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back.lua
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back.lua
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--Class
Back = Object:extend()
--Class Methods
function Back:init(selected_back)
if not selected_back then selected_back = G.P_CENTERS.b_red end
self.name = selected_back.name or 'Red Deck'
self.effect = {
center = selected_back,
text_UI = '',
config = copy_table(selected_back.config)
}
self.loc_name = localize{type = 'name_text', set = 'Back', key = self.effect.center.key}
local pos = (self.effect.center.unlocked and self.effect.center.pos) or {x = 4, y = 0}
self.pos = self.pos or {}
self.pos.x = pos.x
self.pos.y = pos.y
end
function Back:get_name()
if self.effect.center.unlocked then return self.loc_name else return localize('k_locked') end
end
function Back:generate_UI(other, ui_scale, min_dims, challenge)
min_dims = min_dims or 0.7
ui_scale = ui_scale or 0.9
local back_config = other or self.effect.center
local name_to_check = other and other.name or self.name
local effect_config = other and other.config or self.effect.config
challenge = G.CHALLENGES[get_challenge_int_from_id(challenge or '') or ''] or {name = 'ERROR'}
local loc_args, loc_nodes = nil, {}
if not back_config.unlocked then
if not back_config.unlock_condition then
localize{type = 'descriptions', key = 'demo_locked', set = "Other", nodes = loc_nodes, vars = loc_args}
elseif back_config.unlock_condition.type == 'win_deck' then
local other_name = localize('k_unknown')
if G.P_CENTERS[back_config.unlock_condition.deck].unlocked then
other_name = localize{type = 'name_text', set = 'Back', key = back_config.unlock_condition.deck}
end
loc_args = {other_name}
localize{type = 'descriptions', key = 'deck_locked_win', set = "Other", nodes = loc_nodes, vars = loc_args}
elseif back_config.unlock_condition.type == 'discover_amount' then
loc_args = {tostring(back_config.unlock_condition.amount)}
localize{type = 'descriptions', key = 'deck_locked_discover', set = "Other", nodes = loc_nodes, vars = loc_args}
elseif back_config.unlock_condition.type == 'win_stake' then
local other_name = localize{type = 'name_text', set = 'Stake', key = G.P_CENTER_POOLS.Stake[back_config.unlock_condition.stake].key}
loc_args = {other_name, colours = {get_stake_col(back_config.unlock_condition.stake)}}
localize{type = 'descriptions', key = 'deck_locked_stake', set = "Other", nodes = loc_nodes, vars = loc_args}
end
else
if name_to_check == 'Blue Deck' then loc_args = {effect_config.hands}
elseif name_to_check == 'Red Deck' then loc_args = {effect_config.discards}
elseif name_to_check == 'Yellow Deck' then loc_args = {effect_config.dollars}
elseif name_to_check == 'Green Deck' then loc_args = {effect_config.extra_hand_bonus, effect_config.extra_discard_bonus}
elseif name_to_check == 'Black Deck' then loc_args = {effect_config.joker_slot, -effect_config.hands}
elseif name_to_check == 'Magic Deck' then loc_args = {localize{type = 'name_text', key = 'v_crystal_ball', set = 'Voucher'}, localize{type = 'name_text', key = 'c_fool', set = 'Tarot'}}
elseif name_to_check == 'Nebula Deck' then loc_args = {localize{type = 'name_text', key = 'v_telescope', set = 'Voucher'}, -1}
elseif name_to_check == 'Ghost Deck' then
elseif name_to_check == 'Abandoned Deck' then
elseif name_to_check == 'Checkered Deck' then
