_SPACING - MIDDLE_OFFSET.x, TABLE_SURFACE_Y, zIndex * TILE_SPACING - MIDDLE_OFFSET.z})\r\n                    newTile.setRotation({0, tileRotation * 90, 0})\r\n\r\n                    if AUTOLOCK then\r\n                        newTile.setLock(true)\r\n                    end\r\n                    addTile(xIndex, zIndex, newTile, tileRotation, false)\r\n                    return nextState('tile placed')\r\n                end\r\n            else\r\n                allErrorMessage(\"Invalid Location: Tile not aligned with the grid\", activePlayers[currentPlayer])\r\n            end\r\n        else\r\n            allErrorMessage(\"Tile picked up before validation. Please replace tile\", activePlayers[currentPlayer])\r\n        end\r\n    end\r\nend\r\n\r\nfunction isValidTileLocation(tile, tileRotation, xIndex, zIndex, verbose)\r\n    local isStartingPiece = tile.getVar('isStartingPiece')\r\n    if not tileGridOccupied(xIndex, zIndex) then\r\n        if (startingTile_GUID == nil and isStartingPiece) or\r\n        tileGridOccupied(xIndex + 1, zIndex) or tileGridOccupied(xIndex - 1, zIndex) or\r\n        tileGridOccupied(xIndex, zIndex + 1) or tileGridOccupied(xIndex, zIndex - 1) then\r\n            if (xIndex >= MIN_X and xIndex <= MAX_X and zIndex >= MIN_Z and zIndex <= MAX_Z) then\r\n                if ((not tileGridOccupied(xIndex + 1, zIndex) or tileConnectsToSide(tile, tileRotation, 4, getObjectFromGUID(tileGrid[xIndex + 1][zIndex].tile_guid), tileGrid[xIndex + 1][zIndex].rotation)) and\r\n                (not tileGridOccupied(xIndex - 1, zIndex) or tileConnectsToSide(tile, tileRotation, 2, getObjectFromGUID(tileGrid[xIndex - 1][zIndex].tile_guid), tileGrid[xIndex - 1][zIndex].rotation)) and\r\n                (not tileGridOccupied(xIndex, zIndex + 1) or tileConnectsToSide(tile, tileRotation, 3, getObjectFromGUID(tileGrid[xIndex][zIndex + 1].tile_guid), tileGrid[xIndex][zIndex + 1].rotation)) and\r\n                (not tileGridOccupied(xIndex, zIndex - 1) or tileConnectsToSide(tile, tileRotation, 1, getObjectFromGUID(tileGrid[xIndex][zIndex - 1].tile_guid), tileGrid[xIndex][zIndex - 1].rotation))) then\r\n                    if tile.getTable('sides')[1] == 'Abbey' and\r\n                    ((not tileGridOccupied(xIndex + 1, zIndex)) or (not tileGridOccupied(xIndex - 1, zIndex)) or (not tileGridOccupied(xIndex, zIndex + 1)) or (not tileGridOccupied(xIndex, zIndex - 1))) then\r\n                        if verbose then allErrorMessage(\"Invalid Location: Abbey must be surrounded by tiles on all 4 sides\", activePlayers[currentPlayer]) end\r\n                        return false\r\n                    end\r\n                    if controlPanelSettings['CultTiles'] then\r\n                        local challengerTile = nil\r\n                        local challengedTile = nil\r\n                        local specialFeatures = tile.getTable('specialFeatures')\r\n                        if specialFeatures ~= nil then\r\n                            for _, feature in ipairs(specialFeatures) do\r\n                                if feature[1] == 'Cloister' or feature[1] == 'Shrine' then challengerTile = feature[1] end\r\n                                if feature[1] == 'Abbey' then challengerTile = 'Cloister' end\r\n                            end\r\n                        end\r\n                        if challengerTile ~= nil then\r\n                            if challengerTile == 'Cloister' then\r\n                                challengedTile = 'Shrine'\r\n                            else\r\n                                challengedTile = 'Cloister'\r\n                            end\r\n                            local numChallenger = 1\r\n                            local numChallenged = 0\r\n                            for x=-1, 1 do\r\n                                for z=-1, 1 do\r\n                                    if not (x == 0 and z == 0) and tileGridOccupied(xIndex + x, zIndex + z) then\r\n                                        local specialFeatures = getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid).getTable('specialFeatures')\r\n                                        if specialFeatures ~= nil then\r\n                                            for _, feature in ipairs(specialFeatures) do\r\n                                                local adjacentFeature = feature[1]\r\n                                                if adjacentFeature == 'Abbey' then adjacentFeature = 'Cloister' end\r\n                                                if adjacentFeature == challengedTile then\r\n                                                    numChallenged = numChallenged + 1\r\n                                                    for nested_x=-1, 1 do\r\n                                                        for nested_z=-1, 1 do\r\n                                                            if not (nested_x == 0 and nested_z == 0) and tileGridOccupied(xIndex + x + nested_x, zIndex + z + nested_z) then\r\n                                                                local nestedSpecialFeatures = getObjectFromGUID(tileGrid[xIndex + x + nested_x][zIndex + z + nested_z].tile_guid).getTable('specialFeatures')\r\n                                                                if nestedSpecialFeatures ~= nil then\r\n                                                                    for _, nestedFeature in ipairs(nestedSpecialFeatures) do\r\n                                                                        local nestedAdjacentFeature = nestedFeature[1]\r\n                                                                        if nestedAdjacentFeature == 'Abbey' then nestedAdjacentFeature = 'Cloister' end\r\n                                                                        if nestedAdjacentFeature == challengerTile then\r\n                                                                            numChallenger = numChallenger + 1\r\n                                                                        end\r\n                                                                    end\r\n                                                                end\r\n                                                            end\r\n                                                        end\r\n                                                    end\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                            if numChallenged > 1 or numChallenger > 1 then\r\n                                if verbose then allErrorMessage(\"Invalid Location: Cannot place a tile such that more than one cloister is next to a shrine or vice versa.\", activePlayers[currentPlayer]) end\r\n                                return false\r\n                            end\r\n                        end\r\n                    end\r\n                    --validate river piece\r\n                    if isStartingPiece then\r\n                        local hasRiver = false\r\n                        local riverHasConnection = false\r\n                        for i=1, 4 do\r\n                            if tile.getTable('sides')[(3 + i - tileRotation) % 4 + 1] == 'River' then\r\n                                hasRiver = true\r\n                                local diff = 0\r\n                                local x = xIndex\r\n                                local z = zIndex\r\n                                if i > 2 then diff = 1 else diff = -1 end\r\n                                if i % 2 == 0 then x = x + diff else z = z + diff end\r\n                                --if it has a river, then the following must be true for at least one of the sides\r\n                                if tileGridOccupied(x, z) and tileConnectsToSide(tile, tileRotation, i, getObjectFromGUID(tileGrid[x][z].tile_guid), tileGrid[x][z].rotation) then\r\n                                    riverHasConnection = true\r\n                                    --the following checks to see if this tile would create a \"U-turn\" such that the river folds back on itself\r\n                                    --this is illegal and can easily lead to issues\r\n                                    --Though technically illegal, it is possible to still make a river that folds back on itself.\r\n                                    --TODO: In the future, consider checking n number of tiles in the direction of the new rivers direction (with a width of 3 tiles) to see if there are any pieces in the way\r\n                                    if ((tile.getTable('sides')[(3 + i + 1 - tileRotation) % 4 + 1] == 'River' and getObjectFromGUID(tileGrid[x][z].tile_guid).getTable('sides')[(3 + i + 1 - tileGrid[x][z].rotation) % 4 + 1] == 'River') or\r\n                                    (tile.getTable('sides')[(3 + i + 3 - tileRotation) % 4 + 1] == 'River' and getObjectFromGUID(tileGrid[x][z].tile_guid).getTable('sides')[(3 + i + 3 - tileGrid[x][z].rotation) % 4 + 1] == 'River')) then\r\n                                        if verbose then allErrorMessage(\"Invalid Location: U-turns are not allowed on rivers\", activePlayers[currentPlayer]) end\r\n                                        return false\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                        if hasRiver and startingRiverTile_GUID ~= nil and hasOpenRiver() and not riverHasConnection then\r\n                            if verbose then allErrorMessage(\"Invalid Location: Tile must continue the already placed river\", activePlayers[currentPlayer]) end\r\n                            return false\r\n                        end\r\n                    end\r\n                    return true\r\n                else\r\n                    if verbose then allErrorMessage(\"Invalid Location: Adjacent tiles do not match\", activePlayers[currentPlayer]) end\r\n                end\r\n            else\r\n                if verbose then allErrorMessage(\"Invalid Location: Tile must be placed in the blue play area\", activePlayers[currentPlayer]) end\r\n            end\r\n        else\r\n            if verbose then allErrorMessage(\"Invalid Location: Must be adjacent to at least one tile\", activePlayers[currentPlayer]) end\r\n        end\r\n    else\r\n        if verbose then allErrorMessage(\"Invalid Location: Space already occupied by another tile\", activePlayers[currentPlayer]) end\r\n    end\r\n    return false\r\nend\r\n\r\nfunction isValidFigureLocation(newFigure, xIndex, zIndex, position, featureNum, newFigureInTranversal, verbose)\r\n    local nameOfFeature = featureList[featureNum].nameOfFeature\r\n    local featureOpenings = featureList[featureNum].openings\r\n    if not ((xIndex == lastPlacedTileX and zIndex == lastPlacedTileZ) or (tileHasMagicPortal and table.contains(FOLLOWER_TYPES, newFigure.getVar('figureName'))) or newFigure.getVar('figureName') == 'Barn' or nameOfFeature == 'Tower Foundation' or string.sub(nameOfFeature,1,6) == 'Crown-') then\r\n        if verbose then allErrorMessage(\"Invalid Location: You must place the figure on the tile you had just placed.\", activePlayers[currentPlayer]) end\r\n        return\r\n    end\r\n    local dragon = getObjectFromGUID(dragon_GUID)\r\n    if controlPanelSettings['PnDDragon'] and dragon ~= nil and newFigure.getVar('figureName') ~= 'Barn' and (table.contains(FOLLOWER_TYPES, newFigure.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, newFigure.getVar('figureName'))) then\r\n        if xIndex == math.floor((dragon.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING) and\r\n           zIndex == math.floor((dragon.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING) then\r\n            if verbose then allErrorMessage(\"Invalid Location: Cannot place a figure on the tile containing the dragon.\", activePlayers[currentPlayer]) end\r\n            return false\r\n        end\r\n    end\r\n    if nameOfFeature == 'River' then\r\n        if verbose then allErrorMessage(\"Invalid Location: You can't occupy a river.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Carcassonne' or string.sub(nameOfFeature,1,8) == 'Quarter-' then\r\n        if verbose then allErrorMessage(\"Invalid Location: You cannot place a figure in the City of Carcassonne at this stage in the game.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if string.sub(nameOfFeature,1,6) == 'Flier-' then\r\n        if controlPanelSettings['FlierFlier'] then\r\n            if table.contains(FOLLOWER_TYPES, newFigure.getVar('figureName')) then\r\n                return true\r\n            else\r\n                if verbose then allErrorMessage(\"Invalid Location: Only a follower can be placed on a flier. Valid followers: Follower, Big Follower, Wagon, Mayor.\", activePlayers[currentPlayer]) end\r\n                return false\r\n            end\r\n        else\r\n            if verbose then allErrorMessage(\"The Flier was disabled in the control panel. You may not place anything on the flier.\", activePlayers[currentPlayer]) end\r\n            return false\r\n        end\r\n    end\r\n    if nameOfFeature == 'Tower Foundation' then\r\n        if newFigure.getVar('figureName') ~= 'Follower' and newFigure.getVar('figureName') ~= 'Big Follower' and newFigure.getVar('figureName') ~= 'Tower' then\r\n            if verbose then allErrorMessage(\"Invalid Location: Only towers can be placed on tower foundations. Only additional towers, normal followers, and big followers can be placed on towers.\", activePlayers[currentPlayer]) end\r\n            return false\r\n        else\r\n            local hasTower = false\r\n            for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n                local nestedXIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                local nestedZIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                if xIndex == nestedXIndex and zIndex == nestedZIndex then\r\n                    local tile, rotation\r\n                    if tileGridOccupied(xIndex, zIndex) then\r\n                        tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                        rotation = tileGrid[xIndex][zIndex].rotation\r\n                    else\r\n                        allErrorMessage(\"ERROR: Something went very wrong.\", activePlayers[currentPlayer])\r\n                        return false\r\n                    end\r\n                    local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                    local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                    xPosition = xPosition - xIndex\r\n                    zPosition = zPosition - zIndex\r\n                    local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, true)\r\n                    if closestPosition == position and obj.getGUID() ~= newFigure.getGUID() then\r\n                        if obj.getVar('figureName') == 'Follower' or obj.getVar('figureName') == 'Big Follower' then\r\n                            if verbose then allErrorMessage(\"Invalid Location: This tower already has a follower on it.\", activePlayers[currentPlayer]) end\r\n                            return false\r\n                        elseif obj.getVar('figureName') == 'Tower' then\r\n                            hasTower = true\r\n                        elseif tostring(obj) == 'Card(Clone) (LuaGameObjectScript)' then\r\n                            --it's the tile, we can ignore it\r\n                        elseif obj.getVar('figureName') ~= GOLD_BAR_NAME then\r\n                            if verbose then allErrorMessage(\"ERROR: There is an illegal piece in this tower location: \" .. obj.getName(), activePlayers[currentPlayer]) end\r\n                            return false\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n            if (newFigure.getVar('figureName') == 'Follower' or newFigure.getVar('figureName') == 'Big Follower') and not hasTower then\r\n                if verbose then allErrorMessage(\"Invalid Location: Followers cannot be placed on tower foundations.\", activePlayers[currentPlayer]) end\r\n                return false\r\n            end\r\n            return true\r\n        end\r\n    end\r\n    if string.sub(nameOfFeature,1,6) == 'Crown-' and newFigure.getVar('figureName') ~= 'Follower' and newFigure.getVar('figureName') ~= 'Big Follower' then\r\n        if verbose then allErrorMessage(\"Invalid Location: Only followers can be placed on Crown spaces.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Shepherd' and nameOfFeature ~= 'Field' then\r\n        if verbose then allErrorMessage(\"Invalid Location: Shepherd can only be placed on fields.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Abbot' and not (nameOfFeature == 'Garden' or nameOfFeature == 'Cloister' or nameOfFeature == 'Abbey') then\r\n        if verbose then allErrorMessage(\"Invalid Location: An abbot can only be placed on a garden or cloister.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') ~= 'Abbot' and nameOfFeature == 'Garden' then\r\n        if verbose then allErrorMessage(\"Invalid Location: Only an abbot can be placed on a garden.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Builder' and nameOfFeature ~= 'Road' and nameOfFeature ~= 'City' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A builder can only be placed on roads and cities.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Pig' and nameOfFeature ~= 'Field' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A pig can only be placed on fields.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Mayor' and nameOfFeature ~= 'City' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A mayor can only occupy a city.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Wagon' and nameOfFeature == 'Field' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A wagon cannot occupy a field.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Road' and controlPanelSettings['BaseDisableRoads'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Roads are disabled via the house rules.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'City' and controlPanelSettings['BaseDisableCities'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Cities are disabled via the house rules.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Cloister' and controlPanelSettings['BaseDisableCloisters'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Cloisters are disabled via the house rules.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Field' and newFigure.getVar('figureName') ~= 'Shepherd' and controlPanelSettings['BaseDisableFarms'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Farms are disabled via the house rules.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Barn' then\r\n        if nameOfFeature ~= 'Field' or not checkBarn(position, xIndex, zIndex) then\r\n            if verbose then allErrorMessage(\"Invalid Location: A barn can only be placed on a corner of fields.\", activePlayers[currentPlayer]) end\r\n            return false\r\n        end\r\n    end\r\n    if featureOpenings == 0 and not (xIndex == lastPlacedTileX and zIndex == lastPlacedTileZ) and not string.sub(nameOfFeature,1,6) == 'Crown-' and newFigure.getVar('figureName') ~= 'Barn' then\r\n        if verbose then allErrorMessage(\"Invalid Location: You may not use the magic portal to place a follower on a completed feature.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n\r\n    local numFollowers = 0\r\n    local numCurrentPlayerFollowers = 0\r\n    local numShepherds = 0\r\n    local numBarns = 0\r\n\r\n    if activeFigures[featureNum] ~= nil then\r\n        for _, obj in ipairs(activeFigures[featureNum].followers) do\r\n            if obj ~= newFigure then\r\n                if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) then\r\n                    numFollowers = numFollowers + 1\r\n                    if obj.getVar('owner') == activePlayers[currentPlayer] then\r\n                        numCurrentPlayerFollowers = numCurrentPlayerFollowers + 1\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        for _, obj in ipairs(activeFigures[featureNum].specialFigures) do\r\n            if obj ~= newFigure then\r\n                if obj.getVar('figureName') == 'Shepherd' then\r\n                    numShepherds = numShepherds + 1\r\n                elseif obj.getVar('figureName') == 'Barn' then\r\n                    numBarns = numBarns + 1\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if newFigure.getVar('figureName') == 'Builder' and numCurrentPlayerFollowers == 0 then\r\n        if verbose then allErrorMessage(\"Invalid Location: A builder can only be placed on a road/city containing at least one of your followers.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Pig' and numCurrentPlayerFollowers == 0 then\r\n        if verbose then allErrorMessage(\"Invalid Location: A pig can only be placed on a field containing at least one of your followers.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if (table.contains(FOLLOWER_TYPES, newFigure.getVar('figureName')) and numFollowers == 0 and numBarns == 0) or\r\n        (newFigure.getVar('figureName') == 'Shepherd' and numShepherds == 0) or\r\n        (newFigure.getVar('figureName') == 'Barn' and numBarns == 0) or\r\n         newFigure.getVar('figureName') == 'Builder' or newFigure.getVar('figureName') == 'Pig' then\r\n        return true\r\n    else\r\n        if verbose then allErrorMessage(\"Invalid Location: Feature already occupied.\", activePlayers[currentPlayer]) end\r\n    end\r\n    return false\r\nend\r\n\r\nfunction isValidWagonLocation(newFigure, featureNum, verbose)\r\n    local nameOfFeature = featureList[featureNum].nameOfFeature\r\n    local featureOpenings = featureList[featureNum].openings\r\n    if nameOfFeature == 'River' then\r\n        if verbose then allErrorMessage(\"Invalid Location: You can't occupy a river.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Carcassonne' or string.sub(nameOfFeature,1,8) == 'Quarter-' then\r\n        if verbose then allErrorMessage(\"Invalid Location: You cannot place a figure in the City of Carcassonne at this stage in the game.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Field' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A wagon cannot occupy a field.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Road' and controlPanelSettings['BaseDisableRoads'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Roads are disabled via the house rules.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'City' and controlPanelSettings['BaseDisableCities'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Cities are disabled via the house rules.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Cloister' and controlPanelSettings['BaseDisableCloisters'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Cloisters are disabled via the house rules.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n\r\n    local wagonFeatureNum = wagonFeatures[activePlayers[currentMiniTurn]]\r\n    if linkedFeatures['Road Intersection'][wagonFeatureNum] == nil or linkedFeatures['Road Intersection'][wagonFeatureNum][featureNum] ~= true then\r\n        if verbose then allErrorMessage(\"Invalid Location: Not connected to the previous feature by road.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n\r\n    if table.contains(CLOISTER_FEATURES, nameOfFeature) then\r\n        featureOpenings = 8\r\n        for x=-1, 1 do\r\n            for z=-1, 1 do\r\n                if not (x == 0 and z == 0) and tileGridOccupied(featureList[featureNum].featureLocation.x + x, featureList[featureNum].featureLocation.z + z) then\r\n                    featureOpenings = featureOpenings - 1\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    if featureOpenings > 0 then\r\n        for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n            if obj ~= newFigure and table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) then\r\n                local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n                    local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                    local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                    xPosition = xPosition - xIndex\r\n                    zPosition = zPosition - zIndex\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    local rotation = tileGrid[xIndex][zIndex].rotation\r\n                    local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, false)\r\n                    local followerFeatureNum = featureMap[xIndex][zIndex][closestPosition]\r\n\r\n                    if followerFeatureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(closestPosition * 2) + 3] ~= nil then\r\n                        if featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'Road' and featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'River' then\r\n                            followerFeatureNum = featureMap[xIndex][zIndex][(closestPosition * 2) + 3]\r\n                        end\r\n                    end\r\n\r\n                    if followerFeatureNum == featureNum then\r\n                        if verbose then allErrorMessage(\"Invalid Location: Feature already occupied.\", activePlayers[currentMiniTurn]) end\r\n                        return false\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        return true\r\n    end\r\n    if verbose then allErrorMessage(\"Invalid Location: Feature already finished. You must place the wagon in an incomplete feature\", activePlayers[currentMiniTurn]) end\r\n    return false\r\nend\r\n\r\nfunction isValidFlierLocation(newFigure, xIndex, zIndex, position, nameOfFeature, featureOpenings, verbose)\r\n    if newFigure.getVar('figureName') == 'Abbot' and nameOfFeature ~= 'Garden' and nameOfFeature ~= 'Cloister' and nameOfFeature ~= 'Abbey' then\r\n        if verbose then allErrorMessage(\"Invalid Location: An abbot can only be placed on a garden or cloister.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Mayor' and nameOfFeature ~= 'City' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A mayor can only occupy a city.\", activePlayers[currentPlayer]) end\r\n        return\r\n    end\r\n    if nameOfFeature ~= 'City' and nameOfFeature ~= 'Road' and nameOfFeature ~= 'Cloister' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A flier can only be placed on a city, road, or cloister.\", activePlayers[currentPlayer]) end\r\n        return\r\n    end\r\n    if featureOpenings == 0 then\r\n        if verbose then allErrorMessage(\"Invalid Location: You may only place the flier on an incomplete feature.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    return true\r\nend\r\n\r\nfunction isValidCoCLocation(newFigure, xIndex, zIndex, position, featureNum, newFigureInTranversal, verbose)\r\n    local nameOfFeature = featureList[featureNum].nameOfFeature\r\n\r\n    if not (table.contains(FOLLOWER_TYPES, newFigure.getVar('figureName')) or newFigure.getVar('figureName') == 'Count') then\r\n        if verbose then allErrorMessage(\"Invalid Location: Only a follower can be placed at this stage of the game. Valid followers: Follower, Big Follower, Wagon, Mayor.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Carcassonne' then\r\n        if verbose then allErrorMessage(\"Invalid Location: The figure must be placed in one of four specific quarters within the city.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if string.sub(nameOfFeature,1,8) ~= 'Quarter-' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A figure can only be placed within the City of Carcassonne at this stage of the game.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Abbot' and nameOfFeature ~= 'Quarter-Cathedral' then\r\n        if verbose then allErrorMessage(\"Invalid Location: An abbot can only be placed in the cathedral quarter.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Mayor' and nameOfFeature ~= 'Quarter-Castle' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A mayor can only be placed in the castle quarter.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if newFigure.getVar('figureName') == 'Wagon' and nameOfFeature == 'Quarter-Market' then\r\n        if verbose then allErrorMessage(\"Invalid Location: A wagon cannot be placed in the market quarter.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Quarter-Blacksmith' and controlPanelSettings['BaseDisableRoads'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Roads are currently disabled in the house rules. Cannot use the Blacksmith Quarter.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Quarter-Castle' and controlPanelSettings['BaseDisableCities'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Cities are currently disabled in the house rules. Cannot use the Castle Quarter.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Quarter-Market' and controlPanelSettings['BaseDisableFields'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Fields are currently disabled in the house rules. Cannot use the Market Quarter.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    if nameOfFeature == 'Quarter-Cathedral' and controlPanelSettings['BaseDisableCloisters'] then\r\n        if verbose then allErrorMessage(\"Invalid Location: Cloisters are currently disabled in the house rules. Cannot use the Cathedral Quarter.\", activePlayers[currentPlayer]) end\r\n        return false\r\n    end\r\n    return true\r\nend\r\n\r\nfunction isValidLocationFromCoC(newFigure, featureNum, newFigureInTranversal, verbose)\r\n    local nameOfFeature = featureList[featureNum].nameOfFeature\r\n    local openings = featureList[featureNum].openings\r\n    if carcassonneFigures[newFigure.getVar('owner')] == nil or carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] == nil then\r\n        if verbose then allErrorMessage(\"Error: Only followers from the City of Carcassonne can be placed now.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n\r\n    local validFeature\r\n    if carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] == 'Blacksmith' then\r\n        validFeature = 'Road'\r\n    elseif carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] == 'Castle' then\r\n        validFeature = 'City'\r\n    elseif carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] == 'Cathedral' then\r\n        validFeature = 'Cloister'\r\n    elseif carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] == 'Market' then\r\n        validFeature = 'Field'\r\n    else\r\n        if verbose then allErrorMessage(\"Error: Unrecognized feature: \" .. carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] .. \" Please tell the dev.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n\r\n    if nameOfFeature == 'Abbey' or nameOfFeature == 'Shrine' then\r\n        nameOfFeature = 'Cloister'\r\n    end\r\n\r\n    if nameOfFeature ~= validFeature then\r\n        if verbose then allErrorMessage(\"Invalid Location: This figure was in the \" .. carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] .. \" Quarter and can only be placed on a completed \" .. validFeature, activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n\r\n    if openings ~= 0 and carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] ~= 'Market' and not gameover then\r\n        if verbose then allErrorMessage(\"Invalid Location: Followers from the City of Carcassonne can only be placed on completed features.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n    if openings == 0 and carcassonneFigures[newFigure.getVar('owner')][newFigure.getGUID()] ~= 'Market' and gameover then\r\n        if verbose then allErrorMessage(\"Invalid Location: Followers from the City of Carcassonne can only be placed on incomplete features at the end of the game.\", activePlayers[currentMiniTurn]) end\r\n        return false\r\n    end\r\n\r\n    if gameover then return true end\r\n\r\n    local tile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    local tileRotation = tileGrid[lastPlacedTileX][lastPlacedTileZ].rotation\r\n\r\n    if tile.getTable('sides')[1] ~= 'Abbey' then\r\n        local positionsToVisit = {}\r\n\r\n        local specialFeatures = tile.getTable('specialFeatures')\r\n        if specialFeatures ~= nil then\r\n            for i, feature in ipairs(specialFeatures) do\r\n                if feature[3] ~= nil and feature[1] ~= 'Tower Foundation' then\r\n                    table.insert(positionsToVisit, i+12)\r\n                end\r\n            end\r\n        end\r\n        for i=1, 12 do\r\n            table.insert(positionsToVisit, i)\r\n        end\r\n        for _, i in ipairs(positionsToVisit) do\r\n            local direction\r\n            if i < 5 then\r\n                direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n            elseif i < 13 then\r\n                direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n            else\r\n                direction = i\r\n            end\r\n            local nestedFeatureNum = featureMap[lastPlacedTileX][lastPlacedTileZ][direction]\r\n            if nestedFeatureNum == nil and i < 5 and featureMap[lastPlacedTileX][lastPlacedTileZ][(direction * 2) + 3] ~= nil and featureMap[lastPlacedTileX][lastPlacedTileZ][(direction * 2) + 3] == featureMap[lastPlacedTileX][lastPlacedTileZ][(direction * 2) + 4] then\r\n               nestedFeatureNum = featureMap[lastPlacedTileX][lastPlacedTileZ][(direction * 2) + 3]\r\n            end\r\n            if nameOfFeature == 'Field' and table.contains(barnFeatureNumbers, featureNum) then\r\n                return true\r\n            elseif nameOfFeature ~= 'Field' and featureNum == nestedFeatureNum then\r\n                return true\r\n            end\r\n        end\r\n    else --if an abbey was used, then we cannot simply traverse it's features like above in order to find completed features. instead, we traverse the surrounding features\r\n        for i=1, 12 do\r\n            if i < 5 and controlPanelSettings['KnRBRobber'] then\r\n                local direction = (3 + i + tileRotation) % 4 + 1\r\n                local newX = lastPlacedTileX + SIDE_DELTA[direction].x\r\n                local newZ = lastPlacedTileZ + SIDE_DELTA[direction].z\r\n                if tileGridOccupied(newX, newZ) then\r\n                    local adjacentTile = getObjectFromGUID(tileGrid[newX][newZ].tile_guid)\r\n                    local adjacentTileRotation = tileGrid[newX][newZ].rotation\r\n                    local adjacentTilePosition\r\n                    if direction < 5 then\r\n                        adjacentTilePosition = (3 + direction + adjacentTileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                    elseif direction < 13 then\r\n                        adjacentTilePosition = (3 + direction + ((adjacentTileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                    else\r\n                        adjacentTilePosition = direction\r\n                    end\r\n                    local nestedFeatureNum = featureMap[newX][newZ][adjacentTilePosition]\r\n                    if nestedFeatureNum == nil and direction < 5 and featureMap[newX][newZ][(adjacentTilePosition * 2) + 3] ~= nil and featureMap[newX][newZ][(adjacentTilePosition * 2) + 3] == featureMap[newX][newZ][(adjacentTilePosition * 2) + 4] then\r\n                       nestedFeatureNum = featureMap[newX][newZ][(adjacentTilePosition * 2) + 3]\r\n                    end\r\n                    if nameOfFeature ~= 'Field' and featureNum == nestedFeatureNum then\r\n                        return true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    if nameOfFeature == 'Cloister' then\r\n        for _, offset in ipairs(DIAGONAL_DELTA) do\r\n            local neighborX = lastPlacedTileX + offset.x\r\n            local neighborZ = lastPlacedTileZ + offset.z\r\n            if tileGridOccupied(neighborX, neighborZ) then\r\n                for _, neighborFeatureNum in pairs(featureMap[neighborX][neighborZ]) do\r\n                    if featureNum == neighborFeatureNum then\r\n                        return true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    if verbose then allErrorMessage(\"Invalid Location: Followers from the City of Carcassonne can only be placed on features that were completed with the last tile.\", activePlayers[currentMiniTurn]) end\r\n    return false\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\move_validation\n\r\n----#include !\\TTSCarcassonne\\scripts\\feature_map_management\n--These functions store basic information about the features on the tiles, along with a feature map in order to arbitrarily find those feastures\r\n--This new system is intended to replace the old method of using recusion to traverse the tiles, which should save time when the AI is making decisions\r\n--recursion is still needed when removing tiles, but this should be a rare event\r\n\r\nfunction addTile(xIndex, zIndex, tile, rotation, temp)\r\n    if startingTile_GUID == nil and tile.getVar('isStartingPiece') and not temp then\r\n        startingTile_GUID = tile.getGUID()\r\n        linkedFeatures = {['City-Field'] = {}, ['Road Intersection'] = {}}\r\n        validTileLocations = {}\r\n        tileConnectionOdds = {}\r\n        featureMap = {}\r\n        featureIndex = 0\r\n        featureList = {}\r\n    end\r\n    if startingRiverTile_GUID == nil and tile.getVar('isStartingPiece') and not temp then\r\n        startingRiverTile_GUID = tile.getGUID()\r\n    end\r\n    if temp then --do not modify the original data. If anything is modified, make a copy of it before modifying\r\n        tempLinkedFeatures = {['City-Field'] = {}, ['Road Intersection'] = {}}\r\n        tempValidTileLocations = {}\r\n        tempTileConnectionOdds = {}\r\n        tempFeatureMap = {}\r\n        tempFeatureIndex = featureIndex\r\n        tempFeatureList = {}\r\n        tempJoinedFeature = {}\r\n    else\r\n        --if the newest tile is at the edge of the play area, then shift it if there is room\r\n        --https://stackoverflow.com/a/1252776\r\n        local next = next\r\n        if xIndex == MIN_X and (tileGrid[MAX_X] == nil or next(tileGrid[MAX_X]) == nil) then\r\n            shiftPlayArea(1, 0)\r\n            xIndex = xIndex + 1\r\n        end\r\n        if xIndex == MAX_X and (tileGrid[MIN_X] == nil or next(tileGrid[MIN_X]) == nil) then\r\n            shiftPlayArea(-1, 0)\r\n            xIndex = xIndex - 1\r\n        end\r\n        if zIndex == MIN_Z then\r\n            local atEdge = false;\r\n            for _, tileColumn in pairs(tileGrid) do\r\n                if tileColumn[MAX_Z] ~= nil then\r\n                    atEdge = true;\r\n                    break;\r\n                end\r\n            end\r\n            if not atEdge then\r\n                shiftPlayArea(0, 1)\r\n                zIndex = zIndex + 1\r\n            end\r\n        end\r\n        if zIndex == MAX_Z then\r\n            local atEdge = false;\r\n            for _, tileColumn in pairs(tileGrid) do\r\n                if tileColumn[MIN_Z] ~= nil then\r\n                    atEdge = true;\r\n                    break;\r\n                end\r\n            end\r\n            if not atEdge then\r\n                shiftPlayArea(0, -1)\r\n                zIndex = zIndex - 1\r\n            end\r\n        end\r\n        if tile.getGUID() == finalTile_GUID then\r\n            finalTile_GUID = nil\r\n        end\r\n        if tile.getGUID() == finalRiverTile_GUID then\r\n            finalRiverTile_GUID = nil\r\n        end\r\n        if tile.getGUID() == forkTile_GUID then\r\n            forkTile_GUID = nil\r\n        end\r\n        if tile.getGUID() == springTile_GUID then\r\n            springTile_GUID = nil\r\n        end\r\n        if tile.getGUID() == lakeTile_GUID then\r\n            lakeTile_GUID = nil\r\n        end\r\n\r\n        if featureMap[xIndex] == nil then featureMap[xIndex] = {} end\r\n        if featureMap[xIndex][zIndex] == nil then featureMap[xIndex][zIndex] = {} end\r\n        if tileGrid[xIndex] == nil then tileGrid[xIndex] = {} end\r\n        tileGrid[xIndex][zIndex] = {}\r\n        tileGrid[xIndex][zIndex].tile_guid = tile.getGUID()\r\n        tileGrid[xIndex][zIndex].rotation = rotation\r\n        lastPlacedTileX = xIndex\r\n        lastPlacedTileZ = zIndex\r\n        if lastPlacedPlayerTiles[activePlayers[currentPlayer]] ~= nil then\r\n            local coordinates = lastPlacedPlayerTiles[activePlayers[currentPlayer]]\r\n            if tileGrid[coordinates.x][coordinates.z] ~= nil then\r\n                local tile = getObjectFromGUID(tileGrid[coordinates.x][coordinates.z].tile_guid)\r\n                tile.highlightOff()\r\n            end\r\n        end\r\n        lastPlacedPlayerTiles[activePlayers[currentPlayer]] = {x=xIndex, z=zIndex}\r\n    end\r\n    local targetLinkedFeatures\r\n    local targetFeatureMap\r\n    local targetFeatureList\r\n    if temp then\r\n        targetLinkedFeatures = tempLinkedFeatures\r\n        targetFeatureMap = tempFeatureMap\r\n        targetFeatureList = tempFeatureList\r\n    else\r\n        targetLinkedFeatures = linkedFeatures\r\n        targetFeatureMap = featureMap[xIndex][zIndex]\r\n        targetFeatureList = featureList\r\n    end\r\n    local visitedFeatures = {}\r\n    local features = tile.getTable('specialFeatures')\r\n    local numSpecialFeatures = 0\r\n    local invalidatedFeatureCoordinates = {}\r\n    local alreadyAddedFeatures = {} --to handle a special case where the same feature can be merged by multiple separate features on the tile, in which case numTiles should only be increased once\r\n    if features ~= nil then numSpecialFeatures = #features end\r\n    local numFeatures = 12 + numSpecialFeatures\r\n    for position=1, numFeatures do\r\n        local nameOfFeature = getFeatureName(tile, position)\r\n        if (position > 4 or nameOfFeature == 'Road' or nameOfFeature == 'River' or nameOfFeature == 'Abbey') and not (position > 12 and features[position-12][3] == nil) and not visitedFeatures[position] then\r\n            local featurePositions = {}\r\n            local linkedSpecialFeatures = {}\r\n            local connectedFeatures = {}\r\n            local featureOpenings = 0\r\n            local featureOpeningCoords = {}\r\n            local links = nil\r\n\r\n            if position < 5 then\r\n                links = tile.getTable('linkedQuadrants')\r\n            elseif position < 13 then\r\n                links = tile.getTable('linkedOctants')\r\n            end\r\n            local visitedPosition = false\r\n            while not visitedPosition do\r\n                if links ~= nil then\r\n                    for _, link in ipairs(links) do\r\n                        --HACK: Because quadrants and octants can't be linked, Abbeys create a scenario where they get different feature numbers.\r\n                        --The least hacky way I could fix it (without having to redo huge chunks of code) was as follows, in addition to linking all 12 positions to the 13th on the tiles...\r\n                        if nameOfFeature == 'Abbey' and position < 13 then\r\n                            link = {1,2,3,4,5,6,7,8,9,10,11,12}\r\n                        end\r\n                        if table.contains(link, position) then\r\n                            visitedPosition = true\r\n                            for _, nestedPosition in ipairs(link) do\r\n                                featurePositions[nestedPosition] = true\r\n                                if nestedPosition < 13 then\r\n                                    local connectedTilePosition\r\n                                    local connectedX, connectedZ\r\n                                    if nestedPosition < 5 then\r\n                                        local direction = (3 + nestedPosition + rotation) % 4 + 1\r\n                                        local sideDirection = (3 + nestedPosition + rotation) % 4 + 1\r\n                                        connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                                        connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n                                        connectedTilePosition = (3 + nestedPosition + rotation - TILE_STANDARD_ROTATION + TILE_180_ROTATION) % 4 + 1\r\n                                    else\r\n                                        local direction = (3 + nestedPosition + (rotation * 2)) % 8 + 5\r\n                                        local sideDirection = math.floor(((3 + nestedPosition + (rotation * 2)) % 8 + 5 - 3) / 2)\r\n                                        connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                                        connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n                                        connectedTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (TILE_STANDARD_ROTATION * 2) - 4) % 8 + 5\r\n                                    end\r\n                                    if featureMap[connectedX] ~= nil and featureMap[connectedX][connectedZ] ~= nil and featureMap[connectedX][connectedZ][connectedTilePosition] ~= nil then\r\n                                        if nameOfFeature ~= 'Abbey' then\r\n                                            featureOpenings = featureOpenings - 1\r\n                                            if not table.contains(connectedFeatures, featureMap[connectedX][connectedZ][connectedTilePosition]) then\r\n                                                table.insert(connectedFeatures, featureMap[connectedX][connectedZ][connectedTilePosition])\r\n                                            end\r\n                                        else\r\n                                            if temp and tempFeatureList[featureMap[connectedX][connectedZ][connectedTilePosition]] == nil then\r\n                                                tempFeatureList[featureMap[connectedX][connectedZ][connectedTilePosition]] = {}\r\n                                            end\r\n                                            targetFeatureList[featureMap[connectedX][connectedZ][connectedTilePosition]].openings = featureList[featureMap[connectedX][connectedZ][connectedTilePosition]].openings - 1\r\n                                        end\r\n                                    elseif nameOfFeature ~= 'Abbey' then\r\n                                        featureOpenings = featureOpenings + 1\r\n                                        featureOpeningCoords[connectedX .. \"-\" .. connectedZ] = true\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n                if not visitedPosition then\r\n                    links = {{position}}\r\n                end\r\n            end\r\n            if features ~= nil then\r\n                for i, feature in ipairs(features) do\r\n                    if feature[2] ~= nil then\r\n                        if table.contains(feature[2], position) then\r\n                            if feature[3] ~= nil then\r\n                                featurePositions[i+12] = true\r\n                                --print(\"adding non-standard position: \" .. feature[1])\r\n                            elseif feature[1] ~= 'City-Field' and feature[1] ~= 'Road Intersection' then\r\n                                table.insert(linkedSpecialFeatures, feature[1])\r\n                                --print(\"adding special feature: \" .. feature[1])\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n\r\n            local newFeatureIndex\r\n            if #connectedFeatures > 0 then --this feature joined with an existing one, so we'll just add to that\r\n                newFeatureIndex = connectedFeatures[1]\r\n\r\n                if temp then\r\n                    if tempFeatureList[newFeatureIndex] == nil then\r\n                        tempFeatureList[newFeatureIndex] = {}\r\n                    end\r\n                    tempFeatureList[newFeatureIndex].specialFeatures = table.shallow_copy(featureList[newFeatureIndex].specialFeatures)\r\n                    tempFeatureList[newFeatureIndex].nameOfFeature = featureList[newFeatureIndex].nameOfFeature\r\n                end\r\n\r\n                for _, specialFeature in ipairs(linkedSpecialFeatures) do\r\n                    table.insert(targetFeatureList[newFeatureIndex].specialFeatures, specialFeature)\r\n                end\r\n                targetFeatureList[newFeatureIndex].openings = featureList[newFeatureIndex].openings + featureOpenings\r\n                for key, opening in pairs(featureList[newFeatureIndex].openingCoords) do\r\n                    if key ~= xIndex .. \"-\" .. zIndex then\r\n                        featureOpeningCoords[key] = true\r\n                    end\r\n                end\r\n                targetFeatureList[newFeatureIndex].openingCoords = featureOpeningCoords\r\n                if nameOfFeature == 'Field' then\r\n                    targetFeatureList[newFeatureIndex].numTiles = 0\r\n                elseif alreadyAddedFeatures[newFeatureIndex] ~= true then\r\n                    targetFeatureList[newFeatureIndex].numTiles = featureList[newFeatureIndex].numTiles + 1\r\n                end\r\n\r\n                if temp then\r\n                    if linkedFeatures['City-Field'][newFeatureIndex] ~= nil then\r\n                        tempLinkedFeatures['City-Field'][newFeatureIndex] = table.shallow_copy(linkedFeatures['City-Field'][newFeatureIndex])\r\n                    end\r\n                    if linkedFeatures['Road Intersection'][newFeatureIndex] ~= nil then\r\n                        tempLinkedFeatures['Road Intersection'][newFeatureIndex] = table.shallow_copy(linkedFeatures['Road Intersection'][newFeatureIndex])\r\n                    end\r\n                end\r\n\r\n                if #connectedFeatures > 1 then --this feature merged with more than one feature, so we'll need to do a bit more work to merge them\r\n                    local visitedTiles = {}\r\n                    for i, connectedFeature in ipairs(connectedFeatures) do\r\n                        for linkType, originFeatures in pairs(linkedFeatures) do\r\n                            if linkedFeatures[linkType][connectedFeature] ~= nil then\r\n                                for destinationFeature, _ in pairs(linkedFeatures[linkType][connectedFeature]) do\r\n                                    if destinationFeature ~= newFeatureIndex then --don't copy a reference to itself\r\n                                        if linkedFeatures[linkType][newFeatureIndex] == nil then\r\n                                            targetLinkedFeatures[linkType][newFeatureIndex] = {}\r\n                                        end\r\n                                        targetLinkedFeatures[linkType][newFeatureIndex][destinationFeature] = true\r\n                                    end\r\n                                end\r\n                            end\r\n                            for originFeature, _ in pairs(originFeatures) do\r\n                                if originFeature ~= newFeatureIndex then --don't copy a reference to itself\r\n                                    if linkedFeatures[linkType][originFeature][connectedFeature] ~= nil then\r\n                                        if temp then\r\n                                            --if a link needs to be changed then it needs to be copied from the original table if it exists\r\n                                            if tempLinkedFeatures[linkType][originFeature] == nil then\r\n                                                if linkedFeatures[linkType][originFeature] ~= nil then\r\n                                                    tempLinkedFeatures[linkType][originFeature] = table.shallow_copy(linkedFeatures[linkType][originFeature])\r\n                                                else\r\n                                                    tempLinkedFeatures[linkType][originFeature] = {}\r\n                                                end\r\n                                            end\r\n                                        else\r\n                                            if linkedFeatures[linkType][originFeature] == nil then\r\n                                                linkedFeatures[linkType][originFeature] = {}\r\n                                            end\r\n                                        end\r\n                                        targetLinkedFeatures[linkType][originFeature][newFeatureIndex] = true\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                        if i == 1 then\r\n                            if nameOfFeature ~= 'Field' then\r\n                                for nestedX, featureColumn in pairs(featureMap) do\r\n                                    for nestedZ, tileFeatures in pairs(featureColumn) do\r\n                                        for nestedFeature, feature in pairs(tileFeatures) do\r\n                                            if feature == connectedFeature then\r\n                                                if visitedTiles[nestedX] == nil then visitedTiles[nestedX] = {} end\r\n                                                visitedTiles[nestedX][nestedZ] = true\r\n                                                break\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        else --if 2 features have been merged to one, we should combine all special features, add the openings to each other, and recalculate numTiles\r\n                            for _, specialFeature in ipairs(featureList[connectedFeature].specialFeatures) do\r\n                                table.insert(targetFeatureList[newFeatureIndex].specialFeatures, specialFeature)\r\n                            end\r\n                            targetFeatureList[newFeatureIndex].openings = targetFeatureList[newFeatureIndex].openings + featureList[connectedFeature].openings\r\n                            for openingCoord, _ in pairs(featureList[connectedFeature].openingCoords) do\r\n                                if openingCoord ~= xIndex .. \"-\" .. zIndex then\r\n                                    targetFeatureList[newFeatureIndex].openingCoords[openingCoord] = true\r\n                                    invalidatedFeatureCoordinates[openingCoord] = true\r\n                                end\r\n                            end\r\n                            if temp then\r\n                                tempJoinedFeature[connectedFeature] = newFeatureIndex\r\n                            end\r\n                            for nestedX, featureColumn in pairs(featureMap) do\r\n                                for nestedZ, tileFeatures in pairs(featureColumn) do\r\n                                    for nestedFeature, feature in pairs(tileFeatures) do\r\n                                        if feature == connectedFeature then\r\n                                            --print(\"feature \" .. newFeatureIndex .. \" on x:\" .. nestedX .. \" y:\" .. nestedZ .. \" assigned to position \" .. nestedFeature)\r\n                                            if not temp then\r\n                                                featureMap[nestedX][nestedZ][nestedFeature] = newFeatureIndex\r\n                                            end\r\n                                            if nameOfFeature ~= 'Field' then\r\n                                                if visitedTiles[nestedX] == nil then visitedTiles[nestedX] = {} end\r\n                                                if not visitedTiles[nestedX][nestedZ] then\r\n                                                    --since there's a chance that multiple features occupy the same tile, we can't trust the numTiles property of this feature and must recount\r\n                                                    targetFeatureList[newFeatureIndex].numTiles = targetFeatureList[newFeatureIndex].numTiles + 1\r\n                                                    visitedTiles[nestedX][nestedZ] = true\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                            if not temp then\r\n                                featureList[connectedFeature] = nil\r\n                                for linkType, originFeatures in pairs(linkedFeatures) do\r\n                                    for origin, _ in pairs(originFeatures) do\r\n                                        linkedFeatures[linkType][origin][connectedFeature] = nil\r\n                                    end\r\n                                    linkedFeatures[linkType][connectedFeature] = nil\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n                alreadyAddedFeatures[newFeatureIndex] = true\r\n            else --this feature didn't merge with any existing one, so it is brand new and should be initialized and given a new feature number\r\n                if temp then\r\n                    tempFeatureIndex = tempFeatureIndex + 1\r\n                    newFeatureIndex = tostring(tempFeatureIndex)\r\n                else\r\n                    featureIndex = featureIndex + 1\r\n                    newFeatureIndex = tostring(featureIndex)\r\n                end\r\n                targetFeatureList[newFeatureIndex] = {}\r\n                targetFeatureList[newFeatureIndex].nameOfFeature = nameOfFeature\r\n                targetFeatureList[newFeatureIndex].specialFeatures = linkedSpecialFeatures\r\n                targetFeatureList[newFeatureIndex].openings = featureOpenings\r\n                targetFeatureList[newFeatureIndex].openingCoords = featureOpeningCoords\r\n                if table.contains(PROXIMITY_FEATURES, nameOfFeature) then\r\n                    targetFeatureList[newFeatureIndex].featureLocation = {x=xIndex, z=zIndex}\r\n                    targetFeatureList[newFeatureIndex].numTiles = 1\r\n                    for i, offset in ipairs(DIAGONAL_DELTA) do\r\n                        local neighborX = xIndex + offset.x\r\n                        local neighborZ = zIndex + offset.z\r\n                        if tileGridOccupied(neighborX, neighborZ) then\r\n                            targetFeatureList[newFeatureIndex].numTiles = targetFeatureList[newFeatureIndex].numTiles + 1\r\n                            local neighborTile = getObjectFromGUID(tileGrid[neighborX][neighborZ].tile_guid)\r\n                            local neighborRotation = tileGrid[neighborX][neighborZ].rotation\r\n                            local neighborSpecialFeatures = neighborTile.getTable('specialFeatures')\r\n                            if neighborSpecialFeatures ~= nil then\r\n                                for _, neighborSpecialFeature in ipairs(neighborSpecialFeatures) do\r\n                                    if neighborSpecialFeature[1] == 'Vineyard' then\r\n                                        table.insert(linkedSpecialFeatures, neighborSpecialFeature[1])\r\n                                    end\r\n                                end\r\n                            end\r\n                        else\r\n                            targetFeatureList[newFeatureIndex].openingCoords[neighborX .. \"-\" .. neighborZ] = true\r\n                        end\r\n                    end\r\n                    targetFeatureList[newFeatureIndex].openings = 9 - targetFeatureList[newFeatureIndex].numTiles\r\n                elseif nameOfFeature ~= 'Field' then\r\n                    targetFeatureList[newFeatureIndex].numTiles = 1\r\n                else\r\n                    targetFeatureList[newFeatureIndex].numTiles = 0\r\n                end\r\n            end\r\n            for nestedPosition, featurePosition in pairs(featurePositions) do\r\n                if nestedPosition < 5 then\r\n                    direction = (3 + nestedPosition + rotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                elseif nestedPosition < 13 then\r\n                    direction = (3 + nestedPosition + ((rotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                else\r\n                    direction = nestedPosition\r\n                end\r\n                targetFeatureMap[direction] = newFeatureIndex\r\n                visitedFeatures[nestedPosition] = true\r\n            end\r\n        end\r\n    end\r\n\r\n    if features ~= nil then\r\n        for i, feature in ipairs(features) do\r\n            if feature[2] ~= nil then\r\n                if feature[1] == 'City-Field' or feature[1] == 'Road Intersection' then\r\n                    local nestedLinkedFeatures = {}\r\n                    for _, nestedPosition in ipairs(feature[2]) do\r\n                        if nestedPosition < 5 then\r\n                            direction = (3 + nestedPosition + rotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                        elseif nestedPosition < 13 then\r\n                            direction = (3 + nestedPosition + ((rotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                        else\r\n                            direction = nestedPosition\r\n                        end\r\n                        local featureNum\r\n                        featureNum = targetFeatureMap[direction]\r\n                        if not table.contains(nestedLinkedFeatures, featureNum) then\r\n                            table.insert(nestedLinkedFeatures, featureNum)\r\n                        end\r\n                    end\r\n                    for _, nestedLinkedFeature in ipairs(nestedLinkedFeatures) do\r\n                        if targetLinkedFeatures[feature[1]][nestedLinkedFeature] == nil then\r\n                            targetLinkedFeatures[feature[1]][nestedLinkedFeature] = {}\r\n                        end\r\n                        for _, nestedNestedLinkedFeature in ipairs(nestedLinkedFeatures) do\r\n                            if nestedLinkedFeature ~= nestedNestedLinkedFeature and (feature[1] == 'Road Intersection' or targetFeatureList[nestedNestedLinkedFeature].nameOfFeature ~= targetFeatureList[nestedLinkedFeature].nameOfFeature) then\r\n                                targetLinkedFeatures[feature[1]][nestedLinkedFeature][nestedNestedLinkedFeature] = true\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    addToProximityFeatures = {}\r\n    if features ~= nil then\r\n        --if this tile contains specialFeatures relevant to neighboring tiles, add them to a list (there should only ever be one proximity feature, but I'm leaving it open to shenanigan fan tiles)\r\n        for _, feature in ipairs(features) do\r\n            if feature[1] == 'Vineyard' then\r\n                table.insert(addToProximityFeatures, feature[1])\r\n            end\r\n        end\r\n    end\r\n\r\n    for _, offset in ipairs(DIAGONAL_DELTA) do\r\n        local neighborX = xIndex + offset.x\r\n        local neighborZ = zIndex + offset.z\r\n        if tileGridOccupied(neighborX, neighborZ) then\r\n            for _, neighborFeatureNum in pairs(featureMap[neighborX][neighborZ]) do\r\n                if table.contains(PROXIMITY_FEATURES, featureList[neighborFeatureNum].nameOfFeature) then\r\n                    if temp then\r\n                        tempFeatureList[neighborFeatureNum] = table.deep_copy(featureList[neighborFeatureNum])\r\n                    end\r\n                    targetFeatureList[neighborFeatureNum].numTiles = targetFeatureList[neighborFeatureNum].numTiles + 1\r\n                    targetFeatureList[neighborFeatureNum].openings = targetFeatureList[neighborFeatureNum].openings - 1\r\n                    targetFeatureList[neighborFeatureNum].openingCoords[xIndex .. \"-\" .. zIndex] = nil\r\n                    for _, neighborSpecialFeature in ipairs(addToProximityFeatures) do\r\n                        table.insert(targetFeatureList[neighborFeatureNum].specialFeatures, neighborSpecialFeature)\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    AITileAdded(xIndex, zIndex, tile, rotation, temp)\r\n    local targetTileConnectionOdds\r\n    if temp then\r\n        targetTileConnectionOdds = tempTileConnectionOdds\r\n    else\r\n        targetTileConnectionOdds = tileConnectionOdds\r\n    end\r\n    for openingCoord, _ in pairs(invalidatedFeatureCoordinates) do\r\n        if openingCoord ~= xIndex .. \"-\" .. zIndex then\r\n            local coord = string.split(openingCoord, \"-\")\r\n            local x = tonumber(coord[1])\r\n            local z = tonumber(coord[2])\r\n\r\n            targetTileConnectionOdds[openingCoord] = AICalculateLocationOdds(openingCoord, x, z, xIndex, zIndex, temp)\r\n        end\r\n    end\r\nend\r\n\r\nfunction removeTile(xIndex, zIndex, removedTile)\r\n    --if startingTile_GUID == tile.getGUID() then\r\n    --    --TODO: find new tile to be the starting tile if one exists?\r\n    --    startingTile_GUID = nil\r\n    --end\r\n\r\n    for _, featureNum in pairs(featureMap[xIndex][zIndex]) do\r\n        --remove features\r\n        featureList[featureNum] = nil\r\n        for nestedX, featureColumn in pairs(featureMap) do\r\n            for nestedZ, tileFeatures in pairs(featureColumn) do\r\n                for nestedFeature, feature in pairs(tileFeatures) do\r\n                    if feature == featureNum then\r\n                        --remove from feature map\r\n                        featureMap[nestedX][nestedZ][nestedFeature] = nil\r\n                    end\r\n                end\r\n            end\r\n        end\r\n\r\n        --remove links\r\n        for featureType, linkedSubFeatures in pairs(linkedFeatures) do\r\n            linkedFeatures[featureType][featureNum] = nil\r\n            for feature, _ in pairs(linkedSubFeatures) do\r\n                if linkedFeatures[featureType][feature][featureNum] ~= nil then\r\n                    linkedFeatures[featureType][feature][featureNum] = nil\r\n                end\r\n            end\r\n        end\r\n    end\r\n    featureMap[xIndex][zIndex] = nil\r\n\r\n    if removedTile.getTable('sides')[1] ~= 'Abbey' then\r\n        local tempLinkedFeatures = {['City-Field'] = {}, ['Road Intersection'] = {}}\r\n\r\n        for position=1, 12 do\r\n            local connectedTilePosition, featureMapPosition\r\n            local connectedX, connectedZ\r\n            local direction\r\n            if position < 5 then\r\n                direction = (3 + position + TILE_STANDARD_ROTATION) % 4 + 1\r\n                local sideDirection = (3 + position + TILE_STANDARD_ROTATION) % 4 + 1\r\n                connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n            else\r\n                direction = (3 + position + TILE_STANDARD_ROTATION) % 8 + 5\r\n                local sideDirection = math.floor(((3 + position + TILE_STANDARD_ROTATION) % 8 + 5 - 3) / 2)\r\n                connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n            end\r\n\r\n            if tileGridOccupied(connectedX, connectedZ) then\r\n                local connectedTile = getObjectFromGUID(tileGrid[connectedX][connectedZ].tile_guid)\r\n                local connectedTileRotation = tileGrid[connectedX][connectedZ].rotation\r\n\r\n                if position < 5 then\r\n                    connectedTilePosition = (3 + position + TILE_STANDARD_ROTATION - connectedTileRotation + TILE_180_ROTATION) % 4 + 1\r\n                    featureMapPosition = (3 + position + TILE_STANDARD_ROTATION - TILE_STANDARD_ROTATION + TILE_180_ROTATION) % 4 + 1\r\n                else\r\n                    connectedTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (connectedTileRotation * 2) - 4) % 8 + 5\r\n                    featureMapPosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (TILE_STANDARD_ROTATION * 2) - 4) % 8 + 5\r\n                end\r\n\r\n                local nameOfFeature = getFeatureName(connectedTile, connectedTilePosition)\r\n                if (position > 4 or nameOfFeature == 'Road' or nameOfFeature == 'River') and featureMap[connectedX][connectedZ][featureMapPosition] == nil then\r\n                    --print(position .. \": checking x:\" .. connectedX .. \" z:\" .. connectedZ .. \" tilePosition:\" .. connectedTilePosition .. \" featureMapPosition:\" .. featureMapPosition)\r\n                    local openings = getFeatureComponents(connectedX, connectedZ, connectedTilePosition, 2, true, nameOfFeature == 'City')\r\n\r\n                    featureIndex = featureIndex + 1\r\n                    newFeatureIndex = tostring(featureIndex)\r\n\r\n                    featureList[newFeatureIndex] = {}\r\n                    featureList[newFeatureIndex].nameOfFeature = nameOfFeature\r\n                    local specialFeatures = {}\r\n                    for i, specialFeature in ipairs(traversedSpecialFeatures) do\r\n                        if specialFeature ~= 'Road Intersection' and specialFeature ~= 'City-Field' and specialFeature ~= 'Completed City' then\r\n                            table.insert(specialFeatures, specialFeature)\r\n                        end\r\n                    end\r\n                    featureList[newFeatureIndex].specialFeatures = traversedSpecialFeatures\r\n                    featureList[newFeatureIndex].openings = openings\r\n                    featureList[newFeatureIndex].openingCoords = traversedOpeningCoords\r\n                    if nameOfFeature ~= 'Field' then\r\n                        featureList[newFeatureIndex].numTiles = #traversedTileCoords\r\n                    else\r\n                        featureList[newFeatureIndex].numTiles = 0\r\n                    end\r\n                    if table.contains(PROXIMITY_FEATURES, nameOfFeature) then\r\n                        featureList[newFeatureIndex].featureLocation = {x=connectedX, z=connectedZ}\r\n                    end\r\n                    tempLinkedFeatures['City-Field'][newFeatureIndex] = {}\r\n                    tempLinkedFeatures['Road Intersection'][newFeatureIndex] = {}\r\n                    for nestedXIndex, gridColumn in pairs(traversedFeaturePositions) do\r\n                        for nestedZIndex, tileLocation in pairs(gridColumn) do\r\n                            for nestedPosition, traversedFeaturePosition in pairs(tileLocation) do\r\n                                local tile = getObjectFromGUID(tileGrid[nestedXIndex][nestedZIndex].tile_guid)\r\n                                local rotation = tileGrid[nestedXIndex][nestedZIndex].rotation\r\n                                --print(\"traversing \" .. newFeatureIndex .. \" to x: \" .. nestedXIndex .. \" z: \" .. nestedZIndex .. \" pos: \" .. nestedPosition)\r\n                                if nestedPosition < 13 or tile.getTable('specialFeatures')[nestedPosition - 12][3] ~= nil then\r\n                                    if nestedPosition > 4 or nameOfFeature == 'Road' or nameOfFeature == 'River' then\r\n                                        local nestedDirection = nestedPosition\r\n                                        if nestedPosition < 5 then\r\n                                            nestedDirection = (3 + nestedPosition + rotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                                        elseif nestedPosition < 13 then\r\n                                            nestedDirection = (3 + nestedPosition + ((rotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                                        end\r\n\r\n                                        if traversedFeaturePosition == 1 then\r\n                                            --print(\"assigning \" .. newFeatureIndex .. \" to x: \" .. nestedXIndex .. \" z: \" .. nestedZIndex .. \" dir: \" .. nestedDirection .. \" pos: \" .. nestedPosition)\r\n                                            featureMap[nestedXIndex][nestedZIndex][nestedDirection] = newFeatureIndex\r\n                                        elseif traversedFeaturePosition == 2 then\r\n                                            if nameOfFeature == 'Field' then\r\n                                                table.insert(tempLinkedFeatures['City-Field'][newFeatureIndex], {x=nestedXIndex, z=nestedZIndex, position=nestedDirection})\r\n                                            elseif nameOfFeature == 'City' then\r\n                                                table.insert(tempLinkedFeatures['City-Field'][newFeatureIndex], {x=nestedXIndex, z=nestedZIndex, position=nestedDirection})\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                    for nestedXIndex, gridColumn in pairs(traversedGrid) do\r\n                        for nestedZIndex, tileLocation in pairs(gridColumn) do\r\n                            for nestedPosition, traversedPosition in pairs(tileLocation) do\r\n                                local tile = getObjectFromGUID(tileGrid[nestedXIndex][nestedZIndex].tile_guid)\r\n                                local rotation = tileGrid[nestedXIndex][nestedZIndex].rotation\r\n                                if nestedPosition < 13 or tile.getTable('specialFeatures')[nestedPosition - 12][3] ~= nil then\r\n                                    if nestedPosition > 4 or getFeatureName(tile, nestedPosition) == 'Road' or getFeatureName(tile, nestedPosition) == 'River' then\r\n                                        local nestedDirection = nestedPosition\r\n                                        if nestedPosition < 5 then\r\n                                            nestedDirection = (3 + nestedPosition + rotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                                        elseif nestedPosition < 13 then\r\n                                            nestedDirection = (3 + nestedPosition + ((rotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                                        end\r\n\r\n                                        --print(\"traversed x: \" .. nestedXIndex .. \" z: \" .. nestedZIndex .. \" dir: \" .. nestedDirection .. \" pos: \" .. nestedPosition)\r\n                                        if traversedFeaturePositions[nestedXIndex] == nil or traversedFeaturePositions[nestedXIndex][nestedZIndex] == nil or traversedFeaturePositions[nestedXIndex][nestedZIndex][nestedPosition] == nil or traversedFeaturePositions[nestedXIndex][nestedZIndex][nestedPosition] == 2 then\r\n                                            if getFeatureName(tile, nestedPosition) == 'Field' then\r\n                                                --table.insert(tempLinkedFeatures['City-Field'][newFeatureIndex], {x=nestedXIndex, z=nestedZIndex, position=nestedDirection})\r\n                                            elseif nameOfFeature == 'Field' then\r\n                                                table.insert(tempLinkedFeatures['City-Field'][newFeatureIndex], {x=nestedXIndex, z=nestedZIndex, position=nestedDirection})\r\n                                            else\r\n                                                table.insert(tempLinkedFeatures['Road Intersection'][newFeatureIndex], {x=nestedXIndex, z=nestedZIndex, position=nestedDirection})\r\n                                                --print(\"added to Road Intersection for: \" .. newFeatureIndex)\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n\r\n        --re-add links\r\n        for featureType, linkedFeatureCategory in pairs(tempLinkedFeatures) do\r\n            for newFeatureIndex, categoryLinkedFeatures in pairs(linkedFeatureCategory) do\r\n                for _, connectedFeatureDetails in ipairs(categoryLinkedFeatures) do\r\n                    local connectedFeature = featureMap[connectedFeatureDetails.x][connectedFeatureDetails.z][connectedFeatureDetails.position]\r\n\r\n                    if connectedFeature == nil and connectedFeatureDetails.position < 5 and featureMap[connectedFeatureDetails.x][connectedFeatureDetails.z][(connectedFeatureDetails.position * 2) + 3] ~= nil then\r\n                        if featureList[featureMap[connectedFeatureDetails.x][connectedFeatureDetails.z][(connectedFeatureDetails.position * 2) + 3]].nameOfFeature ~= 'Road' and featureList[featureMap[connectedFeatureDetails.x][connectedFeatureDetails.z][(connectedFeatureDetails.position * 2) + 3]].nameOfFeature ~= 'River' then\r\n                            connectedFeature = featureMap[connectedFeatureDetails.x][connectedFeatureDetails.z][(connectedFeatureDetails.position * 2) + 3]\r\n                        end\r\n                    end\r\n                    if connectedFeature == nil then\r\n                        allErrorMessage(\"no feature found at: x: \" .. connectedFeatureDetails.x .. \" z: \" .. connectedFeatureDetails.z .. \" pos: \" .. connectedFeatureDetails.position)\r\n                    else\r\n                        if connectedFeature ~= newFeatureIndex then\r\n                            if linkedFeatures[featureType][newFeatureIndex] == nil then\r\n                                linkedFeatures[featureType][newFeatureIndex] = {}\r\n                            end\r\n                            --print(\"from location: x: \" .. connectedFeatureDetails.x .. \" z: \" .. connectedFeatureDetails.z .. \" pos: \" .. connectedFeatureDetails.position)\r\n                            --print(\"adding \" .. featureType .. \" link from \" .. newFeatureIndex .. \" to \" .. connectedFeature)\r\n                            linkedFeatures[featureType][newFeatureIndex][connectedFeature] = true\r\n                            if linkedFeatures[featureType][connectedFeature] == nil then\r\n                                linkedFeatures[featureType][connectedFeature] = {}\r\n                            end\r\n                            --print(\"adding \" .. featureType .. \" link from \" .. connectedFeature .. \" to \" .. newFeatureIndex)\r\n                            linkedFeatures[featureType][connectedFeature][newFeatureIndex] = true\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    removeFromProximityFeatures = {}\r\n    local features = removedTile.getTable('specialFeatures')\r\n    if features ~= nil then\r\n        --if this tile contains specialFeatures relevant to neighboring tiles, add them to a list (there should only ever be one, but I'm leaving it open to shenanigan fan tiles)\r\n        for _, feature in ipairs(features) do\r\n            if feature[1] == 'Vineyard' then\r\n                table.insert(removeFromProximityFeatures, feature[1])\r\n            end\r\n        end\r\n    end\r\n\r\n    for _, offset in ipairs(DIAGONAL_DELTA) do\r\n        local neighborX = xIndex + offset.x\r\n        local neighborZ = zIndex + offset.z\r\n        if tileGridOccupied(neighborX, neighborZ) then\r\n            for _, neighborFeatureNum in pairs(featureMap[neighborX][neighborZ]) do\r\n                if table.contains(PROXIMITY_FEATURES, featureList[neighborFeatureNum].nameOfFeature) then\r\n                    featureList[neighborFeatureNum].numTiles = featureList[neighborFeatureNum].numTiles - 1\r\n                    featureList[neighborFeatureNum].openings = featureList[neighborFeatureNum].openings + 1\r\n                    featureList[neighborFeatureNum].openingCoords[xIndex .. \"-\" .. zIndex] = true\r\n                    for _, neighborSpecialFeature in ipairs(removeFromProximityFeatures) do\r\n                        for i, specialFeature in ipairs(featureList[neighborFeatureNum].specialFeatures) do\r\n                            if neighborSpecialFeature == specialFeature then\r\n                                table.remove(featureList[neighborFeatureNum].specialFeatures, i)\r\n                                break\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    AITileRemoved(xIndex, zIndex, removedTile)\r\nend\r\n\r\n--This function will completely shift all objects on the table, along with the stored metadata, by the given deltas\r\nfunction shiftPlayArea(delta_x, delta_z)\r\n    allGameMessage(\"Play area is being shifted to make room for more tiles.\", NEUTRAL_COLOR)\r\n    for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n        if obj.getGUID() ~= CONTROL_PANEL_GUID then\r\n            local objPos = obj.getPosition()\r\n            objPos.x = objPos.x + delta_x * TILE_SPACING\r\n            objPos.z = objPos.z + delta_z * TILE_SPACING\r\n            obj.setPosition(objPos)\r\n        end\r\n    end\r\n    local start, last\r\n    if delta_x ~= 0 then\r\n        if delta_x < 0 then\r\n            start = MIN_X + 1\r\n            last = MAX_X - 1\r\n        else\r\n            start = MAX_X - 1\r\n            last = MIN_X + 1\r\n        end\r\n        for x=start, last, -delta_x do\r\n            if tileGrid[x] ~= nil then\r\n                tileGrid[x + delta_x] = tileGrid[x]\r\n                tileGrid[x] = nil\r\n                featureMap[x + delta_x] = featureMap[x]\r\n                featureMap[x] = nil\r\n            end\r\n            if validTileLocations[x] ~= nil then\r\n                validTileLocations[x + delta_x] = validTileLocations[x]\r\n                validTileLocations[x] = nil\r\n                tileConnectionOdds[x + delta_x] = tileConnectionOdds[x]\r\n                tileConnectionOdds[x] = nil\r\n            end\r\n        end\r\n        if delta_x < 0 then\r\n            start = MIN_X\r\n            last = MAX_X\r\n        else\r\n            start = MAX_X\r\n            last = MIN_X\r\n        end\r\n        for x=start, last, -delta_x do\r\n            for _, feature in pairs(featureList) do\r\n                for openingCoord, _ in pairs(feature.openingCoords) do\r\n                    local coord = string.split(openingCoord, \"-\")\r\n                    local oldX = tonumber(coord[1])\r\n                    local oldZ = tonumber(coord[2])\r\n                    if (oldX == x) then\r\n                        feature.openingCoords[oldX + delta_x .. \"-\" .. oldZ] = true\r\n                        feature.openingCoords[oldX .. \"-\" .. oldZ] = nil\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if delta_z ~= 0 then\r\n        if delta_z < 0 then\r\n            start = MIN_Z + 1\r\n            last = MAX_Z - 1\r\n        else\r\n            start = MAX_Z - 1\r\n            last = MIN_Z + 1\r\n        end\r\n        for x, _ in pairs(tileGrid) do\r\n            for z=start, last, -delta_z do\r\n                if tileGrid[x][z] ~= nil then\r\n                    tileGrid[x][z + delta_z] = tileGrid[x][z]\r\n                    tileGrid[x][z] = nil\r\n                    featureMap[x][z + delta_z] = featureMap[x][z]\r\n                    featureMap[x][z] = nil\r\n                end\r\n                if validTileLocations[x][z] ~= nil then\r\n                    validTileLocations[x][z + delta_z] = validTileLocations[x][z]\r\n                    validTileLocations[x][z] = nil\r\n                    tileConnectionOdds[x][z + delta_z] = tileConnectionOdds[x][z]\r\n                    tileConnectionOdds[x][z] = nil\r\n                end\r\n            end\r\n        end\r\n        if delta_z < 0 then\r\n            start = MIN_Z\r\n            last = MAX_Z\r\n        else\r\n            start = MAX_Z\r\n            last = MIN_Z\r\n        end\r\n        for x=MIN_X, MAX_X, 1 do\r\n            for z=start, last, -delta_z do\r\n                for _, feature in pairs(featureList) do\r\n                    if feature.openingCoords[x .. \"-\" .. z] ~= nil then\r\n                        feature.openingCoords[x .. \"-\" .. z + delta_z] = true\r\n                        feature.openingCoords[x .. \"-\" .. z] = nil\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\feature_map_management\n\r\n--tileConnectsToSide\r\n-- params:\r\n--  obj: tile 1\r\n--  int: rotation 1 (rotation of the tile)\r\n--  int: which side of the first tile is being checked\r\n--  obj: tile 2\r\n--  int: rotation 2\r\n-- returns:\r\n--  bool: true if they match\r\nfunction tileConnectsToSide(t1, r1, n1, t2, r2)\r\n    s1 = t1.getTable('sides')[(3 + n1 - r1) % 4 + 1]\r\n    s2 = t2.getTable('sides')[(3 + n1 - r2 + TILE_180_ROTATION) % 4 + 1]\r\n    --debugMessage(2, \"s1(\" .. (3 + n1 - r1) % 4 + 1 .. \"): \" .. s1 .. \" s2(\" .. (3 + n1 - r2 + TILE_180_ROTATION) % 4 + 1 .. \"): \" .. s2)\r\n    if s1 == 'Abbey' or s2 == 'Abbey' then return true end\r\n\r\n    local splits1 = string.split(s1, \"/\")\r\n    if #splits1 == 1 then\r\n        if s1 == s2 then return true else return false end\r\n    else\r\n        local splits2 = string.split(s2, \"/\")\r\n        if #splits2 == 1 then return false end\r\n        if splits1[1] == splits2[2] and splits1[2] == splits2[1] then return true else return false end\r\n    end\r\nend\r\n\r\n--tileGridOccupied\r\n-- params:\r\n--  int: x\r\n--  int: z\r\n-- returns:\r\n--  bool: true if occupied\r\nfunction tileGridOccupied(x, z)\r\n    if tileGrid[x] == nil or tileGrid[x][z] == nil then return false else return true end\r\nend\r\n\r\n--check for features that have been added to, including:\r\n--shepherds on fields, builders in cities or on roads\r\nfunction checkAddedTileSpecialFigureExtensions()\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n\r\n    resetTraversal()\r\n\r\n    for i=1, 12 do\r\n        if newTile.getTable('sides')[1] ~= 'Abbey' then\r\n            getFeatureComponents(lastPlacedTileX, lastPlacedTileZ, i, 1, false)\r\n        end\r\n    end\r\n\r\n    getFigureComponents()\r\n    for _, figure in ipairs(traversedSpecialFigures) do\r\n        if activePlayers[currentPlayer] ~= nil and figure.getVar('owner') == activePlayers[currentPlayer] and\r\n           newTile.getTable('sides')[1] ~= 'Abbey' then --do not give give sheep/extra builder tile (CAR ref 149)\r\n            if figure.getVar('figureName') == 'Shepherd' then\r\n                shepherdAwaitingAction = figure.getGUID()\r\n            elseif figure.getVar('figureName') == 'Builder' and not hasAlreadyTakenBuilderTile then\r\n                hasBuilderAwaitingAction = true\r\n            end\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nfunction checkTileForHill()\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    --put another tile underneath it\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        for _, specialFeature in ipairs(specialFeatures) do\r\n            if controlPanelSettings['HnSHills'] and specialFeature[1] == \"Hill\" then\r\n                local buriedTile_obj = nil\r\n                if buriedTile == nil then\r\n                    local drawPile = getObjectFromGUID(tileStack_GUID)\r\n                    if drawPile ~= nil then\r\n                        local params = {}\r\n                        params.position = {newTile.getPosition().x, newTile.getPosition().y + 1, newTile.getPosition().z}\r\n                        params.rotation = {0, 180, 180}\r\n                        buriedTile_obj = drawPile.takeObject(params)\r\n                        buriedTile = buriedTile_obj.getGUID()\r\n                    elseif finalTile_GUID ~= nil then\r\n                        buriedTile = finalTile_GUID\r\n                        buriedTile_obj = getObjectFromGUID(buriedTile)\r\n                        local position = {newTile.getPosition().x, newTile.getPosition().y + 1, newTile.getPosition().z}\r\n                        buriedTile_obj.setPositionSmooth(position)\r\n                        finalTile_GUID = nil\r\n                    else\r\n                        allErrorMessage(\"Warning: Hill drawn but draw pile not found.\")\r\n                        allErrorMessage(\"This could be because the draw pile has only 1 tile left or none.\")\r\n                        allErrorMessage(\"If there is 1 tile left, it must be manually placed underneath the hill\")\r\n                        return nextState('next')\r\n                    end\r\n                else\r\n                    buriedTile_obj = getObjectFromGUID(buriedTile)\r\n                end\r\n\r\n                buriedTile_obj.interactable = false\r\n                newTile.use_gravity = false\r\n                newTile.interactable = false\r\n                newTile.setPositionSmooth({newTile.getPosition().x, newTile.getPosition().y + 2, newTile.getPosition().z}, false, false)\r\n                Timer.create({identifier=newTile.getGUID() .. os.clock(), function_name='freezeFloatingHillTile', function_owner=nil, parameters={tile=newTile, buriedTile=buriedTile_obj}, delay=0.8})\r\n                return\r\n            end\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\n--the next 3 functions use Timers to create a sequence to allow for a tile to be buried underneath\r\n\r\n--locks the tile for a moment to wait for the tile to be buried\r\nfunction freezeFloatingHillTile(param)\r\n    local tile = param.tile\r\n    local buriedTile = param.buriedTile\r\n    tile.setLock(true)\r\n    Timer.create({identifier=tile.getGUID() .. os.clock(), function_name='unfreezeFloatingHillTile', function_owner=nil, parameters={tile=tile, buriedTile=buriedTile}, delay=0.5})\r\nend\r\n\r\n--unlock the tile and wait for it to fall back down\r\nfunction unfreezeFloatingHillTile(param)\r\n    local tile = param.tile\r\n    local buriedTile = param.buriedTile\r\n    tile.use_gravity = true\r\n    tile.setLock(false)\r\n    Timer.create({identifier=tile.getGUID() .. os.clock(), function_name='finishHillTile', function_owner=nil, parameters={tile=tile, buriedTile=buriedTile}, delay=0.8})\r\nend\r\n\r\n--lock the tile and other post tile actions\r\nfunction finishHillTile(param)\r\n    local tile = param.tile\r\n    local buriedTile = param.buriedTile\r\n    tile.interactable = true\r\n    buriedTile.interactable = true\r\n    if AUTOLOCK then\r\n        buriedTile.setLock(true)\r\n        tile.setLock(true)\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nANIMATION_PIG_ACCEL_DEGREES = 30\r\nANIMATION_PIG_ACCEL_TIME = 0.5\r\n-- using equation d = vi t + (a t * t) / 2\r\nANIMATION_PIG_ACCEL = ANIMATION_PIG_ACCEL_DEGREES * 2 / (ANIMATION_PIG_ACCEL_TIME * ANIMATION_PIG_ACCEL_TIME)\r\n-- using equation d = (vi + vf) / 2 * t\r\nANIMATION_PIG_MAX_VELOCITY = ANIMATION_PIG_ACCEL_DEGREES * 2 / ANIMATION_PIG_ACCEL_TIME\r\n-- 60 degrees per space\r\nANIMATION_PIG_TIME_PER_SPACE = 60 / ANIMATION_PIG_MAX_VELOCITY\r\n\r\nfunction checkTileForWheel()\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    --put another tile underneath it\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        for _, specialFeature in ipairs(specialFeatures) do\r\n            if pigIsEnabled() and string.sub(specialFeature[1],1,6) == 'Wheel-' then\r\n                local pos_moved = string.sub(specialFeature[1],7,7)\r\n                startAnimation({type='WoFPig', start_time=os.clock(), start_position=wofPigPosition, num_positions_moved=pos_moved})\r\n                wofPigPosition = wofPigPosition + pos_moved\r\n                if wofPigPosition > 6 then wofPigPosition = wofPigPosition - 6 end\r\n                Timer.create({identifier=newTile.getGUID() .. os.clock(), function_name='resolveWheel', function_owner=nil, parameters={}, delay=ANIMATION_PIG_ACCEL_TIME * 2 + (pos_moved - 1) * ANIMATION_PIG_TIME_PER_SPACE + 0.5}) --0.5 is an arbitrary delay\r\n                return\r\n            end\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nWHEEL_POSITIONS = {'Fortune', 'Taxes', 'Famine', 'Storm', 'Inquisition', 'Plague'}\r\n\r\nfunction resolveWheel()\r\n    getActiveFigures()\r\n    if WHEEL_POSITIONS[wofPigPosition] == 'Fortune' then\r\n        if controlPanelSettings['WoFFortune'] then\r\n            allGameMessage({\"The pig landed on the Fortune event. The current player will be awarded 3 points.