Roland/src/joker.lua

826 lines
25 KiB
Lua

local f, q, u = unpack(... or require "lib.shared")
local negative = {key = "e_negative_consumable", set = "Edition", config = {extra = 1}}
local joker = (function()
local z = 0
---@return {x: number, y: number}
local function inc()
local ret = {x = z % 6, y = math.floor(z / 6)}
z = z + 1
return ret
end
---@param tbl SMODS.Joker|{artist?: string, sinis?: boolean|{x: number, y: number}, soul_pos?: boolean|{x: number, y: number}}
return function(tbl)
tbl.pos = inc()
tbl.atlas = "joker"
tbl.artist = tbl.artist and "Roland_" .. tbl.artist or nil
tbl.soul_pos = tbl.soul_pos and inc() or nil
tbl.sinis = tbl.sinis and inc() or nil
local joker = SMODS.Joker(tbl)
q(function()
Bakery_API.credit(joker)
end)
end
end)()
local function destructible(card)
return not card.highlighted and not (card.ability or {}).eternal
end
---@param card Card
local function is_carbon(card)
return card.edition and card.edition.key == "e_Bakery_Carbon"
end
---@param card Card
local function is_frozen(card)
return card.edition and card.edition.key == "e_Roland_frozen"
end
local function is_mergeable_with(x)
return function(y)
return x.rank ~= y.rank and
y.label == "j_Roland_escapey" and
not (y.ability or {}).eternal
end
end
---@param hand? string|true
---@param by integer
---@param card Card
local function level_up(hand, by, card)
local function update(handname, chips, mult, level, pitch)
update_hand_text(
{sound = "button", volume = 0.7, pitch = pitch or 0.8, delay = 0.3},
{handname = handname, chips = chips, level = level, mult = mult}
)
end
if by <= 0 then
return
end
hand = hand or "NO_HAND_SPECIFIED"
local hand_obj = G.GAME.hands[hand]
if hand == true then
update(localize "k_all_hands", "...", "...", "")
delay(2)
f(G.GAME.hands):where "visible":keys():each(function(k)
level_up_hand(card, k, true, by)
end)
elseif hand_obj then
update(localize(hand, "poker_hands"), hand_obj.chips, hand_obj.mult, hand_obj.level)
level_up_hand(card, hand, nil, by)
end
update("", 0, 0, "", 1.1)
end
SMODS.Atlas {
key = "joker",
path = "joker.png",
px = 71,
py = 95,
}
joker {
key = "escapey",
pronouns = "they_them",
config = {extra = {hands = 2}},
cost = 4,
rarity = 2,
sinis = true,
soul_pos = true,
eternal_compat = true,
blueprint_compat = false,
perishable_compat = true,
loc_vars = function(self, _, card)
local sinister = (_G["Jen"] or _G["pwx"] or {}).sinister or G.escapey_sinister
local loc = G.localization.descriptions.Joker.j_Roland_escapey
local merge = self.fusable(card) and loc.merge or {}
local quotes = loc.quotes
local normal = (merge[1] or sinister) and "" or
pseudorandom_element(quotes.normal, pseudoseed "EscapeyQuotes") or ""
local scared = (merge[1] or not sinister) and "" or
pseudorandom_element(quotes.scared, pseudoseed "EscapeyQuotes") or ""
return {
vars = {
card.ability.extra.hands,
normal,
scared,
merge[1] or "",
merge[1] and loc.name or "",
merge[2] or "",
},
}
end,
Bakery_can_use = function(self, card)
return not card.debuff and u() and (self.exchangable() or self.fusable(card))
end,
Bakery_use_button_text = function(self, card)
return localize {
type = "variable",
key = card.debuff and "b_Roland_debuffed" or
((not self.exchangable() and self.fusable(card)) and
"b_Roland_fuse" or "b_Roland_escape"),
}
end,
calculate = function(self, card, context)
return context.forcetrigger and self.proc(card) or nil
end,
Bakery_use_joker = function(self, card)
if card.debuff then
return
end
if not self.exchangable() then
local level_sum, sell_sum = 0, 0
local any_carbon = is_carbon(card)
f(G.jokers.cards):where(is_mergeable_with(card)):each(function(v)
any_carbon = any_carbon or is_carbon(v)