elseif name_to_check == 'Zodiac Deck' then loc_args = {localize{type = 'name_text', key = 'v_tarot_merchant', set = 'Voucher'},
localize{type = 'name_text', key = 'v_planet_merchant', set = 'Voucher'},
localize{type = 'name_text', key = 'v_overstock_norm', set = 'Voucher'}}
elseif name_to_check == 'Painted Deck' then loc_args = {effect_config.hand_size,effect_config.joker_slot}
elseif name_to_check == 'Anaglyph Deck' then loc_args = {localize{type = 'name_text', key = 'tag_double', set = 'Tag'}}
elseif name_to_check == 'Plasma Deck' then loc_args = {effect_config.ante_scaling}
elseif name_to_check == 'Erratic Deck' then
end
localize{type = 'descriptions', key = back_config.key, set = 'Back', nodes = loc_nodes, vars = loc_args}
end
return
{n=G.UIT.ROOT, config={align = "cm", minw = min_dims*5, minh = min_dims*2.5, id = self.name, colour = G.C.CLEAR}, nodes={
name_to_check == 'Challenge Deck' and UIBox_button({button = 'deck_view_challenge', label = {localize(challenge.id, 'challenge_names')}, minw = 2.2, minh = 1, scale = 0.6, id = challenge})
or desc_from_rows(loc_nodes, true, min_dims*5)
}}
end
function Back:change_to(new_back)
if not new_back then new_back = G.P_CENTERS.b_red end
self.name = new_back.name or 'Red Deck'
self.effect = {
center = new_back,
text_UI = '',
config = copy_table(new_back.config)
}
self.loc_name = localize{type = 'name_text', set = 'Back', key = self.effect.center.key}
local pos = self.effect.center.unlocked and copy_table(new_back.pos) or {x = 4, y = 0}
self.pos.x = pos.x
self.pos.y = pos.y
end
function Back:save()
local backTable = {
name = self.name,
pos = self.pos,
effect = self.effect,
key = self.effect.center.key or 'b_red'
}
return backTable
end
function Back:trigger_effect(args)
if not args then return end
if self.name == 'Anaglyph Deck' and args.context == 'eval' and G.GAME.last_blind and G.GAME.last_blind.boss then
G.E_MANAGER:add_event(Event({
func = (function()
add_tag(Tag('tag_double'))
play_sound('generic1', 0.9 + math.random()*0.1, 0.8)
play_sound('holo1', 1.2 + math.random()*0.1, 0.4)
return true
end)
}))
end
if self.name == 'Plasma Deck' and args.context == 'blind_amount' then
return
end
if self.name == 'Plasma Deck' and args.context == 'final_scoring_step' then
local tot = args.chips + args.mult
args.chips = math.floor(tot/2)
args.mult = math.floor(tot/2)
update_hand_text({delay = 0}, {mult = args.mult, chips = args.chips})
G.E_MANAGER:add_event(Event({
func = (function()
local text = localize('k_balanced')
play_sound('gong', 0.94, 0.3)
play_sound('gong', 0.94*1.5, 0.2)
play_sound('tarot1', 1.5)
ease_colour(G.C.UI_CHIPS, {0.8, 0.45, 0.85, 1})
ease_colour(G.C.UI_MULT, {0.8, 0.45, 0.85, 1})
attention_text({
scale = 1.4, text = text, hold = 2, align = 'cm', offset = {x = 0,y = -2.7},major = G.play
})
G.E_MANAGER:add_event(Event({
trigger = 'after',
blockable = false,
blocking = false,
delay = 4.3,
func = (function()
ease_colour(G.C.UI_CHIPS, G.C.BLUE, 2)
ease_colour(G.C.UI_MULT, G.C.RED, 2)
return true
end)
}))
G.E_MANAGER:add_event(Event({
trigger = 'after',
blockable = false,
blocking = false,
no_delete = true,
delay = 6.3,
func = (function()
G.C.UI_CHIPS[1], G.C.UI_CHIPS[2], G.C.UI_CHIPS[3], G.C.UI_CHIPS[4] = G.C.BLUE[1], G.C.BLUE[2], G.C.BLUE[3], G.C.BLUE[4]
G.C.UI_MULT[1], G.C.UI_MULT[2], G.C.UI_MULT[3], G.C.UI_MULT[4] = G.C.RED[1], G.C.RED[2], G.C.RED[3], G.C.RED[4]
return true
end)
}))
return true
end)
}))
delay(0.6)
return args.chips, args.mult
end
end
function Back:apply_to_run()