\"}, NEUTRAL_COLOR)\r\n            allGameMessage({\"{c1} scores 3 points for landing on the Fortune event.\", {'{c1}', activePlayers[currentPlayer]}}, player_color_tints[activePlayers[currentPlayer]])\r\n            scorePoints(activePlayers[currentPlayer], 'Wheel', 3)\r\n        else\r\n            allGameMessage({\"The {s1} event is currently disabled. Nothing happens.\", {'{s1}', WHEEL_POSITIONS[wofPigPosition]}}, NEUTRAL_COLOR)\r\n        end\r\n    elseif WHEEL_POSITIONS[wofPigPosition] == 'Taxes' then\r\n        if controlPanelSettings['WoFTaxes'] then\r\n            allGameMessage({\"The pig landed on the Taxes event. Each knight will score 1 point for every knight (included itself) and pennant in their city.\"}, NEUTRAL_COLOR)\r\n            for featureNum, figures in pairs(activeFigures) do\r\n                if featureList[featureNum].nameOfFeature == 'City' then\r\n                    local num_pennants = 0\r\n                    for _, specialFeature in ipairs(featureList[featureNum].specialFeatures) do\r\n                        if specialFeature == 'Pennant' then\r\n                            num_pennants = num_pennants + 1\r\n                        end\r\n                    end\r\n                    for _, follower in ipairs(figures.followers) do\r\n                        num_points = num_pennants\r\n                        for _, nestedFollower in ipairs(figures.followers) do\r\n                            if follower.getVar('owner') == nestedFollower.getVar('owner') then\r\n                                num_points = num_points + 1\r\n                            end\r\n                        end\r\n                        allGameMessage({\"{c1}'s follower scores {n1} points for the Taxes event.\", {'{c1}', follower.getVar('owner')}, {'{n1}', num_points}}, player_color_tints[follower.getVar('owner')])\r\n                        scorePoints(follower.getVar('owner'), 'Wheel', num_points)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            allGameMessage({\"The {s1} event is currently disabled. Nothing happens.\", {'{s1}', WHEEL_POSITIONS[wofPigPosition]}}, NEUTRAL_COLOR)\r\n        end\r\n    elseif WHEEL_POSITIONS[wofPigPosition] == 'Famine' then\r\n        if controlPanelSettings['WoFFamine'] then\r\n            allGameMessage({\"The pig landed on the Famine event. Each farmer will score 1 point per completed city touching their field (bonuses count).\"}, NEUTRAL_COLOR)\r\n            for featureNum, figures in pairs(activeFigures) do\r\n                if featureList[featureNum].nameOfFeature == 'Field' then\r\n                    local num_cities = 0\r\n                    for linkedFeatureNum, _ in pairs(linkedFeatures['City-Field'][featureNum]) do\r\n                        if (featureList[linkedFeatureNum].nameOfFeature == 'City' or featureList[linkedFeatureNum].nameOfFeature == 'Carcassonne') and featureList[linkedFeatureNum].openings == 0 then\r\n                            num_cities = num_cities + 1\r\n                        end\r\n                    end\r\n                    -- CAR pg 111 ref 333\r\n                    local containsPigHerd = false\r\n                    for _, feature in ipairs(featureList[featureNum].specialFeatures) do\r\n                        if feature == 'Pig-herd' and not controlPanelSettings['RIIDisablePigherd'] then\r\n                            containsPigHerd = true\r\n                        end\r\n                    end\r\n                    local hasPig = {}\r\n                    for _, figure in ipairs(figures.specialFigures) do\r\n                        if figure.getVar('figureName') == 'Pig' then\r\n                            hasPig[figure.getVar('owner')] = true\r\n                        end\r\n                    end\r\n                    if num_cities > 0 then\r\n                        for _, follower in ipairs(figures.followers) do\r\n                            local scoreMultiplier = 1\r\n                            if hasPig[follower.getVar('owner')] ~= nil then\r\n                                scoreMultiplier = scoreMultiplier + 1\r\n                            end\r\n                            if containsPigHerd then\r\n                                scoreMultiplier = scoreMultiplier + 1\r\n                            end\r\n                            local playerScore = num_cities * scoreMultiplier\r\n                            allGameMessage({\"{c1}'s follower scores {n1} points for the Famine event.\", {'{c1}', follower.getVar('owner')}, {'{n1}', playerScore}}, player_color_tints[follower.getVar('owner')])\r\n                            scorePoints(follower.getVar('owner'), 'Wheel', playerScore)\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            allGameMessage({\"The {s1} event is currently disabled. Nothing happens.\", {'{s1}', WHEEL_POSITIONS[wofPigPosition]}}, NEUTRAL_COLOR)\r\n        end\r\n    elseif WHEEL_POSITIONS[wofPigPosition] == 'Storm' then\r\n        if controlPanelSettings['WoFStorm'] then\r\n            allGameMessage({\"The pig landed on the Storm event. Every player will be awarded 1 point for each unused follower in their supply.\"}, NEUTRAL_COLOR)\r\n            for playerColor, num_followers in pairs(baselineFollowerCounts) do\r\n                allGameMessage({\"{c1} scores {n1} points for the Storm event.\", {'{c1}', playerColor}, {'{n1}', num_followers}}, player_color_tints[playerColor])\r\n                scorePoints(playerColor, 'Wheel', num_followers)\r\n            end\r\n        else\r\n            allGameMessage({\"The {s1} event is currently disabled. Nothing happens.\", {'{s1}', WHEEL_POSITIONS[wofPigPosition]}}, NEUTRAL_COLOR)\r\n        end\r\n    elseif WHEEL_POSITIONS[wofPigPosition] == 'Inquisition' then\r\n        if controlPanelSettings['WoFInquisition'] then\r\n            allGameMessage({\"The pig landed on the Inquisition event. Every player will receive 2 points per monk.\"}, NEUTRAL_COLOR)\r\n            for featureNum, figures in pairs(activeFigures) do\r\n                if table.contains(CLOISTER_FEATURES, featureList[featureNum].nameOfFeature) then\r\n                    for _, follower in ipairs(figures.followers) do\r\n                        allGameMessage({\"{c1}'s follower scores 2 points for the Inquisition event.\", {'{c1}', follower.getVar('owner')}}, player_color_tints[follower.getVar('owner')])\r\n                        scorePoints(follower.getVar('owner'), 'Wheel', 2)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            allGameMessage({\"The {s1} event is currently disabled. Nothing happens.\", {'{s1}', WHEEL_POSITIONS[wofPigPosition]}}, NEUTRAL_COLOR)\r\n        end\r\n    else--if WHEEL_POSITIONS[wofPigPosition == 'Plague'] then\r\n        if controlPanelSettings['WoFPlague'] then\r\n            allGameMessage({\"The pig landed on the Plague event. Each player must return 1 follower from a land tile.\"}, NEUTRAL_COLOR)\r\n            return nextState('plague')\r\n        else\r\n            allGameMessage({\"The {s1} event is currently disabled. Nothing happens.\", {'{s1}', WHEEL_POSITIONS[wofPigPosition]}}, NEUTRAL_COLOR)\r\n        end\r\n    end\r\n    return nextState('crown')\r\nend\r\n\r\nfunction resolvePlague()\r\n    getActiveFigures()\r\n    while true do\r\n        if currentMiniTurn == nil then\r\n            currentMiniTurn = currentPlayer\r\n        else\r\n            currentMiniTurn = currentMiniTurn + 1\r\n            if currentMiniTurn > #activePlayers then currentMiniTurn = 1 end\r\n            if currentMiniTurn == currentPlayer then break end\r\n        end\r\n        local removableFigures = {}\r\n        for featureNum, figures in pairs(activeFigures) do\r\n            if string.sub(featureList[featureNum].nameOfFeature,1,6) ~= 'Crown-' and string.sub(featureList[featureNum].nameOfFeature,1,8) ~= 'Quarter-' then\r\n                for _, follower in ipairs(figures.followers) do\r\n                    if follower.getVar('owner') == activePlayers[currentMiniTurn] then\r\n                        table.insert(removableFigures, follower)\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        if #removableFigures == 0 then\r\n            allGameMessage(activePlayers[currentMiniTurn] .. \" did not have any followers in play for the Plague event and was skipped.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n        elseif #removableFigures == 1 then\r\n            allGameMessage(activePlayers[currentMiniTurn] .. \" only had 1 follower in play for the Plague event. It was removed.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n            table.insert(removedFigures, {guid=removableFigures[1].getGUID(), winner=false})\r\n            removeDependentFigures(removableFigures[1])\r\n            return returnFigures()\r\n        else\r\n            allGameMessage(activePlayers[currentMiniTurn] .. \" must choose a follower to remove for the Plague event.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n            for _, follower in ipairs(removableFigures) do\r\n                local plaguedFollowerButtonParam = {\r\n                   index = 1, label = 'Return\\nfollower', click_function = 'plaguedFollowerButton',\r\n                   position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=1.0}, width = 1700, height=600, font_size = 200, function_owner = nil\r\n                }\r\n                createNormalizedButton(follower, plaguedFollowerButtonParam, true)\r\n            end\r\n            return\r\n        end\r\n    end\r\n    currentMiniTurn = nil\r\n    return nextState('next')\r\nend\r\n\r\nfunction plaguedFollowerButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        --although we later remove these buttons, there is a slight delay during the figure removal, so we remove them now\r\n        clearArbitraryButtons()\r\n\r\n        table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n        allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" was chosen to be removed by the plague.\", player_color_tints[object.getVar('owner')])\r\n        removeDependentFigures(object)\r\n        return returnFigures()\r\n    end\r\nend\r\n\r\n--Reward points for followers on Wheel of Fortune Crown spaces when the pig lands on it\r\nfunction rewardCrownSpaces()\r\n    if controlPanelSettings['WoFCrowns'] then\r\n        local crownFollowers = {}\r\n        for featureNum, figures in pairs(activeFigures) do\r\n            if featureList[featureNum] == nil then --FIXME: can remove this debug code if no one complains after a while\r\n                print(\"ERROR: feature \" .. featureNum .. \" doesn't exist. This should not happen. Please save the game and send the save file to the dev, thanks!\")\r\n                return nextState('next')\r\n            end\r\n            if featureList[featureNum].nameOfFeature == 'Crown-' .. WHEEL_POSITIONS[wofPigPosition] then\r\n                for _, follower in ipairs(figures.followers) do\r\n                    table.insert(crownFollowers, follower)\r\n                end\r\n            end\r\n        end\r\n        if #crownFollowers > 0 then\r\n            local points = 6\r\n            if #crownFollowers > 1 or table.contains({'Fortune', 'Famine', 'Inquisition'}, WHEEL_POSITIONS[wofPigPosition]) then points = 3 end\r\n            for i, follower in ipairs(crownFollowers) do\r\n                allGameMessage({\"{c1}'s follower scores {n1} points on the {s1} Crown.\", {'{c1}', follower.getVar('owner')}, {'{n1}', points}, {'{s1}', WHEEL_POSITIONS[wofPigPosition]}}, player_color_tints[follower.getVar('owner')])\r\n                scorePoints(follower.getVar('owner'), 'Wheel', points)\r\n\r\n                if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n                    local xIndex = math.floor((follower.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                    local zIndex = math.floor((follower.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                    local xPosition = (follower.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                    local zPosition = (follower.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                    xPosition = xPosition - xIndex\r\n                    zPosition = zPosition - zIndex\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    local tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                    local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n                    getFeatureComponents(xIndex, zIndex, closestPosition, 2, i == 1)\r\n                end\r\n\r\n                table.insert(removedFigures, {guid=follower.getGUID(), winner=true})\r\n                follower.setLock(false)\r\n                follower.use_gravity = false\r\n                follower.interactable = false\r\n                --raise the follower in the air\r\n                follower.setPositionSmooth({follower.getPosition().x, follower.getPosition().y + 2.5, follower.getPosition().z}, false, false)\r\n            end\r\n            if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n                Timer.create({identifier=os.clock(), function_name='praiseFigures', function_owner=nil, parameters=nil, delay=0.9})\r\n            else\r\n                returnFigures()\r\n            end\r\n            return\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nfunction checkTileForVolcano()\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    --put another tile underneath it\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        for _, specialFeature in ipairs(specialFeatures) do\r\n            if controlPanelSettings['PnDDragon'] and specialFeature[1] == \"Volcano\" then\r\n                tileHasVolcano = true\r\n                if not dragonHasAwaken then\r\n                    dragonHasAwaken = true\r\n                    gameNotification({\"The dragon has awaken!\"}, NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n                end\r\n                return moveDragonToTile(lastPlacedTileX, lastPlacedTileZ)\r\n            end\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nfunction checkTileForDragon()\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    --put another tile underneath it\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        for _, specialFeature in ipairs(specialFeatures) do\r\n            if controlPanelSettings['PnDDragon'] and specialFeature[1] == \"Dragon\" then\r\n                if dragonHasAwaken then\r\n                    dragonMoveNumber = 1\r\n                    dragonIllegalTiles = {}\r\n                    currentMiniTurn = currentPlayer\r\n                    local forbiddenZones = {dragon_GUID}\r\n                    if controlPanelSettings['PnDFairy'] then\r\n                        table.insert(forbiddenZones, fairy_GUID)\r\n                    end\r\n                    if controlPanelSettings['StartingTileCoC'] then\r\n                        table.insert(forbiddenZones, expansionBags['CoC'].contents['CoCStartingTiles'].contents[6].guid)\r\n                        table.insert(forbiddenZones, expansionBags['CoC'].contents['CoCStartingTiles'].contents[7].guid)\r\n                    end\r\n                    if controlPanelSettings['StartingTileWoF'] then\r\n                        table.insert(forbiddenZones, expansionBags['WoF'].contents['WoFStartingTiles'].contents[6].guid)\r\n                        table.insert(forbiddenZones, expansionBags['WoF'].contents['WoFStartingTiles'].contents[7].guid)\r\n                        table.insert(forbiddenZones, expansionBags['WoF'].contents['WoFStartingTiles'].contents[10].guid)\r\n                        table.insert(forbiddenZones, expansionBags['WoF'].contents['WoFStartingTiles'].contents[11].guid)\r\n                    end\r\n                    for _, forbiddenZone_GUID in ipairs(forbiddenZones) do\r\n                        forbiddenZone = getObjectFromGUID(forbiddenZone_GUID)\r\n                        if forbiddenZone ~= nil then\r\n                            local xIndex = math.floor((forbiddenZone.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                            local zIndex = math.floor((forbiddenZone.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                            if tileGridOccupied(xIndex, zIndex) then\r\n                                table.insert(dragonIllegalTiles, {xIndex, zIndex})\r\n                            end\r\n                        end\r\n                    end\r\n                    allGameMessage(\"The dragon is on the move!\", NEUTRAL_COLOR)\r\n                    return nextState('has dragon')\r\n                else\r\n                    allGameMessage(\"Dragon tile played, but the dragon has not yet awaken.\", NEUTRAL_COLOR)\r\n                end\r\n            end\r\n        end\r\n    end\r\n    return nextState('no dragon')\r\nend\r\n\r\nfunction createDragonButtons()\r\n    local dragon = getObjectFromGUID(dragon_GUID)\r\n    local xIndex = math.floor((dragon.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n    local zIndex = math.floor((dragon.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n    local hasValidMove = false\r\n    for i=1, 4 do\r\n        local newX = xIndex + SIDE_DELTA[i].x\r\n        local newZ = zIndex + SIDE_DELTA[i].z\r\n        if tileGridOccupied(newX, newZ) and not table.contains(dragonIllegalTiles, {newX, newZ}) then\r\n            hasValidMove = true\r\n            local label\r\n            local click_function\r\n            local font_size = 200\r\n            if i == 1 then\r\n                label = 'V'\r\n                click_function = 'moveDragonDownButton'\r\n                font_size = 120\r\n            elseif i == 2 then\r\n                label = '<'\r\n                click_function = 'moveDragonLeftButton'\r\n            elseif i == 3 then\r\n                label = '^'\r\n                click_function = 'moveDragonUpButton'\r\n            elseif i == 4 then\r\n                label = '>'\r\n                click_function = 'moveDragonRightButton'\r\n            end\r\n            local moveDragonButtonParam = {\r\n               index = i, label = label, click_function = click_function,\r\n               position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=0}, width = 800, height=600, font_size = font_size, function_owner = nil\r\n            }\r\n            createNormalizedArbitraryButton({x=-newX * TILE_SPACING + MIDDLE_OFFSET.x, y=TABLE_SURFACE_Y + TILE_THICKNESS / 2, z=newZ * TILE_SPACING - MIDDLE_OFFSET.z}, moveDragonButtonParam, false)\r\n        end\r\n    end\r\n\r\n    if hasValidMove then\r\n        allGameMessage(\"Dragon move # \" .. dragonMoveNumber .. \". \" .. activePlayers[currentMiniTurn] .. \"'s turn to move.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n    else\r\n        allGameMessage(\"Dragon has no valid places to move to. Ending dragon movement.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n        return nextState('next')\r\n    end\r\nend\r\n\r\nfunction moveDragonDownButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        moveDragonDirection(1)\r\n    end\r\nend\r\n\r\nfunction moveDragonLeftButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        moveDragonDirection(2)\r\n    end\r\nend\r\n\r\nfunction moveDragonUpButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        moveDragonDirection(3)\r\n    end\r\nend\r\n\r\nfunction moveDragonRightButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        moveDragonDirection(4)\r\n    end\r\nend\r\n\r\nfunction moveDragonDirection(i)\r\n    clearArbitraryButtons()\r\n\r\n    local dragon = getObjectFromGUID(dragon_GUID)\r\n    local dragonXIndex = math.floor((dragon.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n    local dragonZIndex = math.floor((dragon.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n\r\n    local xIndex = dragonXIndex + SIDE_DELTA[i].x\r\n    local zIndex = dragonZIndex + SIDE_DELTA[i].z\r\n\r\n    dragonMoveNumber = dragonMoveNumber + 1\r\n    currentMiniTurn = currentMiniTurn + 1\r\n    table.insert(dragonIllegalTiles, {xIndex, zIndex})\r\n    getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid).highlightOn({1,0,0})\r\n\r\n    moveDragonToTile(xIndex, zIndex)\r\nend\r\n\r\nfunction moveDragonToTile(xIndex, zIndex)\r\n    local dragon = getObjectFromGUID(dragon_GUID)\r\n    local xDestination = (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x\r\n    local zDestination = (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z\r\n\r\n    local dragonTravelAngle = math.deg(math.atan2(dragon.getPosition().x - xDestination, dragon.getPosition().z - zDestination)) + 90\r\n    if dragonTravelAngle > 360 then dragonTravelAngle = dragonTravelAngle - 360 end\r\n    dragon.setLock(false)\r\n    dragon.setRotationSmooth({0, dragonTravelAngle, 0})\r\n    dragon.setPositionSmooth({xDestination, 1.5, zDestination})\r\n    local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n    for _, object in ipairs(objs) do\r\n        if object.getVar('figureName') ~= 'Barn' and (table.contains(FOLLOWER_TYPES, object.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, object.getVar('figureName')) or table.contains(SHEEP_TOKEN_TYPES, object.getVar('tokenName'))) then\r\n            if xIndex == math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING) and\r\n               zIndex == math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING) then\r\n               if table.contains(SHEEP_TOKEN_TYPES, object.getVar('tokenName')) then\r\n                   local sheepTileBag = getObjectFromGUID(expansionBags['HnS'].contents['HnSSheepBag'].guid)\r\n                   if sheepTileBag ~= nil then\r\n                       allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" have been eaten by the dragon! Om nom nom!\", NEUTRAL_COLOR)\r\n                       sheepTileBag.putObject(object)\r\n                   else\r\n                       allErrorMessage(\"Error: Sheep bag is missing! The bag needs to remain out in order to return sheep tokens\")\r\n                   end\r\n               else\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    local tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                    local xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                    local zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                    xPosition = xPosition - xIndex\r\n                    zPosition = zPosition - zIndex\r\n                    local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n                    local nameOfFeature = getFeatureName(tile, closestPosition)\r\n                    if string.sub(nameOfFeature,1,8) ~= 'Quarter-' and nameOfFeature ~= 'Carcassonne' and string.sub(nameOfFeature,1,6) ~= 'Crown-' then\r\n                        --an assumption is made here that there won't be more than 1 figure on the same tile that the figures are dependent on.\r\n                        --It is possible for more than 1 figure from the same player to be on the same tile through use of the magic portal, but not on the same feature.\r\n                        --Therefore, I think the assumption is safe unless there is interference from the players\r\n                        table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n                        allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" has been eaten by the dragon! Om nom nom!\", player_color_tints[object.getVar('owner')])\r\n                        removeDependentFigures(object)\r\n                    else\r\n                        allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" is protected from the dragon in the City of Carcassonne.\", player_color_tints[object.getVar('owner')])\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if #removedFigures > 0 then\r\n        returnFigures()\r\n    else\r\n        nextState('dragon moved')\r\n    end\r\nend\r\n\r\nfunction checkTileForPrincess()\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    local tileRotation = tileGrid[lastPlacedTileX][lastPlacedTileZ].rotation\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if controlPanelSettings['PnDPrincess'] and specialFeatures ~= nil then\r\n        for _, specialFeature in ipairs(specialFeatures) do\r\n            if specialFeature[1] == \"Princess\" then\r\n                getActiveFigures()\r\n                for _, i in ipairs(specialFeature[2]) do\r\n                    local direction\r\n                    if i < 5 then\r\n                        direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                    elseif i < 13 then\r\n                        direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                    else\r\n                        direction = i\r\n                    end\r\n                    local featureNum = featureMap[lastPlacedTileX][lastPlacedTileZ][direction]\r\n                    if activeFigures[featureNum] ~= nil then\r\n                        for _, obj in ipairs(activeFigures[featureNum].followers) do\r\n                            table.insert(seducedKnights, obj.getGUID())\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nfunction checkTileForMagicPortal()\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    --put another tile underneath it\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if controlPanelSettings['PnDMagicPortal'] and specialFeatures ~= nil then\r\n        for _, specialFeature in ipairs(specialFeatures) do\r\n            if specialFeature[1] == \"Magic Portal\" then\r\n                tileHasMagicPortal = true\r\n            end\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nfunction checkTileForGold()\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    --put another tile underneath it\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if controlPanelSettings['GoldminesGold'] and specialFeatures ~= nil then\r\n        for _, specialFeature in ipairs(specialFeatures) do\r\n            if specialFeature[1] == \"Gold\" then\r\n                return nextState('has gold')\r\n            end\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nfunction addGoldToTile(xIndex, zIndex)\r\n    local goldbag = getObjectFromGUID(expansionBags['Goldmines'].contents['GoldminesGold'].guid)\r\n    if goldbag ~= nil then\r\n        local xDestination = (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x\r\n        local zDestination = (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z\r\n\r\n        local params = {}\r\n        params.position = {xDestination, 1.5, zDestination}\r\n        goldbag.takeObject(params)\r\n    else\r\n\r\n    end\r\n    nextState('next')\r\nend\r\n\r\nfunction displayGoldButtons()\r\n    for i, offset in ipairs(DIAGONAL_DELTA) do\r\n        local newX = lastPlacedTileX + offset.x\r\n        local newZ = lastPlacedTileZ + offset.z\r\n        if tileGridOccupied(newX, newZ) then\r\n            local placeGoldButtonParam = {\r\n               index = i, label = \"Place\\nGold\", click_function = 'placeGoldButton' .. i,\r\n               position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=0}, width = 800, height=600, font_size = 200, function_owner = nil\r\n            }\r\n            createNormalizedArbitraryButton({x=-newX * TILE_SPACING + MIDDLE_OFFSET.x, y=TABLE_SURFACE_Y + TILE_THICKNESS / 2, z=newZ * TILE_SPACING - MIDDLE_OFFSET.z}, placeGoldButtonParam, false)\r\n        end\r\n    end\r\nend\r\n\r\nfunction placeGoldButton1(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        placeGold(1)\r\n    end\r\nend\r\n\r\nfunction placeGoldButton2(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        placeGold(2)\r\n    end\r\nend\r\n\r\nfunction placeGoldButton3(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        placeGold(3)\r\n    end\r\nend\r\n\r\nfunction placeGoldButton4(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        placeGold(4)\r\n    end\r\nend\r\n\r\nfunction placeGoldButton5(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        placeGold(5)\r\n    end\r\nend\r\n\r\nfunction placeGoldButton6(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        placeGold(6)\r\n    end\r\nend\r\n\r\nfunction placeGoldButton7(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        placeGold(7)\r\n    end\r\nend\r\n\r\nfunction placeGoldButton8(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        placeGold(8)\r\n    end\r\nend\r\n\r\nfunction placeGold(i)\r\n    clearArbitraryButtons()\r\n\r\n    local xIndex = lastPlacedTileX + DIAGONAL_DELTA[i].x\r\n    local zIndex = lastPlacedTileZ + DIAGONAL_DELTA[i].z\r\n    addGoldToTile(xIndex, zIndex)\r\nend\r\n\r\n--check for special actions to take when the latest tile has added to or finished a feature\r\nfunction checkAddedTileFeatureExtensions()\r\n    --check if the new tile has completed the biggest city/longest road and award token\r\n    --Note: you might think that this traversal could be combined with the below traversal, but it didn't work out\r\n    --due to the way that i coded traversedTileCoords. It's a long story, but basically I would have to loop through the entire\r\n    --table for each position on every tile. Had I coded it as an indexable table, I wouldn't be able to use the # operator\r\n    --in order to see how many elements it traversed. Perhaps there is a better solution, but I'm hoping this won't cause any huge performance hits\r\n    local longestNewRoad = 0\r\n    local largestNewCity = 0\r\n    local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    if newTile.getTable('sides')[1] ~= 'Abbey' then\r\n        local specialFeatures = newTile.getTable('specialFeatures')\r\n        for i=1, 12 do --roads and cities\r\n            -- local direction\r\n            -- if closestPosition < 5 then\r\n            --     direction = (3 + closestPosition + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n            -- elseif closestPosition < 13 then\r\n            --     direction = (3 + closestPosition + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n            -- else\r\n            --     direction = closestPosition\r\n            -- end\r\n            -- local featureNum = featureMap[xIndex][zIndex][direction]\r\n            -- if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(direction * 2) + 3] ~= nil and featureMap[xIndex][zIndex][(direction * 2) + 3] == featureMap[xIndex][zIndex][(direction * 2) + 4] then\r\n            --    featureNum = featureMap[xIndex][zIndex][(direction * 2) + 3]\r\n            -- end\r\n            if (controlPanelSettings['KnRBRobber'] and getFeatureName(newTile, i) == 'Road') or (i >= 5 and controlPanelSettings['KnRBKing'] and getFeatureName(newTile, i) == 'City') then\r\n                if getFeatureComponents(lastPlacedTileX, lastPlacedTileZ, i, 1, true) == 0 then\r\n                    --since there is a chance of the player breaking the new city or road record twice, wait until afterwards to award the token\r\n                    if getFeatureName(newTile, i) == 'Road' and #traversedTileCoords > longestNewRoad then\r\n                        longestNewRoad = #traversedTileCoords\r\n                    elseif getFeatureName(newTile, i) == 'City' and #traversedTileCoords > largestNewCity then\r\n                        largestNewCity = #traversedTileCoords\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    else --if an abbey was used, then we cannot simply traverse it's features like above in order to find completed features. instead, we traverse the surrounding features\r\n        for i=1, 12 do --roads and cities\r\n            local tile = newTile\r\n            local rotation = tileGrid[lastPlacedTileX][lastPlacedTileZ].rotation\r\n            if i < 5 and controlPanelSettings['KnRBRobber'] then\r\n                local direction = (3 + i + rotation) % 4 + 1\r\n                local newX = lastPlacedTileX + SIDE_DELTA[direction].x\r\n                local newZ = lastPlacedTileZ + SIDE_DELTA[direction].z\r\n                if tileGridOccupied(newX, newZ) then\r\n                    local newTile = getObjectFromGUID(tileGrid[newX][newZ].tile_guid)\r\n                    local newTileRotation = tileGrid[newX][newZ].rotation\r\n                    local newTilePosition = (3 + i + rotation - newTileRotation + TILE_180_ROTATION) % 4 + 1\r\n                    if getFeatureName(getObjectFromGUID(tileGrid[newX][newZ].tile_guid), newTilePosition) == 'Road' then\r\n                        if getFeatureComponents(newX, newZ, newTilePosition, 1, true) == 0 then\r\n                            --since there is a chance of the player breaking the new city or road record twice, wait until afterwards to award the token\r\n                            if #traversedTileCoords > longestNewRoad then\r\n                                longestNewRoad = #traversedTileCoords\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            elseif i >= 5 and controlPanelSettings['KnRBKing'] then\r\n                local direction = (3 + i + (rotation * 2)) % 8 + 5\r\n                local newX = lastPlacedTileX + SIDE_DELTA[math.floor((direction - 3) / 2)].x\r\n                local newZ = lastPlacedTileZ + SIDE_DELTA[math.floor((direction - 3) / 2)].z\r\n                if tileGridOccupied(newX, newZ) then\r\n                    local newTile = getObjectFromGUID(tileGrid[newX][newZ].tile_guid)\r\n                    local newTileRotation = tileGrid[newX][newZ].rotation\r\n                    local newTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (newTileRotation * 2) - 4) % 8 + 5\r\n                    if getFeatureName(getObjectFromGUID(tileGrid[newX][newZ].tile_guid), newTilePosition) == 'City' then\r\n                        if getFeatureComponents(newX, newZ, newTilePosition, 1, true) == 0 then\r\n                            --since there is a chance of the player breaking the new city record twice, wait until afterwards to award the token\r\n                            if #traversedTileCoords > largestNewCity then\r\n                                largestNewCity = #traversedTileCoords\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if controlPanelSettings['KnRBRobber'] and longestNewRoad > longestRoad then\r\n        longestRoad = longestNewRoad\r\n        local awardToken = getObjectFromGUID(expansionBags['KnRB'].contents['KnRBRobber'].guid)\r\n        local x, z = rotateCoordinates(PLAYER_POSSESSION_POSITIONS['KnRBRobber'].x, PLAYER_POSSESSION_POSITIONS['KnRBRobber'].z, player_possession_areas[activePlayers[currentPlayer]].rotation)\r\n        if awardToken ~= nil then\r\n            awardToken.setPositionSmooth({player_possession_areas[activePlayers[currentPlayer]].x + x, 2, player_possession_areas[activePlayers[currentPlayer]].z + z})\r\n            awardToken.setRotationSmooth({0,  player_possession_areas[activePlayers[currentPlayer]].rotation * -90, 0})\r\n            awardToken.setDescription(longestRoad .. \" tiles\")\r\n            allGameMessage(activePlayers[currentPlayer] .. \" has been awarded the Robber Baron token for completing the longest road (\" .. longestRoad .. \" tiles)\", player_color_tints[activePlayers[currentPlayer]])\r\n        else\r\n            allErrorMessage(\"Error: Robber Baron token missing! The token needs to remain out in order to awarded\")\r\n        end\r\n    end\r\n    if controlPanelSettings['KnRBKing'] and largestNewCity > largestCity then\r\n        largestCity = largestNewCity\r\n        local awardToken = getObjectFromGUID(expansionBags['KnRB'].contents['KnRBKing'].guid)\r\n        local x, z = rotateCoordinates(PLAYER_POSSESSION_POSITIONS['KnRBKing'].x, PLAYER_POSSESSION_POSITIONS['KnRBKing'].z, player_possession_areas[activePlayers[currentPlayer]].rotation)\r\n        if awardToken ~= nil then\r\n            awardToken.setPositionSmooth({player_possession_areas[activePlayers[currentPlayer]].x + x, 2, player_possession_areas[activePlayers[currentPlayer]].z + z})\r\n            awardToken.setRotationSmooth({0,  player_possession_areas[activePlayers[currentPlayer]].rotation * -90, 0})\r\n            awardToken.setDescription(largestCity .. \" tiles\")\r\n            allGameMessage(activePlayers[currentPlayer] .. \" has been awarded the King token for completing the biggest city (\" .. largestCity .. \" tiles)\", player_color_tints[activePlayers[currentPlayer]])\r\n        else\r\n            allErrorMessage(\"Error: King token missing! The token needs to remain out in order to awarded\")\r\n        end\r\n    end\r\n\r\n    resetTraversal()\r\n    local specialFeatures = {}\r\n\r\n    --check for various completed features, as well as features that have been added to, including:\r\n    --shepherds on fields, builders in cities or on roads, trade tokens in cities that were just completed\r\n    --i can't think of any reason that special features (13+) would need to be checked (yet)\r\n\r\n    --need to do cities first, otherwise fields will mark them as visited\r\n    --the above is no longer true after I added traversal levels to getFeatureComponents. I'll leave the code as it is since it doesn't hurt\r\n    --roads and cities\r\n    if newTile.getTable('sides')[1] ~= 'Abbey' then\r\n        for i=1, 12 do\r\n            if getFeatureName(newTile, i) == 'Road' or (i >= 5 and getFeatureName(newTile, i) == 'City') then --not really sure why the i >= 5 check is necessary, but keeping just to be sure\r\n                if getFeatureComponents(lastPlacedTileX, lastPlacedTileZ, i, 1, false) == 0 then\r\n                    for _, traversedSpecialFeature in ipairs(traversedSpecialFeatures) do\r\n                        table.insert(specialFeatures, traversedSpecialFeature)\r\n                    end\r\n                end\r\n                traversedSpecialFeatures = {}\r\n            end\r\n        end\r\n    else\r\n        for i=1, 12 do\r\n            local tile = newTile\r\n            local rotation = tileGrid[lastPlacedTileX][lastPlacedTileZ].rotation\r\n            local direction, newX, newZ, newTilePosition\r\n            if i < 5 then\r\n                direction = (3 + i + rotation) % 4 + 1\r\n                newX = lastPlacedTileX + SIDE_DELTA[direction].x\r\n                newZ = lastPlacedTileZ + SIDE_DELTA[direction].z\r\n            else\r\n                direction = (3 + i + (rotation * 2)) % 8 + 5\r\n                newX = lastPlacedTileX + SIDE_DELTA[math.floor((direction - 3) / 2)].x\r\n                newZ = lastPlacedTileZ + SIDE_DELTA[math.floor((direction - 3) / 2)].z\r\n            end\r\n            if tileGridOccupied(newX, newZ) then\r\n                local newTile = getObjectFromGUID(tileGrid[newX][newZ].tile_guid)\r\n                local newTileRotation = tileGrid[newX][newZ].rotation\r\n\r\n                if direction < 5 then\r\n                    newTilePosition = (3 + i + rotation - newTileRotation + TILE_180_ROTATION) % 4 + 1\r\n                else\r\n                    newTilePosition  = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (newTileRotation * 2) - 4) % 8 + 5\r\n                end\r\n\r\n                if getFeatureName(getObjectFromGUID(tileGrid[newX][newZ].tile_guid), newTilePosition) == 'Road' or (i >= 5 and getFeatureName(getObjectFromGUID(tileGrid[newX][newZ].tile_guid), newTilePosition) == 'City') then\r\n                    if getFeatureComponents(newX, newZ, newTilePosition, 1, false) == 0 then\r\n                        for _, traversedSpecialFeature in ipairs(traversedSpecialFeatures) do\r\n                            table.insert(specialFeatures, traversedSpecialFeature)\r\n                        end\r\n                    end\r\n                    traversedSpecialFeatures = {}\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    -- currently there is no reason to check fields, since I moved the shepherd/builder check to another part of the state machine\r\n    -- there technically isn't a need to check roads either, but it shouldn't hurt too much so I'll leave it in\r\n    -- for i=5, 12 do --fields\r\n    --     if getFeatureName(newTile, i) ~= 'City' then\r\n    --         getFeatureComponents(lastPlacedTileX, lastPlacedTileZ, i, 1, false)\r\n    --     end\r\n    -- end\r\n\r\n    if controlPanelSettings['TnBTradeGoods'] then\r\n        for _, specialFeature in ipairs(specialFeatures) do\r\n            local tradeGoodPile\r\n            local x, z\r\n\r\n            if specialFeature == 'Cloth' then\r\n                tradeGoodPile = getObjectFromGUID(expansionBags['TnB'].contents['TnBClothTokenStack'].guid)\r\n                x, z = rotateCoordinates(PLAYER_POSSESSION_POSITIONS['Cloth'].x, PLAYER_POSSESSION_POSITIONS['Cloth'].z, player_possession_areas[activePlayers[currentPlayer]].rotation)\r\n            elseif specialFeature == 'Wine' then\r\n                tradeGoodPile = getObjectFromGUID(expansionBags['TnB'].contents['TnBWineTokenStack'].guid)\r\n                x, z = rotateCoordinates(PLAYER_POSSESSION_POSITIONS['Wine'].x, PLAYER_POSSESSION_POSITIONS['Wine'].z, player_possession_areas[activePlayers[currentPlayer]].rotation)\r\n            elseif specialFeature == 'Wheat' then\r\n                tradeGoodPile = getObjectFromGUID(expansionBags['TnB'].contents['TnBWheatTokenStack'].guid)\r\n                x, z = rotateCoordinates(PLAYER_POSSESSION_POSITIONS['Wheat'].x, PLAYER_POSSESSION_POSITIONS['Wheat'].z, player_possession_areas[activePlayers[currentPlayer]].rotation)\r\n            end\r\n\r\n            if table.contains(TRADE_GOOD_TYPES, specialFeature) then\r\n                if tradeGoodPile ~= nil then\r\n                    local params = {}\r\n                    params.position = {player_possession_areas[activePlayers[currentPlayer]].x + x, 2, player_possession_areas[activePlayers[currentPlayer]].z + z}\r\n                    params.rotation = {0,  player_possession_areas[activePlayers[currentPlayer]].rotation * -90, 0}\r\n                    tradeGoodPile.takeObject(params)\r\n                    allGameMessage(activePlayers[currentPlayer] .. \" has been awarded a \" .. specialFeature .. \" for completing the city\", player_color_tints[activePlayers[currentPlayer]])\r\n                else\r\n                    allErrorMessage(\"Error: \" .. specialFeature .. \" pile missing! The pile needs to remain out in order to draw trade goods\")\r\n                end\r\n            end\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\n--events that should occur after placing a valid tile\r\nfunction displayFigureButtons()\r\n    local labelButtonParam = {\r\n       index = 1, label = 'Place a figure\\nOR', click_function = 'doNothing',\r\n       position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=1.8}, width = 0, height=0, font_size = 200, function_owner = nil\r\n    }\r\n    createNormalizedArbitraryButton({x=-lastPlacedTileX * TILE_SPACING + MIDDLE_OFFSET.x, y=TABLE_SURFACE_Y + TILE_THICKNESS / 2, z=lastPlacedTileZ * TILE_SPACING - MIDDLE_OFFSET.z}, labelButtonParam, true)\r\n    local skipFigureButtonParam = {\r\n       index = 2, label = 'Skip placing\\nfigure', click_function = 'skipFigureButton',\r\n       position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=2.5}, width = 1400, height=600, font_size = 200, function_owner = nil\r\n    }\r\n    createNormalizedArbitraryButton({x=-lastPlacedTileX * TILE_SPACING + MIDDLE_OFFSET.x, y=TABLE_SURFACE_Y + TILE_THICKNESS / 2, z=lastPlacedTileZ * TILE_SPACING - MIDDLE_OFFSET.z}, skipFigureButtonParam, true)\r\n    for _, knight in ipairs(seducedKnights) do\r\n        local seduceKnightButtonParam = {\r\n           index = 1, label = 'Seduce\\nknight', click_function = 'seduceKnightButton',\r\n           position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=1.0}, width = 1700, height=600, font_size = 200, function_owner = nil\r\n        }\r\n        createNormalizedButton(getObjectFromGUID(knight), seduceKnightButtonParam, true)\r\n    end\r\n    for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n        if obj.getVar('figureName') == 'Abbot' and obj.getVar('owner') == activePlayers[currentPlayer] then\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            if tileGridOccupied(xIndex, zIndex) then\r\n                local retrieveAbbotButtonParam = {\r\n                   index = 1, label = 'Retrieve\\nabbot', click_function = 'retrieveAbbotButton',\r\n                   position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=1.0}, width = 1400, height=600, font_size = 200, function_owner = nil\r\n                }\r\n                createNormalizedButton(obj, retrieveAbbotButtonParam, true)\r\n                currentPlayerAbbot = obj.getGUID()\r\n                return --there shouldn't be multiple abbots for each player, but stop just in case\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\n--creates a button, which is rotated according to the object's current rotation, so that the buttons always face up and towards the active player\r\nfunction createNormalizedButton(obj, params, rotateToPlayer, customRotation)\r\n    local player = activePlayers[currentPlayer]\r\n    if currentMiniTurn ~= nil then\r\n        player = activePlayers[currentMiniTurn]\r\n    end\r\n    if controlPanelSettings[player .. 'Control'] ~= nil then\r\n        player = controlPanelSettings[player .. 'Control']\r\n    end\r\n    --default rotation is 180 degrees\r\n    local playerRotation = 2\r\n    local x, z\r\n    if customRotation ~= nil then\r\n        playerRotation = customRotation\r\n        x, z = rotateCoordinates(params.position.x, params.position.z, customRotation)\r\n    else\r\n        if rotateToPlayer then\r\n            playerRotation = player_possession_areas[player].rotation\r\n        end\r\n        x, z = rotateCoordinates(params.position.x, params.position.z, ((-playerRotation + 7) % 4) + 1)\r\n    end\r\n    params.position = {x=x, y=params.position.y, z=z}\r\n    local pos = obj.getPosition()\r\n    pos.x = pos.x + params.position.x\r\n    pos.y = pos.y + params.position.y\r\n    pos.z = pos.z + params.position.z\r\n    pos = obj.positionToLocal(pos)\r\n    params.position = {x=-pos.x, y=pos.y, z=pos.z}\r\n    params.scale = {x=1/obj.getScale().x / 2, y=1/obj.getScale().y, z=1/obj.getScale().z / 2}\r\n\r\n    local rotation = -obj.getRotation().y - (playerRotation * 90)\r\n    --this method is currently bugged(?)\r\n    --local rotation = (obj.getRotation().y * -1) + (Player[player].getPointerRotation())\r\n    while rotation < 0 do rotation = rotation + 360 end\r\n    params.rotation = {x=obj.getRotation().x, y=rotation, z=-obj.getRotation().z}\r\n    obj.createButton(params)\r\nend\r\n\r\nfunction createNormalizedArbitraryButton(pivot_point, params, rotateToPlayer)\r\n    local player = activePlayers[currentPlayer]\r\n    if currentMiniTurn ~= nil then\r\n        player = activePlayers[currentMiniTurn]\r\n    end\r\n    if controlPanelSettings[player .. 'Control'] ~= nil then\r\n        player = controlPanelSettings[player .. 'Control']\r\n    end\r\n    --default rotation is 180 degrees\r\n    local playerRotation = 2\r\n    if rotateToPlayer then\r\n        playerRotation = player_possession_areas[player].rotation\r\n    end\r\n    local x, z = rotateCoordinates(params.position.x, params.position.z, ((-playerRotation + 7) % 4) + 1)\r\n    --params.position = {x=x, y=params.position.y, z=z}\r\n    params.position = {x=x + pivot_point.x, y=params.position.y + pivot_point.y, z=z + pivot_point.z}\r\n\r\n    local rotation = -(playerRotation * 90)\r\n    --this method is currently bugged(?)\r\n    --local rotation = (obj.getRotation().y * -1) + (Player[player].getPointerRotation())\r\n    while rotation < 0 do rotation = rotation + 360 end\r\n    params.rotation = {x=0, y=rotation, z=0}\r\n    params.scale = {x=0.5, y=1.0, z=0.5}\r\n\r\n    getObjectFromGUID(BUTTON_ANCHOR_GUID).createButton(params)\r\nend\r\n\r\n--dummy function for dummy button\r\nfunction doNothing()\r\nend\r\n\r\nfunction skipFigureButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        return nextState('skip figure')\r\n    end\r\nend\r\n\r\nfunction seduceKnightButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        --although we later remove these buttons, there is a slight delay during the figure removal, so we remove them now\r\n        clearArbitraryButtons()\r\n\r\n        table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n        if object.getVar('figureName') == 'Wagon' then\r\n            allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" has been seduced by the princess! Well not the wagon but the wagon crew... all of them... wow. Let's move on and forget this.\", player_color_tints[object.getVar('owner')])\r\n        else\r\n            allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" has been seduced by the princess! bow chicka wow wow~\", player_color_tints[object.getVar('owner')])\r\n        end\r\n        removeDependentFigures(object)\r\n        return nextState('seduce knight')\r\n    end\r\nend\r\n\r\nfunction retrieveAbbotButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        local xIndex = math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n        local zIndex = math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n        if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n            local xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n            local zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n            xPosition = xPosition - xIndex\r\n            zPosition = zPosition - zIndex\r\n            local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n            local rotation = tileGrid[xIndex][zIndex].rotation\r\n            local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, true)\r\n            local nameOfFeature = getFeatureName(tile, closestPosition)\r\n            getFeatureComponents(xIndex, zIndex, closestPosition, 2, true)\r\n            if nameOfFeature == 'Garden' or nameOfFeature == 'Cloister' or nameOfFeature == 'Abbey' then\r\n                score = #traversedTileCoords\r\n                allGameMessage(object.getVar('owner') .. \" retrieves their abbot back for \" .. score .. \" points on \" .. nameOfFeature, player_color_tints[object.getVar('owner')]) -- .. \" with a strength of \" .. value .. \" followers\", player_color_tints[player])\r\n                scorePoints(object.getVar('owner'), nameOfFeature, score)\r\n                table.insert(removedFigures, {guid=object.getGUID(), winner=true})\r\n                object.setLock(false)\r\n                object.use_gravity = false\r\n                object.interactable = false\r\n                --raise the follower in the air\r\n                object.setPositionSmooth({object.getPosition().x, object.getPosition().y + 2.5, object.getPosition().z}, false, false)\r\n\r\n                if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n                    Timer.create({identifier=os.clock(), function_name='praiseFigures', function_owner=nil, parameters=nil, delay=0.9})\r\n                else\r\n                    returnFigures()\r\n                end\r\n                clearFigureOptions()\r\n                return nextState('retrieve abbot')\r\n            end\r\n        end\r\n    end\r\n    allErrorMessage(\"Error: The abbot is currently on an invalid feature. Abbots can only be placed on gardens and cloisters.\", activePlayers[currentPlayer])\r\nend\r\n\r\nfunction promptTowerCapture()\r\n\tlocal towerRange = numberActiveTowers\r\n    if controlPanelSettings['TowersNerfTower'] then\r\n\t\ttowerRange = numberActiveTowers - 1\r\n\tend\r\n    getObjectFromGUID(tileGrid[towerX][towerZ].tile_guid).highlightOn({1,0,0})\r\n\tif towerRange > 0 then\r\n\t\tfor i=1, towerRange do\r\n\t\t\tfor side, sideDelta in pairs(SIDE_DELTA) do\r\n\t\t\t\tif tileGridOccupied(towerX + sideDelta.x * i, towerZ + sideDelta.z * i) then\r\n\t\t\t\t\tgetObjectFromGUID(tileGrid[towerX + sideDelta.x * i][towerZ + sideDelta.z * i].tile_guid).highlightOn({1,0,0})\r\n\t\t\t\tend\r\n\t\t\tend\r\n\t\tend\r\n\tend\r\n    local hasFollower = false\r\n    capturableFollowers = {}\r\n    for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n        if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) then\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n\t\t\tif tileGridOccupied(xIndex, zIndex) then\r\n                if (xIndex == towerX and zIndex <= towerZ + towerRange and zIndex >= towerZ - towerRange) or (zIndex == towerZ and xIndex <= towerX + towerRange and xIndex >= towerX - towerRange) then\r\n                    local captureFollowerButtonParam = {\r\n                       index = 1, label = 'Capture\\n' .. obj.getName(), click_function = 'captureFollowerButton',\r\n                       position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=1.0}, width = 1100, height=600, font_size = 200, function_owner = nil\r\n                    }\r\n                    table.insert(capturableFollowers, obj.getGUID())\r\n                    createNormalizedButton(obj, captureFollowerButtonParam, true)\r\n                    hasFollower = true\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if hasFollower then\r\n        local skipCaptureButtonParam = {\r\n           index = 2, label = 'Skip capturing\\nfollower', click_function = 'skipCaptureButton',\r\n           position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=1.5}, width = 1400, height=600, font_size = 200, function_owner = nil\r\n        }\r\n        createNormalizedArbitraryButton({x=-towerX * TILE_SPACING + MIDDLE_OFFSET.x, y=TABLE_SURFACE_Y + TILE_THICKNESS / 2, z=towerZ * TILE_SPACING - MIDDLE_OFFSET.z}, skipCaptureButtonParam, true)\r\n    else\r\n        return nextState('skip capture')\r\n    end\r\nend\r\n\r\nfunction captureFollowerButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        --although we later remove these buttons, there is a slight delay during the figure removal, so we remove them now\r\n        clearArbitraryButtons(true)\r\n        for _, follower in ipairs(capturableFollowers) do\r\n            getObjectFromGUID(follower).clearButtons()\r\n        end\r\n\r\n        removeDependentFigures(object)\r\n        if object.getVar('owner') == activePlayers[currentPlayer] then\r\n            table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n            allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" was captured by its owner and returned to supply.\", player_color_tints[object.getVar('owner')])\r\n            return nextState('return follower')\r\n        else\r\n            local x, z = rotateCoordinates(PLAYER_POSSESSION_POSITIONS['CapturedFollower'].x, PLAYER_POSSESSION_POSITIONS['CapturedFollower'].z, player_possession_areas[activePlayers[currentPlayer]].rotation)\r\n            x = player_possession_areas[activePlayers[currentPlayer]].x + x\r\n            z = player_possession_areas[activePlayers[currentPlayer]].z + z\r\n            local prisoners = getPrisoners()\r\n            for i=1, 6 do\r\n                local prisonerInThisSpot = false\r\n                for _, prisoner in ipairs(prisoners[activePlayers[currentPlayer]]) do\r\n                    local vPos = prisoner.getPosition()\r\n                    local vPosX = vPos.x\r\n                    local vPosZ = vPos.z\r\n                    local dX = x - vPosX\r\n                    local dZ = z - vPosZ\r\n                    if dX<0.5 and dX>-0.5 and dZ<0.5 and dZ>-0.5 then\r\n                        prisonerInThisSpot = true\r\n                    end\r\n                end\r\n                if not prisonerInThisSpot then break end\r\n                x = x + PLAYER_POSSESSION_SPACING\r\n            end\r\n            object.setLock(false)\r\n            object.setPositionSmooth({x, 2, z})\r\n            object.setRotationSmooth({0,  player_possession_areas[activePlayers[currentPlayer]].rotation * -90, 0})\r\n            allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. RGBToBracketedHex(NEUTRAL_COLOR) .. \" has been captured by \" .. RGBToBracketedHex(player_color_tints[activePlayers[currentPlayer]]) .. activePlayers[currentPlayer], player_color_tints[object.getVar('owner')])\r\n            return nextState('capture follower')\r\n        end\r\n    end\r\nend\r\n\r\nfunction skipCaptureButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        return nextState('skip capture')\r\n    end\r\nend\r\n\r\nfunction createRansomButtons()\r\n    allPrisoners = getPrisoners()\r\n    for player, prisoners in pairs(allPrisoners) do\r\n        for _, prisoner in ipairs(prisoners) do\r\n            if prisoner.getVar('owner') == activePlayers[currentPlayer] then\r\n                local ransomFollowerButtonParam = {\r\n                   index = 1, label = 'Ransom\\n' .. prisoner.getName(), click_function = 'ransomFollowerButton',\r\n                   position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=1.0}, width = 1100, height=600, font_size = 200, function_owner = nil\r\n                }\r\n                local rotation = player_possession_areas[player].rotation + 2\r\n                if rotation > 3 then rotation = rotation - 4 end\r\n                createNormalizedButton(prisoner, ransomFollowerButtonParam, false, rotation)\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\nfunction ransomFollowerButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        local captor = nil\r\n        for player, prisoners in pairs(allPrisoners) do\r\n            for _, prisoner in ipairs(prisoners) do\r\n                if object == prisoner then\r\n                    captor = player\r\n                end\r\n                prisoner.clearButtons()\r\n            end\r\n        end\r\n        table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n        scorePoints(activePlayers[currentPlayer], 'Ransom', -3)\r\n        if captor ~= nil then\r\n            scorePoints(captor, 'Ransom', 3)\r\n            allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" was ransomed from \" .. captor .. \" for 3 points and returned to supply.\", player_color_tints[object.getVar('owner')])\r\n        else\r\n            allErrorMessage(\"ERROR: Could not find the captor of the prisoner.\")\r\n        end\r\n        return returnFigures(true)\r\n    end\r\nend\r\n\r\nfunction getPrisoners()\r\n    local prisoners = {}\r\n    for _, player in ipairs(activePlayers) do\r\n        prisoners[player] = {}\r\n        local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player]).getObjects()\r\n        local playerNumTokens = 0\r\n        for _, obj in ipairs(playerPossessions) do\r\n            if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) and obj.getVar('owner') ~= player then\r\n                table.insert(prisoners[player], obj)\r\n            end\r\n        end\r\n    end\r\n    return prisoners\r\nend\r\n\r\nfunction exchangePrisoners()\r\n    local prisoners = getPrisoners()\r\n    prisonersOfOtherPlayer = {}\r\n    if(prisoners[activePlayers[currentPlayer]][1] ~= nil and #prisoners[prisoners[activePlayers[currentPlayer]][1].getVar('owner')] ~= 0) then\r\n        for _, prisoner in ipairs(prisoners[prisoners[activePlayers[currentPlayer]][1].getVar('owner')]) do\r\n            if prisoner.getVar('owner') == activePlayers[currentPlayer] then\r\n                table.insert(prisonersOfOtherPlayer, prisoner)\r\n            end\r\n        end\r\n    end\r\n    if #prisonersOfOtherPlayer == 0 then\r\n        prisoners[activePlayers[currentPlayer]][1].setLock(true)\r\n        return nextState('next')\r\n    elseif #prisonersOfOtherPlayer == 1 then\r\n        prisoners[activePlayers[currentPlayer]][1].clearButtons()\r\n        prisonersOfOtherPlayer[1].clearButtons()\r\n        table.insert(removedFigures, {guid=prisoners[activePlayers[currentPlayer]][1].getGUID(), winner=false})\r\n        table.insert(removedFigures, {guid=prisonersOfOtherPlayer[1].getGUID(), winner=false})\r\n        allGameMessage(prisoners[activePlayers[currentPlayer]][1].getVar('owner') .. RGBToBracketedHex(NEUTRAL_COLOR) .. ' and ' .. RGBToBracketedHex(player_color_tints[activePlayers[currentPlayer]]) .. activePlayers[currentPlayer] .. RGBToBracketedHex(NEUTRAL_COLOR) .. \" return each others' followers\", player_color_tints[prisoners[activePlayers[currentPlayer]][1].getVar('owner')])\r\n        return nextState('return followers')\r\n    else\r\n        prisoners[activePlayers[currentPlayer]][1].clearButtons()\r\n        table.insert(removedFigures, {guid=prisoners[activePlayers[currentPlayer]][1].getGUID(), winner=false})\r\n        allGameMessage(activePlayers[currentPlayer] .. ' must choose a prisoner from ' .. prisoners[activePlayers[currentPlayer]][1].getVar('owner') .. ' to exchange for ', player_color_tints[activePlayers[currentPlayer]])\r\n        for _, prisoner in ipairs(prisonersOfOtherPlayer) do\r\n            prisoner.clearButtons()\r\n            local returnFollowerButtonParam = {\r\n               index = 1, label = 'Return\\n' .. prisoner.getName(), click_function = 'returnFollowerButton',\r\n               position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=1.0}, width = 1700, height=600, font_size = 200, function_owner = nil\r\n            }\r\n            createNormalizedButton(prisoner, returnFollowerButtonParam, true)\r\n        end\r\n    end\r\nend\r\n\r\nfunction returnFollowerButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        --although we later remove these buttons, there is a slight delay during the figure removal, so we remove them now\r\n        clearArbitraryButtons(true)\r\n        for _, prisoner in ipairs(prisonersOfOtherPlayer) do\r\n            prisoner.clearButtons()\r\n        end\r\n\r\n        table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n        allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" was returned to its owner in exchange for a prisoner\", player_color_tints[object.getVar('owner')])\r\n        return nextState('return followers')\r\n    end\r\nend\r\n\r\n--adds any special figures that were dependent on this figure to the removed figure list\r\nfunction removeDependentFigures(object)\r\n    local xIndex = math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n    local zIndex = math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n    local xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n    local zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n    xPosition = xPosition - xIndex\r\n    zPosition = zPosition - zIndex\r\n    if(tileGrid[xIndex] == nil or tileGrid[xIndex][zIndex] == nil) then\r\n      allErrorMessage(\"ERROR: No tile detected at this figure. Was it moved? You may need to manually recover from this.\", activePlayers[currentPlayer])\r\n      return\r\n    end\r\n    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n    local rotation = tileGrid[xIndex][zIndex].rotation\r\n    local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, true)\r\n    getFeatureComponents(xIndex, zIndex, closestPosition, 2, true)\r\n    local followersCount = 0\r\n    for _, follower in ipairs(traversedFollowers) do\r\n        if follower.getGUID() ~= object.getGUID() and follower.getVar('owner') == object.getVar('owner') then\r\n            followersCount = followersCount + 1\r\n        end\r\n    end\r\n    if followersCount == 0 then\r\n        for _, figure in ipairs(traversedSpecialFigures) do\r\n            if (figure.getVar('figureName') == 'Pig' or figure.getVar('figureName') == 'Builder') and figure.getVar('owner') == object.getVar('owner') then\r\n                table.insert(removedFigures, {guid=figure.getGUID(), winner=false})\r\n                allGameMessage(figure.getVar('owner') .. \" no longer has a follower for their \" .. figure.getName() .. \" and must be removed.\", player_color_tints[figure.getVar('owner')])\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\nfunction clearFigureOptions()\r\n    clearArbitraryButtons(true)\r\n    if flierOffset ~= nil and tileGrid[lastPlacedTileX + flierOffset.x] ~= nil and tileGrid[lastPlacedTileX + flierOffset.x][lastPlacedTileZ + flierOffset.z] ~= nil then\r\n        local possibleTile = getObjectFromGUID(tileGrid[lastPlacedTileX + flierOffset.x][lastPlacedTileZ + flierOffset.z].tile_guid)\r\n        if possibleTile ~= nil then\r\n            possibleTile.highlightOff()\r\n        end\r\n    end\r\n    local fairy = getObjectFromGUID(fairy_GUID)\r\n    if controlPanelSettings['PnDFairy'] and fairy ~= nil then\r\n        fairy.setLock(true)\r\n        fairy.highlightOff()\r\n    end\r\nend\r\n\r\nfunction clearArbitraryButtons(alsoClearHighlights)\r\n    local prisoners = getPrisoners()\r\n    for _, object in ipairs(getAllObjects()) do\r\n        if tostring(object) == 'Card(Clone) (LuaGameObjectScript)' then\r\n            if alsoClearHighlights then\r\n                object.highlightOff()\r\n            end\r\n            object.clearButtons()\r\n        elseif table.contains(FOLLOWER_TYPES, object.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, object.getVar('figureName')) then\r\n            local isPrisoner = false\r\n            for player, prisoners in pairs(allPrisoners) do\r\n                for _, prisoner in ipairs(prisoners) do\r\n                    if prisoner == object then\r\n                        isPrisoner = true\r\n                        break\r\n                    end\r\n                end\r\n            end\r\n            if not isPrisoner then\r\n                object.highlightOff()\r\n                object.clearButtons()\r\n            end\r\n        end\r\n    end\r\n    if alsoClearHighlights then\r\n        highlightLastPlacedTiles()\r\n    end\r\n    if lastPlacedTileX ~= nil then\r\n        getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid).clearButtons()\r\n    end\r\n    if currentPlayerAbbot ~= nil then\r\n        getObjectFromGUID(currentPlayerAbbot).clearButtons()\r\n    end\r\n    for _, knight in ipairs(seducedKnights) do\r\n        getObjectFromGUID(knight).clearButtons()\r\n    end\r\n    if shepherdAwaitingAction ~= nil then\r\n        local shepherd = getObjectFromGUID(shepherdAwaitingAction)\r\n        shepherd.clearButtons()\r\n    end\r\n    getObjectFromGUID(BUTTON_ANCHOR_GUID).clearButtons()\r\n    for _, buttonAnchor in ipairs(arbitraryButtonAnchors) do\r\n        buttonAnchor.destruct()\r\n    end\r\n    arbitraryButtonAnchors = {}\r\nend\r\n\r\nfunction highlightLastPlacedTiles()\r\n    for player, coordinates in pairs(lastPlacedPlayerTiles) do\r\n        if tileGridOccupied(coordinates.x, coordinates.z) then\r\n            local tile = getObjectFromGUID(tileGrid[coordinates.x][coordinates.z].tile_guid)\r\n            tile.highlightOn(player_color_tints[player])\r\n        end\r\n    end\r\nend\r\n\r\nfunction promptShepherd()\r\n    -- local shepherdExpandButtonParam = {\r\n    --    index = 1, label = 'Expand the\\nflock', click_function = 'addSheepToFlockButton',\r\n    --    position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=1.5}, width = 1400, height=700, font_size = 200, function_owner = nil\r\n    -- }\r\n    -- local shepherdHerdButtonParam = {\r\n    --    index = 2, label = 'Herd the flock\\ninto the stable', click_function = 'scoreFlockButton',\r\n    --    position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=2.3}, width = 1400, height=700, font_size = 200, function_owner = nil\r\n    -- }\r\n    local shepherdExpandButtonParam = {\r\n       index = 1, label = 'Expand the\\nflock', click_function = 'addSheepToFlockButton',\r\n       position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=1.5}, width = 1400, height=700, font_size = 200, function_owner = nil\r\n    }\r\n    local shepherdHerdButtonParam = {\r\n       index = 2, label = 'Herd the flock\\ninto the stable', click_function = 'scoreFlockButton',\r\n       position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=2.3}, width = 1400, height=700, font_size = 200, function_owner = nil\r\n    }\r\n    local shepherd = getObjectFromGUID(shepherdAwaitingAction)\r\n    createNormalizedButton(shepherd, shepherdExpandButtonParam, true)\r\n    createNormalizedButton(shepherd, shepherdHerdButtonParam, true)\r\n    allGameMessage(activePlayers[currentPlayer] .. \" added to their Shepherd's field and has an opportunity to expand their flock\", player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n    return\r\nend\r\n\r\nfunction addSheepToFlockButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        local shepherd = getObjectFromGUID(shepherdAwaitingAction)\r\n        clearArbitraryButtons()\r\n        if controlPanelSettings['PnDDragon'] then\r\n            addSheepToTile(shepherd)\r\n        else\r\n            addSheepToField(shepherd)\r\n        end\r\n    end\r\nend\r\n\r\nfunction addSheepToField(shep)\r\n    shepherd = shep\r\n    --startLuaCoroutine(self, 'scoreFlockCoroutine')\r\n\r\n    local CoNew = coroutine.create(addSheepToFieldCoroutine)\r\n    --add it to the list of active coroutines\r\n    table.insert(m_Routines, {Co = CoNew, iYield = 0})\r\n    --run it...\r\n    local iIdx = #m_Routines\r\n    coroutine.resume(m_Routines[iIdx].Co, m_Routines[iIdx].iYield)\r\nend\r\n\r\n--will go through all possible locations on the field and find an empty spot where the sheep tile can be put\r\n--Note: according to this forum post, this behavior actually violates the rules: https://boardgamegeek.com/thread/1434965/question-about-location-sheep-tokens\r\n--At first, I thought I could get around this by making the dragon not eat the sheep, but in the event that multiple fields are joined together, there needs to be a way to separate the different sheep groups\r\n--We can still use it for games that do not include the dragon, because I think it looks nicer\r\nfunction addSheepToFieldCoroutine()\r\n    --no error checking for the shepherd. Assume that it is still in a legal position\r\n    local shepherdTileXIndex = math.floor((shepherd.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n    local shepherdTileZIndex = math.floor((shepherd.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n    local shepherdxPosition = (shepherd.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n    local shepherdzPosition = (shepherd.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n    shepherdxPosition = shepherdxPosition - shepherdTileXIndex\r\n    shepherdzPosition = shepherdzPosition - shepherdTileZIndex\r\n    local shepherdClosestPosition = findClosestPosition(shepherdxPosition, shepherdzPosition, getObjectFromGUID(tileGrid[shepherdTileXIndex][shepherdTileZIndex].tile_guid), tileGrid[shepherdTileXIndex][shepherdTileZIndex].rotation, true)\r\n    getFeatureComponents(shepherdTileXIndex, shepherdTileZIndex, shepherdClosestPosition, 1, true)\r\n    --now that we've traversed for this shepherd, check all positions in the field for an open spot\r\n    for _, traversedTileCoord in ipairs(traversedTileCoords) do\r\n        if traversedFeaturePositions[traversedTileCoord.x] ~= nil and traversedFeaturePositions[traversedTileCoord.x][traversedTileCoord.z] ~= nil then\r\n            for location, traversedFeaturePosition in pairs(traversedFeaturePositions[traversedTileCoord.x][traversedTileCoord.z]) do\r\n                if location > 4 and location < 13 and traversedFeaturePosition == 1 then\r\n                    local occupied = false\r\n                    --debugMessage(1, \"checking x: \" .. traversedTileCoord.x .. \" z: \" .. traversedTileCoord.z .. \" location: \" .. location .. \" for empty sheep location\")\r\n                    for _, figureSet in ipairs({traversedFollowers, traversedSheepTokens, traversedSpecialFigures}) do\r\n                        for _, figure in ipairs(figureSet) do\r\n                            local xIndex = math.floor((figure.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                            local zIndex = math.floor((figure.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                            if xIndex == traversedTileCoord.x and zIndex == traversedTileCoord.z then\r\n                                local xPosition = (figure.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                                local zPosition = (figure.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                                xPosition = xPosition - xIndex\r\n                                zPosition = zPosition - zIndex\r\n                                local x, z = getFeatureLocation(location, getObjectFromGUID(tileGrid[traversedTileCoord.x][traversedTileCoord.z].tile_guid), tileGrid[traversedTileCoord.x][traversedTileCoord.z].rotation)\r\n                                if ((xPosition - x) * (xPosition - x)) + ((zPosition - z) * (zPosition - z)) < 0.1 then\r\n                                    --debugMessage(2, \"Too close to sheep location (\" .. ((xPosition - x) * (xPosition - x)) + ((zPosition - z) * (zPosition - z)) .. \")\")\r\n                                    occupied = true\r\n                                    break\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                    if not occupied then\r\n                        local sheepTileBag = getObjectFromGUID(expansionBags['HnS'].contents['HnSSheepBag'].guid)\r\n                        if sheepTileBag ~= nil then\r\n                            local params = {}\r\n                            local x, z = getFeatureLocation(location, getObjectFromGUID(tileGrid[traversedTileCoord.x][traversedTileCoord.z].tile_guid), tileGrid[traversedTileCoord.x][traversedTileCoord.z].rotation)\r\n                            params.position = {x=(x * TILE_SPACING) + (traversedTileCoord.x * TILE_SPACING) - MIDDLE_OFFSET.x, y=1.5, z=(z * TILE_SPACING) + (traversedTileCoord.z * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n\r\n                            local direction = (3 + location + (tileGrid[traversedTileCoord.x][traversedTileCoord.z].rotation * 2)) % 8 + 5\r\n                            params.position.x = params.position.x - (SIDE_DELTA[math.floor((direction - 3) / 2)].x * 0.1 * TILE_SPACING)\r\n                            params.position.z = params.position.z - (SIDE_DELTA[math.floor((direction - 3) / 2)].z * 0.1 * TILE_SPACING)\r\n\r\n                            params.callback_owner = Global\r\n                            params.callback = \"drawingSheepUnlock\"\r\n\r\n                            sheepTileBag.shuffle()\r\n                            drawingSheepLock = true\r\n                            local newTile = sheepTileBag.takeObject(params)\r\n                            while drawingSheepLock do\r\n                                coroutine.yield(0)\r\n                            end\r\n                            if newTile.getVar('tokenName') == \"Wolf\" then\r\n                                Timer.create({identifier=shepherd.getGUID() .. os.clock(), function_name='scoreFlock', function_owner=nil, parameters={shepherd=shepherd}, delay=1.0})\r\n                            else\r\n                                Timer.create({identifier=shepherd.getGUID() .. os.clock(), function_name='progressState', function_owner=nil, parameters=nil, delay=1.0})\r\n                            end\r\n                            return\r\n                        else\r\n                            allErrorMessage(\"Error: Sheep bag is missing! The bag needs to remain out in order to draw sheep tokens\")\r\n                            return\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    gameNotification(\"No more room on field! Placing sheep on shepherd\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n    addSheepToShepherd(shepherd)\r\nend\r\n\r\nfunction addSheepToTile(shep)\r\n    shepherd = shep\r\n    --startLuaCoroutine(self, 'scoreFlockCoroutine')\r\n\r\n    local CoNew = coroutine.create(addSheepToTileCoroutine)\r\n    --add it to the list of active coroutines\r\n    table.insert(m_Routines, {Co = CoNew, iYield = 0})\r\n    --run it...\r\n    local iIdx = #m_Routines\r\n    coroutine.resume(m_Routines[iIdx].Co, m_Routines[iIdx].iYield)\r\nend\r\n\r\n--adds a sheep to the tile that the shepherd is on, if there is room\r\nfunction addSheepToTileCoroutine()\r\n    --no error checking for the shepherd. Assume that it is still in a legal position\r\n    local shepherdTileXIndex = math.floor((shepherd.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n    local shepherdTileZIndex = math.floor((shepherd.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n    local tile = getObjectFromGUID(tileGrid[shepherdTileXIndex][shepherdTileZIndex].tile_guid)\r\n    local rotation = tileGrid[shepherdTileXIndex][shepherdTileZIndex].rotation\r\n    local shepherdxPosition = (shepherd.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n    local shepherdzPosition = (shepherd.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n    shepherdxPosition = shepherdxPosition - shepherdTileXIndex\r\n    shepherdzPosition = shepherdzPosition - shepherdTileZIndex\r\n    local shepherdClosestPosition = findClosestPosition(shepherdxPosition, shepherdzPosition, getObjectFromGUID(tileGrid[shepherdTileXIndex][shepherdTileZIndex].tile_guid), tileGrid[shepherdTileXIndex][shepherdTileZIndex].rotation, true)\r\n    for _, linkedOctants in pairs(tile.getTable('linkedOctants')) do\r\n        if table.contains(linkedOctants, shepherdClosestPosition) then\r\n            for _, location in pairs(linkedOctants) do\r\n                local x, z = getFeatureLocation(location, tile, rotation)\r\n                local occupied = false\r\n                local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n                for _, object in ipairs(objs) do\r\n                    if table.contains(FOLLOWER_TYPES, object.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, object.getVar('figureName')) or\r\n                    table.contains(NEUTRAL_FIGURE_TYPES, object.getVar('figureName')) or table.contains(SHEEP_TOKEN_TYPES, object.getVar('tokenName')) then\r\n                        local xIndex = math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                        local zIndex = math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                        if xIndex == shepherdTileXIndex and zIndex == shepherdTileZIndex then\r\n                            local xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                            local zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                            xPosition = xPosition - xIndex\r\n                            zPosition = zPosition - zIndex\r\n                            if ((xPosition - x) * (xPosition - x)) + ((zPosition - z) * (zPosition - z)) < 0.1 then\r\n                                --debugMessage(2, \"Too close to sheep location (\" .. ((xPosition - x) * (xPosition - x)) + ((zPosition - z) * (zPosition - z)) .. \")\")\r\n                                occupied = true\r\n                                break\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n                if not occupied then\r\n                    local sheepTileBag = getObjectFromGUID(expansionBags['HnS'].contents['HnSSheepBag'].guid)\r\n                    if sheepTileBag ~= nil then\r\n                        local params = {}\r\n                        params.position = {x=(x * TILE_SPACING) + (shepherdTileXIndex * TILE_SPACING) - MIDDLE_OFFSET.x, y=1.5, z=(z * TILE_SPACING) + (shepherdTileZIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n\r\n                        local direction = (3 + location + (tileGrid[shepherdTileXIndex][shepherdTileZIndex].rotation * 2)) % 8 + 5\r\n                        params.position.x = params.position.x - (SIDE_DELTA[math.floor((direction - 3) / 2)].x * 0.1 * TILE_SPACING)\r\n                        params.position.z = params.position.z - (SIDE_DELTA[math.floor((direction - 3) / 2)].z * 0.1 * TILE_SPACING)\r\n\r\n                        params.callback_owner = Global\r\n                        params.callback = \"drawingSheepUnlock\"\r\n\r\n                        sheepTileBag.shuffle()\r\n                        drawingSheepLock = true\r\n                        local newTile = sheepTileBag.takeObject(params)\r\n                        while drawingSheepLock do\r\n                            coroutine.yield(0)\r\n                        end\r\n                        if newTile.getVar('tokenName') == \"Wolf\" then\r\n                            Timer.create({identifier=shepherd.getGUID() .. os.clock(), function_name='scoreFlock', function_owner=nil, parameters={shepherd=shepherd}, delay=1.0})\r\n                        else\r\n                            Timer.create({identifier=shepherd.getGUID() .. os.clock(), function_name='progressState', function_owner=nil, parameters=nil, delay=1.0})\r\n                        end\r\n                        return\r\n                    else\r\n                        allErrorMessage(\"Error: Sheep bag is missing! The bag needs to remain out in order to draw sheep tokens\")\r\n                        return\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    gameNotification(\"No more room on field! Placing sheep on shepherd\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n    addSheepToShepherd(shepherd)\r\nend\r\n\r\n--if there is no room to add a sheep to a field, it will be placed on the shepherd's head\r\nfunction addSheepToShepherd(shepherd)\r\n    local sheepTileBag = getObjectFromGUID(expansionBags['HnS'].contents['HnSSheepBag'].guid)\r\n    if sheepTileBag ~= nil then\r\n        local params = {}\r\n        params.position = {shepherd.getPosition().x, shepherd.getPosition().y + 2, shepherd.getPosition().z}\r\n\r\n        params.callback_owner = Global\r\n        params.callback = \"drawingSheepUnlock\"\r\n\r\n        sheepTileBag.shuffle()\r\n        drawingSheepLock = true\r\n        local newTile = sheepTileBag.takeObject(params)\r\n        while drawingSheepLock do\r\n            coroutine.yield(0)\r\n        end\r\n        if newTile.getVar('tokenName') == \"Wolf\" then\r\n            Timer.create({identifier=shepherd.getGUID() .. os.clock(), function_name='scoreFlock', function_owner=nil, parameters={shepherd=shepherd}, delay=1.0})\r\n        else\r\n            Timer.create({identifier=shepherd.getGUID() .. os.clock(), function_name='progressState', function_owner=nil, parameters=nil, delay=1.0})\r\n        end\r\n    else\r\n        allErrorMessage(\"Error: Sheep bag is missing! The bag needs to remain out in order to draw sheep tokens\")\r\n    end\r\nend\r\n\r\n--unlocks the coroutine that drew the sheep, so that it can check the variables on the now-loaded token\r\nfunction drawingSheepUnlock()\r\n    drawingSheepLock = false\r\nend\r\n\r\nfunction scoreFlockButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        local shepherd = getObjectFromGUID(shepherdAwaitingAction)\r\n        clearArbitraryButtons()\r\n        local params = {}\r\n        params.shepherd = shepherd\r\n        scoreFlock(params)\r\n    end\r\nend\r\n\r\nfunction scoreFlock(params)\r\n    shepherd = params.shepherd\r\n    --startLuaCoroutine(self, 'scoreFlockCoroutine')\r\n\r\n    local CoNew = coroutine.create(scoreFlockCoroutine)\r\n    --add it to the list of active coroutines\r\n    table.insert(m_Routines, {Co = CoNew, iYield = 0})\r\n    --run it...\r\n    local iIdx = #m_Routines\r\n    coroutine.resume(m_Routines[iIdx].Co, m_Routines[iIdx].iYield)\r\nend\r\n\r\nfunction scoreFlockCoroutine()\r\n    local sheepTileBag = getObjectFromGUID(expansionBags['HnS'].contents['HnSSheepBag'].guid)\r\n    if sheepTileBag ~= nil then\r\n        local xIndex = math.floor((shepherd.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n        local zIndex = math.floor((shepherd.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n        local xPosition = (shepherd.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n        local zPosition = (shepherd.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n        xPosition = xPosition - xIndex\r\n        zPosition = zPosition - zIndex\r\n        local closestPosition = findClosestPosition(xPosition, zPosition, getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid), tileGrid[xIndex][zIndex].rotation, true)\r\n        --only need a traversal level of 1, since we don't care about completed cities on the field\r\n        getFeatureComponents(xIndex, zIndex, closestPosition, 1, true)\r\n        local score = 0\r\n        local hasWolf = false\r\n\r\n        for _, token in ipairs(traversedSheepTokens) do\r\n            if token.getVar('tokenName') == 'Sheep' then\r\n                score = score + token.getVar('count')\r\n            elseif token.getVar('tokenName') == 'Wolf' then\r\n                hasWolf = true\r\n            end\r\n            sheepTileBag.putObject(token)\r\n        end\r\n        for _, feature in ipairs(traversedSpecialFeatures) do\r\n            if feature == 'Sheep' then\r\n                score = score + 1\r\n                break\r\n            end\r\n        end\r\n        if hasWolf then score = 0 end\r\n        for _, figure in ipairs(traversedSpecialFigures) do\r\n            if figure.getVar('figureName') == 'Shepherd' then\r\n                local winner\r\n                if score > 0 then winner = true else winner = false end\r\n                table.insert(removedFigures, {guid=figure.getGUID(), winner=winner})\r\n                if not hasWolf then\r\n                    allGameMessage(figure.getVar('owner') .. \"'s Shepherd scores \" .. score .. \" points for \" .. score .. \" sheep.\", player_color_tints[figure.getVar('owner')])\r\n                else\r\n                    allGameMessage(figure.getVar('owner') .. \"'s Shepherd loses all of its sheep to a wolf. No points scored.\", player_color_tints[figure.getVar('owner')])\r\n                end\r\n                scorePoints(figure.getVar('owner'), 'Shepherd', score)\r\n                figure.setLock(false)\r\n                figure.use_gravity = false\r\n                figure.interactable = false\r\n                --raise the figure in the air\r\n                figure.setPositionSmooth({figure.getPosition().x, figure.getPosition().y + 2.5, figure.getPosition().z}, false, false)\r\n            end\r\n        end\r\n        if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n            Timer.create({identifier=shepherd.getGUID() .. os.clock(), function_name='praiseShepherd', function_owner=nil, parameters=nil, delay=0.9})\r\n        else\r\n            returnShepherds()\r\n        end\r\n    else\r\n        allErrorMessage(\"Error: Sheep bag is missing! The bag needs to remain out in order to return sheep tokens\")\r\n        nextState('next')\r\n    end\r\n    return 1\r\nend\r\n\r\nfunction praiseShepherd()\r\n    --startLuaCoroutine(self, 'praiseFiguresCoroutine')\r\n\r\n    local CoNew = coroutine.create(praiseShepherdCoroutine)\r\n    --add it to the list of active coroutines\r\n    table.insert(m_Routines, {Co = CoNew, iYield = 0})\r\n    --run it...\r\n    local iIdx = #m_Routines\r\n    coroutine.resume(m_Routines[iIdx].Co, m_Routines[iIdx].iYield)\r\nend\r\n\r\n--makes the winning shepherds spin and marks the features that were scored\r\nfunction praiseShepherdCoroutine()\r\n    local hasWinner = false\r\n    for _, figure in ipairs(removedFigures) do\r\n        if figure.winner then\r\n            hasWinner = true\r\n            getObjectFromGUID(figure.guid).addTorque({0,25,0}, 4)\r\n        end\r\n    end\r\n    if hasWinner then\r\n        getObjectFromGUID(SOUNDBOARD_GUID).AssetBundle.playTriggerEffect(0)\r\n    end\r\n    if showMarkers == 'Scoring' or showMarkers == 'Both' then\r\n        for _, traversedTileCoord in ipairs(traversedTileCoords) do\r\n            if traversedFeaturePositions[traversedTileCoord.x] ~= nil and traversedFeaturePositions[traversedTileCoord.x][traversedTileCoord.z] ~= nil then\r\n                for position, traversedFeaturePosition in pairs(traversedFeaturePositions[traversedTileCoord.x][traversedTileCoord.z]) do\r\n                    if position < 13 or getObjectFromGUID(tileGrid[traversedTileCoord.x][traversedTileCoord.z].tile_guid).getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                        local tile = getObjectFromGUID(tileGrid[traversedTileCoord.x][traversedTileCoord.z].tile_guid)\r\n                        local rotation = tileGrid[traversedTileCoord.x][traversedTileCoord.z].rotation\r\n                        local x, z = getFeatureLocation(position, tile, rotation)\r\n                        local params = {}\r\n                        if traversedFeaturePosition == 1 then\r\n                            params.type = \"BlockSquare\"\r\n                        end\r\n                        params.position = {(x * TILE_SPACING) + (traversedTileCoord.x * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5, (z * TILE_SPACING) + (traversedTileCoord.z * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                        params.scale = {0.25, 0.25, 0.25}\r\n                        params.callback = \"identifyFeature\"\r\n                        params.sound = false\r\n                        local newObject = spawnObject(params)\r\n                        table.insert(featureMarkers, newObject)\r\n                    end\r\n                end\r\n                coroutine.yield(0)\r\n            end\r\n        end\r\n    end\r\n    Timer.create({identifier=os.clock(), function_name='returnShepherds', function_owner=nil, parameters=nil, delay=FIGURE_PRAISE_DELAY})\r\n    return 1\r\nend\r\n\r\nfunction returnShepherds()\r\n    --startLuaCoroutine(self, 'returnShepherdsCoroutine')\r\n\r\n    local CoNew = coroutine.create(returnShepherdsCoroutine)\r\n    --add it to the list of active coroutines\r\n    table.insert(m_Routines, {Co = CoNew, iYield = 0})\r\n    --run it...