diff --git a/FNPreview/Core.lua b/CorePreview.lua
similarity index 62%
rename from FNPreview/Core.lua
rename to CorePreview.lua
index 8090360..f6d5355 100644
--- a/FNPreview/Core.lua
+++ b/CorePreview.lua
@@ -1,9 +1,18 @@
---- Divvy's Preview for Balatro - Core.lua
---
+--- Original: Divvy's Preview for Balatro - Core.lua
+
+if SMODS and SMODS.current_mod then
+ SMODS.Atlas({
+ key = "modicon",
+ path = "icon.png",
+ px = 32,
+ py = 32,
+ })
+end
+
-- The functions responsible for running the simulation at appropriate times;
-- ie. whenever the player modifies card selection or card order.
-function DV.PRE.simulate()
+function FN.PRE.simulate()
-- Guard against simulating in redundant places:
if not (G.STATE == G.STATES.SELECTING_HAND or
G.STATE == G.STATES.DRAW_TO_HAND or
@@ -11,7 +20,7 @@ function DV.PRE.simulate()
then return {score = {min = 0, exact = 0, max = 0}, dollars = {min = 0, exact = 0, max = 0}}
end
- if G.SETTINGS.DV.hide_face_down then
+ if G.SETTINGS.FN.hide_face_down then
for _, card in ipairs(G.hand.highlighted) do
if card.facing == "back" then return nil end
end
@@ -22,19 +31,19 @@ function DV.PRE.simulate()
end
end
- return DV.SIM.run()
+ return FN.SIM.run()
end
--
-- SIMULATION UPDATE ADVICE:
--
-function DV.PRE.add_update_event(trigger)
+function FN.PRE.add_update_event(trigger)
function sim_func()
- DV.PRE.data = DV.PRE.simulate()
+ FN.PRE.data = FN.PRE.simulate()
return true
end
- if DV.PRE.enabled() then
+ if FN.PRE.enabled() then
G.E_MANAGER:add_event(Event({trigger = trigger, func = sim_func}))
end
end
@@ -43,14 +52,14 @@ end
local orig_use = Card.use_consumeable
function Card:use_consumeable(area, copier)
orig_use(self, area, copier)
- DV.PRE.add_update_event("immediate")
+ FN.PRE.add_update_event("immediate")
end
-- Update simulation after card selection changed:
local orig_hl = CardArea.parse_highlighted
function CardArea:parse_highlighted()
orig_hl(self)
- DV.PRE.add_update_event("immediate")
+ FN.PRE.add_update_event("immediate")
end
-- Update simulation after joker sold:
@@ -58,7 +67,7 @@ local orig_card_remove = Card.remove_from_area
function Card:remove_from_area()
orig_card_remove(self)
if self.config.type == 'joker' then
- DV.PRE.add_update_event("immediate")
+ FN.PRE.add_update_event("immediate")
end
end
@@ -66,10 +75,10 @@ end
local orig_update = CardArea.update
function CardArea:update(dt)
orig_update(self, dt)
- DV.PRE.update_on_card_order_change(self)
+ FN.PRE.update_on_card_order_change(self)
end
-function DV.PRE.update_on_card_order_change(cardarea)
+function FN.PRE.update_on_card_order_change(cardarea)
if #cardarea.cards == 0 or
not (G.STATE == G.STATES.SELECTING_HAND or
G.STATE == G.STATES.DRAW_TO_HAND or
@@ -83,9 +92,9 @@ function DV.PRE.update_on_card_order_change(cardarea)
return
end
-- Note that the consumables cardarea also has type 'joker' so must verify by checking first card.
- prev_order = DV.PRE.joker_order
+ prev_order = FN.PRE.joker_order
elseif cardarea.config.type == 'hand' then
- prev_order = DV.PRE.hand_order
+ prev_order = FN.PRE.hand_order
else
return
end
@@ -105,12 +114,12 @@ function DV.PRE.update_on_card_order_change(cardarea)
if should_update then
if cardarea.config.type == 'joker' or cardarea.cards[1].ability.set == 'Joker' then
- DV.PRE.joker_order = prev_order
+ FN.PRE.joker_order = prev_order
elseif cardarea.config.type == 'hand' then
- DV.PRE.hand_order = prev_order
+ FN.PRE.hand_order = prev_order
end
- DV.PRE.add_update_event("immediate")
+ FN.PRE.add_update_event("immediate")
end
end
@@ -118,12 +127,12 @@ end
-- SIMULATION RESET ADVICE:
--
-function DV.PRE.add_reset_event(trigger)
+function FN.PRE.add_reset_event(trigger)
function reset_func()
- DV.PRE.data = {score = {min = 0, exact = 0, max = 0}, dollars = {min = 0, exact = 0, max = 0}}
+ FN.PRE.data = {score = {min = 0, exact = 0, max = 0}, dollars = {min = 0, exact = 0, max = 0}}
return true
end
- if DV.PRE.enabled() then
+ if FN.PRE.enabled() then
G.E_MANAGER:add_event(Event({trigger = trigger, func = reset_func}))
end
end
@@ -131,14 +140,14 @@ end
local orig_eval = G.FUNCS.evaluate_play
function G.FUNCS.evaluate_play(e)
orig_eval(e)
- DV.PRE.add_reset_event("after")
+ FN.PRE.add_reset_event("after")
end
local orig_discard = G.FUNCS.discard_cards_from_highlighted
function G.FUNCS.discard_cards_from_highlighted(e, is_hook_blind)
orig_discard(e, is_hook_blind)
if not is_hook_blind then
- DV.PRE.add_reset_event("immediate")
+ FN.PRE.add_reset_event("immediate")
end
end
@@ -147,30 +156,30 @@ end
--
-- Add animation to preview text:
-function G.FUNCS.dv_pre_score_UI_set(e)
+function G.FUNCS.fn_pre_score_UI_set(e)
local new_preview_text = ""