level_sum = level_sum + v.ability.extra.hands * (v.getEvalQty and v:getEvalQty() or 1)
sell_sum = sell_sum + v.sell_cost * (v.getEvalQty and v:getEvalQty() or 1)
v:start_dissolve({HEX "57ecabff"}, nil, 1.6)
end)
if not any_carbon then
card.ability.extra.hands = card.ability.extra.hands + level_sum
end
card.sell_cost = card.sell_cost + sell_sum
return
end
local function fast_delete(tag)
return function()
attention_text {
scale = 0.7,
align = "cm",
text = "ESC",
cover = tag.HUD_tag,
colour = G.C.WHITE,
cover_colour = G.C.BLACK,
hold = 0.3 / G.SETTINGS.GAMESPEED,
}
play_sound("cancel", 1.66, 0.5)
tag.HUD_tag.states.visible = false
tag:remove()
end
end
local destroyed = 0
f(G.consumeables.cards):where(destructible):each(function(v)
v:start_dissolve({HEX "57ecabff"}, nil, 1.6)
destroyed = destroyed + 1
end)
if destroyed == 0 then
local delay = #G.GAME.tags >= self.tag_threshold and 0 or 1 / #G.GAME.tags
local trigger = #G.GAME.tags >= self.tag_threshold and "immediate" or "before"
f(G.GAME.tags):each(function(v)
q {
trigger = trigger,
blocking = #G.GAME.tags < 30,
delay = delay,
func = fast_delete(v),
}
destroyed = destroyed + 1
end)
end
self.proc(card, destroyed)
end,
exchangable = function()
return next(G.GAME.tags) or f(G.consumeables.cards):any(destructible)
end,
---@param card Card
fusable = function(card)
return SMODS.Mods.Roland.config.fusable_escapey and
f((G.jokers or {}).cards):any(is_mergeable_with(card))
end,
---@param card Card
---@param times? integer
proc = function(card, times)
local hands = f(G.GAME.hands):where "visible":keys():table()
local levels = card.ability.extra.hands * (times or 1)
pseudoshuffle(hands, pseudoseed "RolandEscapey")
level_up(true, math.floor(levels / #hands), card)
f(hands):take(levels % #hands):each(function(v)
level_up(v, 1, card)
end)
end,
tag_threshold = 30,
}
joker {
key = "msjoker", -- Blue bow
pronouns = "she_her",
cost = 1,
rarity = 1,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
config = {extra = {chips = 30}},
loc_vars = function(_, _, card)
return {vars = {card.ability.extra.chips}}
end,
calculate = function(_, card, context)
return (context.joker_main or context.forcetrigger) and
{card = card, chips = card.ability.extra.chips} or nil
end,
}
joker {
key = "mrsbones",
pronouns = "she_her",
artist = "char",
config = {extra = {xmult = 4, requirement = 4}},
cost = G.P_CENTERS.j_mr_bones.cost - 1,
rarity = 2,
eternal_compat = false,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
return {vars = {card.ability.extra.xmult, card.ability.extra.requirement * 100}}
end,
calculate = function(_, card, context)
if context.joker_main or context.forcetrigger then
return {xmult = card.ability.extra.xmult}
end
if not card.getting_sliced and
context.end_of_round and
G.GAME.chips / card.ability.extra.requirement < G.GAME.blind.chips then
card.getting_sliced = true
local message = localize {type = "variable", key = "b_Roland_bye"}
SMODS.calculate_effect({message = message, colour = G.C.RED}, card)
q(function()
G.hand_text_area.blind_chips:juice_up()
G.hand_text_area.game_chips:juice_up()
card:start_dissolve()
play_sound "tarot1"
end)
end
end,
}
joker {
key = "phytoestrogens",
pronouns = "she_her",
config = {extra = {xmult = 0.25}},
cost = 8,
rarity = 3,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
return {vars = {card.ability.extra.xmult}}
end,
calculate = function(_, card, context)
if not context.joker_main and not context.forcetrigger then
return
end
SMODS.calculate_effect({mult = hand_chips}, card)
SMODS.calculate_effect({xmult = card.ability.extra.xmult}, card)
end,
}
joker {
key = "monomino",
pronouns = "it_its",
artist = "char",