\r\n    local iIdx = #m_Routines\r\n    coroutine.resume(m_Routines[iIdx].Co, m_Routines[iIdx].iYield)\r\nend\r\n\r\n--send figures back to the player supply area (assuming that's where they were when the game started)\r\nfunction returnShepherdsCoroutine()\r\n    for _, featureMarker in ipairs(featureMarkers) do\r\n        featureMarker.destruct()\r\n    end\r\n    featureMarkers = {}\r\n    for _, figure in ipairs(removedFigures) do\r\n        local figure_obj = getObjectFromGUID(figure.guid)\r\n        figure_obj.setLock(false)\r\n        figure_obj.use_gravity = true\r\n        figure_obj.interactable = true\r\n\r\n        if figurePositions[figure_obj.getVar('owner')] ~= nil and figurePositions[figure_obj.getVar('owner')][figure_obj.getGUID()] ~= nil then\r\n            local figurePad = getObjectFromGUID(figurepad_GUIDs[figure_obj.getVar('owner')])\r\n            local x, z = rotateCoordinatesDegrees(figurePositions[figure_obj.getVar('owner')][figure_obj.getGUID()].x, figurePositions[figure_obj.getVar('owner')][figure_obj.getGUID()].z, -figurePad.getRotation().y)\r\n            figure_obj.setLock(false)\r\n            figure_obj.setPositionSmooth({x = figurePad.getPosition().x + x, y = figurePad.getPosition().y + 1, z = figurePad.getPosition().z + z}, false, false)\r\n            figure_obj.setRotationSmooth({x=0, y=figurePad.getRotation().y, z=0})\r\n        else\r\n            allErrorMessage(\"Warning: \" .. figure_obj.getName() .. \" doesn't have a home and must be returned manually\", activePlayers[currentPlayer])\r\n        end\r\n        coroutine.yield(0)\r\n    end\r\n    removedFigures = {}\r\n\r\n    nextState('next')\r\n    return 1\r\nend\r\n\r\nfunction checkFlierDestination()\r\n    if tileGridOccupied(lastPlacedTileX + flierOffset.x, lastPlacedTileZ + flierOffset.z) then\r\n        local dragon = getObjectFromGUID(dragon_GUID)\r\n        if controlPanelSettings['PnDDragon'] and dragon ~= nil then\r\n            if lastPlacedTileX + flierOffset.x == math.floor((dragon.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING) and\r\n               lastPlacedTileZ + flierOffset.z == math.floor((dragon.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING) then\r\n                allGameMessage(\"The follower flew directly into the dragon's mouth! The dragon thanks you for the delicious aerial food delivery.\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n                table.insert(removedFigures, {guid=flier, winner=false})\r\n                return nextState('feature unavailable')\r\n            end\r\n        end\r\n        resetTraversal()\r\n        local destinationTile = getObjectFromGUID(tileGrid[lastPlacedTileX + flierOffset.x][lastPlacedTileZ + flierOffset.z].tile_guid)\r\n        local hasIncompleteFeature = false\r\n        for i=1, 12 do\r\n            if getFeatureName(destinationTile, i) == 'City' or getFeatureName(destinationTile, i) == 'Road' then --fields are not valid destinations\r\n                if getObjectFromGUID(flier).getVar('figureName') ~= 'Mayor' or getFeatureName(destinationTile, i) == 'City' then\r\n                    if getFeatureComponents(lastPlacedTileX + flierOffset.x, lastPlacedTileZ + flierOffset.z, i, 1, false) > 0 then\r\n                        hasIncompleteFeature = true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        local specialFeatures = destinationTile.getTable('specialFeatures')\r\n        for j, feature in pairs(specialFeatures) do\r\n            if (feature[1] == 'Cloister' or feature[1] == 'Abbey') and getObjectFromGUID(flier).getVar('figureName') ~= 'Mayor' then\r\n                if getFeatureComponents(lastPlacedTileX + flierOffset.x, lastPlacedTileZ + flierOffset.z, j + 12, 1, false) > 0 then\r\n                    hasIncompleteFeature = true\r\n                end\r\n            end\r\n            if feature[1] == 'Garden' and getObjectFromGUID(flier).getVar('figureName') == 'Abbot' then\r\n                if getFeatureComponents(lastPlacedTileX + flierOffset.x, lastPlacedTileZ + flierOffset.z, j + 12, 1, false) > 0 then\r\n                    hasIncompleteFeature = true\r\n                end\r\n            end\r\n        end\r\n        if hasIncompleteFeature then\r\n            return nextState('feature available')\r\n        else\r\n            allGameMessage(\"The destination tile has no valid incomplete features that this follower can land on. Returning follower.\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        end\r\n    else\r\n        allGameMessage(\"No tile exists at flier destination. Returning follower.\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n    end\r\n\r\n    table.insert(removedFigures, {guid=flier, winner=false})\r\n    return nextState('feature unavailable')\r\nend\r\n\r\nfunction promptMovingFromCoC()\r\n    if currentMiniTurn == nil then\r\n        if not gameover then\r\n            currentMiniTurn = currentPlayer + 1\r\n        else --this assumes that the script had moved to the next player, even though there were no tiles left. Should be the player after the one that placed the last tile\r\n            currentMiniTurn = currentPlayer\r\n        end\r\n    end\r\n    if controlPanelSettings['StartingTileCoC'] then\r\n        --find the count so that ihe feature it is on can be excluded\r\n        if carcassonneFigures == nil then\r\n            carcassonneFigures = {}\r\n            if barnFeatureNumbers == nil then\r\n                barnFeatureNumbers = {}\r\n            end\r\n\r\n            local countnameOfFeature = nil\r\n            if not controlPanelSettings['CoCNoCount'] then\r\n                local count = getObjectFromGUID(expansionBags['CoC'].contents['CoCCount'].guid)\r\n                local countxIndex = math.floor((count.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                local countzIndex = math.floor((count.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                if tileGrid[countxIndex] ~= nil and tileGrid[countxIndex][countzIndex] ~= nil then\r\n                    local countxPosition = (count.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                    local countzPosition = (count.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                    countxPosition = countxPosition - countxIndex\r\n                    countzPosition = countzPosition - countzIndex\r\n                    local counttile = getObjectFromGUID(tileGrid[countxIndex][countzIndex].tile_guid)\r\n                    local counttilerotation = tileGrid[countxIndex][countzIndex].rotation\r\n                    local countclosestPosition = findClosestPosition(countxPosition, countzPosition, counttile, counttilerotation, false)\r\n                    local countfeatureNum = featureMap[countxIndex][countzIndex][countclosestPosition]\r\n                    countnameOfFeature = featureList[countfeatureNum].nameOfFeature\r\n                end\r\n            end\r\n\r\n            --find all followers in the city of carcassonne\r\n            for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n                if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) or obj.getVar('figureName') == 'Barn' then\r\n                    local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                    local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                    if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n                        local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                        local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                        xPosition = xPosition - xIndex\r\n                        zPosition = zPosition - zIndex\r\n                        local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                        local rotation = tileGrid[xIndex][zIndex].rotation\r\n                        local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, false)\r\n                        local featureNum = featureMap[xIndex][zIndex][closestPosition]\r\n\r\n                        if featureNum ~= nil and featureList[featureNum] ~= nil then\r\n                            if obj.getVar('figureName') == 'Barn' then\r\n                                table.insert(barnFeatureNumbers, featureNum)\r\n                            else\r\n                                local nameOfFeature = featureList[featureNum].nameOfFeature\r\n                                if string.sub(nameOfFeature,1,8) == 'Quarter-' and nameOfFeature ~= countnameOfFeature then\r\n                                    local quarter = string.sub(nameOfFeature,9)\r\n                                    if carcassonneFigures[obj.getVar('owner')] == nil then\r\n                                        carcassonneFigures[obj.getVar('owner')] = {}\r\n                                    end\r\n                                    carcassonneFigures[obj.getVar('owner')][obj.getGUID()] = quarter\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        --this is necessary if the game is loaded during this turn state. I don't want to save it to the save file so i have to make this check.\r\n        if barnFeatureNumbers == nil then\r\n            barnFeatureNumbers = {}\r\n            for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n                if obj.getVar('figureName') == 'Barn' then\r\n                    local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                    local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                    if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n                        local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                        local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                        xPosition = xPosition - xIndex\r\n                        zPosition = zPosition - zIndex\r\n                        local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                        local rotation = tileGrid[xIndex][zIndex].rotation\r\n                        local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, false)\r\n                        local featureNum = featureMap[xIndex][zIndex][closestPosition]\r\n\r\n                        if featureNum ~= nil and featureList[featureNum] ~= nil then\r\n                            if obj.getVar('figureName') == 'Barn' then\r\n                                table.insert(barnFeatureNumbers, featureNum)\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        while true do\r\n            if currentMiniTurn > #activePlayers then currentMiniTurn = 1 end\r\n            --https://stackoverflow.com/a/1252776\r\n            local next = next\r\n            if next(carcassonneFigures) == nil then break end\r\n            local hasCity = false\r\n            local hasRoad = false\r\n            local hasCloister = false\r\n            local hasField = false\r\n            if not gameover then\r\n                local newTile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n                local tileRotation = tileGrid[lastPlacedTileX][lastPlacedTileZ].rotation\r\n                if newTile.getTable('sides')[1] ~= 'Abbey' then\r\n                    local specialFeatures = newTile.getTable('specialFeatures')\r\n                    for i=1, 12 do --roads and cities\r\n                        local direction\r\n                        if i < 5 then\r\n                            direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                        elseif i < 13 then\r\n                            direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                        end\r\n                        local featureNum = featureMap[lastPlacedTileX][lastPlacedTileZ][direction]\r\n                        if featureNum == nil and i < 5 and featureMap[lastPlacedTileX][lastPlacedTileZ][(direction * 2) + 3] ~= nil and featureMap[lastPlacedTileX][lastPlacedTileZ][(direction * 2) + 3] == featureMap[lastPlacedTileX][lastPlacedTileZ][(direction * 2) + 4] then\r\n                           featureNum = featureMap[lastPlacedTileX][lastPlacedTileZ][(direction * 2) + 3]\r\n                        end\r\n                        if featureNum ~= nil and featureList[featureNum] ~= nil then\r\n                            local nameOfFeature = featureList[featureNum].nameOfFeature\r\n                            if nameOfFeature == 'Field' and table.contains(barnFeatureNumbers, featureNum) and not controlPanelSettings['BaseDisableFields'] then\r\n                                hasField = true\r\n                            elseif featureList[featureNum].openings == 0 then\r\n                                if nameOfFeature == 'Road' and not controlPanelSettings['BaseDisableRoads'] then\r\n                                    hasRoad = true\r\n                                end\r\n                                if nameOfFeature == 'City' and not controlPanelSettings['BaseDisableCities'] then\r\n                                    hasCity = true\r\n                                end\r\n                                if table.contains(CLOISTER_FEATURES, nameOfFeature) and not controlPanelSettings['BaseDisableCloisters'] then\r\n                                    hasCloister = true\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                else --if an abbey was used, then we cannot simply traverse it's features like above in order to find completed features. instead, we traverse the surrounding features\r\n                    for i=1, 12 do --roads and cities\r\n                        local tile = newTile\r\n                        local rotation = tileGrid[lastPlacedTileX][lastPlacedTileZ].rotation\r\n                        local direction = (3 + i + rotation) % 4 + 1\r\n                        local newX = lastPlacedTileX + SIDE_DELTA[direction].x\r\n                        local newZ = lastPlacedTileZ + SIDE_DELTA[direction].z\r\n                        if tileGridOccupied(newX, newZ) then\r\n                            local newTile = getObjectFromGUID(tileGrid[newX][newZ].tile_guid)\r\n                            local newTileRotation = tileGrid[newX][newZ].rotation\r\n                            local newTilePosition\r\n                            if direction < 5 then\r\n                                newTilePosition = (3 + direction + newTileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                            elseif direction < 13 then\r\n                                newTilePosition = (3 + direction + ((newTileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                            else\r\n                                newTilePosition = direction\r\n                            end\r\n                            local featureNum = featureMap[newX][newZ][newTilePosition]\r\n                            if featureNum == nil and direction < 5 and featureMap[newX][newZ][(newTilePosition * 2) + 3] ~= nil and featureMap[newX][newZ][(newTilePosition * 2) + 3] == featureMap[newX][newZ][(newTilePosition * 2) + 4] then\r\n                               featureNum = featureMap[newX][newZ][(newTilePosition * 2) + 3]\r\n                            end\r\n                            if featureNum ~= nil and featureList[featureNum] ~= nil then\r\n                                if featureList[featureNum].openings == 0 then\r\n                                    local nameOfFeature = featureList[featureNum].nameOfFeature\r\n                                    if nameOfFeature == 'Road' and not controlPanelSettings['BaseDisableRoads'] then\r\n                                        hasRoad = true\r\n                                    end\r\n                                    if nameOfFeature == 'City' and not controlPanelSettings['BaseDisableCities'] then\r\n                                        hasCity = true\r\n                                    end\r\n                                    if table.contains(CLOISTER_FEATURES, nameOfFeature) and not controlPanelSettings['BaseDisableCloisters'] then\r\n                                        hasCloister = true\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n\r\n                --check neighbors for completed cloisters\r\n                for _, offset in ipairs(DIAGONAL_DELTA) do\r\n                    local neighborX = lastPlacedTileX + offset.x\r\n                    local neighborZ = lastPlacedTileZ + offset.z\r\n                    if tileGridOccupied(neighborX, neighborZ) then\r\n                        for _, neighborFeatureNum in pairs(featureMap[neighborX][neighborZ]) do\r\n                            if table.contains(CLOISTER_FEATURES, featureList[neighborFeatureNum].nameOfFeature) then\r\n                                if featureList[neighborFeatureNum].openings == 0 then\r\n                                    hasCloister = true\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n\r\n            local hasAnything = false\r\n            if (hasRoad or gameover) and carcassonneFigures[activePlayers[currentMiniTurn]] ~= nil then\r\n                --allGameMessage({\"{c1} has followers at the Blacksmith that can be moved to the completed road.\", {'{c1}', activePlayers[currentMiniTurn]}}, player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n                for follower_guid, quarter in pairs(carcassonneFigures[activePlayers[currentMiniTurn]]) do\r\n                    if quarter == 'Blacksmith' then\r\n                        hasAnything = true\r\n                        getObjectFromGUID(follower_guid).highlightOn({1,1,1})\r\n                        getObjectFromGUID(follower_guid).setLock(false)\r\n                    end\r\n                end\r\n            end\r\n            if (hasCity or gameover) and carcassonneFigures[activePlayers[currentMiniTurn]] ~= nil then\r\n                --allGameMessage({\"{c1} has followers at the Blacksmith that can be moved to the completed road.\", {'{c1}', activePlayers[currentMiniTurn]}}, player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n                for follower_guid, quarter in pairs(carcassonneFigures[activePlayers[currentMiniTurn]]) do\r\n                    if quarter == 'Castle' then\r\n                        hasAnything = true\r\n                        getObjectFromGUID(follower_guid).highlightOn({1,1,1})\r\n                        getObjectFromGUID(follower_guid).setLock(false)\r\n                    end\r\n                end\r\n            end\r\n            if (hasCloister or gameover) and carcassonneFigures[activePlayers[currentMiniTurn]] ~= nil then\r\n                --allGameMessage({\"{c1} has followers at the Blacksmith that can be moved to the completed road.\", {'{c1}', activePlayers[currentMiniTurn]}}, player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n                for follower_guid, quarter in pairs(carcassonneFigures[activePlayers[currentMiniTurn]]) do\r\n                    if quarter == 'Cathedral' then\r\n                        hasAnything = true\r\n                        getObjectFromGUID(follower_guid).highlightOn({1,1,1})\r\n                        getObjectFromGUID(follower_guid).setLock(false)\r\n                    end\r\n                end\r\n            end\r\n            if (hasField or gameover) and carcassonneFigures[activePlayers[currentMiniTurn]] ~= nil then\r\n                --allGameMessage({\"{c1} has followers at the Blacksmith that can be moved to the completed road.\", {'{c1}', activePlayers[currentMiniTurn]}}, player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n                for follower_guid, quarter in pairs(carcassonneFigures[activePlayers[currentMiniTurn]]) do\r\n                    if quarter == 'Market' then\r\n                        hasAnything = true\r\n                        getObjectFromGUID(follower_guid).highlightOn({1,1,1})\r\n                        getObjectFromGUID(follower_guid).setLock(false)\r\n                    end\r\n                end\r\n            end\r\n            if hasAnything then\r\n                allGameMessage({\"{c1} has followers in the City of Carcassonne that can be moved to a completed feature.\", {'{c1}', activePlayers[currentMiniTurn]}}, player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n                local labelButtonParam = {\r\n                   index = 1, label = 'Place a figure\\nOR', click_function = 'doNothing',\r\n                   position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=3.8}, width = 0, height=0, font_size = 200, function_owner = nil\r\n                }\r\n                local skipFigureButtonParam = {\r\n                   index = 2, label = 'Skip placing\\nfigure', click_function = 'skipCoCButton',\r\n                   position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=4.5}, width = 1400, height=600, font_size = 200, function_owner = nil\r\n                }\r\n                local CoCMiddlePosition = getObjectFromGUID(expansionBags['CoC'].contents['CoCStartingTiles'].contents[6].guid).getPosition()\r\n                CoCMiddlePosition.x = CoCMiddlePosition.x + TILE_SPACING / 2\r\n                createNormalizedArbitraryButton({x=-CoCMiddlePosition.x, y=CoCMiddlePosition.y, z=-CoCMiddlePosition.z}, labelButtonParam, true)\r\n                createNormalizedArbitraryButton({x=-CoCMiddlePosition.x, y=CoCMiddlePosition.y, z=-CoCMiddlePosition.z}, skipFigureButtonParam, true)\r\n                return\r\n            else\r\n                carcassonneFigures[activePlayers[currentMiniTurn]] = nil\r\n                currentMiniTurn = currentMiniTurn + 1\r\n            end\r\n        end\r\n        currentMiniTurn = nil\r\n        carcassonneFigures = nil\r\n        barnFeatureNumbers = nil\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nfunction skipCoCButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        clearArbitraryButtons()\r\n        for follower_guid, quarter in pairs(carcassonneFigures[activePlayers[currentMiniTurn]]) do\r\n            getObjectFromGUID(follower_guid).highlightOff()\r\n            getObjectFromGUID(follower_guid).setLock(true)\r\n        end\r\n        carcassonneFigures[activePlayers[currentMiniTurn]] = nil\r\n        currentMiniTurn = currentMiniTurn + 1\r\n        return promptMovingFromCoC()\r\n    end\r\nend\r\n\r\nfunction scoreFeatures()\r\n    scoring = true\r\n    local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n    for i, figureTypes in ipairs({FOLLOWER_TYPES, SPECIAL_FIGURE_TYPES}) do\r\n        for _, obj in ipairs(objs) do\r\n            if table.contains(figureTypes, obj.getVar('figureName')) and not (i == 2 and (not gameover or obj.getVar('figureName') ~= 'Barn')) then\r\n                if not table.contains(followersScored, obj) then\r\n                    local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                    local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                    if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n                        --debugMessage(1, \"Checking \" .. obj.getVar('owner') .. \" \" .. obj.getVar('tokenName') .. \" for finished features at index: x: \" .. xIndex .. \" z: \" .. zIndex)\r\n                        local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                        local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                        xPosition = xPosition - xIndex\r\n                        zPosition = zPosition - zIndex\r\n\r\n                        local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                        local tileRotation = tileGrid[xIndex][zIndex].rotation\r\n                        local closestPosition = findClosestPosition(xPosition, zPosition, tile, tileRotation, true)\r\n                        local direction\r\n                        if closestPosition < 5 then\r\n                            direction = (3 + closestPosition + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n                        elseif closestPosition < 13 then\r\n                            direction = (3 + closestPosition + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n                        else\r\n                            direction = closestPosition\r\n                        end\r\n                        local featureNum = featureMap[xIndex][zIndex][direction]\r\n                        if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(direction * 2) + 3] ~= nil and featureMap[xIndex][zIndex][(direction * 2) + 3] == featureMap[xIndex][zIndex][(direction * 2) + 4] then\r\n                           featureNum = featureMap[xIndex][zIndex][(direction * 2) + 3]\r\n                        end\r\n                        if featureNum ~= nil then\r\n                            getActiveFigures()\r\n                            -- getActiveNeutralFigures()\r\n                            local nameOfFeature = featureList[featureNum].nameOfFeature\r\n\r\n                            --debugMessage(2, \"figure closest feature: index: x: \" .. xIndex .. \" z: \" .. zIndex .. \" position: \" .. closestPosition .. \" name: \" .. nameOfFeature)\r\n\r\n                            local featureComplete\r\n                            if featureList[featureNum].openings == 0 then\r\n                                featureComplete = true\r\n                            else\r\n                                featureComplete = false\r\n                            end\r\n\r\n                            local featureFollowers = {}\r\n                            local featureSpecialFigures = {}\r\n                            if activeFigures[featureNum] ~= nil then\r\n                                featureFollowers = activeFigures[featureNum].followers\r\n                                featureSpecialFigures = activeFigures[featureNum].specialFigures\r\n                            end\r\n\r\n                            local followerCounts = {}\r\n                            local hasPig = {}\r\n                            local hasHill = {}\r\n                            local hasMayor = {}\r\n                            local hasBarn = false\r\n                            local hasNewBarn = false\r\n                            local topWeight = -1\r\n                            --find the relative weights for the followers on this feature\r\n                            for _, follower in ipairs(featureFollowers) do\r\n                                local weight = 0\r\n                                if follower.getVar('figureName') == 'Follower' or follower.getVar('figureName') == 'Wagon' or follower.getVar('figureName') == 'Abbot' then weight = 1\r\n                                elseif follower.getVar('figureName') == 'Big Follower' then weight = 2\r\n                                elseif follower.getVar('figureName') == 'Mayor' then\r\n                                    for _, specialFeature in ipairs(featureList[featureNum].specialFeatures) do\r\n                                        if specialFeature == 'Pennant' then weight = weight + 1 end\r\n                                    end\r\n                                    hasMayor[follower.getVar('owner')] = true\r\n                                end\r\n                                if weight > 0 then\r\n                                    local followerXIndex = math.floor((follower.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                                    local followerZIndex = math.floor((follower.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                                    local specialFeatures = getObjectFromGUID(tileGrid[followerXIndex][followerZIndex].tile_guid).getTable('specialFeatures')\r\n                                    if controlPanelSettings['HnSHills'] and specialFeatures ~= nil then\r\n                                        for _, specialFeature in ipairs(specialFeatures) do\r\n                                            if specialFeature[1] == \"Hill\" then\r\n                                                --although it would have been easier to just add 0.001 to the weight here, it would have technically violated the rules, since multiple hills are not supposed to give extra weight.\r\n                                                hasHill[follower.getVar('owner')] = true\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                                if followerCounts[follower.getVar('owner')] == nil then\r\n                                    followerCounts[follower.getVar('owner')] = weight\r\n                                else\r\n                                    followerCounts[follower.getVar('owner')] = followerCounts[follower.getVar('owner')] + weight\r\n                                end\r\n                            end\r\n                            --add hill weight if there is a hill, find top weight for the feature\r\n                            for player_color, value in pairs(followerCounts) do\r\n                                if hasHill[player_color] then\r\n                                    --if the follower is on a hill, add a small value to it to break any ties\r\n                                    followerCounts[player_color] = followerCounts[player_color] + 0.001\r\n                                end\r\n                                if followerCounts[player_color] > topWeight then topWeight = followerCounts[player_color] end\r\n                            end\r\n\r\n                            for _, figure in ipairs(featureSpecialFigures) do\r\n                                if figure.getVar('figureName') == 'Pig' then hasPig[figure.getVar('owner')] = true end\r\n                                if figure.getVar('figureName') == 'Barn' then\r\n                                    hasBarn = true\r\n                                    if newBarn ~= nil and figure.getGUID() == newBarn then\r\n                                        hasNewBarn = true\r\n                                        newBarn = nil\r\n                                    end\r\n                                    --recalculate \"follower count\" with only barns. Technically they aren't followers but it was easier in code.\r\n                                    if #featureFollowers == 0 then\r\n                                        if followerCounts[figure.getVar('owner')] == nil then\r\n                                            followerCounts[figure.getVar('owner')] = 1\r\n                                        else\r\n                                            followerCounts[figure.getVar('owner')] = followerCounts[figure.getVar('owner')] + 1\r\n                                        end\r\n                                        if followerCounts[figure.getVar('owner')] > topWeight then topWeight = followerCounts[figure.getVar('owner')] end\r\n                                    end\r\n                                end\r\n                            end\r\n                            if #featureFollowers == 0 and not hasBarn then\r\n                                allErrorMessage(\"ERROR: no followers found. This should never happen. Tell the dev.\")\r\n                                return\r\n                            end\r\n                            local score = 0\r\n                            local containsPigHerd = false\r\n                            if nameOfFeature == 'City' then\r\n                                score = featureList[featureNum].numTiles\r\n                                local containsCathedral = false\r\n                                for _, feature in ipairs(featureList[featureNum].specialFeatures) do\r\n                                    if feature == 'Pennant' then\r\n                                        score = score + 1\r\n                                    end\r\n                                    if feature == 'Cathedral' and controlPanelSettings['InCCathedrals'] then\r\n                                        containsCathedral = true\r\n                                    end\r\n                                end\r\n                                if containsCathedral then\r\n                                    if featureComplete then\r\n                                        score = score * 3\r\n                                    else\r\n                                        score = 0\r\n                                    end\r\n                                else\r\n                                    if featureComplete then\r\n                                        score = score * 2\r\n                                    end\r\n                                end\r\n                                --do not nerf cities that were completed by an abbey, or incomplete cities\r\n                                if lastPlacedTileX ~= nil and getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid).getTable('sides')[1] ~= 'Abbey' and\r\n                                   featureComplete and controlPanelSettings['BaseNerfSmallCity'] and score == 4 then score = 2 end\r\n                            elseif nameOfFeature == 'Field' then\r\n                                if linkedFeatures['City-Field'][featureNum] ~= nil then\r\n                                    for connectedFeatureNum, _ in pairs(linkedFeatures['City-Field'][featureNum]) do\r\n                                        if featureList[connectedFeatureNum].openings == 0 then\r\n                                            score = score + 1\r\n                                        end\r\n                                    end\r\n                                    for _, feature in ipairs(featureList[featureNum].specialFeatures) do\r\n                                        if feature == 'Pig-herd' and not controlPanelSettings['RIIDisablePigherd'] then\r\n                                            containsPigHerd = true\r\n                                        end\r\n                                    end\r\n                                end\r\n                                featureComplete = false --so that this feature won't be scored before the end of the game\r\n                            elseif nameOfFeature == 'Road' then\r\n                                score = featureList[featureNum].numTiles\r\n                                local containsInn = false\r\n                                for _, feature in ipairs(featureList[featureNum].specialFeatures) do\r\n                                    if feature == 'Inn' and controlPanelSettings['InCInns'] then\r\n                                        containsInn = true\r\n                                    end\r\n                                end\r\n                                if containsInn then\r\n                                    if featureComplete then\r\n                                        score = score * 2\r\n                                    else\r\n                                        score = 0\r\n                                    end\r\n                                end\r\n                            elseif table.contains(CLOISTER_FEATURES, nameOfFeature) then\r\n                                score = featureList[featureNum].numTiles\r\n                                if featureComplete and controlPanelSettings['HnSVineyards'] then\r\n                                    for _, feature in ipairs(featureList[featureNum].specialFeatures) do\r\n                                        if feature == 'Vineyard' then\r\n                                            score = score + 3\r\n                                        end\r\n                                    end\r\n                                end\r\n                                if featureComplete then\r\n                                    local challengerTile, challengedTile\r\n                                    if nameOfFeature == 'Cloister' or nameOfFeature == 'Abbey' then\r\n                                        challengerTile = 'Cloister'\r\n                                        challengedTile = 'Shrine'\r\n                                    else\r\n                                        challengerTile = 'Shrine'\r\n                                        challengedTile = 'Cloister'\r\n                                    end\r\n                                    for x=-1, 1 do\r\n                                        for z=-1, 1 do\r\n                                            if not (x == 0 and z == 0) and tileGridOccupied(xIndex + x, zIndex + z) then\r\n                                                local specialFeatures = getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid).getTable('specialFeatures')\r\n                                                if specialFeatures ~= nil then\r\n                                                    for i, feature in ipairs(specialFeatures) do\r\n                                                        local adjacentFeature = feature[1]\r\n                                                        if adjacentFeature == 'Abbey' then adjacentFeature = 'Cloister' end\r\n                                                        if adjacentFeature == challengedTile then\r\n                                                            local numTiles = 0\r\n                                                            for nested_x=-1, 1 do\r\n                                                                for nested_z=-1, 1 do\r\n                                                                    if tileGridOccupied(xIndex + x + nested_x, zIndex + z + nested_z) then\r\n                                                                        numTiles = numTiles + 1\r\n                                                                    end\r\n                                                                end\r\n                                                            end\r\n                                                            if numTiles ~= 9 then\r\n                                                                local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n                                                                for _, object in ipairs(objs) do\r\n                                                                    if table.contains(FOLLOWER_TYPES, object.getVar('figureName')) then\r\n                                                                        local objectXIndex = math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n                                                                        local objectZIndex = math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n                                                                        if objectXIndex == xIndex + x and objectZIndex == zIndex + z then\r\n                                                                    \t\t\t\tlocal xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                                                                    \t\t\t\tlocal zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                                                                    \t\t\t\txPosition = xPosition - objectXIndex\r\n                                                                    \t\t\t\tzPosition = zPosition - objectZIndex\r\n                                                                    \t\t\t\tlocal nestedClosestPosition = findClosestPosition(xPosition, zPosition, getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid), rotation, true)\r\n                                                                            if nestedClosestPosition == i + 12 then\r\n                                                                                object.setLock(false)\r\n                                                                                object.use_gravity = false\r\n                                                                                object.interactable = false\r\n                                                                                --raise the follower in the air\r\n                                                                                object.setPositionSmooth({object.getPosition().x, object.getPosition().y + 2.5, object.getPosition().z}, false, false)\r\n                                                                                table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n                                                                                allGameMessage(object.getVar('owner') .. \" \" .. object.getName() .. \" has lost the Cloister/Shrine challenge.\", player_color_tints[object.getVar('owner')])\r\n                                                                            end\r\n                                                                        end\r\n                                                                    end\r\n                                                                end\r\n                                                            end\r\n                                                        end\r\n                                                    end\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            elseif nameOfFeature == \"Baba Yaga's Hut\" then\r\n                                score = 10 - featureList[featureNum].numTiles\r\n                                --unclear if vineyards should be counted. Leaving out for now\r\n                            elseif nameOfFeature == \"Garden\" then\r\n                                score = featureList[featureNum].numTiles\r\n                            end\r\n                            for player, value in pairs(followerCounts) do\r\n                                if nameOfFeature ~= 'Carcassonne' and string.sub(nameOfFeature,1,8) ~= 'Quarter-' and string.sub(nameOfFeature,1,6) ~= 'Crown-' and nameOfFeature ~= 'Tower Foundation' and string.sub(nameOfFeature,1,6) ~= 'Flier' then\r\n                                    if gameover or featureComplete or (nameOfFeature == 'Field' and hasBarn and #featureFollowers > 0) or (gameover and hasBarn and #featureFollowers == 0) then\r\n                                        if (topWeight > 0 and value >= topWeight) then\r\n                                            local playerScore = score\r\n                                            if nameOfFeature == 'Field' then\r\n                                                local scoreMultiplier = 3\r\n                                                if hasBarn then\r\n                                                    if #featureFollowers > 0 then\r\n                                                        if not hasNewBarn then\r\n                                                            scoreMultiplier = 1\r\n                                                        end\r\n                                                    else\r\n                                                        scoreMultiplier = 4\r\n                                                    end\r\n                                                end\r\n                                                if hasPig[player] ~= nil then\r\n                                                    scoreMultiplier = scoreMultiplier + 1\r\n                                                end\r\n                                                if containsPigHerd and #featureFollowers > 0 then -- CAR pg 67 ref 194\r\n                                                    scoreMultiplier = scoreMultiplier + 1\r\n                                                end\r\n                                                playerScore = score * scoreMultiplier\r\n                                            end\r\n                                            allGameMessage(player .. \" scores \" .. playerScore .. \" points on \" .. nameOfFeature, player_color_tints[player]) -- .. \" with a strength of \" .. value .. \" followers\", player_color_tints[player])\r\n                                            scorePoints(player, nameOfFeature, playerScore)\r\n                                        elseif value > 0 then\r\n                                            --allGameMessage(player .. \" did not score any points with a strength of only \" .. value .. \" followers\", player_color_tints[player])\r\n                                        elseif topWeight == 0 and hasMayor[player] then\r\n                                            allGameMessage(player .. \" scores 0 points on \" .. nameOfFeature .. \". A mayor can only score points if the city contains a Pennant!\", player_color_tints[player])\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                            for _, follower in ipairs(featureFollowers) do\r\n                                if not table.contains(followersScored, follower) then\r\n                                    table.insert(followersScored, follower)\r\n                                end\r\n                            end\r\n                            if gameover and #featureFollowers == 0 then\r\n                                for _, figure in ipairs(featureSpecialFigures) do\r\n                                    if not table.contains(followersScored, figure) and figure.getVar('figureName') == 'Barn' then\r\n                                        table.insert(followersScored, figure)\r\n                                    end\r\n                                end\r\n                            end\r\n                            if nameOfFeature ~= 'Carcassonne' and string.sub(nameOfFeature,1,8) ~= 'Quarter-' and string.sub(nameOfFeature,1,6) ~= 'Crown-' and nameOfFeature ~= 'Tower Foundation' then\r\n                                if gameover or featureComplete or (nameOfFeature == 'Field' and hasBarn) then\r\n                                    --The following is only used to check for traversedGoldBars\r\n                                    getFeatureComponents(xIndex, zIndex, closestPosition, 2, true)\r\n                                    for _, follower in ipairs(featureFollowers) do\r\n                                        local closestFollower = fairyClosestFollower()\r\n                                        if closestFollower == follower then\r\n                                            allGameMessage(closestFollower.getVar('owner') .. \" \" .. closestFollower.getName() .. \" scores 3 points for being next to the fairy when scoring a feature.\", player_color_tints[closestFollower.getVar('owner')])\r\n                                            scorePoints(closestFollower.getVar('owner'), 'Fairy', 3)\r\n                                        end\r\n                                        if follower.getVar('figureName') == \"Wagon\" then\r\n                                            wagonFeatures[follower.getVar('owner')] = featureNum\r\n                                        end\r\n                                        local winner = false\r\n                                        if topWeight > 0 and followerCounts[follower.getVar('owner')] >= topWeight and score > 0 then winner = true end\r\n                                        if winner and nameOfFeature ~= 'Field' and #traversedGoldBars > 0 then\r\n                                            if scoringRewards['Gold'] == nil then scoringRewards['Gold'] = {} end\r\n                                            for _, gold in ipairs(traversedGoldBars) do\r\n                                                if scoringRewards['Gold'][gold.getGUID()] == nil then scoringRewards['Gold'][gold.getGUID()] = {} end\r\n                                                if not table.contains(scoringRewards['Gold'][gold.getGUID()], follower.getVar('owner')) then\r\n                                                    table.insert(scoringRewards['Gold'][gold.getGUID()], follower.getVar('owner'))\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                        table.insert(removedFigures, {guid=follower.getGUID(), winner=winner})\r\n                                        follower.setLock(false)\r\n                                        follower.use_gravity = false\r\n                                        follower.interactable = false\r\n                                        --raise the follower in the air\r\n                                        follower.setPositionSmooth({follower.getPosition().x, follower.getPosition().y + 2.5, follower.getPosition().z}, false, false)\r\n                                    end\r\n                                    for _, figure in ipairs(featureSpecialFigures) do\r\n                                        --shepherds are never removed outside of a flock collection\r\n                                        --barns should only be scored at the end of the game, after all followers have been scored\r\n                                        if figure.getVar('figureName') ~= 'Shepherd' and (figure.getVar('figureName') ~= 'Barn' or (figure.getVar('figureName') == 'Barn' and #featureFollowers == 0 and gameover)) then\r\n                                            local winner = false\r\n                                            --builder not involved in scoring, so shouldn't be praised\r\n                                            if figure.getVar('figureName') ~= 'Builder' and topWeight > 0 and followerCounts[figure.getVar('owner')] >= topWeight and score > 0 then winner = true end\r\n                                            table.insert(removedFigures, {guid=figure.getGUID(), winner=winner})\r\n                                            figure.setLock(false)\r\n                                            figure.use_gravity = false\r\n                                            figure.interactable = false\r\n                                            --raise the figure in the air\r\n                                            figure.setPositionSmooth({figure.getPosition().x, figure.getPosition().y + 2.5, figure.getPosition().z}, false, false)\r\n                                        end\r\n                                    end\r\n                                    if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n                                        if gameover then\r\n                                            praiseFiguresCameraFocus(false)\r\n                                        end\r\n                                        getFeatureComponents(xIndex, zIndex, closestPosition, 2, true)\r\n                                        Timer.create({identifier=os.clock(), function_name='praiseFigures', function_owner=nil, parameters=nil, delay=0.9})\r\n                                    else\r\n                                        returnFigures()\r\n                                    end\r\n                                    return\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if gameover then --do possessions now\r\n        if controlPanelSettings['TnBTradeGoods'] then\r\n            for _, tokenType in ipairs(TRADE_TOKEN_TYPES) do --trade tokens\r\n                local highestNumTokens = 0\r\n                local tokenCounts = {}\r\n                --find the highest count for this token\r\n                for _, player in ipairs(activePlayers) do\r\n                    local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player]).getObjects()\r\n                    local playerNumTokens = 0\r\n                    for _, obj in ipairs(playerPossessions) do\r\n                        if obj.getVar('tokenName') == tokenType then\r\n                            local quantity = obj.getQuantity()\r\n                            if quantity == -1 then quantity = 1 end\r\n                            if tokenCounts[player] == nil then\r\n                                tokenCounts[player] = quantity\r\n                            else\r\n                                tokenCounts[player] = tokenCounts[player] + quantity\r\n                            end\r\n                        end\r\n                    end\r\n                    if tokenCounts[player] ~= nil and tokenCounts[player] > highestNumTokens then\r\n                        highestNumTokens = tokenCounts[player]\r\n                    end\r\n                end\r\n                if highestNumTokens > 0 then\r\n                    --give points to players with the most tokens\r\n                    for _, player in ipairs(activePlayers) do\r\n                        local winner\r\n                        if tokenCounts[player] == highestNumTokens then\r\n                            winner = true\r\n                            allGameMessage(player .. \" scores 10 points on \" .. tokenType .. \"s\", player_color_tints[player])\r\n                            scorePoints(player, 'Trade Goods', 10)\r\n                        else\r\n                            winner = false\r\n                        end\r\n                        local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player]).getObjects()\r\n                        for _, obj in ipairs(playerPossessions) do\r\n                            if obj.getVar('tokenName') == tokenType then\r\n                                table.insert(removedFigures, {guid=obj.getGUID(), winner=winner})\r\n                                obj.setLock(false)\r\n                                obj.use_gravity = false\r\n                                obj.interactable = false\r\n                                --raise the token in the air\r\n                                if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n                                    obj.setPositionSmooth({obj.getPosition().x, obj.getPosition().y + 2.5, obj.getPosition().z}, false, false)\r\n                                else\r\n                                    obj.setPosition({obj.getPosition().x, obj.getPosition().y + 2.5, obj.getPosition().z}, false, false)\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                    traversedFeaturePositions = {}\r\n                    if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n                        praiseFiguresCameraFocus(true)\r\n                        Timer.create({identifier=os.clock(), function_name='praiseFigures', function_owner=nil, parameters=nil, delay=0.9})\r\n                    else\r\n                        returnFigures()\r\n                    end\r\n                    return\r\n                end\r\n            end\r\n        end\r\n        if controlPanelSettings['GoldminesGold'] then\r\n            --find the highest count for this token\r\n            for _, player in ipairs(activePlayers) do\r\n                local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player]).getObjects()\r\n                local playerNumGold = 0\r\n                for _, obj in ipairs(playerPossessions) do\r\n                    if obj.getVar('figureName') == GOLD_BAR_NAME then\r\n                        local quantity = obj.getQuantity()\r\n                        if quantity == -1 then quantity = 1 end\r\n                        playerNumGold = playerNumGold + quantity\r\n                        table.insert(removedFigures, {guid=obj.getGUID(), winner=true})\r\n                        obj.setLock(false)\r\n                        obj.use_gravity = false\r\n                        obj.interactable = false\r\n                        --raise the token in the air\r\n                        obj.setPositionSmooth({obj.getPosition().x, obj.getPosition().y + 2.5, obj.getPosition().z}, false, false)\r\n                    end\r\n                end\r\n                if playerNumGold > 0 then\r\n                    local goldPoints\r\n                    local goldMultiplier\r\n                    if playerNumGold > 9 then\r\n                        goldMultiplier =  4\r\n                    elseif playerNumGold > 6 then\r\n                        goldMultiplier = 3\r\n                    elseif playerNumGold > 3 then\r\n                        goldMultiplier = 2\r\n                    else\r\n                        goldMultiplier = 1\r\n                    end\r\n                    allGameMessage(player .. \" scores \" .. playerNumGold * goldMultiplier .. \" points on \" .. playerNumGold .. \" gold bars (\" .. goldMultiplier .. \" points each).\", player_color_tints[player])\r\n                    scorePoints(player, 'Gold', playerNumGold * goldMultiplier)\r\n                    traversedFeaturePositions = {}\r\n\r\n                    if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n                        praiseFiguresCameraFocus(true)\r\n                        Timer.create({identifier=os.clock(), function_name='praiseFigures', function_owner=nil, parameters=nil, delay=0.9})\r\n                    else\r\n                        returnFigures()\r\n                    end\r\n                    return\r\n                end\r\n            end\r\n        end\r\n        --count total completed cities and roads for king and robber points\r\n        local numCities = 0\r\n        local numRoads = 0\r\n        resetTraversal()\r\n        if controlPanelSettings['KnRBKing'] or controlPanelSettings['KnRBRobber'] then\r\n            for x, tileColumn in pairs(tileGrid) do\r\n                for z, tileLocation in pairs(tileColumn) do\r\n                    local tile = getObjectFromGUID(tileLocation.tile_guid)\r\n                    for i=1, 12 do --roads and cities\r\n                        if traversedGrid[x] == nil or traversedGrid[x][z] == nil or traversedGrid[x][z][i] == nil or traversedGrid[x][z][i] > 1 then\r\n                            if controlPanelSettings['KnRBRobber'] and i < 5 and getFeatureName(tile, i) == 'Road' then\r\n                                if getFeatureComponents(x, z, i, 1, false) == 0 then\r\n                                    numRoads = numRoads + 1\r\n                                end\r\n                            elseif controlPanelSettings['KnRBKing'] and i >= 5 and (getFeatureName(tile, i) == 'City' or getFeatureName(tile, i) == 'Carcassonne') then\r\n                                if getFeatureComponents(x, z, i, 1, false) == 0 then\r\n                                    numCities = numCities + 1\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n            --find king and robber tokens and give points\r\n            for _, player in ipairs(activePlayers) do\r\n                local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player]).getObjects()\r\n                for _, obj in ipairs(playerPossessions) do\r\n                    local score\r\n                    if obj.getGUID() == expansionBags['KnRB'].contents['KnRBKing'].guid then\r\n                        score = numCities\r\n                    elseif obj.getGUID() == expansionBags['KnRB'].contents['KnRBRobber'].guid then\r\n                        score = numRoads\r\n                    end\r\n                    if (obj.getGUID() == expansionBags['KnRB'].contents['KnRBKing'].guid and controlPanelSettings['KnRBKing']) or (obj.getGUID() == expansionBags['KnRB'].contents['KnRBRobber'].guid and controlPanelSettings['KnRBRobber']) then\r\n                        allGameMessage(player .. \" scores \" .. score .. \" points on \" .. obj.getName(), player_color_tints[player])\r\n                        scorePoints(player, 'King/Robber Tokens', score)\r\n                        table.insert(removedFigures, {guid=obj.getGUID(), winner=true})\r\n                        obj.setLock(false)\r\n                        obj.use_gravity = false\r\n                        obj.interactable = false\r\n                        --raise the token in the air\r\n                        obj.setPositionSmooth({obj.getPosition().x, obj.getPosition().y + 2.5, obj.getPosition().z}, false, false)\r\n                        traversedFeaturePositions = {}\r\n\r\n                        if showMarkers == 'Both' or showMarkers == 'Scoring' then\r\n                            praiseFiguresCameraFocus(false)\r\n                            Timer.create({identifier=os.clock(), function_name='praiseFigures', function_owner=nil, parameters=nil, delay=0.9})\r\n                        else\r\n                            returnFigures()\r\n                        end\r\n                        return\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    scoring = false\r\n    followersScored = {}\r\n    if gameover then\r\n        printedPlayers = {}\r\n        local playerNum = 1\r\n        local rank = 1\r\n        local lastHighscore = 0\r\n        while true do\r\n            local highscore = 0\r\n            local color = nil\r\n            for _, player in ipairs(activePlayers) do\r\n                local scoreCounter = getObjectFromGUID(score_counter_guids[player])\r\n                if not table.contains(printedPlayers, player) and scoreCounter ~= nil then\r\n                    if scoreCounter.Counter.getValue() > highscore then\r\n                        highscore = scoreCounter.Counter.getValue()\r\n                        color = player\r\n                    end\r\n                end\r\n            end\r\n            if highscore > 0 then\r\n                if highscore < lastHighscore then rank = playerNum end\r\n                local steam_name = \"\"\r\n                if getPlayerOwner(color):sub(1,2) == 'AI' then\r\n                    steam_name = getPlayerOwner(color)\r\n                elseif controlPanelSettings[color .. 'Control'] ~= nil then\r\n                    if Player[controlPanelSettings[color .. 'Control']].steam_name ~= nil then steam_name = Player[controlPanelSettings[color .. 'Control']].steam_name end\r\n                else\r\n                    if Player[color].steam_name ~= nil then steam_name = Player[color].steam_name end\r\n                end\r\n                allGameMessage(\"#\" .. rank .. \" - \" .. highscore .. \" points - \".. color .. \" - \" .. steam_name, player_color_tints[color])\r\n            else\r\n                break\r\n            end\r\n            table.insert(printedPlayers, color)\r\n            playerNum = playerNum + 1\r\n            lastHighscore = highscore\r\n        end\r\n        allGameMessage(\"Game over.\", NEUTRAL_COLOR)\r\n        allGameMessage(\"If you enjoyed the mod, please give it a like on the workshop. If you encountered any bugs, please upload a save file and describe it in the workshop comments.\", NEUTRAL_COLOR)\r\n    else\r\n        return nextState('next')\r\n    end\r\nend\r\n\r\nfunction rewardFairy()\r\n    local closestFollower = fairyClosestFollower()\r\n    if closestFollower ~= nil and closestFollower.getVar('owner') == activePlayers[currentPlayer] then\r\n        local tileStack = getObjectFromGUID(tileStack_GUID)\r\n        if tileStack == nil and finalTile_GUID == nil then\r\n            allGameMessage(\"WARNING: No tile stack found. No points awarded for fairy. If you just placed the last tile, you can ignore this message.\", NEUTRAL_COLOR)\r\n        else\r\n            allGameMessage(closestFollower.getVar('owner') .. \" scores 1 point for being next to the fairy on their turn.\", player_color_tints[closestFollower.getVar('owner')])\r\n            scorePoints(closestFollower.getVar('owner'), 'Fairy', 1)\r\n        end\r\n    end\r\n    return nextState('next')\r\nend\r\n\r\nfunction fairyClosestFollower()\r\n    local closestFollower = nil\r\n    local fairy = getObjectFromGUID(fairy_GUID)\r\n    if fairy ~= nil then\r\n        local xIndex = math.floor((fairy.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n        local zIndex = math.floor((fairy.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n        if tileGridOccupied(xIndex, zIndex) then\r\n            local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n            local eligibleFollowers = {}\r\n            for _, follower in ipairs(objs) do\r\n                if table.contains(FOLLOWER_TYPES, follower.getVar('figureName')) then\r\n                    if xIndex == math.floor((follower.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING) and\r\n                     zIndex == math.floor((follower.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING) then\r\n                        table.insert(eligibleFollowers, follower)\r\n                    end\r\n                end\r\n            end\r\n            if #eligibleFollowers == 1 then\r\n                closestFollower = eligibleFollowers[1]\r\n            elseif #eligibleFollowers > 1 then\r\n                local closestDistanceToFairy = 999\r\n                for i, follower in ipairs(eligibleFollowers) do\r\n                    local distanceToFairy = (follower.getPosition().x - fairy.getPosition().x) * (follower.getPosition().x - fairy.getPosition().x) + (follower.getPosition().z - fairy.getPosition().z) * (follower.getPosition().z - fairy.getPosition().z)\r\n                    if distanceToFairy < closestDistanceToFairy then\r\n                        closestDistanceToFairy = distanceToFairy\r\n                        closestFollower = follower\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    return closestFollower\r\nend\r\n\r\nfunction hasOpenRiver()\r\n    local hasOpenRiver = false\r\n    for featureKey, feature in pairs(featureList) do\r\n        if feature.nameOfFeature == 'River' then\r\n            if feature.openings ~= 0 then\r\n                hasOpenRiver = true\r\n            end\r\n        end\r\n    end\r\n    return hasOpenRiver\r\nend\r\n\r\nfunction hasFinishedRiver()\r\n    local riverFinished = false\r\n    for featureKey, feature in pairs(featureList) do\r\n        if feature.nameOfFeature == 'River' then\r\n            if feature.openings == 0 then\r\n                riverFinished = true\r\n            end\r\n        end\r\n    end\r\n    return riverFinished\r\nend\r\n\r\nfunction rewardGold()\r\n    if currentMiniTurn == nil then\r\n        currentMiniTurn = currentPlayer\r\n    else\r\n        currentMiniTurn = currentMiniTurn + 1\r\n    end\r\n    local test = 0\r\n    if scoringRewards['Gold'] ~= nil then\r\n        while true do\r\n            if currentMiniTurn > #activePlayers then currentMiniTurn = 1 end\r\n            local eligiblePlayers = {}\r\n            eligibleGold = {}\r\n            for gold_guid, players in pairs(scoringRewards['Gold']) do\r\n                for _, player in ipairs(players) do\r\n                    if not table.contains(eligiblePlayers, player) then\r\n                        table.insert(eligiblePlayers, player)\r\n                    end\r\n                end\r\n                if table.contains(players, activePlayers[currentMiniTurn]) then\r\n                    table.insert(eligibleGold, gold_guid)\r\n                end\r\n            end\r\n            if #eligibleGold == 1 or (#eligibleGold > 0 and #eligiblePlayers == 1) then\r\n                allGameMessage(activePlayers[currentMiniTurn] .. \" was awarded a gold bar for having control over a finished feature.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n                return giveGold(eligibleGold[1], activePlayers[currentMiniTurn])\r\n            elseif #eligibleGold > 1 then\r\n                allGameMessage(activePlayers[currentMiniTurn] .. \" may choose a gold bar for having control over a finished feature.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n                return promptGoldChoice(eligibleGold)\r\n            end\r\n            local count = 0\r\n            for _, gold in pairs(scoringRewards['Gold']) do\r\n                if gold ~= nil then\r\n                    count = count + 1\r\n                end\r\n            end\r\n            currentMiniTurn = currentMiniTurn + 1\r\n            if count == 0 then break end\r\n        end\r\n    end\r\n    currentMiniTurn = nil\r\n    scoringRewards['Gold'] = nil\r\n    return nextState('next')\r\nend\r\n\r\nfunction promptGoldChoice()\r\n    for _, gold in ipairs(eligibleGold) do\r\n        local goldButtonParam = {\r\n           index = 1, label = 'Take\\ngold', click_function = 'takeGoldButton',\r\n           position = {x=0, y=FLOATING_BUTTON_HEIGHT_LOW, z=1.0}, width = 1100, height=600, font_size = 200, function_owner = nil\r\n        }\r\n        createNormalizedButton(getObjectFromGUID(gold), goldButtonParam, true)\r\n    end\r\nend\r\n\r\nfunction takeGoldButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        for _, gold in pairs(eligibleGold) do\r\n            getObjectFromGUID(gold).clearButtons()\r\n        end\r\n        return giveGold(object.getGUID(), sPlayer)\r\n    end\r\nend\r\n\r\nfunction getGold()\r\n    local gold = {}\r\n    for _, player_color in ipairs(activePlayers) do\r\n        local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player_color]).getObjects()\r\n        local playerNumGold = 0\r\n        for _, obj in ipairs(playerPossessions) do\r\n            if obj.getVar('figureName') == GOLD_BAR_NAME then\r\n                playerNumGold = playerNumGold + 1\r\n            end\r\n        end\r\n        gold[player_color] = playerNumGold\r\n    end\r\n    return gold\r\nend\r\n\r\nfunction giveGold(gold, player_color)\r\n    local tradeGoodPile\r\n    local x, z = rotateCoordinates(PLAYER_POSSESSION_POSITIONS['Gold'].x, PLAYER_POSSESSION_POSITIONS['Gold'].z, player_possession_areas[player_color].rotation)\r\n    x = player_possession_areas[activePlayers[currentMiniTurn]].x + x\r\n    z = player_possession_areas[activePlayers[currentMiniTurn]].z + z\r\n\r\n    x = x + PLAYER_POSSESSION_SPACING * tempGoldCounts[player_color]\r\n\r\n    getObjectFromGUID(gold).setPositionSmooth({x, 2, z})\r\n    getObjectFromGUID(gold).setRotationSmooth({0,  player_possession_areas[activePlayers[currentMiniTurn]].rotation * -90 + 90, 0})\r\n\r\n    tempGoldCounts[player_color] = tempGoldCounts[player_color] + 1\r\n    scoringRewards['Gold'][gold] = nil\r\n    return rewardGold()\r\nend\r\n\r\nfunction replaceFinishedWagons()\r\n    while true do\r\n        if currentMiniTurn == nil then\r\n            currentMiniTurn = currentPlayer\r\n        else\r\n            currentMiniTurn = currentMiniTurn + 1\r\n            if currentMiniTurn > #activePlayers then currentMiniTurn = 1 end\r\n            if currentMiniTurn == currentPlayer then break end\r\n        end\r\n        if wagonFeatures[activePlayers[currentMiniTurn]] ~= nil then\r\n            if hasAvailableWagonFeature(wagonFeatures[activePlayers[currentMiniTurn]]) then\r\n                allGameMessage(activePlayers[currentMiniTurn] .. \"'s wagon has finished and may now be placed back on a connected feature.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n                -- local labelButtonParam = {\r\n                --    index = 1, label = 'Replace your wagon\\nOR', click_function = 'doNothing',\r\n                --    position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=1.8}, width = 0, height=0, font_size = 200, function_owner = nil\r\n                -- }\r\n                -- local skipFigureButtonParam = {\r\n                --    index = 2, label = 'Skip placing\\nwagon', click_function = 'skipWagonButton',\r\n                --    position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=2.5}, width = 1400, height=600, font_size = 200, function_owner = nil\r\n                -- }\r\n                local labelButtonParam = {\r\n                   index = 1, label = 'Replace your wagon\\nOR', click_function = 'doNothing',\r\n                   position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=1.8}, width = 0, height=0, font_size = 200, function_owner = nil\r\n                }\r\n                local skipFigureButtonParam = {\r\n                   index = 2, label = 'Skip placing\\nwagon', click_function = 'skipWagonButton',\r\n                   position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=2.5}, width = 1400, height=600, font_size = 200, function_owner = nil\r\n                }\r\n                createNormalizedArbitraryButton({x=-lastPlacedTileX * TILE_SPACING + MIDDLE_OFFSET.x, y=TABLE_SURFACE_Y + TILE_THICKNESS / 2, z=lastPlacedTileZ * TILE_SPACING - MIDDLE_OFFSET.z}, labelButtonParam, true)\r\n                createNormalizedArbitraryButton({x=-lastPlacedTileX * TILE_SPACING + MIDDLE_OFFSET.x, y=TABLE_SURFACE_Y + TILE_THICKNESS / 2, z=lastPlacedTileZ * TILE_SPACING - MIDDLE_OFFSET.z}, skipFigureButtonParam, true)\r\n                --createNormalizedButton(getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid), labelButtonParam, true)\r\n                --createNormalizedButton(getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid), skipFigureButtonParam, true)\r\n                return\r\n            else\r\n                wagonFeatures[activePlayers[currentMiniTurn]] = nil\r\n                allGameMessage(activePlayers[currentMiniTurn] .. \"'s wagon has finished, but there were no available features connected.\", player_color_tints[activePlayers[currentMiniTurn]], activePlayers[currentMiniTurn])\r\n            end\r\n        end\r\n    end\r\n    currentMiniTurn = nil\r\n    return nextState('next')\r\nend\r\n\r\nfunction promptMovingToCarcassonne()\r\n    if controlPanelSettings['StartingTileCoC'] then\r\n        local someoneGotPoints = false\r\n        for player_color, points in pairs(earnedPointsThisTile) do\r\n            if points > 0 then\r\n                someoneGotPoints = true\r\n                break\r\n            end\r\n        end\r\n        if someoneGotPoints and (earnedPointsThisTile[activePlayers[currentPlayer]] == nil or earnedPointsThisTile[activePlayers[currentPlayer]] == 0) then\r\n            allGameMessage(activePlayers[currentPlayer] .. \"'s move scored points for others but not themself. They can now place a follower in the City of Carcassonne if they choose.\", player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n            local labelButtonParam = {\r\n               index = 1, label = 'Place a figure in\\nCity of Carcassonne\\nOR', click_function = 'doNothing',\r\n               position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=3.8}, width = 0, height=0, font_size = 200, function_owner = nil\r\n            }\r\n            local skipFigureButtonParam = {\r\n               index = 2, label = 'Skip placing\\nfigure', click_function = 'skipFigureButton',\r\n               position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=4.5}, width = 1400, height=600, font_size = 200, function_owner = nil\r\n            }\r\n            local CoCMiddlePosition = getObjectFromGUID(expansionBags['CoC'].contents['CoCStartingTiles'].contents[6].guid).getPosition()\r\n            CoCMiddlePosition.x = CoCMiddlePosition.x + TILE_SPACING / 2\r\n            createNormalizedArbitraryButton({x=-CoCMiddlePosition.x, y=CoCMiddlePosition.y, z=-CoCMiddlePosition.z}, labelButtonParam, true)\r\n            createNormalizedArbitraryButton({x=-CoCMiddlePosition.x, y=CoCMiddlePosition.y, z=-CoCMiddlePosition.z}, skipFigureButtonParam, true)\r\n            return\r\n        end\r\n    end\r\n    return nextState('not eligible')\r\nend\r\n\r\nfunction promptMovingCount()\r\n    if controlPanelSettings['StartingTileCoC'] and not controlPanelSettings['CoCNoCount'] then\r\n        allGameMessage(activePlayers[currentPlayer] .. \" may now move the Count if they wish.\", player_color_tints[activePlayers[currentPlayer]], activePlayers[currentPlayer])\r\n        getObjectFromGUID(expansionBags['CoC'].contents['CoCCount'].guid).setLock(false)\r\n        local labelButtonParam = {\r\n           index = 1, label = 'Move the count\\nto another quarter\\nOR', click_function = 'doNothing',\r\n           position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=3.8}, width = 0, height=0, font_size = 200, function_owner = nil\r\n        }\r\n        local skipFigureButtonParam = {\r\n           index = 2, label = 'Skip moving\\nthe count', click_function = 'skipFigureButton',\r\n           position = {x=0, y=FLOATING_BUTTON_HEIGHT, z=4.5}, width = 1400, height=600, font_size = 200, function_owner = nil\r\n        }\r\n        local CoCMiddlePosition = getObjectFromGUID(expansionBags['CoC'].contents['CoCStartingTiles'].contents[6].guid).getPosition()\r\n        CoCMiddlePosition.x = CoCMiddlePosition.x + TILE_SPACING / 2\r\n        createNormalizedArbitraryButton({x=-CoCMiddlePosition.x, y=CoCMiddlePosition.y, z=-CoCMiddlePosition.z}, labelButtonParam, true)\r\n        createNormalizedArbitraryButton({x=-CoCMiddlePosition.x, y=CoCMiddlePosition.y, z=-CoCMiddlePosition.z}, skipFigureButtonParam, true)\r\n        return\r\n    end\r\n    return nextState('not eligible')\r\nend\r\n\r\nfunction hasAvailableWagonFeature(wagonFeatureNum)\r\n    if linkedFeatures['Road Intersection'][wagonFeatureNum] == nil then return false end\r\n    local linkedRoadFeatures = table.shallow_copy(linkedFeatures['Road Intersection'][wagonFeatureNum])\r\n\r\n    --trim the features that are already complete\r\n    for linkedFeatureNum, _ in pairs(linkedRoadFeatures) do\r\n        if featureList[linkedFeatureNum] ~= nil then\r\n            if table.contains(CLOISTER_FEATURES, featureList[linkedFeatureNum].nameOfFeature) then\r\n                local numOpenings = 8\r\n                for x=-1, 1 do\r\n                    for z=-1, 1 do\r\n                        if not (x == 0 and z == 0) and tileGridOccupied(featureList[linkedFeatureNum].featureLocation.x + x, featureList[linkedFeatureNum].featureLocation.z + z) then\r\n                            numOpenings = numOpenings - 1\r\n                        end\r\n                    end\r\n                end\r\n                if numOpenings <= 0 then\r\n                    linkedRoadFeatures[linkedFeatureNum] = nil\r\n                end\r\n            elseif featureList[linkedFeatureNum].openings == 0 then\r\n                linkedRoadFeatures[linkedFeatureNum] = nil\r\n            end\r\n        else\r\n            linkedRoadFeatures[linkedFeatureNum] = nil\r\n        end\r\n    end\r\n\r\n    for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n        if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) then\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            if tileGrid[xIndex] ~= nil and tileGrid[xIndex][zIndex] ~= nil then\r\n                local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                xPosition = xPosition - xIndex\r\n                zPosition = zPosition - zIndex\r\n                local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                local rotation = tileGrid[xIndex][zIndex].rotation\r\n                local closestPosition = findClosestPosition(xPosition, zPosition, tile, rotation, false)\r\n                local featureNum = featureMap[xIndex][zIndex][closestPosition]\r\n\r\n                if featureNum == nil and closestPosition < 5 and featureMap[xIndex][zIndex][(closestPosition * 2) + 3] ~= nil then\r\n                    if featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'Road' and featureList[featureMap[xIndex][zIndex][(closestPosition * 2) + 3]].nameOfFeature ~= 'River' then\r\n                        featureNum = featureMap[xIndex][zIndex][(closestPosition * 2) + 3]\r\n                    end\r\n                end\r\n                if featureNum ~= nil then\r\n                    for linkedFeatureNum, _ in pairs(linkedRoadFeatures) do\r\n                        if linkedFeatureNum == featureNum then\r\n                            linkedRoadFeatures[linkedFeatureNum] = nil\r\n                            break\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    local numberOfLinkedFeatures = 0\r\n    for _, _ in pairs(linkedRoadFeatures) do\r\n        numberOfLinkedFeatures = numberOfLinkedFeatures + 1\r\n    end\r\n    if numberOfLinkedFeatures > 0 then return true else return false end\r\nend\r\n\r\nfunction skipWagonButton(object, sPlayer)\r\n    if checkGameButtonPrivileges(sPlayer) then\r\n        clearArbitraryButtons()\r\n        wagonFeatures[activePlayers[currentMiniTurn]] = nil\r\n        return replaceFinishedWagons()\r\n    end\r\nend\r\n\r\n--focus the camera on the currently praised figures\r\n--params:\r\n-- bool - only winning figures will be focused on\r\nfunction praiseFiguresCameraFocus(onlyWinners)\r\n    local camera_position = {x = 0.0, y = 0.0, z = 0.0}\r\n    local num_winners = 0\r\n    local max_separation = 0\r\n    for _, figure in ipairs(removedFigures) do\r\n        local figure_obj = getObjectFromGUID(figure.guid)\r\n        if not onlyWinners or figure.winner then\r\n            camera_position.x = camera_position.x + figure_obj.getPosition().x\r\n            camera_position.y = camera_position.y + figure_obj.getPosition().y\r\n            camera_position.z = camera_position.z + figure_obj.getPosition().z\r\n            num_winners = num_winners + 1\r\n            for _, other_figure in ipairs(removedFigures) do\r\n                local other_figure_obj = getObjectFromGUID(other_figure.guid)\r\n                local separation = math.sqrt((figure_obj.getPosition().x - other_figure_obj.getPosition().x) * (figure_obj.getPosition().x - other_figure_obj.getPosition().x) +\r\n                          (figure_obj.getPosition().z - other_figure_obj.getPosition().z) * (figure_obj.getPosition().z - other_figure_obj.getPosition().z))\r\n                if separation > max_separation then\r\n                    max_separation = separation\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if num_winners > 0 then\r\n        camera_position.x = camera_position.x / num_winners\r\n        camera_position.y = camera_position.y / num_winners\r\n        camera_position.z = camera_position.z / num_winners\r\n    end\r\n    for _, player in ipairs(activePlayers) do\r\n        if getPlayerOwner(player):sub(1,2) ~= 'AI' and Player[getPlayerOwner(player)].seated then\r\n            --getPointerRotation gives the player's current yaw (though +180 degrees). Use this to keep the yaw steady.\r\n            local camera_yaw = Player[getPlayerOwner(player)].getPointerRotation() + 180\r\n            if camera_yaw > 360 then camera_yaw = camera_yaw - 360 end\r\n            local camera_params = {\r\n                position = camera_position,\r\n                yaw = camera_yaw,\r\n                pitch = 35.0,\r\n                --in theory this formula should give the camera distance needed to fit both objects in the screen\r\n                --local camera_distance = math.tan((180 - fov) / 2) * (max_separation / 2)\r\n                -- if the FoV is 90 degrees, then the altitude of the triangle is half the hypotenuse (which is the distance between the objects)\r\n                -- is it correct? probably not, but it sounds good enough to me\r\n                distance = 15.0 + (max_separation * 0.5)\r\n            }\r\n            Player[getPlayerOwner(player)].lookAt(camera_params)\r\n        end\r\n    end\r\nend\r\n\r\nfunction praiseFigures()\r\n    --startLuaCoroutine(self, 'praiseFiguresCoroutine')\r\n\r\n    local CoNew = coroutine.create(praiseFiguresCoroutine)\r\n    --add it to the list of active coroutines\r\n    table.insert(m_Routines, {Co = CoNew, iYield = 0})\r\n    --run it...\r\n    local iIdx = #m_Routines\r\n    coroutine.resume(m_Routines[iIdx].Co, m_Routines[iIdx].iYield)\r\nend\r\n\r\n--makes the winning followers spin and marks the features that were scored\r\nfunction praiseFiguresCoroutine()\r\n    local hasWinner = false\r\n    for _, figure in ipairs(removedFigures) do\r\n        if figure.winner then\r\n            hasWinner = true\r\n            getObjectFromGUID(figure.guid).addTorque({0,25,0}, 4)\r\n        end\r\n    end\r\n    if hasWinner then\r\n        getObjectFromGUID(SOUNDBOARD_GUID).AssetBundle.playTriggerEffect(0)\r\n    end\r\n    if showMarkers == 'Scoring' or showMarkers == 'Both' then\r\n        for _, traversedTileCoord in ipairs(traversedTileCoords) do\r\n            if traversedFeaturePositions[traversedTileCoord.x] ~= nil and traversedFeaturePositions[traversedTileCoord.x][traversedTileCoord.z] ~= nil then\r\n                for position, traversedFeaturePosition in pairs(traversedFeaturePositions[traversedTileCoord.x][traversedTileCoord.z]) do\r\n                    if position < 13 or getObjectFromGUID(tileGrid[traversedTileCoord.x][traversedTileCoord.z].tile_guid).getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                        local tile = getObjectFromGUID(tileGrid[traversedTileCoord.x][traversedTileCoord.z].tile_guid)\r\n                        local rotation = tileGrid[traversedTileCoord.x][traversedTileCoord.z].rotation\r\n                        local x, z = getFeatureLocation(position, tile, rotation)\r\n                        local params = {}\r\n                        if traversedFeaturePosition == 1 then\r\n                            params.type = \"BlockSquare\"\r\n                        elseif traversedFeaturePosition == 2 then\r\n                            params.type = \"BlockTriangle\"\r\n                        end\r\n                        params.position = {(x * TILE_SPACING) + (traversedTileCoord.x * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5, (z * TILE_SPACING) + (traversedTileCoord.z * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                        params.scale = {0.25, 0.25, 0.25}\r\n                        params.callback = \"identifyFeature\"\r\n                        params.sound = false\r\n                        local newObject = spawnObject(params)\r\n                        table.insert(featureMarkers, newObject)\r\n                    end\r\n                end\r\n                coroutine.yield(0)\r\n            end\r\n        end\r\n    end\r\n    Timer.create({identifier=os.clock(), function_name='returnFigures', function_owner=nil, parameters=nil, delay=FIGURE_PRAISE_DELAY})\r\n    return 1\r\nend\r\n\r\n--when we spawn an object (to mark a feature), immediately lock it\r\nfunction identifyFeature(obj)\r\n    obj.setLock(true)\r\nend\r\n\r\nfunction returnFigures(skipStates)\r\n    --startLuaCoroutine(self, 'returnFiguresCoroutine')\r\n\r\n    --HACK: ransoming followers shouldn't progress the state machine\r\n    if skipStates then\r\n        skipStateProgression = true\r\n    else\r\n        skipStateProgression = false\r\n    end\r\n    local CoNew = coroutine.create(returnFiguresCoroutine)\r\n    --add it to the list of active coroutines\r\n    table.insert(m_Routines, {Co = CoNew, iYield = 0})\r\n    --run it...\r\n    local iIdx = #m_Routines\r\n    coroutine.resume(m_Routines[iIdx].Co, m_Routines[iIdx].iYield)\r\nend\r\n\r\n--send figures back to the player supply area (assuming that's where they were when the game started)\r\nfunction returnFiguresCoroutine()\r\n    for _, featureMarker in ipairs(featureMarkers) do\r\n        featureMarker.destruct()\r\n    end\r\n    featureMarkers = {}\r\n    for _, figure in ipairs(removedFigures) do\r\n        local figure_obj = getObjectFromGUID(figure.guid)\r\n        figure_obj.setLock(false)\r\n        figure_obj.use_gravity = true\r\n        figure_obj.interactable = true\r\n\r\n        if figure_obj.getGUID() == expansionBags['KnRB'].contents['KnRBKing'].guid or figure_obj.getGUID() == expansionBags['KnRB'].contents['KnRBRobber'].guid or table.contains(TRADE_TOKEN_TYPES, figure_obj.getVar('tokenName')) or figure_obj.getVar('figureName') == GOLD_BAR_NAME then\r\n            -- move the tokens away from the player possession area. It doesn't really matter where, as long as we move them so they aren't counted twice.\r\n            local targetPosition = {x = NEUTRAL_ITEMS_LOCATION.x, y = NEUTRAL_ITEMS_LOCATION.y, z = NEUTRAL_ITEMS_LOCATION.z}\r\n            if figure_obj.getGUID() == expansionBags['KnRB'].contents['KnRBKing'].guid then\r\n                targetPosition.x = targetPosition.x + 1 --arbitrary location\r\n            elseif figure_obj.getGUID() == expansionBags['KnRB'].contents['KnRBRobber'].guid then\r\n                targetPosition.x = targetPosition.x + 3 --arbitrary location\r\n            end\r\n\r\n            local container = nil\r\n            if figure_obj.getVar('tokenName') == 'Wheat Token' then\r\n                container = getObjectFromGUID(expansionBags['TnB'].contents['TnBWheatTokenStack'].guid)\r\n            elseif figure_obj.getVar('tokenName') == 'Wine Token' then\r\n                container = getObjectFromGUID(expansionBags['TnB'].contents['TnBWineTokenStack'].guid)\r\n            elseif figure_obj.getVar('tokenName') == 'Cloth Token' then\r\n                container = getObjectFromGUID(expansionBags['TnB'].contents['TnBClothTokenStack'].guid)\r\n            elseif figure_obj.getVar('figureName') == GOLD_BAR_NAME then\r\n                container = getObjectFromGUID(expansionBags['Goldmines'].contents['GoldminesGold'].guid)\r\n            end\r\n            if container ~= nil then\r\n                container.putObject(figure_obj)\r\n            elseif table.contains(TRADE_TOKEN_TYPES, figure_obj.getVar('tokenName')) then\r\n                allErrorMessage(\"Warning: Could not find target container for \" .. figure_obj.getName() .. \". It is being moved to an arbitrary location.