local should_juice = false
- if DV.PRE.data then
- if true and (DV.PRE.data.score.min ~= DV.PRE.data.score.max) then
+ if FN.PRE.data then
+ if true and (FN.PRE.data.score.min ~= FN.PRE.data.score.max) then
-- Format as 'X - Y' :
- if e.config.id == "dv_pre_l" then
- new_preview_text = DV.PRE.format_number(DV.PRE.data.score.min) .. " - "
- if DV.PRE.is_enough_to_win(DV.PRE.data.score.min) then should_juice = true end
- elseif e.config.id == "dv_pre_r" then
- new_preview_text = DV.PRE.format_number(DV.PRE.data.score.max)
- if DV.PRE.is_enough_to_win(DV.PRE.data.score.max) then should_juice = true end
+ if e.config.id == "fn_pre_l" then
+ new_preview_text = FN.PRE.format_number(FN.PRE.data.score.min) .. " - "
+ if FN.PRE.is_enough_to_win(FN.PRE.data.score.min) then should_juice = true end
+ elseif e.config.id == "fn_pre_r" then
+ new_preview_text = FN.PRE.format_number(FN.PRE.data.score.max)
+ if FN.PRE.is_enough_to_win(FN.PRE.data.score.max) then should_juice = true end
end
else
-- Format as single number:
- if e.config.id == "dv_pre_l" then
+ if e.config.id == "fn_pre_l" then
if true then
-- Spaces around number necessary to distinguish Min/Max text from Exact text,
-- which is itself necessary to force a HUD update when switching between Min/Max and Exact.
- new_preview_text = " " .. DV.PRE.format_number(DV.PRE.data.score.min) .. " "
- if DV.PRE.is_enough_to_win(DV.PRE.data.score.min) then should_juice = true end
+ new_preview_text = " " .. FN.PRE.format_number(FN.PRE.data.score.min) .. " "
+ if FN.PRE.is_enough_to_win(FN.PRE.data.score.min) then should_juice = true end
else
- new_preview_text = number_format(DV.PRE.data.score.exact)
- if DV.PRE.is_enough_to_win(DV.PRE.data.score.exact) then should_juice = true end
+ new_preview_text = number_format(FN.PRE.data.score.exact)
+ if FN.PRE.is_enough_to_win(FN.PRE.data.score.exact) then should_juice = true end
end
else
new_preview_text = ""
@@ -178,7 +187,7 @@ function G.FUNCS.dv_pre_score_UI_set(e)
end
else
-- Spaces around number necessary to distinguish Min/Max text from Exact text, same as above ^
- if e.config.id == "dv_pre_l" then
+ if e.config.id == "fn_pre_l" then
if true then new_preview_text = " ?????? "
else new_preview_text = "??????"
end
@@ -187,8 +196,8 @@ function G.FUNCS.dv_pre_score_UI_set(e)
end
end
- if (not DV.PRE.text.score[e.config.id:sub(-1)]) or new_preview_text ~= DV.PRE.text.score[e.config.id:sub(-1)] then
- DV.PRE.text.score[e.config.id:sub(-1)] = new_preview_text
+ if (not FN.PRE.text.score[e.config.id:sub(-1)]) or new_preview_text ~= FN.PRE.text.score[e.config.id:sub(-1)] then
+ FN.PRE.text.score[e.config.id:sub(-1)] = new_preview_text
e.config.object:update_text()
-- Wobble:
if not G.TAROT_INTERRUPT_PULSE then
@@ -204,36 +213,36 @@ function G.FUNCS.dv_pre_score_UI_set(e)
end
end
-function G.FUNCS.dv_pre_dollars_UI_set(e)
+function G.FUNCS.fn_pre_dollars_UI_set(e)
local new_preview_text = ""
local new_colour = nil
- if DV.PRE.data then
- if true and (DV.PRE.data.dollars.min ~= DV.PRE.data.dollars.max) then
- if e.config.id == "dv_pre_dollars_top" then
- new_preview_text = " " .. DV.PRE.get_sign_str(DV.PRE.data.dollars.max) .. DV.PRE.data.dollars.max
- new_colour = DV.PRE.get_dollar_colour(DV.PRE.data.dollars.max)
- elseif e.config.id == "dv_pre_dollars_bot" then
- new_preview_text = " " .. DV.PRE.get_sign_str(DV.PRE.data.dollars.min) .. DV.PRE.data.dollars.min
- new_colour = DV.PRE.get_dollar_colour(DV.PRE.data.dollars.min)
+ if FN.PRE.data then
+ if true and (FN.PRE.data.dollars.min ~= FN.PRE.data.dollars.max) then
+ if e.config.id == "fn_pre_dollars_top" then
+ new_preview_text = " " .. FN.PRE.get_sign_str(FN.PRE.data.dollars.max) .. FN.PRE.data.dollars.max
+ new_colour = FN.PRE.get_dollar_colour(FN.PRE.data.dollars.max)
+ elseif e.config.id == "fn_pre_dollars_bot" then
+ new_preview_text = " " .. FN.PRE.get_sign_str(FN.PRE.data.dollars.min) .. FN.PRE.data.dollars.min
+ new_colour = FN.PRE.get_dollar_colour(FN.PRE.data.dollars.min)
end
else
- if e.config.id == "dv_pre_dollars_top" then
- local _data = (G.SETTINGS.DV.show_min_max) and DV.PRE.data.dollars.min or DV.PRE.data.dollars.exact
+ if e.config.id == "fn_pre_dollars_top" then
+ local _data = (G.SETTINGS.FN.show_min_max) and FN.PRE.data.dollars.min or FN.PRE.data.dollars.exact
- new_preview_text = " " .. DV.PRE.get_sign_str(_data) .. _data
- new_colour = DV.PRE.get_dollar_colour(_data)
+ new_preview_text = " " .. FN.PRE.get_sign_str(_data) .. _data
+ new_colour = FN.PRE.get_dollar_colour(_data)
else
new_preview_text = ""
- new_colour = DV.PRE.get_dollar_colour(0)
+ new_colour = FN.PRE.get_dollar_colour(0)
end
end
else
new_preview_text = " +??"