config = {extra = {price = 4, hand_name = "Four of a Kind"}},
cost = 4,
rarity = 1,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
local extra = card.ability.extra
return {vars = {extra.price, localize(extra.hand_name, "poker_hands")}}
end,
calculate = function(_, card, context)
local extra = card.ability.extra
if (not context.before or context.scoring_name ~= extra.hand_name) and not context.forcetrigger then
return
end
local c = context.blueprint_card or card
c.ability.extra_value = c.ability.extra_value + extra.price
c:set_cost()
return {message = localize "k_val_up", colour = G.C.MONEY}
end,
}
joker {
key = "domino",
pronouns = "it_its",
artist = "char",
config = {extra = {mult_gain = 4, hand_name = "Four of a Kind", mult = 0}},
cost = 4,
rarity = 2,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = false,
loc_vars = function(_, _, card)
local extra = card.ability.extra
return {vars = {extra.mult_gain, localize(extra.hand_name, "poker_hands"), extra.mult}}
end,
calculate = function(_, card, context)
local extra = card.ability.extra
if context.joker_main or context.forcetrigger then
return {mult = extra.mult}
end
if not context.before or context.scoring_name ~= extra.hand_name then
return
end
extra.mult = extra.mult + extra.mult_gain
return {message = localize "k_upgrade_ex", colour = G.C.RED, message_card = card}
end,
}
joker {
key = "trimino",
pronouns = "it_its",
artist = "char",
config = {extra = {times = 4, hand_name = "Four of a Kind"}},
cost = 8,
rarity = 3,
eternal_compat = false,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
local extra = card.ability.extra
return {vars = {extra.times, localize(extra.hand_name, "poker_hands")}}
end,
calculate = function(_, card, context)
local extra = card.ability.extra
if (not context.before or card.getting_sliced or context.scoring_name ~= extra.hand_name) and not context.forcetrigger then
return
end
card.getting_sliced = not context.forcetrigger
q(function()
local scored_cards = f(G.play.cards):where "highlighted":table()
local copied = {}
if not next(scored_cards) then
card.getting_sliced = nil
return
end
for _ = 1, extra.times do
G.playing_card = (G.playing_card or 0) + 1
G.deck.config.card_limit = G.deck.config.card_limit + 1
local chosen = pseudorandom_element(scored_cards, pseudoseed "Roland_trimino")
local copy = copy_card(chosen, nil, nil, G.playing_card)
copy:add_to_deck()
G.hand:emplace(copy)
copy:start_materialize()
table.insert(copied, copy)
table.insert(G.playing_cards, copy)
end
SMODS.calculate_effect({{message = localize "k_copied_ex", message_card = card}}, card)
playing_card_joker_effects(copied)
if not context.forcetrigger then
card:start_dissolve()
end
end)
end,
}
joker {
key = "sunny",
pronouns = "they_them",
artist = "char",
cost = 2,
rarity = 1,
eternal_compat = false,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
local last = ((G.deck or {}).cards or {})[1]
if not last or card.area ~= G.jokers then
return {
vars = {
"",
localize {type = "variable", key = "b_Roland_na"},
"",
colours = {G.C.JOKER_GREY, G.C.JOKER_GREY},
},
}
end
local suit = last.base.suit
local value = last.base.value
local name = last.ability.name or ""
local no_rank = SMODS.has_no_rank(last)
local no_suit = SMODS.has_no_suit(last)
return {
vars = {
value and not no_rank and localize(value or 14, "ranks") or name,
not no_rank and not no_suit and localize {type = "variable", key = "b_Roland_of"} or "",
no_suit and "" or localize(suit, "suits_plural"),
colours = {G.C.IMPORTANT, G.C.SUITS[suit] or G.C.JOKER_GREY},
},
}
end,
calculate = function(_, _, context)
if not context.selling_self and not context.forcetrigger then
return
end