\", activePlayers[currentPlayer])\r\n                figure_obj.setPositionSmooth(targetPosition, false, false)\r\n            else\r\n                figure_obj.setPositionSmooth(targetPosition, false, false)\r\n            end\r\n        else\r\n            if figurePositions[figure_obj.getVar('owner')] ~= nil and figurePositions[figure_obj.getVar('owner')][figure_obj.getGUID()] ~= nil then\r\n                local figurePad = getObjectFromGUID(figurepad_GUIDs[figure_obj.getVar('owner')])\r\n                local x, z = rotateCoordinatesDegrees(figurePositions[figure_obj.getVar('owner')][figure_obj.getGUID()].x, figurePositions[figure_obj.getVar('owner')][figure_obj.getGUID()].z, -figurePad.getRotation().y)\r\n                figure_obj.setLock(false)\r\n                figure_obj.setPositionSmooth({x = figurePad.getPosition().x + x, y = figurePad.getPosition().y + 1, z = figurePad.getPosition().z + z}, false, false)\r\n                figure_obj.setRotationSmooth({x=0, y=figurePad.getRotation().y, z=0})\r\n            else\r\n                allErrorMessage(\"Warning: \" .. figure_obj.getName() .. \" doesn't have a home and must be returned manually\", activePlayers[currentPlayer])\r\n            end\r\n        end\r\n        coroutine.yield(0)\r\n    end\r\n    removedFigures = {}\r\n\r\n    --make sure to give enough time for pieces to travel back or they might be counted twice\r\n    if not skipStateProgression then\r\n        wait(FIGURE_RETURN_DELAY)\r\n        nextState('figures returned')\r\n    end\r\n    return 1\r\nend\r\n\r\nfunction startAnimation(animation)\r\n    function animate()\r\n        local animation_finished = false\r\n        local wheelCenterPosition = getWheelCenterPosition()\r\n        while not animation_finished do\r\n            if animation.type == 'WoFPig' then\r\n                local pig = getObjectFromGUID(expansionBags['WoF'].contents['WoFPig'].guid)\r\n                local time_elapsed = os.clock() - animation.start_time\r\n                local degrees_rotated = (animation.start_position - 1) * 60\r\n                if time_elapsed < ANIMATION_PIG_ACCEL_TIME then\r\n                    --using d = (a * elapsed time^2) / 2\r\n                    degrees_rotated = degrees_rotated + ANIMATION_PIG_ACCEL * time_elapsed * time_elapsed / 2\r\n                elseif time_elapsed < ANIMATION_PIG_ACCEL_TIME + (ANIMATION_PIG_TIME_PER_SPACE * (animation.num_positions_moved - 1)) then\r\n                    degrees_rotated = degrees_rotated + ANIMATION_PIG_ACCEL_DEGREES + (ANIMATION_PIG_MAX_VELOCITY * (time_elapsed - ANIMATION_PIG_ACCEL_TIME))\r\n                elseif time_elapsed < ANIMATION_PIG_ACCEL_TIME * 2 + (ANIMATION_PIG_TIME_PER_SPACE * (animation.num_positions_moved - 1)) then\r\n                    local time_decelerating = (time_elapsed - ANIMATION_PIG_ACCEL_TIME - ANIMATION_PIG_TIME_PER_SPACE * (animation.num_positions_moved - 1))\r\n                    degrees_rotated = degrees_rotated + ANIMATION_PIG_ACCEL_DEGREES + (60 * (animation.num_positions_moved - 1)) +\r\n                    -- using d = vi t + (a t * t) / 2\r\n                        (ANIMATION_PIG_MAX_VELOCITY * time_decelerating) + (-ANIMATION_PIG_ACCEL * time_decelerating * time_decelerating / 2)\r\n                else\r\n                    degrees_rotated = degrees_rotated + 60 * animation.num_positions_moved\r\n                    animation_finished = true\r\n                end\r\n                local x, z = rotateCoordinatesDegrees(wheelPigStartingOffset.x, wheelPigStartingOffset.z, -degrees_rotated)\r\n                pig.setPosition({x=x + wheelCenterPosition.x, y=startingTileSettings['StartingTileWoF']['WoF']['WoFPig'].position.y, z=z + wheelCenterPosition.z})\r\n                pig.setRotation({x=startingTileSettings['StartingTileWoF']['WoF']['WoFPig'].rotation.x, y=startingTileSettings['StartingTileWoF']['WoF']['WoFPig'].rotation.y, z=degrees_rotated})\r\n            end\r\n            coroutine.yield()\r\n        end\r\n        return 1\r\n    end\r\n    startLuaCoroutine(Global, \"animate\")\r\nend\r\n\r\n--Find the center\r\nfunction getWheelCenterPosition()\r\n    local x = 0\r\n    local z = 0\r\n    for _, i in ipairs({6, 7, 10, 11}) do\r\n        local wheelCenterTile = getObjectFromGUID(expansionBags['WoF'].contents['WoFStartingTiles'].contents[i].guid)\r\n        if wheelCenterTile == nil then return end\r\n        local wheelCenterTilePosition = wheelCenterTile.getPosition()\r\n        x = x + wheelCenterTilePosition.x\r\n        z = z + wheelCenterTilePosition.z\r\n    end\r\n    x = x / 4\r\n    z = z / 4\r\n    return {x=x, z=z}\r\nend\r\n\r\nfunction pigIsEnabled()\r\n    if controlPanelSettings['StartingTileWoF'] and\r\n        (controlPanelSettings['WoFCrowns'] or controlPanelSettings['WoFFortune'] or controlPanelSettings['WoFTaxes'] or\r\n        controlPanelSettings['WoFFamine'] or controlPanelSettings['WoFStorm'] or controlPanelSettings['WoFInquisition'] or\r\n        controlPanelSettings['WoFPlague']) then\r\n        return true\r\n    end\r\n    return false\r\nend\r\n\r\nfunction debugShowTraversal()\r\n    for xIndex, gridColumn in pairs(traversedFeaturePositions) do\r\n        for zIndex, tileLocation in pairs(gridColumn) do\r\n            for position, traversedFeaturePosition in pairs(tileLocation) do\r\n                if position < 13 or getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid).getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    local rotation = tileGrid[xIndex][zIndex].rotation\r\n                    local x, z = getFeatureLocation(position, tile, rotation)\r\n                    if traversedFeaturePosition ~= 2 then\r\n                        local params = {}\r\n                        if traversedFeaturePosition == 1 then\r\n                            params.type = \"BlockSquare\"\r\n                        elseif traversedFeaturePosition == 2 then\r\n                            params.type = \"BlockTriangle\"\r\n                        end\r\n                        params.position = {(x * TILE_SPACING) + (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5, (z * TILE_SPACING) + (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                        params.scale = {0.25, 0.25, 0.25}\r\n                        params.callback = \"identifyFeature\"\r\n                        params.sound = false\r\n                        local newObject = spawnObject(params)\r\n                        table.insert(featureMarkers, newObject)\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    for xIndex, gridColumn in pairs(traversedGrid) do\r\n        for zIndex, tileLocation in pairs(gridColumn) do\r\n            for position, traversedPosition in pairs(tileLocation) do\r\n                if position < 13 or getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid).getTable('specialFeatures')[position - 12][3] ~= nil then\r\n                    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n                    local rotation = tileGrid[xIndex][zIndex].rotation\r\n                    local x, z = getFeatureLocation(position, tile, rotation)\r\n                    local params = {}\r\n                    if traversedPosition ~= nil and (traversedFeaturePositions[xIndex] == nil or traversedFeaturePositions[xIndex][zIndex] == nil or traversedFeaturePositions[xIndex][zIndex][position] == nil or traversedFeaturePositions[xIndex][zIndex][position] == 2) then\r\n                        params.type = \"BlockRectangle\"\r\n                    end\r\n                    params.position = {(x * TILE_SPACING) + (xIndex * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5, (z * TILE_SPACING) + (zIndex * TILE_SPACING) - MIDDLE_OFFSET.z}\r\n                    params.scale = {0.25, 0.25, 0.25}\r\n                    params.callback = \"identifyFeature\"\r\n                    params.sound = false\r\n                    local newObject = spawnObject(params)\r\n                    table.insert(featureMarkers, newObject)\r\n                end\r\n            end\r\n        end\r\n    end\r\n    Timer.create({identifier=os.clock(), function_name='deleteMarkers', function_owner=nil, parameters=nil, delay=8})\r\nend\r\n\r\nfunction debugShowFeatureMap()\r\n    --this will break if the starting tile is moved\r\n    local minX = MIDDLE_X_OFFSET\r\n    local maxX = MIDDLE_X_OFFSET\r\n    local minZ = MIDDLE_Z_OFFSET\r\n    local maxZ = MIDDLE_Z_OFFSET\r\n    local chatWindowMaxWidth\r\n    if featureIndex < 100 then\r\n        chatWindowMaxWidth = 11\r\n    else\r\n        chatWindowMaxWidth = 6\r\n    end\r\n\r\n    for xIndex, gridColumn in pairs(featureMap) do\r\n        if xIndex < minX then minX = xIndex end\r\n        if xIndex > maxX then maxX = xIndex end\r\n        for zIndex, tileLocation in pairs(gridColumn) do\r\n            if zIndex < minZ then minZ = zIndex end\r\n            if zIndex > maxZ then maxZ = zIndex end\r\n        end\r\n    end\r\n\r\n    local printColumnMinX = minX\r\n    for printColumnMaxX = minX + chatWindowMaxWidth, maxX + chatWindowMaxWidth, chatWindowMaxWidth + 1 do\r\n        if printColumnMaxX > maxX then printColumnMaxX = maxX end\r\n        print(\"printing feature map x:\" .. printColumnMinX .. \"-\" .. printColumnMaxX .. \" z:\" .. minZ .. \"-\" .. maxZ)\r\n        for zIndex=maxZ, minZ, -1 do\r\n            for i, positionRow in ipairs({{99, 5, 1, 6, 99}, {12, 99, 99, 99, 7}, {4, 99, 99, 99, 2}, {11, 99, 99, 99, 8}, {99, 10, 3, 9, 99}}) do\r\n                local printLine = \"\"\r\n                for xIndex=printColumnMinX, printColumnMaxX do\r\n                    if featureMap[xIndex] ~= nil then\r\n                        if featureMap[xIndex][zIndex] ~= nil then\r\n                            local tilePositionRow = table.shallow_copy(positionRow)\r\n                            if i >= 2 and i <= 4 then\r\n                                for j=2, 4 do\r\n                                    local closestPosition = findClosestPosition((j - 3) * 0.25, (3 - i) * 0.25, getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid), tileGrid[xIndex][zIndex].rotation, false)\r\n                                    if closestPosition > 12 then\r\n                                        tilePositionRow[j] = closestPosition\r\n                                    end\r\n                                end\r\n                            end\r\n                            for _, position in ipairs(tilePositionRow) do\r\n                                if position == 99 then\r\n                                    if featureIndex < 100 then\r\n                                        printLine = printLine .. '    '\r\n                                    else\r\n                                        printLine = printLine .. '      '\r\n                                    end\r\n                                else\r\n                                    -- local nameOfFeature\r\n                                    -- if featureMap[xIndex][zIndex][position] ~= nil then\r\n                                    --     nameOfFeature = featureList[featureMap[xIndex][zIndex][position]].nameOfFeature\r\n                                    -- else\r\n                                    --     nameOfFeature = featureList[featureMap[xIndex][zIndex][(position * 2) + 3]].nameOfFeature\r\n                                    -- end\r\n                                    -- printLine = printLine .. nameOfFeature:sub(1,1)\r\n\r\n                                    local featureNum = featureMap[xIndex][zIndex][position]\r\n                                    if featureNum == nil and position < 5 and featureMap[xIndex][zIndex][(position * 2) + 3] ~= nil and featureMap[xIndex][zIndex][(position * 2) + 3] == featureMap[xIndex][zIndex][(position * 2) + 4] then\r\n                                        featureNum = featureMap[xIndex][zIndex][(position * 2) + 3]\r\n                                    end\r\n                                    if featureNum == nil then\r\n                                        --print(\"no feature found for x:\" .. xIndex .. \" z:\" .. zIndex .. \" position:\" .. position .. \" on tile:\" .. tileGrid[xIndex][zIndex].tile_guid)\r\n                                        if featureIndex < 100 then\r\n                                            featureNum = 'XX'\r\n                                        else\r\n                                            featureNum = 'XXX'\r\n                                        end\r\n                                    else\r\n                                        featureNum = tonumber(featureNum)\r\n                                        if featureIndex < 100 then\r\n                                            if featureNum < 10 then featureNum = '0' .. featureNum end\r\n                                        else\r\n                                            if featureNum < 10 then featureNum = '00' .. featureNum elseif featureNum < 100 then featureNum = '0' .. featureNum end\r\n                                        end\r\n                                    end\r\n                                    printLine = printLine .. featureNum\r\n                                end\r\n                            end\r\n                        else\r\n                            if featureIndex < 100 then\r\n                                printLine = printLine .. '                    '\r\n                            else\r\n                                printLine = printLine .. '                              '\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n                --substituing 1's for L's to keep the character width consistent\r\n                printLine = printLine:gsub(\"1\", \"L\")\r\n                print(printLine)\r\n            end\r\n        end\r\n        printColumnMinX = printColumnMinX + chatWindowMaxWidth + 1\r\n    end\r\n    print(\"printing features...\")\r\n    for featureKey, feature in pairs(featureList) do\r\n        local specialFeatures = \"\"\r\n        for i, specialFeature in ipairs(feature.specialFeatures) do\r\n            specialFeatures = specialFeatures .. specialFeature\r\n            if i ~= #feature.specialFeatures then\r\n                specialFeatures = specialFeatures .. \", \"\r\n            end\r\n        end\r\n        local numFeatureOpenings = feature.openings\r\n        local featureOpenings = \"\"\r\n        for key, _ in pairs(feature.openingCoords) do\r\n            featureOpenings = featureOpenings .. key .. \", \"\r\n        end\r\n        featureOpenings = featureOpenings:sub(1, -3) --get rid of the last comma and space\r\n        if feature.nameOfFeature ~= 'Road' and feature.nameOfFeature ~= 'River' and not table.contains(PROXIMITY_FEATURES, feature.nameOfFeature) then numFeatureOpenings = numFeatureOpenings / 2 end\r\n        featureKey = \"\" .. tonumber(featureKey)\r\n        featureKey = featureKey:gsub(\"1\", \"L\")\r\n        print(featureKey .. \" (\" .. feature.nameOfFeature .. \"): has \" .. feature.numTiles .. \" tiles and \" .. numFeatureOpenings .. \" openings: \" .. featureOpenings .. \" Special Features: \" .. specialFeatures)\r\n    end\r\n    print(\"printing links...\")\r\n    for linkType, originFeatures in pairs(linkedFeatures) do\r\n        local printLine = linkType .. \": \"\r\n        local first = true\r\n        for origin, destinationFeatures in pairs(originFeatures) do\r\n            origin = tonumber(origin)\r\n            local nestedFirst = true\r\n            if not first then printLine = printLine .. \"; \" end\r\n            first = false\r\n            printLine = printLine .. origin .. \" - \"\r\n            for destination, _ in pairs(destinationFeatures) do\r\n                destination = tonumber(destination)\r\n                if not nestedFirst then printLine = printLine .. \", \" end\r\n                nestedFirst = false\r\n                printLine = printLine .. destination\r\n            end\r\n        end\r\n        printLine = printLine:gsub(\"1\", \"L\")\r\n        print(printLine)\r\n    end\r\nend\r\n\r\nfunction debugShowTileOdds()\r\n    print(\"printing connection odds...\")\r\n    for openingCoord, tileOdds in pairs(tileConnectionOdds) do --iterate through all valid tile lists and remove the added tile\r\n        local printLine = openingCoord .. \": \"\r\n        for key, numChances in pairs(tileOdds) do\r\n            printLine = printLine .. key .. \":\" .. numChances .. \", \"\r\n        end\r\n        printLine = printLine:sub(1, -3) --get rid of the last comma and space\r\n        print(printLine)\r\n    end\r\nend\r\n\r\nfunction deleteMarkers()\r\n    for _, featureMarker in ipairs(featureMarkers) do\r\n        featureMarker.destruct()\r\n    end\r\n    featureMarkers = {}\r\nend\r\n\r\n--findClosestPosition\r\n-- params:\r\n--  int: x\r\n--  int: z\r\n--  obj: tile to check\r\n--  int: rotation (1-4)\r\n--  bool: true if the coordinates should be rotated for realtime lookups (not used for featureMap) (special feature coordinates are rotated regardless since they are checked at runtime)\r\n-- returns:\r\n--  int: 1-4 for quadrants, 5-12 for octants, 13.. for additional features\r\nfunction findClosestPosition(xPosition, zPosition, tile, rotation, rotateCoords)\r\n    --debugMessage(3, \"finding closest feature for object at x:\" .. xPosition .. \" z:\" .. zPosition .. \" for rotation:\" .. rotation)\r\n    rotatedXPosition, rotatedZPosition = rotateCoordinates(xPosition, zPosition, ((rotation + TILE_STANDARD_ROTATION - 1) % 4) + 1)\r\n\r\n    local position = 1\r\n    local closestPosition = 1\r\n    local closestDistance = 999 --presumably every position should be closer than this\r\n\r\n    local ignoredFeatures = tile.getTable('ignoredFeatures')\r\n    for a = 0, 1 do -- a==0 is for quadrants, a==1 is for octants\r\n        for side = 1, 4 do\r\n            for j = 0, a do -- should do 1 loop for quadrants, 2 loops for octants\r\n                if ignoredFeatures == nil or not table.contains(ignoredFeatures, position) then\r\n                    local x, z = rotateCoordinates((-0.25 + (j * 0.5)) * a, 0.5 - FIGURE_DISTANCE_FROM_EDGE, 5 - side)\r\n                    local distance\r\n                    if rotateCoords then\r\n                        distance = (rotatedXPosition - x) * (rotatedXPosition - x) + (rotatedZPosition - z) * (rotatedZPosition - z)\r\n                    else\r\n                        distance = (xPosition - x) * (xPosition - x) + (zPosition - z) * (zPosition - z)\r\n                    end\r\n                    --debugMessage(3, \"compare to position \" .. position .. \": x: \" .. x .. \" z: \" .. z .. \" distance: \" .. distance)\r\n                    if distance < closestDistance then\r\n                        closestPosition = position\r\n                        closestDistance = distance\r\n                    end\r\n                end\r\n                position = position + 1\r\n            end\r\n        end\r\n    end\r\n    local specialFeatures = tile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        --check for specialFeatures with a position\r\n        for _, feature in ipairs(specialFeatures) do\r\n            if feature[3] ~= nil then\r\n                local distance = (rotatedXPosition - feature[3][1]) * (rotatedXPosition - feature[3][1]) + (rotatedZPosition - feature[3][2]) * (rotatedZPosition - feature[3][2])\r\n                --debugMessage(3, \"compare to position \" .. position .. \": x: \" .. feature[3][1] .. \" z: \" .. feature[3][2] .. \" distance: \" .. distance)\r\n                if distance < closestDistance then\r\n                    closestPosition = position\r\n                    closestDistance = distance\r\n                end\r\n            end\r\n            position = position + 1\r\n        end\r\n    end\r\n    return closestPosition\r\nend\r\n\r\nfunction getFeatureLocation(feature, tile, rotation)\r\n    local x, z\r\n    if feature < 13 then\r\n        local a, side, j\r\n        if feature < 5 then\r\n            side = feature\r\n            a = 0\r\n            j = 0\r\n        else\r\n            side = math.floor((feature - 3) / 2)\r\n            a = 1\r\n            j = (feature - 3) % 2\r\n        end\r\n        x, z = rotateCoordinates((-0.25 + (j * 0.5)) * a, 0.5 - FIGURE_DISTANCE_FROM_EDGE, ((8 + TILE_STANDARD_ROTATION - side - rotation) % 4) + 1)\r\n    else\r\n        local specialFeatures = tile.getTable('specialFeatures')\r\n        x, z = rotateCoordinates(specialFeatures[feature - 12][3][1], specialFeatures[feature - 12][3][2], (TILE_STANDARD_ROTATION - 1 - rotation) % 4 + 1)\r\n    end\r\n    return x, z\r\nend\r\n\r\n--getFeatureName\r\n--\r\n-- Gets the name of the feature on the tile at the specified position\r\n--\r\n-- params:\r\n--  obj: tile\r\n--  position: 1-12, 13-...\r\n-- returns:\r\n--  string: name\r\nfunction getFeatureName(tile, position)\r\n    local nameOfFeature\r\n    if position < 5 then\r\n        nameOfFeature = tile.getTable('sides')[position]\r\n    elseif position < 13 then\r\n        local splitSides = string.split(tile.getTable('sides')[math.floor((position - 3) / 2)], \"/\")\r\n        if #splitSides == 1 then\r\n            nameOfFeature = splitSides[1]\r\n            if nameOfFeature == 'Road' or nameOfFeature == 'River' then nameOfFeature = 'Field' end\r\n        else\r\n            if position % 2 == 1 then\r\n                nameOfFeature = splitSides[1]\r\n            else\r\n                nameOfFeature = splitSides[2]\r\n            end\r\n        end\r\n    else\r\n        local specialFeatures = tile.getTable('specialFeatures')\r\n        if specialFeatures[position - 12] ~= nil then\r\n            nameOfFeature = specialFeatures[position - 12][1]\r\n        else\r\n            nameOfFeature = \"ERROR: Feature at position \" .. position .. \" doesn't exist\"\r\n        end\r\n    end\r\n    return nameOfFeature\r\nend\r\n\r\n--getFeatureComponents\r\n--\r\n-- Traverses the tiles recursively, storing all associated tiles, features, and followers into their respective global variables\r\n--\r\n-- params:\r\n--  int: xIndex\r\n--  int: zIndex\r\n--  int: position number to check\r\n--  int: number of traversal levels do check\r\n--  bool: false if multiple getFeatureComponents calls will be made. This prevents resetting the traversal and also does not check for followers each time. The goal is to save on performance.\r\n-- returns:\r\n--  bool: true if the feature is complete, false if not complete\r\nfunction getFeatureComponents(xIndex, zIndex, position, traversalLevels, reset, reverseCityTraversal)\r\n    if reset then --for when we want to make multiple feature traversals without revisiting already visited positions\r\n        resetTraversal()\r\n    end\r\n\r\n    local nameOfFeature = getFeatureName(getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid), position)\r\n    local finished = 0\r\n    if position < 5 then\r\n        --if nameOfFeature == 'River' then return 0\r\n        if nameOfFeature == 'Road' or nameOfFeature == 'River' then\r\n            finished = getTileComponents(xIndex, zIndex, position, traversalLevels, 1, reverseCityTraversal)\r\n        else\r\n            --in theory this shouldn't happen unless a player allows a figure to stay somewhere they're not supposed to\r\n            --if it happens, just pick an arbitrary octant\r\n            finished = getTileComponents(xIndex, zIndex, (position * 2) + 3, traversalLevels, 1, reverseCityTraversal)\r\n        end\r\n    else\r\n        finished = getTileComponents(xIndex, zIndex, position, traversalLevels, 1, reverseCityTraversal)\r\n    end\r\n\r\n    if reset then -- don't run for each call of getFeatureComponents. Instead, getFigureComponents should be called from the calling method.\r\n        getFigureComponents()\r\n    end\r\n\r\n    -- if finished == 0 then\r\n    --     debugMessage(2, \"Feature is complete\")\r\n    -- else\r\n    --     debugMessage(2, \"Feature is not complete: \" .. finished .. \" openings.\")\r\n    -- end\r\n\r\n    return finished\r\nend\r\n\r\n--getFigureComponents\r\n--\r\n-- Traverses the all objects in the play area, storing followers and tokens that were in the traversed positions\r\nfunction getFigureComponents()\r\n    local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n    for _, obj in ipairs(objs) do\r\n        if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) or table.contains(SPECIAL_FIGURE_TYPES, obj.getVar('figureName')) or table.contains(SHEEP_TOKEN_TYPES, obj.getVar('tokenName')) or obj.getVar('figureName') == GOLD_BAR_NAME then\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            --debugMessage(2, \"Object on tile: x: \" .. xIndex .. \" z: \" .. zIndex)\r\n            if obj.getVar('figureName') == GOLD_BAR_NAME and table.contains(traversedTileCoords, {x=xIndex, z=zIndex}) then\r\n                --debugMessage(2, obj.getVar('figureName') .. \" added to traversedGoldBars table\")\r\n                table.insert(traversedGoldBars, obj)\r\n            elseif traversedFeaturePositions[xIndex] ~= nil and traversedFeaturePositions[xIndex][zIndex] ~= nil then\r\n                local xPosition = (obj.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n                local zPosition = (obj.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n                xPosition = xPosition - xIndex\r\n                zPosition = zPosition - zIndex\r\n                local closestPosition = findClosestPosition(xPosition, zPosition, getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid), tileGrid[xIndex][zIndex].rotation, true)\r\n                --debugMessage(2, \"Object closest feature: index: x: \" .. xIndex .. \" z: \" .. zIndex .. \" feature: \" .. closestPosition)\r\n                if traversedFeaturePositions[xIndex][zIndex][closestPosition] == 1 then\r\n                    if table.contains(FOLLOWER_TYPES, obj.getVar('figureName')) then\r\n                        --debugMessage(2, obj.getVar('owner') .. \" \" .. obj.getVar('tokenName') .. \" added to traversedFollowers table\")\r\n                        table.insert(traversedFollowers, obj)\r\n                    elseif table.contains(SPECIAL_FIGURE_TYPES, obj.getVar('figureName')) then\r\n                        --debugMessage(2, obj.getVar('owner') .. \" \" .. obj.getVar('tokenName') .. \" added to traversedSpecialFigures table\")\r\n                        table.insert(traversedSpecialFigures, obj)\r\n                    elseif table.contains(SHEEP_TOKEN_TYPES, obj.getVar('tokenName')) then\r\n                        --debugMessage(2, obj.getVar('tokenName') .. \" added to traversedSheepTokens table\")\r\n                        table.insert(traversedSheepTokens, obj)\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    --debugMessage(1, \"Traversed \" .. #traversedTileCoords .. \" tiles, \" .. #traversedFollowers .. \" followers, \" .. #traversedSpecialFigures .. \" special figures, \" .. #traversedSpecialFeatures .. \" special features, \" .. #traversedSheepTokens .. \" sheep tokens, and \" .. #traversedGoldBars .. \" gold bars\")\r\nend\r\n\r\n--getTileComponents\r\n--\r\n-- Traverses the tiles recursively, storing all associated tiles, features, and followers into their respective global variables\r\n--\r\n-- params:\r\n--  int: xIndex\r\n--  int: zIndex\r\n--  int: position number to check\r\n--  int: how many traversal levels to check\r\n--       2 levels would be used for checking secondary features such as completed cities and road intersections\r\n--  int: current traversal level\r\n--  bool: reverseCityTraversal - traverses from cities to fields, when the feature is a city. Currently only used for recalculating field connections from the city's point of view\r\n-- returns:\r\n--  bool: true if the feature is complete, false if not complete\r\nfunction getTileComponents(xIndex, zIndex, position, traversalLevels, traversalNum, reverseCityTraversal)\r\n    if traversalNum > traversalLevels then return 0 end\r\n    --debugMessage(2, \"checking tile at x: \" .. xIndex .. \" z: \" .. zIndex .. \" position: \" .. position .. \" trans num: \" .. traversalNum)\r\n    local tile = getObjectFromGUID(tileGrid[xIndex][zIndex].tile_guid)\r\n    local rotation = tileGrid[xIndex][zIndex].rotation\r\n    if traversedGrid[xIndex] == nil then\r\n        traversedGrid[xIndex] = {}\r\n    end\r\n    if traversedGrid[xIndex][zIndex] == nil then\r\n        traversedGrid[xIndex][zIndex] = {}\r\n    end\r\n    if traversedFeaturePositions[xIndex] == nil then\r\n        traversedFeaturePositions[xIndex] = {}\r\n    end\r\n    if traversedFeaturePositions[xIndex][zIndex] == nil then\r\n        traversedFeaturePositions[xIndex][zIndex] = {}\r\n    end\r\n    if traversalNum == 1 and not table.contains(traversedTileCoords, {x=xIndex, z=zIndex}) then\r\n        table.insert(traversedTileCoords, {x=xIndex, z=zIndex})\r\n        --debugMessage(2, \"adding tile to traversedTileCoords: x: \" .. xIndex .. \" z: \" .. zIndex)\r\n    end\r\n    if traversedGrid[xIndex][zIndex][position] ~= nil and traversedGrid[xIndex][zIndex][position] <= traversalNum then return 0 end\r\n    local finished = 0\r\n    local specialFeatures = tile.getTable('specialFeatures')\r\n    if position < 5 then\r\n        local links = tile.getTable('linkedQuadrants')\r\n        while traversedGrid[xIndex][zIndex][position] == nil or traversedGrid[xIndex][zIndex][position] > traversalNum do\r\n            if links ~= nil then\r\n                for _, link in ipairs(links) do\r\n                    if table.contains(link, position) then\r\n                        for _, quadrant in ipairs(link) do\r\n                            if traversedGrid[xIndex][zIndex][quadrant] == nil or traversedGrid[xIndex][zIndex][quadrant] > traversalNum then\r\n                                traversedGrid[xIndex][zIndex][quadrant] = traversalNum\r\n                                if traversalNum == 1 then\r\n                                    traversedFeaturePositions[xIndex][zIndex][quadrant] = 1\r\n                                end\r\n                                local direction = (3 + quadrant + rotation) % 4 + 1\r\n                                local newX = xIndex + SIDE_DELTA[direction].x\r\n                                local newZ = zIndex + SIDE_DELTA[direction].z\r\n                                --debugMessage(2, \"checking x:\" .. xIndex .. \" z:\" .. zIndex .. \" quadrant:\" .. quadrant .. \" direction:\" .. direction .. \" newX:\" .. newX .. \" newZ:\" .. newZ .. \" trans num: \" .. traversalNum)\r\n                                if tileGridOccupied(newX, newZ) then\r\n                                    local newTile = getObjectFromGUID(tileGrid[newX][newZ].tile_guid)\r\n                                    local newTileRotation = tileGrid[newX][newZ].rotation\r\n                                    local newTilePosition = (3 + quadrant + rotation - newTileRotation + TILE_180_ROTATION) % 4 + 1\r\n                                    --debugMessage(2, \"newTilePosition: \" .. newTilePosition)\r\n                                    if getFeatureName(newTile, newTilePosition) ~= 'Abbey' and getFeatureName(tile, position) ~= 'Abbey' then\r\n                                        finished = finished + getTileComponents(newX, newZ, newTilePosition, traversalLevels, traversalNum, reverseCityTraversal)\r\n                                    elseif traversalNum == 1 then\r\n                                        if getFeatureName(newTile, newTilePosition) == 'Abbey' then\r\n                                            getTileComponents(newX, newZ, (newTilePosition * 2) + 3, traversalLevels, traversalNum + 1, reverseCityTraversal)\r\n                                        elseif getFeatureName(newTile, newTilePosition) ~= 'Field' then\r\n                                            getTileComponents(newX, newZ, newTilePosition, traversalLevels, traversalNum + 1, reverseCityTraversal)\r\n                                        end\r\n                                    end\r\n                                else\r\n                                    --debugMessage(2, \"Next tile is empty. Feature is not finished\")\r\n                                    finished = finished + 1\r\n                                    if traversalNum == 1 then\r\n                                        traversedOpeningCoords[newX .. \"-\" .. newZ] = true\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n             --workaround for when the target position has no links and is the first tile of the chain\r\n             --in that case, the target position would never be checked, and, therefore, none of its neighbors\r\n             --so we force it to be checked by running again with a links table containing the element\r\n            if traversedGrid[xIndex][zIndex][position] == nil or traversedGrid[xIndex][zIndex][position] > traversalNum then\r\n                links = {{position}}\r\n            end\r\n        end\r\n    elseif position < 13 then\r\n        local links = tile.getTable('linkedOctants')\r\n        while traversedGrid[xIndex][zIndex][position] == nil or traversedGrid[xIndex][zIndex][position] > traversalNum do\r\n            if links ~= nil then\r\n                for _, link in ipairs(links) do\r\n                    if table.contains(link, position) then\r\n                        for _, octant in ipairs(link) do\r\n                            if traversedGrid[xIndex][zIndex][octant] == nil or traversedGrid[xIndex][zIndex][octant] > traversalNum then\r\n                                traversedGrid[xIndex][zIndex][octant] = traversalNum\r\n                                if traversalNum == 1 then\r\n                                    traversedFeaturePositions[xIndex][zIndex][octant] = 1\r\n                                end\r\n                                local direction = (3 + octant + (rotation * 2)) % 8 + 5\r\n                                local newX = xIndex + SIDE_DELTA[math.floor((direction - 3) / 2)].x\r\n                                local newZ = zIndex + SIDE_DELTA[math.floor((direction - 3) / 2)].z\r\n                                --debugMessage(2, \"checking x:\" .. xIndex .. \" z:\" .. zIndex .. \" octant:\" .. octant .. \" direction:\" .. direction .. \" newX:\" .. newX .. \" newZ:\" .. newZ .. \" trans num: \" .. traversalNum)\r\n                                if tileGridOccupied(newX, newZ) then\r\n                                    local newTile = getObjectFromGUID(tileGrid[newX][newZ].tile_guid)\r\n                                    local newTileRotation = tileGrid[newX][newZ].rotation\r\n                                    local newTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (newTileRotation * 2) - 4) % 8 + 5\r\n                                    --debugMessage(2, \"newTileRotation: \" .. newTileRotation .. \" newTilePosition: \" .. newTilePosition)\r\n                                    if getFeatureName(newTile, newTilePosition) ~= 'Abbey' and getFeatureName(tile, position) ~= 'Abbey' then\r\n                                        finished = finished + getTileComponents(newX, newZ, newTilePosition, traversalLevels, traversalNum, reverseCityTraversal)\r\n                                    elseif traversalNum == 1 then -- all of this is for Abbeys and Wagons\r\n                                        if getFeatureName(newTile, (newTilePosition - 3) / 2) == 'Road' then\r\n                                            getTileComponents(newX, newZ, math.floor((newTilePosition - 3) / 2), traversalLevels, traversalNum + 1, reverseCityTraversal)\r\n                                        elseif getFeatureName(newTile, newTilePosition) ~= 'Field' then\r\n                                            getTileComponents(newX, newZ, newTilePosition, traversalLevels, traversalNum + 1, reverseCityTraversal)\r\n                                        end\r\n                                    end\r\n                                else\r\n                                    --debugMessage(2, \"Next tile is empty. Feature is not finished\")\r\n                                    finished = finished + 1\r\n                                    if traversalNum == 1 then\r\n                                        traversedOpeningCoords[newX .. \"-\" .. newZ] = true\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n             --workaround for when the target position has no links and is the first tile of the chain\r\n             --in that case, the target position would never be checked, and, therefore, none of its neighbors\r\n             --so we force it to be checked by running again with a links table containing the element\r\n            if traversedGrid[xIndex][zIndex][position] == nil or traversedGrid[xIndex][zIndex][position] > traversalNum then\r\n                links = {{position}}\r\n            end\r\n        end\r\n    else\r\n        if traversedGrid[xIndex][zIndex][position] == nil or traversedGrid[xIndex][zIndex][position] > traversalNum then\r\n            traversedGrid[xIndex][zIndex][position] = traversalNum\r\n            if traversalNum == 1 then\r\n                traversedFeaturePositions[xIndex][zIndex][position] = 1\r\n            end\r\n            local feature = specialFeatures[position - 12]\r\n            if table.contains(PROXIMITY_FEATURES, feature[1]) then\r\n                if traversalNum == 1 then\r\n                    table.insert(traversedSpecialFeatures, feature[1])\r\n                    --debugMessage(2, feature[1] .. \" added to traversedSpecialFeatures\")\r\n                end\r\n                local tileNum = 1\r\n                for i = -1, 1 do\r\n                    for j = -1, 1 do\r\n                        if tileGridOccupied(xIndex + i, zIndex + j) then\r\n                            if not (i == 0 and j == 0) then --we already added the tile\r\n                                tileNum = tileNum + 1\r\n                                if traversalNum == 1 then\r\n                                    table.insert(traversedTileCoords, {x=xIndex + i, z=zIndex + j})\r\n                                    local nestedSpecialFeatures = getObjectFromGUID(tileGrid[xIndex + i][zIndex + j].tile_guid).getTable('specialFeatures')\r\n                                    if nestedSpecialFeatures ~= nil then\r\n                                        for _, specialFeature in ipairs(nestedSpecialFeatures) do\r\n                                            if specialFeature[1] == \"Vineyard\" then\r\n                                                table.insert(traversedSpecialFeatures, specialFeature[1])\r\n                                                --debugMessage(2, specialFeature[1] .. \" added to traversedSpecialFeatures\")\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                            --this is purely for graphical effect of showing what tiles were used in scoring the cloister\r\n                            if traversalNum == 1 and not (i == 0 and j == 0 and feature[1] == 'Abbey') then\r\n                                if traversedFeaturePositions[xIndex + i] == nil then\r\n                                    traversedFeaturePositions[xIndex + i] = {}\r\n                                end\r\n                                if traversedFeaturePositions[xIndex + i][zIndex + j] == nil then\r\n                                    traversedFeaturePositions[xIndex + i][zIndex + j] = {}\r\n                                end\r\n                                for k = 1, 12 do\r\n                                    if traversedFeaturePositions[xIndex + i][zIndex + j][k] == nil then\r\n                                        traversedFeaturePositions[xIndex + i][zIndex + j][k] = 2\r\n                                    end\r\n                                end\r\n                            end\r\n                        else\r\n                            traversedOpeningCoords[xIndex + i .. \"-\" .. zIndex + j] = true\r\n                        end\r\n                    end\r\n                end\r\n                if tileNum < 9 then finished = finished + 9 - tileNum end\r\n            end\r\n            if feature[1] == 'City' or feature[1] == 'Road' or feature[1] == 'Field' or feature[1] == 'Abbey' then\r\n                if feature[2] ~= nil then\r\n                    for _, location in ipairs(feature[2]) do\r\n                        if traversedGrid[xIndex][zIndex][location] == nil or traversedGrid[xIndex][zIndex][location] > traversalNum then\r\n                            if traversalNum == 1 then\r\n                                traversedFeaturePositions[xIndex][zIndex][location] = 1\r\n                            end\r\n                            finished = finished + getTileComponents(xIndex, zIndex, location, traversalLevels, traversalNum, reverseCityTraversal)\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    if specialFeatures ~= nil then\r\n        for i, feature in ipairs(specialFeatures) do\r\n            if feature[2] ~= nil then\r\n                if table.contains(feature[2], position) then\r\n                    if (traversedGrid[xIndex][zIndex][i+12] == nil or traversedGrid[xIndex][zIndex][i+12] > traversalNum) and not (feature[1] == 'City-Field' and ((not reverseCityTraversal and getFeatureName(tile, position) ~= 'Field') or (reverseCityTraversal and getFeatureName(tile, position) ~= 'City'))) then\r\n                        if feature[1] == 'Abbey' then\r\n                            finished = finished + getTileComponents(xIndex, zIndex, i+12, traversalLevels, traversalNum, reverseCityTraversal)\r\n                        else\r\n                            traversedGrid[xIndex][zIndex][i+12] = traversalNum\r\n                            if traversalNum == 1 then\r\n                                traversedFeaturePositions[xIndex][zIndex][i+12] = 1\r\n                                if feature[1] == 'City-Field' then\r\n                                    if getFeatureName(tile, position) == 'Field' or (reverseCityTraversal and (getFeatureName(tile, position) == 'City' or getFeatureName(tile, octant) == 'Carcassonne')) then\r\n                                        for _, octant in ipairs(feature[2]) do\r\n                                            if getFeatureName(tile, octant) == 'City' or getFeatureName(tile, octant) == 'Carcassonne' or (reverseCityTraversal and getFeatureName(tile, octant) == 'Field') then\r\n                                                if traversedGrid[xIndex][zIndex][octant] == nil or traversedGrid[xIndex][zIndex][octant] > traversalNum + 1 then\r\n                                                    if getTileComponents(xIndex, zIndex, octant, traversalLevels, traversalNum + 1, reverseCityTraversal) == 0 or reverseCityTraversal then\r\n                                                        if not reverseCityTraversal then\r\n                                                            table.insert(traversedSpecialFeatures, \"Completed City\")\r\n                                                            --debugMessage(2, \"Completed City added to traversedSpecialFeatures\")\r\n                                                        end\r\n                                                        traversedFeaturePositions[xIndex][zIndex][octant] = 2\r\n                                                    end\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                elseif feature[1] == 'Road Intersection' then\r\n                                    for _, location in ipairs(feature[2]) do\r\n                                        if getTileComponents(xIndex, zIndex, location, traversalLevels, traversalNum + 1, reverseCityTraversal) > 0 then\r\n                                            --we don't really care if the feature is finished or not. In fact, we really don't need to traverse intersections at all, except for the removeTile method\r\n                                        end\r\n                                    end\r\n                                elseif feature[1] == 'Pennant' or feature[1] == 'Inn' or feature[1] == 'Cathedral' or\r\n                                    table.contains(TRADE_GOOD_TYPES, feature[1]) or\r\n                                    feature[1] == 'Pig-herd' or feature[1] == 'Sheep' then\r\n                                    table.insert(traversedSpecialFeatures, feature[1])\r\n                                    --debugMessage(2, feature[1] .. \" added to traversedSpecialFeatures\")\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    for i=1, 4 do\r\n        --this one is necessary for followers placed on center positions for quadrant features to be processed correctly\r\n        if getFeatureName(tile, i) ~= 'Road' and getFeatureName(tile, i) ~= 'River' then\r\n            if traversedFeaturePositions[xIndex][zIndex][i] ~= nil then\r\n                if traversedFeaturePositions[xIndex][zIndex][i * 2 + 3] == nil or traversedFeaturePositions[xIndex][zIndex][i * 2 + 3] > traversedFeaturePositions[xIndex][zIndex][i] then\r\n                    traversedFeaturePositions[xIndex][zIndex][i * 2 + 3] = traversedFeaturePositions[xIndex][zIndex][i]\r\n                end\r\n                if traversedFeaturePositions[xIndex][zIndex][i * 2 + 4] == nil or traversedFeaturePositions[xIndex][zIndex][i * 2 + 4] > traversedFeaturePositions[xIndex][zIndex][i] then\r\n                    traversedFeaturePositions[xIndex][zIndex][i * 2 + 4] = traversedFeaturePositions[xIndex][zIndex][i]\r\n                end\r\n            end\r\n            --this is just used for graphical effect\r\n            if traversedFeaturePositions[xIndex][zIndex][i * 2 + 3] ~= nil and traversedFeaturePositions[xIndex][zIndex][i * 2 + 4] ~= nil and traversedFeaturePositions[xIndex][zIndex][i * 2 + 3] == traversedFeaturePositions[xIndex][zIndex][i * 2 + 4] then\r\n                traversedFeaturePositions[xIndex][zIndex][i] = traversedFeaturePositions[xIndex][zIndex][i * 2 + 3]\r\n            end\r\n            if addToTempPositions and traversedGrid[xIndex][zIndex][i * 2 + 3] ~= nil and traversedGrid[xIndex][zIndex][i * 2 + 4] ~= nil and traversedGrid[xIndex][zIndex][i * 2 + 3] == traversedGrid[xIndex][zIndex][i * 2 + 4] then\r\n                traversedGrid[xIndex][zIndex][i] = traversedGrid[xIndex][zIndex][i * 2 + 3]\r\n            end\r\n        end\r\n    end\r\n    return finished\r\nend\r\n\r\n--resetTraversal\r\n--Empties the traversal tables, so that they are ready for the next traversal\r\nfunction resetTraversal()\r\n    --debugMessage(2, \"Clearing traversal tables\")\r\n    traversedGrid = {}\r\n    traversedFeaturePositions = {}\r\n    traversedTileCoords = {}\r\n    traversedOpeningCoords = {}\r\n    traversedSpecialFeatures = {}\r\n    traversedFollowers = {}\r\n    traversedSpecialFigures = {}\r\n    traversedSheepTokens = {}\r\n    traversedGoldBars = {}\r\n    return\r\nend\r\n\r\n----#include !\\TTSCarcassonne\\scripts\\helper_functions\n--Helper Functions\r\n--These are general purpose helpers to make coding in TTS easier\r\n\r\nWHITE_COLOR = {r=1,g=1,b=1}\r\nNEUTRAL_COLOR = {r=0.5,g=0.5,b=0.5}\r\nERROR_COLOR = {r=1,g=0,b=0}\r\n\r\n--will print a message to all players, but not to the log\r\nfunction gameNotification(msg, rgb, target_color)\r\n    if type(msg) == 'table' then\r\n      msg = translate(msg)\r\n    end\r\n    if target_color == nil then\r\n        printToAll(msg, rgb)\r\n    else\r\n        if controlPanelSettings[target_color .. 'Control'] ~= nil then\r\n            target_color = controlPanelSettings[target_color .. 'Control']\r\n        end\r\n        for _, player in ipairs(Player.getPlayers()) do\r\n            if player.color == target_color then\r\n                player.broadcast(msg, rgb)\r\n            else\r\n                player.print(msg, rgb)\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\n--will print a message to all players, broadcasting to the target_color\r\n--spectators will not receive this message if target_color is not nil\r\nfunction allGameMessage(msg, rgb, target_color)\r\n    if type(msg) == 'table' then\r\n      msg = translate(msg)\r\n    end\r\n    if target_color == nil then\r\n        printToAll(msg, rgb)\r\n    else\r\n        if controlPanelSettings[target_color .. 'Control'] ~= nil then\r\n            target_color = controlPanelSettings[target_color .. 'Control']\r\n        end\r\n        for _, player in ipairs(Player.getPlayers()) do\r\n            if player.color == target_color then\r\n                player.broadcast(msg, rgb)\r\n            else\r\n                player.print(msg, rgb)\r\n            end\r\n        end\r\n    end\r\n    -- local params = {}\r\n    -- notes = getNotebookTabs()\r\n    --\r\n    -- params.index = gameLogTabIndex\r\n    -- params.body = notes[gameLogTabIndex].body .. \"\\n\" .. msg\r\n    -- editNotebookTab(params)\r\nend\r\n\r\n--will print an error message to all players\r\nfunction allErrorMessage(msg, target_color)\r\n    if type(msg) == 'table' then\r\n      msg = translate(msg)\r\n    end\r\n    if target_color == nil then\r\n        broadcastToAll(msg, ERROR_COLOR)\r\n    else\r\n        if controlPanelSettings[target_color .. 'Control'] ~= nil then\r\n            target_color = controlPanelSettings[target_color .. 'Control']\r\n        end\r\n        for _, player in ipairs(Player.getPlayers()) do\r\n            if player.color == target_color then\r\n                player.broadcast(msg, ERROR_COLOR)\r\n            else\r\n                player.print(msg, ERROR_COLOR)\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\n--will print an error message to the target player\r\nfunction playerErrorMessage(msg, target_color)\r\n    if type(msg) == 'table' then\r\n      msg = translate(msg)\r\n    end\r\n    local target_color_owner = nil\r\n    if controlPanelSettings[target_color .. 'Control'] ~= nil then\r\n        target_color_owner = controlPanelSettings[target_color .. 'Control']\r\n    end\r\n    if target_color_owner == nil then target_color_owner = target_color end\r\n    if Player[target_color_owner].seated then\r\n        broadcastToColor(msg, target_color_owner, ERROR_COLOR)\r\n    else\r\n        broadcastToColor(\"You are seated in another player's hotseat and cannot play.\", target_color, ERROR_COLOR)\r\n    end\r\nend\r\n\r\n--will print the message if the debug level is high enough\r\nfunction debugMessage(messageDebugLevel, msg)\r\n    if debugLevel >= messageDebugLevel then\r\n        -- local params = {}\r\n        -- notes = getNotebookTabs()\r\n        --\r\n        -- params.index = debugLogTabIndex\r\n        -- params.body = notes[debugLogTabIndex].body .. \"\\n\" .. msg\r\n        -- editNotebookTab(params)\r\n\r\n        log(msg)\r\n    end\r\nend\r\n\r\n--will return a string in the form of bracketed hex codes (ie. [ffffff] for white) when passed the string name of the color\r\nfunction stringToBracketedHex(color)\r\n    return RGBToBracketedHex(player_color_tints[color])\r\nend\r\n\r\n--returns the bracketed hex color code for a color, which can be used to add colors to strings (ie. [ffffff] for white). input table must include correct rgb tags to work\r\nfunction RGBToBracketedHex(rgb)\r\n    if rgb ~= nil then\r\n        return \"[\" .. string.format(\"%02x%02x%02x\", rgb.r*255,rgb.g*255,rgb.b*255) .. \"]\"\r\n    else\r\n        return \"\"\r\n    end\r\nend\r\n\r\n--perform takeObject only if the object exists in the container\r\nfunction takeObjectSafe(container, params)\r\n    if params.guid ~= nil then\r\n        for _, item in pairs(container.getObjects()) do\r\n            if item.guid == params.guid then\r\n                return container.takeObject(params)\r\n            end\r\n        end\r\n    else\r\n        return container.takeObject(params)\r\n    end\r\n    printToAll(\"Warning: Object \" .. params.guid .. \" not found in container. It may have already been removed.\", ERROR_COLOR)\r\nend\r\n\r\n--true if element is one of the elements of the table, otherwise false\r\n--if element is a table, then checks if an identical table is in the table\r\nfunction table.contains(table, element)\r\n    if type(element) == 'table' then\r\n        for _, subtable in pairs(table) do\r\n            local allMatch = true\r\n            for key, value in pairs(subtable) do\r\n                if value ~= element[key] then\r\n                    allMatch = false\r\n                end\r\n            end\r\n            if allMatch then return true end\r\n        end\r\n    else\r\n        for _, value in pairs(table) do\r\n            if value == element then\r\n                return true\r\n            end\r\n        end\r\n    end\r\n    return false\r\nend\r\n\r\n--from http://lua-users.org/wiki/BinarySearch\r\n--[[\r\n   table.binsearch( table, value [, compval [, reversed] ] )\r\n\r\n   Searches the table through BinarySearch for the given value.\r\n   If the  value is found:\r\n      it returns a table holding all the mathing indices (e.g. { startindice,endindice } )\r\n      endindice may be the same as startindice if only one matching indice was found\r\n   If compval is given:\r\n      then it must be a function that takes one value and returns a second value2,\r\n      to be compared with the input value, e.g.:\r\n      compvalue = function( value ) return value[1] end\r\n   If reversed is set to true:\r\n      then the search assumes that the table is sorted in reverse order (largest value at position 1)\r\n      note when reversed is given compval must be given as well, it can be nil/_ in this case\r\n   Return value:\r\n      on success: a table holding matching indices (e.g. { startindice,endindice } )\r\n      on failure: nil\r\n]]--\r\ndo\r\n   -- Avoid heap allocs for performance\r\n   local default_fcompval = function( value ) return value end\r\n   local fcompf = function( a,b ) return a < b end\r\n   local fcompr = function( a,b ) return a > b end\r\n   function table.binsearch( t,value,fcompval,reversed )\r\n      -- Initialise functions\r\n      local fcompval = fcompval or default_fcompval\r\n      local fcomp = reversed and fcompr or fcompf\r\n      --  Initialise numbers\r\n      local iStart,iEnd,iMid = 1,#t,0\r\n      -- Binary Search\r\n      while iStart <= iEnd do\r\n         -- calculate middle\r\n         iMid = math.floor( (iStart+iEnd)/2 )\r\n         -- get compare value\r\n         local value2 = fcompval( t[iMid] )\r\n         -- get all values that match\r\n         if value == value2 then\r\n            local tfound,num = { iMid,iMid },iMid - 1\r\n            while value == fcompval( t[num] ) do\r\n               tfound[1],num = num,num - 1\r\n            end\r\n            num = iMid + 1\r\n            while value == fcompval( t[num] ) do\r\n               tfound[2],num = num,num + 1\r\n            end\r\n            return tfound\r\n         -- keep searching\r\n         elseif fcomp( value,value2 ) then\r\n            iEnd = iMid - 1\r\n         else\r\n            iStart = iMid + 1\r\n         end\r\n      end\r\n   end\r\nend\r\n-- CHILLCODE™\r\n\r\n--from http://lua-users.org/wiki/BinaryInsert\r\n--[[\r\n   table.bininsert( table, value [, comp] )\r\n\r\n   Inserts a given value through BinaryInsert into the table sorted by [, comp].\r\n\r\n   If 'comp' is given, then it must be a function that receives\r\n   two table elements, and returns true when the first is less\r\n   than the second, e.g. comp = function(a, b) return a > b end,\r\n   will give a sorted table, with the biggest value on position 1.\r\n   [, comp] behaves as in table.sort(table, value [, comp])\r\n   returns the index where 'value' was inserted\r\n]]--\r\ndo\r\n   -- Avoid heap allocs for performance\r\n   local fcomp_default = function( a,b ) return a < b end\r\n   function table.bininsert(t, value, fcomp)\r\n      -- Initialise compare function\r\n      local fcomp = fcomp or fcomp_default\r\n      --  Initialise numbers\r\n      local iStart,iEnd,iMid,iState = 1,#t,1,0\r\n      -- Get insert position\r\n      while iStart <= iEnd do\r\n         -- calculate middle\r\n         iMid = math.floor( (iStart+iEnd)/2 )\r\n         -- compare\r\n         if fcomp( value,t[iMid] ) then\r\n            iEnd,iState = iMid - 1,0\r\n         else\r\n            iStart,iState = iMid + 1,1\r\n         end\r\n      end\r\n      table.insert( t,(iMid+iState),value )\r\n      return (iMid+iState)\r\n   end\r\nend\r\n-- CHILLCODE™\r\n\r\n--modified the above to not insert duplicates\r\nfunction table.bininsertnodup(t, value)\r\n  --  Initialise numbers\r\n  local iStart,iEnd,iMid,iState = 1,#t,1,0\r\n  -- Get insert position\r\n  while iStart <= iEnd do\r\n     -- calculate middle\r\n     iMid = math.floor( (iStart+iEnd)/2 )\r\n     -- get compare value\r\n     local value2 = t[iMid]\r\n     -- get all values that match\r\n     if value == value2 then\r\n        return nil\r\n     -- compare\r\n     elseif value < value2 then\r\n        iEnd,iState = iMid - 1,0\r\n     else\r\n        iStart,iState = iMid + 1,1\r\n     end\r\n  end\r\n  table.insert( t,(iMid+iState),value )\r\n  return (iMid+iState)\r\nend\r\n\r\n--non-recursive table copy\r\nfunction table.shallow_copy(t)\r\n  local t2 = {}\r\n  for k,v in pairs(t) do\r\n    t2[k] = v\r\n  end\r\n  return t2\r\nend\r\n\r\n--recursive table copy\r\nfunction table.deep_copy(t)\r\n  if type(t) ~= 'table' then return t end\r\n  local res = setmetatable({}, getmetatable(t))\r\n  for k, v in pairs(t) do res[table.deep_copy(k)] = table.deep_copy(v) end\r\n  return res\r\nend\r\n\r\n-- Print contents of `tbl`, with indentation.\r\n-- `indent` sets the initial level of indentation.\r\nfunction table.print(tbl, indent)\r\n  if not indent then indent = 0 end\r\n  for k, v in pairs(tbl) do\r\n    formatting = string.rep(\"  \", indent) .. k .. \": \"\r\n    if type(v) == \"table\" then\r\n      print(formatting)\r\n      table.print(v, indent+1)\r\n    elseif type(v) == 'boolean' then\r\n      print(formatting .. tostring(v))\r\n    else\r\n      print(formatting .. v)\r\n    end\r\n  end\r\nend\r\n\r\n--https://stackoverflow.com/a/7615129\r\nfunction string.split(inputstr, sep)\r\n    if sep == nil then\r\n        sep = \"%s\"\r\n    end\r\n    local t={}\r\n    local i=1\r\n    for str in string.gmatch(inputstr, \"([^\"..sep..\"]+)\") do\r\n        t[i] = str\r\n        i = i + 1\r\n    end\r\n    return t\r\nend\r\n\r\n--waits for the specified number of seconds. Can only be run from a coroutine\r\nfunction wait(time)\r\n  local start = os.clock()\r\n  repeat coroutine.yield(0) until os.clock() > start + time\r\nend\r\n\r\n--isWithinErrorMargin\r\n-- params:\r\n--  float: number (to be compared)\r\n--  float: targetNumber (to be compared to)\r\n--  float: errorMargin\r\n-- returns:\r\n--  bool: true if number is within errorMargin of targetNumber\r\nfunction isWithinErrorMargin(number, targetNumber, errorMargin)\r\n    if number > targetNumber - errorMargin and number < targetNumber + errorMargin then return true\r\n    else return false\r\n    end\r\nend\r\n\r\n--rotates coordinates in steps of 90 degrees\r\n--this is much quicker than the below rotateCoordinatesDegrees, since it doesn't use and complex math functions\r\nfunction rotateCoordinates(x, z, rotation)\r\n    if rotation == 1 then\r\n        temp = x\r\n        x = -z\r\n        z = temp\r\n    elseif rotation == 2 then\r\n        x = -x\r\n        z = -z\r\n    elseif rotation == 3 then\r\n        temp = x\r\n        x = z\r\n        z = -temp\r\n    end\r\n    return x, z\r\nend\r\n\r\n--rotates coordinates in degrees\r\nfunction rotateCoordinatesDegrees(x, z, rotation)\r\n    local rad_rotation = math.rad(rotation)\r\n    local new_x = x * math.cos(rad_rotation) - z * math.sin(rad_rotation)\r\n    local new_z = z * math.cos(rad_rotation) + x * math.sin(rad_rotation)\r\n    return new_x, new_z\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\helper_functions\n\r\n----#include !\\TTSCarcassonne\\scripts\\ai\n--------------------------------------------------------------------------------\r\n--AI Code\r\n--------------------------------------------------------------------------------\r\n--The AI is designed to predict the performance of a player based on a combination\r\n--the current scores, the value of uncalculated points (ie. incomplete features),\r\n--and various penalties (ie. stuck followers). This \"score\" is calculated at the beginning of the turn\r\n--with AICalculateBaselineScores. The AI then simulates the placement of a tile and/or\r\n--figure at all possible locations, and calculates the difference between the two as\r\n--the \"score\" of that move\r\n--------------------------------------------------------------------------------\r\n\r\n--COSMETIC CONSTS\r\nAI_DRAW_TILE_TIME = 1.0 --time delay to allow the drawn tile to travel to the AI player's hand\r\nAI_ANIMATIONS_ENABLED = false --will move pieces smoothly if true, otherwise the pieces will instantly move\r\nAI_DRAW_TILE_TO_HAND = false -- will move the pieces to the AI player's hand first. If false, pieces will be moved in front of their hand instead\r\nAI_TAUNT_THRESHOLD = 20 -- a move that nets a gain of more than this many points will prompt the AI to taunt the opponents\r\n\r\n--SHARED CONSTS\r\nEND_GAME_TRANSITION = 20 --when there are less than this number of tiles (per player), the AI will begin abandoning difficult to complete roads with inns and cities with cathedrals.\r\nSCORE_THREAT_THRESHOLD = 50 --players that are more than this many points behind are no longer considered a threat and won't be factored into the decisions\r\nFOLLOWER_SCORE_THRESHOLD = 0.75 --player won't use a figure to take a feature unless it is worth at least this much\r\nUSED_FOLLOWER_PENALTY_HARD = 0.50 --each follower that a player doesn't have in their supply will make it more picky of when to use a follower by this many points\r\nUSED_LAST_FOLLOWER_PENALTY = 20.0 --penalty instead of the above. Using the last follower should be strictly discouraged unless there is a large enough benefit\r\nUNFINISHED_TRADE_TOKEN_VALUE = 1.0 --Extra value provided by having a trade token in your city (although it isn't actually worth anything, encouraging yourself and/or your opponents to finish the city could be seen as a benefit)\r\n\r\n--HARD MODE CONSTS\r\nNUMBER_OF_DRAWN_TILES_FOR_BLOCK_PERCENTAGE = 10 --calculate the odds that this tile position will be blocked for this many drawn tiles\r\nBLOCK_PERCENTAGE_POWER_MODIFIER = 2 --take the block percentage to the power of this number, and multiply it by the score to get the adjusted score\r\nSTUCK_FOLLOWER_PENALTY = 0.3 --this penalty will be applied to each follower that is 100% stuck until the end of the game (including farmers). The penalty is multiplied by the number of tiles left. This penalty is also partially applied to followers that have a chance ot get stuck.\r\nSTUCK_BIG_FOLLOWER_PENALTY = 0.45 --this penalty will be applied to each big follower that is 100% stuck until the end of the game (including farmers). The penalty is multiplied by the number of tiles left. This penalty is also partially applied to followers that have a chance ot get stuck.\r\nSTUCK_BUILDER_PENALTY = 0.3 --this penalty will be applied to a builder that is 100% stuck until the end of the game. The penalty is multiplied by the number of tiles left. This penalty is also partially applied to builders that have a chance ot get stuck.\r\nSTUCK_PIG_PENALTY = 0.15 --this penalty will be applied to a pig that is 100% stuck until the end of the game. The penalty is multiplied by the number of tiles left. This penalty is also partially applied to pigs that have a chance ot get stuck.\r\nBUILDER_BONUS_VALUE = 0.5 --Extra value for having a feature with a builder (this is needed to give incentive for the AI to place it, since the stuck penalty will make it highly unfavored)\r\nBUILDER_EXTRA_TURN_VALUE = 1.0 --Extra value provided by adding to a feature with a builder\r\nMAX_JOIN_PERCENTAGE = 0.8 --connections with very high join percentages tend to screw up the AI's decisions since it will already get 99% of the score benefit from a connection that hasn't even been made. Therefore, use this limit so that there is incentive to finish the connection.\r\n\r\n--EASY MODE CONSTS\r\nOPEN_FEATURE_PENALTY = 0.30 --score penalty to apply for each open end of this feature, to provide incentive for easier features to complete\r\nFIELD_PENALTY = 2.5 --score penalty to apply to the field, to prevent it being used too early in the game\r\nUSED_FOLLOWER_PENALTY_EASY = 0.45 --each follower that a player doesn't have in their supply will make it more picky of when to use a follower by this many points\r\n\r\nfunction AIStateHandler()\r\n    --debugMessage(1, \"AIStateHandler - \" .. turnState)\r\n    if turnState == 'awaiting tile placement' then\r\n        if (controlPanelSettings['StartingTileRiverII'] or controlPanelSettings['StartingTileRiver'] or controlPanelSettings['StartingTileRiverBB5']) and hasFinishedRiver() then\r\n            -- local itemRemoved = false\r\n            -- for _, obj_GUID in pairs({forkTile_GUID, riverBodyTiles_GUID, finalRiverTile_GUID, springTile_GUID, lakeTile_GUID}) do\r\n            --     if obj_GUID ~= nil then\r\n            --         local obj = getObjectFromGUID(obj_GUID)\r\n            --         if obj ~= nil then\r\n            --             itemRemoved = true\r\n            --             obj.destruct()\r\n            --         end\r\n            --     end\r\n            -- end\r\n            -- if itemRemoved then\r\n            --     gameNotification(\"River is already finished. Removing additional tiles.\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n            -- end\r\n            forkTile_GUID = nil\r\n            riverBodyTiles_GUID = nil\r\n            finalRiverTile_GUID = nil\r\n            springTile_GUID = nil\r\n            lakeTile_GUID = nil\r\n            -- local tileStack = getObjectFromGUID(tileStack_GUID)\r\n            -- if tileStack ~= nil then\r\n            --     tileStack.setLock(false)\r\n            --     tileStack.interactable = true\r\n            -- end\r\n        end\r\n        gameNotification(\"AI player is calculating their move...\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        startLuaCoroutine(self, 'AIChooseTileLocation')\r\n    elseif turnState == 'place gold on tile' then\r\n        gameNotification(\"AI not implemented for expansion: The Goldmines\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        return addGoldToTile(lastPlacedTileX, lastPlacedTileZ)\r\n    elseif turnState == 'awaiting gold placement' then\r\n        gameNotification(\"AI not implemented for expansion: The Goldmines\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        return displayGoldButtons()\r\n    elseif turnState == 'awaiting figure decision' then\r\n        if highestScorePos == nil then\r\n            gameNotification(\"AI decided not to place a figure.\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n            return nextState('skip figure')\r\n        else\r\n            return AIMoveFigureToLocation()\r\n        end\r\n    elseif turnState == 'wait for flier roll' then\r\n        gameNotification(\"AI not implemented for expansion: The Fliers\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        --gameNotification(\"Roll the flier die to determine your flier's distance.\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        return\r\n    elseif turnState == 'awaiting flier decision' then\r\n        gameNotification(\"AI not implemented for expansion: The Fliers\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        --gameNotification(\"Place the flier on the destination tile.\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        return\r\n    elseif turnState == 'post figure event - prompt shepherd' then\r\n        if shepherdAwaitingAction ~= nil then\r\n            gameNotification(\"AI not implemented for expansion: Hills & Sheep\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n            --return promptShepherd()\r\n        else\r\n            return nextState('next')\r\n        end\r\n    elseif turnState == 'post figure event - dragon movement' then\r\n        gameNotification(\"AI not implemented for expansion: The Princess & The Dragon\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        --if currentMiniTurn > #activePlayers then currentMiniTurn = 1 end\r\n        --if dragonMoveNumber <= 6 then\r\n        --    return createDragonButtons()\r\n        --else\r\n        --    return nextState('next')\r\n        --end\r\n    --elseif turnState == 'replace finished wagons' then\r\n    --    gameNotification(\"AI not implemented for expansion: The Abbey & The Mayor\", NEUTRAL_COLOR, activePlayers[currentPlayer])\r\n        --return replaceFinishedWagons()\r\n    else\r\n        return stateHandler()\r\n    end\r\nend\r\n\r\nunusedTiles = {}\r\n\r\nfunction AIMemorizeCards(tileStack)\r\n    --allGameMessage(\"Please wait while the AI memorizes the tiles...\", NEUTRAL_COLOR)\r\n    unusedTiles = {}\r\n    local anchor = getObjectFromGUID(BUTTON_ANCHOR_GUID) --I use the anchor as a temporary placeholder for the script because it is a spare object that players shouldn't interact with. There's no other real reason.\r\n    for i, tile in ipairs(tileStack.getObjects()) do\r\n        anchor = anchor.reload()\r\n        anchor.setLuaScript(tile.lua_script)\r\n        coroutine.yield(0)\r\n        unusedTiles[tile.guid] = {}\r\n        -- unusedTiles[tile.guid].isStartingPiece = anchor.getVar('isStartingPiece')\r\n        unusedTiles[tile.guid].symmetry = anchor.getVar(\"symmetry\")\r\n        unusedTiles[tile.guid].sides = anchor.getTable(\"sides\")\r\n        unusedTiles[tile.guid].linkedQuadrants = anchor.getTable(\"linkedQuadrants\")\r\n        unusedTiles[tile.guid].linkedOctants = anchor.getTable(\"linkedOctants\")\r\n        --unusedTiles[tile.guid].specialFeatures = anchor.getTable(\"specialFeatures\")\r\n    end\r\n    -- if forkTile_GUID ~= nil then\r\n    --     local forkTile = getObjectFromGUID(forkTile_GUID)\r\n    --     if forkTile ~= nil then\r\n    --         unusedTiles[forkTile_GUID] = {}\r\n    --         unusedTiles[forkTile_GUID].isStartingPiece = anchor.getVar('isStartingPiece')\r\n    --         unusedTiles[forkTile_GUID].sides = forkTile.getTable(\"sides\")\r\n    --         unusedTiles[forkTile_GUID].linkedQuadrants = forkTile.getTable(\"linkedQuadrants\")\r\n    --         unusedTiles[forkTile_GUID].linkedOctants = forkTile.getTable(\"linkedOctants\")\r\n    --         --unusedTiles[forkTile_GUID].specialFeatures = forkTile.getTable(\"specialFeatures\")\r\n    --     end\r\n    -- end\r\n    -- if riverBodyTiles_GUID ~= nil then\r\n    --     local riverStack = getObjectFromGUID(riverBodyTiles_GUID)\r\n    --     if riverStack ~= nil then\r\n    --         for i, tile in ipairs(riverStack.getObjects()) do\r\n    --             anchor = anchor.reload()\r\n    --             anchor.setLuaScript(tile.lua_script)\r\n    --             coroutine.yield(0)\r\n    --             unusedTiles[tile.guid] = {}\r\n    --             unusedTiles[tile.guid].isStartingPiece = anchor.getVar('isStartingPiece')\r\n    --             unusedTiles[tile.guid].sides = anchor.getTable(\"sides\")\r\n    --             unusedTiles[tile.guid].linkedQuadrants = anchor.getTable(\"linkedQuadrants\")\r\n    --             unusedTiles[tile.guid].linkedOctants = anchor.getTable(\"linkedOctants\")\r\n    --             --unusedTiles[tile.guid].specialFeatures = anchor.getTable(\"specialFeatures\")\r\n    --         end\r\n    --     end\r\n    -- end\r\n    -- if finalRiverTile_GUID ~= nil then\r\n    --     local finalRiverTile = getObjectFromGUID(finalRiverTile_GUID)\r\n    --     if finalRiverTile ~= nil then\r\n    --         unusedTiles[finalRiverTile_GUID] = {}\r\n    --         unusedTiles[finalRiverTile_GUID].isStartingPiece = finalRiverTile.getVar('isStartingPiece')\r\n    --         unusedTiles[finalRiverTile_GUID].sides = finalRiverTile.getTable(\"sides\")\r\n    --         unusedTiles[finalRiverTile_GUID].linkedQuadrants = finalRiverTile.getTable(\"linkedQuadrants\")\r\n    --         unusedTiles[finalRiverTile_GUID].linkedOctants = finalRiverTile.getTable(\"linkedOctants\")\r\n    --         --unusedTiles[finalRiverTile_GUID].specialFeatures = finalRiverTile.getTable(\"specialFeatures\")\r\n    --     end\r\n    -- end\r\n    -- if springTile_GUID ~= nil then\r\n    --     local springTile = getObjectFromGUID(springTile_GUID)\r\n    --     if springTile ~= nil then\r\n    --         unusedTiles[springTile_GUID] = {}\r\n    --         unusedTiles[springTile_GUID].isStartingPiece = springTile.getVar('isStartingPiece')\r\n    --         unusedTiles[springTile_GUID].sides = springTile.getTable(\"sides\")\r\n    --         unusedTiles[springTile_GUID].linkedQuadrants = springTile.getTable(\"linkedQuadrants\")\r\n    --         unusedTiles[springTile_GUID].linkedOctants = springTile.getTable(\"linkedOctants\")\r\n    --         --unusedTiles[springTile_GUID].specialFeatures = springTile.getTable(\"specialFeatures\")\r\n    --     end\r\n    -- end\r\n    -- if lakeTile_GUID ~= nil then\r\n    --     local lakeTile = getObjectFromGUID(lakeTile_GUID)\r\n    --     if lakeTile ~= nil then\r\n    --         unusedTiles[lakeTile_GUID] = {}\r\n    --         unusedTiles[lakeTile_GUID].isStartingPiece = lakeTile.getVar('isStartingPiece')\r\n    --         unusedTiles[lakeTile_GUID].sides = lakeTile.getTable(\"sides\")\r\n    --         unusedTiles[lakeTile_GUID].linkedQuadrants = lakeTile.getTable(\"linkedQuadrants\")\r\n    --         unusedTiles[lakeTile_GUID].linkedOctants = lakeTile.getTable(\"linkedOctants\")\r\n    --         --unusedTiles[tile.guid].specialFeatures = lakeTile.getTable(\"specialFeatures\")\r\n    --     end\r\n    -- end\r\n    anchor.setLuaScript(\"\")\r\nend\r\n\r\n--validTileLocations keeps a list of valid tiles in each open position adjacent to at least one tile\r\n--tileConnectionOdds keeps a list of possible combinations that can be achieved using the current unusedTiles\r\n\r\n--AITileAdded is called after addTile has completed. It will\r\n--remove tiles from adjacent validTileLocations that have been invalidated by the move\r\n--It will then call AICalculateLocationOdds to recompile the possible odds for those locations\r\n--For non-adjacent open locations, it will call AIRemoveTileOdds to more quickly recalculate the odds of those\r\n--locations by removing the connections of that single tile\r\nfunction AITileAdded(xIndex, zIndex, addedTile, rotation, temp)\r\n    --debugMessage(1, \"AITileAdded x:\" .. xIndex .. \" z:\" .. zIndex)\r\n    local targetValidTileLocations\r\n    local targetTileConnectionOdds\r\n    if temp then\r\n        targetValidTileLocations = tempValidTileLocations\r\n        tempTileConnectionOdds = table.deep_copy(tileConnectionOdds)\r\n        targetTileConnectionOdds = tempTileConnectionOdds\r\n    else\r\n        targetValidTileLocations = validTileLocations\r\n        targetTileConnectionOdds = tileConnectionOdds\r\n        local addedTileCoord = xIndex .. \"-\" .. zIndex\r\n        if validTileLocations[addedTileCoord] ~= nil then\r\n            validTileLocations[addedTileCoord] = nil\r\n            tileConnectionOdds[addedTileCoord] = nil\r\n        end\r\n    end\r\n    if not temp then\r\n        tilesRemaining = tilesRemaining - 1\r\n    end\r\n    if hasSmartAI == nil then\r\n        hasSmartAI = false\r\n        for _, player in ipairs(activePlayers) do\r\n            if getPlayerOwner(player) == 'AIHard (Beta)' then\r\n                hasSmartAI = true\r\n                break\r\n            end\r\n        end\r\n    end\r\n    if unusedTiles[addedTile.getGUID()] ~= nil then --don't modify the odds if tiles not from the tilestack are added (ie. starting tile)\r\n        for openingCoord, tileTiles in pairs(validTileLocations) do --iterate through all valid tile lists and remove the added tile\r\n            if temp and tempValidTileLocations[openingCoord] == nil then\r\n                tempValidTileLocations[openingCoord] = table.shallow_copy(validTileLocations[openingCoord])\r\n            end\r\n            local coord = string.split(openingCoord, \"-\")\r\n            local xIndex = tonumber(coord[1])\r\n            local zIndex = tonumber(coord[2])\r\n            AIRemoveTileOdds(openingCoord, xIndex, zIndex, addedTile.getGUID(), targetTileConnectionOdds[openingCoord])\r\n            if not temp then\r\n                tileTiles[addedTile.getGUID()] = nil\r\n            end\r\n        end\r\n    end\r\n    if not temp then\r\n        unusedTiles[addedTile.getGUID()] = nil --remove the added tile from the list of unused tiles\r\n    end\r\n    for side, sideDelta in ipairs(SIDE_DELTA) do\r\n        local nestedX = xIndex + sideDelta.x\r\n        local nestedZ = zIndex + sideDelta.z\r\n        if not tileGridOccupied(nestedX, nestedZ) then\r\n            if (nestedX >= MIN_X and nestedX <= MAX_X and nestedZ >= MIN_Z and nestedZ <= MAX_Z) then\r\n                local openingCoord = nestedX .. '-' .. nestedZ\r\n                if validTileLocations[openingCoord] == nil then --this is a new tile location\r\n                    targetValidTileLocations[openingCoord] = {}\r\n                    for unusedTile_GUID, unusedTile in pairs(unusedTiles) do\r\n                        if unusedTile_GUID ~= addedTile.getGUID() then\r\n                            local validRotations = unusedTile.symmetry\r\n                            if validRotations == nil then validRotations = 4 end\r\n                            for unusedTileRotation=1, validRotations do\r\n                                local isValid = true\r\n                                if addedTile.getTable('sides')[(3 + side - rotation) % 4 + 1] == unusedTile.sides[(3 + side - unusedTileRotation + TILE_180_ROTATION) % 4 + 1] then\r\n                                    if validTileLocations[openingCoord] == nil or validTileLocations[openingCoord][unusedTile_GUID] == nil then\r\n                                        targetValidTileLocations[openingCoord][unusedTile_GUID] = {}\r\n                                    end\r\n                                    targetValidTileLocations[openingCoord][unusedTile_GUID][unusedTileRotation] = true\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                else --this tile location already exists. Filter it by the given tile\r\n                    if temp then\r\n                        tempValidTileLocations[openingCoord] = {}\r\n                    end\r\n                    for validTile_GUID, validTileRotations in pairs(validTileLocations[openingCoord]) do\r\n                        if validTile_GUID ~= addedTile.getGUID() then\r\n                            local keptOne = false\r\n                            for validTileRotation, _ in pairs(validTileRotations) do\r\n                                if addedTile.getTable('sides')[(3 + side - rotation) % 4 + 1] == unusedTiles[validTile_GUID].sides[(3 + side - validTileRotation + TILE_180_ROTATION) % 4 + 1] then\r\n                                    keptOne = true\r\n                                    if temp then\r\n                                        if tempValidTileLocations[openingCoord][validTile_GUID] == nil then tempValidTileLocations[openingCoord][validTile_GUID] = {} end\r\n                                        tempValidTileLocations[openingCoord][validTile_GUID][validTileRotation] = true\r\n                                    end\r\n                                elseif not temp then\r\n                                    validTileLocations[openingCoord][validTile_GUID][validTileRotation] = nil\r\n                                end\r\n                            end\r\n                            if (not keptOne) and (not temp) then\r\n                                validTileLocations[openingCoord][validTile_GUID] = nil\r\n                            end\r\n                        else --do not include the tile that was added\r\n                            targetValidTileLocations[openingCoord][validTile_GUID] = nil\r\n                        end\r\n                    end\r\n                end\r\n                --TODO: Need to add abbey valid moves when all 4 sides are filled in\r\n                --TODO: Need to invalidate cult tile conflicts\r\n                targetTileConnectionOdds[openingCoord] = AICalculateLocationOdds(openingCoord, nestedX, nestedZ, xIndex, zIndex, temp)\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\n--Calculate the possible combinations of connections or lack thereof\r\n--using the validTileLocations and unusedTiles data structures\r\nfunction AICalculateLocationOdds(openingCoord, xIndex, zIndex, addedTileXIndex, addedTileZIndex, temp)\r\n    if not hasSmartAI then return nil end\r\n    --debugMessage(1, \"calculating odds at x:\" .. xIndex .. \" z:\" .. zIndex)\r\n    local connectionOdds = {}\r\n    connectionOdds[\"blocked\"] = tilesRemaining\r\n    connectionOdds[\"valid\"] = 0\r\n    connectionOdds[\"totalValid\"] = 0\r\n    local validTiles\r\n    if temp and tempValidTileLocations[openingCoord] ~= nil then\r\n        validTiles = tempValidTileLocations[openingCoord]\r\n    else\r\n        validTiles = validTileLocations[openingCoord]\r\n    end\r\n    for validTile_GUID, validTileRotations in pairs(validTiles) do\r\n        for validTileRotation, _ in pairs(validTileRotations) do\r\n            connectionOdds[\"totalValid\"] = connectionOdds[\"totalValid\"] + 1\r\n            local visitedFeatures = {}\r\n            for position=1, 12 do\r\n                local nameOfFeature\r\n                if position < 5 then\r\n                    nameOfFeature = unusedTiles[validTile_GUID].sides[position]\r\n                else--if position < 13 then\r\n                    nameOfFeature = unusedTiles[validTile_GUID].sides[math.floor((position - 3) / 2)]\r\n                end\r\n                if (position > 4 or nameOfFeature == 'Road' or nameOfFeature == 'River' or nameOfFeature == 'Abbey') and not visitedFeatures[position] then\r\n                    local connectedFeatures = {}\r\n                    local featureOpenings = 0\r\n                    local links = nil\r\n\r\n                    if position < 5 then\r\n                        links = unusedTiles[validTile_GUID].linkedQuadrants\r\n                    else--if position < 13 then\r\n                        links = unusedTiles[validTile_GUID].linkedOctants\r\n                    end\r\n                    local visitedPosition = false\r\n                    while not visitedPosition do\r\n                        if links ~= nil then\r\n                            for _, link in ipairs(links) do\r\n                                --HACK: Because quadrants and octants can't be linked, Abbeys create a scenario where they get different feature numbers.\r\n                                --The least hacky way I could fix it (without having to redo huge chunks of code) was as follows, in addition to linking all 12 positions to the 13th on the tiles...\r\n                                if nameOfFeature == 'Abbey' and position < 13 then\r\n                                    link = {1,2,3,4,5,6,7,8,9,10,11,12}\r\n                                end\r\n                                if table.contains(link, position) then\r\n                                    visitedPosition = true\r\n                                    for _, nestedPosition in ipairs(link) do\r\n                                        visitedFeatures[nestedPosition] = true\r\n                                        if nestedPosition < 13 then\r\n                                            local connectedTilePosition\r\n                                            local connectedX, connectedZ\r\n                                            if nestedPosition < 5 then\r\n                                                local direction = (3 + nestedPosition + validTileRotation) % 4 + 1\r\n                                                local sideDirection = (3 + nestedPosition + validTileRotation) % 4 + 1\r\n                                                connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                                                connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n                                                connectedTilePosition = (3 + nestedPosition + validTileRotation - TILE_STANDARD_ROTATION + TILE_180_ROTATION) % 4 + 1\r\n                                            else\r\n                                                local direction = (3 + nestedPosition + (validTileRotation * 2)) % 8 + 5\r\n                                                local sideDirection = math.floor(((3 + nestedPosition + (validTileRotation * 2)) % 8 + 5 - 3) / 2)\r\n                                                connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                                                connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n                                                connectedTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (TILE_STANDARD_ROTATION * 2) - 4) % 8 + 5\r\n                                            end\r\n                                            if nameOfFeature ~= 'Abbey' then\r\n                                                if temp and connectedX == addedTileXIndex and connectedZ == addedTileZIndex then\r\n                                                    table.bininsertnodup(connectedFeatures, tempFeatureMap[connectedTilePosition])\r\n                                                elseif featureMap[connectedX] ~= nil and featureMap[connectedX][connectedZ] ~= nil and featureMap[connectedX][connectedZ][connectedTilePosition] ~= nil then\r\n                                                    table.bininsertnodup(connectedFeatures, featureMap[connectedX][connectedZ][connectedTilePosition])\r\n                                                else\r\n                                                    featureOpenings = featureOpenings + 1\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                        if not visitedPosition then\r\n                            links = {{position}}\r\n                        end\r\n                    end\r\n                    if #connectedFeatures > 1 then\r\n                        local key = \"\"\r\n                        -- if #connectedFeatures == 1 then -- this tile extends only 1 feature\r\n                        --     if featureOpenings == 0 then -- this piece closes the feature that is connected\r\n                        --         key = \"close+\" .. connectedFeatures[1]\r\n                        --     else -- this piece extends the feature that is connected\r\n                        --         key = \"extend+\" .. connectedFeatures[1]\r\n                        --     end\r\n                        -- else -- this tile combines more than 1 feature\r\n                            for _, featureNum in ipairs(connectedFeatures) do\r\n                                key = key .. featureNum .. \"+\"\r\n                            end\r\n                            key = key:sub(1, -2) --get rid of the last plus sign\r\n                        -- end\r\n                        if connectionOdds[key] == nil then\r\n                            connectionOdds[key] = 1\r\n                        else\r\n                            connectionOdds[key] = connectionOdds[key] + 1\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        connectionOdds[\"blocked\"] = connectionOdds[\"blocked\"] - 1\r\n        connectionOdds[\"valid\"] = connectionOdds[\"valid\"] + 1\r\n    end\r\n\r\n    if connectionOdds[\"blocked\"] + connectionOdds[\"valid\"] ~= tilesRemaining then\r\n        if not alreadyPrintedErrorMessage then\r\n            --print(\"ERROR: calculated odds incorrect at x:\" .. xIndex .. \" z:\" .. zIndex .. \" blocked:\" .. connectionOdds[\"blocked\"] .. \" valid:\" .. connectionOdds[\"valid\"] .. \" remaining:\" .. tilesRemaining)\r\n            debugMessage(1, \"ERROR: calculated odds incorrect at x:\" .. xIndex .. \" z:\" .. zIndex .. \" blocked:\" .. connectionOdds[\"blocked\"] .. \" valid:\" .. connectionOdds[\"valid\"] .. \" remaining:\" .. tilesRemaining)\r\n            alreadyPrintedErrorMessage = true\r\n        end\r\n    end\r\n    return connectionOdds\r\nend\r\n\r\n--Modify the connection odds of this position by subtracting the valid connections\r\n--of the removed tile\r\nfunction AIRemoveTileOdds(openingCoord, xIndex, zIndex, removedTile_GUID, connectionOdds)\r\n    if not hasSmartAI then return nil end\r\n    if validTileLocations[openingCoord][removedTile_GUID] ~= nil then\r\n        for validTileRotation, _ in pairs(validTileLocations[openingCoord][removedTile_GUID]) do\r\n            connectionOdds[\"totalValid\"] = connectionOdds[\"totalValid\"] - 1\r\n            local visitedFeatures = {}\r\n            for position=1, 12 do\r\n                local nameOfFeature\r\n                if position < 5 then\r\n                    nameOfFeature = unusedTiles[removedTile_GUID].sides[position]\r\n                else--if position < 13 then\r\n                    nameOfFeature = unusedTiles[removedTile_GUID].sides[math.floor((position - 3) / 2)]\r\n                end\r\n                if (position > 4 or nameOfFeature == 'Road' or nameOfFeature == 'River' or nameOfFeature == 'Abbey') and not visitedFeatures[position] then\r\n                    local connectedFeatures = {}\r\n                    local featureOpenings = 0\r\n                    local links = nil\r\n\r\n                    if position < 5 then\r\n                        links = unusedTiles[removedTile_GUID].linkedQuadrants\r\n                    else--if position < 13 then\r\n                        links = unusedTiles[removedTile_GUID].linkedOctants\r\n                    end\r\n                    local visitedPosition = false\r\n                    while not visitedPosition do\r\n                        if links ~= nil then\r\n                            for _, link in ipairs(links) do\r\n                                --HACK: Because quadrants and octants can't be linked, Abbeys create a scenario where they get different feature numbers.