- new_colour = DV.PRE.get_dollar_colour(0)
+ new_colour = FN.PRE.get_dollar_colour(0)
end
- if (not DV.PRE.text.dollars[e.config.id:sub(-3)]) or new_preview_text ~= DV.PRE.text.dollars[e.config.id:sub(-3)] then
- DV.PRE.text.dollars[e.config.id:sub(-3)] = new_preview_text
+ if (not FN.PRE.text.dollars[e.config.id:sub(-3)]) or new_preview_text ~= FN.PRE.text.dollars[e.config.id:sub(-3)] then
+ FN.PRE.text.dollars[e.config.id:sub(-3)] = new_preview_text
e.config.object.colours = {new_colour}
e.config.object:update_text()
if not G.TAROT_INTERRUPT_PULSE then e.config.object:pulse(0.25) end
diff --git a/FNSimulate/Engine.lua b/EngineSimulate.lua
similarity index 58%
rename from FNSimulate/Engine.lua
rename to EngineSimulate.lua
index d09d6df..e82af51 100644
--- a/FNSimulate/Engine.lua
+++ b/EngineSimulate.lua
@@ -1,37 +1,37 @@
---- Divvy's Simulation for Balatro - Engine.lua
+--- Original: Divvy's Simulation for Balatro - Engine.lua
--
-- The heart of this library: it replicates the game's score evaluation.
-function DV.SIM.run()
+function FN.SIM.run()
local null_ret = {score = {min=0, exact=0, max=0}, dollars = {min=0, exact=0, max=0}}
if #G.hand.highlighted < 1 then return null_ret end
- DV.SIM.init()
+ FN.SIM.init()
- DV.SIM.manage_state("SAVE")
- DV.SIM.update_state_variables()
+ FN.SIM.manage_state("SAVE")
+ FN.SIM.update_state_variables()
- if not DV.SIM.simulate_blind_debuffs() then
- DV.SIM.simulate_joker_before_effects()
- DV.SIM.add_base_chips_and_mult()
- DV.SIM.simulate_blind_effects()
- DV.SIM.simulate_scoring_cards()
- DV.SIM.simulate_held_cards()
- DV.SIM.simulate_joker_global_effects()
- DV.SIM.simulate_consumable_effects()
- DV.SIM.simulate_deck_effects()
+ if not FN.SIM.simulate_blind_debuffs() then
+ FN.SIM.simulate_joker_before_effects()
+ FN.SIM.add_base_chips_and_mult()
+ FN.SIM.simulate_blind_effects()
+ FN.SIM.simulate_scoring_cards()
+ FN.SIM.simulate_held_cards()
+ FN.SIM.simulate_joker_global_effects()
+ FN.SIM.simulate_consumable_effects()
+ FN.SIM.simulate_deck_effects()
else -- Only Matador at this point:
- DV.SIM.simulate_all_jokers(G.jokers, {debuffed_hand = true})
+ FN.SIM.simulate_all_jokers(G.jokers, {debuffed_hand = true})
end
- DV.SIM.manage_state("RESTORE")
+ FN.SIM.manage_state("RESTORE")
- return DV.SIM.get_results()
+ return FN.SIM.get_results()
end
-function DV.SIM.init()
+function FN.SIM.init()
-- Reset:
- DV.SIM.running = {
+ FN.SIM.running = {
min = {chips = 0, mult = 0, dollars = 0},
exact = {chips = 0, mult = 0, dollars = 0},
max = {chips = 0, mult = 0, dollars = 0},
@@ -40,11 +40,11 @@ function DV.SIM.init()
-- Fetch metadata about simulated play:
local hand_name, _, poker_hands, scoring_hand, _ = G.FUNCS.get_poker_hand_info(G.hand.highlighted)
- DV.SIM.env.scoring_name = hand_name
+ FN.SIM.env.scoring_name = hand_name
-- Identify played cards and extract necessary data:
- DV.SIM.env.played_cards = {}
- DV.SIM.env.scoring_cards = {}
+ FN.SIM.env.played_cards = {}
+ FN.SIM.env.scoring_cards = {}
local is_splash_joker = next(find_joker("Splash"))
table.sort(G.hand.highlighted, function(a, b) return a.T.x < b.T.x end) -- Sorts by positional x-value to mirror card order!