draw_card(G.deck, G.hand, 100, "up", false, G.deck.cards[1])
local current_round = G.GAME.current_round
local facing_blind = G.GAME.facing_blind
SMODS.calculate_context {drawing_cards = true, draw = {G.deck.cards}}
SMODS.calculate_context {
first_hand_drawn = not current_round.any_hand_drawn and facing_blind or nil,
hand_drawn = facing_blind and {G.deck.cards[1]} --[[@as true]],
other_drawn = not facing_blind and {G.deck.cards[1]},
}
if type(facing_blind) == "table" then
facing_blind.any_hand_drawn = facing_blind.any_hand_drawn or facing_blind
end
end,
}
joker {
key = "hardboiled",
pronouns = "they_them",
cost = 5,
rarity = 2,
eternal_compat = false,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, info_queue)
table.insert(info_queue, G.P_CENTERS.e_Roland_frozen)
end,
calculate = function(_, _, context)
return (context.selling_self or context.forcetrigger) and f(G.hand.cards):each(function(v)
q {
delay = 0.1,
func = function()
v:set_edition {Roland_frozen = true}
end,
}
end) or nil
end,
}
joker {
key = "basket",
pronouns = "they_them",
cost = 8,
rarity = 3,
eternal_compat = false,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, info_queue)
table.insert(info_queue, negative)
end,
calculate = function(_, _, context)
return (context.selling_self or context.forcetrigger) and f(G.consumeables.cards):each(function(v)
q {
delay = 1,
func = function()
play_sound "timpani"
SMODS.add_card {edition = "e_negative", key = v.config.center.key}
end,
}
end) or nil
end,
}
joker {
key = "sapling",
pronouns = "they_them",
artist = "char",
cost = 4,
rarity = 1,
config = {extra = {mult = 15, suits = 3}},
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
local extra = card.ability.extra
return {vars = {extra.mult, extra.suits}}
end,
calculate = function(_, card, context)
local function count(_, k)
return f(context.scoring_hand):any(function(v)
return v:is_suit(k)
end)
end
if not context.joker_main and not context.forcetrigger then
return
end
local extra = card.ability.extra
if f(SMODS.Suits):count(count) >= card.ability.extra.suits or context.forcetrigger then
return {mult = extra.mult}
end
end,
}
joker {
key = "yard",
pronouns = "he_him",
config = {extra = {money = 2}},
cost = 4,
rarity = 1,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
return {vars = {card.ability.extra.money}}
end,
calculate = function(_, card, context)
return (context.remove_playing_cards or context.forcetrigger) and
{dollars = card.ability.extra.money * #context.removed, card = card} or nil
end,
}
joker {
key = "suitable",
pronouns = "she_they",
cost = 4,
rarity = 2,
eternal_compat = true,
blueprint_compat = false,
perishable_compat = true,
loc_vars = function(_, info_queue)
table.insert(info_queue, G.P_CENTERS.m_wild)
local suit = (G.GAME.current_round.Roland_suitable or {}).suit or "Spades"
return {vars = {localize(suit, "suits_plural"), colours = {G.C.SUITS[suit]}}}
end,
}
function SMODS.current_mod.reset_game_globals()
local immutable = f(SMODS.find_card "j_Roland_suitable"):any(is_frozen)
local suitable = {suit = "Spades"}
G.GAME.current_round.Roland_suitable = immutable and
G.GAME.current_round.Roland_suitable or suitable
if immutable then
return
end
local suits = f(G.playing_cards):where(SMODS.has_no_suit, false):table()
local card = pseudorandom_element(suits, "Roland_suitable" .. G.GAME.round_resets.ante)
suitable.suit = card and card.base.suit or suitable.suit
end
local orig_get_enhancements = SMODS.get_enhancements
function SMODS.get_enhancements(card, ...)
if not next(SMODS.find_card "j_Roland_suitable") or
card.base.suit ~= G.GAME.current_round.Roland_suitable.suit then
return orig_get_enhancements(card, ...)