\r\n                                --The least hacky way I could fix it (without having to redo huge chunks of code) was as follows, in addition to linking all 12 positions to the 13th on the tiles...\r\n                                if nameOfFeature == 'Abbey' and position < 13 then\r\n                                    link = {1,2,3,4,5,6,7,8,9,10,11,12}\r\n                                end\r\n                                if table.contains(link, position) then\r\n                                    visitedPosition = true\r\n                                    for _, nestedPosition in ipairs(link) do\r\n                                        visitedFeatures[nestedPosition] = true\r\n                                        if nestedPosition < 13 then\r\n                                            local connectedTilePosition\r\n                                            local connectedX, connectedZ\r\n                                            if nestedPosition < 5 then\r\n                                                local direction = (3 + nestedPosition + validTileRotation) % 4 + 1\r\n                                                local sideDirection = (3 + nestedPosition + validTileRotation) % 4 + 1\r\n                                                connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                                                connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n                                                connectedTilePosition = (3 + nestedPosition + validTileRotation - TILE_STANDARD_ROTATION + TILE_180_ROTATION) % 4 + 1\r\n                                            else\r\n                                                local direction = (3 + nestedPosition + (validTileRotation * 2)) % 8 + 5\r\n                                                local sideDirection = math.floor(((3 + nestedPosition + (validTileRotation * 2)) % 8 + 5 - 3) / 2)\r\n                                                connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                                                connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n                                                connectedTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (TILE_STANDARD_ROTATION * 2) - 4) % 8 + 5\r\n                                            end\r\n                                            if nameOfFeature ~= 'Abbey' then\r\n                                                if temp and connectedX == addedTileXIndex and connectedZ == addedTileZIndex then\r\n                                                    table.bininsertnodup(connectedFeatures, tempFeatureMap[connectedTilePosition])\r\n                                                elseif featureMap[connectedX] ~= nil and featureMap[connectedX][connectedZ] ~= nil and featureMap[connectedX][connectedZ][connectedTilePosition] ~= nil then\r\n                                                    table.bininsertnodup(connectedFeatures, featureMap[connectedX][connectedZ][connectedTilePosition])\r\n                                                else\r\n                                                    featureOpenings = featureOpenings + 1\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                        if not visitedPosition then\r\n                            links = {{position}}\r\n                        end\r\n                    end\r\n                    if #connectedFeatures > 1 then\r\n                        local key = \"\"\r\n                        -- if #connectedFeatures == 1 then -- this tile extends only 1 feature\r\n                        --     if featureOpenings == 0 then -- this piece closes the feature that is connected\r\n                        --         key = \"close+\" .. connectedFeatures[1]\r\n                        --     else -- this piece extends the feature that is connected\r\n                        --         key = \"extend+\" .. connectedFeatures[1]\r\n                        --     end\r\n                        -- else -- this tile combines more than 1 feature\r\n                            for _, featureNum in ipairs(connectedFeatures) do\r\n                                key = key .. featureNum .. \"+\"\r\n                            end\r\n                            key = key:sub(1, -2) --get rid of the last plus sign\r\n                        -- end\r\n                        if connectionOdds[key] ~= nil then\r\n                            connectionOdds[key] = connectionOdds[key] - 1\r\n                            if connectionOdds[key] == 0 then\r\n                                connectionOdds[key] = nil\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        connectionOdds[\"valid\"] = connectionOdds[\"valid\"] - 1\r\n    else\r\n        connectionOdds[\"blocked\"] = connectionOdds[\"blocked\"] - 1\r\n    end\r\n\r\n    if connectionOdds[\"blocked\"] + connectionOdds[\"valid\"] ~= tilesRemaining then\r\n        if not alreadyPrintedErrorMessage then\r\n            --print(\"ERROR: removed \" .. removedTile_GUID .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" blocked:\" .. connectionOdds[\"blocked\"] .. \" valid:\" .. connectionOdds[\"valid\"] .. \" remaining:\" .. tilesRemaining)\r\n            debugMessage(1, \"ERROR: removed \" .. removedTile_GUID .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" blocked:\" .. connectionOdds[\"blocked\"] .. \" valid:\" .. connectionOdds[\"valid\"] .. \" remaining:\" .. tilesRemaining)\r\n            alreadyPrintedErrorMessage = true\r\n        end\r\n    end\r\nend\r\n\r\n--AITileRemoved is called after removeTile has completed. It will\r\n--add tiles to adjacent validTileLocations that have been made once again valid by the move\r\n--It will then call AICalculateLocationOdds to recompile the possible odds for those locations\r\n--For non-adjacent open locations, it will call AIAddTileOdds to more quickly recalculate the odds of those\r\n--locations by removing the connections of that single tile\r\nfunction AITileRemoved(xIndex, zIndex, removedTile)\r\n    unusedTiles[removedTile.guid] = {}\r\n    local symmetry = removedTile.getVar(\"symmetry\")\r\n    -- unusedTiles[tile.guid].isStartingPiece = anchor.getVar('isStartingPiece')\r\n    unusedTiles[removedTile.guid].symmetry = symmetry\r\n    unusedTiles[removedTile.guid].sides = removedTile.getTable(\"sides\")\r\n    unusedTiles[removedTile.guid].linkedQuadrants = removedTile.getTable(\"linkedQuadrants\")\r\n    unusedTiles[removedTile.guid].linkedOctants = removedTile.getTable(\"linkedOctants\")\r\n    --unusedTiles[removedTile.guid].specialFeatures = removedTile.getTable(\"specialFeatures\")\r\n\r\n    if hasSmartAI == nil then\r\n        hasSmartAI = false\r\n        for _, player in ipairs(activePlayers) do\r\n            if getPlayerOwner(player) == 'AIHard (Beta)' then\r\n                hasSmartAI = true\r\n                break\r\n            end\r\n        end\r\n    end\r\n\r\n    tilesRemaining = tilesRemaining + 1\r\n\r\n    for openingCoord, tileTiles in pairs(validTileLocations) do --iterate through all valid tile lists and add the removed tile\r\n        local validRotations = symmetry\r\n        if validRotations == nil then validRotations = 4 end\r\n        local coord = string.split(openingCoord, \"-\")\r\n        local xIndex = tonumber(coord[1])\r\n        local zIndex = tonumber(coord[2])\r\n        for tileRotation=1, validRotations do\r\n            if isValidTileLocation(removedTile, tileRotation, xIndex, zIndex, false) then\r\n                if tileTiles[removedTile.getGUID()] == nil then\r\n                    tileTiles[removedTile.getGUID()] = {}\r\n                end\r\n                tileTiles[removedTile.getGUID()][tileRotation] = true\r\n            end\r\n        end\r\n        AIAddTileOdds(openingCoord, xIndex, zIndex, removedTile.getGUID(), tileConnectionOdds[openingCoord])\r\n    end\r\n\r\n    local removedTileCoord = xIndex .. \"-\" .. zIndex\r\n    validTileLocations[removedTileCoord] = {}\r\n    for unusedTile_GUID, unusedTile in pairs(unusedTiles) do\r\n        local validRotations = unusedTile.symmetry\r\n        if validRotations == nil then validRotations = 4 end\r\n        for tileRotation=1, validRotations do --rebuild validTileLocations at the location the tile was removed\r\n            if ((not tileGridOccupied(xIndex + 1, zIndex) or unusedTile.sides[(3 + 4 - tileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[xIndex + 1][zIndex].tile_guid).getTable('sides')[(3 + 4 - tileGrid[xIndex + 1][zIndex].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                (not tileGridOccupied(xIndex - 1, zIndex) or unusedTile.sides[(3 + 2 - tileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[xIndex - 1][zIndex].tile_guid).getTable('sides')[(3 + 2 - tileGrid[xIndex - 1][zIndex].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                (not tileGridOccupied(xIndex, zIndex + 1) or unusedTile.sides[(3 + 3 - tileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[xIndex][zIndex + 1].tile_guid).getTable('sides')[(3 + 3 - tileGrid[xIndex][zIndex + 1].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                (not tileGridOccupied(xIndex, zIndex - 1) or unusedTile.sides[(3 + 1 - tileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[xIndex][zIndex - 1].tile_guid).getTable('sides')[(3 + 1 - tileGrid[xIndex][zIndex - 1].rotation + TILE_180_ROTATION) % 4 + 1])) then\r\n                if validTileLocations[removedTileCoord][unusedTile_GUID] == nil then\r\n                    validTileLocations[removedTileCoord][unusedTile_GUID] = {}\r\n                end\r\n                validTileLocations[removedTileCoord][unusedTile_GUID][tileRotation] = true\r\n            end\r\n        end\r\n    end\r\n    tileConnectionOdds[removedTileCoord] = AICalculateLocationOdds(removedTileCoord, xIndex, zIndex, nil, nil, false)\r\n    --rebuild validTileLocations at the locations next to the removed tile\r\n    for side, sideDelta in ipairs(SIDE_DELTA) do\r\n        local nestedX = xIndex + sideDelta.x\r\n        local nestedZ = zIndex + sideDelta.z\r\n        local openingCoord = nestedX .. '-' .. nestedZ\r\n        if not tileGridOccupied(nestedX, nestedZ) then\r\n            local hasNeighbor = false\r\n            for nested_side, nested_sideDelta in ipairs(SIDE_DELTA) do\r\n                if tileGridOccupied(nestedX + nested_sideDelta.x, nestedZ + nested_sideDelta.z) then\r\n                    hasNeighbor = true\r\n                    break\r\n                end\r\n            end\r\n            if hasNeighbor then\r\n                for unusedTile_GUID, unusedTile in pairs(unusedTiles) do\r\n                    if validTileLocations[openingCoord][unusedTile_GUID] == nil then\r\n                        validTileLocations[openingCoord][unusedTile_GUID] = {}\r\n                        local validRotations = unusedTile.symmetry\r\n                        if validRotations == nil then validRotations = 4 end\r\n                        for unusedTileRotation=1, validRotations do\r\n                            if ((not tileGridOccupied(nestedX + 1, nestedZ) or unusedTile.sides[(3 + 4 - unusedTileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[nestedX + 1][nestedZ].tile_guid).getTable('sides')[(3 + 4 - tileGrid[nestedX + 1][nestedZ].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                                (not tileGridOccupied(nestedX - 1, nestedZ) or unusedTile.sides[(3 + 2 - unusedTileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[nestedX - 1][nestedZ].tile_guid).getTable('sides')[(3 + 2 - tileGrid[nestedX - 1][nestedZ].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                                (not tileGridOccupied(nestedX, nestedZ + 1) or unusedTile.sides[(3 + 3 - unusedTileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[nestedX][nestedZ + 1].tile_guid).getTable('sides')[(3 + 3 - tileGrid[nestedX][nestedZ + 1].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                                (not tileGridOccupied(nestedX, nestedZ - 1) or unusedTile.sides[(3 + 1 - unusedTileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[nestedX][nestedZ - 1].tile_guid).getTable('sides')[(3 + 1 - tileGrid[nestedX][nestedZ - 1].rotation + TILE_180_ROTATION) % 4 + 1])) then\r\n                                validTileLocations[openingCoord][unusedTile_GUID][unusedTileRotation] = true\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n                tileConnectionOdds[openingCoord] = AICalculateLocationOdds(openingCoord, nestedX, nestedZ, nil, nil, false)\r\n            else\r\n                validTileLocations[openingCoord] = nil\r\n                tileConnectionOdds[openingCoord] = nil\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\nfunction AIAddTileOdds(openingCoord, xIndex, zIndex, addedTile_GUID, connectionOdds)\r\n    if not hasSmartAI then return nil end\r\n    if validTileLocations[openingCoord][addedTile_GUID] ~= nil then\r\n        for validTileRotation, _ in pairs(validTileLocations[openingCoord][addedTile_GUID]) do\r\n            connectionOdds[\"totalValid\"] = connectionOdds[\"totalValid\"] + 1\r\n            local visitedFeatures = {}\r\n            for position=1, 12 do\r\n                local nameOfFeature\r\n                if position < 5 then\r\n                    nameOfFeature = unusedTiles[addedTile_GUID].sides[position]\r\n                else--if position < 13 then\r\n                    nameOfFeature = unusedTiles[addedTile_GUID].sides[math.floor((position - 3) / 2)]\r\n                end\r\n                if (position > 4 or nameOfFeature == 'Road' or nameOfFeature == 'River' or nameOfFeature == 'Abbey') and not visitedFeatures[position] then\r\n                    local connectedFeatures = {}\r\n                    local featureOpenings = 0\r\n                    local links = nil\r\n\r\n                    if position < 5 then\r\n                        links = unusedTiles[addedTile_GUID].linkedQuadrants\r\n                    else--if position < 13 then\r\n                        links = unusedTiles[addedTile_GUID].linkedOctants\r\n                    end\r\n                    local visitedPosition = false\r\n                    while not visitedPosition do\r\n                        if links ~= nil then\r\n                            for _, link in ipairs(links) do\r\n                                --HACK: Because quadrants and octants can't be linked, Abbeys create a scenario where they get different feature numbers.\r\n                                --The least hacky way I could fix it (without having to redo huge chunks of code) was as follows, in addition to linking all 12 positions to the 13th on the tiles...\r\n                                if nameOfFeature == 'Abbey' and position < 13 then\r\n                                    link = {1,2,3,4,5,6,7,8,9,10,11,12}\r\n                                end\r\n                                if table.contains(link, position) then\r\n                                    visitedPosition = true\r\n                                    for _, nestedPosition in ipairs(link) do\r\n                                        visitedFeatures[nestedPosition] = true\r\n                                        if nestedPosition < 13 then\r\n                                            local connectedTilePosition\r\n                                            local connectedX, connectedZ\r\n                                            if nestedPosition < 5 then\r\n                                                local direction = (3 + nestedPosition + validTileRotation) % 4 + 1\r\n                                                local sideDirection = (3 + nestedPosition + validTileRotation) % 4 + 1\r\n                                                connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                                                connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n                                                connectedTilePosition = (3 + nestedPosition + validTileRotation - TILE_STANDARD_ROTATION + TILE_180_ROTATION) % 4 + 1\r\n                                            else\r\n                                                local direction = (3 + nestedPosition + (validTileRotation * 2)) % 8 + 5\r\n                                                local sideDirection = math.floor(((3 + nestedPosition + (validTileRotation * 2)) % 8 + 5 - 3) / 2)\r\n                                                connectedX = xIndex + SIDE_DELTA[sideDirection].x\r\n                                                connectedZ = zIndex + SIDE_DELTA[sideDirection].z\r\n                                                connectedTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction - (TILE_STANDARD_ROTATION * 2) - 4) % 8 + 5\r\n                                            end\r\n                                            if nameOfFeature ~= 'Abbey' then\r\n                                                if temp and connectedX == addedTileXIndex and connectedZ == addedTileZIndex then\r\n                                                    table.bininsertnodup(connectedFeatures, tempFeatureMap[connectedTilePosition])\r\n                                                elseif featureMap[connectedX] ~= nil and featureMap[connectedX][connectedZ] ~= nil and featureMap[connectedX][connectedZ][connectedTilePosition] ~= nil then\r\n                                                    table.bininsertnodup(connectedFeatures, featureMap[connectedX][connectedZ][connectedTilePosition])\r\n                                                else\r\n                                                    featureOpenings = featureOpenings + 1\r\n                                                end\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                        if not visitedPosition then\r\n                            links = {{position}}\r\n                        end\r\n                    end\r\n                    if #connectedFeatures > 1 then\r\n                        local key = \"\"\r\n                        -- if #connectedFeatures == 1 then -- this tile extends only 1 feature\r\n                        --     if featureOpenings == 0 then -- this piece closes the feature that is connected\r\n                        --         key = \"close+\" .. connectedFeatures[1]\r\n                        --     else -- this piece extends the feature that is connected\r\n                        --         key = \"extend+\" .. connectedFeatures[1]\r\n                        --     end\r\n                        -- else -- this tile combines more than 1 feature\r\n                            for _, featureNum in ipairs(connectedFeatures) do\r\n                                key = key .. featureNum .. \"+\"\r\n                            end\r\n                            key = key:sub(1, -2) --get rid of the last plus sign\r\n                        -- end\r\n                        if connectionOdds[key] ~= nil then\r\n                            connectionOdds[key] = connectionOdds[key] + 1\r\n                            if connectionOdds[key] == 0 then\r\n                                connectionOdds[key] = nil\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        connectionOdds[\"valid\"] = connectionOdds[\"valid\"] + 1\r\n    else\r\n        connectionOdds[\"blocked\"] = connectionOdds[\"blocked\"] + 1\r\n    end\r\nend\r\n\r\n--iterate through all openings and recalculate valid tiles and odds from scratch\r\nfunction AIRecalculateOdds()\r\n    if hasSmartAI == nil then\r\n        hasSmartAI = false\r\n        for _, player in ipairs(activePlayers) do\r\n            if getPlayerOwner(player) == 'AIHard (Beta)' then\r\n                hasSmartAI = true\r\n                break\r\n            end\r\n        end\r\n    end\r\n    for openingCoord, _ in pairs(validTileLocations) do --iterate through all valid tile lists and add the removed tile\r\n        validTileLocations[openingCoord] = {}\r\n        local coord = string.split(openingCoord, \"-\")\r\n        local xIndex = tonumber(coord[1])\r\n        local zIndex = tonumber(coord[2])\r\n        for unusedTile_GUID, unusedTile in pairs(unusedTiles) do\r\n            validTileLocations[openingCoord][unusedTile_GUID] = {}\r\n            local validRotations = unusedTile.symmetry\r\n            if validRotations == nil then validRotations = 4 end\r\n            for unusedTileRotation=1, validRotations do\r\n                if ((not tileGridOccupied(xIndex + 1, zIndex) or unusedTile.sides[(3 + 4 - unusedTileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[xIndex + 1][zIndex].tile_guid).getTable('sides')[(3 + 4 - tileGrid[xIndex + 1][zIndex].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                    (not tileGridOccupied(xIndex - 1, zIndex) or unusedTile.sides[(3 + 2 - unusedTileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[xIndex - 1][zIndex].tile_guid).getTable('sides')[(3 + 2 - tileGrid[xIndex - 1][zIndex].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                    (not tileGridOccupied(xIndex, zIndex + 1) or unusedTile.sides[(3 + 3 - unusedTileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[xIndex][zIndex + 1].tile_guid).getTable('sides')[(3 + 3 - tileGrid[xIndex][zIndex + 1].rotation + TILE_180_ROTATION) % 4 + 1]) and\r\n                    (not tileGridOccupied(xIndex, zIndex - 1) or unusedTile.sides[(3 + 1 - unusedTileRotation) % 4 + 1] == getObjectFromGUID(tileGrid[xIndex][zIndex - 1].tile_guid).getTable('sides')[(3 + 1 - tileGrid[xIndex][zIndex - 1].rotation + TILE_180_ROTATION) % 4 + 1])) then\r\n                    validTileLocations[openingCoord][unusedTile_GUID][unusedTileRotation] = true\r\n                end\r\n            end\r\n        end\r\n        tileConnectionOdds[openingCoord] = AICalculateLocationOdds(openingCoord, xIndex, zIndex, nil, nil, false)\r\n    end\r\nend\r\n\r\nfunction AIChooseTileLocation()\r\n    --debugMessage(2, \"AI choosing tile location...\")\r\n    actualTilesRemaining = 0\r\n    if getObjectFromGUID(tileStack_GUID) ~= nil then\r\n        actualTilesRemaining = getObjectFromGUID(tileStack_GUID).getQuantity()\r\n    elseif finalTile_GUID ~= nil then\r\n        actualTilesRemaining = 1\r\n    end\r\n    numRemainingMoves = math.floor(actualTilesRemaining / #activePlayers) --since the currently drawn tile isn't included, we'll need to add one on some calculations\r\n\r\n    if actualTilesRemaining ~= tilesRemaining then\r\n        allGameMessage(\"ERROR: The number of tiles in the stack is different than expected. This can happen if someone draws a tiles out of turn. Re-calculating odds...\", ERROR_COLOR, nil)\r\n        tilesRemaining = actualTilesRemaining\r\n        AIMemorizeCards(getObjectFromGUID(tileStack_GUID))\r\n        AIRecalculateOdds()\r\n        allGameMessage(\"Finished re-calculating odds. AI will now calculate a move.\", ERROR_COLOR, nil)\r\n    end\r\n\r\n    local newTile = nil\r\n    local isRiverPiece = false\r\n    local handPosition = {Player[handColor[activePlayers[currentPlayer]]].getPlayerHand().pos_x, Player[handColor[activePlayers[currentPlayer]]].getPlayerHand().pos_y, Player[handColor[activePlayers[currentPlayer]]].getPlayerHand().pos_z}\r\n    if controlPanelSettings['StartingTileRiverII'] or controlPanelSettings['StartingTileRiver'] or controlPanelSettings['StartingTileRiverBB5'] then\r\n        if forkTile_GUID ~= nil and getObjectFromGUID(forkTile_GUID) ~= nil then\r\n            isRiverPiece = true\r\n            newTile = getObjectFromGUID(forkTile_GUID)\r\n            if AI_DRAW_TILE_TO_HAND then\r\n                newTile.setPositionSmooth(handPosition)\r\n            else\r\n                dealInFrontOfHand(newTile, handColor[activePlayers[currentPlayer]], false)\r\n            end\r\n        elseif riverBodyTiles_GUID ~= nil and getObjectFromGUID(riverBodyTiles_GUID) ~= nil then\r\n            isRiverPiece = true\r\n            local riverStack = getObjectFromGUID(riverBodyTiles_GUID)\r\n            if riverStack ~= nil then\r\n                if AI_DRAW_TILE_TO_HAND then\r\n                    newTile = riverStack.dealToColorWithOffset( {0,0,0}, true, handColor[activePlayers[currentPlayer]])\r\n                else\r\n                    newTile = dealInFrontOfHand(riverStack, handColor[activePlayers[currentPlayer]], true)\r\n                end\r\n            end\r\n        elseif finalRiverTile_GUID ~= nil and getObjectFromGUID(finalRiverTile_GUID) ~= nil then\r\n            isRiverPiece = true\r\n            newTile = getObjectFromGUID(finalRiverTile_GUID)\r\n            if AI_DRAW_TILE_TO_HAND then\r\n                newTile.setPositionSmooth(handPosition)\r\n            else\r\n                dealInFrontOfHand(newTile, handColor[activePlayers[currentPlayer]], false)\r\n            end\r\n        elseif springTile_GUID ~= nil and getObjectFromGUID(springTile_GUID) ~= nil then\r\n            isRiverPiece = true\r\n            newTile = getObjectFromGUID(springTile_GUID)\r\n            if AI_DRAW_TILE_TO_HAND then\r\n                newTile.setPositionSmooth(handPosition)\r\n            else\r\n                dealInFrontOfHand(newTile, handColor[activePlayers[currentPlayer]], false)\r\n            end\r\n        elseif lakeTile_GUID ~= nil and getObjectFromGUID(lakeTile_GUID) ~= nil then\r\n            isRiverPiece = true\r\n            newTile = getObjectFromGUID(lakeTile_GUID)\r\n            if AI_DRAW_TILE_TO_HAND then\r\n                newTile.setPositionSmooth(handPosition)\r\n            else\r\n                dealInFrontOfHand(newTile, handColor[activePlayers[currentPlayer]], false)\r\n            end\r\n        end\r\n        if newTile ~= nil then\r\n            alreadyFound = true\r\n        end\r\n    end\r\n    local tileStack = nil\r\n    if newTile == nil then\r\n        tileStack = getObjectFromGUID(tileStack_GUID)\r\n        if tileStack ~= nil then\r\n            if AI_DRAW_TILE_TO_HAND then\r\n            newTile = tileStack.dealToColorWithOffset( {0,0,0}, true, handColor[activePlayers[currentPlayer]])\r\n            else\r\n                newTile = dealInFrontOfHand(tileStack, handColor[activePlayers[currentPlayer]], true)\r\n            end\r\n            --getObjectFromGUID(tileStack_GUID).dealToColor(1, getCurrentPlayerOwner())\r\n        elseif finalTile_GUID ~= nil then\r\n            newTile = getObjectFromGUID(finalTile_GUID)\r\n            if AI_DRAW_TILE_TO_HAND then\r\n                local handPosition = {Player[handColor[activePlayers[currentPlayer]]].getPlayerHand().pos_x, Player[handColor[activePlayers[currentPlayer]]].getPlayerHand().pos_y, Player[handColor[activePlayers[currentPlayer]]].getPlayerHand().pos_z}\r\n                newTile.setPositionSmooth(handPosition)\r\n            else\r\n                dealInFrontOfHand(newTile, handColor[activePlayers[currentPlayer]], false)\r\n            end\r\n        else\r\n            allGameMessage(\"AI could not find the tile stack. The game is assumed to be over.\", NEUTRAL_COLOR, nil)\r\n            return 1\r\n        end\r\n    end\r\n\r\n    coroutine.yield(0) -- this yield is needed if the tile drawn destroyed the deck, in which case we need to wait for finalTile_GUID to be set\r\n\r\n    calculationStart = os.clock()\r\n    lastFrameTime = os.clock()\r\n\r\n    local CalculateLocationScoreFunction\r\n    if getPlayerOwner(activePlayers[currentPlayer]) == \"AIEasy\" then\r\n        CalculateLocationScoreFunction = AICalculateLocationScoreEasy\r\n        AICalculateBaselineScoresEasy()\r\n    else\r\n        CalculateLocationScoreFunction = AICalculateTileLocationScore\r\n        AICalculateBaselineScores()\r\n    end\r\n\r\n    lastDrawnTile_GUID = newTile.getGUID()\r\n    coroutine.yield(0)\r\n\r\n    alreadyPrintedErrorMessage = false -- to prevent excessive spam\r\n\r\n    local validRotations = newTile.getVar(\"symmetry\")\r\n    if validRotations == nil then validRotations = 4 end\r\n\r\n    if startingTile_GUID ~= nil then\r\n        if isRiverPiece then\r\n            local tileConfigurations = {}\r\n            for xIndex, tileColumn in pairs(tileGrid) do\r\n                for zIndex, tileLocation in pairs(tileColumn) do\r\n                    for side, sideDelta in pairs(SIDE_DELTA) do\r\n                        local nestedX = xIndex + sideDelta.x\r\n                        local nestedZ = zIndex + sideDelta.z\r\n                        if not tileGridOccupied(nestedX, nestedZ) then\r\n                            if tileConfigurations[nestedX] == nil then\r\n                                tileConfigurations[nestedX] = {}\r\n                            end\r\n                            if tileConfigurations[nestedX][nestedZ] == nil then\r\n                                tileConfigurations[nestedX][nestedZ] = true\r\n                                for tileRotation=1, validRotations do\r\n                                    if isValidTileLocation(newTile, tileRotation, nestedX, nestedZ, false) then\r\n                                        CalculateLocationScoreFunction(newTile, tileRotation, nestedX, nestedZ)\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            for openingCoord, tileTiles in pairs(validTileLocations) do\r\n                if tileTiles[newTile.getGUID()] ~= nil then\r\n                    local coord = string.split(openingCoord, \"-\")\r\n                    local xIndex = tonumber(coord[1])\r\n                    local zIndex = tonumber(coord[2])\r\n                    for tileRotation, _ in pairs(tileTiles[newTile.getGUID()]) do\r\n                        CalculateLocationScoreFunction(newTile, tileRotation, xIndex, zIndex)\r\n                    end\r\n                end\r\n            end\r\n            --CalculateLocationScoreFunction(newTile, 3, 12, 19)\r\n        end\r\n    else\r\n        highestScoreX = MIDDLE_X_OFFSET\r\n        highestScoreZ = MIDDLE_Z_OFFSET\r\n        highestScoreRot = TILE_STANDARD_ROTATION\r\n    end\r\n\r\n    local posText = highestScorePos\r\n    local figureText = highestScoreFigure\r\n    if highestScorePos == nil then posText = \"N/A\" end\r\n    if highestScoreFigure == nil then figureText = \"None\" end\r\n    if highestScoreX ~= nil then\r\n        debugMessage(1, \"highest score: \" .. highestScore .. \" at x:\" .. highestScoreX .. \" z:\" .. highestScoreZ .. \" rot:\" .. highestScoreRot .. \" pos:\" .. posText .. \" figure: \" .. figureText)\r\n        debugMessage(1, \"Calculation complete in: \" .. os.clock() - calculationStart .. \" seconds.\")\r\n        if highestScore > AI_TAUNT_THRESHOLD then\r\n            local tauntNum = math.random(#LOCALIZED_TAUNTS[currentLanguage])\r\n            allGameMessage(getPlayerOwner(activePlayers[currentPlayer]) .. \": \" .. RGBToBracketedHex(WHITE_COLOR) .. LOCALIZED_TAUNTS[currentLanguage][tauntNum], player_color_tints[activePlayers[currentPlayer]])\r\n        end\r\n        AIMoveTileToLocation(newTile, highestScoreX, highestScoreZ, highestScoreRot)\r\n    else\r\n        allGameMessage(\"AI could not find a location for the tile. It will be reshuffled into the tile stack, and a new tile drawn.\", NEUTRAL_COLOR, nil)\r\n        if tileStack ~= nil then\r\n            tileStack.putObject(newTile)\r\n            wait(2.0)\r\n            tileStack.shuffle()\r\n            wait(0.1)\r\n            AIChooseTileLocation()\r\n        else\r\n            allErrorMessage(\"ERROR: Cannot return this tile to the tilestack. If this tile is part of a river, you will need to manually shuffle it back in and skip back to this AI player. If this tile is the last tile in the game, you should discard it and end the game. Otherwise, there may be an issue, in which case discard the tile and skip the turn. If all else fails, restart the game.\", activePlayers[currentPlayer])\r\n        end\r\n    end\r\n    return 1\r\nend\r\n\r\n--initialize this so it will compile correctly\r\nfunction AICalculateBaselineScoresEasy()\r\n    highestScore = -999\r\n    highestScoreX = nil\r\n    highestScoreZ = nil\r\n    highestScoreRot = nil\r\n    highestScorePos = nil\r\n    highestScoreFigure = nil\r\n    numIdenticalScore = 1\r\n\r\n    getActiveFigures()\r\n\r\n    -- for featureNum, figures in pairs(activeFigures) do\r\n    --     local numFollowers = 0\r\n    --     local numFigures = 0\r\n    --     if figures.followers ~= nil then\r\n    --         numFollowers = #figures.followers\r\n    --     end\r\n    --     if figures.specialFigures ~= nil then\r\n    --         numFigures = #figures.specialFigures\r\n    --     end\r\n    --     debugMessage(1, \"feature \" .. featureNum .. \" has \" .. numFollowers .. \" followers, \" .. numFigures .. \" special figures.\")\r\n    -- end\r\n\r\n    --since we haven't joined any features yet, the currently active figures can be used\r\n    joinedActiveFigures = {}\r\n    for featureNum, figureList in pairs(activeFigures) do\r\n        if joinedActiveFigures[featureNum] == nil then\r\n            joinedActiveFigures[featureNum] = {}\r\n            joinedActiveFigures[featureNum].followers = {}\r\n            joinedActiveFigures[featureNum].specialFigures = {}\r\n        end\r\n\r\n        for _, follower in ipairs(figureList.followers) do\r\n            local followerXIndex = math.floor((follower.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local followerZIndex = math.floor((follower.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            table.insert(joinedActiveFigures[featureNum].followers, {figureName=follower.getVar('figureName'), owner=follower.getVar('owner'), tile_guid=tileGrid[followerXIndex][followerZIndex].tile_guid})\r\n        end\r\n        for _, figure in ipairs(figureList.specialFigures) do\r\n            table.insert(joinedActiveFigures[featureNum].specialFigures, {figureName=figure.getVar('figureName'), owner=figure.getVar('owner')})\r\n        end\r\n    end\r\n    tempFeatureList = featureList\r\n    tempLinkedFeatures = linkedFeatures\r\n\r\n    tokenCounts = {}\r\n    for _, tradeGoodType in ipairs(TRADE_GOOD_TYPES) do\r\n        tokenCounts[tradeGoodType] = {}\r\n    end\r\n    if controlPanelSettings['TnBTradeGoods'] then\r\n        for _, player in ipairs(activePlayers) do\r\n            local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player]).getObjects()\r\n            for _, obj in ipairs(playerPossessions) do\r\n                local tokenName = obj.getVar('tokenName')\r\n                if table.contains(TRADE_GOOD_TYPES, tokenName) then\r\n                    local quantity = obj.getQuantity()\r\n                    if quantity == -1 then quantity = 1 end\r\n                    if tokenCounts[tokenName][player] == nil then\r\n                        tokenCounts[tokenName][player] = quantity\r\n                    else\r\n                        tokenCounts[tokenName][player] = tokenCounts[tokenName][player] + quantity\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    AICalculateActiveScoresEasy()\r\n\r\n    baselineScores = {}\r\n    --debugMessage(1, \"baseline scores:\")\r\n    for _, player in ipairs(activePlayers) do\r\n        baselineScores[player] = activeScores[player]\r\n        --debugMessage(1, \" \" .. player .. \": \" .. baselineScores[player])\r\n    end\r\nend\r\n\r\nfunction AICalculateLocationScoreEasy(newTile, tileRotation, xIndex, zIndex)\r\n    --debugMessage(1, \"AICalculateLocationScore at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation)\r\n    --temporarily insert this tile into the grid\r\n    if tileGrid[xIndex] == nil then tileGrid[xIndex] = {} end\r\n    tileGrid[xIndex][zIndex] = {}\r\n    tileGrid[xIndex][zIndex].tile_guid = newTile.getGUID()\r\n    tileGrid[xIndex][zIndex].rotation = tileRotation\r\n    addTile(xIndex, zIndex, newTile, tileRotation, true)\r\n    joinedActiveFigures = {}\r\n    for featureNum, figureList in pairs(activeFigures) do\r\n        if tempJoinedFeature[featureNum] ~= nil then\r\n            featureNum = tempJoinedFeature[featureNum]\r\n        end\r\n        if joinedActiveFigures[featureNum] == nil then\r\n            joinedActiveFigures[featureNum] = {}\r\n            joinedActiveFigures[featureNum].followers = {}\r\n            joinedActiveFigures[featureNum].specialFigures = {}\r\n        end\r\n        for _, follower in ipairs(figureList.followers) do\r\n            local followerXIndex = math.floor((follower.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local followerZIndex = math.floor((follower.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            table.insert(joinedActiveFigures[featureNum].followers, {figureName=follower.getVar('figureName'), owner=follower.getVar('owner'), tile_guid=tileGrid[followerXIndex][followerZIndex].tile_guid})\r\n        end\r\n        for _, figure in ipairs(figureList.specialFigures) do\r\n            table.insert(joinedActiveFigures[featureNum].specialFigures, {figureName=figure.getVar('figureName'), owner=figure.getVar('owner')})\r\n        end\r\n    end\r\n    AICalculateActiveScoresEasy(xIndex, zIndex)\r\n    local scoreChange = {}\r\n    local spareFollowerCounts = {}\r\n    local moveScore = 0\r\n    for _, player in ipairs(activePlayers) do\r\n        scoreChange[player] = activeScores[player] - baselineScores[player]\r\n        spareFollowerCounts[player] = followerCountChange[player] + baselineFollowerCounts[player]\r\n        --debugMessage(1, player .. \" score of \" .. baselineScores[player] .. \" changed to \" .. activeScores[player] .. \" difference of \" .. scoreChange[player])\r\n        --debugMessage(1, player .. \" spare followers: \" .. baselineFollowerCounts[player] .. \" changed to \" .. spareFollowerCounts[player] .. \" difference of \" .. followerCountChange[player])\r\n    end\r\n    for _, player in ipairs(activePlayers) do\r\n        if player == activePlayers[currentPlayer] then\r\n            moveScore = moveScore + scoreChange[player] + followerCountChange[player] * USED_FOLLOWER_PENALTY_EASY\r\n            --debugMessage(1, \"score change of \" .. scoreChange[player] .. \" follower adjusted by \" .. followerCountChange[player] * USED_FOLLOWER_PENALTY_EASY .. \" final move score: \" .. moveScore)\r\n        elseif #activePlayers <= 2 then\r\n            moveScore = moveScore - scoreChange[player] - followerCountChange[player] * USED_FOLLOWER_PENALTY_EASY\r\n        elseif activeScores[activePlayers[currentPlayer]] - activeScores[player] < SCORE_THREAT_THRESHOLD then\r\n            -- if this opponent is SCORE_THREAT_THRESHOLD points behind (after this move), then we don't care about their score change\r\n            moveScore = moveScore - (scoreChange[player] * (SCORE_THREAT_THRESHOLD - (activeScores[activePlayers[currentPlayer]] + followerCountChange[player] * USED_FOLLOWER_PENALTY_EASY) + activeScores[player]) / SCORE_THREAT_THRESHOLD) / (#activePlayers - 1)\r\n            --debugMessage(1, player .. \":subtract score of \" .. scoreChange[player] * (SCORE_THREAT_THRESHOLD - (activeScores[activePlayers[currentPlayer]] + followerCountChange[player] * USED_FOLLOWER_PENALTY_EASY)) .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation)\r\n        end\r\n    end\r\n\r\n    local highestUnusedFeature = 0\r\n    local spareFollowerAdjustment = (-7 * USED_FOLLOWER_PENALTY_EASY) + (spareFollowerCounts[activePlayers[currentPlayer]] * USED_FOLLOWER_PENALTY_EASY)\r\n\r\n    local featureVisited = { }\r\n    local positionsToVisit = { }\r\n\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        for i, feature in ipairs(specialFeatures) do\r\n            if feature[3] ~= nil then\r\n                table.insert(positionsToVisit, i+12)\r\n            end\r\n        end\r\n    end\r\n    for i=1, 12 do\r\n        table.insert(positionsToVisit, i)\r\n    end\r\n\r\n    for _, i in ipairs(positionsToVisit) do\r\n        local direction\r\n        if i < 5 then\r\n            direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n        elseif i < 13 then\r\n            direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n        else\r\n            direction = i\r\n        end\r\n        local featureNum = tempFeatureMap[direction]\r\n        if featureNum == nil and i < 5 and tempFeatureMap[(direction * 2) + 3] ~= nil and tempFeatureMap[(direction * 2) + 3] == tempFeatureMap[(direction * 2) + 4] then\r\n           featureNum = tempFeatureMap[(direction * 2) + 3]\r\n        end\r\n        if featureNum ~= nil and tempJoinedFeature[featureNum] ~= nil then\r\n            featureNum = tempJoinedFeature[featureNum]\r\n        end\r\n\r\n        if featureNum ~= nil and featureVisited[featureNum] ~= true then\r\n            local featureFigures = joinedActiveFigures[featureNum]\r\n            if featureFigures == nil then\r\n                featureFigures = {}\r\n                featureFigures.followers = {}\r\n                featureFigures.specialFigures = {}\r\n            end\r\n            local featureScore, featureOpenings, nameOfFeature = AICalculateFeatureScoreEasy(featureNum, featureFigures)\r\n            local score\r\n\r\n            if numRemainingMoves + 1 > spareFollowerCounts[activePlayers[currentPlayer]] and (featureOpenings > 0 or nameOfFeature == 'Field') then\r\n                score = featureScore + moveScore + spareFollowerAdjustment\r\n                if nameOfFeature ~= 'Field' and nameOfFeature ~= 'Cloister' then\r\n                    score = score - featureOpenings * OPEN_FEATURE_PENALTY\r\n                elseif nameOfFeature == 'Cloister' then\r\n                    --TODO: I think cloister needs a slight penalty\r\n                end\r\n            else\r\n                score = featureScore + moveScore\r\n            end\r\n\r\n            local usedFeature = false\r\n            local playerHasFollower = false\r\n            for _, follower in ipairs(featureFigures.followers) do\r\n                if follower.owner == activePlayers[currentPlayer] and table.contains(FOLLOWER_TYPES, follower.figureName) then\r\n                    playerHasFollower = true\r\n                end\r\n            end\r\n            if #featureFigures.followers == 0 and\r\n                not (nameOfFeature == 'Road' and controlPanelSettings['BaseDisableRoads']) and\r\n                not (nameOfFeature == 'City' and controlPanelSettings['BaseDisableCities']) and\r\n                not (nameOfFeature == 'Cloister' and controlPanelSettings['BaseDisableCloisters']) and\r\n                not (nameOfFeature == 'Field' and controlPanelSettings['BaseDisableFarms']) then\r\n                local fieldHasBarn = false\r\n                if (nameOfFeature == 'Field' and #featureFigures.specialFigures > 0) then\r\n                    for _, figure in ipairs(featureFigures.specialFigures) do\r\n                        if figure.figureName == 'Barn' then\r\n                            fieldHasBarn = true\r\n                        end\r\n                    end\r\n                end\r\n                if not fieldHasBarn and (baselineFollowerCounts[activePlayers[currentPlayer]] > 0 or baselineFigures[activePlayers[currentPlayer]]['Big Follower']) and (numRemainingMoves + 1 <= spareFollowerCounts[activePlayers[currentPlayer]] or (featureScore + spareFollowerAdjustment > FOLLOWER_SCORE_THRESHOLD or featureOpenings == 0)) then\r\n                    if score == highestScore then\r\n                        --debugMessage(1, \"found identical meeple score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                        numIdenticalScore = numIdenticalScore + 1\r\n                    end\r\n                    if score > highestScore or (math.random(numIdenticalScore) == 1 and score == highestScore) then -- this is to lessen the bias towards one side of the play area\r\n                        --debugMessage(1, \"found new best meeple score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                        --debugMessage(1, \"moveScore:\".. moveScore .. \" spareFollowerAdjustment:\" .. spareFollowerAdjustment .. \" openFeaturePenalty:\" .. featureOpenings * OPEN_FEATURE_PENALTY .. \" featureScore:\" .. featureScore)\r\n                        if score > highestScore then\r\n                            numIdenticalScore = 1\r\n                        end\r\n                        highestScore = score\r\n                        highestScoreX = xIndex\r\n                        highestScoreZ = zIndex\r\n                        highestScoreRot = tileRotation\r\n                        highestScorePos = i\r\n                        if baselineFigures[activePlayers[currentPlayer]]['Big Follower'] and (baselineFollowerCounts[activePlayers[currentPlayer]] == 0 or nameOfFeature == 'City') then\r\n                            highestScoreFigure = 'Big Follower'\r\n                        else\r\n                            highestScoreFigure = 'Follower'\r\n                        end\r\n                        usedFeature = true\r\n                    end\r\n                end\r\n                if not usedFeature and nameOfFeature ~= 'Field' and nameOfFeature ~= 'Cloister' then\r\n                    highestUnusedFeature = featureScore\r\n                end\r\n            elseif playerHasFollower and nameOfFeature == 'Field' and baselineFigures[activePlayers[currentPlayer]]['Pig'] then\r\n                score = featureScore / 3\r\n                if score == highestScore then\r\n                    --debugMessage(1, \"found identical pig score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                    numIdenticalScore = numIdenticalScore + 1\r\n                end\r\n                if score > highestScore or (math.random(numIdenticalScore) == 1 and score == highestScore) then -- this is to lessen the bias towards one side of the play area\r\n                    --debugMessage(1, \"found new best pig score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                    if score > highestScore then\r\n                        numIdenticalScore = 1\r\n                    end\r\n                    highestScore = score\r\n                    highestScoreX = xIndex\r\n                    highestScoreZ = zIndex\r\n                    highestScoreRot = tileRotation\r\n                    highestScorePos = i\r\n                    highestScoreFigure = 'Pig'\r\n                    usedFeature = true\r\n                end\r\n            elseif playerHasFollower and featureOpenings > 0 and (nameOfFeature == 'City' or nameOfFeature == 'Road') and baselineFigures[activePlayers[currentPlayer]]['Builder'] then\r\n                local builderScore = moveScore + 0.01 --give a small bonus so it is more likely to be used in tie situations\r\n                if builderScore == highestScore then\r\n                    --debugMessage(1, \"found identical builder score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                    numIdenticalScore = numIdenticalScore + 1\r\n                end\r\n                if builderScore > highestScore or (math.random(numIdenticalScore) == 1 and builderScore == highestScore) then -- this is to lessen the bias towards one side of the play area\r\n                    --debugMessage(1, \"found new best builder score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                    if builderScore > highestScore then\r\n                        numIdenticalScore = 1\r\n                    end\r\n                    highestScore = builderScore\r\n                    highestScoreX = xIndex\r\n                    highestScoreZ = zIndex\r\n                    highestScoreRot = tileRotation\r\n                    highestScorePos = i\r\n                    highestScoreFigure = 'Builder'\r\n                    usedFeature = true\r\n                end\r\n            end\r\n            featureVisited[featureNum] = true\r\n        end\r\n    end\r\n    moveScore = moveScore - highestUnusedFeature * 0.02 -- meant to slightly disourage from building a feature for someone else to take\r\n    if moveScore == highestScore then\r\n        --debugMessage(1, \"found identical tile score: \" .. moveScore .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation)\r\n        numIdenticalScore = numIdenticalScore + 1\r\n    end\r\n    if moveScore > highestScore or (math.random(numIdenticalScore) == 1 and moveScore == highestScore) then -- this is to lessen the bias towards one side of the play area\r\n        --debugMessage(1, \"found new best tile score: \" .. moveScore .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation)\r\n        if moveScore > highestScore then\r\n            numIdenticalScore = 1\r\n        end\r\n        highestScore = moveScore\r\n        highestScoreX = xIndex\r\n        highestScoreZ = zIndex\r\n        highestScoreRot = tileRotation\r\n        highestScorePos = nil\r\n        highestScoreFigure = nil\r\n    end\r\n\r\n    tileGrid[xIndex][zIndex] = nil\r\nend\r\n\r\nfunction AICalculateActiveScoresEasy(newXIndex, newZIndex)\r\n    --debugMessage(2, \"AI checking current active scores..\")\r\n    if os.clock() - lastFrameTime > FRAME_TIME then\r\n        lastFrameTime = lastFrameTime + FRAME_TIME\r\n        coroutine.yield(0)\r\n    end\r\n    activeScores = {}\r\n    followerCountChange = {}\r\n    for _, player in ipairs(activePlayers) do\r\n        local scoreCounter = getObjectFromGUID(score_counter_guids[player])\r\n        if scoreCounter ~= nil then\r\n            activeScores[player] = getObjectFromGUID(score_counter_guids[player]).Counter.getValue()\r\n        else\r\n            activeScores[player] = 0\r\n        end\r\n        followerCountChange[player] = 0\r\n    end\r\n\r\n    if newXIndex ~= nil and (controlPanelSettings['TnBTradeGoods'] or controlPanelSettings['TnBBuilder']) then\r\n        local specialFeatures = {}\r\n        local newTile = getObjectFromGUID(tileGrid[newXIndex][newZIndex].tile_guid)\r\n\r\n        if newTile.getTable('sides')[1] ~= 'Abbey' then\r\n            for featureNum, feature in pairs(tempFeatureList) do\r\n                if feature.openings == 0 and feature.nameOfFeature == 'City' then\r\n                    for _, specialFeature in ipairs(feature.specialFeatures) do\r\n                        if table.contains(TRADE_GOOD_TYPES, specialFeature) then\r\n                            table.insert(specialFeatures, specialFeature)\r\n                        end\r\n                    end\r\n                end\r\n                if joinedActiveFigures[featureNum] ~= nil and (feature.nameOfFeature == 'City' or feature.nameOfFeature == 'Road') then\r\n                    for _, specialFigure in ipairs(joinedActiveFigures[featureNum].specialFigures) do\r\n                        if specialFigure.owner == activePlayers[currentPlayer] then --do not give give sheep/extra builder tile (CAR ref 149)\r\n                            if specialFigure.figureName == 'Shepherd' then\r\n                                --TODO: implement\r\n                            elseif specialFigure.figureName == 'Builder' and not hasAlreadyTakenBuilderTile then\r\n                                activeScores[activePlayers[currentPlayer]] = activeScores[activePlayers[currentPlayer]] + 1\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            local visitedFeatures = {}\r\n            for i=1, 12 do --roads and cities\r\n                local newX, newZ, newTilePosition\r\n                if i < 5 then\r\n                    local direction = (3 + i + TILE_STANDARD_ROTATION) % 4 + 1\r\n                    newX = newXIndex + SIDE_DELTA[direction].x\r\n                    newZ = newZIndex + SIDE_DELTA[direction].z\r\n                    newTilePosition = (3 + i + TILE_180_ROTATION) % 4 + 1\r\n                else\r\n                    local direction = (3 + i + (TILE_STANDARD_ROTATION * 2)) % 8 + 5\r\n                    newX = newXIndex + SIDE_DELTA[math.floor((direction - 3) / 2)].x\r\n                    newZ = newZIndex + SIDE_DELTA[math.floor((direction - 3) / 2)].z\r\n                    newTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction) % 8 + 5\r\n                end\r\n                if featureMap[newX] ~= nil and featureMap[newX][newZ] ~= nil then\r\n                    local featureNum = featureMap[newX][newZ][newTilePosition]\r\n                    if not table.contains(visitedFeatures, featureNum) then\r\n                        local feature = tempFeatureList[featureNum]\r\n                        if feature == nil then feature = featureList[featureNum] end\r\n                        if feature.openings == 0 and feature.nameOfFeature == 'City' then\r\n                            for _, specialFeature in ipairs(feature.specialFeatures) do\r\n                                if table.contains(TRADE_GOOD_TYPES, specialFeature) then\r\n                                    table.insert(specialFeatures, specialFeature)\r\n                                end\r\n                            end\r\n                        end\r\n                        table.insert(visitedFeatures, featureNum)\r\n                    end\r\n                end\r\n            end\r\n        end\r\n\r\n        if controlPanelSettings['TnBTradeGoods'] then\r\n            for _, specialFeature in ipairs(specialFeatures) do\r\n                local highestNumTokens = 0\r\n                local secondHighestTokens = 0\r\n                local numRemainingTokens = TRADE_TOKEN_COUNTS[specialFeature]\r\n                local tokenCounts = {}\r\n                tokenCounts[activePlayers[currentPlayer]] = 0\r\n                --find the highest count for this token\r\n                for _, player in ipairs(activePlayers) do\r\n                    local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player]).getObjects()\r\n                    local playerNumTokens = 0\r\n                    for _, obj in ipairs(playerPossessions) do\r\n                        if obj.getVar('tokenName') == specialFeature then\r\n                            local quantity = obj.getQuantity()\r\n                            if quantity == -1 then quantity = 1 end\r\n                            if tokenCounts[player] == nil then\r\n                                tokenCounts[player] = quantity\r\n                            else\r\n                                tokenCounts[player] = tokenCounts[player] + quantity\r\n                            end\r\n                            numRemainingTokens = numRemainingTokens - quantity\r\n                        end\r\n                    end\r\n                    if tokenCounts[player] ~= nil and tokenCounts[player] >= highestNumTokens then\r\n                        secondHighestTokens = highestNumTokens\r\n                        highestNumTokens = tokenCounts[player]\r\n                    end\r\n                end\r\n                --basically, tokens are only worth something if:\r\n                --you are first place and second place has enough tokens to catch up\r\n                --or you are not first place, but have enough tokens left to catch up\r\n                if (tokenCounts[activePlayers[currentPlayer]] == highestNumTokens and highestNumTokens - secondHighestTokens <= numRemainingTokens) or\r\n                (tokenCounts[activePlayers[currentPlayer]] ~= highestNumTokens and highestNumTokens - tokenCounts[activePlayers[currentPlayer]] <= numRemainingTokens) then\r\n                    if #activePlayers > 1 then\r\n                        activeScores[activePlayers[currentPlayer]] = activeScores[activePlayers[currentPlayer]] + ((10 + (10 / (#activePlayers - 1))) / numRemainingTokens)\r\n                    else\r\n                        activeScores[activePlayers[currentPlayer]] = activeScores[activePlayers[currentPlayer]] + 20\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    for featureNum, featureFigures in pairs(joinedActiveFigures) do\r\n        local score, featureOpenings, nameOfFeature = AICalculateFeatureScoreEasy(featureNum, featureFigures)\r\n        local followerCounts = {}\r\n        local hasHill = {}\r\n        local hasMayor = {}\r\n        local topWeight = -1\r\n        --find the relative weights for the followers on this feature\r\n        for _, follower in ipairs(featureFigures.followers) do\r\n            if featureOpenings == 0 and nameOfFeature ~= 'Field' then\r\n                followerCountChange[follower.owner] = followerCountChange[follower.owner] + 1\r\n            end\r\n            local weight = 0\r\n            if follower.figureName == 'Follower' or follower.figureName == 'Wagon' or follower.figureName == 'Abbot' then weight = 1\r\n            elseif follower.figureName == 'Big Follower' then weight = 2\r\n            elseif follower.figureName == 'Mayor' then\r\n                for _, specialFeature in ipairs(traversedSpecialFeatures) do\r\n                    if specialFeature == 'Pennant' then weight = weight + 1 end\r\n                end\r\n                hasMayor[follower.owner] = true\r\n            end\r\n            if weight > 0 then\r\n                local specialFeatures = getObjectFromGUID(follower.tile_guid).getTable('specialFeatures')\r\n                if controlPanelSettings['HnSHills'] and specialFeatures ~= nil then\r\n                    for _, specialFeature in ipairs(specialFeatures) do\r\n                        if specialFeature[1] == \"Hill\" then\r\n                            --although it would have been easier to just add 0.001 to the weight here, it would have technically violated the rules, since multiple hills are not supposed to give extra weight.\r\n                            hasHill[follower.owner] = true\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n            if followerCounts[follower.owner] == nil then\r\n                followerCounts[follower.owner] = weight\r\n            else\r\n                followerCounts[follower.owner] = followerCounts[follower.owner] + weight\r\n            end\r\n        end\r\n        --add hill weight if there is a hill, find top weight for the feature\r\n        for player, value in pairs(followerCounts) do\r\n            if hasHill[player] then\r\n                --if the follower is on a hill, add a small value to it to break any ties\r\n                followerCounts[player] = followerCounts[player] + 0.001\r\n            end\r\n            if followerCounts[player] > topWeight then topWeight = followerCounts[player] end\r\n        end\r\n        -- local closestFollower = fairyClosestFollower()\r\n        -- if closestFollower == follower then\r\n        --     allGameMessage(closestFollower.getDescription() .. (closestFollower.getDescription() ~= \"\" and \" \" or \"\") .. closestFollower.getName() .. \" scores 3 points for being next to the fairy when scoring a feature.\", player_color_tints[closestFollower.owner])\r\n        --     scorePoints(closestFollower.owner, 'Fairy', 3)\r\n        -- end\r\n        -- if follower.figureName == \"Wagon\" then\r\n        --     wagonLocations[follower.owner] = {}\r\n        --     wagonLocations[follower.owner].x = follower.getPosition().x\r\n        --     wagonLocations[follower.owner].z = follower.getPosition().z\r\n        --     hasAvailableWagonFeature[follower.owner] = hasIncompleteSecondaryFeature\r\n        -- end\r\n        -- local winner = false\r\n        for player, value in pairs(followerCounts) do\r\n            if (topWeight > 0 and value >= topWeight) then\r\n                activeScores[player] = activeScores[player] + score\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\nfunction AICalculateFeatureScoreEasy(featureNum, figures)\r\n    --debugMessage(3, \"AICalculateFeatureScore\")\r\n    local feature = tempFeatureList[featureNum]\r\n    if feature == nil then feature = featureList[featureNum] end\r\n\r\n    local nameOfFeature = feature.nameOfFeature\r\n    local specialFeatures = feature.specialFeatures\r\n    local featureOpenings = feature.openings\r\n    local numTiles = feature.numTiles\r\n    if nameOfFeature == 'River' or nameOfFeature == 'Carcassonne' then\r\n        return -1000, featureOpenings, nameOfFeature\r\n    end\r\n\r\n    local featureComplete\r\n    if featureOpenings == 0 then\r\n        featureComplete = true\r\n    else\r\n        featureComplete = false\r\n    end\r\n\r\n    local hasPig = {}\r\n    --local hasBarn = false\r\n    --local hasNewBarn = false\r\n    for _, figure in ipairs(figures.specialFigures) do\r\n        if figure.figureName == 'Pig' then hasPig[figure.owner] = true end\r\n        -- if figure.figureName == 'Barn' then\r\n        --     hasBarn = true\r\n        --     if newBarn ~= nil and figure.getGUID() == newBarn then\r\n        --         hasNewBarn = true\r\n        --         newBarn = nil\r\n        --     end\r\n        --     --recalculate \"follower count\" with only barns. Technically they aren't followers but it was easier in code.\r\n        --     if #traversedFollowers == 0 then\r\n        --         if followerCounts[figure.owner] == nil then\r\n        --             followerCounts[figure.owner] = 1\r\n        --         else\r\n        --             followerCounts[figure.owner] = followerCounts[figure.owner] + 1\r\n        --         end\r\n        --         if followerCounts[figure.owner] > topWeight then topWeight = followerCounts[figure.owner] end\r\n        --     end\r\n        -- end\r\n    end\r\n    local score = 0\r\n    local containsPigHerd = false\r\n    if nameOfFeature == 'City' and not controlPanelSettings['BaseDisableCities'] then\r\n        score = numTiles\r\n        local containsCathedral = false\r\n        for _, feature in ipairs(specialFeatures) do\r\n            if feature == 'Pennant' then\r\n                score = score + 1\r\n            elseif table.contains(TRADE_GOOD_TYPES, feature) and featureOpenings > 0 then\r\n                score = score + UNFINISHED_TRADE_TOKEN_VALUE\r\n            end\r\n            if feature == 'Cathedral' and controlPanelSettings['InCCathedrals'] then\r\n                containsCathedral = true\r\n            end\r\n        end\r\n        if containsCathedral then\r\n            if featureComplete then\r\n                --in order to get the AI to prioritize city pieces, we need to inflate the incomplete value to be partway between the complete value\r\n                --however, this creates a lower score difference between a completed city and an incomplete one. In order to make sure that the AI still\r\n                --tries to finish the city, we give it a small bonus (roughly equal to the complete score minus the incomplete score)\r\n                local bonus = score * 3 - (score * 3 * numRemainingMoves / END_GAME_TRANSITION)\r\n                score = score * 3\r\n                score = score + bonus\r\n            else\r\n                if numRemainingMoves > END_GAME_TRANSITION then\r\n                    score = score * 2.4\r\n                else\r\n                    if numRemainingMoves / END_GAME_TRANSITION > 1 / (featureOpenings + 1) then\r\n                        score = score * 3 * numRemainingMoves / END_GAME_TRANSITION\r\n                    else\r\n                        score = score * 3 / (featureOpenings + 1)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            if featureComplete then\r\n                --in order to get the AI to prioritize city pieces, we need to inflate the incomplete value to be partway between the complete value\r\n                --however, this creates a lower score difference between a completed city and an incomplete one. In order to make sure that the AI still\r\n                --tries to finish the city, we give it a small bonus (roughly equal to the complete score minus the incomplete score)\r\n                local bonus\r\n                if numRemainingMoves > END_GAME_TRANSITION then\r\n                    bonus = score * 0.4\r\n                else\r\n                    bonus = score - (score * 0.6 * numRemainingMoves / END_GAME_TRANSITION)\r\n                end\r\n                score = score * 2\r\n                score = score + bonus\r\n            else\r\n                if numRemainingMoves > END_GAME_TRANSITION then\r\n                    score = score * 1.6\r\n                else\r\n                    score = score + score * 0.6 * numRemainingMoves / END_GAME_TRANSITION\r\n                end\r\n            end\r\n        end\r\n        --do not nerf cities that were completed by an abbey, or incomplete cities\r\n        if lastPlacedTileX ~= nil and getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid).getTable('sides')[1] ~= 'Abbey' and\r\n           featureComplete and controlPanelSettings['BaseNerfSmallCity'] and score == 4 then score = 2 end\r\n    elseif nameOfFeature == 'Field' and not controlPanelSettings['BaseDisableFarms'] then\r\n        local numCities = 0\r\n\r\n        local linkedCities = tempLinkedFeatures['City-Field'][featureNum]\r\n        if linkedCities == nil then linkedCities = linkedFeatures['City-Field'][featureNum] end\r\n        if linkedCities ~= nil then\r\n            for connectedFeatureNum, _ in pairs(linkedCities) do\r\n                local openings\r\n                if tempFeatureList[connectedFeatureNum] ~= nil then\r\n                    openings = tempFeatureList[connectedFeatureNum].openings\r\n                else\r\n                    openings = featureList[connectedFeatureNum].openings\r\n                end\r\n                if openings == 0 then\r\n                    numCities = numCities + 1\r\n                end\r\n            end\r\n        end\r\n        for _, feature in ipairs(specialFeatures) do\r\n            -- if feature == 'Completed City' then\r\n            --     numCities = numCities + 1\r\n            -- end\r\n            if feature == 'Pig-herd' and not controlPanelSettings['RIIDisablePigherd'] then\r\n                containsPigHerd = true\r\n            end\r\n        end\r\n        featureComplete = false --so that this feature won't be scored before the end of the game\r\n        local scoreMultiplier = 3\r\n        -- if hasBarn then\r\n        --     if #traversedFollowers > 0 then\r\n        --         if not hasNewBarn then\r\n        --             scoreMultiplier = 1\r\n        --         end\r\n        --     else\r\n        --         scoreMultiplier = 4\r\n        --     end\r\n        -- end\r\n        if hasPig[player] ~= nil then\r\n            scoreMultiplier = scoreMultiplier + 1\r\n        end\r\n        if containsPigHerd and #figures.followers > 0 then -- CAR pg 67 ref 194\r\n            scoreMultiplier = scoreMultiplier + 1\r\n        end\r\n        if numRemainingMoves > END_GAME_TRANSITION * 2.0 then\r\n            scoreMultiplier = scoreMultiplier - 2.0\r\n        else\r\n            scoreMultiplier = scoreMultiplier - (numRemainingMoves / END_GAME_TRANSITION)\r\n        end\r\n        score = (numCities * scoreMultiplier)\r\n        if numRemainingMoves > END_GAME_TRANSITION then\r\n            score = score - FIELD_PENALTY\r\n        end\r\n    elseif nameOfFeature == 'Road' and not controlPanelSettings['BaseDisableRoads'] then\r\n        score = numTiles\r\n        local containsInn = false\r\n        for _, feature in ipairs(specialFeatures) do\r\n            if feature == 'Inn' and controlPanelSettings['InCInns'] then\r\n                containsInn = true\r\n            end\r\n        end\r\n        if containsInn then\r\n            if featureComplete then\r\n                score = score * 2\r\n            else\r\n                if numRemainingMoves > END_GAME_TRANSITION then\r\n                    score = score * 2\r\n                else\r\n                    if numRemainingMoves / END_GAME_TRANSITION > 1 / (featureOpenings + 1) then\r\n                        score = score * 2 * numRemainingMoves / END_GAME_TRANSITION\r\n                    else\r\n                        score = score * 2 / (featureOpenings + 1)\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    elseif table.contains(CLOISTER_FEATURES, nameOfFeature) and not controlPanelSettings['BaseDisableCloisters'] then\r\n        score = 1\r\n        for x=-1, 1 do\r\n            for z=-1, 1 do\r\n                if not (x == 0 and z == 0) and tileGridOccupied(feature.featureLocation.x + x, feature.featureLocation.z + z) then\r\n                    score = score + 1\r\n                    if controlPanelSettings['HnSVineyards'] then\r\n                        local specialFeatures = getObjectFromGUID(tileGrid[feature.featureLocation.x + x][feature.featureLocation.z + z].tile_guid).getTable('specialFeatures')\r\n                        if specialFeatures ~= nil then\r\n                            for _, feature in ipairs(specialFeatures) do\r\n                                if feature == 'Vineyard' then\r\n                                    if featureComplete then\r\n                                        score = score + 3\r\n                                    else\r\n                                        if numRemainingMoves > END_GAME_TRANSITION then\r\n                                            score = score + 3\r\n                                        else\r\n                                            if numRemainingMoves / END_GAME_TRANSITION > 1 / featureOpenings then\r\n                                                score = score + 3 * numRemainingMoves / END_GAME_TRANSITION\r\n                                            else\r\n                                                score = score + 3 / featureOpenings\r\n                                            end\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        featureOpenings = 9 - score\r\n        -- if featureComplete then\r\n        --     local challengerTile, challengedTile\r\n        --     if nameOfFeature == 'Cloister' or nameOfFeature == 'Abbey' then\r\n        --         challengerTile = 'Cloister'\r\n        --         challengedTile = 'Shrine'\r\n        --     else\r\n        --         challengerTile = 'Shrine'\r\n        --         challengedTile = 'Cloister'\r\n        --     end\r\n        --     for x=-1, 1 do\r\n        --         for z=-1, 1 do\r\n        --             if not (x == 0 and z == 0) and tileGridOccupied(xIndex + x, zIndex + z) then\r\n        --                 local specialFeatures = getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid).getTable('specialFeatures')\r\n        --                 if specialFeatures ~= nil then\r\n        --                     for i, feature in ipairs(specialFeatures) do\r\n        --                         local adjacentFeature = feature[1]\r\n        --                         if adjacentFeature == 'Abbey' then adjacentFeature = 'Cloister' end\r\n        --                         if adjacentFeature == challengedTile then\r\n        --                             local numTiles = 0\r\n        --                             for nested_x=-1, 1 do\r\n        --                                 for nested_z=-1, 1 do\r\n        --                                     if tileGridOccupied(xIndex + x + nested_x, zIndex + z + nested_z) then\r\n        --                                         numTiles = numTiles + 1\r\n        --                                     end\r\n        --                                 end\r\n        --                             end\r\n        --                             if numTiles ~= 9 then\r\n        --                                 local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n        --                                 for _, object in ipairs(objs) do\r\n        --                                     if table.contains(FOLLOWER_TYPES, object.figureName) then\r\n        --                                         local objectXIndex = math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n        --                                         local objectZIndex = math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n        --                                         if objectXIndex == xIndex + x and objectZIndex == zIndex + z then\r\n        --                                             local xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n        --                                             local zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n        --                                             xPosition = xPosition - objectXIndex\r\n        --                                             zPosition = zPosition - objectZIndex\r\n        --                                             local closestFeature = findClosestFeature(xPosition, zPosition, getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid), rotation)\r\n        --                                             if closestFeature == i + 12 then\r\n        --                                                 object.setLock(false)\r\n        --                                                 object.use_gravity = false\r\n        --                                                 object.interactable = false\r\n        --                                                 --raise the follower in the air\r\n        --                                                 object.setPositionSmooth({object.getPosition().x, object.getPosition().y + 2.5, object.getPosition().z}, false, false)\r\n        --                                                 table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n        --                                                 allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" has lost the Cloister/Shrine challenge.\", player_color_tints[object.owner])\r\n        --                                             end\r\n        --                                         end\r\n        --                                     end\r\n        --                                 end\r\n        --                             end\r\n        --                         end\r\n        --                     end\r\n        --                 end\r\n        --             end\r\n        --         end\r\n        --     end\r\n        -- end\r\n    end\r\n    return score, featureOpenings, nameOfFeature\r\nend\r\n\r\n--get the base score at the beginning of the turn\r\nfunction AICalculateBaselineScores()\r\n    --debugMessage(1, \"AICalculateBaselineScores\")\r\n    highestScore = -999\r\n    highestScoreX = nil\r\n    highestScoreZ = nil\r\n    highestScoreRot = nil\r\n    highestScorePos = nil\r\n    highestScoreFigure = nil\r\n    numIdenticalScore = 1\r\n\r\n    tempLinkedFeatures = {['City-Field'] = {}, ['Road Intersection'] = {}}\r\n    tempValidTileLocations = {}\r\n    tempTileConnectionOdds = {}\r\n    tempFeatureMap = {}\r\n    tempFeatureIndex = featureIndex\r\n    tempFeatureList = {}\r\n    tempJoinedFeature = {}\r\n\r\n    getActiveFigures()\r\n\r\n    --since we haven't joined any features yet, the currently active figures can be used\r\n    joinedActiveFigures = {}\r\n    for featureNum, figureList in pairs(activeFigures) do\r\n        if joinedActiveFigures[featureNum] == nil then\r\n            joinedActiveFigures[featureNum] = {}\r\n            joinedActiveFigures[featureNum].followers = {}\r\n            joinedActiveFigures[featureNum].specialFigures = {}\r\n        end\r\n\r\n        for _, follower in ipairs(figureList.followers) do\r\n            local followerXIndex = math.floor((follower.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local followerZIndex = math.floor((follower.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            table.insert(joinedActiveFigures[featureNum].followers, {figureName=follower.getVar('figureName'), owner=follower.getVar('owner'), tile_guid=tileGrid[followerXIndex][followerZIndex].tile_guid})\r\n        end\r\n        for _, figure in ipairs(figureList.specialFigures) do\r\n            table.insert(joinedActiveFigures[featureNum].specialFigures, {figureName=figure.getVar('figureName'), owner=figure.getVar('owner')})\r\n        end\r\n    end\r\n    --tempFeatureList = featureList\r\n    --tempLinkedFeatures = linkedFeatures\r\n\r\n    AICalculateFeatureJoinPercentages()\r\n\r\n    tokenCounts = {}\r\n    blockedTokens = {}\r\n    for _, tradeGoodType in ipairs(TRADE_GOOD_TYPES) do\r\n        tokenCounts[tradeGoodType] = {}\r\n        blockedTokens[tradeGoodType] = 0\r\n        for _, player in ipairs(activePlayers) do\r\n            tokenCounts[tradeGoodType][player] = 0\r\n        end\r\n    end\r\n    if controlPanelSettings['TnBTradeGoods'] then\r\n        for _, player in ipairs(activePlayers) do\r\n            local playerPossessions = getObjectFromGUID(playerPossessionScriptingZones[player]).getObjects()\r\n            for _, obj in ipairs(playerPossessions) do\r\n                local tokenName = obj.getVar('tokenName')\r\n                if table.contains(TRADE_GOOD_TYPES, tokenName) then\r\n                    local quantity = obj.getQuantity()\r\n                    if quantity == -1 then quantity = 1 end\r\n                    tokenCounts[tokenName][player] = tokenCounts[tokenName][player] + quantity\r\n                end\r\n            end\r\n        end\r\n        local numCards\r\n        if NUMBER_OF_DRAWN_TILES_FOR_BLOCK_PERCENTAGE < numRemainingMoves then\r\n            numCards = NUMBER_OF_DRAWN_TILES_FOR_BLOCK_PERCENTAGE\r\n        else\r\n            numCards = numRemainingMoves\r\n        end\r\n        for featureNum, feature in pairs(featureList) do\r\n            if feature.openings > 0 and feature.nameOfFeature == 'City' then\r\n                local containsToken = false\r\n                for _, specialFeature in ipairs(feature.specialFeatures) do\r\n                    if table.contains(TRADE_GOOD_TYPES, specialFeature) then\r\n                        containsToken = true\r\n                        break\r\n                    end\r\n                end\r\n                if containsToken then\r\n                    local blockPercentage\r\n                    if featureBlockPercentages[\"\" .. featureNum] ~= nil then\r\n                        blockPercentage = featureBlockPercentages[\"\" .. featureNum]\r\n                    else\r\n                        blockPercentage = 0\r\n                        for openingCoord, _ in pairs(feature.openingCoords) do\r\n                            local connectionOdds = tileConnectionOdds[openingCoord]\r\n                            if connectionOdds ~= nil then --if it is still nil, this is probably a \"proximity feature\" that doesn't have neighbors yet\r\n                                if connectionOdds[\"blocked\"] > tilesRemaining or tilesRemaining == 0 then\r\n                                    blockPercentage = 1\r\n                                else\r\n                                    blockPercentage = 1 - ((1 - blockPercentage) * (1 - (connectionOdds[\"blocked\"] / tilesRemaining) ^ numCards))\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                    for _, specialFeature in ipairs(feature.specialFeatures) do\r\n                        if table.contains(TRADE_GOOD_TYPES, specialFeature) then\r\n                            blockedTokens[specialFeature] = blockedTokens[specialFeature] + blockPercentage\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    AICalculateActiveScores()\r\n\r\n    baselineScores = {}\r\n    --debugMessage(1, \"baseline scores:\")\r\n    for _, player in ipairs(activePlayers) do\r\n        baselineScores[player] = activeScores[player]\r\n        --debugMessage(1, \" \" .. player .. \": \" .. baselineScores[player])\r\n    end\r\n    -- print(\"baseline finished\")\r\nend\r\n\r\n--calculate the gain in value from placing the tile here, in addition to possibly using a figure\r\nfunction AICalculateTileLocationScore(newTile, tileRotation, xIndex, zIndex)\r\n    debugMessage(1, \"AICalculateTileLocationScore at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation)\r\n    --temporarily insert this tile into the grid\r\n    if tileGrid[xIndex] == nil then tileGrid[xIndex] = {} end\r\n    tileGrid[xIndex][zIndex] = {}\r\n    tileGrid[xIndex][zIndex].tile_guid = newTile.getGUID()\r\n    tileGrid[xIndex][zIndex].rotation = tileRotation\r\n    addTile(xIndex, zIndex, newTile, tileRotation, true)\r\n    joinedActiveFigures = {}\r\n    for featureNum, figureList in pairs(activeFigures) do\r\n        if tempJoinedFeature[featureNum] ~= nil then\r\n            featureNum = tempJoinedFeature[featureNum]\r\n        end\r\n        if joinedActiveFigures[featureNum] == nil then\r\n            joinedActiveFigures[featureNum] = {}\r\n            joinedActiveFigures[featureNum].followers = {}\r\n            joinedActiveFigures[featureNum].specialFigures = {}\r\n        end\r\n\r\n        for _, follower in ipairs(figureList.followers) do\r\n            local followerXIndex = math.floor((follower.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local followerZIndex = math.floor((follower.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            table.insert(joinedActiveFigures[featureNum].followers, {figureName=follower.getVar('figureName'), owner=follower.getVar('owner'), tile_guid=tileGrid[followerXIndex][followerZIndex].tile_guid})\r\n        end\r\n        for _, figure in ipairs(figureList.specialFigures) do\r\n            table.insert(joinedActiveFigures[featureNum].specialFigures, {figureName=figure.getVar('figureName'), owner=figure.getVar('owner')})\r\n        end\r\n    end\r\n    AICalculateFeatureJoinPercentages()\r\n    AICalculateActiveScores(xIndex, zIndex, tileRotation)\r\n    local moveScore = AICalculateCurrentPlayerScoreBenefit()\r\n    debugMessage(1, \"moveScore:\" .. moveScore)\r\n\r\n    local currentPlayerSpareFollowers = currentPlayerFollowerCountChange + baselineFollowerCounts[activePlayers[currentPlayer]] + (baselineFigures[activePlayers[currentPlayer]]['Big Follower'] and 1 or 0)\r\n\r\n    local highestUnusedFeature = 0\r\n    local spareFollowerAdjustment\r\n    if numRemainingMoves + 1 <= currentPlayerSpareFollowers then\r\n        spareFollowerAdjustment = 0\r\n    elseif currentPlayerSpareFollowers > 1 then\r\n        spareFollowerAdjustment = (-7 * USED_FOLLOWER_PENALTY_HARD) + (currentPlayerSpareFollowers * USED_FOLLOWER_PENALTY_HARD) - FOLLOWER_SCORE_THRESHOLD\r\n    else\r\n        spareFollowerAdjustment = -USED_LAST_FOLLOWER_PENALTY\r\n    end\r\n\r\n    local featureVisited = { }\r\n    local positionsToVisit = { }\r\n\r\n    local specialFeatures = newTile.getTable('specialFeatures')\r\n    if specialFeatures ~= nil then\r\n        for i, feature in ipairs(specialFeatures) do\r\n            if feature[3] ~= nil then\r\n                table.insert(positionsToVisit, i+12)\r\n            end\r\n        end\r\n    end\r\n    for i=1, 12 do\r\n        table.insert(positionsToVisit, i)\r\n    end\r\n\r\n    for _, i in ipairs(positionsToVisit) do\r\n        local direction\r\n        if i < 5 then\r\n            direction = (3 + i + tileRotation + TILE_STANDARD_ROTATION) % 4 + 1\r\n        elseif i < 13 then\r\n            direction = (3 + i + ((tileRotation + TILE_STANDARD_ROTATION) * 2)) % 8 + 5\r\n        else\r\n            direction = i\r\n        end\r\n        local featureNum = tempFeatureMap[direction]\r\n        if featureNum == nil and i < 5 and tempFeatureMap[(direction * 2) + 3] ~= nil and tempFeatureMap[(direction * 2) + 3] == tempFeatureMap[(direction * 2) + 4] then\r\n           featureNum = tempFeatureMap[(direction * 2) + 3]\r\n        end\r\n        if featureNum ~= nil and tempJoinedFeature[featureNum] ~= nil then\r\n            featureNum = tempJoinedFeature[featureNum]\r\n        end\r\n\r\n        if featureNum ~= nil and featureVisited[featureNum] ~= true then\r\n            local tempFeatureJoinPercentages = table.shallow_copy(featureJoinPercentages)\r\n            local tempFeatureBlockPercentages = table.shallow_copy(featureBlockPercentages)\r\n            local featureNumKey = \"\" .. featureNum\r\n            if joinedActiveFigures[featureNum] == nil then\r\n                local traversedOpenings = {}\r\n                local feature = tempFeatureList[featureNum]\r\n                if feature == nil then feature = featureList[featureNum] end\r\n                local openingCoords = table.shallow_copy(feature.openingCoords)\r\n                featureJoinPercentages[featureNumKey] = {}\r\n                featureJoinPercentages[featureNumKey].percentage = 1\r\n                featureJoinPercentages[featureNumKey].openings = {}\r\n\r\n                AICalculateFeatureJoinPercentage(traversedOpenings, {featureNum}, featureNumKey, openingCoords, featureJoinPercentages, 1, featureBlockPercentages)\r\n            end\r\n            local featureFigures = joinedActiveFigures[featureNum]\r\n            if featureFigures == nil then\r\n                featureFigures = {}\r\n                featureFigures.followers = {}\r\n                featureFigures.specialFigures = {}\r\n            end\r\n\r\n            traversedOpenings = {}\r\n\r\n            local feature = tempFeatureList[featureNum]\r\n            if feature == nil then feature = featureList[featureNum] end\r\n\r\n            local nameOfFeature = feature.nameOfFeature\r\n            local specialFeatures = feature.specialFeatures\r\n            local featureOpenings = feature.openings\r\n            local openingCoords = feature.openingCoords\r\n            local numTiles = feature.numTiles\r\n            local featureLocation = feature.featureLocation\r\n\r\n            local playerHasFollower = false\r\n            for _, follower in ipairs(featureFigures.followers) do\r\n                if follower.owner == activePlayers[currentPlayer] and table.contains(FOLLOWER_TYPES, follower.figureName) then\r\n                    playerHasFollower = true\r\n                end\r\n            end\r\n\r\n            if #featureFigures.followers == 0 and\r\n                not (nameOfFeature == 'Road' and controlPanelSettings['BaseDisableRoads']) and\r\n                not (nameOfFeature == 'City' and controlPanelSettings['BaseDisableCities']) and\r\n                not (nameOfFeature == 'Cloister' and controlPanelSettings['BaseDisableCloisters']) and\r\n                not (nameOfFeature == 'Field' and controlPanelSettings['BaseDisableFarms']) then\r\n\r\n                local unoccupiedFeature = false\r\n                if joinedActiveFigures[featureNum] == nil then\r\n                    joinedActiveFigures[featureNum] = {}\r\n                    joinedActiveFigures[featureNum].followers = {}\r\n                    joinedActiveFigures[featureNum].specialFigures = {}\r\n                    unoccupiedFeature = true\r\n                end\r\n                traversedOpenings = {}\r\n\r\n                local usedFeature = false\r\n                local fieldHasBarn = false\r\n                if (nameOfFeature == 'Field' and #featureFigures.specialFigures > 0) then\r\n                    for _, figure in ipairs(featureFigures.specialFigures) do\r\n                        if figure.figureName == 'Barn' then\r\n                            fieldHasBarn = true\r\n                        end\r\n                    end\r\n                end\r\n                if not fieldHasBarn and (baselineFollowerCounts[activePlayers[currentPlayer]] > 0 or baselineFigures[activePlayers[currentPlayer]]['Big Follower']) then\r\n                    if baselineFollowerCounts[activePlayers[currentPlayer]] > 0 then\r\n                        table.insert(joinedActiveFigures[featureNum].followers, {figureName=\"Follower\", owner=activePlayers[currentPlayer], tile_guid=newTile.getGUID()})\r\n                        AICalculateActiveScores(xIndex, zIndex, tileRotation, featureNum)\r\n                        local followerScore = AICalculateCurrentPlayerScoreBenefit()\r\n                        if featureOpenings > 0 or nameOfFeature == 'Field' then\r\n                            followerScore = followerScore + spareFollowerAdjustment\r\n                        end\r\n                        debugMessage(1, \"followerScore at feature \" .. featureNum .. \":\" .. followerScore)\r\n                        if followerScore == highestScore then\r\n                            --debugMessage(1, \"found identical meeple score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                            numIdenticalScore = numIdenticalScore + 1\r\n                        end\r\n                        if followerScore > highestScore or (math.random(numIdenticalScore) == 1 and followerScore == highestScore) then -- this is to lessen the bias towards one side of the play area\r\n                            --debugMessage(1, \"found new best meeple score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                            --debugMessage(1, \"moveScore:\".. moveScore .. \" spareFollowerAdjustment:\" .. spareFollowerAdjustment .. \" openFeaturePenalty:\" .. featureOpenings * OPEN_FEATURE_PENALTY .. \" featureScore:\" .. featureScore)\r\n                            if followerScore > highestScore then\r\n                                numIdenticalScore = 1\r\n                            end\r\n                            highestScore = followerScore\r\n                            highestScoreX = xIndex\r\n                            highestScoreZ = zIndex\r\n                            highestScoreRot = tileRotation\r\n                            highestScorePos = i\r\n                            highestScoreFigure = 'Follower'\r\n                            usedFeature = true\r\n                        end\r\n                        table.remove(joinedActiveFigures[featureNum].followers)\r\n                    end\r\n                    if baselineFigures[activePlayers[currentPlayer]]['Big Follower'] then\r\n                        table.insert(joinedActiveFigures[featureNum].followers, {figureName=\"Big Follower\", owner=activePlayers[currentPlayer], tile_guid=newTile.getGUID()})\r\n                        AICalculateActiveScores(xIndex, zIndex, tileRotation, featureNum)\r\n                        local followerScore = AICalculateCurrentPlayerScoreBenefit()\r\n                        if featureOpenings > 0 then\r\n                            followerScore = followerScore + spareFollowerAdjustment\r\n                        end\r\n                        debugMessage(1, \"bigFollowerScore at feature \" .. featureNum .. \":\" .. followerScore)\r\n                        if followerScore == highestScore then\r\n                            --debugMessage(1, \"found identical meeple score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                            numIdenticalScore = numIdenticalScore + 1\r\n                        end\r\n                        if followerScore > highestScore then\r\n                            --debugMessage(1, \"found new best meeple score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                            --debugMessage(1, \"moveScore:\".. moveScore .. \" spareFollowerAdjustment:\" .. spareFollowerAdjustment .. \" openFeaturePenalty:\" .. featureOpenings * OPEN_FEATURE_PENALTY .. \" featureScore:\" .. featureScore)\r\n                            if followerScore > highestScore then\r\n                                numIdenticalScore = 1\r\n                            end\r\n                            highestScore = followerScore\r\n                            highestScoreX = xIndex\r\n                            highestScoreZ = zIndex\r\n                            highestScoreRot = tileRotation\r\n                            highestScorePos = i\r\n                            highestScoreFigure = 'Big Follower'\r\n                            usedFeature = true\r\n                        end\r\n                        table.remove(joinedActiveFigures[featureNum].followers)\r\n                    end\r\n                end\r\n                if unoccupiedFeature then --get rid of temporary figures\r\n                    joinedActiveFigures[featureNum] = nil\r\n                end\r\n                if not usedFeature and nameOfFeature ~= 'Field' and nameOfFeature ~= 'Cloister' then\r\n                    local featureScore = 0\r\n                    for featureKey, joinPercentage in pairs(featureJoinPercentages) do\r\n                        local features = string.split(featureKey, \"+\")\r\n\r\n                        if table.contains(features, featureNumKey) then\r\n                            local featureLocation = nil\r\n                            local joinedFeatureFigures = {}\r\n                            joinedFeatureFigures.followers = {}\r\n                            joinedFeatureFigures.specialFigures = {}\r\n                            local joinedSpecialFeatures = {}\r\n                            local joinedNumTiles = 0\r\n                            local joinedOpenings = 1\r\n                            local joinedOpeningCoords = {}\r\n                            local joinedFeatureNums = {}\r\n\r\n                            for _, joinedFeatureNum in ipairs(features) do\r\n                                table.insert(joinedFeatureNums, joinedFeatureNum)\r\n\r\n                                local joinedFeature = tempFeatureList[joinedFeatureNum]\r\n                                if joinedFeature == nil then joinedFeature = featureList[joinedFeatureNum] end\r\n                                if joinedFeature ~= nil then\r\n                                    for _,v in ipairs(joinedFeature.specialFeatures) do table.insert(joinedSpecialFeatures, v) end\r\n                                    for k,v in pairs(joinedFeature.openingCoords) do joinedOpeningCoords[k] = v end\r\n\r\n                                    joinedNumTiles = joinedNumTiles + joinedFeature.numTiles --worth noting that this will inflate the value of features which re-use the same tile. No easy way to fix this, but I don't think it will make a huge difference.