for _, card in ipairs(G.hand.highlighted) do
@@ -61,23 +61,23 @@ function DV.SIM.init()
end
end
- local card_data = DV.SIM.get_card_data(card)
- table.insert(DV.SIM.env.played_cards, card_data)
- if is_scoring then table.insert(DV.SIM.env.scoring_cards, card_data) end
+ local card_data = FN.SIM.get_card_data(card)
+ table.insert(FN.SIM.env.played_cards, card_data)
+ if is_scoring then table.insert(FN.SIM.env.scoring_cards, card_data) end
end
-- Identify held cards and extract necessary data:
- DV.SIM.env.held_cards = {}
+ FN.SIM.env.held_cards = {}
for _, card in ipairs(G.hand.cards) do
-- Highlighted cards are simulated as played cards:
if not card.highlighted then
- local card_data = DV.SIM.get_card_data(card)
- table.insert(DV.SIM.env.held_cards, card_data)
+ local card_data = FN.SIM.get_card_data(card)
+ table.insert(FN.SIM.env.held_cards, card_data)
end
end
-- Extract necessary joker data:
- DV.SIM.env.jokers = {}
+ FN.SIM.env.jokers = {}
for _, joker in ipairs(G.jokers.cards) do
local joker_data = {
-- P_CENTER keys for jokers have the form j_NAME, get rid of j_
@@ -87,27 +87,27 @@ function DV.SIM.init()
rarity = joker.config.center.rarity,
debuff = joker.debuff
}
- table.insert(DV.SIM.env.jokers, joker_data)
+ table.insert(FN.SIM.env.jokers, joker_data)
end
-- Extract necessary consumable data:
- DV.SIM.env.consumables = {}
+ FN.SIM.env.consumables = {}
for _, consumable in ipairs(G.consumeables.cards) do
local consumable_data = {
-- P_CENTER keys have the form x_NAME, get rid of x_
id = consumable.config.center.key:sub(3, #consumable.config.center.key),
ability = copy_table(consumable.ability)
}
- table.insert(DV.SIM.env.consumables, consumable_data)
+ table.insert(FN.SIM.env.consumables, consumable_data)
end
-- Set extensible context template:
- DV.SIM.get_context = function(cardarea, args)
+ FN.SIM.get_context = function(cardarea, args)
local context = {
cardarea = cardarea,
- full_hand = DV.SIM.env.played_cards,
+ full_hand = FN.SIM.env.played_cards,
scoring_name = hand_name,
- scoring_hand = DV.SIM.env.scoring_cards,
+ scoring_hand = FN.SIM.env.scoring_cards,
poker_hands = poker_hands
}
@@ -119,7 +119,7 @@ function DV.SIM.init()
end
end
-function DV.SIM.get_card_data(card_obj)
+function FN.SIM.get_card_data(card_obj)
return {
rank = card_obj.base.id,
suit = card_obj.base.suit,
@@ -132,16 +132,16 @@ function DV.SIM.get_card_data(card_obj)
}
end
-function DV.SIM.get_results()
- local DVSR = DV.SIM.running
+function FN.SIM.get_results()
+ local FNSR = FN.SIM.running
- local min_score = math.floor(DVSR.min.chips * DVSR.min.mult)
- local exact_score = math.floor(DVSR.exact.chips * DVSR.exact.mult)
- local max_score = math.floor(DVSR.max.chips * DVSR.max.mult)
+ local min_score = math.floor(FNSR.min.chips * FNSR.min.mult)
+ local exact_score = math.floor(FNSR.exact.chips * FNSR.exact.mult)
+ local max_score = math.floor(FNSR.max.chips * FNSR.max.mult)
return {
score = {min = min_score, exact = exact_score, max = max_score},
- dollars = {min = DVSR.min.dollars, exact = DVSR.exact.dollars, max = DVSR.max.dollars}
+ dollars = {min = FNSR.min.dollars, exact = FNSR.exact.dollars, max = FNSR.max.dollars}
}
end
@@ -149,25 +149,25 @@ end
-- GAME STATE MANAGEMENT:
--
-function DV.SIM.manage_state(save_or_restore)
- local DVSO = DV.SIM.orig
+function FN.SIM.manage_state(save_or_restore)
+ local FNSO = FN.SIM.orig
if save_or_restore == "SAVE" then
- DVSO.random_data = copy_table(G.GAME.pseudorandom)
- DVSO.hand_data = copy_table(G.GAME.hands)
+ FNSO.random_data = copy_table(G.GAME.pseudorandom)
+ FNSO.hand_data = copy_table(G.GAME.hands)
return
end
if save_or_restore == "RESTORE" then
- G.GAME.pseudorandom = DVSO.random_data
- G.GAME.hands = DVSO.hand_data
+ G.GAME.pseudorandom = FNSO.random_data
+ G.GAME.hands = FNSO.hand_data
return
end
end
-function DV.SIM.update_state_variables()
+function FN.SIM.update_state_variables()
-- Increment poker hand played this run/round:
- local hand_info = G.GAME.hands[DV.SIM.env.scoring_name]
+ local hand_info = G.GAME.hands[FN.SIM.env.scoring_name]
hand_info.played = hand_info.played + 1
hand_info.played_this_round = hand_info.played_this_round + 1
end
@@ -176,59 +176,59 @@ end
-- MACRO LEVEL:
--
-function DV.SIM.simulate_scoring_cards()
- for _, scoring_card in ipairs(DV.SIM.env.scoring_cards) do
- DV.SIM.simulate_card_in_context(scoring_card, G.play)
+function FN.SIM.simulate_scoring_cards()
+ for _, scoring_card in ipairs(FN.SIM.env.scoring_cards) do
+ FN.SIM.simulate_card_in_context(scoring_card, G.play)
end
end
-function DV.SIM.simulate_held_cards()
- for _, held_card in ipairs(DV.SIM.env.held_cards) do
- DV.SIM.simulate_card_in_context(held_card, G.hand)
+function FN.SIM.simulate_held_cards()
+ for _, held_card in ipairs(FN.SIM.env.held_cards) do
+ FN.SIM.simulate_card_in_context(held_card, G.hand)
end
end
-function DV.SIM.simulate_joker_global_effects()
- for _, joker in ipairs(DV.SIM.env.jokers) do
