Add probability freezing

This commit is contained in:
Emik 2026-05-27 01:00:38 +02:00
parent 2ff6b0a88e
commit 3f7674aeb1
Signed by: emik
GPG key ID: 6B0CD72A5E503BDF
3 changed files with 28 additions and 11 deletions

View file

@ -6,7 +6,7 @@
"author": [
"Emik"
],
"version": "2.7.2",
"version": "2.7.3",
"badge_colour": "8BE9FD",
"main_file": "src/main.lua",
"badge_text_colour": "44475A",

View file

@ -12,6 +12,7 @@ local function frozen_sound(suffix)
end
frozen_sound "_click"
local frozen_blocklist = {CardSleeve = true}
local frozen_sounds = f(4):map(frozen_sound):map("key"):table()
local needs_chip_mult_override = {
@ -51,8 +52,13 @@ local function freeze(card)
end):table() or x
end
if frozen_blocklist[(card.ability or {}).name] then
return card.ability
end
card.Roland_frozen_ability = card.Roland_frozen_ability or copy(card.ability)
card.ability = card.Roland_frozen_ability and copy(card.Roland_frozen_ability) or card.ability
card.Roland_frozen_probability = card.Roland_frozen_probability or SMODS.get_probability_vars(card, 1, 1)
local ability, ret = card.ability, card.Roland_frozen_ability
if type(ability) ~= "table" then
@ -80,18 +86,21 @@ SMODS.Edition {
key = "frozen",
shader = "frozen",
sound = {sound = "Roland_frozen", per = 1, vol = 0.8},
attributes = {"passive", "scaling"},
attributes = {"passive", "scaling", "mod_chance"},
weight = 8,
extra_cost = 4,
in_shop = true,
apply_to_float = false,
calculate = function(_, card)
calculate = function(_, card, context)
if not context.fix_probability and not context.mod_probability then
freeze(card)
end
end,
on_remove = function(card)
card.Roland_frozen_proxy = nil
card.Roland_frozen_estate = nil
card.Roland_frozen_ability = nil
card.Roland_frozen_probability = nil
end,
get_weight = function(self)
return G.GAME.edition_rate * self.weight
@ -193,6 +202,13 @@ function Card:calculate_dollar_bonus(...)
return orig_calculate_dollar_bonus(self, ...)
end
local orig_get_probability_vars = SMODS.get_probability_vars
function SMODS.get_probability_vars(trigger_obj, ...)
local numerator, denominator = orig_get_probability_vars(trigger_obj, ...)
return trigger_obj and trigger_obj.Roland_frozen_probability or numerator, denominator
end
q(function()
local estate = G.P_CENTERS.j_Bakery_Estate

View file

@ -668,8 +668,8 @@ joker {
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
local normal = G.GAME.probabilities.normal
local odds = card.ability.extra.odds
local normal = SMODS.get_probability_vars(card, 1, odds, "RolandMartingaleLoc")
local vars = {normal}
for i = 0, 7 do
@ -683,23 +683,24 @@ joker {
return
end
local g, extra, numerator, xmult = G.GAME, card.ability.extra, 1, 1
local extra, numerator, xmult = card.ability.extra, 1, 1
if g.blind.name == "bl_mp_nemesis" then
if G.GAME.blind.name == "bl_mp_nemesis" then
return {card = card, xmult = extra.odds}
end
for _ = 1, 64 do
local key = "RolandMartingale" .. tostring(g.modifiers.Roland_martingale_seed or "")
for _ = 1, 256 do
local key = "RolandMartingale" .. tostring(G.GAME.modifiers.Roland_martingale_seed or "")
if SMODS.pseudorandom_probability(card, self.key, 1, extra.odds, key) then
break
end
numerator = numerator * (extra.odds - g.probabilities.normal)
local other_key = "RolandMartingaleNumerator"
numerator = numerator * (extra.odds - SMODS.get_probability_vars(card, 1, extra.odds, other_key))
xmult = xmult * extra.odds
local message = number_format(numerator) .. "/" .. number_format(xmult)
SMODS.calculate_effect({card = card, repetitions = 1, message = message, message_card = card}, card)
xmult = xmult * extra.odds
end
SMODS.calculate_effect({card = card, xmult = xmult}, card)