\r\n                                    joinedOpenings = joinedOpenings + joinedFeature.openings - 1\r\n                                end\r\n                            end\r\n                            local featureJoinPercentage = joinPercentage.percentage\r\n                            if featureJoinPercentage > MAX_JOIN_PERCENTAGE then featureJoinPercentage = MAX_JOIN_PERCENTAGE end\r\n                            local connectedFeature = AICalculateFeatureScore(featureBlockPercentages[featureKey], joinedFeatureNums, nameOfFeature, joinedSpecialFeatures, joinedOpenings, joinedOpeningCoords, joinedNumTiles, featureLocation, featureFigures)\r\n\r\n                            featureScore = featureScore + featureJoinPercentage * connectedFeature\r\n                        end\r\n                    end\r\n                    if featureScore > highestUnusedFeature then\r\n                        debugMessage(1, \"new highest unused featureNum: \" .. featureNum .. \" :\" .. featureScore)\r\n                        highestUnusedFeature = featureScore\r\n                    end\r\n                end\r\n            elseif playerHasFollower and nameOfFeature == 'Field' and baselineFigures[activePlayers[currentPlayer]]['Pig'] then\r\n                table.insert(joinedActiveFigures[featureNum].specialFigures, {figureName=\"Pig\", owner=activePlayers[currentPlayer], tile_guid=newTile.getGUID()})\r\n                AICalculateActiveScores(xIndex, zIndex, tileRotation, featureNum)\r\n                local pigScore = AICalculateCurrentPlayerScoreBenefit()\r\n                debugMessage(1, \"pigScore at feature \" .. featureNum .. \":\" .. pigScore)\r\n                if pigScore > highestScore then\r\n                    --debugMessage(1, \"found new best meeple score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                    --debugMessage(1, \"moveScore:\".. moveScore .. \" spareFollowerAdjustment:\" .. spareFollowerAdjustment .. \" openFeaturePenalty:\" .. featureOpenings * OPEN_FEATURE_PENALTY .. \" featureScore:\" .. featureScore)\r\n\r\n                    numIdenticalScore = 1\r\n                    highestScore = pigScore\r\n                    highestScoreX = xIndex\r\n                    highestScoreZ = zIndex\r\n                    highestScoreRot = tileRotation\r\n                    highestScorePos = i\r\n                    highestScoreFigure = 'Pig'\r\n                end\r\n                table.remove(joinedActiveFigures[featureNum].specialFigures)\r\n            elseif playerHasFollower and featureOpenings > 0 and (nameOfFeature == 'City' or nameOfFeature == 'Road') and baselineFigures[activePlayers[currentPlayer]]['Builder'] then\r\n                table.insert(joinedActiveFigures[featureNum].specialFigures, {figureName=\"Builder\", owner=activePlayers[currentPlayer], tile_guid=newTile.getGUID()})\r\n                local builderScore = moveScore + BUILDER_BONUS_VALUE\r\n\r\n                --we don't need to call AICalculateActiveScores again because the only difference in score should be the block penalty, so calculate it here\r\n                local movesWithoutFigure = numRemainingMoves\r\n                local blockPenalty = STUCK_BUILDER_PENALTY * movesWithoutFigure\r\n                blockPenalty = blockPenalty * featureBlockPercentages[\"\" .. featureNum] ^ BLOCK_PERCENTAGE_POWER_MODIFIER\r\n                builderScore = builderScore - blockPenalty\r\n\r\n                --debugMessage(1, \"considering builder with blockPenalty:\" .. blockPenalty .. \" blockPercentage:\" .. featureBlockPercentages[\"\" .. featureNum])\r\n                if builderScore == highestScore then\r\n                    --debugMessage(1, \"found identical builder score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                    numIdenticalScore = numIdenticalScore + 1\r\n                end\r\n                debugMessage(1, \"builderScore at feature \" .. featureNum .. \":\" .. builderScore)\r\n                if builderScore > highestScore or (math.random(numIdenticalScore) == 1 and builderScore == highestScore) then -- this is to lessen the bias towards one side of the play area\r\n                    --debugMessage(1, \"found new best builder score: \" .. score .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation .. \" pos:\" .. i)\r\n                    if builderScore > highestScore then\r\n                        numIdenticalScore = 1\r\n                    end\r\n                    highestScore = builderScore\r\n                    highestScoreX = xIndex\r\n                    highestScoreZ = zIndex\r\n                    highestScoreRot = tileRotation\r\n                    highestScorePos = i\r\n                    highestScoreFigure = 'Builder'\r\n                end\r\n                table.remove(joinedActiveFigures[featureNum].specialFigures)\r\n            end\r\n            featureVisited[featureNum] = true\r\n            featureJoinPercentages = tempFeatureJoinPercentages\r\n            featureBlockPercentages = tempFeatureBlockPercentages\r\n        end\r\n    end\r\n    moveScore = moveScore - highestUnusedFeature * 0.3 -- meant to slightly disourage from building a feature for someone else to take\r\n    debugMessage(1, \"adjusting score for highest unused feature: \" .. highestUnusedFeature)\r\n    if moveScore == highestScore then\r\n        --debugMessage(1, \"found identical tile score: \" .. moveScore .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation)\r\n        numIdenticalScore = numIdenticalScore + 1\r\n    end\r\n    if moveScore > highestScore or (math.random(numIdenticalScore) == 1 and moveScore == highestScore) then -- this is to lessen the bias towards one side of the play area\r\n        --debugMessage(1, \"found new best tile score: \" .. moveScore .. \" at x:\" .. xIndex .. \" z:\" .. zIndex .. \" rot:\" .. tileRotation)\r\n        if moveScore > highestScore then\r\n            numIdenticalScore = 1\r\n        end\r\n        highestScore = moveScore\r\n        highestScoreX = xIndex\r\n        highestScoreZ = zIndex\r\n        highestScoreRot = tileRotation\r\n        highestScorePos = nil\r\n        highestScoreFigure = nil\r\n    end\r\n    tileGrid[xIndex][zIndex] = nil\r\nend\r\n\r\n--calculate the value to the current player, based not only on the score that they gained but also the change to their opponent's score\r\nfunction AICalculateCurrentPlayerScoreBenefit()\r\n    local scoreChange = {}\r\n    local moveScore = 0\r\n    for _, player in ipairs(activePlayers) do\r\n        scoreChange[player] = activeScores[player] - baselineScores[player]\r\n    end\r\n    for _, player in ipairs(activePlayers) do\r\n        if player == activePlayers[currentPlayer] then\r\n            moveScore = moveScore + scoreChange[player]\r\n        elseif #activePlayers <= 2 then\r\n            -- in 1-on-1 games, lowering our opponent's score is exactly equal to gaining points in all cases\r\n            moveScore = moveScore - scoreChange[player]\r\n        elseif activeScores[activePlayers[currentPlayer]] - activeScores[player] < SCORE_THREAT_THRESHOLD then\r\n            -- if this opponent is within SCORE_THREAT_THRESHOLD points behind (after this move), then their gain in points hurts our position, so subtract a portion of those points\r\n            moveScore = moveScore - (scoreChange[player] * (SCORE_THREAT_THRESHOLD - activeScores[activePlayers[currentPlayer]] + activeScores[player]) / SCORE_THREAT_THRESHOLD) / (#activePlayers - 1)\r\n        end\r\n    end\r\n    return moveScore\r\nend\r\n\r\n--calculate an estimated score for each player based on their actual current score, plus values predicted from features they control\r\n--if xIndex and zIndex are included, it will also include bonuses for having placed the tile at this position\r\nfunction AICalculateActiveScores(newXIndex, newZIndex, tileRotation, featureNum)\r\n    --debugMessage(2, \"AI checking current active scores..\")\r\n    if os.clock() - lastFrameTime > FRAME_TIME then\r\n        lastFrameTime = lastFrameTime + FRAME_TIME\r\n        coroutine.yield(0)\r\n    end\r\n\r\n    activeScores = {}\r\n    currentPlayerFollowerCountChange = 0\r\n    for _, player in ipairs(activePlayers) do\r\n        local scoreCounter = getObjectFromGUID(score_counter_guids[player])\r\n        if scoreCounter ~= nil then\r\n            activeScores[player] = getObjectFromGUID(score_counter_guids[player]).Counter.getValue()\r\n        else\r\n            activeScores[player] = 0\r\n        end\r\n    end\r\n\r\n    local awardedTokens = {}\r\n    if newXIndex ~= nil and (controlPanelSettings['TnBTradeGoods'] or controlPanelSettings['TnBBuilder']) then\r\n        local newTile = getObjectFromGUID(tileGrid[newXIndex][newZIndex].tile_guid)\r\n\r\n        if newTile.getTable('sides')[1] ~= 'Abbey' then\r\n            for featureNum, feature in pairs(tempFeatureList) do\r\n                if feature.openings == 0 and feature.nameOfFeature == 'City' then\r\n                    for _, specialFeature in ipairs(feature.specialFeatures) do\r\n                        if table.contains(TRADE_GOOD_TYPES, specialFeature) then\r\n                            table.insert(awardedTokens, specialFeature)\r\n                        end\r\n                    end\r\n                end\r\n                if joinedActiveFigures[featureNum] ~= nil and (feature.nameOfFeature == 'City' or feature.nameOfFeature == 'Road') then\r\n                    for _, specialFigure in ipairs(joinedActiveFigures[featureNum].specialFigures) do\r\n                        if specialFigure.owner == activePlayers[currentPlayer] then --do not give give sheep/extra builder tile (CAR ref 149)\r\n                            if specialFigure.figureName == 'Shepherd' then\r\n                                --TODO: implement\r\n                            elseif specialFigure.figureName == 'Builder' and not hasAlreadyTakenBuilderTile then\r\n                                activeScores[activePlayers[currentPlayer]] = activeScores[activePlayers[currentPlayer]] + BUILDER_EXTRA_TURN_VALUE\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            local visitedFeatures = {}\r\n            for i=1, 12 do --roads and cities\r\n                local newX, newZ, newTilePosition\r\n                if i < 5 then\r\n                    local direction = (3 + i + TILE_STANDARD_ROTATION) % 4 + 1\r\n                    newX = newXIndex + SIDE_DELTA[direction].x\r\n                    newZ = newZIndex + SIDE_DELTA[direction].z\r\n                    newTilePosition = (3 + i + TILE_180_ROTATION) % 4 + 1\r\n                else\r\n                    local direction = (3 + i + (TILE_STANDARD_ROTATION * 2)) % 8 + 5\r\n                    newX = newXIndex + SIDE_DELTA[math.floor((direction - 3) / 2)].x\r\n                    newZ = newZIndex + SIDE_DELTA[math.floor((direction - 3) / 2)].z\r\n                    newTilePosition = (((direction % 2) * 2) + TILE_180_ROTATION + direction) % 8 + 5\r\n                end\r\n                if featureMap[newX] ~= nil and featureMap[newX][newZ] ~= nil then\r\n                    local featureNum = featureMap[newX][newZ][newTilePosition]\r\n                    if not table.contains(visitedFeatures, featureNum) then\r\n                        local feature = tempFeatureList[featureNum]\r\n                        if feature == nil then feature = featureList[featureNum] end\r\n                        if feature.openings == 0 and feature.nameOfFeature == 'City' then\r\n                            for _, specialFeature in ipairs(feature.specialFeatures) do\r\n                                if table.contains(TRADE_GOOD_TYPES, specialFeature) then\r\n                                    table.insert(awardedTokens, specialFeature)\r\n                                end\r\n                            end\r\n                        end\r\n                        table.insert(visitedFeatures, featureNum)\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n\r\n    if controlPanelSettings['TnBTradeGoods'] then\r\n        for _, tokenType in ipairs(TRADE_GOOD_TYPES) do\r\n            local highestNumTokens = 0\r\n            local secondHighestTokens = 0\r\n            local tokenCount = table.shallow_copy(tokenCounts[tokenType])\r\n            for _, token in ipairs(awardedTokens) do\r\n                if token == tokenType then\r\n                    tokenCount[activePlayers[currentPlayer]] = tokenCount[activePlayers[currentPlayer]] + 1\r\n                end\r\n            end\r\n            local numRemainingTokens = TRADE_TOKEN_COUNTS[tokenType] - blockedTokens[tokenType]\r\n            --find the highest count for this token\r\n            for _, player in ipairs(activePlayers) do\r\n                if tokenCount[player] ~= nil and tokenCount[player] >= highestNumTokens then\r\n                    secondHighestTokens = highestNumTokens\r\n                    highestNumTokens = tokenCount[player]\r\n                end\r\n                numRemainingTokens = numRemainingTokens - tokenCount[player]\r\n            end\r\n            --tokens are only worth something if you are in first place or there are enough tokens left to catch up\r\n            if highestNumTokens > 0 then\r\n                for _, player in ipairs(activePlayers) do\r\n                    if tokenCount[player] == highestNumTokens and highestNumTokens - secondHighestTokens <= numRemainingTokens then -- the player is guaranteed to win\r\n                        activeScores[player] = activeScores[player] + 10\r\n                    elseif highestNumTokens == tokenCount[player] then -- the player is ahead, but another player can still catch up\r\n                        activeScores[player] = activeScores[player] + 10 / numRemainingTokens / #activePlayers --i don't know how to calculate this yet\r\n                    elseif highestNumTokens - tokenCount[player] <= numRemainingTokens then -- the player is behind, but still has a chance to catch up\r\n                        activeScores[player] = activeScores[player] + 10 / numRemainingTokens / #activePlayers --not sure how to calculate this yet\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n    for featureKey, joinPercentage in pairs(featureJoinPercentages) do\r\n        local nameOfFeature = nil\r\n        local featureLocation = nil\r\n        local joinedFeatureFigures = {}\r\n        joinedFeatureFigures.followers = {}\r\n        joinedFeatureFigures.specialFigures = {}\r\n        local joinedSpecialFeatures = {}\r\n        local joinedNumTiles = 0\r\n        local joinedOpenings = 1\r\n        local joinedOpeningCoords = {}\r\n        local joinedFeatureNums = {}\r\n\r\n        local features = string.split(featureKey, \"+\")\r\n        for _, joinedFeatureNum in ipairs(features) do\r\n            table.insert(joinedFeatureNums, joinedFeatureNum)\r\n            if joinedActiveFigures[joinedFeatureNum] ~= nil then\r\n                for _,v in ipairs(joinedActiveFigures[joinedFeatureNum].followers) do table.insert(joinedFeatureFigures.followers, v) end\r\n                for _,v in ipairs(joinedActiveFigures[joinedFeatureNum].specialFigures) do table.insert(joinedFeatureFigures.specialFigures, v) end\r\n            end\r\n\r\n            local joinedFeature = tempFeatureList[joinedFeatureNum]\r\n            if joinedFeature == nil then joinedFeature = featureList[joinedFeatureNum] end\r\n            if joinedFeature ~= nil then\r\n                if nameOfFeature == nil then\r\n                    nameOfFeature = joinedFeature.nameOfFeature\r\n                    featureLocation = joinedFeature.featureLocation\r\n                end\r\n                for _,v in ipairs(joinedFeature.specialFeatures) do table.insert(joinedSpecialFeatures, v) end\r\n                for k,v in pairs(joinedFeature.openingCoords) do joinedOpeningCoords[k] = v end\r\n\r\n                joinedNumTiles = joinedNumTiles + joinedFeature.numTiles --worth noting that this will inflate the value of features which re-use the same tile. No easy way to fix this, but I don't think it will make a huge difference.\r\n                joinedOpenings = joinedOpenings + joinedFeature.openings - 1\r\n            else\r\n                print(\"ERROR: featureNum \" .. joinedFeatureNum .. \" does not exist! featureKey:\" .. featureKey .. \" Please report this to the dev.\")\r\n            end\r\n        end\r\n        local joinedFeatureScore = AICalculateFeatureScore(featureBlockPercentages[featureKey], joinedFeatureNums, nameOfFeature, joinedSpecialFeatures, joinedOpenings, joinedOpeningCoords, joinedNumTiles, featureLocation, joinedFeatureFigures)\r\n\r\n        -- if ((newXIndex == 12 and newZIndex == 19 and tileRotation == 3 and featureNum == '57') or newXIndex == nil) then\r\n        --     print(\"feature:\" .. featureKey .. \" type:\" .. nameOfFeature .. \" join%:\" .. joinPercentage.percentage .. \" block%:\" .. featureBlockPercentages[featureKey])\r\n        -- end\r\n        local featureJoinPercentage = joinPercentage.percentage\r\n        if featureJoinPercentage > MAX_JOIN_PERCENTAGE then featureJoinPercentage = MAX_JOIN_PERCENTAGE end\r\n\r\n        for _, player in ipairs(activePlayers) do\r\n            activeScores[player] = activeScores[player] + joinedFeatureScore[player] * featureJoinPercentage\r\n            -- if joinedFeatureScore[player] ~= 0 and ((newXIndex == 12 and newZIndex == 19 and tileRotation == 3 and featureNum == '57') or newXIndex == nil) then\r\n            --     print(\"feature:\" .. featureKey .. \" player: \" .. player .. \" score:\" .. joinedFeatureScore[player] * joinPercentage.percentage)\r\n            -- end\r\n        end\r\n    end\r\nend\r\n\r\n--Calculate the \"rough\" percentages that different features will connect to each other. Note that right now, these numbers don't mean too much and\r\n--don't expect expect anything to add up to 100%\r\nfunction AICalculateFeatureJoinPercentages()\r\n    featureJoinPercentages = {}\r\n    featureBlockPercentages = {}\r\n\r\n    for featureNum, featureFigures in pairs(joinedActiveFigures) do\r\n        -- if os.clock() - lastFrameTime > FRAME_TIME then\r\n        --     lastFrameTime = lastFrameTime + FRAME_TIME\r\n        --     coroutine.yield(0)\r\n        -- end\r\n        local traversedOpenings = {}\r\n        local featureKey = \"\" .. featureNum\r\n        local feature = tempFeatureList[featureNum]\r\n        if feature == nil then feature = featureList[featureNum] end\r\n        local openingCoords = table.shallow_copy(feature.openingCoords)\r\n        featureJoinPercentages[featureKey] = {}\r\n        featureJoinPercentages[featureKey].percentage = 1\r\n        featureJoinPercentages[featureKey].openings = {}\r\n\r\n        AICalculateFeatureJoinPercentage(traversedOpenings, {featureNum}, featureKey, openingCoords, featureJoinPercentages, 1, featureBlockPercentages)\r\n    end\r\nend\r\n\r\nfunction AICalculateFeatureJoinPercentage(traversedJoinOpenings, joinedFeatureNums, joinedFeaturesKey, joinedOpeningCoords, featureJoinPercentages, prevJoinPercentage, featureBlockPercentages)\r\n    --debugMessage(1, \"start: \" .. joinedFeaturesKey)\r\n    local traversedBlockOpenings = {}\r\n    if featureBlockPercentages[joinedFeaturesKey] == nil then\r\n        featureBlockPercentages[joinedFeaturesKey] = 0\r\n    end\r\n    for openingCoord, _ in pairs(joinedOpeningCoords) do\r\n        --debugMessage(1, \"openingCoord: \" .. openingCoord)\r\n        if traversedBlockOpenings[openingCoord] == nil then\r\n            traversedBlockOpenings[openingCoord] = true\r\n            local connectionOdds\r\n            if tempTileConnectionOdds ~= nil and tempTileConnectionOdds[openingCoord] ~= nil then\r\n                connectionOdds = tempTileConnectionOdds[openingCoord]\r\n            else\r\n                connectionOdds = tileConnectionOdds[openingCoord]\r\n            end\r\n            if connectionOdds ~= nil then --if it is still nil, this is probably a \"proximity feature\" that doesn't have neighbors yet\r\n                if traversedJoinOpenings[openingCoord] == nil then\r\n                    traversedJoinOpenings[openingCoord] = true\r\n                    for _, featureNum in ipairs(joinedFeatureNums) do\r\n                        --if joinedActiveFigures[featureNum] ~= nil or tempFeatureList[featureNum] ~= nil then\r\n                        --debugMessage(1, \"featureNum: \" .. featureNum)\r\n                        for connectionStat, odds in pairs(connectionOdds) do\r\n                            local features = string.split(connectionStat, \"+\")\r\n                            local featureNumPresent = false\r\n                            for _, value in ipairs(features) do\r\n                                if tempJoinedFeature[value] ~= nil then --if the feature number had changed due to joining with another feature, use that number\r\n                                    value = tempJoinedFeature[value]\r\n                                end\r\n                                if value == featureNum then\r\n                                    featureNumPresent = true\r\n                                    break\r\n                                end\r\n                            end\r\n                            if featureNumPresent then\r\n                                --if connectionStat ~= \"close+\" .. featureNum and connectionStat ~= \"extend+\" .. featureNum then\r\n                                    local nestedJoinedFeatureNums = table.shallow_copy(joinedFeatureNums)\r\n                                    local nestedJoinedOpeningCoords = table.shallow_copy(joinedOpeningCoords)\r\n                                    local foundNewFeatureNum = false\r\n                                    for _, joinedFeatureNum in ipairs(features) do\r\n\t\t\t\t\t\t\t\t\t\tif (joinedActiveFigures[joinedFeatureNum] ~= nil or tempFeatureList[joinedFeatureNum] ~= nil) and table.bininsertnodup(nestedJoinedFeatureNums, joinedFeatureNum) ~= nil then\r\n                                            foundNewFeatureNum = true\r\n                                            local joinedFeature = tempFeatureList[joinedFeatureNum]\r\n                                            if joinedFeature == nil then joinedFeature = featureList[joinedFeatureNum] end\r\n                                            for k,v in pairs(joinedFeature.openingCoords) do nestedJoinedOpeningCoords[k] = v end\r\n                                        end\r\n                                    end\r\n                                    if foundNewFeatureNum then\r\n                                        local key = \"\"\r\n                                        for _, featureNum in ipairs(nestedJoinedFeatureNums) do\r\n                                            key = key .. featureNum .. \"+\"\r\n                                        end\r\n                                        key = key:sub(1, -2) --get rid of the last plus sign\r\n                                        if key ~= joinedFeaturesKey then\r\n                                            --the following makes the assumption that exactly 1 player would want to do this move if given the chance\r\n                                            local joinPercentage = odds / connectionOdds[\"totalValid\"] * (1 - (1 - (1 / #activePlayers)) ^ odds)\r\n                                            if featureJoinPercentages[key] == nil then\r\n                                                local nestedTraversedJoinOpenings = table.shallow_copy(traversedJoinOpenings)\r\n                                                --debugMessage(1, \"connected to \" .. key .. \" with joinPercentage:\" .. joinPercentage .. \" prevJoinPercentage:\" .. prevJoinPercentage)\r\n                                                featureJoinPercentages[key] = {}\r\n                                                featureJoinPercentages[key].percentage = joinPercentage * prevJoinPercentage\r\n                                                featureJoinPercentages[key].openings = {}\r\n                                                featureJoinPercentages[key].openings[openingCoord] = true\r\n                                                featureJoinPercentages[joinedFeaturesKey].openings[openingCoord] = true\r\n                                                featureJoinPercentages[joinedFeaturesKey].percentage = featureJoinPercentages[joinedFeaturesKey].percentage * (1 - joinPercentage)\r\n                                                AICalculateFeatureJoinPercentage(nestedTraversedJoinOpenings, nestedJoinedFeatureNums, key, nestedJoinedOpeningCoords, featureJoinPercentages, joinPercentage, featureBlockPercentages)\r\n                                            elseif featureJoinPercentages[key].openings[openingCoord] == nil then\r\n                                                --debugMessage(1, \"reconnected to \" .. key .. \" with joinPercentage:\" .. joinPercentage .. \" prevJoinPercentage:\" .. prevJoinPercentage)\r\n                                                featureJoinPercentages[key].openings[openingCoord] = true\r\n                                                featureJoinPercentages[key].percentage = 1 - ((1 - featureJoinPercentages[key].percentage) * (1 - (joinPercentage * prevJoinPercentage)))\r\n                                                featureJoinPercentages[joinedFeaturesKey].openings[openingCoord] = true\r\n                                                featureJoinPercentages[joinedFeaturesKey].percentage = featureJoinPercentages[joinedFeaturesKey].percentage * (1 - joinPercentage)\r\n                                            end\r\n                                            if featureJoinPercentages[joinedFeaturesKey].openings[openingCoord] == nil then\r\n                                                featureJoinPercentages[joinedFeaturesKey].openings[openingCoord] = true\r\n                                                featureJoinPercentages[joinedFeaturesKey].percentage = featureJoinPercentages[joinedFeaturesKey].percentage * (1 - joinPercentage)\r\n                                            end\r\n                                        end\r\n                                    --end\r\n                                end\r\n                            end\r\n                        --end\r\n                        end\r\n                    end\r\n                end\r\n                local numCards\r\n                if NUMBER_OF_DRAWN_TILES_FOR_BLOCK_PERCENTAGE < numRemainingMoves then\r\n                    numCards = NUMBER_OF_DRAWN_TILES_FOR_BLOCK_PERCENTAGE\r\n                else\r\n                    numCards = numRemainingMoves\r\n                end\r\n                if connectionOdds[\"blocked\"] > tilesRemaining then\r\n                    if not alreadyPrintedErrorMessage then\r\n                        --print(\"ERROR:\" .. openingCoord .. \" block%:\" .. featureBlockPercentages[joinedFeaturesKey] .. \" blockOdds:\" .. connectionOdds[\"blocked\"] .. \" tilesRemaining:\" .. tilesRemaining)\r\n                        debugMessage(1, \"ERROR:\" .. openingCoord .. \" block%:\" .. featureBlockPercentages[joinedFeaturesKey] .. \" blockOdds:\" .. connectionOdds[\"blocked\"] .. \" tilesRemaining:\" .. tilesRemaining)\r\n                        alreadyPrintedErrorMessage = true\r\n                    end\r\n                    featureBlockPercentages[joinedFeaturesKey] = 1\r\n                elseif tilesRemaining == 0 then\r\n                    featureBlockPercentages[joinedFeaturesKey] = 1\r\n                else\r\n                    featureBlockPercentages[joinedFeaturesKey] = 1 - ((1 - featureBlockPercentages[joinedFeaturesKey]) * (1 - (connectionOdds[\"blocked\"] / tilesRemaining) ^ numCards))\r\n                end\r\n            end\r\n        end\r\n    end\r\n    --debugMessage(1, \"finish \" .. joinedFeaturesKey)\r\nend\r\n\r\nfunction AICalculateFeatureScore(blockPercentage, featureNums, nameOfFeature, specialFeatures, featureOpenings, openingCoords, numTiles, featureLocation, featureFigures)\r\n    --debugMessage(3, \"AICalculateFeatureScore\")\r\n    local featureScore = {}\r\n    for _, player in ipairs(activePlayers) do\r\n        featureScore[player] = 0\r\n    end\r\n    if nameOfFeature == 'River' or nameOfFeature == 'Carcassonne' then --ensure illegal moves are never chosen\r\n        featureScore[activePlayers[currentPlayer]] = -1000\r\n    end\r\n\r\n    local featureComplete\r\n    if featureOpenings == 0 then\r\n        featureComplete = true\r\n    else\r\n        featureComplete = false\r\n    end\r\n\r\n\r\n    local followerCounts = {}\r\n    local hasHill = {}\r\n    local hasMayor = {}\r\n    local topWeight = -1\r\n    --find the relative weights for the followers on this feature\r\n    for _, follower in ipairs(featureFigures.followers) do\r\n        if featureOpenings == 0 and nameOfFeature ~= 'Field' then\r\n            if follower.owner == activePlayers[currentPlayer] then\r\n                currentPlayerFollowerCountChange = currentPlayerFollowerCountChange + 1\r\n            end\r\n        end\r\n        if numRemainingMoves + 1 > baselineFollowerCounts[follower.owner] and (featureOpenings > 0 or nameOfFeature == 'Field') then\r\n            local movesWithoutFollowers = numRemainingMoves + 1 - baselineFollowerCounts[follower.owner]\r\n            local blockPenalty\r\n            if follower.figureName == 'Big Follower' then\r\n                blockPenalty = STUCK_BIG_FOLLOWER_PENALTY * movesWithoutFollowers\r\n            else\r\n                blockPenalty = STUCK_FOLLOWER_PENALTY * movesWithoutFollowers\r\n            end\r\n            if nameOfFeature ~= 'Field' then\r\n                blockPenalty = blockPenalty * blockPercentage ^ BLOCK_PERCENTAGE_POWER_MODIFIER\r\n            end\r\n            featureScore[follower.owner] = featureScore[follower.owner] - blockPenalty\r\n            --debugMessage(1, \"score:\" .. score .. \" blockPenalty:\" .. blockPenalty .. \" blockPercentage:\" .. blockPercentage)\r\n        end\r\n        local weight = 0\r\n        if follower.figureName == 'Follower' or follower.figureName == 'Wagon' or follower.figureName == 'Abbot' then weight = 1\r\n        elseif follower.figureName == 'Big Follower' then weight = 2\r\n        elseif follower.figureName == 'Mayor' then\r\n            for _, specialFeature in ipairs(traversedSpecialFeatures) do\r\n                if specialFeature == 'Pennant' then weight = weight + 1 end\r\n            end\r\n            hasMayor[follower.owner] = true\r\n        end\r\n        if weight > 0 then\r\n            local specialFeatures = getObjectFromGUID(follower.tile_guid).getTable('specialFeatures')\r\n            if controlPanelSettings['HnSHills'] and specialFeatures ~= nil then\r\n                for _, specialFeature in ipairs(specialFeatures) do\r\n                    if specialFeature[1] == \"Hill\" then\r\n                        --although it would have been easier to just add 0.001 to the weight here, it would have technically violated the rules, since multiple hills are not supposed to give extra weight.\r\n                        hasHill[follower.owner] = true\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        if followerCounts[follower.owner] == nil then\r\n            followerCounts[follower.owner] = weight\r\n        else\r\n            followerCounts[follower.owner] = followerCounts[follower.owner] + weight\r\n        end\r\n    end\r\n\r\n    local hasPig = {}\r\n    --local hasBarn = false\r\n    --local hasNewBarn = false\r\n    for _, specialFigure in ipairs(featureFigures.specialFigures) do\r\n        if specialFigure.figureName == 'Pig' then hasPig[specialFigure.owner] = true end\r\n        -- if figure.figureName == 'Barn' then\r\n        --     hasBarn = true\r\n        --     if newBarn ~= nil and figure.getGUID() == newBarn then\r\n        --         hasNewBarn = true\r\n        --         newBarn = nil\r\n        --     end\r\n        --     --recalculate \"follower count\" with only barns. Technically they aren't followers but it was easier in code.\r\n        --     if #traversedFollowers == 0 then\r\n        --         if followerCounts[figure.owner] == nil then\r\n        --             followerCounts[figure.owner] = 1\r\n        --         else\r\n        --             followerCounts[figure.owner] = followerCounts[figure.owner] + 1\r\n        --         end\r\n        --         if followerCounts[figure.owner] > topWeight then topWeight = followerCounts[figure.owner] end\r\n        --     end\r\n        -- end\r\n\r\n        --add extra penalty for special figures that are stuck\r\n        if featureOpenings > 0 then\r\n            local movesWithoutFigure = numRemainingMoves\r\n            local blockPenalty\r\n            if specialFigure.figureName == 'Builder' then\r\n                blockPenalty = STUCK_BUILDER_PENALTY * movesWithoutFigure\r\n            elseif specialFigure.figureName == 'Pig' then\r\n                blockPenalty = STUCK_PIG_PENALTY * movesWithoutFigure\r\n            else\r\n                blockPenalty = 0\r\n            end\r\n            blockPenalty = blockPenalty * blockPercentage ^ BLOCK_PERCENTAGE_POWER_MODIFIER\r\n            featureScore[specialFigure.owner] = featureScore[specialFigure.owner] - blockPenalty\r\n            --debugMessage(1, specialFigure.owner .. \" \" .. specialFigure.figureName .. \" blockPenalty:\" .. blockPenalty .. \" blockPercentage:\" .. blockPercentage)\r\n        end\r\n    end\r\n    --add hill weight if there is a hill, find top weight for the feature\r\n    for player, value in pairs(followerCounts) do\r\n        if hasHill[player] then\r\n            --if the follower is on a hill, add a small value to it to break any ties\r\n            followerCounts[player] = followerCounts[player] + 0.001\r\n        end\r\n        if followerCounts[player] > topWeight then topWeight = followerCounts[player] end\r\n    end\r\n    -- local closestFollower = fairyClosestFollower()\r\n    -- if closestFollower == follower then\r\n    --     allGameMessage(closestFollower.getDescription() .. (closestFollower.getDescription() ~= \"\" and \" \" or \"\") .. closestFollower.getName() .. \" scores 3 points for being next to the fairy when scoring a feature.\", player_color_tints[closestFollower.owner])\r\n    --     scorePoints(closestFollower.owner, 'Fairy', 3)\r\n    -- end\r\n    -- if follower.figureName == \"Wagon\" then\r\n    --     wagonLocations[follower.owner] = {}\r\n    --     wagonLocations[follower.owner].x = follower.getPosition().x\r\n    --     wagonLocations[follower.owner].z = follower.getPosition().z\r\n    --     hasAvailableWagonFeature[follower.owner] = hasIncompleteSecondaryFeature\r\n    -- end\r\n    -- local winner = false\r\n\r\n    local score = 0\r\n    local containsPigHerd = false\r\n    local scoreMultiplier = nil -- a separate multiplier per player is sometimes needed (ie. pig on a farm)\r\n    if not controlPanelSettings['BaseDisableCities'] and nameOfFeature == 'City' then\r\n        local tokenBonus = 0\r\n        score = numTiles\r\n        local containsCathedral = false\r\n        for _, feature in ipairs(specialFeatures) do\r\n            if feature == 'Pennant' then\r\n                score = score + 1\r\n            elseif table.contains(TRADE_GOOD_TYPES, feature) and featureOpenings > 0 then\r\n                --HACK: having the tokens in your city don't provide any value until they are finished, but in reality it can be\r\n                --beneficial to have a token in your city, since you will likely work towards finished a city that you possess\r\n                --also, another player may add points to your city by finishing it in order to get the token. For this reason,\r\n                --we give a bonus to the trade token so that the AI will prefer to include them in their own cities\r\n                tokenBonus = tokenBonus + UNFINISHED_TRADE_TOKEN_VALUE\r\n            end\r\n            if controlPanelSettings['InCCathedrals'] and feature == 'Cathedral' then\r\n                containsCathedral = true\r\n            end\r\n        end\r\n        if containsCathedral then\r\n            if featureComplete then\r\n                score = score * 3\r\n            else\r\n                if numRemainingMoves > featureOpenings then\r\n                    score = (score * 3 + tokenBonus) * (1 - blockPercentage)\r\n                else\r\n                    score = 0\r\n                end\r\n            end\r\n        else\r\n            if featureComplete then\r\n                score = score * 2\r\n            else\r\n                if numRemainingMoves > featureOpenings then\r\n                    score = score + ((score + tokenBonus) * (1 - blockPercentage))\r\n                else\r\n                    -- score stays the same\r\n                end\r\n            end\r\n        end\r\n        --do not nerf cities that were completed by an abbey, or incomplete cities\r\n        if controlPanelSettings['BaseNerfSmallCity'] and lastPlacedTileX ~= nil and getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid).getTable('sides')[1] ~= 'Abbey' and\r\n           featureComplete and score == 4 then score = 2 end\r\n    elseif nameOfFeature == 'Field' and not controlPanelSettings['BaseDisableFarms'] then\r\n        local numCities = 0\r\n\r\n        local linkedCities = {}\r\n        for _, featureNum in ipairs(featureNums) do\r\n            local linkedFeatureCities = tempLinkedFeatures['City-Field'][featureNum]\r\n            if linkedFeatureCities == nil then linkedFeatureCities = linkedFeatures['City-Field'][featureNum] end\r\n            if linkedFeatureCities ~= nil then\r\n                for k,v in pairs(linkedFeatureCities) do linkedCities[k] = v end\r\n            end\r\n        end\r\n        for connectedFeatureNum, _ in pairs(linkedCities) do\r\n            local openings\r\n            if tempFeatureList[connectedFeatureNum] ~= nil then\r\n                openings = tempFeatureList[connectedFeatureNum].openings\r\n            else\r\n                openings = featureList[connectedFeatureNum].openings\r\n            end\r\n            if openings == 0 then\r\n                numCities = numCities + 1\r\n            end\r\n        end\r\n        if not controlPanelSettings['RIIDisablePigherd'] then\r\n            for _, feature in ipairs(specialFeatures) do\r\n                -- if feature == 'Completed City' then\r\n                --     numCities = numCities + 1\r\n                -- end\r\n                if feature == 'Pig-herd' then\r\n                    containsPigHerd = true\r\n                end\r\n            end\r\n        end\r\n        featureComplete = false --so that this feature won't be scored before the end of the game\r\n        local farmMultiplier = 3\r\n        -- if hasBarn then\r\n        --     if #traversedFollowers > 0 then\r\n        --         if not hasNewBarn then\r\n        --             farmMultiplier = 1\r\n        --         end\r\n        --     else\r\n        --         farmMultiplier = 4\r\n        --     end\r\n        -- end\r\n        if containsPigHerd and #featureFigures.followers > 0 then -- CAR pg 67 ref 194\r\n            farmMultiplier = farmMultiplier + 1\r\n        end\r\n        scoreMultiplier = {}\r\n        for player, value in pairs(followerCounts) do\r\n            if (topWeight > 0 and value >= topWeight) then\r\n                if hasPig[player] ~= nil then\r\n                    scoreMultiplier[player] = farmMultiplier + 1\r\n                else\r\n                    scoreMultiplier[player] = farmMultiplier\r\n                end\r\n            end\r\n        end\r\n        score = numCities\r\n    elseif not controlPanelSettings['BaseDisableRoads'] and nameOfFeature == 'Road' then\r\n        score = numTiles\r\n        local containsInn = false\r\n        if controlPanelSettings['InCInns'] then\r\n            for _, feature in ipairs(specialFeatures) do\r\n                if feature == 'Inn' then\r\n                    containsInn = true\r\n                end\r\n            end\r\n        end\r\n\r\n        if containsInn then\r\n            if featureComplete then\r\n                score = score * 3\r\n            else\r\n                if numRemainingMoves > featureOpenings then\r\n                    score = score * 2 * (1 - blockPercentage)\r\n                else\r\n                    score = 0\r\n                end\r\n            end\r\n        end\r\n    elseif not controlPanelSettings['BaseDisableCloisters'] and table.contains(CLOISTER_FEATURES, nameOfFeature) then\r\n        score = 1\r\n        for x=-1, 1 do\r\n            for z=-1, 1 do\r\n                if not (x == 0 and z == 0) then\r\n                    local nestedX = featureLocation.x + x\r\n                    local nestedZ = featureLocation.z + z\r\n                    if tileGridOccupied(nestedX, featureLocation.z + z) then\r\n                        score = score + 1\r\n                        if controlPanelSettings['HnSVineyards'] then\r\n                            local specialFeatures = getObjectFromGUID(tileGrid[nestedX][featureLocation.z + z].tile_guid).getTable('specialFeatures')\r\n                            if specialFeatures ~= nil then\r\n                                for _, feature in ipairs(specialFeatures) do\r\n                                    if feature == 'Vineyard' then\r\n                                        if featureComplete then\r\n                                            score = score + 3\r\n                                        elseif numRemainingMoves > featureOpenings then\r\n                                            score = score + 3 * (1 - blockPercentage)\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    else\r\n                        local openingCoord = nestedX .. \"-\" .. nestedZ\r\n                        local connectionOdds = nil\r\n                        if tempTileConnectionOdds ~= nil and tempTileConnectionOdds[openingCoord] ~= nil then\r\n                            connectionOdds = tempTileConnectionOdds[openingCoord]\r\n                        elseif tileConnectionOdds[openingCoord] ~= nil then\r\n                            connectionOdds = tileConnectionOdds[openingCoord]\r\n                        end\r\n                        if connectionOdds ~= nil then\r\n                            --any occupied, incomplete features adjacent to this cloister should give a bonus score\r\n                            local extendingFeatures = {}\r\n                            for connectionStat, odds in pairs(connectionOdds) do\r\n                                local features = string.split(connectionStat, \"+\")\r\n                                for _, neighborFeatureNum in ipairs(features) do\r\n                                    if neighborFeatureNum ~= \"close\" and neighborFeatureNum ~= \"extend\" and neighborFeatureNum ~= \"blocked\" and neighborFeatureNum ~= \"totalValid\" then\r\n                                        if extendingFeatures[neighborFeatureNum] == nil then\r\n                                            local feature = tempFeatureList[neighborFeatureNum]\r\n                                            if feature == nil then feature = featureList[neighborFeatureNum] end\r\n                                            if joinedActiveFigures[neighborFeatureNum] ~= nil and feature.nameOfFeature ~= 'Field' and feature.openings ~= 0 and #joinedActiveFigures[neighborFeatureNum].followers > 0 then\r\n                                                score = score + 0.3\r\n                                                break\r\n                                            end\r\n                                            extendingFeatures[neighborFeatureNum] = true\r\n                                        end\r\n                                    end\r\n                                end\r\n                            end\r\n                        end\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        -- if featureComplete then\r\n        --     local challengerTile, challengedTile\r\n        --     if nameOfFeature == 'Cloister' or nameOfFeature == 'Abbey' then\r\n        --         challengerTile = 'Cloister'\r\n        --         challengedTile = 'Shrine'\r\n        --     else\r\n        --         challengerTile = 'Shrine'\r\n        --         challengedTile = 'Cloister'\r\n        --     end\r\n        --     for x=-1, 1 do\r\n        --         for z=-1, 1 do\r\n        --             if not (x == 0 and z == 0) and tileGridOccupied(xIndex + x, zIndex + z) then\r\n        --                 local specialFeatures = getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid).getTable('specialFeatures')\r\n        --                 if specialFeatures ~= nil then\r\n        --                     for i, feature in ipairs(specialFeatures) do\r\n        --                         local adjacentFeature = feature[1]\r\n        --                         if adjacentFeature == 'Abbey' then adjacentFeature = 'Cloister' end\r\n        --                         if adjacentFeature == challengedTile then\r\n        --                             local numTiles = 0\r\n        --                             for nested_x=-1, 1 do\r\n        --                                 for nested_z=-1, 1 do\r\n        --                                     if tileGridOccupied(xIndex + x + nested_x, zIndex + z + nested_z) then\r\n        --                                         numTiles = numTiles + 1\r\n        --                                     end\r\n        --                                 end\r\n        --                             end\r\n        --                             if numTiles ~= 9 then\r\n        --                                 local objs = getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()\r\n        --                                 for _, object in ipairs(objs) do\r\n        --                                     if table.contains(FOLLOWER_TYPES, object.figureName) then\r\n        --                                         local objectXIndex = math.floor((object.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n        --                                         local objectZIndex = math.floor((object.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n        --                                         if objectXIndex == xIndex + x and objectZIndex == zIndex + z then\r\n        --                                             local xPosition = (object.getPosition().x + MIDDLE_OFFSET.x) / TILE_SPACING\r\n        --                                             local zPosition = (object.getPosition().z + MIDDLE_OFFSET.z) / TILE_SPACING\r\n        --                                             xPosition = xPosition - objectXIndex\r\n        --                                             zPosition = zPosition - objectZIndex\r\n        --                                             local closestFeature = findClosestFeature(xPosition, zPosition, getObjectFromGUID(tileGrid[xIndex + x][zIndex + z].tile_guid), rotation)\r\n        --                                             if closestFeature == i + 12 then\r\n        --                                                 object.setLock(false)\r\n        --                                                 object.use_gravity = false\r\n        --                                                 object.interactable = false\r\n        --                                                 --raise the follower in the air\r\n        --                                                 object.setPositionSmooth({object.getPosition().x, object.getPosition().y + 2.5, object.getPosition().z}, false, false)\r\n        --                                                 table.insert(removedFigures, {guid=object.getGUID(), winner=false})\r\n        --                                                 allGameMessage(object.getDescription() .. (object.getDescription() ~= \"\" and \" \" or \"\") .. object.getName() .. \" has lost the Cloister/Shrine challenge.\", player_color_tints[object.owner])\r\n        --                                             end\r\n        --                                         end\r\n        --                                     end\r\n        --                                 end\r\n        --                             end\r\n        --                         end\r\n        --                     end\r\n        --                 end\r\n        --             end\r\n        --         end\r\n        --     end\r\n        -- end\r\n    end\r\n    if topWeight == -1 then\r\n        return score\r\n    end\r\n    for player, value in pairs(followerCounts) do\r\n        if (topWeight > 0 and value >= topWeight) then\r\n            if scoreMultiplier == nil then\r\n                featureScore[player] = featureScore[player] + score\r\n            else\r\n                featureScore[player] = featureScore[player] + (score * scoreMultiplier[player])\r\n            end\r\n        end\r\n    end\r\n    return featureScore\r\nend\r\n\r\nHAND_SCALE_CONSTANT = 1.3 -- for some reason, a hand with {1,1,1} scale is not 1 unit wide in each dimension, but instead around 1.2.\r\n-- Move a card from the specified player's hand to the position smoothly\r\n-- This works by first setting the position directly in front of the hand to prevent rubber-banding, then immediately moving to the intended position\r\nfunction setPositionFromHandSmooth(obj, player_color, position)\r\n  local handTransform = Player[player_color].getHandTransform()\r\n  local tempPosition = obj.getPosition()\r\n  tempPosition.x = tempPosition.x + (handTransform.scale.z * HAND_SCALE_CONSTANT / 2 + obj.getBoundsNormalized().size.z / 2) * handTransform.forward.x\r\n  tempPosition.z = tempPosition.z + (handTransform.scale.z * HAND_SCALE_CONSTANT / 2 + obj.getBoundsNormalized().size.z / 2) * handTransform.forward.z\r\n  obj.setRotation({obj.getRotation().x, handTransform.rotation.y, obj.getRotation().z})\r\n  obj.setPosition(tempPosition)\r\n  obj.setPositionSmooth(position)\r\nend\r\n\r\n--temporary function to get around the bug of not being able to setPosition from a hand\r\nfunction dealInFrontOfHand(obj, player_color, is_a_deck)\r\n  local handTransform = Player[player_color].getHandTransform()\r\n  local tempPosition = handTransform.position\r\n  tempPosition.y = tempPosition.y - 1\r\n  tempPosition.x = tempPosition.x + (handTransform.scale.z + obj.getBoundsNormalized().size.z / 2) * handTransform.forward.x\r\n  tempPosition.z = tempPosition.z + (handTransform.scale.z + obj.getBoundsNormalized().size.z / 2) * handTransform.forward.z\r\n  if is_a_deck then\r\n    local params = {}\r\n    params.position = tempPosition\r\n    params.rotation = {obj.getRotation().x + 180, handTransform.rotation.y, obj.getRotation().z}\r\n    return obj.takeObject(params)\r\n  else\r\n    obj.setPositionSmooth(tempPosition)\r\n    obj.setRotationSmooth({obj.getRotation().x + 180, handTransform.rotation.y, obj.getRotation().z})\r\n  end\r\nend\r\n\r\nfunction AIMoveTileToLocation(newTile, xIndex, zIndex, tileRotation)\r\n    if os.clock() - calculationStart < AI_DRAW_TILE_TIME then -- wait a minimum of this many seconds to make it flow nicer\r\n        wait(AI_DRAW_TILE_TIME - (os.clock() - calculationStart))\r\n    end\r\n\r\n    addTile(xIndex, zIndex, newTile, tileRotation, false)\r\n\r\n    if AI_ANIMATIONS_ENABLED then\r\n        setPositionFromHandSmooth(newTile, activePlayers[currentPlayer], {xIndex * TILE_SPACING - MIDDLE_OFFSET.x, TABLE_SURFACE_Y, zIndex * TILE_SPACING - MIDDLE_OFFSET.z})\r\n        newTile.setRotationSmooth({0, tileRotation * 90, 0})\r\n    else\r\n        newTile.setPosition({xIndex * TILE_SPACING - MIDDLE_OFFSET.x, TABLE_SURFACE_Y, zIndex * TILE_SPACING - MIDDLE_OFFSET.z})\r\n        newTile.setRotation({0, tileRotation * 90, 0})\r\n    end\r\n\r\n    coroutine.yield(0) -- wait one frame before setting interactable to false due to a rubber-banding bug\r\n    newTile.interactable = false\r\n\r\n    if AI_ANIMATIONS_ENABLED then\r\n        Timer.create({identifier=newTile.getGUID() .. os.clock(), function_name='AILockTile', function_owner=nil, parameters={tile=newTile}, delay=2.0})\r\n    else\r\n        AILockTile({tile=newTile})\r\n    end\r\nend\r\n\r\nfunction AILockTile(params)\r\n    local tile = params.tile\r\n    tile.interactable = true\r\n    if AUTOLOCK then\r\n        tile.setLock(true)\r\n    end\r\n    return nextState('tile placed')\r\nend\r\n\r\nfunction AIMoveFigureToLocation()\r\n    local tile = getObjectFromGUID(tileGrid[lastPlacedTileX][lastPlacedTileZ].tile_guid)\r\n    local nameOfFeature = getFeatureName(tile, highestScorePos)\r\n    local x, z = getFeatureLocation(highestScorePos, tile, tileGrid[lastPlacedTileX][lastPlacedTileZ].rotation)\r\n    for _, obj in ipairs(getObjectFromGUID(PLAY_AREA_SCRIPTING_ZONE_GUID).getObjects()) do\r\n        if highestScoreFigure == obj.getVar('figureName') and obj.getVar('owner') == activePlayers[currentPlayer] then\r\n            local xIndex = math.floor((obj.getPosition().x + MIDDLE_OFFSET.x + TILE_SPACING / 2) / TILE_SPACING)\r\n            local zIndex = math.floor((obj.getPosition().z + MIDDLE_OFFSET.z + TILE_SPACING / 2) / TILE_SPACING)\r\n            if tileGrid[xIndex] == nil or tileGrid[xIndex][zIndex] == nil then\r\n                local pieceRotation = 0\r\n                if highestScorePos < 5 then pieceRotation = (highestScorePos - 1) * 90\r\n                elseif highestScorePos < 13 then pieceRotation = math.floor((highestScorePos - 5) / 2) * 90 end\r\n                if (obj.getVar('figureName') == 'Follower' or obj.getVar('figureName') == 'Big Follower') and nameOfFeature == 'Field' then\r\n                    --lay the Follower down\r\n                    if AI_ANIMATIONS_ENABLED then\r\n                        obj.setRotationSmooth({tile.getRotation().x + 90, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                    else\r\n                        obj.setRotation({tile.getRotation().x + 90, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                    end\r\n                else\r\n                    --align with the tile\r\n                    if AI_ANIMATIONS_ENABLED then\r\n                        obj.setRotationSmooth({tile.getRotation().x, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                    else\r\n                        obj.setRotation({tile.getRotation().x, tile.getRotation().y + pieceRotation, tile.getRotation().z})\r\n                    end\r\n                end\r\n                obj.interactable = false\r\n                if AI_ANIMATIONS_ENABLED then\r\n                    obj.setPositionSmooth({(x * TILE_SPACING) + (lastPlacedTileX * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5, (z * TILE_SPACING) + (lastPlacedTileZ * TILE_SPACING) - MIDDLE_OFFSET.z})\r\n                    Timer.create({identifier=obj.getGUID() .. os.clock(), function_name='AILockFigure', function_owner=nil, parameters={figure=obj}, delay=2.0})\r\n                else\r\n                    obj.setPosition({(x * TILE_SPACING) + (lastPlacedTileX * TILE_SPACING) - MIDDLE_OFFSET.x, 1.5, (z * TILE_SPACING) + (lastPlacedTileZ * TILE_SPACING) - MIDDLE_OFFSET.z})\r\n                    Timer.create({identifier=obj.getGUID() .. os.clock(), function_name='AILockFigure', function_owner=nil, parameters={figure=obj}, delay=0.5})\r\n                end\r\n                break\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\nfunction AILockFigure(params)\r\n    local figure = params.figure\r\n    figure.interactable = true\r\n    if AUTOLOCK then\r\n        figure.setLock(true)\r\n    end\r\n    return nextState('placed figure')\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\ai\n\n----#include !\\TTSCarcassonne\\scripts\\global\n",
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'Toggle'\r\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\r\n    self.createButton( button_parameters )\r\n    btnIDs['btn' .. key .. 'Toggle'] = index\r\n    index = index + 1\r\nend\r\n\r\nfunction initializeLabeledCheckbox(x, z, buttonEnabled, key, label, labelOffset, alignment, tooltip)\r\n    button_label_parameters.position = {x + labelOffset.x, BUTTON_HEIGHT, z + labelOffset.z}\r\n    button_label_parameters.label = label\r\n    button_label_parameters.alignment = alignment\r\n    self.createButton( button_label_parameters )\r\n    index = index + 1\r\n\r\n    if buttonEnabled then\r\n        if Global.call('getControlPanelState', {key = key}) then\r\n            button_parameters.label = 'X'\r\n        else\r\n            button_parameters.label = ''\r\n        end\r\n        button_parameters.tooltip = tooltip\r\n        button_parameters.click_function = 'on' .. key .. 'Toggle'\r\n        button_parameters.position = {x, BUTTON_HEIGHT, z}\r\n        self.createButton( button_parameters )\r\n        btnIDs['btn' .. key .. 'Toggle'] = index\r\n        index = index + 1\r\n    end\r\nend\r\n\r\n--will print a message to all players and to the log\r\nfunction allGameMessage(msg, rgb, target_player)\r\n    if type(msg) == 'table' then\r\n      msg = translate(msg)\r\n    end\r\n    if target_player == nil then\r\n        printToAll(msg, rgb)\r\n    else\r\n        for _, player in ipairs(getSeatedPlayers()) do\r\n            if player == target_player then\r\n                broadcastToColor(msg, player, rgb)\r\n            else\r\n                printToColor(msg, player, rgb)\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\n--true if element is one of the elements of the table, otherwise false\r\n--if element is a table, then checks if an identical table is in the table\r\nfunction table.contains(table, element)\r\n    if type(element) == 'table' then\r\n        for _, subtable in pairs(table) do\r\n            local allMatch = true\r\n            for key, value in pairs(subtable) do\r\n                if value ~= element[key] then\r\n                    allMatch = false\r\n                end\r\n            end\r\n            if allMatch then return true end\r\n        end\r\n    else\r\n        for _, value in pairs(table) do\r\n            if value == element then\r\n                return true\r\n            end\r\n        end\r\n    end\r\n    return false\r\nend\r\n\r\nfunction translate(params)\r\n    return Global.call('translate', params)\r\nend\r\n\r\nfunction stringToBracketedHex(color)\r\n    local rgb = stringColorToRGB(color)\r\n    if rgb ~= nil then\r\n        return \"[\" .. string.format(\"%x%x%x\", rgb.r*255,rgb.g*255,rgb.b*255) .. \"]\"\r\n    else\r\n        return \"\"\r\n    end\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\n\r\nNUM_TOWERS_PER_PLAYER = {[1] = 10, [2] = 10, [3] = 9, [4] = 7, [5] = 6, [6] = 5}\r\n\r\nEASY_AI_COLOR = {r=0.5,g=1.0,b=0.5}\r\nHARD_AI_COLOR = {r=1,g=0.3,b=0.3}\r\n\r\nHOTSEAT_ROW = 7.3\r\nROW_1 = 3.7\r\nROW_2 = 1.65\r\nROW_3 = -0.35\r\nROW_4 = -2.4\r\nROW_5 = -4.45\r\nROW_6 = -6.5\r\nROW_7 = -8.55\r\nROW_8 = -10.6\r\nSTARTING_TILE_COLUMN = 8.0\r\nCOLUMN_1 = 6.4\r\nCOLUMN_2 = 3.8\r\nCOLUMN_3 = 1.2\r\nCOLUMN_4 = -1.4\r\nCOLUMN_5 = -4.0\r\nCOLUMN_6 = -6.6\r\n\r\nfunction onLoad()\r\n    --Hot seats\r\n    initializeHotseatButton(COLUMN_1, HOTSEAT_ROW, 'Green')\r\n    initializeHotseatButton(COLUMN_2, HOTSEAT_ROW, 'Purple')\r\n    initializeHotseatButton(COLUMN_3, HOTSEAT_ROW, 'White')\r\n    initializeHotseatButton(COLUMN_4, HOTSEAT_ROW, 'Blue')\r\n    initializeHotseatButton(COLUMN_5, HOTSEAT_ROW, 'Red')\r\n    initializeHotseatButton(COLUMN_6, HOTSEAT_ROW, 'Pink')\r\n    --Starting tiles\r\n    initializeCheckbox(STARTING_TILE_COLUMN, ROW_1, 'StartingTileBase', \"Basic starting tile.\")\r\n    initializeCheckbox(STARTING_TILE_COLUMN, ROW_2, 'StartingTileRiver', \"12 river tiles that create a winding river before adding normal tiles.\")\r\n    initializeCheckbox(STARTING_TILE_COLUMN, ROW_3, 'StartingTileRiverII', \"12 river tiles that feature a fork, dividing the river into 3 parts, and a pig-herd for extra points to farmers.\")\r\n    initializeCheckbox(STARTING_TILE_COLUMN, ROW_4, 'StartingTileRiverBB5', \"12 river tiles that feature permanent extra sheep for shepherds.\")\r\n    initializeCheckbox(STARTING_TILE_COLUMN, ROW_5, 'StartingTileCoC', \"A city where players can store followers whenever they score points for other players (without getting any points themselves). These followers can be snuck into features after they are finished, but before they are scored.\")\r\n    initializeCheckbox(STARTING_TILE_COLUMN, ROW_6, 'StartingTileWoF', \"Draw tiles to spin the wheel for an extra element of chance.\")\r\n    -- initializeLabeledCheckbox(STARTING_TILE_COLUMN, ROW_1, 'StartingTileBase', 'Base Starting Tile', {x=-LABEL_SEPARATION, z=0}, 2)\r\n    -- initializeLabeledCheckbox(STARTING_TILE_COLUMN, ROW_2, 'StartingTileRiver', 'The River', {x=-LABEL_SEPARATION, z=0}, 2)\r\n    -- initializeLabeledCheckbox(STARTING_TILE_COLUMN, ROW_3, 'StartingTileRiverII', 'The River II', {x=-LABEL_SEPARATION, z=0}, 2)\r\n    -- initializeLabeledCheckbox(STARTING_TILE_COLUMN, ROW_4, 'StartingTileRiverBB5', 'The River (Big Box 5)', {x=-LABEL_SEPARATION, z=0}, 2)\r\n    -- initializeLabeledCheckbox(STARTING_TILE_COLUMN, ROW_5, 'StartingTileCoC', 'City of Carcassonne', {x=-LABEL_SEPARATION, z=0}, 2)\r\nend\r\n\r\nfunction initializeHotseatButton(x, z, color)\r\n    if Global.getVar('gameover') then\r\n        if Player[color].seated then\r\n            button_parameters.label = 'X'\r\n            button_parameters.color = stringColorToRGB(color)\r\n        elseif Global.call('getControlPanelState', {key = color .. 'Control'}) ~= nil then\r\n            local hotseatOwner = Global.call('getControlPanelState', {key = color .. 'Control'})\r\n            if hotseatOwner:sub(1,2) == 'AI' then\r\n                if hotseatOwner == 'AI (Easy)' then\r\n                    button_parameters.color = EASY_AI_COLOR\r\n                else\r\n                    button_parameters.color = HARD_AI_COLOR\r\n                end\r\n                button_parameters.label = 'AI'\r\n            else\r\n                button_parameters.label = hotseatOwner:sub(1,1)\r\n                button_parameters.color = stringColorToRGB(hotseatOwner)\r\n            end\r\n        else\r\n            button_parameters.label = ''\r\n            button_parameters.color = WHITE_COLOR\r\n        end\r\n    else --if the game has already started, then display the saved player information\r\n        if table.contains(Global.getTable('activePlayers'), color) then\r\n            if Global.call('getControlPanelState', {key = color .. 'Control'}) ~= nil then\r\n                button_parameters.label = Global.call('getControlPanelState', {key = color .. 'Control'}):sub(1,1)\r\n            else\r\n                button_parameters.label = 'X'\r\n                button_parameters.color = stringColorToRGB(color)\r\n            end\r\n        else\r\n            button_parameters.label = ''\r\n            button_parameters.color = WHITE_COLOR\r\n        end\r\n    end\r\n    button_parameters.click_function = 'on' .. color .. 'HotseatPressed'\r\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\r\n    self.createButton( button_parameters )\r\n    btnIDs['btn' .. color .. 'HotseatButton'] = index\r\n    index = index + 1\r\nend\r\n\r\nfunction onHotseatButtonPressed(sPlayer, color, data_key, button_key)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    local numPlayersChanged = false\r\n    if Player[color].seated then\r\n        printToColor(translate({\"There is already a player sitting at this seat. Cannot create a hotseat player here.\"}), sPlayer, ERROR_COLOR)\r\n        return\r\n    end\r\n    local currentPlayerControl = Global.call('getControlPanelState', {key = data_key})\r\n    local passedcurrentPlayerControl = false\r\n    if currentPlayerControl == nil or currentPlayerControl == 'AIEasy' then --and i == #bots then\r\n        local newDifficulty\r\n        local background_color\r\n        if currentPlayerControl == nil then\r\n            newDifficulty = 'Easy'\r\n            background_color = EASY_AI_COLOR\r\n        else\r\n            newDifficulty = 'Hard (Beta)'\r\n            background_color = HARD_AI_COLOR\r\n        end\r\n        Global.call('setControlPanelState', {key = data_key, value = 'AI' .. newDifficulty})--player})\r\n        allGameMessage(color .. \" has been set to an AI player of difficulty: \" .. newDifficulty, stringColorToRGB(color), nil)\r\n        self.editButton({index = btnIDs[button_key], label = 'AI', color = background_color})\r\n        numPlayersChanged = true\r\n    else\r\n        if currentPlayerControl == 'AIHard (Beta)' then\r\n            passedcurrentPlayerControl = true\r\n        end\r\n        for i, player in ipairs(PLAYER_COLORS) do\r\n            if player == currentPlayerControl then\r\n                passedcurrentPlayerControl = true\r\n            elseif passedcurrentPlayerControl and (Player[player].seated or i == #PLAYER_COLORS) then\r\n                if Player[player].seated then\r\n                    Global.call('setControlPanelState', {key = data_key, value = player})\r\n                    allGameMessage({\"{c1} has been set to a hotseat player of {p1}\", {'{c1}', color}, {'{p1}', stringToBracketedHex(player) .. player}}, stringColorToRGB(color), player)\r\n                    self.editButton({index = btnIDs[button_key], label = Global.call('getControlPanelState', {key = color .. 'Control'}):sub(1,1), color = stringColorToRGB(player)})\r\n                else\r\n                    Global.call('setControlPanelState', {key = data_key, value = nil})\r\n                    allGameMessage({\"{c1} is no longer a hotseat player\", {'{c1}', color}}, NEUTRAL_COLOR)\r\n                    self.editButton({index = btnIDs[button_key], label = '', color=WHITE_COLOR})\r\n                    numPlayersChanged = true\r\n                end\r\n                break\r\n            end\r\n        end\r\n    end\r\n\r\n    if numPlayersChanged then\r\n        local numPlayers = 0\r\n        for _, color in ipairs(PLAYER_COLORS) do\r\n            if Player[color].seated or Global.call('getControlPanelState', {key = color .. 'Control'}) ~= nil then\r\n                numPlayers = numPlayers + 1\r\n            end\r\n        end\r\n        Global.call('setControlPanelState', {key = 'TowerNumTowers', value = NUM_TOWERS_PER_PLAYER[numPlayers]})\r\n        if Global.call('getControlPanelState', {key = 'TowerTowers'}) then\r\n            allGameMessage({\"Warning: Tower count has changed to {n1} due to a hotseat/AI player being added/removed.\", {'{n1}', NUM_TOWERS_PER_PLAYER[numPlayers]}}, NEUTRAL_COLOR, nil)\r\n        end\r\n    end\r\nend\r\n\r\n-- This should be called after the global onPlayerChangedColor is called, and it appears to do so when tested. Otherwise, the incorrect data will be displayed\r\nfunction onPlayerChangedColor(player)\r\n    if not Global.getVar('gameover') then return end\r\n    for _, color in ipairs(PLAYER_COLORS) do\r\n        if Player[color].seated then\r\n            self.editButton({index = btnIDs['btn' .. color .. 'HotseatButton'], label = 'X', color=stringColorToRGB(color)})\r\n        elseif Global.call('getControlPanelState', {key = color .. 'Control'}) ~= nil then\r\n            if Global.call('getControlPanelState', {key = color .. 'Control'}):sub(1,2) == 'AI' then\r\n                self.editButton({index = btnIDs['btn' .. color .. 'HotseatButton'], label = 'AI'})\r\n            else\r\n                local player = Global.call('getControlPanelState', {key = color .. 'Control'})\r\n                self.editButton({index = btnIDs['btn' .. color .. 'HotseatButton'], label = player:sub(1,1), color = stringColorToRGB(player)})\r\n            end\r\n        else\r\n            self.editButton({index = btnIDs['btn' .. color .. 'HotseatButton'], label = '', color=WHITE_COLOR})\r\n        end\r\n    end\r\nend\r\n\r\nfunction onStartingCheckboxToggle(sPlayer, data_key, button_key)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = data_key}) then\r\n        Global.call('setControlPanelState', {key = data_key, value = false})\r\n        self.editButton({index = btnIDs[button_key], label = ''})\r\n    else\r\n        if data_key == 'StartingTileBase' and hasIncompatibleStartingTiles() then\r\n            printToColor(\"You cannot enable the base starting tile while other starting tiles are enabled.\", sPlayer, ERROR_COLOR)\r\n            return\r\n        end\r\n        Global.call('setControlPanelState', {key = data_key, value = true})\r\n        self.editButton({index = btnIDs[button_key], label = 'X'})\r\n        if Global.call('getControlPanelState', {key = 'StartingTileBase'}) and hasIncompatibleStartingTiles() then\r\n            Global.call('setControlPanelState', {key = 'StartingTileBase', value = false})\r\n            self.editButton({index = btnIDs['btnStartingTileBaseToggle'], label = ''})\r\n            printToColor(\"The base starting tile cannot be combined with this starting tile set. Removing base tile.\", sPlayer, ERROR_COLOR)\r\n        end\r\n    end\r\nend\r\n\r\nfunction onGreenHotseatPressed(object, sPlayer)\r\n    onHotseatButtonPressed(sPlayer, 'Green', 'GreenControl', 'btnGreenHotseatButton')\r\nend\r\n\r\nfunction onPurpleHotseatPressed(object, sPlayer)\r\n    onHotseatButtonPressed(sPlayer, 'Purple', 'PurpleControl', 'btnPurpleHotseatButton')\r\nend\r\n\r\nfunction onWhiteHotseatPressed(object, sPlayer)\r\n    onHotseatButtonPressed(sPlayer, 'White', 'WhiteControl', 'btnWhiteHotseatButton')\r\nend\r\n\r\nfunction onBlueHotseatPressed(object, sPlayer)\r\n    onHotseatButtonPressed(sPlayer, 'Blue', 'BlueControl', 'btnBlueHotseatButton')\r\nend\r\n\r\nfunction onRedHotseatPressed(object, sPlayer)\r\n    onHotseatButtonPressed(sPlayer, 'Red', 'RedControl', 'btnRedHotseatButton')\r\nend\r\n\r\nfunction onPinkHotseatPressed(object, sPlayer)\r\n    onHotseatButtonPressed(sPlayer, 'Pink', 'PinkControl', 'btnPinkHotseatButton')\r\nend\r\n\r\nfunction onStartingTileBaseToggle(Object, sPlayer)\r\n    onStartingCheckboxToggle(sPlayer, 'StartingTileBase', 'btnStartingTileBaseToggle')\r\nend\r\n\r\nfunction onStartingTileRiverToggle(Object, sPlayer)\r\n    onStartingCheckboxToggle(sPlayer, 'StartingTileRiver', 'btnStartingTileRiverToggle')\r\nend\r\n\r\nfunction onStartingTileRiverIIToggle(Object, sPlayer)\r\n    onStartingCheckboxToggle(sPlayer, 'StartingTileRiverII', 'btnStartingTileRiverIIToggle')\r\nend\r\n\r\nfunction onStartingTileRiverBB5Toggle(Object, sPlayer)\r\n    onStartingCheckboxToggle(sPlayer, 'StartingTileRiverBB5', 'btnStartingTileRiverBB5Toggle')\r\nend\r\n\r\nfunction onStartingTileCoCToggle(Object, sPlayer)\r\n    onStartingCheckboxToggle(sPlayer, 'StartingTileCoC', 'btnStartingTileCoCToggle')\r\nend\r\n\r\nfunction onStartingTileWoFToggle(Object, sPlayer)\r\n    onStartingCheckboxToggle(sPlayer, 'StartingTileWoF', 'btnStartingTileWoFToggle')\r\nend\r\n\r\nfunction hasIncompatibleStartingTiles(data_key)\r\n    local startingGroup = {'StartingTileRiver', 'StartingTileRiverII', 'StartingTileRiverBB5', 'StartingTileCoC', 'StartingTileWoF', 'StartingTileWindRoses'}\r\n    for _, setting_key in ipairs(startingGroup) do\r\n        if Global.call('getControlPanelState', {key = setting_key}) then\r\n            return true\r\n        end\r\n    end\r\n    return false\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\control_panel_page_1\n",
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              "y": 0.15,
              "z": 8.88
            },
            {
              "x": 4.27,
              "y": 0.15,
              "z": 8.73
            },
            {
              "x": 4.26,
              "y": 0.15,
              "z": 8.58
            },
            {
              "x": 4.26,
              "y": 0.15,
              "z": 8.43
            },
            {
              "x": 4.2,
              "y": 0.15,
              "z": 8.58
            },
            {
              "x": 4.13,
              "y": 0.15,
              "z": 8.82
            },
            {
              "x": 4.02,
              "y": 0.15,
              "z": 9.0
            },
            {
              "x": 3.93,
              "y": 0.15,
              "z": 9.15
            },
            {
              "x": 3.81,
              "y": 0.15,
              "z": 9.34
            }
          ],
          "color": {
            "r": 0.854901969,
            "g": 0.09803922,
            "b": 0.09019608
          },
          "playerId": 1,
          "lineId": 27,
          "canvasId": 1
        },
        {
          "points3": [
            {
              "x": 4.4,
              "y": 0.15,
              "z": 8.43
            },
            {
              "x": 4.64,
              "y": 0.15,
              "z": 8.55
            },
            {
              "x": 4.8,
              "y": 0.15,
              "z": 8.7
            },
            {
              "x": 4.89,
              "y": 0.15,
              "z": 8.82
            },
            {
              "x": 4.99,
              "y": 0.15,
              "z": 8.94
            },
            {
              "x": 5.09,
              "y": 0.15,
              "z": 9.07
            }
          ],
          "color": {
            "r": 0.854901969,
            "g": 0.09803922,
            "b": 0.09019608
          },
          "playerId": 1,
          "lineId": 28,
          "canvasId": 1
        },
        {
          "points3": [
            {
              "x": 4.86,
              "y": 0.15,
              "z": 12.84
            },
            {
              "x": 4.89,
              "y": 0.15,
              "z": 12.61
            },
            {
              "x": 4.92,
              "y": 0.15,
              "z": 12.4
            },
            {
              "x": 4.96,
              "y": 0.15,
              "z": 12.13
            },
            {
              "x": 5.02,
              "y": 0.15,
              "z": 11.97
            },
            {
              "x": 5.11,
              "y": 0.15,
              "z": 11.74
            },
            {
              "x": 5.2,
              "y": 0.15,
              "z": 11.57
            },
            {
              "x": 5.28,
              "y": 0.15,
              "z": 11.37
            },
            {
              "x": 5.34,
              "y": 0.15,
              "z": 11.18
            },
            {
              "x": 5.43,
              "y": 0.15,
              "z": 10.98
            },
            {
              "x": 5.49,
              "y": 0.15,
              "z": 10.79
            },
            {
              "x": 5.61,
              "y": 0.15,
              "z": 10.57
            },
            {
              "x": 5.67,
              "y": 0.15,
              "z": 10.34
            },
            {
              "x": 5.74,
              "y": 0.15,
              "z": 10.06
            },
            {
              "x": 5.77,
              "y": 0.15,
              "z": 9.87
            },
            {
              "x": 5.86,
              "y": 0.15,
              "z": 9.65
            },
            {
              "x": 5.95,
              "y": 0.15,
              "z": 9.44
            },
            {
              "x": 6.03,
              "y": 0.15,
              "z": 9.25
            },
            {
              "x": 6.11,
              "y": 0.15,
              "z": 9.1
            },
            {
              "x": 6.19,
              "y": 0.15,
              "z": 8.92
            },
            {
              "x": 6.33,
              "y": 0.15,
              "z": 8.74
            },
            {
              "x": 6.45,
              "y": 0.15,
              "z": 8.53
            },
            {
              "x": 6.55,
              "y": 0.15,
              "z": 8.38
            },
            {
              "x": 6.31,
              "y": 0.15,
              "z": 8.47
            },
            {
              "x": 6.14,
              "y": 0.15,
              "z": 8.65
            },
            {
              "x": 5.99,
              "y": 0.15,
              "z": 8.89
            },
            {
              "x": 5.78,
              "y": 0.15,
              "z": 9.13
            },
            {
              "x": 5.67,
              "y": 0.15,
              "z": 9.28
            },
            {
              "x": 5.54,
              "y": 0.15,
              "z": 9.41
            }
          ],
          "color": {
            "r": 0.854901969,
            "g": 0.09803922,
            "b": 0.09019608
          },
          "playerId": 1,
          "lineId": 29,
          "canvasId": 1
        },
        {
          "points3": [
            {
              "x": 6.62,
              "y": 0.15,
              "z": 8.29
            },
            {
              "x": 6.75,
              "y": 0.15,
              "z": 8.47
            },
            {
              "x": 6.83,
              "y": 0.15,
              "z": 8.71
            },
            {
              "x": 6.84,
              "y": 0.15,
              "z": 8.86
            },
            {
              "x": 6.85,
              "y": 0.15,
              "z": 9.04
            },
            {
              "x": 6.9,
              "y": 0.15,
              "z": 9.32
            },
            {
              "x": 6.91,
              "y": 0.15,
              "z": 9.47
            }
          ],
          "color": {
            "r": 0.854901969,
            "g": 0.09803922,
            "b": 0.09019608
          },
          "playerId": 1,
          "lineId": 30,
          "canvasId": 1
        }
      ],
      "States": {
        "2": {
          "Name": "Custom_Model",
          "Transform": {
            "posX": 0.0,
            "posY": 1.06,
            "posZ": 29.415,
            "rotX": -1.43483851E-06,
            "rotY": -0.00268260133,
            "rotZ": 6.55450435E-07,
            "scaleX": 0.475000471,
            "scaleY": 0.475000471,
            "scaleZ": 0.475000471
          },
          "Nickname": "Control Panel p. 2",
          "Description": "Use the number keys to show other pages",
          "ColorDiffuse": {
            "r": 1.0,
            "g": 1.0,
            "b": 1.0
          },
          "Locked": true,
          "Grid": true,
          "Snap": false,
          "Autoraise": true,
          "Sticky": true,
          "Tooltip": true,
          "GridProjection": false,
          "Hands": false,
          "CustomMesh": {
            "MeshURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXdXd0b2Z3c19ENmc",
            "DiffuseURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXSW1QU0dxT1Y4dnM",
            "NormalURL": "",
            "ColliderURL": "",
            "Convex": true,
            "MaterialIndex": 3,
            "TypeIndex": 4,
            "CastShadows": true
          },