+function FN.SIM.simulate_joker_global_effects()
+ for _, joker in ipairs(FN.SIM.env.jokers) do
if joker.edition then -- Foil and Holo:
- if joker.edition.chips then DV.SIM.add_chips(joker.edition.chips) end
- if joker.edition.mult then DV.SIM.add_mult(joker.edition.mult) end
+ if joker.edition.chips then FN.SIM.add_chips(joker.edition.chips) end
+ if joker.edition.mult then FN.SIM.add_mult(joker.edition.mult) end
end
- DV.SIM.simulate_joker(joker, DV.SIM.get_context(G.jokers, {global = true}))
+ FN.SIM.simulate_joker(joker, FN.SIM.get_context(G.jokers, {global = true}))
-- Joker-on-joker effects (eg. Blueprint):
- DV.SIM.simulate_all_jokers(G.jokers, {other_joker = joker})
+ FN.SIM.simulate_all_jokers(G.jokers, {other_joker = joker})
if joker.edition then -- Poly:
- if joker.edition.x_mult then DV.SIM.x_mult(joker.edition.x_mult) end
+ if joker.edition.x_mult then FN.SIM.x_mult(joker.edition.x_mult) end
end
end
end
-function DV.SIM.simulate_consumable_effects()
- for _, consumable in ipairs(DV.SIM.env.consumables) do
+function FN.SIM.simulate_consumable_effects()
+ for _, consumable in ipairs(FN.SIM.env.consumables) do
if consumable.ability.set == "Planet" and not consumable.debuff then
- if G.GAME.used_vouchers.v_observatory and consumable.ability.consumeable.hand_type == DV.SIM.env.scoring_name then
- DV.SIM.x_mult(G.P_CENTERS.v_observatory.config.extra)
+ if G.GAME.used_vouchers.v_observatory and consumable.ability.consumeable.hand_type == FN.SIM.env.scoring_name then
+ FN.SIM.x_mult(G.P_CENTERS.v_observatory.config.extra)
end
end
end
end
-function DV.SIM.add_base_chips_and_mult()
- local played_hand_data = G.GAME.hands[DV.SIM.env.scoring_name]
- DV.SIM.add_chips(played_hand_data.chips)
- DV.SIM.add_mult(played_hand_data.mult)
+function FN.SIM.add_base_chips_and_mult()
+ local played_hand_data = G.GAME.hands[FN.SIM.env.scoring_name]
+ FN.SIM.add_chips(played_hand_data.chips)
+ FN.SIM.add_mult(played_hand_data.mult)
end
-function DV.SIM.simulate_joker_before_effects()
- for _, joker in ipairs(DV.SIM.env.jokers) do
- DV.SIM.simulate_joker(joker, DV.SIM.get_context(G.jokers, {before = true}))
+function FN.SIM.simulate_joker_before_effects()
+ for _, joker in ipairs(FN.SIM.env.jokers) do
+ FN.SIM.simulate_joker(joker, FN.SIM.get_context(G.jokers, {before = true}))
end
end
-function DV.SIM.simulate_blind_effects()
+function FN.SIM.simulate_blind_effects()
if G.GAME.blind.disabled then return end
if G.GAME.blind.name == "The Flint" then
@@ -239,15 +239,15 @@ function DV.SIM.simulate_blind_effects()
data.mult = mod_mult(math.max(half_mult, 1))
end
- flint(DV.SIM.running.min)
- flint(DV.SIM.running.exact)
- flint(DV.SIM.running.max)
+ flint(FN.SIM.running.min)
+ flint(FN.SIM.running.exact)
+ flint(FN.SIM.running.max)
else
-- Other blinds do not impact scoring; refer to Blind:modify_hand(..)
end
end
-function DV.SIM.simulate_deck_effects()
+function FN.SIM.simulate_deck_effects()
if G.GAME.selected_back.name == 'Plasma Deck' then
local function plasma(data)
local sum = data.chips + data.mult
@@ -256,15 +256,15 @@ function DV.SIM.simulate_deck_effects()
data.mult = mod_mult(half_sum)
end
- plasma(DV.SIM.running.min)
- plasma(DV.SIM.running.exact)
- plasma(DV.SIM.running.max)
+ plasma(FN.SIM.running.min)
+ plasma(FN.SIM.running.exact)
+ plasma(FN.SIM.running.max)
else
-- Other decks do not impact scoring; refer to Back:trigger_effect(..)
end
end
-function DV.SIM.simulate_blind_debuffs()
+function FN.SIM.simulate_blind_debuffs()
local blind_obj = G.GAME.blind
if blind_obj.disabled then return false end
@@ -272,21 +272,21 @@ function DV.SIM.simulate_blind_debuffs()
if blind_obj.name == "The Hook" then
blind_obj.triggered = true
- for _ = 1, math.min(2, #DV.SIM.env.held_cards) do
+ for _ = 1, math.min(2, #FN.SIM.env.held_cards) do
-- TODO: Identify cards-in-hand that can affect score, simulate with/without them for min/max
- local selected_card, card_key = pseudorandom_element(DV.SIM.env.held_cards, pseudoseed('hook'))
- table.remove(DV.SIM.env.held_cards, card_key)
- for _, joker in ipairs(DV.SIM.env.jokers) do
- -- Note that the cardarea argument is largely arbitrary (used for DV.SIM.JOKERS),
+ local selected_card, card_key = pseudorandom_element(FN.SIM.env.held_cards, pseudoseed('hook'))
+ table.remove(FN.SIM.env.held_cards, card_key)
+ for _, joker in ipairs(FN.SIM.env.jokers) do
+ -- Note that the cardarea argument is largely arbitrary (used for FN.SIM.JOKERS),
-- I use G.hand because The Hook discards from the hand
- DV.SIM.simulate_joker(joker, DV.SIM.get_context(G.hand, {discard = true, other_card = selected_card}))
+ FN.SIM.simulate_joker(joker, FN.SIM.get_context(G.hand, {discard = true, other_card = selected_card}))
end
end
end
if blind_obj.name == "The Tooth" then
blind_obj.triggered = true
- DV.SIM.add_dollars((-1) * #DV.SIM.env.played_cards)
+ FN.SIM.add_dollars((-1) * #FN.SIM.env.played_cards)
end
-- The following are part of Blind:debuff_hand(..)