if self.effect.config.voucher then
G.GAME.used_vouchers[self.effect.config.voucher] = true
G.GAME.starting_voucher_count = (G.GAME.starting_voucher_count or 0) + 1
Card.apply_to_run(nil, G.P_CENTERS[self.effect.config.voucher])
end
if self.effect.config.hands then
G.GAME.starting_params.hands = G.GAME.starting_params.hands + self.effect.config.hands
end
if self.effect.config.consumables then
delay(0.4)
G.E_MANAGER:add_event(Event({
func = function()
for k, v in ipairs(self.effect.config.consumables) do
local card = create_card('Tarot', G.consumeables, nil, nil, nil, nil, v, 'deck')
card:add_to_deck()
G.consumeables:emplace(card)
end
return true
end
}))
end
if self.effect.config.dollars then
G.GAME.starting_params.dollars = G.GAME.starting_params.dollars + self.effect.config.dollars
end
if self.effect.config.remove_faces then
G.GAME.starting_params.no_faces = true
end
if self.effect.config.spectral_rate then
G.GAME.spectral_rate = self.effect.config.spectral_rate
end
if self.effect.config.discards then
G.GAME.starting_params.discards = G.GAME.starting_params.discards + self.effect.config.discards
end
if self.effect.config.reroll_discount then
G.GAME.starting_params.reroll_cost = G.GAME.starting_params.reroll_cost - self.effect.config.reroll_discount
end
if self.effect.config.edition then
G.E_MANAGER:add_event(Event({
func = function()
local i = 0
while i < self.effect.config.edition_count do
local card = pseudorandom_element(G.playing_cards, pseudoseed('edition_deck'))
if not card.edition then
i = i + 1
card:set_edition({[self.effect.config.edition] = true}, nil, true)
end
end
return true
end
}))
end
if self.effect.config.vouchers then
for k, v in pairs(self.effect.config.vouchers) do
G.GAME.used_vouchers[v ] = true
G.GAME.starting_voucher_count = (G.GAME.starting_voucher_count or 0) + 1
Card.apply_to_run(nil, G.P_CENTERS[v])
end
end
if self.name == 'Checkered Deck' then
G.E_MANAGER:add_event(Event({
func = function()
for k, v in pairs(G.playing_cards) do
if v.base.suit == 'Clubs' then
v:change_suit('Spades')
end
if v.base.suit == 'Diamonds' then
v:change_suit('Hearts')
end
end
return true
end
}))
end
if self.effect.config.randomize_rank_suit then
G.GAME.starting_params.erratic_suits_and_ranks = true
end
if self.effect.config.joker_slot then
G.GAME.starting_params.joker_slots = G.GAME.starting_params.joker_slots + self.effect.config.joker_slot
end
if self.effect.config.hand_size then
G.GAME.starting_params.hand_size = G.GAME.starting_params.hand_size + self.effect.config.hand_size
end
if self.effect.config.ante_scaling then
G.GAME.starting_params.ante_scaling = self.effect.config.ante_scaling
end
if self.effect.config.consumable_slot then
G.GAME.starting_params.consumable_slots = G.GAME.starting_params.consumable_slots + self.effect.config.consumable_slot
end
if self.effect.config.no_interest then
G.GAME.modifiers.no_interest = true
end
if self.effect.config.extra_hand_bonus then
G.GAME.modifiers.money_per_hand = self.effect.config.extra_hand_bonus
end
if self.effect.config.extra_discard_bonus then
G.GAME.modifiers.money_per_discard = self.effect.config.extra_discard_bonus
end
end
function Back:load(backTable)
self.name = backTable.name
self.pos = backTable.pos
self.effect = backTable.effect
self.effect.center = G.P_CENTERS[backTable.key] or G.P_CENTERS.b_red
self.loc_name = localize{type = 'name_text', set = 'Back', key = self.effect.center.key}
end