          "LuaScript": "----#include !\\TTSCarcassonne\\scripts\\control_panel_page_2\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\n-- Button IDs:\nbtnIDs = {}\nindex = 0\nBUTTON_HEIGHT = 0.1\nLABEL_SEPARATION = 1.1\nPLAYER_COLORS = {'Green', 'Purple', 'White', 'Blue', 'Red', 'Pink'}\nNEUTRAL_COLOR = {r=0.5,g=0.5,b=0.5}\nERROR_COLOR = {r=1,g=0,b=0}\nbutton_parameters = {}\nbutton_parameters.function_owner = self\nbutton_parameters.rotation = {0.0, 180.0, 0.0}\nbutton_parameters.width = 480\nbutton_parameters.height = 480\nbutton_parameters.font_size = 300\nbutton_label_parameters = {}\nbutton_label_parameters.function_owner = self\nbutton_label_parameters.rotation = {0.0, 180.0, 0.0}\nbutton_label_parameters.width = 0\nbutton_label_parameters.height = 0\nbutton_label_parameters.font_size = 300\nbutton_label_parameters.click_function = 'fakeButton'\nbutton_label_parameters.alignment = 2\nexpansion_label_parameters = {}\nexpansion_label_parameters.function_owner = self\nexpansion_label_parameters.rotation = {0.0, 180.0, 0.0}\nexpansion_label_parameters.width = 0\nexpansion_label_parameters.height = 0\nexpansion_label_parameters.font_size = 400\nexpansion_label_parameters.click_function = 'fakeButton'\ncategory_label_parameters = {}\ncategory_label_parameters.function_owner = self\ncategory_label_parameters.rotation = {0.0, 180.0, 0.0}\ncategory_label_parameters.width = 0\ncategory_label_parameters.height = 0\ncategory_label_parameters.font_size = 500\ncategory_label_parameters.click_function = 'fakeButton'\nfunction onCheckboxToggle(sPlayer, data_key, button_key)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    if Global.call('getControlPanelState', {key = data_key}) then\n        Global.call('setControlPanelState', {key = data_key, value = false})\n        self.editButton({index = btnIDs[button_key], label = ''})\n    else\n        Global.call('setControlPanelState', {key = data_key, value = true})\n        self.editButton({index = btnIDs[button_key], label = 'X'})\n    end\n    checkAllCheckboxes()\nend\nfunction createExpansionLabel(z, label)\n    expansion_label_parameters.position = {0, BUTTON_HEIGHT, z + EXPANSION_LABEL_SEPARATION}\n    expansion_label_parameters.label = label\n    self.createButton( expansion_label_parameters )\n    index = index + 1\nend\nfunction initializeCheckbox(x, z, key, tooltip)\n    if Global.call('getControlPanelState', {key = key}) then\n        button_parameters.label = 'X'\n    else\n        button_parameters.label = ''\n    end\n    button_parameters.tooltip = tooltip\n    button_parameters.click_function = 'on' .. key .. 'Toggle'\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\n    self.createButton( button_parameters )\n    btnIDs['btn' .. key .. 'Toggle'] = index\n    index = index + 1\nend\nfunction initializeLabeledCheckbox(x, z, buttonEnabled, key, label, labelOffset, alignment, tooltip)\n    button_label_parameters.position = {x + labelOffset.x, BUTTON_HEIGHT, z + labelOffset.z}\n    button_label_parameters.label = label\n    button_label_parameters.alignment = alignment\n    self.createButton( button_label_parameters )\n    index = index + 1\n    if buttonEnabled then\n        if Global.call('getControlPanelState', {key = key}) then\n            button_parameters.label = 'X'\n        else\n            button_parameters.label = ''\n        end\n        button_parameters.tooltip = tooltip\n        button_parameters.click_function = 'on' .. key .. 'Toggle'\n        button_parameters.position = {x, BUTTON_HEIGHT, z}\n        self.createButton( button_parameters )\n        btnIDs['btn' .. key .. 'Toggle'] = index\n        index = index + 1\n    end\nend\n--will print a message to all players and to the log\nfunction allGameMessage(msg, rgb, target_player)\n    if type(msg) == 'table' then\n      msg = translate(msg)\n    end\n    if target_player == nil then\n        printToAll(msg, rgb)\n    else\n        for _, player in ipairs(getSeatedPlayers()) do\n            if player == target_player then\n                broadcastToColor(msg, player, rgb)\n            else\n                printToColor(msg, player, rgb)\n            end\n        end\n    end\nend\n--true if element is one of the elements of the table, otherwise false\n--if element is a table, then checks if an identical table is in the table\nfunction table.contains(table, element)\n    if type(element) == 'table' then\n        for _, subtable in pairs(table) do\n            local allMatch = true\n            for key, value in pairs(subtable) do\n                if value ~= element[key] then\n                    allMatch = false\n                end\n            end\n            if allMatch then return true end\n        end\n    else\n        for _, value in pairs(table) do\n            if value == element then\n                return true\n            end\n        end\n    end\n    return false\nend\nfunction translate(params)\n    return Global.call('translate', params)\nend\nfunction stringToBracketedHex(color)\n    local rgb = stringColorToRGB(color)\n    if rgb ~= nil then\n        return \"[\" .. string.format(\"%x%x%x\", rgb.r*255,rgb.g*255,rgb.b*255) .. \"]\"\n    else\n        return \"\"\n    end\nend\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\nROW_1 = 6.5\nROW_2 = 1.1\nROW_3 = -2.95\nROW_4 = -7.1\nROW_5 = -11.4\nCOLUMN_1 = 7.9\nCOLUMN_2 = 6.25\nCOLUMN_3 = 2.95\nCOLUMN_4 = -0.4\nCOLUMN_5 = -3.75\nCOLUMN_6 = -7.1\nNUM_TOWERS_PER_PLAYER = {[1] = 10, [2] = 10, [3] = 9, [4] = 7, [5] = 6, [6] = 5}\nnumPlayers = 1\nfunction onLoad()\n    button_parameters.click_function = 'onBaseFollowerDecr'\n    button_parameters.label = '-'\n    button_parameters.position = {COLUMN_3 + 1, BUTTON_HEIGHT, ROW_1}\n    self.createButton( button_parameters )\n    btnIDs['btnBaseFollowerDecr'] = index\n    index = index + 1\n    button_parameters.click_function = 'onBaseFollowerToggle'\n    button_parameters.position = {COLUMN_3, BUTTON_HEIGHT, ROW_1}\n    button_parameters.tooltip = \"Follower - The Follower is the basic piece of the player. It can be placed on cities, roads, fields, or cloisters (churches) to take control of that feature.\"\n    button_parameters.label = '7'\n    self.createButton( button_parameters )\n    btnIDs['btnBaseFollowerToggle'] = index\n    index = index + 1\n    button_parameters.click_function = 'onBaseFollowerIncr'\n    button_parameters.label = '+'\n    button_parameters.position = {COLUMN_3 - 1, BUTTON_HEIGHT, ROW_1}\n    self.createButton( button_parameters )\n    btnIDs['btnBaseFollowerIncr'] = index\n    index = index + 1\n-- Base game\n    initializeCheckbox(COLUMN_2, ROW_1, 'BaseTiles', \"71 tiles\")\n--Inns & Cathedrals\n    initializeAllCheckbox(COLUMN_1, ROW_2, 'InCAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_2, 'InCTiles', \"18 tiles\")\n    initializeCheckbox(COLUMN_3, ROW_2, 'InCBigFollower', \"Follower - The Big Follower has the same weight as 2 normal followers. This means that only 1 big follower is needed to steal a feature controlled by a player with only 1 normal follower. Even if the player had 2 normal followers, the points would still be shared.\")\n    initializeCheckbox(COLUMN_4, ROW_2, 'InCInns', \"Roads with inns are granted double points when they are finished, but are given no points if they do not finish.\")\n    initializeCheckbox(COLUMN_5, ROW_2, 'InCCathedrals', \"Cities with cathedrals are granted triple points when they are finished (instead of double), but are given no points if they do not finish.\")\n--Traders & Builders\n    initializeAllCheckbox(COLUMN_1, ROW_3, 'TnBAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_3, 'TnBTiles', \"24 tiles\")\n    initializeCheckbox(COLUMN_3, ROW_3, 'TnBBuilder', \"Special Figure - The builder can be placed on any road or city which already has one of your followers. Once placed, anytime the owner of the builder adds to this feature, they will be able to draw an additional tile.\")\n    initializeCheckbox(COLUMN_4, ROW_3, 'TnBPig', \"Special Figure - The pig can be placed on any field that already has one of your followers. At the end of the game, any field containing the pig (that scored points for the player) will score an additional 1 point per city\")\n    initializeCheckbox(COLUMN_5, ROW_3, 'TnBTradeGoods', \"Trade goods icons are present in some cities on Traders and Builders tiles. When a player completes the city (regardless if it was controlled by that player), they will be awarded a token. The player with the most of each type of token will be awarded 10 points at the end of the game. Disabling this does not prevent tiles with trade token icons from being included, but it will prevent the tokens from being awarded.\")\n--The Princess & The Dragon\n    initializeAllCheckbox(COLUMN_1, ROW_4, 'PnDAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_4, 'PnDTiles', \"30 tiles\")\n    initializeCheckbox(COLUMN_3, ROW_4, 'PnDDragon', \"Neutral Figure - The Dragon will be summoned when a tile with a volcano is drawn. Afterwards, each time a tile with a dragon icon is drawn, the dragon is moved by the players 6 times. The dragon eats most figures on each tile it is moved to. See rules for more details.\")\n    initializeCheckbox(COLUMN_4, ROW_4, 'PnDFairy', \"Neutral Figure - The fairy can be moved instead of placing a follower on one's turn. The fairy does 3 things: gives 1 point to the follower next to it at the beginning of that follower's turn, gives 3 points when that follower's feature gets finished, and protects the tile from the dragon.\")\n    initializeCheckbox(COLUMN_5, ROW_4, 'PnDMagicPortal', \"When a tile with a magic portal is drawn, the next follower may be placed on that tile or any other tile already played. The usual rules on follower placement must still be followed.\")\n    initializeCheckbox(COLUMN_6, ROW_4, 'PnDPrincess', \"Placing a city with the princess will allow the placing player to remove one knight (follower) from the connected city, instead of placing a follower.\")\n--The Tower\n    initializeAllCheckbox(COLUMN_1, ROW_5, 'TowerAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_5, 'TowerTiles', \"18 tiles\")\n    button_parameters.click_function = 'onTowerDecr'\n    button_parameters.label = '-'\n    button_parameters.position = {COLUMN_3 + 1, BUTTON_HEIGHT, ROW_5}\n    self.createButton( button_parameters )\n    btnIDs['btnTowerDecr'] = index\n    index = index + 1\n    button_parameters.click_function = 'onTowerTowersToggle'\n    button_parameters.label = '0'\n    button_parameters.position = {COLUMN_3, BUTTON_HEIGHT, ROW_5}\n    button_parameters.tooltip = \"Tower - A tower can be placed on a Tower foundation or another tower to capture a follower. The taller a tower is built, the further its range.\"\n    if Global.call('getControlPanelState', {key = 'TowerTowers'}) then\n        button_parameters.label = '' .. Global.call('getControlPanelState', {key = 'TowerNumTowers'})\n    end\n    self.createButton( button_parameters )\n    btnIDs['btnTowerTowersToggle'] = index\n    index = index + 1\n    button_parameters.click_function = 'onTowerIncr'\n    button_parameters.label = '+'\n    button_parameters.position = {COLUMN_3 - 1, BUTTON_HEIGHT, ROW_5}\n    self.createButton( button_parameters )\n    btnIDs['btnTowerIncr'] = index\n    index = index + 1\nend\nfunction initializeAllCheckbox(x, z, key, description)\n    local buttonGroup\n    if key == 'InCAll' then buttonGroup = {'InCTiles', 'InCBigFollower', 'InCInns', 'InCCathedrals'}\n    elseif key == 'TnBAll' then buttonGroup = {'TnBTiles', 'TnBBuilder', 'TnBPig', 'TnBTradeGoods'}\n    elseif key == 'PnDAll' then buttonGroup = {'PnDTiles', 'PnDDragon', 'PnDFairy', 'PnDMagicPortal', 'PnDPrincess'}\n    elseif key == 'TowerAll' then buttonGroup = {'TowerTiles', 'TowerTowers'}\n    else return end\n    local allChecked = true\n    for _, setting_key in ipairs(buttonGroup) do\n        if not Global.call('getControlPanelState', {key = setting_key}) then\n            allChecked = false\n        end\n    end\n    if allChecked then\n        button_parameters.label = 'X'\n    else\n        button_parameters.label = ''\n    end\n    button_parameters.tooltip = description\n    button_parameters.click_function = 'on' .. key .. 'Toggle'\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\n    self.createButton( button_parameters )\n    btnIDs['btn' .. key .. 'Toggle'] = index\n    index = index + 1\nend\nfunction checkAllCheckboxes()\n    for _, button_key in ipairs({'btnInCAllToggle', 'btnTnBAllToggle', 'btnPnDAllToggle', 'btnTowerAllToggle'}) do\n        local buttonGroup\n        if button_key == 'btnInCAllToggle' then buttonGroup = {'InCTiles', 'InCBigFollower', 'InCInns', 'InCCathedrals'}\n        elseif button_key == 'btnTnBAllToggle' then buttonGroup = {'TnBTiles', 'TnBBuilder', 'TnBPig', 'TnBTradeGoods'}\n        elseif button_key == 'btnPnDAllToggle' then buttonGroup = {'PnDTiles', 'PnDDragon', 'PnDFairy', 'PnDMagicPortal', 'PnDPrincess'}\n        elseif button_key == 'btnTowerAllToggle' then buttonGroup = {'TowerTiles', 'TowerTowers'}\n        else return end\n        local allChecked = true\n        for _, key in ipairs(buttonGroup) do\n            if not Global.call('getControlPanelState', {key = key}) then\n                allChecked = false\n            end\n        end\n        if allChecked then\n            self.editButton({index = btnIDs[button_key], label = 'X'})\n        else\n            self.editButton({index = btnIDs[button_key], label = ''})\n        end\n    end\nend\nfunction onAllButtonToggle(sPlayer, button_key)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    local buttonGroup\n    if button_key == 'btnInCAllToggle' then buttonGroup = {'InCTiles', 'InCBigFollower', 'InCInns', 'InCCathedrals'}\n    elseif button_key == 'btnTnBAllToggle' then buttonGroup = {'TnBTiles', 'TnBBuilder', 'TnBPig', 'TnBTradeGoods'}\n    elseif button_key == 'btnPnDAllToggle' then buttonGroup = {'PnDTiles', 'PnDDragon', 'PnDFairy', 'PnDMagicPortal', 'PnDPrincess'}\n    elseif button_key == 'btnTowerAllToggle' then buttonGroup = {'TowerTiles', 'TowerTowers'}\n    else return end\n    local allChecked = true\n    for _, key in ipairs(buttonGroup) do\n        if not Global.call('getControlPanelState', {key = key}) then\n            allChecked = false\n        end\n    end\n    local label\n    local value\n    if allChecked then\n        label = ''\n        value = false\n    else\n        label = 'X'\n        value = true\n    end\n    self.editButton({index = btnIDs[button_key], label = label})\n    for _, key in ipairs(buttonGroup) do\n        if key == 'TowerTowers' then\n            if Global.call('getControlPanelState', {key = 'TowerTowers'}) then\n                Global.call('setControlPanelState', {key = 'TowerTowers', value = false})\n                self.editButton({index = btnIDs['btnTowerTowersToggle'], label = '0'})\n            else\n                Global.call('setControlPanelState', {key = 'TowerTowers', value = true})\n                self.editButton({index = btnIDs['btnTowerTowersToggle'], label = '' .. Global.call('getControlPanelState', {key = 'TowerNumTowers'})})\n            end\n        else\n            self.editButton({index = btnIDs['btn' .. key .. 'Toggle'], label = label})\n            Global.call('setControlPanelState', {key = key, value = value})\n        end\n    end\nend\nfunction onBaseTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'BaseTiles', 'btnBaseTilesToggle')\nend\nfunction onBaseFollowerDecr(Object, sPlayer)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    local numFollowers = Global.call('getControlPanelState', {key = 'BaseNumFollowers'})\n    numFollowers = numFollowers - 1\n    if numFollowers < 0 then numFollowers = 0 end\n    if numFollowers == 6 then\n        printToColor(\"Warning: It is strongly recommended to leave the number of followers at 7\", sPlayer, {1,0,0})\n    end\n    Global.call('setControlPanelState', {key = 'BaseNumFollowers', value = numFollowers})\n    self.editButton({index = btnIDs['btnBaseFollowerToggle'], label = '' .. numFollowers})\nend\nfunction onBaseFollowerIncr(Object, sPlayer)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    local numFollowers = Global.call('getControlPanelState', {key = 'BaseNumFollowers'})\n    numFollowers = numFollowers + 1\n    if numFollowers > 16 then numFollowers = 16 end\n    if numFollowers == 8 then\n        printToColor(\"Warning: It is strongly recommended to leave the number of followers at 7\", sPlayer, {1,0,0})\n    end\n    Global.call('setControlPanelState', {key = 'BaseNumFollowers', value = numFollowers})\n    self.editButton({index = btnIDs['btnBaseFollowerToggle'], label = '' .. numFollowers})\nend\nfunction onBaseFollowerToggle(Object, sPlayer)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    if Global.call('getControlPanelState', {key = 'BaseFollower'}) then\n        Global.call('setControlPanelState', {key = 'BaseFollower', value = false})\n        self.editButton({index = btnIDs['btnBaseFollowerToggle'], label = '0'})\n        printToColor(\"Warning: It is strongly recommended not to turn off followers\", sPlayer, {1,0,0})\n    else\n        Global.call('setControlPanelState', {key = 'BaseFollower', value = true})\n        self.editButton({index = btnIDs['btnBaseFollowerToggle'], label = '' .. Global.call('getControlPanelState', {key = 'BaseNumFollowers'})})\n    end\n    checkAllCheckboxes()\nend\nfunction onInCAllToggle(Object, sPlayer)\n    onAllButtonToggle(sPlayer, 'btnInCAllToggle')\nend\nfunction onInCTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'InCTiles', 'btnInCTilesToggle')\nend\nfunction onInCBigFollowerToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'InCBigFollower', 'btnInCBigFollowerToggle')\nend\nfunction onInCInnsToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'InCInns', 'btnInCInnsToggle')\nend\nfunction onInCCathedralsToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'InCCathedrals', 'btnInCCathedralsToggle')\nend\nfunction onTnBAllToggle(Object, sPlayer)\n    onAllButtonToggle(sPlayer, 'btnTnBAllToggle')\nend\nfunction onTnBTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'TnBTiles', 'btnTnBTilesToggle')\nend\nfunction onTnBBuilderToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'TnBBuilder', 'btnTnBBuilderToggle')\nend\nfunction onTnBPigToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'TnBPig', 'btnTnBPigToggle')\nend\nfunction onTnBTradeGoodsToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'TnBTradeGoods', 'btnTnBTradeGoodsToggle')\nend\nfunction onPnDAllToggle(Object, sPlayer)\n    onAllButtonToggle(sPlayer, 'btnPnDAllToggle')\nend\nfunction onPnDTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'PnDTiles', 'btnPnDTilesToggle')\nend\nfunction onPnDDragonToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'PnDDragon', 'btnPnDDragonToggle')\nend\nfunction onPnDFairyToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'PnDFairy', 'btnPnDFairyToggle')\nend\nfunction onPnDMagicPortalToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'PnDMagicPortal', 'btnPnDMagicPortalToggle')\nend\nfunction onPnDPrincessToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'PnDPrincess', 'btnPnDPrincessToggle')\nend\nfunction onTowerAllToggle(Object, sPlayer)\n    onAllButtonToggle(sPlayer, 'btnTowerAllToggle')\nend\nfunction onTowerTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'TowerTiles', 'btnTowerTilesToggle')\nend\nfunction onTowerDecr(Object, sPlayer)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    local numTowers = Global.call('getControlPanelState', {key = 'TowerNumTowers'})\n    numTowers = numTowers - 1\n    if numTowers < 0 then numTowers = 0 end\n    if numFollowers == NUM_TOWERS_PER_PLAYER[numPlayers] - 1 then\n        printToColor(\"Warning: It is strongly recommended to leave the number of towers at the default number\", sPlayer, {1,0,0})\n    end\n    Global.call('setControlPanelState', {key = 'TowerNumTowers', value = numTowers})\n    self.editButton({index = btnIDs['btnTowerTowersToggle'], label = '' .. numTowers})\nend\nfunction onTowerIncr(Object, sPlayer)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    local numTowers = Global.call('getControlPanelState', {key = 'TowerNumTowers'})\n    numTowers = numTowers + 1\n    if numTowers > 30 then numTowers = 30 end\n    if numFollowers == NUM_TOWERS_PER_PLAYER[numPlayers] + 1 then\n        printToColor(\"Warning: It is strongly recommended to leave the number of towers at the default number\", sPlayer, {1,0,0})\n    end\n    Global.call('setControlPanelState', {key = 'TowerNumTowers', value = numTowers})\n    self.editButton({index = btnIDs['btnTowerTowersToggle'], label = '' .. numTowers})\nend\nfunction onTowerTowersToggle(Object, sPlayer)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    if Global.call('getControlPanelState', {key = 'TowerTowers'}) then\n        Global.call('setControlPanelState', {key = 'TowerTowers', value = false})\n        self.editButton({index = btnIDs['btnTowerTowersToggle'], label = '0'})\n    else\n        Global.call('setControlPanelState', {key = 'TowerTowers', value = true})\n        self.editButton({index = btnIDs['btnTowerTowersToggle'], label = '' .. Global.call('getControlPanelState', {key = 'TowerNumTowers'})})\n    end\n    checkAllCheckboxes()\nend\nfunction onPlayerChangedColor(player)\n    if not Global.getVar('gameover') then return end\n    numPlayers = 0\n    for _, color in ipairs(PLAYER_COLORS) do\n        if Player[color].seated or Global.call('getControlPanelState', {key = color .. 'Control'}) ~= nil then\n            numPlayers = numPlayers + 1\n        end\n    end\n    if Global.call('getControlPanelState', {key = 'TowerTowers'}) then\n        self.editButton({index = btnIDs['btnTowerTowersToggle'], label = '' .. NUM_TOWERS_PER_PLAYER[numPlayers]})\n    end\nend\n----#include !\\TTSCarcassonne\\scripts\\control_panel_page_2\n",
          "LuaScriptState": "",
          "GUID": "3d28fd"
        },
        "3": {
          "Name": "Custom_Model",
          "Transform": {
            "posX": 0.0,
            "posY": 1.06,
            "posZ": 29.415,
            "rotX": -1.43483851E-06,
            "rotY": -0.00268260133,
            "rotZ": 6.55450435E-07,
            "scaleX": 0.475000471,
            "scaleY": 0.475000471,
            "scaleZ": 0.475000471
          },
          "Nickname": "Control Panel p. 3",
          "Description": "Use the number keys to show other pages",
          "ColorDiffuse": {
            "r": 1.0,
            "g": 1.0,
            "b": 1.0
          },
          "Locked": true,
          "Grid": true,
          "Snap": false,
          "Autoraise": true,
          "Sticky": true,
          "Tooltip": true,
          "GridProjection": false,
          "Hands": false,
          "CustomMesh": {
            "MeshURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXdXd0b2Z3c19ENmc",
            "DiffuseURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXZ2pWSUxhZWNOZ1k",
            "NormalURL": "",
            "ColliderURL": "",
            "Convex": true,
            "MaterialIndex": 3,
            "TypeIndex": 4,
            "CastShadows": true
          },
          "LuaScript": "----#include !\\TTSCarcassonne\\scripts\\control_panel_page_3\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\n-- Button IDs:\nbtnIDs = {}\nindex = 0\nBUTTON_HEIGHT = 0.1\nLABEL_SEPARATION = 1.1\nPLAYER_COLORS = {'Green', 'Purple', 'White', 'Blue', 'Red', 'Pink'}\nNEUTRAL_COLOR = {r=0.5,g=0.5,b=0.5}\nERROR_COLOR = {r=1,g=0,b=0}\nbutton_parameters = {}\nbutton_parameters.function_owner = self\nbutton_parameters.rotation = {0.0, 180.0, 0.0}\nbutton_parameters.width = 480\nbutton_parameters.height = 480\nbutton_parameters.font_size = 300\nbutton_label_parameters = {}\nbutton_label_parameters.function_owner = self\nbutton_label_parameters.rotation = {0.0, 180.0, 0.0}\nbutton_label_parameters.width = 0\nbutton_label_parameters.height = 0\nbutton_label_parameters.font_size = 300\nbutton_label_parameters.click_function = 'fakeButton'\nbutton_label_parameters.alignment = 2\nexpansion_label_parameters = {}\nexpansion_label_parameters.function_owner = self\nexpansion_label_parameters.rotation = {0.0, 180.0, 0.0}\nexpansion_label_parameters.width = 0\nexpansion_label_parameters.height = 0\nexpansion_label_parameters.font_size = 400\nexpansion_label_parameters.click_function = 'fakeButton'\ncategory_label_parameters = {}\ncategory_label_parameters.function_owner = self\ncategory_label_parameters.rotation = {0.0, 180.0, 0.0}\ncategory_label_parameters.width = 0\ncategory_label_parameters.height = 0\ncategory_label_parameters.font_size = 500\ncategory_label_parameters.click_function = 'fakeButton'\nfunction onCheckboxToggle(sPlayer, data_key, button_key)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    if Global.call('getControlPanelState', {key = data_key}) then\n        Global.call('setControlPanelState', {key = data_key, value = false})\n        self.editButton({index = btnIDs[button_key], label = ''})\n    else\n        Global.call('setControlPanelState', {key = data_key, value = true})\n        self.editButton({index = btnIDs[button_key], label = 'X'})\n    end\n    checkAllCheckboxes()\nend\nfunction createExpansionLabel(z, label)\n    expansion_label_parameters.position = {0, BUTTON_HEIGHT, z + EXPANSION_LABEL_SEPARATION}\n    expansion_label_parameters.label = label\n    self.createButton( expansion_label_parameters )\n    index = index + 1\nend\nfunction initializeCheckbox(x, z, key, tooltip)\n    if Global.call('getControlPanelState', {key = key}) then\n        button_parameters.label = 'X'\n    else\n        button_parameters.label = ''\n    end\n    button_parameters.tooltip = tooltip\n    button_parameters.click_function = 'on' .. key .. 'Toggle'\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\n    self.createButton( button_parameters )\n    btnIDs['btn' .. key .. 'Toggle'] = index\n    index = index + 1\nend\nfunction initializeLabeledCheckbox(x, z, buttonEnabled, key, label, labelOffset, alignment, tooltip)\n    button_label_parameters.position = {x + labelOffset.x, BUTTON_HEIGHT, z + labelOffset.z}\n    button_label_parameters.label = label\n    button_label_parameters.alignment = alignment\n    self.createButton( button_label_parameters )\n    index = index + 1\n    if buttonEnabled then\n        if Global.call('getControlPanelState', {key = key}) then\n            button_parameters.label = 'X'\n        else\n            button_parameters.label = ''\n        end\n        button_parameters.tooltip = tooltip\n        button_parameters.click_function = 'on' .. key .. 'Toggle'\n        button_parameters.position = {x, BUTTON_HEIGHT, z}\n        self.createButton( button_parameters )\n        btnIDs['btn' .. key .. 'Toggle'] = index\n        index = index + 1\n    end\nend\n--will print a message to all players and to the log\nfunction allGameMessage(msg, rgb, target_player)\n    if type(msg) == 'table' then\n      msg = translate(msg)\n    end\n    if target_player == nil then\n        printToAll(msg, rgb)\n    else\n        for _, player in ipairs(getSeatedPlayers()) do\n            if player == target_player then\n                broadcastToColor(msg, player, rgb)\n            else\n                printToColor(msg, player, rgb)\n            end\n        end\n    end\nend\n--true if element is one of the elements of the table, otherwise false\n--if element is a table, then checks if an identical table is in the table\nfunction table.contains(table, element)\n    if type(element) == 'table' then\n        for _, subtable in pairs(table) do\n            local allMatch = true\n            for key, value in pairs(subtable) do\n                if value ~= element[key] then\n                    allMatch = false\n                end\n            end\n            if allMatch then return true end\n        end\n    else\n        for _, value in pairs(table) do\n            if value == element then\n                return true\n            end\n        end\n    end\n    return false\nend\nfunction translate(params)\n    return Global.call('translate', params)\nend\nfunction stringToBracketedHex(color)\n    local rgb = stringColorToRGB(color)\n    if rgb ~= nil then\n        return \"[\" .. string.format(\"%x%x%x\", rgb.r*255,rgb.g*255,rgb.b*255) .. \"]\"\n    else\n        return \"\"\n    end\nend\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\nROW_1 = 5.3\nROW_2 = 1.1\nROW_3 = -2.95\nROW_4 = -7.0\nROW_5 = -11.15\nCOLUMN_1 = 7.9\nCOLUMN_2 = 6.25\nCOLUMN_3 = 2.95\nCOLUMN_4 = -0.4\nCOLUMN_5 = -3.75\nCOLUMN_6 = -7.1\nfunction onLoad()\n--Abbey & Mayor\n    initializeAllCheckbox(COLUMN_1, ROW_1, 'AnMAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_1, 'AnMTiles', \"12 tiles\")\n    initializeCheckbox(COLUMN_3, ROW_1, 'AnMAbbey', \"The Abbey is a special tile that can be used instead of drawing a random tile from the stack. The abbey can only be placed if it is surrounded on all 4 sides by tiles. The abbey completes all features (road, city, field) that it connects to. A follower can be placed in the abbey as a cloister.\")\n    initializeCheckbox(COLUMN_4, ROW_1, 'AnMMayor', \"Follower - The Mayor can only be placed on cities. It's strength is the equivalent of 1 normal follower per Pennant in the city.\")\n    initializeCheckbox(COLUMN_5, ROW_1, 'AnMWagon', \"Follower - The Wagon can only be placed on cities, roads, and cloisters. It is scored exactly the same as a normal follower. Once scored, though, the wagon can be moved to any connected feature. A feature is considered connected if it DIRECTLY touches a road. Please see the rules for more details.\")\n    initializeCheckbox(COLUMN_6, ROW_1, 'AnMBarn', \"Special Figure - The Barn can only be placed in the corner of 4 tiles, where the corner contains only fields. Any followers in this field are immediately scored and removed. Any followers in fields that are later connected to this field are also removed, but for fewer points. At the end of the game, the barn scores 4 points per completed city in the field. Please see the rules for more details.\")\n--Count, King, and Robber\n    initializeAllCheckbox(COLUMN_1, ROW_2, 'CKnRAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_2, 'KnRBTiles', \"5 tiles\")\n    initializeCheckbox(COLUMN_3, ROW_2, 'StartingTileCoC', \"The City of Carcassonne starting tiles. Can be used to store followers whenever you score points for others. These followers can be snuck into features after they are finished, but before they are scored.\")\n    initializeCheckbox(COLUMN_4, ROW_2, 'KnRBKing', \"The King token is awarded to the player that completes the largest city (most tiles). The token is then moved if anyone completes an even bigger city. At the end of the game, the player with the token is awarded 1 point per completed city (anywhere in play).\")\n    initializeCheckbox(COLUMN_5, ROW_2, 'KnRBRobber', \"The Robber Baron token is awarded to the player that completes the longest road (most tiles). The token is then moved if anyone completes an even longer road. At the end of the game, the player with the token is awarded 1 point per completed road (anywhere in play).\")\n    initializeCheckbox(COLUMN_6, ROW_2, 'CultTiles', \"6 shrine tiles. Claiming a shrine next to a cloister will challenge that cloister, or vice verca. The first to be completed between the two will score points, while the other will not.\")\n--The Catapult\n    -- initializeAllCheckbox(COLUMN_1, ROW_3, 'CatapultAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_3, 'CatapultTiles', \"12 tiles\")\n    -- initializeCheckbox(COLUMN_3, ROW_3, 'CatapultKnockOut', nil)\n    -- initializeCheckbox(COLUMN_4, ROW_3, 'CatapultSeduction', nil)\n    -- initializeCheckbox(COLUMN_5, ROW_3, 'CatapultTarget', nil)\n    -- initializeCheckbox(COLUMN_6, ROW_3, 'CatapultCatch', nil)\n--Bridges, Castles, and Bazaars\n    -- initializeAllCheckbox(COLUMN_1, ROW_4, 'BCnBAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_4, 'BCnBTiles', \"12 tiles\")\n    -- initializeCheckbox(COLUMN_3, ROW_4, 'BCnBBridges', nil)\n    -- initializeCheckbox(COLUMN_4, ROW_4, 'BCnBCastles', nil)\n    -- initializeCheckbox(COLUMN_5, ROW_4, 'BCnBBazaars', nil)\n--Hills & Sheep\n    initializeAllCheckbox(COLUMN_1, ROW_5, 'HnSAll', \"Enable all\")\n    initializeCheckbox(COLUMN_2, ROW_5, 'HnSTiles', \"18 tiles\")\n    initializeCheckbox(COLUMN_3, ROW_5, 'HnSShepherd', \"Special Figure - The Shepherd can be placed in a field. When placed, the player will draw a random sheep token and add it to the field. Each time the shepherd owner adds a tile to the field, they may draw another token, or herd them for 1 point per sheep. If the player draws a wolf, then all sheep are lost and the shepherd is returned to the supply. See rules for more details.\")\n    initializeCheckbox(COLUMN_4, ROW_5, 'HnSHills', \"The Hill is a feature on some Hills and Sheep tiles. When a player places a follower on any feature on that tile (not the hill itself), that player will break any scoring ties in their favor. See rules for more details. Disabling this option will not prevent tiles containing this feature from being included (it will also not prevent a tile from being 'buried' underneath). Disabling this option will also not prevent tiles containing this feature from being included.\")\n    initializeCheckbox(COLUMN_5, ROW_5, 'HnSVineyards', \"The Vineyard is a feature on some Hills and Sheep tiles. When a cloister is finished that includes one of these tiles, it will get an additional 3 points per vineyard. This does not apply if the cloister is not finished. See rules for more details. Disabling this option will not prevent tiles containing this feature from being included.\")\nend\nfunction initializeAllCheckbox(x, z, key, description)\n    local buttonGroup\n    if key == 'AnMAll' then buttonGroup = {'AnMTiles', 'AnMAbbey', 'AnMMayor', 'AnMWagon', 'AnMBarn'}\n    elseif key == 'CKnRAll' then buttonGroup = {'KnRBTiles', 'StartingTileCoC', 'KnRBKing', 'KnRBRobber', 'CultTiles'}\n    elseif key == 'CatapultAll' then buttonGroup = {'CatapultTiles', 'CatapultKnockOut', 'CatapultSeduction', 'CatapultTarget', 'CatapultCatch'}\n    elseif key == 'BCnBAll' then buttonGroup = {'BCnBTiles', 'BCnBBridges', 'BCnBCastles', 'BCnBBazaars'}\n    elseif key == 'HnSAll' then buttonGroup = {'HnSTiles', 'HnSShepherd', 'HnSHills', 'HnSVineyards'}\n    else return end\n    local allChecked = true\n    for _, setting_key in ipairs(buttonGroup) do\n        if not Global.call('getControlPanelState', {key = setting_key}) then\n            allChecked = false\n        end\n    end\n    if allChecked then\n        button_parameters.label = 'X'\n    else\n        button_parameters.label = ''\n    end\n    button_parameters.tooltip = description\n    button_parameters.click_function = 'on' .. key .. 'Toggle'\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\n    self.createButton( button_parameters )\n    btnIDs['btn' .. key .. 'Toggle'] = index\n    index = index + 1\nend\nfunction checkAllCheckboxes()\n    for _, button_key in ipairs({'btnAnMAllToggle', 'btnCKnRAllToggle', 'btnCatapultAllToggle', 'btnBCnBAllToggle', 'btnHnSAllToggle'}) do\n        local buttonGroup\n        if button_key == 'btnAnMAllToggle' then buttonGroup = {'AnMTiles', 'AnMAbbey', 'AnMMayor', 'AnMWagon', 'AnMBarn'}\n        elseif button_key == 'btnCKnRAllToggle' then buttonGroup = {'KnRBTiles', 'StartingTileCoC', 'KnRBKing', 'KnRBRobber', 'CultTiles'}\n        elseif button_key == 'btnCatapultAllToggle' then buttonGroup = {'CatapultTiles', 'CatapultKnockOut', 'CatapultSeduction', 'CatapultTarget', 'CatapultCatch'}\n        elseif button_key == 'btnBCnBAllToggle' then buttonGroup = {'BCnBTiles', 'BCnBBridges', 'BCnBCastles', 'BCnBBazaars'}\n        elseif button_key == 'btnHnSAllToggle' then buttonGroup = {'HnSTiles', 'HnSShepherd', 'HnSHills', 'HnSVineyards'}\n        else return end\n        local allChecked = true\n        for _, key in ipairs(buttonGroup) do\n            if not Global.call('getControlPanelState', {key = key}) then\n                allChecked = false\n            end\n        end\n        if allChecked then\n            self.editButton({index = btnIDs[button_key], label = 'X'})\n        else\n            self.editButton({index = btnIDs[button_key], label = ''})\n        end\n    end\nend\nfunction onAllButtonToggle(sPlayer, button_key)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    local buttonGroup\n    if button_key == 'btnAnMAllToggle' then buttonGroup = {'AnMTiles', 'AnMAbbey', 'AnMMayor', 'AnMWagon', 'AnMBarn'}\n    elseif button_key == 'btnCKnRAllToggle' then buttonGroup = {'KnRBTiles', 'StartingTileCoC', 'KnRBKing', 'KnRBRobber', 'CultTiles'}\n    elseif button_key == 'btnCatapultAllToggle' then buttonGroup = {'CatapultTiles', 'CatapultKnockOut', 'CatapultSeduction', 'CatapultTarget', 'CatapultCatch'}\n    elseif button_key == 'btnBCnBAllToggle' then buttonGroup = {'BCnBTiles', 'BCnBBridges', 'BCnBCastles', 'BCnBBazaars'}\n    elseif button_key == 'btnHnSAllToggle' then buttonGroup = {'HnSTiles', 'HnSShepherd', 'HnSHills', 'HnSVineyards'}\n    else return end\n    local allChecked = true\n    for _, key in ipairs(buttonGroup) do\n        if not Global.call('getControlPanelState', {key = key}) then\n            allChecked = false\n        end\n    end\n    local label\n    local value\n    if allChecked then\n        label = ''\n        value = false\n    else\n        label = 'X'\n        value = true\n    end\n    for _, key in ipairs(buttonGroup) do\n        if key == 'StartingTileCoC' then\n            if not Global.call('getControlPanelState', {key = 'StartingTileCoC'}) and Global.call('getControlPanelState', {key = 'StartingTileBase'}) then\n                Global.call('setControlPanelState', {key = 'StartingTileBase', value = false})\n                printToColor(\"The base starting tile cannot be combined with the wheel. Removing base tile.\", sPlayer, ERROR_COLOR)\n            end\n        end\n        self.editButton({index = btnIDs['btn' .. key .. 'Toggle'], label = label})\n        Global.call('setControlPanelState', {key = key, value = value})\n    end\n    self.editButton({index = btnIDs[button_key], label = label})\nend\nfunction onAnMAllToggle(Object, sPlayer)\n    onAllButtonToggle(sPlayer, 'btnAnMAllToggle')\nend\nfunction onAnMTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'AnMTiles', 'btnAnMTilesToggle')\nend\nfunction onAnMAbbeyToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'AnMAbbey', 'btnAnMAbbeyToggle')\nend\nfunction onAnMMayorToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'AnMMayor', 'btnAnMMayorToggle')\nend\nfunction onAnMWagonToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'AnMWagon', 'btnAnMWagonToggle')\nend\nfunction onAnMBarnToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'AnMBarn', 'btnAnMBarnToggle')\nend\nfunction onCKnRAllToggle(Object, sPlayer)\n    onAllButtonToggle(sPlayer, 'btnCKnRAllToggle')\nend\nfunction onKnRBTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'KnRBTiles', 'btnKnRBTilesToggle')\nend\nfunction onStartingTileCoCToggle(Object, sPlayer)\n    if not Global.call('getControlPanelState', {key = 'StartingTileCoC'}) and Global.call('getControlPanelState', {key = 'StartingTileBase'}) then\n        Global.call('setControlPanelState', {key = 'StartingTileBase', value = false})\n        printToColor(\"The base starting tile cannot be combined with the wheel. Removing base tile.\", sPlayer, ERROR_COLOR)\n    end\n    onCheckboxToggle(sPlayer, 'StartingTileCoC', 'btnStartingTileCoCToggle')\nend\nfunction onKnRBKingToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'KnRBKing', 'btnKnRBKingToggle')\nend\nfunction onKnRBRobberToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'KnRBRobber', 'btnKnRBRobberToggle', description)\nend\nfunction onCultTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'CultTiles', 'btnCultTilesToggle', description)\nend\nfunction onCatapultAllToggle(Object, sPlayer)\n    printToColor(\"The Catapult is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onAllButtonToggle(sPlayer, 'btnCatapultAllToggle')\nend\nfunction onCatapultTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'CatapultTiles', 'btnCatapultTilesToggle')\nend\nfunction onCatapultKnockOutToggle(Object, sPlayer)\n    printToColor(\"The Catapult is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onCheckboxToggle(sPlayer, 'CatapultKnockOut', 'btnCatapultKnockOutToggle')\nend\nfunction onCatapultSeductionToggle(Object, sPlayer)\n    printToColor(\"The Catapult is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onCheckboxToggle(sPlayer, 'CatapultSeduction', 'btnCatapultSeductionToggle')\nend\nfunction onCatapultTargetToggle(Object, sPlayer)\n    printToColor(\"The Catapult is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onCheckboxToggle(sPlayer, 'CatapultTarget', 'btnCatapultTargetToggle')\nend\nfunction onCatapultCatchToggle(Object, sPlayer)\n    printToColor(\"The Catapult is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onCheckboxToggle(sPlayer, 'CatapultCatch', 'btnCatapultCatchToggle')\nend\nfunction onBCnBAllToggle(Object, sPlayer)\n    printToColor(\"Bridges, Castles, and Bazaars is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onAllButtonToggle(sPlayer, 'btnBCnBAllToggle')\nend\nfunction onBCnBTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'BCnBTiles', 'btnBCnBTilesToggle')\nend\nfunction onBCnBBridgesToggle(Object, sPlayer)\n    printToColor(\"Bridges, Castles, and Bazaars is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onCheckboxToggle(sPlayer, 'BCnBBridges', 'btnBCnBBridgesToggle')\nend\nfunction onBCnBCastlesToggle(Object, sPlayer)\n    printToColor(\"Bridges, Castles, and Bazaars is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onCheckboxToggle(sPlayer, 'BCnBCastles', 'btnBCnBCastlesToggle')\nend\nfunction onBCnBBazaarsToggle(Object, sPlayer)\n    printToColor(\"Bridges, Castles, and Bazaars is not yet implemented\", sPlayer, ERROR_COLOR)\n    --onCheckboxToggle(sPlayer, 'BCnBBazaars', 'btnBCnBBazaarsToggle')\nend\nfunction onHnSAllToggle(Object, sPlayer)\n    onAllButtonToggle(sPlayer, 'btnHnSAllToggle')\nend\nfunction onHnSTilesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'HnSTiles', 'btnHnSTilesToggle')\nend\nfunction onHnSShepherdToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'HnSShepherd', 'btnHnSShepherdToggle')\nend\nfunction onHnSHillsToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'HnSHills', 'btnHnSHillsToggle')\nend\nfunction onHnSVineyardsToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'HnSVineyards', 'btnHnSVineyardsToggle')\nend\n----#include !\\TTSCarcassonne\\scripts\\control_panel_page_3\n",
          "LuaScriptState": "",
          "GUID": "95a873"
        },
        "6": {
          "Name": "Custom_Model",
          "Transform": {
            "posX": 0.0,
            "posY": 1.06,
            "posZ": 29.415,
            "rotX": -1.43483851E-06,
            "rotY": -0.00268260133,
            "rotZ": 6.55450435E-07,
            "scaleX": 0.475000471,
            "scaleY": 0.475000471,
            "scaleZ": 0.475000471
          },
          "Nickname": "Control Panel p. 6",
          "Description": "Use the number keys to show other pages",
          "ColorDiffuse": {
            "r": 1.0,
            "g": 1.0,
            "b": 1.0
          },
          "Locked": true,
          "Grid": true,
          "Snap": false,
          "Autoraise": true,
          "Sticky": true,
          "Tooltip": true,
          "GridProjection": false,
          "Hands": false,
          "CustomMesh": {
            "MeshURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXdXd0b2Z3c19ENmc",
            "DiffuseURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXTDlob3RJa1R0RVk",
            "NormalURL": "",
            "ColliderURL": "",
            "Convex": true,
            "MaterialIndex": 3,
            "TypeIndex": 4,
            "CastShadows": true
          },
          "LuaScript": "----#include !\\TTSCarcassonne\\scripts\\control_panel_page_6\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\n-- Button IDs:\nbtnIDs = {}\nindex = 0\nBUTTON_HEIGHT = 0.1\nLABEL_SEPARATION = 1.1\nPLAYER_COLORS = {'Green', 'Purple', 'White', 'Blue', 'Red', 'Pink'}\nNEUTRAL_COLOR = {r=0.5,g=0.5,b=0.5}\nERROR_COLOR = {r=1,g=0,b=0}\nbutton_parameters = {}\nbutton_parameters.function_owner = self\nbutton_parameters.rotation = {0.0, 180.0, 0.0}\nbutton_parameters.width = 480\nbutton_parameters.height = 480\nbutton_parameters.font_size = 300\nbutton_label_parameters = {}\nbutton_label_parameters.function_owner = self\nbutton_label_parameters.rotation = {0.0, 180.0, 0.0}\nbutton_label_parameters.width = 0\nbutton_label_parameters.height = 0\nbutton_label_parameters.font_size = 300\nbutton_label_parameters.click_function = 'fakeButton'\nbutton_label_parameters.alignment = 2\nexpansion_label_parameters = {}\nexpansion_label_parameters.function_owner = self\nexpansion_label_parameters.rotation = {0.0, 180.0, 0.0}\nexpansion_label_parameters.width = 0\nexpansion_label_parameters.height = 0\nexpansion_label_parameters.font_size = 400\nexpansion_label_parameters.click_function = 'fakeButton'\ncategory_label_parameters = {}\ncategory_label_parameters.function_owner = self\ncategory_label_parameters.rotation = {0.0, 180.0, 0.0}\ncategory_label_parameters.width = 0\ncategory_label_parameters.height = 0\ncategory_label_parameters.font_size = 500\ncategory_label_parameters.click_function = 'fakeButton'\nfunction onCheckboxToggle(sPlayer, data_key, button_key)\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\n    if Global.call('getControlPanelState', {key = data_key}) then\n        Global.call('setControlPanelState', {key = data_key, value = false})\n        self.editButton({index = btnIDs[button_key], label = ''})\n    else\n        Global.call('setControlPanelState', {key = data_key, value = true})\n        self.editButton({index = btnIDs[button_key], label = 'X'})\n    end\n    checkAllCheckboxes()\nend\nfunction createExpansionLabel(z, label)\n    expansion_label_parameters.position = {0, BUTTON_HEIGHT, z + EXPANSION_LABEL_SEPARATION}\n    expansion_label_parameters.label = label\n    self.createButton( expansion_label_parameters )\n    index = index + 1\nend\nfunction initializeCheckbox(x, z, key, tooltip)\n    if Global.call('getControlPanelState', {key = key}) then\n        button_parameters.label = 'X'\n    else\n        button_parameters.label = ''\n    end\n    button_parameters.tooltip = tooltip\n    button_parameters.click_function = 'on' .. key .. 'Toggle'\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\n    self.createButton( button_parameters )\n    btnIDs['btn' .. key .. 'Toggle'] = index\n    index = index + 1\nend\nfunction initializeLabeledCheckbox(x, z, buttonEnabled, key, label, labelOffset, alignment, tooltip)\n    button_label_parameters.position = {x + labelOffset.x, BUTTON_HEIGHT, z + labelOffset.z}\n    button_label_parameters.label = label\n    button_label_parameters.alignment = alignment\n    self.createButton( button_label_parameters )\n    index = index + 1\n    if buttonEnabled then\n        if Global.call('getControlPanelState', {key = key}) then\n            button_parameters.label = 'X'\n        else\n            button_parameters.label = ''\n        end\n        button_parameters.tooltip = tooltip\n        button_parameters.click_function = 'on' .. key .. 'Toggle'\n        button_parameters.position = {x, BUTTON_HEIGHT, z}\n        self.createButton( button_parameters )\n        btnIDs['btn' .. key .. 'Toggle'] = index\n        index = index + 1\n    end\nend\n--will print a message to all players and to the log\nfunction allGameMessage(msg, rgb, target_player)\n    if type(msg) == 'table' then\n      msg = translate(msg)\n    end\n    if target_player == nil then\n        printToAll(msg, rgb)\n    else\n        for _, player in ipairs(getSeatedPlayers()) do\n            if player == target_player then\n                broadcastToColor(msg, player, rgb)\n            else\n                printToColor(msg, player, rgb)\n            end\n        end\n    end\nend\n--true if element is one of the elements of the table, otherwise false\n--if element is a table, then checks if an identical table is in the table\nfunction table.contains(table, element)\n    if type(element) == 'table' then\n        for _, subtable in pairs(table) do\n            local allMatch = true\n            for key, value in pairs(subtable) do\n                if value ~= element[key] then\n                    allMatch = false\n                end\n            end\n            if allMatch then return true end\n        end\n    else\n        for _, value in pairs(table) do\n            if value == element then\n                return true\n            end\n        end\n    end\n    return false\nend\nfunction translate(params)\n    return Global.call('translate', params)\nend\nfunction stringToBracketedHex(color)\n    local rgb = stringColorToRGB(color)\n    if rgb ~= nil then\n        return \"[\" .. string.format(\"%x%x%x\", rgb.r*255,rgb.g*255,rgb.b*255) .. \"]\"\n    else\n        return \"\"\n    end\nend\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\nEXPANSION_LABEL_SEPARATION = LABEL_SEPARATION + 1.3\nCATEGORY = 8.6\nROW_1 = 5.0\nROW_SPACING = 3.8\nCOLUMN_1 = 6.75\nCOLUMN_SPACING = 3.4\nfunction onLoad()\n    category_label_parameters.position = {0, BUTTON_HEIGHT, CATEGORY}\n    category_label_parameters.label = 'House Rules'\n    self.createButton( category_label_parameters )\n    index = index + 1\n--Base game\n    createExpansionLabel(ROW_1, 'Base Game')\n    initializeLabeledCheckbox(COLUMN_1, ROW_1, true, 'BaseDisableRoads', 'Disable\\nRoads', {x=0, z=LABEL_SEPARATION}, 1, \"It will no longer be allowed to place a follower on a Road\")\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING, ROW_1, true, 'BaseDisableCities', 'Disable\\nCities', {x=0, z=LABEL_SEPARATION}, 1, \"It will no longer be allowed to place a follower on a City\")\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 2, ROW_1, true, 'BaseDisableCloisters', 'Disable\\nCloisters', {x=0, z=LABEL_SEPARATION}, 1, \"It will no longer be allowed to place a follower on a Cloister\")\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 3, ROW_1, true, 'BaseDisableFarms', 'Disable\\nFarms', {x=0, z=LABEL_SEPARATION}, 1, \"It will no longer be allowed to place a follower on a Field\")\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 4, ROW_1, true, 'BaseNerfSmallCity', 'Nerf Small\\nCities', {x=0, z=LABEL_SEPARATION}, 1, \"Changes scoring so that completed cities containing only 2 tiles are worth only 2 points. This is the same as the original Carcassonne release.\")\n--The Tower\n    createExpansionLabel(ROW_1 - ROW_SPACING, 'The Tower')\n    initializeLabeledCheckbox(COLUMN_1, ROW_1 - ROW_SPACING, true, 'TowerNerfTowers', \"Reduce tower\\ncapture range\", {x=0, z=LABEL_SEPARATION}, 1, \"If checked, the tower range will start with just the tile it is placed on, and increase from there.\")\n--Hills & Sheep\n    -- createExpansionLabel(ROW_1 - ROW_SPACING, 'Hills & Sheep')\n    -- initializeLabeledCheckbox(COLUMN_1, ROW_1 - ROW_SPACING, 'HnSDoNotBuryHills', \"Don't bury\\nhills\", \"If checked, this will not 'bury' a tile underneath a hill.\")\n--Rivers/River II\n    createExpansionLabel(ROW_1 - ROW_SPACING * 2, 'The River')\n    initializeLabeledCheckbox(COLUMN_1, ROW_1 - ROW_SPACING * 2, true, 'RiverMixAll', \"Mix\\nall tiles\", {x=0, z=LABEL_SEPARATION}, 1, \"If checked, all river tiles, including end pieces, will be mixed. Extra pieces left-over when the river is finished will be deleted.\")\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING, ROW_1 - ROW_SPACING * 2, true, 'RIIDisablePigherd', \"Disable\\npig-herd\", {x=0, z=LABEL_SEPARATION}, 1, \"If checked, this will disable the pig-herd, which gives an extra point per city to farmers.\")\n--City of Carcassonne\n    createExpansionLabel(ROW_1 - ROW_SPACING * 3, 'City of Carcassonne')\n    initializeLabeledCheckbox(COLUMN_1, ROW_1 - ROW_SPACING * 3, true, 'CoCNoCount', \"Disable\\nThe Count\", {x=0, z=LABEL_SEPARATION}, 1, \"If checked, this will disable the Count.\")\nend\nfunction checkAllCheckboxes()\nend\nfunction onBaseDisableRoadsToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'BaseDisableRoads', 'btnBaseDisableRoadsToggle')\nend\nfunction onBaseDisableCitiesToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'BaseDisableCities', 'btnBaseDisableCitiesToggle')\nend\nfunction onBaseDisableCloistersToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'BaseDisableCloisters', 'btnBaseDisableCloistersToggle')\nend\nfunction onBaseDisableFarmsToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'BaseDisableFarms', 'btnBaseDisableFarmsToggle')\nend\nfunction onBaseNerfSmallCityToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'BaseNerfSmallCity', 'btnBaseNerfSmallCityToggle')\nend\nfunction onTowerNerfTowersToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'TowerNerfTowers', 'btnTowerNerfTowersToggle')\nend\nfunction onHnSDoNotBuryHillsToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'HnSDoNotBuryHills', 'btnHnSDoNotBuryHillsToggle')\nend\nfunction onRiverMixAllToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'RiverMixAll', 'btnRiverMixAllToggle')\nend\nfunction onRIIDisablePigherdToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'RIIDisablePigherd', 'btnRIIDisablePigherdToggle')\nend\nfunction onCoCNoCountToggle(Object, sPlayer)\n    onCheckboxToggle(sPlayer, 'CoCNoCount', 'btnCoCNoCountToggle')\nend\n----#include !\\TTSCarcassonne\\scripts\\control_panel_page_6\n",
          "LuaScriptState": "",
          "GUID": "69bf86"
        },
        "4": {
          "Name": "Custom_Model",
          "Transform": {
            "posX": 0.0,
            "posY": 1.06,
            "posZ": 29.415,
            "rotX": -1.43483851E-06,
            "rotY": -0.00268260133,
            "rotZ": 6.55450435E-07,
            "scaleX": 0.475000471,
            "scaleY": 0.475000471,
            "scaleZ": 0.475000471
          },
          "Nickname": "Control Panel p. 4",
          "Description": "Use the number keys to show other pages",
          "ColorDiffuse": {
            "r": 1.0,
            "g": 1.0,
            "b": 1.0
          },
          "Locked": true,
          "Grid": true,
          "Snap": false,
          "Autoraise": true,
          "Sticky": true,
          "Tooltip": true,
          "GridProjection": false,
          "Hands": false,
          "CustomMesh": {
            "MeshURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXdXd0b2Z3c19ENmc",
            "DiffuseURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXRU9sa0JGUTF5M1k",
            "NormalURL": "",
            "ColliderURL": "",
            "Convex": true,
            "MaterialIndex": 3,
            "TypeIndex": 4,
            "CastShadows": true
          },
          "LuaScript": "----#include !\\TTSCarcassonne\\scripts\\control_panel_page_4\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\n-- Button IDs:\r\nbtnIDs = {}\r\nindex = 0\r\n\r\nBUTTON_HEIGHT = 0.1\r\nLABEL_SEPARATION = 1.1\r\n\r\nPLAYER_COLORS = {'Green', 'Purple', 'White', 'Blue', 'Red', 'Pink'}\r\n\r\nNEUTRAL_COLOR = {r=0.5,g=0.5,b=0.5}\r\nERROR_COLOR = {r=1,g=0,b=0}\r\n\r\nbutton_parameters = {}\r\nbutton_parameters.function_owner = self\r\nbutton_parameters.rotation = {0.0, 180.0, 0.0}\r\nbutton_parameters.width = 480\r\nbutton_parameters.height = 480\r\nbutton_parameters.font_size = 300\r\n\r\nbutton_label_parameters = {}\r\nbutton_label_parameters.function_owner = self\r\nbutton_label_parameters.rotation = {0.0, 180.0, 0.0}\r\nbutton_label_parameters.width = 0\r\nbutton_label_parameters.height = 0\r\nbutton_label_parameters.font_size = 300\r\nbutton_label_parameters.click_function = 'fakeButton'\r\nbutton_label_parameters.alignment = 2\r\n\r\nexpansion_label_parameters = {}\r\nexpansion_label_parameters.function_owner = self\r\nexpansion_label_parameters.rotation = {0.0, 180.0, 0.0}\r\nexpansion_label_parameters.width = 0\r\nexpansion_label_parameters.height = 0\r\nexpansion_label_parameters.font_size = 400\r\nexpansion_label_parameters.click_function = 'fakeButton'\r\n\r\ncategory_label_parameters = {}\r\ncategory_label_parameters.function_owner = self\r\ncategory_label_parameters.rotation = {0.0, 180.0, 0.0}\r\ncategory_label_parameters.width = 0\r\ncategory_label_parameters.height = 0\r\ncategory_label_parameters.font_size = 500\r\ncategory_label_parameters.click_function = 'fakeButton'\r\n\r\nfunction onCheckboxToggle(sPlayer, data_key, button_key)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = data_key}) then\r\n        Global.call('setControlPanelState', {key = data_key, value = false})\r\n        self.editButton({index = btnIDs[button_key], label = ''})\r\n    else\r\n        Global.call('setControlPanelState', {key = data_key, value = true})\r\n        self.editButton({index = btnIDs[button_key], label = 'X'})\r\n    end\r\n    checkAllCheckboxes()\r\nend\r\n\r\nfunction createExpansionLabel(z, label)\r\n    expansion_label_parameters.position = {0, BUTTON_HEIGHT, z + EXPANSION_LABEL_SEPARATION}\r\n    expansion_label_parameters.label = label\r\n    self.createButton( expansion_label_parameters )\r\n    index = index + 1\r\nend\r\n\r\nfunction initializeCheckbox(x, z, key, tooltip)\r\n    if Global.call('getControlPanelState', {key = key}) then\r\n        button_parameters.label = 'X'\r\n    else\r\n        button_parameters.label = ''\r\n    end\r\n    button_parameters.tooltip = tooltip\r\n    button_parameters.click_function = 'on' .. key .. 'Toggle'\r\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\r\n    self.createButton( button_parameters )\r\n    btnIDs['btn' .. key .. 'Toggle'] = index\r\n    index = index + 1\r\nend\r\n\r\nfunction initializeLabeledCheckbox(x, z, buttonEnabled, key, label, labelOffset, alignment, tooltip)\r\n    button_label_parameters.position = {x + labelOffset.x, BUTTON_HEIGHT, z + labelOffset.z}\r\n    button_label_parameters.label = label\r\n    button_label_parameters.alignment = alignment\r\n    self.createButton( button_label_parameters )\r\n    index = index + 1\r\n\r\n    if buttonEnabled then\r\n        if Global.call('getControlPanelState', {key = key}) then\r\n            button_parameters.label = 'X'\r\n        else\r\n            button_parameters.label = ''\r\n        end\r\n        button_parameters.tooltip = tooltip\r\n        button_parameters.click_function = 'on' .. key .. 'Toggle'\r\n        button_parameters.position = {x, BUTTON_HEIGHT, z}\r\n        self.createButton( button_parameters )\r\n        btnIDs['btn' .. key .. 'Toggle'] = index\r\n        index = index + 1\r\n    end\r\nend\r\n\r\n--will print a message to all players and to the log\r\nfunction allGameMessage(msg, rgb, target_player)\r\n    if type(msg) == 'table' then\r\n      msg = translate(msg)\r\n    end\r\n    if target_player == nil then\r\n        printToAll(msg, rgb)\r\n    else\r\n        for _, player in ipairs(getSeatedPlayers()) do\r\n            if player == target_player then\r\n                broadcastToColor(msg, player, rgb)\r\n            else\r\n                printToColor(msg, player, rgb)\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\n--true if element is one of the elements of the table, otherwise false\r\n--if element is a table, then checks if an identical table is in the table\r\nfunction table.contains(table, element)\r\n    if type(element) == 'table' then\r\n        for _, subtable in pairs(table) do\r\n            local allMatch = true\r\n            for key, value in pairs(subtable) do\r\n                if value ~= element[key] then\r\n                    allMatch = false\r\n                end\r\n            end\r\n            if allMatch then return true end\r\n        end\r\n    else\r\n        for _, value in pairs(table) do\r\n            if value == element then\r\n                return true\r\n            end\r\n        end\r\n    end\r\n    return false\r\nend\r\n\r\nfunction translate(params)\r\n    return Global.call('translate', params)\r\nend\r\n\r\nfunction stringToBracketedHex(color)\r\n    local rgb = stringColorToRGB(color)\r\n    if rgb ~= nil then\r\n        return \"[\" .. string.format(\"%x%x%x\", rgb.r*255,rgb.g*255,rgb.b*255) .. \"]\"\r\n    else\r\n        return \"\"\r\n    end\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\n\r\nROW_1 = 5.3\r\nROW_2 = 2.4\r\nROW_3 = -2.75\r\nROW_4 = -6.85\r\nROW_5 = -11.0\r\nCOLUMN_1_1 = 7.9\r\nCOLUMN_1_2 = 6.25\r\nCOLUMN_1_3 = 2.95\r\nCOLUMN_1_4 = -0.45\r\nCOLUMN_1_5 = -3.8\r\nCOLUMN_1_6 = -7.1\r\nCOLUMN_2_1 = 7.60\r\nCOLUMN_2_2 = 6.1\r\nCOLUMN_2_3 = 3.8\r\nCOLUMN_2_4 = 1.55\r\nCOLUMN_2_5 = -0.85\r\nCOLUMN_2_6 = -3.025\r\nCOLUMN_2_7 = -6.6\r\n\r\nfunction onLoad()\r\n--Wheel of Fortune\r\n    initializeAllCheckbox(COLUMN_1_1, ROW_1, 'WoFAll', \"Enable all\")\r\n    initializeCheckbox(COLUMN_1_2, ROW_1, 'WoFTiles', \"52 tiles\")\r\n    initializeCheckbox(COLUMN_1_3, ROW_1, 'StartingTileWoF', \"The starting wheel piece.\")\r\n    initializeCheckbox(COLUMN_1_4, ROW_1, 'WoFCrowns', \"Players may choose to place followers on the crown spaces instead of a tile, awarding points when the pig lands on them.\")\r\n    initializeCheckbox(COLUMN_1_5, ROW_1, 'WoFFortune', \"When the pig lands on the Fortune event, the current player will be awarded 3 points.\")\r\n    initializeCheckbox(COLUMN_1_6, ROW_1, 'WoFTaxes', \"When the pig lands on the Tax event, each knight will score 1 point for every knight (included itself) and pennant in their city.\")\r\n    initializeCheckbox(COLUMN_1_2, ROW_2, 'WoFWheelTiles', \"19 tiles containing Wheel of Fortune icons, which spin the wheel\")\r\n    initializeCheckbox(COLUMN_1_3, ROW_2, 'WoFFamine', \"When the pig lands on the Famine event, every farmer will score 1 point per completed city touching their field.\")\r\n    initializeCheckbox(COLUMN_1_4, ROW_2, 'WoFStorm', \"When the pig lands on the Storm event, every player will be awarded 1 point for each unused follower in their supply.\")\r\n    initializeCheckbox(COLUMN_1_5, ROW_2, 'WoFInquisition', \"When the pig lands on the Inquisition event, every player will receive 2 points for each monk.\")\r\n    initializeCheckbox(COLUMN_1_6, ROW_2, 'WoFPlague', \"When the pig lands on the Plague event, each player must return 1 follower from a land tile.\")\r\n\r\n--The Flier\r\n    initializeAllCheckbox(COLUMN_2_1, ROW_3, 'FlierAll', \"Enable all\")\r\n    initializeCheckbox(COLUMN_2_2, ROW_3, 'FlierTiles', \"8 tiles\")\r\n    initializeCheckbox(COLUMN_2_3, ROW_3, 'FlierFlier', \"The Flier may have a follower placed on it. When done so, a die is rolled to see how far the follower will fly. The player must then place the follower on this tile, if possible, and can even place on a feature that is already occupied (even a cloister). Fields are not allowed.\")\r\n\r\n--The Messages\r\n    -- initializeAllCheckbox(COLUMN_2_5, ROW_3, 'MessagesAll', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_6, ROW_3, 'MessagesMessages', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_7, ROW_3, 'MessagesMessenger', button_parameters)\r\n\r\n--The Ferries\r\n    -- initializeAllCheckbox(COLUMN_2_1, ROW_4, 'FerriesAll', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_2, ROW_4, 'FerriesTiles', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_3, ROW_4, 'FerriesFerries', button_parameters)\r\n\r\n--The Goldmines\r\n    initializeAllCheckbox(COLUMN_2_5, ROW_4, 'GoldminesAll', \"Enable all\")\r\n    initializeCheckbox(COLUMN_2_6, ROW_4, 'GoldminesTiles', \"8 tiles\")\r\n    initializeCheckbox(COLUMN_2_7, ROW_4, 'GoldminesGold', \"A tile placed with a gold icon will receive a gold bar, along with a neighboring tile. Any player that completes a feature on these tiles will be rewarded the gold, which is worth points at the end of the game.\")\r\n\r\n--Mage & Witch\r\n    -- initializeAllCheckbox(COLUMN_2_1, ROW_5, 'MnWAll', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_2, ROW_5, 'MnWTiles', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_3, ROW_5, 'MnWMage', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_4, ROW_5, 'MnWWitch', button_parameters)\r\n\r\n--The Robbers\r\n    -- initializeAllCheckbox(COLUMN_2_5, ROW_5, 'RobbersAll', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_6, ROW_5, 'RobbersTiles', button_parameters)\r\n    -- initializeCheckbox(COLUMN_2_7, ROW_5, 'RobbersRobbers', button_parameters)\r\nend\r\n\r\nfunction initializeAllCheckbox(x, z, key, description)\r\n    local buttonGroup\r\n    if key == 'WoFAll' then buttonGroup = {'WoFTiles', 'WoFWheelTiles', 'StartingTileWoF', 'WoFCrowns', 'WoFFortune', 'WoFTaxes', 'WoFFamine', 'WoFStorm', 'WoFInquisition', 'WoFPlague'}\r\n    elseif key == 'FlierAll' then buttonGroup = {'FlierTiles', 'FlierFlier'}\r\n    elseif key == 'MessagesAll' then buttonGroup = {'MessagesMessages', 'MessagesMessenger'}\r\n    elseif key == 'FerriesAll' then buttonGroup = {'FerriesTiles', 'FerriesFerries'}\r\n    elseif key == 'GoldminesAll' then buttonGroup = {'GoldminesTiles', 'GoldminesGold'}\r\n    elseif key == 'MnWAll' then buttonGroup = {'MnWTiles', 'MnWMage', 'MnWWitch'}\r\n    elseif key == 'RobbersAll' then buttonGroup = {'RobbersTiles', 'RobbersRobbers'}\r\n    else return end\r\n    local allChecked = true\r\n    for _, setting_key in ipairs(buttonGroup) do\r\n        if not Global.call('getControlPanelState', {key = setting_key}) then\r\n            allChecked = false\r\n        end\r\n    end\r\n\r\n    if allChecked then\r\n        button_parameters.label = 'X'\r\n    else\r\n        button_parameters.label = ''\r\n    end\r\n    button_parameters.tooltip = description\r\n    button_parameters.click_function = 'on' .. key .. 'Toggle'\r\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\r\n    self.createButton( button_parameters )\r\n    btnIDs['btn' .. key .. 'Toggle'] = index\r\n    index = index + 1\r\nend\r\n\r\nfunction checkAllCheckboxes()\r\n    for _, button_key in ipairs({'btnWoFAllToggle', 'btnFlierAllToggle', 'btnMessagesAllToggle', 'btnFerriesAllToggle', 'btnGoldminesAllToggle', 'btnMnWAllToggle', 'btnRobbersAllToggle'}) do\r\n        local buttonGroup\r\n        if button_key == 'btnWoFAllToggle' then buttonGroup = {'WoFTiles', 'WoFWheelTiles', 'StartingTileWoF', 'WoFCrowns', 'WoFFortune', 'WoFTaxes', 'WoFFamine', 'WoFStorm', 'WoFInquisition', 'WoFPlague'}\r\n        elseif button_key == 'btnFlierAllToggle' then buttonGroup = {'FlierTiles', 'FlierFlier'}\r\n        elseif button_key == 'btnMessagesAllToggle' then buttonGroup = {'MessagesMessages', 'MessagesMessenger'}\r\n        elseif button_key == 'btnFerriesAllToggle' then buttonGroup = {'FerriesTiles', 'FerriesFerries'}\r\n        elseif button_key == 'btnGoldminesAllToggle' then buttonGroup = {'GoldminesTiles', 'GoldminesGold'}\r\n        elseif button_key == 'btnMnWAllToggle' then buttonGroup = {'MnWTiles', 'MnWMage', 'MnWWitch'}\r\n        elseif button_key == 'btnRobbersAllToggle' then buttonGroup = {'RobbersTiles', 'RobbersRobbers'}\r\n        else return end\r\n        local allChecked = true\r\n        for _, key in ipairs(buttonGroup) do\r\n            if not Global.call('getControlPanelState', {key = key}) then\r\n                allChecked = false\r\n            end\r\n        end\r\n\r\n        if allChecked then\r\n            self.editButton({index = btnIDs[button_key], label = 'X'})\r\n        else\r\n            self.editButton({index = btnIDs[button_key], label = ''})\r\n        end\r\n    end\r\nend\r\n\r\nfunction onAllButtonToggle(sPlayer, button_key)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    local buttonGroup\r\n    if button_key == 'btnWoFAllToggle' then buttonGroup = {'WoFTiles', 'WoFWheelTiles', 'StartingTileWoF', 'WoFCrowns', 'WoFFortune', 'WoFTaxes', 'WoFFamine', 'WoFStorm', 'WoFInquisition', 'WoFPlague'}\r\n    elseif button_key == 'btnFlierAllToggle' then buttonGroup = {'FlierTiles', 'FlierFlier'}\r\n    elseif button_key == 'btnMessagesAllToggle' then buttonGroup = {'MessagesMessages', 'MessagesMessenger'}\r\n    elseif button_key == 'btnFerriesAllToggle' then buttonGroup = {'FerriesTiles', 'FerriesFerries'}\r\n    elseif button_key == 'btnGoldminesAllToggle' then buttonGroup = {'GoldminesTiles', 'GoldminesGold'}\r\n    elseif button_key == 'btnMnWAllToggle' then buttonGroup = {'MnWTiles', 'MnWMage', 'MnWWitch'}\r\n    elseif button_key == 'btnRobbersAllToggle' then buttonGroup = {'RobbersTiles', 'RobbersRobbers'}\r\n    else return end\r\n    local allChecked = true\r\n    for _, key in ipairs(buttonGroup) do\r\n        if not Global.call('getControlPanelState', {key = key}) then\r\n            allChecked = false\r\n        end\r\n    end\r\n    local label\r\n    local value\r\n    if allChecked then\r\n        label = ''\r\n        value = false\r\n    else\r\n        label = 'X'\r\n        value = true\r\n    end\r\n    self.editButton({index = btnIDs[button_key], label = label})\r\n    for _, key in ipairs(buttonGroup) do\r\n        if key == 'StartingTileWoF' then\r\n            if not Global.call('getControlPanelState', {key = 'StartingTileWoF'}) and Global.call('getControlPanelState', {key = 'StartingTileBase'}) then\r\n                Global.call('setControlPanelState', {key = 'StartingTileBase', value = false})\r\n                printToColor(\"The base starting tile cannot be combined with the wheel. Removing base tile.\", sPlayer, ERROR_COLOR)\r\n            end\r\n        end\r\n\r\n        self.editButton({index = btnIDs['btn' .. key .. 'Toggle'], label = label})\r\n        Global.call('setControlPanelState', {key = key, value = value})\r\n    end\r\n\r\nend\r\n\r\nfunction onWoFAllToggle(Object, sPlayer)\r\n    onAllButtonToggle(sPlayer, 'btnWoFAllToggle')\r\nend\r\n\r\nfunction onWoFTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'WoFTiles', 'btnWoFTilesToggle')\r\nend\r\n\r\nfunction onWoFWheelTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'WoFWheelTiles', 'btnWoFWheelTilesToggle')\r\nend\r\n\r\nfunction onStartingTileWoFToggle(Object, sPlayer)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = 'StartingTileWoF'}) == false and Global.call('getControlPanelState', {key = 'StartingTileBase'}) then\r\n        Global.call('setControlPanelState', {key = 'StartingTileBase', value = false})\r\n        printToColor(\"The base starting tile cannot be combined with the wheel. Removing base tile.\", sPlayer, ERROR_COLOR)\r\n    end\r\n    onCheckboxToggle(sPlayer, 'StartingTileWoF', 'btnStartingTileWoFToggle')\r\nend\r\n\r\nfunction onWoFCrownsToggle(Object, sPlayer)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = 'StartingTileWoF'}) == false then\r\n        printToColor(\"This option cannot be enabled when the wheel is disabled.\", sPlayer, ERROR_COLOR)\r\n        return\r\n    end\r\n    onCheckboxToggle(sPlayer, 'WoFCrowns', 'btnWoFCrownsToggle')\r\nend\r\n\r\nfunction onWoFFortuneToggle(Object, sPlayer)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = 'StartingTileWoF'}) == false then\r\n        printToColor(\"This option cannot be enabled when the wheel is disabled.\", sPlayer, ERROR_COLOR)\r\n        return\r\n    end\r\n    onCheckboxToggle(sPlayer, 'WoFFortune', 'btnWoFFortuneToggle')\r\nend\r\n\r\nfunction onWoFTaxesToggle(Object, sPlayer)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = 'StartingTileWoF'}) == false then\r\n        printToColor(\"This option cannot be enabled when the wheel is disabled.\", sPlayer, ERROR_COLOR)\r\n        return\r\n    end\r\n    onCheckboxToggle(sPlayer, 'WoFTaxes', 'btnWoFTaxesToggle')\r\nend\r\n\r\nfunction onWoFFamineToggle(Object, sPlayer)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = 'StartingTileWoF'}) == false then\r\n        printToColor(\"This option cannot be enabled when the wheel is disabled.\", sPlayer, ERROR_COLOR)\r\n        return\r\n    end\r\n    onCheckboxToggle(sPlayer, 'WoFFamine', 'btnWoFFamineToggle')\r\nend\r\n\r\nfunction onWoFStormToggle(Object, sPlayer)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = 'StartingTileWoF'}) == false then\r\n        printToColor(\"This option cannot be enabled when the wheel is disabled.\", sPlayer, ERROR_COLOR)\r\n        return\r\n    end\r\n    onCheckboxToggle(sPlayer, 'WoFStorm', 'btnWoFStormToggle')\r\nend\r\n\r\nfunction onWoFInquisitionToggle(Object, sPlayer)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = 'StartingTileWoF'}) == false then\r\n        printToColor(\"This option cannot be enabled when the wheel is disabled.\", sPlayer, ERROR_COLOR)\r\n        return\r\n    end\r\n    onCheckboxToggle(sPlayer, 'WoFInquisition', 'btnWoFInquisitionToggle')\r\nend\r\n\r\nfunction onWoFPlagueToggle(Object, sPlayer)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = 'StartingTileWoF'}) == false then\r\n        printToColor(\"This option cannot be enabled when the wheel is disabled.\", sPlayer, ERROR_COLOR)\r\n        return\r\n    end\r\n    onCheckboxToggle(sPlayer, 'WoFPlague', 'btnWoFPlagueToggle')\r\nend\r\n\r\nfunction onFlierAllToggle(Object, sPlayer)\r\n    onAllButtonToggle(sPlayer, 'btnFlierAllToggle')\r\nend\r\n\r\nfunction onFlierTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'FlierTiles', 'btnFlierTilesToggle')\r\nend\r\n\r\nfunction onFlierFlierToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'FlierFlier', 'btnFlierFlierToggle')\r\nend\r\n\r\nfunction onMessagesAllToggle(Object, sPlayer)\r\n    onAllButtonToggle(sPlayer, 'btnMessagesAllToggle')\r\nend\r\n\r\nfunction onMessagesMessagesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'MessagesMessages', 'btnMessagesMessagesToggle')\r\nend\r\n\r\nfunction onMessagesMessengerToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'MessagesMessenger', 'btnMessagesMessengerToggle')\r\nend\r\n\r\nfunction onFerriesAllToggle(Object, sPlayer)\r\n    onAllButtonToggle(sPlayer, 'btnFerriesAllToggle')\r\nend\r\n\r\nfunction onFerriesTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'FerriesTiles', 'btnFerriesTilesToggle')\r\nend\r\n\r\nfunction onFerriesFerriesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'FerriesFerries', 'btnFerriesFerriesToggle')\r\nend\r\n\r\nfunction onGoldminesAllToggle(Object, sPlayer)\r\n    onAllButtonToggle(sPlayer, 'btnGoldminesAllToggle')\r\nend\r\n\r\nfunction onGoldminesTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'GoldminesTiles', 'btnGoldminesTilesToggle')\r\nend\r\n\r\nfunction onGoldminesGoldToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'GoldminesGold', 'btnGoldminesGoldToggle')\r\nend\r\n\r\nfunction onMnWAllToggle(Object, sPlayer)\r\n    onAllButtonToggle(sPlayer, 'btnMnWAllToggle')\r\nend\r\n\r\nfunction onMnWTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'MnWTiles', 'btnMnWTilesToggle')\r\nend\r\n\r\nfunction onMnWMageToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'MnWMage', 'btnMnWMageToggle')\r\nend\r\n\r\nfunction onMnWWitchToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'MnWWitch', 'btnMnWWitchToggle')\r\nend\r\n\r\nfunction onRobbersAllToggle(Object, sPlayer)\r\n    onAllButtonToggle(sPlayer, 'btnRobbersAllToggle')\r\nend\r\n\r\nfunction onRobbersTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'RobbersTiles', 'btnRobbersTilesToggle')\r\nend\r\n\r\nfunction onRobbersRobbersToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'RobbersRobbers', 'btnRobbersRobbersToggle')\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\control_panel_page_4\n",
          "LuaScriptState": "",
          "GUID": "a9e69d"
        },
        "5": {
          "Name": "Custom_Model",
          "Transform": {
            "posX": 0.0,
            "posY": 1.06,
            "posZ": 29.415,
            "rotX": -1.43483851E-06,
            "rotY": -0.00268260133,
            "rotZ": 6.55450435E-07,
            "scaleX": 0.475000471,
            "scaleY": 0.475000471,
            "scaleZ": 0.475000471
          },
          "Nickname": "Control Panel p. 5",
          "Description": "Use the number keys to show other pages",
          "ColorDiffuse": {
            "r": 1.0,
            "g": 1.0,
            "b": 1.0
          },
          "Locked": true,
          "Grid": true,
          "Snap": false,
          "Autoraise": true,
          "Sticky": true,
          "Tooltip": true,
          "GridProjection": false,
          "Hands": false,
          "CustomMesh": {
            "MeshURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXdXd0b2Z3c19ENmc",
            "DiffuseURL": "https://drive.google.com/uc?export=download&id=0BzBZwl-j9sHXVHRzbFo2VFFtZ1U",
            "NormalURL": "",
            "ColliderURL": "",
            "Convex": true,
            "MaterialIndex": 3,
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          },
          "LuaScript": "----#include !\\TTSCarcassonne\\scripts\\control_panel_page_5\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\n-- Button IDs:\r\nbtnIDs = {}\r\nindex = 0\r\n\r\nBUTTON_HEIGHT = 0.1\r\nLABEL_SEPARATION = 1.1\r\n\r\nPLAYER_COLORS = {'Green', 'Purple', 'White', 'Blue', 'Red', 'Pink'}\r\n\r\nNEUTRAL_COLOR = {r=0.5,g=0.5,b=0.5}\r\nERROR_COLOR = {r=1,g=0,b=0}\r\n\r\nbutton_parameters = {}\r\nbutton_parameters.function_owner = self\r\nbutton_parameters.rotation = {0.0, 180.0, 0.0}\r\nbutton_parameters.width = 480\r\nbutton_parameters.height = 480\r\nbutton_parameters.font_size = 300\r\n\r\nbutton_label_parameters = {}\r\nbutton_label_parameters.function_owner = self\r\nbutton_label_parameters.rotation = {0.0, 180.0, 0.0}\r\nbutton_label_parameters.width = 0\r\nbutton_label_parameters.height = 0\r\nbutton_label_parameters.font_size = 300\r\nbutton_label_parameters.click_function = 'fakeButton'\r\nbutton_label_parameters.alignment = 2\r\n\r\nexpansion_label_parameters = {}\r\nexpansion_label_parameters.function_owner = self\r\nexpansion_label_parameters.rotation = {0.0, 180.0, 0.0}\r\nexpansion_label_parameters.width = 0\r\nexpansion_label_parameters.height = 0\r\nexpansion_label_parameters.font_size = 400\r\nexpansion_label_parameters.click_function = 'fakeButton'\r\n\r\ncategory_label_parameters = {}\r\ncategory_label_parameters.function_owner = self\r\ncategory_label_parameters.rotation = {0.0, 180.0, 0.0}\r\ncategory_label_parameters.width = 0\r\ncategory_label_parameters.height = 0\r\ncategory_label_parameters.font_size = 500\r\ncategory_label_parameters.click_function = 'fakeButton'\r\n\r\nfunction onCheckboxToggle(sPlayer, data_key, button_key)\r\n    if Global.call('checkControlPanelPrivileges', {sColor = sPlayer}) == false then return end\r\n    if Global.call('getControlPanelState', {key = data_key}) then\r\n        Global.call('setControlPanelState', {key = data_key, value = false})\r\n        self.editButton({index = btnIDs[button_key], label = ''})\r\n    else\r\n        Global.call('setControlPanelState', {key = data_key, value = true})\r\n        self.editButton({index = btnIDs[button_key], label = 'X'})\r\n    end\r\n    checkAllCheckboxes()\r\nend\r\n\r\nfunction createExpansionLabel(z, label)\r\n    expansion_label_parameters.position = {0, BUTTON_HEIGHT, z + EXPANSION_LABEL_SEPARATION}\r\n    expansion_label_parameters.label = label\r\n    self.createButton( expansion_label_parameters )\r\n    index = index + 1\r\nend\r\n\r\nfunction initializeCheckbox(x, z, key, tooltip)\r\n    if Global.call('getControlPanelState', {key = key}) then\r\n        button_parameters.label = 'X'\r\n    else\r\n        button_parameters.label = ''\r\n    end\r\n    button_parameters.tooltip = tooltip\r\n    button_parameters.click_function = 'on' .. key .. 'Toggle'\r\n    button_parameters.position = {x, BUTTON_HEIGHT, z}\r\n    self.createButton( button_parameters )\r\n    btnIDs['btn' .. key .. 'Toggle'] = index\r\n    index = index + 1\r\nend\r\n\r\nfunction initializeLabeledCheckbox(x, z, buttonEnabled, key, label, labelOffset, alignment, tooltip)\r\n    button_label_parameters.position = {x + labelOffset.x, BUTTON_HEIGHT, z + labelOffset.z}\r\n    button_label_parameters.label = label\r\n    button_label_parameters.alignment = alignment\r\n    self.createButton( button_label_parameters )\r\n    index = index + 1\r\n\r\n    if buttonEnabled then\r\n        if Global.call('getControlPanelState', {key = key}) then\r\n            button_parameters.label = 'X'\r\n        else\r\n            button_parameters.label = ''\r\n        end\r\n        button_parameters.tooltip = tooltip\r\n        button_parameters.click_function = 'on' .. key .. 'Toggle'\r\n        button_parameters.position = {x, BUTTON_HEIGHT, z}\r\n        self.createButton( button_parameters )\r\n        btnIDs['btn' .. key .. 'Toggle'] = index\r\n        index = index + 1\r\n    end\r\nend\r\n\r\n--will print a message to all players and to the log\r\nfunction allGameMessage(msg, rgb, target_player)\r\n    if type(msg) == 'table' then\r\n      msg = translate(msg)\r\n    end\r\n    if target_player == nil then\r\n        printToAll(msg, rgb)\r\n    else\r\n        for _, player in ipairs(getSeatedPlayers()) do\r\n            if player == target_player then\r\n                broadcastToColor(msg, player, rgb)\r\n            else\r\n                printToColor(msg, player, rgb)\r\n            end\r\n        end\r\n    end\r\nend\r\n\r\n--true if element is one of the elements of the table, otherwise false\r\n--if element is a table, then checks if an identical table is in the table\r\nfunction table.contains(table, element)\r\n    if type(element) == 'table' then\r\n        for _, subtable in pairs(table) do\r\n            local allMatch = true\r\n            for key, value in pairs(subtable) do\r\n                if value ~= element[key] then\r\n                    allMatch = false\r\n                end\r\n            end\r\n            if allMatch then return true end\r\n        end\r\n    else\r\n        for _, value in pairs(table) do\r\n            if value == element then\r\n                return true\r\n            end\r\n        end\r\n    end\r\n    return false\r\nend\r\n\r\nfunction translate(params)\r\n    return Global.call('translate', params)\r\nend\r\n\r\nfunction stringToBracketedHex(color)\r\n    local rgb = stringColorToRGB(color)\r\n    if rgb ~= nil then\r\n        return \"[\" .. string.format(\"%x%x%x\", rgb.r*255,rgb.g*255,rgb.b*255) .. \"]\"\r\n    else\r\n        return \"\"\r\n    end\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\control_panel_common\n\r\nbutton_label_parameters.font_size = 250\r\n\r\nEXPANSION_LABEL_SEPARATION = LABEL_SEPARATION + 1.3\r\nCATEGORY = 8.6\r\nROW_1 = 6.0\r\nROW_SPACING = 2.8\r\nCOLUMN_1 = 6.75\r\nCOLUMN_SPACING = 3.4\r\n\r\nfunction onLoad()\r\n    category_label_parameters.position = {0, BUTTON_HEIGHT, CATEGORY}\r\n    category_label_parameters.label = 'Micro Expansions'\r\n    self.createButton( category_label_parameters )\r\n    index = index + 1\r\n\r\n    initializeLabeledCheckbox(COLUMN_1, ROW_1, false, 'BesiegersTiles', 'Besiegers', {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING, ROW_1, false, 'CiGTiles', 'Castles in\\nGermany', {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 2, ROW_1, false, 'CatharsTiles', 'Cathars', {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 3, ROW_1, false, 'CropCirclesTiles', 'Crop\\nCircles', {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 4, ROW_1, false, 'CropCirclesIITiles', 'Crop\\nCircles II', {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1, ROW_1 - ROW_SPACING, false, 'DarmstadtTiles', \"Darmstadt\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING, ROW_1 - ROW_SPACING, false, 'FestivalTiles', \"Festival\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 2, ROW_1 - ROW_SPACING, true, 'GamesQuarterlyTiles', \"Games\\nQuarterly\", {x=0, z=LABEL_SEPARATION}, 1, \"10 unique tiles to add to the base tile set, along with a special spring tile for river sets which divides the field with a road.\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 3, ROW_1 - ROW_SPACING, false, 'HalflingsTiles', \"Halflings\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 4, ROW_1 - ROW_SPACING, false, 'HalflingsIITiles', \"Halflings II\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1, ROW_1 - ROW_SPACING * 2, false, 'LaPorxadaTiles', \"La Porxada\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING, ROW_1 - ROW_SPACING * 2, false, 'LittleBuildings', \"Little\\nBuildings\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 2, ROW_1 - ROW_SPACING * 2, false, 'MiGTiles', \"Monasteries\\nin Germany\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 3, ROW_1 - ROW_SPACING * 2, false, 'MiNBTiles', \"Monasteries\\nin Netherlands\\n& Belgium\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 4, ROW_1 - ROW_SPACING * 2, false, 'Phantoms', \"Phantoms\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1, ROW_1 - ROW_SPACING * 3, false, 'Plague', \"Plague\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING, ROW_1 - ROW_SPACING * 3, false, 'Robbers', \"Robbers\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 2, ROW_1 - ROW_SPACING * 3, false, 'SiegeTiles', \"Siege\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 3, ROW_1 - ROW_SPACING * 3, true, 'SpielPromoTiles', \"Spiel Promo\", {x=0, z=LABEL_SEPARATION}, 1, \"A single city piece. No frills.\")\r\n    initializeLabeledCheckbox(COLUMN_1 - COLUMN_SPACING * 4, ROW_1 - ROW_SPACING * 3, false, 'Tunnel', \"Tunnel\", {x=0, z=LABEL_SEPARATION}, 1, \"\")\r\n    initializeLabeledCheckbox(COLUMN_1, ROW_1 - ROW_SPACING * 4, true, 'RussianPromoTiles', \"We go to\\nCarcassonne\", {x=0, z=LABEL_SEPARATION}, 1, \"2 unique tiles. Baba Yaga's hut is like a cloister, except its value starts at 10 and decreases by 1 point each adjacent tile. The Choice of Bogatyr is a 4-way road piece with a continuous 3-way road section with a 4th road at an intersection.\")\r\nend\r\n\r\n--This is required so that we can use onCheckboxToggle\r\nfunction checkAllCheckboxes()\r\nend\r\n\r\nfunction onBesiegersTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'BesiegersTiles', 'btnBesiegersTilesToggle')\r\nend\r\n\r\nfunction onCiGTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'CiGTiles', 'btnCiGTilesToggle')\r\nend\r\n\r\nfunction onCatharsTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'CatharsTiles', 'btnCatharsTilesToggle')\r\nend\r\n\r\nfunction onCropCirclesTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'CropCirclesTiles', 'btnCropCirclesTilesToggle')\r\nend\r\n\r\nfunction onCropCirclesIITilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'CropCirclesIITiles', 'btnCropCirclesIITilesToggle')\r\nend\r\n\r\nfunction onDarmstadtTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'DarmstadtTiles', 'btnDarmstadtTilesToggle')\r\nend\r\n\r\nfunction onFestivalTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'FestivalTiles', 'btnFestivalTilesToggle')\r\nend\r\n\r\nfunction onGamesQuarterlyTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'GamesQuarterlyTiles', 'btnGamesQuarterlyTilesToggle')\r\nend\r\n\r\nfunction onHalflingsTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'HalflingsTiles', 'btnHalflingsTilesToggle')\r\nend\r\n\r\nfunction onHalflingsIITilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'HalflingsIITiles', 'btnHalflingsIITilesToggle')\r\nend\r\n\r\nfunction onLaPorxadaTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'LaPorxadaTiles', 'btnLaPorxadaTilesToggle')\r\nend\r\n\r\nfunction onLittleBuildingsToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'LittleBuildings', 'btnLittleBuildingsToggle')\r\nend\r\n\r\nfunction onMiGTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'MiGTiles', 'btnMiGTilesToggle')\r\nend\r\n\r\nfunction onMiNBTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'MiNBTiles', 'btnMiNBTilesToggle')\r\nend\r\n\r\nfunction onPhantomsToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'Phantoms', 'btnPhantomsToggle')\r\nend\r\n\r\nfunction onRobbersToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'Robbers', 'btnRobbersToggle')\r\nend\r\n\r\nfunction onSiegeTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'SiegeTiles', 'btnSiegeTilesToggle')\r\nend\r\n\r\nfunction onSpielPromoTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'SpielPromoTiles', 'btnSpielPromoTilesToggle')\r\nend\r\n\r\nfunction onTunnelToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'Tunnel', 'btnTunnelToggle')\r\nend\r\n\r\nfunction onRussianPromoTilesToggle(Object, sPlayer)\r\n    onCheckboxToggle(sPlayer, 'RussianPromoTiles', 'btnRussianPromoTilesToggle')\r\nend\r\n\n----#include !\\TTSCarcassonne\\scripts\\control_panel_page_5\n",
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      "Description": "",
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      "Locked": true,
      "Grid": true,
      "Snap": true,
      "Autoraise": true,
      "Sticky": true,
      "Tooltip": true,
      "GridProjection": false,
      "Hands": false,
      "CustomAssetbundle": {
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    "0": {
      "title": "Basic Rules",
      "body": "SETUP:\nPlace the starting tile (with the inverted back) face up in the middle of the table. Shuffle the remaining tiles face down and stack them in several face-down stacks so that all players have easy access to them. Place the scoring track near one edge of the table to leave room for the players to place tiles in the middle of the table.\r\n\r\nEach player takes the 8 followers in his colour and places one as his scoring marker in the large space at the lower right of the scoring track. Each player places his remaining 7 followers before him on the table as his supply.\r\n\r\nThe youngest player decides who will be the starting player.\n\nON YOUR TURN:\nOn a player's turn, he executes the following actions in the order shown:\r\n\r\n*The player must draw and place a new tile.\r\n*The player may deploy one of his followers from his supply on the tile he just placed.\r\n*If, through the placement of the tile, roads, cities or cloisters are completed, they are now scored.\n\nPLACING TILES:\nFirst a player must draw a tile from one of the face-down stacks. He looks at it, shows it to his fellow players (so they can advise him on the 'best' placement of the tile), and places it on the table, using the following rules:\r\n\r\n*The new tile must be placed with at least one edge abutting one previously placed tile. The new tile may not simply be placed corner to corner with a previous tile.\r\n*The new tile must be placed so that all road, city and field segments on the new tile match road, city or field segments on all abutting tiles (cloisters are always complete within single tiles)\n*In the rare circumstances where a drawn tile has no legal placement (and all players agree), the player discards the tile from the game (into the box) and draws another tile.\n\nDEPLOYING FOLLOWERS:\nAfter the player places a tile, he may deploy one of his followers, using the following rules:\r\n\r\n*The player may only play one follower on a turn\r\n*The player must take it from his supply\r\n*The player may only deploy it on the tile he just placed\r\n*The player must choose where to deploy the follower on the tile:\n    *A thief on the road\n    *A knight in the city\n    *A farmer in the field\n    *A monk in the cloyster\n*The player may not deploy a follower on a road, city or field segment if that segment connects to a segment on another tile (no matter how far away) that already has a follower (from any player) on it.\n*When a player has deployed all his followers, he continues to play tiles each turn. Although a follower may not be recalled, followers are returned to players when roads, cities and cloisters and scored.\n\nSCORING:\n*A road is complete when the road segments at both ends connect to a crossing, a city of a cloister. A road is also complete if it connects to itself in a loop. There may be many segments along the road.\r\n\r\nThe player who has a thief on a completed road scores one point for each tile in the road (count the number of tiles). The player moves his scoring marker forward on the scoring track a number of spaces equal to the points earned.\n\n*A city is complete when the city is completely surrounded by a city wall and there are no gaps in the wall. There may be many segments in a city.\r\n\r\nThe player who has a knight in the completed city scores two points for each segment in the city (count the number of tiles). Each shield on a city segment earns the player two bonus points.\n\n*NOTE: It is possible through clever placement of tiles for there to be more than one thief on a road or more than one knight in a city. When this occurs in a completed road or city, the player with the most thieves (on a road) or the most knights (in a city) scores all the points.\r\n\r\nWhen two or more players tie with the most thieves or knights, they each score the total points for the road or city.\n\n*A cloister is complete when the tile it is on is completely surrounded by tiles. A player with a monk in the cloister scores nine points.\n\n**After a road, city or cloister is scored (and only then), the followers involved are returned to the appropriate players. The returned followers may be used by the players as any of the possible followers (thief, knight, monk, farmer) in later turns.\n\n*Connected fields are called farms. Farms are not scored during the game. They exist only as places to deploy farmers. Farmers are only scored in the final scoring.\r\n\r\n*Farmers remain in the field segment where they are deployed for the entire game and are never returned to the players!\r\n\r\n*Farms are bordered by roads, cities and the edge of the area where the tiles have been played.\n\nGAME END:\nAt the end of the player's turn in which the last tile is placed, the game ends. The final scoring then takes place.:\n\n*First, all incomplete roads, cities and cloisters are scored. For each incomplete road and city, the player who has a thief on the road or a knight in the city scores one point for each road or city segment in the incomplete road or city. Shields earn the city player one point each. \n*For incomplete roads and cities with more than one follower, use the rules for completed roads and cities to determine who gets the points. \n*For each incomplete cloister, a player with a monk in a cloister scores one point for the cloister tile and one point for each tile that surrounds it.\n\nFarmers score points as shown below:\r\n\r\n*Only completed cities are supplied and are, therefore, used for the scoring farmers.\r\n*The farmer's farm must border a completed city to supply it. The distance of the farmer from the city is unimportant.\r\n*For each city a farmer supplies, the player who deployed the farmer scores four points, regardless of the size of the city or the farm.\n\nWINNING:\r\r\nThe player with the most points at the end of the game is the winner.",
      "color": "Grey",
      "visibleColor": {
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    },
    "14": {
      "title": "Traders & Builders",