@@ -294,7 +294,7 @@ function DV.SIM.simulate_blind_debuffs()
if blind_obj.name == "The Arm" then
blind_obj.triggered = false
- local played_hand_name = DV.SIM.env.scoring_name
+ local played_hand_name = FN.SIM.env.scoring_name
if G.GAME.hands[played_hand_name].level > 1 then
blind_obj.triggered = true
-- NOTE: Important to save/restore G.GAME.hands here
@@ -310,93 +310,93 @@ function DV.SIM.simulate_blind_debuffs()
if blind_obj.name == "The Ox" then
blind_obj.triggered = false
- if DV.SIM.env.scoring_name == G.GAME.current_round.most_played_poker_hand then
+ if FN.SIM.env.scoring_name == G.GAME.current_round.most_played_poker_hand then
blind_obj.triggered = true
- DV.SIM.add_dollars(-G.GAME.dollars)
+ FN.SIM.add_dollars(-G.GAME.dollars)
end
return false -- IMPORTANT: Avoid duplicate effects from Blind:debuff_hand() below
end
- return blind_obj:debuff_hand(DV.SIM.env.played_cards, DV.SIM.env.poker_hands, DV.SIM.env.scoring_name, true)
+ return blind_obj:debuff_hand(FN.SIM.env.played_cards, FN.SIM.env.poker_hands, FN.SIM.env.scoring_name, true)
end
--
-- MICRO LEVEL (CARDS):
--
-function DV.SIM.simulate_card_in_context(card, cardarea)
+function FN.SIM.simulate_card_in_context(card, cardarea)
-- Reset and collect repetitions:
- DV.SIM.running.reps = 1
- if card.seal == "Red" then DV.SIM.add_reps(1) end
- DV.SIM.simulate_all_jokers(cardarea, {other_card = card, repetition = true})
+ FN.SIM.running.reps = 1
+ if card.seal == "Red" then FN.SIM.add_reps(1) end
+ FN.SIM.simulate_all_jokers(cardarea, {other_card = card, repetition = true})
-- Apply effects:
- for _ = 1, DV.SIM.running.reps do
- DV.SIM.simulate_card(card, DV.SIM.get_context(cardarea, {}))
- DV.SIM.simulate_all_jokers(cardarea, {other_card = card, individual = true})
+ for _ = 1, FN.SIM.running.reps do
+ FN.SIM.simulate_card(card, FN.SIM.get_context(cardarea, {}))
+ FN.SIM.simulate_all_jokers(cardarea, {other_card = card, individual = true})
end
end
-function DV.SIM.simulate_card(card_data, context)
+function FN.SIM.simulate_card(card_data, context)
-- Do nothing if debuffed:
if card_data.debuff then return end
if context.cardarea == G.play then
-- Chips:
if card_data.ability.effect == "Stone Card" then
- DV.SIM.add_chips(card_data.ability.bonus + (card_data.ability.perma_bonus or 0))
+ FN.SIM.add_chips(card_data.ability.bonus + (card_data.ability.perma_bonus or 0))
else
- DV.SIM.add_chips(card_data.base_chips + card_data.ability.bonus + (card_data.ability.perma_bonus or 0))
+ FN.SIM.add_chips(card_data.base_chips + card_data.ability.bonus + (card_data.ability.perma_bonus or 0))
end
-- Mult:
if card_data.ability.effect == "Lucky Card" then
- local exact_mult, min_mult, max_mult = DV.SIM.get_probabilistic_extremes(pseudorandom("nope"), 5, card_data.ability.mult, 0)
- DV.SIM.add_mult(exact_mult, min_mult, max_mult)
+ local exact_mult, min_mult, max_mult = FN.SIM.get_probabilistic_extremes(pseudorandom("nope"), 5, card_data.ability.mult, 0)
+ FN.SIM.add_mult(exact_mult, min_mult, max_mult)
-- Careful not to overwrite `card_data.lucky_trigger` outright:
if exact_mult > 0 then card_data.lucky_trigger.exact = true end
if min_mult > 0 then card_data.lucky_trigger.min = true end
if max_mult > 0 then card_data.lucky_trigger.max = true end
else
- DV.SIM.add_mult(card_data.ability.mult)
+ FN.SIM.add_mult(card_data.ability.mult)
end
-- XMult:
if card_data.ability.x_mult > 1 then
- DV.SIM.x_mult(card_data.ability.x_mult)
+ FN.SIM.x_mult(card_data.ability.x_mult)