end
local ret = orig_get_enhancements(card, ...) or {}
ret.m_wild = true
return ret
end
joker {
key = "misfortune",
pronouns = "she_they",
artist = "char",
cost = 6,
rarity = 2,
eternal_compat = true,
blueprint_compat = false,
perishable_compat = true,
loc_vars = function(_, info_queue)
table.insert(info_queue, G.P_SEALS.Purple)
table.insert(info_queue, negative)
end,
in_pool = function()
return f(G.playing_cards):any(function(v)
return v.seal == "Purple"
end)
end,
}
joker {
key = "temple",
pronouns = "any_all",
config = {extra = {xmult = 1.5}},
cost = 6,
rarity = 2,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, info_queue, card)
table.insert(info_queue, G.P_CENTERS.m_wild)
return {vars = {card.ability.extra.xmult}}
end,
calculate = function(_, card, context)
return ((context.individual and
context.cardarea == "unscored" and
SMODS.has_enhancement(context.other_card, "m_wild")
) or context.forcetrigger) and {xmult = card.ability.extra.xmult} or nil
end,
in_pool = function()
return f(G.playing_cards):any(function(v)
return SMODS.has_enhancement(v, "m_wild")
end)
end,
}
joker {
key = "jokersr",
pronouns = "he_him",
config = {extra = {xmult = 1.25}},
cost = 2,
rarity = 2,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
return {vars = {card.ability.extra.xmult}}
end,
calculate = function(_, card, context)
return (context.joker_main or context.forcetrigger) and
{card = card, xmult = card.ability.extra.xmult} or nil
end,
}
joker {
key = "bulldozer",
pronouns = "it_its",
cost = 6,
rarity = 2,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(self, _, card)
return {vars = {self:xmult_frozen(card)}}
end,
calculate = function(self, card, context)
return (context.joker_main or context.forcetrigger) and {card = card, xmult = self:xmult_frozen(card)} or nil
end,
xmult_frozen = function(self, card)
if not is_frozen(card) then
return self.xmult()
end
local ability = card.Roland_frozen_ability or {}
card.Roland_frozen_ability = ability
ability.Roland_frozen_xmult = ability.Roland_frozen_xmult or self.xmult()
return ability.Roland_frozen_xmult
end,
xmult = function()
local function mult(id)
local next = {Select = true, Upcoming = true}
local states = G.GAME.round_resets.blind_states
local choices = G.GAME.round_resets.blind_choices
return next[states[id]] and G.P_BLINDS[choices[id]].mult
end
local m = ((G.GAME or {}).blind or {}).mult
return m and m ~= 0 and m or mult "Small" or mult "Big" or mult "Boss" or 1
end,
}
joker {
key = "martingale",
pronouns = "he_him",
config = {extra = {odds = 2}},
cost = 8,
rarity = 2,
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, _, card)
local normal = G.GAME.probabilities.normal
local odds = card.ability.extra.odds
local vars = {normal}
for i = 0, 7 do
table.insert(vars, math.pow(odds, i))
end
return {vars = vars}
end,
calculate = function(self, card, context)
if not context.joker_main and not context.forcetrigger then
return
end
local extra, numerator, xmult = card.ability.extra, 1, 1
for _ = 1, 64 do
local g = G.GAME
local key = "RolandMartingale" .. tostring(g.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 message = number_format(numerator) .. "/" .. number_format(xmult)
SMODS.calculate_effect({card = card, repetitions = 1, message = message}, card)
xmult = xmult * extra.odds
end
SMODS.calculate_effect({card = card, xmult = xmult}, card)
end,
}
joker {
key = "oops",
pronouns = "she_they",
artist = "char",
cost = 7,
rarity = 3,
config = {extra = {probability = 1, probability_mult = 2, reset = 1}},
eternal_compat = true,
blueprint_compat = false,
perishable_compat = true,
loc_vars = function(_, _, card)
local extra = card.ability.extra
return {vars = {extra.probability_mult, extra.probability}}
end,
calculate = function(_, card, context)
if context.blueprint and not context.forcetrigger or not card.ability then
return
end
local extra = card.ability.extra
if context.mod_probability then
return {numerator = extra.probability}
end
if context.end_of_round and extra.probability ~= extra.reset then
extra.probability = extra.reset
return {message = localize "k_reset", colour = G.C.RED}
end
if context.after then
extra.probability = extra.probability * extra.probability_mult
return {message = localize "k_upgrade_ex", colour = G.C.GREEN}
end
end,
}
joker {
key = "arctic",
pronouns = "it_its",
cost = 10,
rarity = 3,
config = {extra = {repetitions = 1}},
eternal_compat = true,
blueprint_compat = true,
perishable_compat = true,
loc_vars = function(_, info_queue)
table.insert(info_queue, G.P_CENTERS.e_Roland_frozen)
end,
calculate = function(_, card, context)
return (context.repetition and is_frozen(context.other_card)) and {repetitions = 1} or SMODS.merge_effects(
f(G.jokers.cards):where(is_frozen):map(function(v)
return SMODS.blueprint_effect(card, v, context) or true
end):where(function(v)
return type(v) == "table"
end):map(function(v)
v.colour = G.C.BLACK
return v
end):table()
)
end,
}