      "body": "Include the Builder and Pig with the rest of your followers.\n\nTRADE GOODS:\n*A city with trade goods is complete when a city is completed that has 1 or more trade good symbols, the city is scored in the normal way. \n*The player who placed the tile to complete the city takes a trade good for each trade good symbol in the city and places\r\nthem in his play area.\r\n*It does not matter whether he had knights in the city, or, in fact, if there were any knights in the city at all.\n*The player who has the most wine tokens at the end of the game scores 10 points. This is the\r\nsame for the player with the most grain tokens and the player with the most cloth tokens. \n*If players tie for the most of a kind of trade good token, each tying player scores the full 10 points.\n\nPIGS:\n*The pigs and builders are treated similarly to the normal followers. They must be placed on a\r\njust-placed tile. No other follower may be placed on that tile.\r\n*The pig is placed on a field and can increase the value of a city for a farmer.\r\n*A player may only place his pig in a field where he has at least 1 farmer. The pig remains\r\nwhere placed until the end of the game. \n*When scoring the farmers at the end of the game, the player earns 4 instead of 3 points for each city he scores that has a pig in the field with his\r\nfarmer(s). \n*The pig counts only if he owns the field. \n*For ownership of the field, only the farmers are counted.\n\nBUILDERS:\n*A player places his builder on a road or city where he has followers to allow him a double turn.\r\n*EXAMPLE: How do the players place builders and how do they get double turns?\r\n1. The player places a thief on a road. \n2. In a later turn, he places a tile that extends that road and places his builder on the road.\r\n3. In a yet later turn, he places a tile that extends or completes the road with his builder on it. After completing his turn (placing a follower and scoring), he draws and places a 2nd tile as\r\nnormal, including a follower if he wants (this is the double turn).\n*Further extra turns are not allowed. Thus, if a player extends the road or city with his builder with his 2nd tile (double turn), he does not get another turn. \n*As long as a road or city is not completed, the builder remains there and the player may get double turns for extending the road or city.\r\n*When the road or city is completed and scored, the player returns the thief (or knight) and builder to his supply.\r\n*The player may place followers on either or both tiles. If the road is completed with the placement\r\nof the first tile (the player gets the builder and thief back), the player may place the builder on the\r\n2nd tile.\n*Builders of several players may stand on a road. \n*The 2nd tile need not be placed adjacent to the first tile. \n*There may be any number of road sections between the thief and the builder. The same goes for knights in a city. \n*A builder may be placed first on a road and\r\nlater on a city, or in any combination, but never on a field.",
      "color": "Grey",
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        "g": 0.5,
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      "id": 14
    },
    "13": {
      "title": "Inns & Cathedrals",
      "body": "SETUP:\nInclude the Large Follower with the rest of your followers.\n\nBIG FOLLOWERS:\n*Instead of deploying a small follower, a player may now decide to deploy his or her big follower. *This counts as one follower and is deployed according to the usual rules.\r\n*During scoring, however, the big follower counts as if the player had deployed two normal followers to the road, city, cloister or farm in question.\r\n*Like any other follower, the big follower is returned to the player after scoring, and can be deployed again in the next turn. \n*If the big follower is deployed as a farmer, it remains on the farm until the end of the game, just like other farmers.\n\nINNS:\n*If a road which has one or more inns lining it is completed, then the thief scores 2 points for every road segment, according to the number of tiles. *However, if such a road has not been completed at the end of the game, it scores no points during the final scoring.\n\nCATHEDRALS:\n*If a city which contains one or more cathedrals is completed, then the knight scores 3 points for every city segment, according to the number of tiles, and 3 points for every pennant. \n*However, if such a city has not been completed at the end of the game, it scores no points during the final scoring.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
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      "id": 13
    },
    "12": {
      "title": "The River & The River II",
      "body": "PREPARATION:\r\n*Separate the spring tile and the lake tile from\r\nthe others. Place the spring tile in the middle of the\r\ntable and make the other ten tiles into a stack. \n*The\r game now begins. As usual, the players take turns\r to place a tile and can deploy their followers to the\r river tiles as knights, thieves, monks or farmers.\r\n*When the river is finished, the lake tile is placed,\r\nand the game continues with the remaining tiles.\r\nFollowers may not be deployed to the river itself.\n*When using The River II with The Princess & The Dragon, the player that places the valcano lake will immediately draw and place another tile from the stack\r\n*The pig-herd feature in The River II will add an extra point per city in that field for farmers.\n*When using The River (BB5 edition) with Hills & Sheep, each sheep on the tiles adds an extra point to a Shepherd's score when they gather the flock.\r\n\nIMPORTANT: A U-turn with the river tiles is\r\nnot possible. This means that a 180° turn is not\r\nallowed, as it may lead to difficulties in placing all\r\nthe tiles.",
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      "id": 12
    },
    "15": {
      "title": "King & Robber Baron",
      "body": "SETUP: Set the King and Robber tiles off to the side.\n\n*Once a player has placed a tile to complete the first city (not necessarily the player who scores the points for the city), that player will take the King tile, making a note of how many tiles were used to create the city. \n*If any player should complete a larger city during the course of the game (that is to say the\r\nplayer who placed the tile), that player would then take the King tile, making a note of how many tiles were used to create the city. At the end of the game, the player who has the King tile scores 1 point per completed city.\r\n*The rules for the Robber tile are similar. However, the Robber tile is given to the player who has completed the longest road (again, this is the player who placed the tile). At the end of the game, the player who owns the Robber tile scores 1 point per completed road.",
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      "id": 15
    },
    "16": {
      "title": "The Count of Carcassonne",
      "body": "Before beginning the game, assemble the 12 tiles of the city. \n\nThe city depicted is that of Carcassonne itself and serves as a larger area from which to begin the game. The starting tile of the base Carcassonne set is, therefore, unnecessary.\r\n\nTHE CITY OF CARCASSONNE:\n*The city of Carcassonne consists of 4 main areas:\r\n1. The castle \n2. The market \n3. The blacksmith \n4. The cathedral\r\n*The Count is placed in the castle to begin the game.\r\n*At the end of a turn in which a player has placed a tile that \n    a) completes one or more features, and \n    b) causes one or more of his opponents to score points, and \n    c) scores no points himself, he may place a follower from his supply into one of the 4 areas of\r\nthe city of Carcassonne. It is not possible to place more than one follower into the city\r\nof Carcassonne in a single turn.\r\n\r*When a city, road or monastery is completed, each player may move their followers from the corresponding area of the city of Carcassonne before determining which player scores points for the completed feature (exception: followers may not be moved from the area occupied by the Count). In this way, players may add followers to an occupied feature.\r\n*Followers may be moved in the following way:\r\n    *From the castle to a just completed city.\r\n    *From the blacksmith to a just completed road.\r\n    *From the cathedral to a just completed monastery.\r\n    *From the market to a farm (these followers may only be moved at game end before\r\nfinal scoring).\n\nWHAT IS THE EXACT ORDER OF THESE ACTIONS?\r\n*After the placement of the tile that completes a feature (but before it is scored), the active player chooses whether he or the player to his left will begin. Regardless, in clockwise order, each player will have one chance to move all, some or none of his followers from the city of Carcassonne (except those followers occupying the same area as the Count) to a corresponding completed feature prior to it being scored. \n*Once all players have chosen, the completed feature is scored according to the normal rules and\r\nfollowers are returned to their owners’ supplies.\r\n*As usual, if the active player did not score any points (and one or more of his opponents did), he may now place a follower into one of the four areas of the city of Carcassonne.\r\n*Those followers that were not moved from the city of Carcassonne remain there. \n*A follower may only be moved from the city of Carcassonne according to the rules explained above. In other words, players may never choose to return their followers occupying the city of Carcassonne to their supply.\r\n\nTHE COUNT:\r\n*When a player adds a follower to the city of Carcassonne, he may choose to move the Count to a new area of the city (the castle, the blacksmith, the\r\nmarket, or the cathedral). \n*The Count will always occupy one of these four\r\nareas. \n*Followers may never be moved from the area occupied by the Count.\r\n*EXAMPLE: A city is completed. The Count occupies the castle. The players may not move their followers to the completed city before it is scored.\r\nHint: Moving the Count is very important, as it will allow previously trapped followers to be placed in future turns, while blocking other followers from being moved.\r\n\nSpecial rules for other expansions:\r\n1. Inns & Cathedrals: The large follower may be placed in one of the four areas of the city of Carcassonne like a regular follower. As normal, the large follower is equal to two regular followers when scoring a feature.\r\n2. Traders & Builders: If a player takes a double turn because of the builder, he is able to place a follower in one of the four areas of the city of Carcassonne (and thus move the Count) on either or both of these turns. Nevertheless, each placement of such a follower must be immediately preceded by the placing of a tile which completes one or more features where one or more opponents score points and the active player scores none.\r\n3. River 1 or 2: The river source must begin at one of the corners of the city of Carcassonne. The players should place the river tiles so that the river flows away from the city of Carcassonne so as to avoid placement problems. Again, combining The Count of Carcassonne and River 1 or River 2 is not recommended.",
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      "id": 16
    },
    "17": {
      "title": "The Cathars",
      "body": "SIEGE:\r\n*A city which contains one or more Cathar tiles counts as besieged. The presence of the Cathar tile reduces the value of each tile and pennant by one point (unless it is zero already):\n    1. Completed cities with cathedrals score 2 points per tile.\n    2. Completed cities without cathedrals score 1 point per tile.\n    3. Incomplete cities without cathedrals score 0 points per tile.\n    4. Incomplete cities with cathedrals still score 0 ponts per tile.\r\r\n*Multiple besiegings of a city has no further effect.\r\n\nSUPPLY:\r\n*The farmers supply the besieging crusaders as well as the besieged city, so every besieged city scores twice, i.e. six points. \n*If the farm has a pig (from the Traders & Builders Extension Set) then the score for the besieged city is eight points. \n*To score double, a farm does not need to border on the Cathar tile, only on any part of the besieged\r\ncity.\n\r\nESCAPE:\r\n*If a player wishes to abandon a besieged city, neighboring cloisters allow escape from the besieged city. \n*The cloister must be adjacent to the Cathar tile, directly touching along a side or at a corner. \n*The cloister does not need to be owned by the escaping player, or even occupied at all; it can be complete or incomplete. If such a cloister exists then the player can return one of his followers (knight or builder) from the besieged city into his\r\nsupply at the end of each of his turns. If the player places the cloister tile then he can return one follower on the same turn",
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      "id": 17
    },
    "18": {
      "title": "Princess & Dragon",
      "body": "SETUP:\nPlace the Dragon and the Fairy aside for now.\n\nTHE VOLCANO:\n*Whenever a player draws a tile with a volcano, he places it as he would normally place a tile, but\r\nhe may not place any followers on the volcano tile. Instead, the Dragon immediately flies from his current location directly to this volcano tile, where he stops.\n\r\nTHE DRAGON:\n*Whenever a player draws a tile showing a dragon\r\nfigure, he places it as he would normally place a tile, and may also place a follower on the tile as he normally could. \n*Then, the game is briefly interrupted while the Dragon moves!\r\n*Beginning with the player who just placed the dragon tile, and continuing clockwise around the table, each player, on his turn, must move the Dragon to a new tile, that is either horizontally or vertically\r adjacent to the tile where the Dragon is. *The dragon always moves 6 times, across 6 tiles, regardless of the number of players (exception: dead end). \n*The dragon cannot “visit” the same tile twice on his 6 move journey, so the players must watch carefully to ensure he moves properly. Also, the dragon will never move to the tile where the fairy stands (see below).\r\n*Whenever the dragon visits a tile with a follower, the player whose follower stands on the tile, takes the follower from the tile, returning it to his supply. After the dragon completes his journey, the game continues where it was paused. \n*Dead end: when the dragon has been moved to a tile from which there is no legal move, he is not moved further on this journey.\r\n*Note: as long as no volcano tile is drawn, the dragon remains away from the game board, and will not be moved. In this situation, if a dragon tile is drawn, the player sets it aside and draws another to play instead. As soon as a volcano tile is drawn and placed, the dragon enters the game, the\r\nset-aside dragon tiles are shuffled face-down with the other tiles, and the game continues.\n\nTHE MAGIC PORTAL:\r\n*When a player draws and places a magic portal tile, he may place a follower on this or any previously placed tile. \n*When doing so, he must follow all other placement rules, for example, not on a feature with another follower. \n*In addition, he may not, place his follower on an already completed feature.\n\r\nTHE PRINCESS:\r\n*When a player draws and places a princess tile, he places it following the normal rules. \n*If he places the tile so that it adds to a city with one or more knights, he must return one of those knights to its player (his choice). \n*In this case, he may not place a follower on this\r\ntile, even on the field or the road. \n*If he places the tile so that it adds to an empty city, or only starts a new city, he may place a follower in the normal ways.\n\nTHE FAIRY: \n*Whenever a player places no follower on his turn, he may, instead, place the fairy on any tile where he has one of his followers. The Fairy has 3 effects:\r\n    1. The Dragon will not visit a tile that has the fairy. Thus, a follower on this tile is protected from\r\nthe dragon.\r\n    2. If a player starts his turn with a follower on the tile where the fairy is, he scores 1 point immediately!\r\n    3.When a feature (city, road, cloister, or farm) with the fairy is scored, the player whose follower\r\nstands on the tile with the fairy scores 3 points for standing there, and may score for the feature as normal. When scored, the follower returns to its owner, but the fairy remains.",
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      "id": 18
    },
    "19": {
      "title": "The Tower",
      "body": "SETUP:\r\r\r\n*Depending on the number of players, each player takes the number of wooden tower pieces shown below, placing them in his play area:\r\n2 players : 10 pieces\n3 players : 9 pieces\r\n4 players : 7 pieces \n5 players : 6 pieces\r\n6 players : 5 pieces\n\nTHE TOWER:\n*When a player places a tile with a Tower Base on it, he may take one of 4 actions:\n    1. He places one of his followers as normal\n    2.He places one of his tower pieces on any landscape tile with a Tower Base (previously placed or just placed).\r\n    3. He places one of his tower pieces on any already started tower.\r\n    4.He places one of his followers (from his play area) on any already started tower, thus completing it.\n*Whenever a player places a tower piece, he may immediately take one of his opponents’ followers as prisoner. He places the prisoner in his play area.\r\n*Which followers the player may take prisoner depends on the height (which story) at which he places his tower piece on the tower.\r\n*When the player places a his tower piece as the 1st story of the tower, he can choose from just 5 landscape tiles to take a prisoner: the tile on\r\nwhich the tower stands and each tile that is orthogonally adjacent (not diagonal!) to the tile with the tower.\n*With each higher tower story, the player adds 4 possible tiles to his reach for taking a prisoner. This reach can extend over empty spaces in the board and over other towers of any height. \n*A tower may be built to any height.\n*When a player places a follower on a tower, the\r\ntower is completed and may not be further heightened. This follower remains on the tower\r\nuntil the end of the game. The follower cannot\r\nbe taken prisoner or taken back by the owning player. Players use this action to protect their other followers from being taken prisoner.\n\nPRISONERS:\n*Whenever 2 players each have a prisoner of the other, the prisoners are immediately exchanged and returned to their owners. No negotiation is necessary or allowed. The exchange is automatic!\r\n*Additionally, a player, on his turn, may retrieve one of his imprisoned followers from one opponent of his choice. To do so, he must pay the\r\nopponent a ransom of 3 victory points by moving his scoring marker backwards 3 spaces on the scoring track and moving his opponent’s\r\nscoring marker forward 3 spaces on the scoring track. \n*If he does not have 3 victory points, he may not ransom the prisoner. \n*He may immediately use the returned follower.\r",
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      "id": 19
    },
    "20": {
      "title": "Abbey and Mayor",
      "body": "SETUP:\nEach player takes 1 abbey tile, 1 mayor, 1 barn, and 1 wagon, which he places in his play area along with his followers.\n\nABBOT:\n*When a player wants to use his abbey, he draws no tile to begin his turn and places the abbey tile. *The player may only place the abbey tile in an empty space on the table completely surrounded on four sides (not the diagonals) by other tiles, thus filling a “hole” in the map. If there is no such place on the table, the player may not place his abbey tile. \n*The player may place a follower as a monk on the abbey tile. In this case, the same rules apply as for a monk in a cloister. \n*The abbey completes the features it touches on all four sides. Roads and cities are immediately scored. *A cloister is completed and scored if the abbey is the 9th tile of those required for completing a cloister.\n\nTHE MAYOR:\n*On his turn, a player may place his mayor instead of a follower. \n*He may only place his mayor in a city which has no knight or follower. The usual follower placing rules apply. \n*When a city is scored, the mayor counts for as many followers as there are pennants in the city. For example, if the city has 3 pennants, the\r\nmayor counts as 3 followers. If the city has no\r\npennants, the mayor counts as no followers. \n*A normal follower counts as 1 follower. The large follower from Inns & Cathedrals counts as 2 followers. \n*The value of the city is not changed by the presence of a mayor. After scoring the city, the player takes his mayor back.\n\nTHE BARN:\n*When a player places a tile that creates a junction of four tiles where each of the four tiles has a field segment at the junction, the player may place a\r\nhis barn instead of a follower at the junction of the four tiles. \n*The player may place his barn even if there are farmers on field segments connected to the place where he places the barn. \n*The barn remains on this place for the rest of the game.\n*When a player plays a barn, the farm it is placed\r\non is immediately scored. The player with the\r\nmost farmers in the field earns 3 points for\r\neach completed city connected to the farm. \n*It matters not whether the owner of the barn has\r\nfarmers on the farm or not. After scoring the farm, the players with followers on the farm return them to their supplies. The barn, however, remains.\r\n*When playing with Traders & Builders, a player\r\nwith a pig on the farm scores 4 points per city\r\ninstead of 3, if he scores points for the farm. The\r\nplayer takes his pig back afterwards, placing it\r\ninto his supply.\n*A player may not place a follower on a farm segment connected to the junction with a barn. There may only be one barn on each farm. Of\r\ncourse, connecting two farms, each with a barn is quite legal.\r\n*If a player places a tile that connects a farm without a barn to one with a barn, the new large farm is immediately scored and the players\r\ntake back their followers from the farm. With this scoring, however, a player earns only 1 point per completed city (with a pig from Traders & Builders,\r\n2 points per completed city).\n*At the end of the game, the player with a barn on a farm scores 4 points for all completed cities that touch the farm, regardless of their distance from the barn. If there are several barns on a farm, each scores the full points.\r\n*A barn may not be removed, either by the Dragon (from Princess & Dragon) nor by a tower from The Tower.\n\nTHE WAGON:\n*On his turn, a player may place his wagon instead of a follower. The player may place his wagon on a road, a city, or a cloister that has no other wagon\r\nor follower. The player may not place a wagon on a field segment.\r\n*When a road with a wagon is scored, the wagon counts just like a follower for scoring purposes.\r\n*After scoring, the player may return his wagon to his supply. \n*Alternatively, he may move his wagon to an uncompleted road, city, or cloister that is connected to the feature just scored with the wagon on it. When moving his wagon to a road, city, or cloister, the road, city, or cloister may not already have followers or other wagons on it. \n*If there is no available connected road, city, or cloister, the player must return his wagon to his supply\n*A wagon always counts as though it were a follower during scoring. \n\nTHE WELL:\nA tile worth noting in this expansion is the well tile, which is one of the only tiles in the game that functions as a junction, but continues the road in all 3 directions rather than terminating all 3 roads.",
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      "id": 20
    },
    "21": {
      "title": "The Cult",
      "body": "THE CULT PLACE:\n*The cult place is used and scored exactly like a cloister. \n*If the player places a follower on the cult place, this follower is called a heretic.\n*When a player puts a cult place directly (horizontally, perpendicularly or diagonally) adjacent to a cloister occupied by a monk of another player and puts a heretic on it, then the heretic must challenge the monk. \n*The same applies if a player places a cloister directly monk is set directly (horizontally, perpendicularly or diagonally) adjacent to a cult place occupied by a heretic of another player. That is, the monk must challenge the heretic.\n*A player may not place a cult place adjacent to several cloysters, nor may a player place a cloister adjacent to several cult places.\n\nTHE CHALLENGE:\n*Once a challenge has been declared, the player (of those two involved in the challenge) who first completes his cult place or cloister scores 9 points as normal. \n*The other player scores nothing and both followers are returned to their players. \n*If a challenge is not resolved by the end of the game, both players receive the usual points as described in the scoring of cloisters at game end. *When a player places a tile with a cult place, he need not place a follower on the cult place. He may place a follower on the field, or the city or road when present. Also, he may choose to place to\r\nfollower at all on the tile.",
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      "id": 21
    },
    "22": {
      "title": "The Siege",
      "body": "(See: The Cathars)\nSiege tiles function exactly like Cathar tiles, the only difference being the symbol in the Cathar tiles.",
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      "id": 22
    },
    "23": {
      "title": "The Catapult",
      "body": "SETUP: \nEach player takes 1 catapult token of each type\n\nTHE FAIR:\n*Whenever a player draws a landscape tile with the fair symbol, the player completes his normal turn and, afterwards, the game is interrupted for a catapult round. \n*The active player (who drew the token), chooses one of his catapult tokens. He then hurls the token using the flick tool from the closest spot on the board to his name tag. \n*Then, the other players, in clockwise order from the active player, hurl the same kind of token from their supplies. \n*Each player has but one try with the catapult.\r\n*The effects of the different catapult tokens are described below.\r\n*After the catapult round, the players take back their catapult tokens and the game continues with the next player in clockwise order.\n\nTHE CATAPULT TOKENS:\nKNOCKOUT:\n*This is the blue tile with the red meeple getting     a cake slung in his face.\n*The goal is to knock out followers of other players on the map of Carcassonne you have been building. \n*When a follower is hit (touched) by a hurled token (the follower need not fall down!), the owner of the follower must take it back immediately, placing it in his play areas. \n*If several follower are touched, all must return to their owners. \n*If followers of the hurling player are touched, he must also take them back. \n*If the token knocks one follower into another, the second follower must also be taken back. In this way, a chain reaction, involving several followers, can occur.\n\nSEDUCTION:\n*This is the yellow tile with the red and yellow meeples falling in love\n*The goal is to hurl this token so that it comes to rest on one or more landscape tiles on the map of Carcassonne you have been building. \n*If it slides off the map, it has no effect!\r\n*If it does not come to rest on the map, the hurling player takes the token back and takes no action. \n*If the token comes to rest on the map, then the players determine which opponent’s follower is closest to the token and may use the measuring tool (TAB) in case of doubt. \n*The player, who hurled the token, may exchange one of his followers with this follower.\r\n*He may use a follower in his play area or one already on the map. \n*He returns the exchanged follower to its owner.\n\nTARGET HURLING:\n*This is the green tile with the target on it\n*The goal here is to hurl your token so that it comes to rest on the fair tile that was just placed. *The player whose token lands closest to the fair tile just placed immediately scores 5 points. In the case of doubt, players use the measuring tool (TAB) to determine the winner. \n*In the case of tied hurls, each tied player scores 5 points.\n\nCATCH:\n*I couldn't think of a fair way to simulate catch in TTS, if you can, shoot me an email (and of course I'll give you credit): zakmaniscool@yahoo.com\n*I'll update this with the added rules if anyone comes up with something.\n",
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      "id": 23
    },
    "24": {
      "title": "The Tunnel",
      "body": "SETUP:\nEach player takes the tunnel chips of his color (there are two chips for each color).\n\nTUNNELS:\n*During your turn, you may additionally place one of your tunnel chips on any unoccupied tunnel opening on a placed tile (even on the one you just placed).\r\n*If you have already placed one of your tunnel chips, in a later turn you may place your second chip on another unoccupied opening. Thus the road is connected via the tunnel\r\n*If connecting the two roads caused the road to be completed (because the ends leading out of the tunnel are both capped), the road is scored as usual.\n\n*Some of the tiles in the other expansions (e.g. The Princess & the Dragon) depict tunnel entrances. \n*It's up to the players to decide whether they are allowed to place tunnel chips on these. \n*In this case, treat the road the same way you do for other tunnels in this expansion, rather than going straight through. (Just because you see a road go in one side, and you see a road come out the other, don't be so sure that it's the same road!)\r\r",
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      "id": 24
    },
    "25": {
      "title": "Wheel of Fortune",
      "body": "SETUP:\nYou don't need to use the Base Game tiles if you are using the Wheel of Fortune, however, you can if you wish. Place the pink pig on the FORTUNE space on the Wheel.\n\nNOTE: The Wheel doesn't snap to the grid properly, so be sure to place it precisely!\n\nTHE WHEEL:\n*Some tiles display a number (1-3) representing the number of spaces the pig moves along the Wheel, the event it lands on results in a different event:\r\n\r\r\n*FORTUNE: 3 points for the player who drew the tile (this is the only event that awarded to just 1 player)\r\n*TAX: 1 point for each knight and 1 point for each pendant a player has in a city they occupy\r\n*FAMINE: 1 point for every one of a players farmers that supplies his/her cities\r\n*STORM: 1 point per meeple in your supply\r\n*INQUISITION: 2 points to every player for every monk on the map\r\n*PLAGUE: \"kills\" 1 follower from each player. They are removed from play and returned to their player's supply.\r\n\n*Followers may also be placed on the spaces on the Wheel's rim for 3 points when the pig lands on that event.\n*If only one meeple is on an event on the rim with two spaces (6 VPs), he scores 6 points instead of 3. \n\n*Otherwise the game follows all normal carcassonne rules, all expansions can be used with Wheel of Fortune.\n",
      "color": "Grey",
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      "id": 25
    },
    "26": {
      "title": "Bridges, Castles, and Bazaars",
      "body": "SETUP:\nEach player takes bridges and castles:\nWith 2-4 players: 3 bridges and 3 castles\nWith 5-6 players: 2 bridges and 2 castles\n\nTHE BAZAAR:\n*Once a tile with a bazaar has been placed, the game is momentarily interrupted for the auction to take place.\n*The active player draws as many landscape tiles as there are players, and places them face-up in his play area.\n*The player to his left then becomes the auctioneer by choosing one of the revealed tiles and saying how many points he will bid for it (he can bid 0 points)\n*The other players then take turns in clockwise order ONCE around the table, each making a higher bid or passing.\n*When all players have bid on a tile, the auctioneer may either \n    a)sell the tile to the highest bidder, taking the amount of points he bid OR\n    b)buy the tile for himself, paying the highest bidder the amount of points he bid\n*If the auctioneer has the highest bid, he simply subtracts the points that he bid from his score(no one receives them)\n*After this, the next player in clockwise order who hasn't bought a tile at this bazaar takes his turn by choosing a tile to auction(It could be the same player if he did not buy the tile he chose).\n*During an auction, a player who has already bought a tile at this bazaar may not bid\n*Players may bid more points than what they currently have. If this is done, they place the meeple on its head to show it is negative.\n*After all tiles have been bought, the players place their bought tiles, beginning with the player to the left of the active player. They may place followers and such according to the normal rules.\n*There are no chain reactions when bazaar tiles are drawn as a result of bazaar tiles. That is, if a player purchases a bazaar at a bazaar, it does not take effect and he simply places it as if the bazaar weren't even on the tile.\n*NON-AUCTION VARIANT: The player who placed the bazaar draws as many tiles as there are players, then the player to his left chooses one and places it immediately. This continues in clockwise order until all revealed tiles have been placed.\n\nBRIDGES:\n*During his turn, a player may place 1 bridge in addition to his tile and follower.\n*Bridges continue roads. That is, it leads the road across an adjacent tile and counts exactly the same as a road segment on a landscape tile.\n*The bridge can be built on the just placed tile or a tile which is orthogonally adjacent to the just placed tile.\n*The two bridge ends must be placed on field segments\n*A player may place a tile such that a road ends at a field segment if he places a bridge over the field.\n*The player may place a follower o the tile, as normal. If he placed the bridge on the just-placed tile, he may place the follower on the bridge.\n*Fields and cities under bridges are not divided.\n*Several bridges can be built next to each other, and consecutive bridges are continuous of the same road.\n\nCASTLES:\n*When a player forms a town, consisting only of two semi-circular city segments, the owner of the city may opt to turn it into a castle.\n*If he makes it a castle, he places the castle tile over the town and places the knight that was in said town on the castle. A town which was converted into a castle is not yet considered to be completed.\n*When building a castle, the player ay first scores no points.\n*The player in the castle scores points when the first feature (road, city, monastery, etc) in the vicinity of the castle is later completed, or a tile from one of said features is in the vicinity of the castle.\n*The vicinity of the castle is the two tiles it is situated plus the two tiles to the right and two tiles to the left of the castle.\n*When a feature in the vicinity of the castle is complete, the castle is said to be complete.\n*The player who completed the castle and the player who completed the feature both get full score for the completed feature.\n*The meeple in the castle and the one on the feature are then returned to their respective owners.\n*Farms score 4 points for castles at game end, or 5 with a pig or barn.\n\n*MORE RULES FOR CASLTES (for clarification):\n    A cloister is only considered to be in the vicinity of the castle if the cloister itself is in the vicinity of the castle. The other 8 tiles of the cloister don't count.\n    Castles can score for features on which there is no follower.\n    Followers on castles score for the next completed feature only, and may not be left on the castle to be scored later.\n    When a tile completes several features in the vicinity of the castle, the castle owner chooses one, and only one, feature to score for.\n    Since a town is not considered to be complete when converted into a castle, two or more occupied castles may be placed in each other's vicinities. In this case, a scored castle in the vicinity of another castle is considered a completed feature and thus scores the same amount of ponts.\n    At game end, an uncomplete castle scores no points and their followers are removed from the board. Fields do not count as features when completing castles.\n    A player may convert a town into a castle whether he already occupied the town or if he just completed the town and wishes to place a follower within.\n    Castles separate fields in the same way towns do.\n\n\n\n\n\n\n\n\n\n",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 26
    },
    "27": {
      "title": "Crop Circles I & II",
      "body": "CROP CIRCLE TILES:\n*When a player draws a corn circle landscape tile, he first places the tile according to the basic rules and completes a normal turn: possibly placing a follower and scoring.\r\n*Then, he chooses one of the following for all players to do, starting with the player on his left:\r\n    A) place a follower from his supply on a tile where he already has a follower\r\nOR\r\n    B) remove a follower from a tile and return it to his supply.\r\n\nNOTE:\r\n    *The player who drew the corn circle tile must choose A or B.\r\n    *The type of feature affected by A or B is detremined by the corn tile image:\r\n    *PITCHFORK:\r\n        This represents farmers in the fields.\r\n    *CLUB:\r\n        This represents thieves on the roads.\r\n    *SHIELD:\r\n        This represents knights in the cities.\r\n    *When choice A is made, each player must add a follower to the indicated feature that already has one of his followers (farmer to farmer, thief to thief, or knight to knight).\r\n    *If the player has no follower on such a feature, he is skipped in turn and does nothing.\r\n    *The active player is last to do this, then the next player, in turn order, takes his normal turn.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 27
    },
    "28": {
      "title": "The Plague",
      "body": "SETUP:\nSet the outbreak tokens and flea chips aside for now.\n\r\nTHE FIRST PLAGUELAND TILE:\r\n*After at least 17 tiles have been played, the first Plagueland tile is shuffled into the tile deck.\n*When drawn, the plagueland tile is placed according to the usual rules. The red square chip with the Number \"1\" is placed on top of it. \n*The player who drew the tile is not allowed to place a follower; however, he has the privilege to chose where the epidemic begins. The Plagueland tile is the plague center.\r\n\r\nNOTE: The red number chip does not separate fields, even if it physically covers a feature.\r\n\r\nTHE PLAGUE SPREADS:\r\n*As soon as the first Plagueland tile is placed, the plague spreads with each following turn. \n*Beginning with the player to the left of the player who placed the Plagueland tile, each player will – during their turn – take a round flea chip and place it (red/active side up) on a tile adjacent to the Plagueland tile (not diagonally). \n*In the following turns, it's also possible to place a flea on a tile next to a tile with an active flea. Of course, it's not possible to place a flea on a tile that already has a flea.\r\r\n*If a flea reaches a tile on which stand one or more followers, those followers go back to their owners without any scoring.\n*\rThe active player can chose at which point during his turn he will spread the plague.\r\n\r\nESCAPE:\r\n*As soon as the plague epidemic starts, each player is allowed, in addition to his usual follower placement, to move one (not several) of his followers away from the plague. [This means he can move the follower within the feature he is standing on.]\r\n\r*A thief, therefore, cannot cross intersections or junctions. A farmer can flee under a bridge, but not cross roads or leave his field. Monks in a cloister can not escape.\r\r\n*It's possible for several followers to end their escape on the same tile, but not on a tile with an active flea or a red number.\r\n\r\nPLAGUE SPREADS AGAIN:\r\n*When another Plagueland tile is drawn and placed, the next higher number chip is placed on it. The player who drew this new Plagueland tile is not allowed to place a flea during his turn. But from now on, the active player can chose which active plague area to add another flea.\r\n\r\nIMPORTANT: A flea is never placed on a Plagueland tile itself!\r\n\r\nENDING THE PLAGUE:\r\n*At the beginning of a player's turn, if there are no unused flea chips left and there is more than one active plague area, the Plagueland tile with the lowest number becomes inactive. \n*The red number chip is turned on its passive side, and so are the flea chips (the active fleas becomes latent). In order to add to the remaining active plague areas, flea chips are now taken from this expunged plague area.\r\r\n*As soon as there are no more latent fleas on the board, the next lowest number chip is turned on its inactive side. And so on.\r\r\n*If any flea chips become separated from the the plague, either due to all adjacent fleas becoming latent or because a Plagueland tile becomes inactive, then those flea chips also are turned over and become latent.\r\r\n*It's not unlikely that two plague areas grow together. If several active plague centers belong to the same plague area, all but the highest number chip are turned to their inactive sides to ensure there are latent fleas available.\r\r\n*If fleas from a plague area reconnect to an area with latent fleas, those latent fleas become active again. However, an inactive plague seat never becomes active again. Since a flea is never placed on a Plagueland tile, followers that somehow end up on such a tile are secure for the remainder of the game.\r\n\r\r\nNOTE: If all 18 fleas are part of the same plague area, players must replace active fleas from this area to another tile adjacent to the same area. Only if another active plague center appears somewhere else on the board and is not connected to this area does the first plague area become inactive and the fleas latent.\r\n\r\nSCORING:\r\nFeatures score as long as the followers are not infected, even if parts of that feature crawl with fleas.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 28
    },
    "29": {
      "title": "La Porxada",
      "body": "La Porxada is one tile with a small tent-looking thing in the middle of a city tile. When placed, the person who placed it may choose one of two options:\n\n1.The player who placed La Porxada may exchange one of his currently in play meeples with one belonging to his opponent. The chosen opponent can negate this, but in doing so must remove one of his meeples from play permanently.\n\nIf the player who placed La Porxada has no meeples in play, he may not choose option 1.\n\n2. If any player had a knight in a FINISHED city that contains La Porxada, all of his cities at the end of the game are scored as if those cities had been completed.\n\nYes, this rule does apply if the city has a cathedral.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 29
    },
    "30": {
      "title": "The Festival",
      "body": "FESTIVALS:\nIf a player places a tile with a yellow \"10\" on it, he may choose to do one of two things:\n\n1. Place a follower as per the normal rules.\n\nOR\n\n2. Return one of his currently in-play followers to his supply.\n\nPlayers may also choose to do neither of these options.\n\nPlayers may not take back followers that have been ransomed via a Tower.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 30
    },
    "31": {
      "title": "The School",
      "body": "The School was sold along with the Dominion card \"Carcassonne\"/\"Walled Village.\" A portion of the proceeds from The School went to the charity Rainbow Over Ghana.\n\nTHE SCHOOL:\n*The two school tiles are placed connected to each other and the normal starting tile (with the road going straight across and crescent-moon city bit).\n*The teacher meeple is placed in the school.\n*The player who closes one (or more) roads leading to the school receives the Teacher meeple, which he keeps in front of him.\n*If all six roads to the school are complete, the teacher has enough pupils in the school and therefore cannot leave.\n\nTHE TEACHER:\n*The next time sonething is scored in the game, the player with the teacher also receives the points for the completed feature.\n*If the player with the Teacher is the first to score after receiving it, he gets double points for the feature.\n*The teacher is returned to the school after it has been used.\n",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 31
    },
    "32": {
      "title": "The Flier",
      "body": "SETUP:\nSet the included die aside for now.\n\nTHE FLIER:\n*When a tile with a flying machine symbol is placed, the active player may choose to roll the die to activate the flying machine.\n*The active player then places a follower on a tile the amount of spaces away shown on the die in the direction of the arrow on the tile.\n*The player may then make the follower a Knight, Monk, or Thief, but not a farmer.\n*If no tile exists at the determined distance in the determined direction, the player may not place a follower at all and play passes to the player to his left.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 32
    },
    "33": {
      "title": "The Messages",
      "body": "SETUP:\nPlayers place the Messenger follower on the score track along with one of their meeples. Place the Messages stack aside.\n\nTHE MESSENGER:\n*When a player scores some points, they may choose to either move their normal follower or their messenger on the score board. The active player (and only the active player) gets a message tile if the score token (either the messenger or the\r\nnormal follower) lands on a dark square on the score board (0, 5, 10, etc.). \n*The player then takes the top card from the message pile and either:\r\n    *Carries out the action that goes with the tile OR\r\n    *Takes 2 points immediately.\r\n*After making their choice and carrying out the results, the player then puts the message tile on the bottom of the message tile plies.\r\n\nTHE MESSAGES: \r\n1.) Score smallest road: The player chooses a road on which they have at least 1 follower (they do not have to have the most followers on the road,\r\njust one). If there are more than one roads to choose from, then the player must choose one that is worth the smallest number of points. The player\r\ngets the number of points that the road would be worth if it was the end of the game. The follower is not removed after this scoring.\r\n2.) Score smallest city: As above, but as for cities.\r\n3.) Score smallest cloister: As above, but as for cloisters.\r\n4.) 2 points for every banner: For every banner/shield icon in every city\r\nwhere the player has at least one follower (again, they do not need a majority) the player scores 2 points.\r\n5.) 2 points for every knight: For every knight (follower in a city) that the player has, they score 2 points. The knights are not removed.\r\n6.) 2 points for every farmer: For every farmer the player has, the player scores 2 points. The farmers are not removed.\r\n7.) Play another tile: The player takes another tile and plays it as normal. They may then place followers as normal.\r\r\n8.) Score a follower and take it off the board: The player chooses a follower.\r If the follower is on a feature (in which the player has the majority), then score that feature as if it were the end of the game. Then place the chosen follower back in the player’s stock.\r\n\nFURTHER RULES:\n*If you score more than one feature on a turn, then the follower/messenger must be moved the full amount around the scoreboard before deciding whether a message is given. The player can only get one message from one scoring round. \n*If you get points from a message, you can get points and earn another message. And that message can get you more points and more\r\nmessages, etc.\r\n*Note though only the active player can ever get message tiles.\r\n\nSCORING:\n*At the end of the game add up the scores of both figures (messenger and normal follower) for a player's total score. (This means that the messenger and normal scoring follower as essentially the same, they do not act differently). *Note, you cannot earn messages in the final scoring at the end of the game.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 33
    },
    "34": {
      "title": "The Ferries",
      "body": "SETUP:\nSet the ferries aside.\n\nFERRIES:\n*When a tile with a ferry on is drawn, the player places it by the normal rules, choosing either to place a farmer in the field, or a robber on one of the 3 or 4 roads. \n*After this, the player must take a ferry from\r\nthe supply and join up 2 of the roads. A road-end with no ferry closes that road at this end, whereas roads connected by a ferry now count as one road. *If the tile with the lake ends a feature then this feature is scored as usual.\r\n*If a player adds a tile which extends a road with a ferry as part of it, then the player may move the ferry, but does not have to. The ferry must, however, always join 2 road ends. The player may move the ferry so that it no longer joins up the\r\nroad which they player has just extended. \n*If there are two ferries on the road that has been extended, the player may only move the one nearest to the tile that has just been placed.\r\n*If the tile placed extends more than one road, then the player may move the nearest ferry to the tile placed on every road extended.\r\n*A ferry can only be moved once per turn. If a player is playing a tile with a lake on it, they must first place the ferry on the new lake, and then they move any other ferries that they are allowed to.\r\nThe turn order goes in the following way:\r\n1. Place (Lake) tile.\r\n2. Place follower.\r\n3. Place ferry on new Lake-tile.\r\n4. Move ferries on other lakes.\r\n5. Score the board as usual.\r",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 34
    },
    "35": {
      "title": "The Goldmines",
      "body": "SETUP:\nSet the gold bars aside for now.\n\nTHE GOLDMINES:\n*When a tile with a goldmine is drawn, the player places it by the normal rules. The player then places a gold bar on the tile, and one on any adjacent tile (including diagonal)\n*You are allowed to put a gold bar on a tile that\r\nalready contains one or more gold bar. Gold bars are not connected to a particular feature, just the tile. The player may then place a follower as usual.\r\n*When a feature on a tile with a gold bar on it is completed, the gold is distributed. The player with the majority on the feature takes all the gold on the tile. \n*When a city or a road is completed, all the gold that is on a tile with a piece of the city or road is distributed. When a cloister is completed, all the gold on the cloister tile and all 8 of it’s neighbours is distributed.\r\n*The turn order goes in the following way:\r\n1. Place (gold) tile.\r\n2. Place the gold bars.\r\n3. Place follower.\r\n4. Score the board.\r\n5. Take gold.\r\n*If more than one person has the majority in the feature when the gold is claimed, then the then gold bars are distributed among those tied players, going clockwise from the active player one at a time for as long as there is enough gold left.\r\n*Players keep the gold until the end of the game. *Farmers do not earn gold at the end of the game (they are lazy, lazy people).\r\n\nSCORING:\n*At the end of the game, bonus points are awarded for gold.\r\n• 1-3 Gold bars = 1 point EACH\r\n• 4-6 Gold bars = 2 points EACH\r\n• 7-9 Gold bars =3 points EACH\r\n• 10 or more = 4 points EACH\r",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
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      },
      "id": 35
    },
    "36": {
      "title": "The Mage & Witch",
      "body": "SETUP:\nSet the mage and witch figures aside.\n\nTHE MAGE AND THE WITCH:\n*When a tile with a Mage/Witch symbol on is drawn, the player places it by the normal rules. \n*Before placing a follower, the player must move the Mage or the Wizard. The player places one of the figures on any piece of road or part of a city that is not yet completed. \n*The Mage and the Witch may not be placed in the same feature. If the Mage or the Witch are already on a tile, then the player may move them to a new tile. The player can then place a follower as usual.\r\n*The Mage or Witch must be placed or moved after a tile with the Mage symbol is played. If this is impossible (for example, if there are no incomplete cities or roads) then the tile is discarded and the player draws a new tile.\r\n*If a player plays a tile which joins a feature with a Mage in with a feature with a Witch in, then the player must move one of the figures. If the placing of this tile completes a feature, then the figure is moved before scoring.\r\n\nSCORING:\n*If a feature with a Mage or a Witch is completed, then the following rules apply:\r\n    a)The Mage gives an extra point to the feature for each tile in the feature.\r\n    b)The Witch halves (rounding up) the points given to the feature.\r\n*When a feature with a Mage or Witch is scored, the figure is removed from the board, and can come on again later when a tile with a Mage symbol is played.\r\n*At the end of the game, the Mage and Witch affect the scoring in exactly the\r\nsame way as during the game.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 36
    },
    "37": {
      "title": "The Robbers",
      "body": "SETUP:\nInclude the Robber with the rest of your followers.\n\nTHE ROBBER:\n*When a tile with a robber symbol is drawn, the player places it by the normal rules. The player may then place a robber figure on the score board. *The robber is placed on the same space as at\r\nleast one follower of another player. The player whose turn is next may also place their robber in the same way. If the active player has already played his robber, then he may move him.\r\n*When a player with a follower on the same space as a robber gets points, the owner of the robber gets half the same number of points (rounded up). The first player keeps all of his points. \n*The robber is then placed back in it’s owner’s supply.\r\n\n\nFURTHER RULES:\r\n*If the robber is next to a follower of a player that gains point due to robbing someone else, then the robber's player gains no points. Instead, the robber moves with the follower around the score board, so he can rob him later (honour among thieves).\r\n*The robber must always take the points at the first opportunity to do so. He cannot wait for a bigger score to come along later.\r\n*If the robber is in a space with many followers, and several of these followers gain points on the same turn, then the robber’s player may choose who the robber steals points from.\r\n*If there are many robbers in a space with a follower who gains points, then all of the robbers in that space gain the stolen points.\r\n*You cannot rob your own follower (that would be mean).",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 37
    },
    "38": {
      "title": "The Wind Roses",
      "body": "SETUP:\nThe tile with the full wind rose is used as the new starting tile.\n\nTHE CARDINAL DIRECTIONS:\n*The starting tile divides the playing area into four sections (NO [NE], SO [SE], SW, NW). For each of these sections there is an associated landscape tile.\r\n*If a player draws one of the 4 tiles with a quarter-wind rose and (using the normal rules) places it in the corresponding section, he or she immediately receives 3 points.\r\n*These points are independent of any other scoring. *The fields in the horizontal and vertical rows of the starting tile are a part of two sections. The wind roses do not affect the features in any way (e.g., they do not disrupt any roads).\r\n\n\nTHE BLUE WIND ROSE:\r\n*If the tile with the blue wind rose is drawn, it will be placed using the normal rules. The blue wind rose now, and for the rest of the game, takes over the function of the orange starting wind rose. That is, the playing area will now be divided into four sections in accordance with the blue wind rose. As a result, entirely new directions of the cardinal points arise. Players earn points when they now play more wind rose tiles following the orientation of the blue wind rose.\r",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 38
    },
    "39": {
      "title": "Little Buildings",
      "body": "SETUP:\nDistribute the 18 new buildings evenly among all players. In the four- or five-player game, put the excess buildings back into the bag or delete them.\n\n\rTHE BUILDINGS:\n*All three types of buildings are equivalent.\r\n*The active player executes his or her normal actions during this turn.\r\n*If the player is not able, or willing, to deploy a follower on the landscape tile, he/she can instead place one of the new little buildings on that tile. Put this building on the just-placed tile in such a way that no information is covered, if possible.\r\n*The building is not associated with either a structure or a field on the tile, instead it affects the entire landscape tile.\r\n*If a road, city, cloister, or farm is scored, each of the new buildings located on a landscape tile of the structure or the farm scores 1 additional point.\r\n*These points are added during the scoring after all the others. When cloisters are scored, all buildings on adjacent tiles (within the cloister area) are included in the count.\r\n*A building remains on the placed tile until the end of the game, and gives points for several structures and farms.\r\n*The points for the buildings are awarded at the final scoring as well.\r\n\nVARIANT:\r\nThe building types have different values:\r\n Towers +3 points\r\n Houses +2 points\r\n Sheds +1 point\r\r",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 39
    },
    "40": {
      "title": "The Besiegers",
      "body": "(See: The Cathars)\nSiege tiles function exactly like Cathar tiles, the only difference being the symbol in the Cathar tiles.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 40
    },
    "41": {
      "title": "We Go To Carcassonne",
      "body": "As stated, these two tiles were used to promote the game in Russia. One tile represents the castle of Baba Yaga the witch. The other represents Bogatyr, a Russian hero, at a crossroads.\n\nBABA YAGA'S HOUSE:\n*This tile function can almost be described as an anti-cloyster. It scores one point for the tile and one more point for each empty space adjacent to it.\n\nBOGATYR'S TILE:\n*No special rules for this tile\n\n*The text on the stone on the Bogatyr tile is:\r\nIf you go to the left - you'll find death.\r\nIf you go to the right - you'll loose your horse.\r\nIf you go straight - you'll live, but will forget who you are [or forget yourself].",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 41
    },
    "42": {
      "title": "Hills & Sheep",
      "body": "SETUP:\nPlace the Sheep/Wolf tokens facedown and mix them well. Each player adds the shepherd of his color to his supply of followers.\n\nHILLS:\n*If a player draws a Hill tile, he immediately draws another tile (without looking at it) and places it underneath the Hill tile. Then, the player may place a follower onto the tile according to the normal rules. The hill is not itself a feature, but affects all features on its tile (city, road and field).\r\n*Any follower placed on a Hill tile breaks ties in favor of its owner. That is: when a feature (city, road or field) is scored, and two or more players are tied for most followers, a follower that occupies a Hill tile will break the tie in favor of the player who owns it. This player alone will score points for the feature.\r\n*If there is no tie when a feature is scored, the hill offers no other bonus.\r\n*A follower on a hill is returned to a player’s supply after a feature is scored just like a normal follower.\r\n*A follower occupying a hill is also eligible to break ties during end game scoring (for fields and incomplete features).\n\nSHEPHERDS & SHEEP:\n*When a player places a tile featuring a field, he may decide to place a shepherd on that field instead of placing a follower. \n*When a player places a shepherd, she must draw a facedown Sheep/Wolf token. \n*If it is a Sheep token, it is placed next to his shepherd in the field. \n*If it is a wolf: tough luck! The player must retrieve his shepherd and return the Wolf token to the supply, mixing it with the other tokens there. \n*A player is allowed to place a shepherd in a field that is already occupied by a farmer, but not in a field already occupied by another shepherd.\r\n*Whenever a player places a tile that expands the field occupied by her own shepherd, he must\r\nchoose one of two different actions (after placing a follower, or not, according to the normal rules):\r\r\n    1.Grow the flock (draw another token from the supply) OR\r\n    2.Gather the flock (score points)\r\n\nGROW THE FLOCK:\r\n*The player draws a token from the supply. There are two possibilities:\r\n    1. It is a Sheep token – the flock grows. The player places the Sheep token with the other Sheep token(s) next to his placed shepherd.\r\n    2. It is a Wolf token – the wolf chases the sheep away! The Wolf token and all Sheep tokens next to the player’s shepherd are returned to the supply (mix them up again!). The shepherd, with no flock to tend, is returned to the player’s supply.\r\n\nGATHER THE FLOCK:\r\n*The player does not draw a token from the supply, and scores her flock instead. She scores 1 point for each sheep in the shepherd’s field (each token depicts 1 to 4 sheep). \n*All Sheep tokens in the same field as the player’s shepherd are returned to the supply, where they are mixed with the other tokens. After a hard day’s work, the shepherd is returned to the player’s supply.\r\n\nMORE RULES:\n*Several shepherds in one field: Through clever tile placement, fields that were once separate may be joined, resulting in a field occupied by two or more shepherds. All sheep present in a field are shared by all shepherds present in the same field, regardless of which player added them. When one player decides to gather the flock, all shepherds present in the field score full points as described above, before being returned to their player’s supplies. Likewise, should any player add a wolf to a field, all Sheep tokens in that field are returned to the supply (along with the Wolf token), and all shepherds in that field are returned to their player’s supply.\r\n*The shepherd is not a follower. A player who wishes to score their shepherd must use the Gather the flock action. The shepherd may not influence any other scoring, nor does it count towards other scoring methods.\r\n*Shepherds in play at the end of the game score no points.\n\nPRINCESS & DRAGON SPECIAL RULE: \nWhen the dragon enters a field tile occupied by a shepherd (and her sheep), it eats the shepherd and all of her sheep. The shepherd is returned to the player’s supply and the sheep tokens are returned to the supply. This is an exception to the rule that states that the dragon only eats followers.\r\nThe sheep simply look so delicious that the dragon gets… a little carried away.\n\nMONASTERIES AND VINEYARDS:\r\n*A Vineyard tile is placed according to the normal\r\nrules. When a monastery is completed and scored, it is worth an additional 3 points for each vineyard on one of its 8 surrounding tiles. A single vineyard can add points to multiple adjacent monasteries.\r\n*At game end, an incomplete monastery does not receive any additional points from its neighboring vineyards.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 42
    },
    "43": {
      "title": "Monasteries in Germany, The Netherlands, & Belgium",
      "body": "SETUP:\nRemove the six cloyster tiles from the Base Game and replace them with the German monasteries.\n\n*If a player draws one of the monastery tiles, he places it according to the normal rules. He then has two options on how to deploy a follower on the tile:\r\n    1. As a Monk: In this option, the monastery is treated like a closister in the base game, and all the normal scoring rules remain the same, or:\r\n    2. As an Abbot: In this option, the follower is considered an abbot of the monastery. To emphasize this, the player stands the follower on its side to signify that the monastery will be scored differently than a cloister.\r\n*The abbot scores only at the end of the game. Therefore, the abbot remains on the tile during the game and does not return to the player.\n\nSCORING:\n*An abbot on a monastery is not scored until the end of the game. \n*For his abbot, the player receives 1 point per tile present in the vertical column\r\nand horizontal row outward from the monastery. *The monastery tile itself also scores 1 point. \n*Any empty spaces in the monastery’s row or column interrupt the series of tiles that score for the monastery.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 43
    },
    "44": {
      "title": "Halflings",
      "body": "SETUP:\n*For the first game with this mini-expansion, we(Rio Grande) suggest mixing all triangle tiles face down, and giving 2 to each player. The players look at their tiles and return them face down to the table in front of them. \n*Once the players are more familiar with the new tiles, they may want to try the following variant: At the beginning of the game all triangular tiles are placed face up on the table. A starting player\r\nis determined. Starting with the player who will be last in turn order and moving counterclockwise, everyone takes one tile and places it face down in front of him. All players then take a second tile in the same way. Thus, each player has chosen\r\n2 tiles to use during the game.\n\nGAMEPLAY:\n *On a player’s turn, he may play one of his 2 triangular tiles instead of drawing a normal tile. The triangular tiles are placed according to the usual rules. Therefore, they must be placed so that at least one of the shorter sides of the tile touches a previously placed tile (not corner-to-corner only) and any city, road, and field segments must continue segments already in play. \n*The long side of a triangular tile may never be placed against the side of a normal tile.\n*The game ends immediately at the end of the turn in which the last normal (not triangular) land tile is placed. If any player still has any unplayed triangular tiles in front of them, they may no longer play them.\n\nCLOYSTERS:\n*When playing with this expansion, a cloister is considered to be completed even if one or more of its surrounding tiles are triangular tiles. In this case, a triangular tile scores as a normal landscape tile (1 point per tile surrounding the cloister). \n*If there are 2 triangular tiles in the same square “space”, they still only count as 1 point (together) for scoring a cloister. \n\nEXPANSION FEATURES ON HALFLINGS:\n*Some of the tiles from the Halflings II bag contain features from the “Hills &  Sheep” and “Crop Circles” expansions. If you are not playing  with those expansions along with “Half & Half”, you may disregard those features.\r\n*Hills: If a player places a triangular tile containing a Hill feature, and you are playing with the “Hills & Sheep” expansion, he immediately draws a second (normal) tile, in accordance with the “Hills & Sheep” rules, and places it face down under the triangular tile. The other “half” of the face down tile may be covered with another triangular\r\ntile at a later time. Both triangular tiles would then be considered part of the same Hill.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 44
    },
    "45": {
      "title": "Carcassonne II, The River II, & Spiel Promo",
      "body": "The Carcassonne II Tiles are functionally the same as the originals, but prettier. I think. \n\nThe Speil Promo is a 3-way city tile with a road extending from one side. That's it.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 45
    },
    "46": {
      "title": "Darmstadt",
      "body": "Adds 3 tiles to the game:\n\n*Darmstadtium (the place where Darmstadt Spielt takes place since 2010): to be placed inside a city. The winner of this city gains 3 extra points.\r\n*Kirche St. Ludwig (Church of St. Ludwig): to be played like a cloister. The player with the most meeples on the church and the 8 tiles surrounding it gains 3 extra points.\r\n*Russische Kapelle (Russian Chapel): same as the Church of St. Ludwig.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 46
    },
    "47": {
      "title": "Castles in Germany",
      "body": "These tiles are 2 spaces wide. (They don't snap to the grid properly, also I have no idea how the placement, etc works for these. Sorry.)",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 47
    },
    "48": {
      "title": "The Phantoms",
      "body": "SETUP:\nEach player receives the phantom of their color.\n\nTHE PHANTOMS:\n*After placing a meeple on a just-placed tile, a player may place a phantom on the same tile, but on a different, unoccupied feature.\n*The phantoms otherwise function just the same as meeples.\n*Some people don't like to say phantoms can be farmers. Up to you.",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 48
    },
    "49": {
      "title": "Mod FAQ",
      "body": "This FAQ assumes you are already familiar with the rules for the game and expansions that you are playing.\n\nSetup\n\nQ. How do I set the game up?\nA. The host should use the control panel to select the expansions that they want to play with. When ready, press the Start Game button and the game should automatcially set itself up. When finished, it will choose a starting player, who can draw a tile.\n\nPro-tip: You can move the tile stack closer to the middle so that you don't have to scroll up to find it everytime. You can also unlock and move the figure pad closer. Figures will be returned to it, regardless of where it is moved.\n\nQ. What about all the expansions bags? Can I play with those?\nA. Blue bags include expansions that have been added scripting. You can still play with the others, but you'll need to turn off scripting (Host->Options->Scripting)\n\nQ. Some of the bags are blue, but aren't in the control panel? Can I play those?\nA. Yes, they are fully implemented, but will need to be setup manually. Most of these are very minor expansions that I have been too lazy to add in.\n\nBase Game\n\nQ. I put my tile in the wrong spot! How do I fix it?\nA. Unlock the tile with L and pick the tile up. The mod should automatically bring you back to the tile-laying stage. If you had been awarded tokens for laying the tile, you'll need to manually put them back.\n\nQ. I put my follower in the wrong spot! How do I fix it?\nA. This is more complicated, but still easy. Unlock the follower with L and place it where you want (check yourself to make sure it's legal). Ignore the errors that you get and re-lock the follower with L. That's it, the game will automatically adjust for this new position. If you had scored points with where you had accidentally put it, you'll have to remove those points manually. If you put your follower on a spot where it would have immediately scored points, it will score the points automatically at the end of the next turn.\n\nQ. Can I save my game and load it again later?\nA. Yes, but wait until any scripting automation has finished completely before you save.\n\nQ. Can I rewind?\nA. No. This will likely break things. The host should revoke rewind permissions to prevent any accidents. If you do rewind, you may have to do some cleanup.\n\nQ. How do I let another player join in the middle of the game?\nA. This is not currently supported. You'll need to start a new game.\n\nQ. How do I get rid of a player that left before the game was over?\nA. This is not currently supported. You'll need to keep skipping their turn.\n\nQ. Why do followers snap to the edges of tiles?\nA. Since there is a great variety of different tile artwork to consider, the mod is simplified so that it will only know the details at the edges of the tile to any degree of accuracy. Therefore, if you try to force your piece anywhere away from the edge, there's no guarantee you'll get the expected result. I have added snap points and scripting for the really obvious places near the middle, or special places that are isolated (like a field surrounded by a city).\n\nQ. Why do my farmers change position when they lay down?\nA. They're actually not. The position of the meeples in code is actually the bottom of their feet, so when they are laying down their feet should be about at the right position.\nDev Note: I was able to fix this so that it would be in the middle of the meeple, but it was more annoying since the farmers tended to lay across the tile borders.\n\nQ. Why do my farmers float in mid-air at a weird angle?\nA. I have no idea, but it doesn't hurt anything. If it bothers you, unlock them and relock them with L\n\nQ. Why do weird squares and triangles show up when I score points?\nA. That's just my way of showing the user what features they scored points on. The number of markers has nothing to do with the number of points awarded.\nDev Note: There is kind of an annoying sound that happens due to creating the objects, which can't be turned off. Hopefully in the future I'll come up with prettier indicators.\n\nInns & Cathedrals\n\nTraders & Builders\n\nThe Princess & The Dragon\n\nQ. I drew a dragon tile, but the dragon hasn't awaken yet. What should I do with the tile?\nA. That is up to the players. According to the official rules, these tiles should be mixed back into the pile until a volcano is drawn.\nDev Note: I could have technically automated this by snatching the tile from the player and putting it back in, but I thought I'd just leave it up to the players.\n\nAbbey & Mayor\n\nCount, King & Robber\n\nHills & Sheep\n\nQ. I got a tile with a hill, what do I do?\nA. Just place it down where you want it like a regular tile. The mod will automatically lift it and put the next tile underneath.\n\nQ. I put my hill tile in the wrong spot! How do I fix it?\nA. As before, unlock the tile with L and lift it, then set it aside. Now unlock the buried tile with L and put it back onto the tile stack.\n\nThe River\n\nQ. When I enable multiple rivers in the control panel, how do I get the spring/lake tiles I want?\nA. The official rules on how to combine multiple rivers is a bit vague. I implemented it so that the main parts of the river were all combined, while only one set of the end pieces are used. The priority of end pieces is as follows: The River II -> The River (BB5 ver) -> The River. If you would like a different combination, you will need to pull the tiles out manually.\n\nThe River II\n\nQ. Why did my farmer get more points than he should have?\nA. If you are playing with The River II, the pig herds give 1 extra point to farmers/barns per completed city. This is on purpose, based on The River II rules.\n\nThe River (Big Box 5 ver.)\n\nQ. Why did my Shepherd get more points than the number of sheep?\nA. If you are playing with the Bix Box 5 River, the sheep on the tiles are counted towards your score. This is on purpose, based on the Big Box 5 rules.\n",
      "color": "Grey",
      "visibleColor": {
        "r": 0.5,
        "g": 0.5,
        "b": 0.5
      },
      "id": 49
    },
    "50": {
      "title": "Changelog",
      "body": "v1.20.3 - 20180423\r\n[*]Followers in fields are no longer scored/removed when their field is no longer has any openings and there are no cities touching it. (due to a change in 1.18) (Thanks to Urchin for reporting!)\n\nv1.20.2 - 20180415\r\n[*]Drawing a tile while the AI is calculating will no longer slightly mess up the calculations\r\n[*]If the size of the stack changes unexpectantly, the AI will recalculate all pre-calculated odds. This will allow players to manipulate the tiles (ie. add new ones) while not breaking the game. Unfortunately this will also happen if a player draws a tile out of turn, so players should wait for the AI to draw before pre-drawing.\n\nv1.20.1 - 20180326\r\n[*]Hard AI will now consider tokens in blocked cities when calculating remaining tokens.\r\n[*]Added limit to join percentages for hard AI so that it will still value connections that have not yet been completed.\r\n[*]Hard AI will now recursively calculate a penalty for features it leaves unoccupied. This should reduce the likelihood that it will set itself up for a steal from a neighboring feature. However, the AI may now prefer to occupy these features unnecessarily. This will need more work later.\r\n[*]The connecting tile will now be considered in the block percentages. Previously this was making nearly impossible to complete feature combinations highly valuable.\r\n[*]Fixed AI being broken for the river (Thanks to Knisspel for reporting!)\r\n[*]Fixed AI being able to place tiles next to tiles that had been removed, even if those locations were illegal.\r\n[*]Fixed Easy AI being broken whenever a special figure is used.\r\n[*]Fixed opening locations with multiple feature connections giving strong preference to the earlier connections in order. The new solution messes up the join percentages, so it will need to be revisited later.\n\nv1.20.0 - 20180316\r\n[*]Hard AI has been implemented. This AI is more advanced and can try to block their opponent and/or steal their features away. It takes quite a bit longer to calculate each move, but should be under 10 seconds most of the time (will be significantly longer if playing with many expansions). This is a work in progress and will need to be tuned over the next coming updates. Currently it is compatible with the same expansions as before (Inns & Cathedrals + Traders & Builders, Hills & Sheep (without shepherd) but will work with all tiles if the expansion's tile features are off).\r\n[*]The AIs will occasionally taunt the players when they think they have made a very good move.\r\n[*]Button colors have been added to the color panel to more obvious what the current AI/hotseat setting is.\r\n[*]All incompatible AI expansions are now printed at the same time.\r\n[*]Fixed cosmetic bug: control panel changes AI button text when changing seats. (bug has existed since 1.14)\n\nv1.19.6 - 20170112\r\n[*]Fixed Shepherd not working correctly when a wolf is drawn. This is either caused by the takeObject changes in TTS v10.2, or perhaps it has simply gone unnoticed since my change to using embedded variables in v18.1 (Thanks to TheLimeyDragon for reporting!)\n\nv1.19.5 - 20171227\r\n[*]Fixed various setup issues caused by the changes to takeObject in TTS v10.2 (Thanks to Tralan and Superwoemaen for reporting!)\r\n[*]Fixed AI being able place farmers on fields that are already occupied by barns (Thanks to loneXolf for reporting!)\n\nv1.19.4 - 20171214\r\n[*]Fixed page 5 control panel settings not working\r\n[*]Fixed Games Quarterly Expansion breaking the \"Mix all river tiles\" option\r\n[*]Only 1 message will be displayed now when multiple leftover river pieces are removed\n\nv1.19.3 - 20171126\r\n[*]Fixed Shepherd always getting 0 points for herding sheep (due to the same change in 1.19 as before) (Thanks to TheLimeyDragon for reporting!)\n\nv1.19.2 - 20171119\r\n[*]The pig will now be disabled if no relevant options are enabled.\r\n[*]Wheel of fortune options cannot be enabled if the wheel is disabled (to avoid confusion)\r\n[*]Fixed the wheel of fortune pig being in the wrong position if the wheel is moved by tiles being shifted (Thanks to TheLimeyDragon for reporting!)\r\n[*]Fixed trade tokens not being returned to their stacks at the end of the game (due to a change in 1.19)\r\n[*]Fixed base starting tile not being disabled if the wheel was enabled from page 4 of the control panel\n\nv1.19.1 - 20171114\r\n[*]Fixed Count not being moveable (due to a change in 1.19) (Thanks to ScoreCount for reporting!)\r\n[*]Fixed trade tokens not being counted (due to a change in 1.19) (Thanks to Scruxx for reporting!)\n\nv1.19 - 20171031\r\n[*]Wheel of Fortune has been added. Huge thanks to TheLimeyDragon on this one for inputting all of the tile data, as well as separating the wheel into individual tiles (so that it can work with the script better).\r\n[*]The base tiles can now be disabled (useful if you'd like to use Wheel of Fortune tiles instead).\r\n[*]Removed some unnecessary delays from starting tile setup. It should be several times faster now.\r\n[*]Incorrect tooltips on the control panel have been corrected. Also, tile buttons now have tooltips showing the number of tiles in each expansion.\r\n[*]Coat of Arms has been renamed to Pennant, to be in line with CAR. I believe this change is only in code and won't affect the user experience.\r\n[*]AI will once again draw tiles to in front of their hand, to avoid a persistant rubberbanding bug.\n\nv1.18.1 - 20171021\r\n[*]The first 4 pages of tiles have been color-corrected by MsFairyViolet so that the grass matches better. This includes most of the major expansions used. Thanks!\r\n[*]River tiles can now be played in any order, without risk of getting the game stuck. Left-over pieces when the river is finished will be automatically deleted. The AI will still prefer to use them in the standard order, but won't freak out if you mix them into the \"body\" stack.\r\n[*]A new house rule has been added to page 6 of the control panel that will mix all of the river tiles during setup\r\n[*]The script is no longer dependent on the Name and Description of figures and tokens once the game is setup. Instead, each piece has a Lua script with the data embedded. You can now rename them however you want, and the game will even print the name during play (though it will always print the description followed by the name)\r\n[*]Color constraints have been added to tower pieces (so that you can no longer place your opponent's tower as your own). The color is also in the description to avoid confusion.\r\n[*]Feature markers should now show for towers that you can place a follower on.\r\n[*]Fixed Princess being broken (due to a change in 1.18)\r\n[*]Fixed not being able to place a tower on tiles other than the one just placed (due to a change in 1.18)\r\n[*]Fixed gold bars being broken (due to a change in 1.18)\r\n[*]You are no longer allowed to place a follower in a City of Carcassonne quarter if the corresponding feature has been turned off in the house rules\r\n[*]Fixed not allowing city of carcassonne followers to be moved to cities finished by Abbey. Also fixed the same problem for roads when the Robber is turned off.\r\n[*]Fixed City of Carcassonne feature markers being incorrect sometimes\r\n[*]AI is no longer allowed with City of Carcassonne (even with Count off). I had forgotten that some AI logic still needs to be coded, sorry.\r\n\r\nv1.18 - 20171010\r\n[*]Finished implementing mini-expansion: The City of Carcassonne. This completes the whole major expansion: Count, King and Robber.\r\n[*]Control panel now has tooltips on buttons with a quick description of the item\r\n[*]Will now highlight valid tiles when the fairy is picked up, if feature hints are on\r\n[*]Changed state machine order so that checking for completed features (king/robber/trade tokens) comes after placing figures and moving the dragon, to be in line with CAR. This has the added bonus of allowing players to change their decision without having to return the tokens, if they choose to.\r\n[*]An arrow will be printed next to the name of the current player on the scoreboard\r\n[*]Barn now correctly shows feature hints\r\n[*]Fixed yet another wagon bug\r\n\r\nv1.17.14 - 20171003\r\n[*]Implemented workaround to fix bug with Flier die not working correctly on sides with custom rotation values. (Thanks JoeysRattata!)\r\n\r\nv1.17.13 - 20170930\r\n[*]Fixed being able to move the dragon to the tile that the fairy is on. (Thanks SuxC!)\r\n\r\nv1.17.12 - 20170917\r\n[*]Implemented a temporary fix for tile getting stuck in AI player's hands (hopefully)\r\n\r\nv1.17.11 - 20170910\r\n[*]Fixed AI breaking when shrines are used (Thanks Calloused!)\r\n\r\nv1.17.10 - 20170907\r\n[*]Fixed an error that occured each time the builder was used (Thanks Kharnax!)\r\n[*]Fixed fields around City of Carcassonne so that they now can have a farmer placed in them\r\n\r\nv1.17.9 - 20170905\r\n[*]Fixed play area shifting not working correctly for the z-dimension\r\n[*]Fixed City of Carcassonne tile setup being broken due to shifting table grid and contents in 1.17.8\r\n[*]The dragon is now forbidden from going to the middle 2 tiles of the City of Carcassonne (according to the rules)\r\n\r\nv1.17.8 - 20170903\r\n[*]The play area will now automatically shift if a tile is placed at the edge. This will continue until it reaches the other end.\r\n[*]Tiles no longer need to be placed precisely. As long as they're within a liberal margin, the game will set their position to the correct location.\r\n[*]Feature hints have been added for towers\r\n[*]Buttons for dragon movement and placing gold have now been normalized. There should no longer be any button stretching issues (FINALLY)\r\n[*]Play area is now limited to the blue part of the table and the possession area has been moved to prevent overlap between the two. This shouldn't limit the area too much since the game will now shift the pieces. If additional room is needed, we'll need to wait until custom tables are introduced.\r\n[*]possession area has been re-organized and will space captured followers and gold out instead of piling them in one location\r\n[*]Fixed flier target tiles not being highlighted\r\n[*]Dragon movement tiles are now re-highlighted when loading a game\r\n[*]AI once again will move tiles into their hands before playing. It should no longer get stuck.\r\n[*]Extra figure pads are deleted to reduce clutter\r\n[*]Show Markers now defaults to \"Both\" once again (accidentally changed in 1.17.7) (Thanks SPARK!)\r\n\r\nv1.17.7 - 20170821\r\n[*]Implemented a workaround to fix AI being broken. The cards will now be moved to in front of the hands instead of into them.\r\n[*]Flier dice now use the custom rotation value system added to TTS recently.\r\n[*]Fixed bug: Figure hints do not rotate correctly for special feature locations.\r\n\r\nv1.17.6 - 20170804\r\n[*]Fixed capture buttons on meeples being rotated under the table.\r\n[*]Fixed tile feature markers not being transparent (Thanks to MrStump for helping me with the model!)\r\n[*]Fixed cloisters not being valid places to move a wagon to (Thanks TheLimeyDragon!)\r\n[*]Added a button anchor under the table that can be used to put buttons in arbitrary positions. This should help fix button warping issues for the standard figure placement buttons. The rest will need a different solution later.\r\n[*]Implemented a new function for moving cards from hands to a position smoothly. Shouldn't be too much noticable difference.\r\n[*]If the score counters are updated manually, the scoreboard on the note section will be updated at the end of each turn.\r\n\r\nv1.17.5 - 20170711\r\n[*]Turned off snapping to snap points for Carcassonne v2 tiles (Thanks Jokru!)\r\n[*]Fixed tile being considered valid despite it being rotated along the x-axis. This was especially noticable if a figure blocked the placement of a tile.\r\n\r\nv1.17.4 - 20170629\r\n[*]Added tiles for Crop Circles, Crop Circles II, and both Monastaries expansions (Thanks TheLimeyDragon!)\r\n[*]Fixed magic portal feature markers so that they are much much faster (almost instant).\r\n\r\nv1.17.3 - 20170625\r\n[*]Added tiles for The Catapult (Thanks TheLimeyDragon!)\r\n[*]Fixed magic portal and wagon feature markers being very slow. They should now be instant.\r\n[*]The wagon has been completely recoded to be in line with the new wagon feature marker code. There was a previous bug with the wagon that should have been fixed by this.\r\n[*]Fixed wagon announcements so that they are the color of the player that is replacing the wagon instead of always being the color of the current player.\r\n[*]Previous fix for AI choosing the wrong location broke their feature of tending to put figures into the middle of a side rather than octant. New code resolves this.\r\n[*]Fixed mispositioned snap point on '2eccda'\r\n[*]Fixed bug where trying to switch to the seat of a hotseat/AI player would cause an error (due to a change in 1.17)\r\n[*]The nerf tower house rule added in 1.17.1 will now only be used if it was enabled in the control panel.\r\n[*]The flier die will no longer spam an error message saying that you rolled the die at the wrong turn state. This is due to TTS sending random die rolled events, which I can't do anything about. The message has been disabled completely to avoid it.\r\n[*]Exchanging tower prisoners no longer leaves a ransom button for the next player's turn.\r\n[*]Spectators now receive all game messages\r\n[*]capture follower buttons are now only displayed if the follower is actually on a tile\r\n[*]Fixed dragon forbidden tiles not being highlighted (due to a change in 1.17)\r\n\r\nv1.17.2 - 20170622\r\n[*]Changed host for a couple of images that were still on picblaze (Thanks D2A NOVARIOT!)\r\n\r\nv1.17.1 - 20170528\r\n[*]Added tiles for Bridges, Castles, and Bazaars (Thanks TheLimeyDragon!)\r\n[*]Added house rule to reduce the tower range by 1. This effectively gets rid of \"surprise towers\", allowing the defending player to block tower construction on a new adjacent tile. It is recommended to increase the number of towers that each player receives if you use this option.\r\n[*]AI will no longer assume that a quadrant with a nil feature number is still valid and to use a neighboring octant feature number instead, which would break tiles where it was intended for the quadrant to be invalid (Thanks Melody!)\r\n[*]Figure buttons are now immediately cleared when a shepherd is placed\r\n[*]Ransom buttons are now removed when the game is ended\r\n[*]Can no longer start a game with AI if Towers are being used (not compatible yet) (Thanks philipp-87!)\r\n\r\nv1.17 - 20170514\r\n[*]Added Expansion: The Tower\r\n[*]Control panel will now show the correct (saved) color assignments if the seating changes after the game has started.\r\n[*]Fixed issue with message spamlock not unlocking properly, resulting in only 1 error message being printed each game.\r\n[*]Fixed small issue where hotseat reassignments wouldn't be printed to the players if they were on the wrong page of the control panel when someone changed their color\r\n[*]Added seduced knights to the save file, which could prevent an issue with rewinding or loading a partially completed turn, which is still not officially supported.\r\n[*]Fixed AI not following house rules (ie. disabled fields) (Thanks Will!)\r\n\r\nNote: I needed to trim off older parts of the log due to a TTS bug with displaying long notes. You can see the rest of the changelog on the workshop page or github.\t\t\t\t  ",
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      "id": 50
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  "VersionNumber": "v10.4"
}