end
-- Dollars:
if card_data.seal == "Gold" then
- DV.SIM.add_dollars(3)
+ FN.SIM.add_dollars(3)
end
if card_data.ability.p_dollars > 0 then
if card_data.ability.effect == "Lucky Card" then
- local exact_dollars, min_dollars, max_dollars = DV.SIM.get_probabilistic_extremes(pseudorandom("notthistime"), 15, card_data.ability.p_dollars, 0)
- DV.SIM.add_dollars(exact_dollars, min_dollars, max_dollars)
+ local exact_dollars, min_dollars, max_dollars = FN.SIM.get_probabilistic_extremes(pseudorandom("notthistime"), 15, card_data.ability.p_dollars, 0)
+ FN.SIM.add_dollars(exact_dollars, min_dollars, max_dollars)
-- Careful not to overwrite `card_data.lucky_trigger` outright:
if exact_dollars > 0 then card_data.lucky_trigger.exact = true end
if min_dollars > 0 then card_data.lucky_trigger.min = true end
if max_dollars > 0 then card_data.lucky_trigger.max = true end
else
- DV.SIM.add_dollars(card_data.ability.p_dollars)
+ FN.SIM.add_dollars(card_data.ability.p_dollars)
end
end
-- Edition:
if card_data.edition then
- if card_data.edition.chips then DV.SIM.add_chips(card_data.edition.chips) end
- if card_data.edition.mult then DV.SIM.add_mult(card_data.edition.mult) end
- if card_data.edition.x_mult then DV.SIM.x_mult(card_data.edition.x_mult) end
+ if card_data.edition.chips then FN.SIM.add_chips(card_data.edition.chips) end
+ if card_data.edition.mult then FN.SIM.add_mult(card_data.edition.mult) end
+ if card_data.edition.x_mult then FN.SIM.x_mult(card_data.edition.x_mult) end
end
elseif context.cardarea == G.hand then
if card_data.ability.h_mult > 0 then
- DV.SIM.add_mult(card_data.ability.h_mult)
+ FN.SIM.add_mult(card_data.ability.h_mult)
end
if card_data.ability.h_x_mult > 0 then
- DV.SIM.x_mult(card_data.ability.h_x_mult)
+ FN.SIM.x_mult(card_data.ability.h_x_mult)
end
end
end
@@ -405,16 +405,16 @@ end
-- MICRO LEVEL (JOKERS):
--
-function DV.SIM.simulate_all_jokers(cardarea, context_args)
- for _, joker in ipairs(DV.SIM.env.jokers) do
- DV.SIM.simulate_joker(joker, DV.SIM.get_context(cardarea, context_args))
+function FN.SIM.simulate_all_jokers(cardarea, context_args)
+ for _, joker in ipairs(FN.SIM.env.jokers) do
+ FN.SIM.simulate_joker(joker, FN.SIM.get_context(cardarea, context_args))
end
end
-function DV.SIM.simulate_joker(joker_obj, context)
+function FN.SIM.simulate_joker(joker_obj, context)
-- Do nothing if debuffed:
if joker_obj.debuff then return end
- local joker_simulation_function = DV.SIM.JOKERS["simulate_" .. joker_obj.id]
+ local joker_simulation_function = FN.SIM.JOKERS["simulate_" .. joker_obj.id]
if joker_simulation_function then joker_simulation_function(joker_obj, context) end
end
diff --git a/FNPreview.json b/FNPreview.json
new file mode 100644
index 0000000..4cf25bf
--- /dev/null
+++ b/FNPreview.json
@@ -0,0 +1,13 @@
+{
+ "id": "FNPreview",
+ "name": "Fantoms Preview",
+ "display_name": "Fantoms Preview",
+ "author": ["Fantoms"],
+ "description": "A QoL mod for balatro allowing for a preview of score/money before submitting the hand.",
+ "prefix": "fn",
+ "main_file": "CorePreview.lua",
+ "priority": 0,
+ "version": "1.1",
+ "dependencies": [],
+ "conflicts": []
+}
\ No newline at end of file
diff --git a/FNPreview/Init.lua b/FNPreview/Init.lua
deleted file mode 100644
index 6673ab0..0000000
--- a/FNPreview/Init.lua
+++ /dev/null
@@ -1,34 +0,0 @@
---- Divvy's Preview for Balatro - Init.lua
---
--- Global values that must be present for the rest of this mod to work.
-
-if not DV then DV = {} end
-
-DV.PRE = {
- data = {
- score = {min = 0, exact = 0, max = 0},
- dollars = {min = 0, exact = 0, max = 0}
- },
- text = {
- score = {l = "", r = ""},
- dollars = {top = "", bot = ""}
- },
- joker_order = {},
- hand_order = {}
-}
-
-DV.PRE._start_up = Game.start_up
-function Game:start_up()
- DV.PRE._start_up(self)
-
- if not G.SETTINGS.DV then G.SETTINGS.DV = {} end
- if not G.SETTINGS.DV.PRE then
- G.SETTINGS.DV.PRE = true
-
- G.SETTINGS.DV.preview_score = true
- G.SETTINGS.DV.preview_dollars = true
- G.SETTINGS.DV.hide_face_down = true
- G.SETTINGS.DV.show_min_max = true
- end
-
-end
diff --git a/FNSimulate/Jokers/Multiplayer.lua b/FNSimulate/Jokers/Multiplayer.lua
deleted file mode 100644
index 02cf688..0000000
--- a/FNSimulate/Jokers/Multiplayer.lua
+++ /dev/null
@@ -1,46 +0,0 @@
-DVSJ.simulate_mp_defensive_joker= function(joker_obj, context)
- if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.t_chips)
- end
-end
-
-DVSJ.simulate_mp_taxes = function(joker_obj, context)
- if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.extra.mult)
- end
-end
-
-DVSJ.simulate_mp_pacifist = function(joker_obj, context)
- if context.cardarea == G.jokers and context.global and not MP.is_pvp_boss() then
- DV.SIM.x_mult(joker_obj.ability.extra.x_mult)
- end
-end
-
-DVSJ.simulate_mp_conjoined_joker = function(joker_obj, context)
- if context.cardarea == G.jokers and context.global and MP.is_pvp_boss() then
- DV.SIM.x_mult(joker_obj.ability.extra.x_mult)
- end
-end
-
-DVSJ.simulate_mp_hanging_chad = function(joker_obj, context)
- if context.cardarea == G.play and context.repetition then
- if context.other_card == context.scoring_hand[1] and not context.other_card.debuff then
- DV.SIM.add_reps(joker_obj.ability.extra)
- end
- if context.other_card == context.scoring_hand[2] and not context.other_card.debuff then
- DV.SIM.add_reps(joker_obj.ability.extra)
- end
- end
-end
-
-DVSJ.simulate_mp_lets_go_gambling = function(joker_obj, context)
- if context.cardarea == G.jokers and context.global then
-
- local rand = pseudorandom("gambling") -- Must reuse same pseudorandom value:
- local exact_xmult, min_xmult, max_xmult = DV.SIM.get_probabilistic_extremes(rand, joker_obj.ability.extra.odds, joker_obj.ability.extra.xmult, 1)
- local exact_money, min_money, max_money = DV.SIM.get_probabilistic_extremes(rand, joker_obj.ability.extra.odds, joker_obj.ability.extra.dollars, 0)
-
- DV.SIM.add_dollars(exact_money, min_money, max_money)
- DV.SIM.x_mult(exact_xmult, min_xmult, max_xmult)
- end
-end
\ No newline at end of file
diff --git a/InitPreview.lua b/InitPreview.lua
new file mode 100644
index 0000000..a5332e8
--- /dev/null
+++ b/InitPreview.lua
@@ -0,0 +1,34 @@
+--- Original: Divvy's Preview for Balatro - Init.lua
+--
+-- Global values that must be present for the rest of this mod to work.
+
+if not FN then FN = {} end
+
+FN.PRE = {
+ data = {
+ score = {min = 0, exact = 0, max = 0},
+ dollars = {min = 0, exact = 0, max = 0}
+ },
+ text = {
+ score = {l = "", r = ""},
+ dollars = {top = "", bot = ""}
+ },
+ joker_order = {},
+ hand_order = {}
+}
+
+FN.PRE._start_up = Game.start_up
+function Game:start_up()
+ FN.PRE._start_up(self)
+
+ if not G.SETTINGS.FN then G.SETTINGS.FN = {} end
+ if not G.SETTINGS.FN.PRE then
+ G.SETTINGS.FN.PRE = true
+
+ G.SETTINGS.FN.preview_score = true
+ G.SETTINGS.FN.preview_dollars = true
+ G.SETTINGS.FN.hide_face_down = true
+ G.SETTINGS.FN.show_min_max = true
+ end
+
+end
diff --git a/FNSimulate/Init.lua b/InitSimulate.lua
similarity index 91%
rename from FNSimulate/Init.lua
rename to InitSimulate.lua
index 4caaac1..251186a 100644
--- a/FNSimulate/Init.lua
+++ b/InitSimulate.lua
@@ -1,10 +1,10 @@
---- Divvy's Simulation for Balatro - Init.lua
+--- Original: Divvy's Simulation for Balatro - Init.lua
--
-- Global values that must be present for the rest of this mod to work.
-if not DV then DV = {} end
+if not FN then FN = {} end
-DV.SIM = {
+FN.SIM = {
JOKERS = {},
running = {
diff --git a/FNPreview/Interface.lua b/InterfacePreview.lua
similarity index 55%
rename from FNPreview/Interface.lua
rename to InterfacePreview.lua
index a3d456b..3c4d9f7 100644
--- a/FNPreview/Interface.lua
+++ b/InterfacePreview.lua
@@ -1,4 +1,4 @@
---- Divvy's Preview for Balatro - Interface.lua
+--- Original: Divvy's Preview for Balatro - Interface.lua
--
-- The user interface components that display simulation results.
@@ -7,43 +7,43 @@ local orig_hud = create_UIBox_HUD
function create_UIBox_HUD()
local contents = orig_hud()
- local score_node_wrap = {n=G.UIT.R, config={id = "dv_pre_score_wrap", align = "cm", padding = 0.1}, nodes={}}
- if G.SETTINGS.DV.preview_score then table.insert(score_node_wrap.nodes, DV.PRE.get_score_node()) end
+ local score_node_wrap = {n=G.UIT.R, config={id = "fn_pre_score_wrap", align = "cm", padding = 0.1}, nodes={}}
+ if G.SETTINGS.FN.preview_score then table.insert(score_node_wrap.nodes, FN.PRE.get_score_node()) end
table.insert(contents.nodes[1].nodes[1].nodes[4].nodes[1].nodes, score_node_wrap)
- local dollars_node_wrap = {n=G.UIT.C, config={id = "dv_pre_dollars_wrap", align = "cm"}, nodes={}}
- if G.SETTINGS.DV.preview_dollars then table.insert(dollars_node_wrap.nodes, DV.PRE.get_dollars_node()) end
+ local dollars_node_wrap = {n=G.UIT.C, config={id = "fn_pre_dollars_wrap", align = "cm"}, nodes={}}
+ if G.SETTINGS.FN.preview_dollars then table.insert(dollars_node_wrap.nodes, FN.PRE.get_dollars_node()) end
table.insert(contents.nodes[1].nodes[1].nodes[5].nodes[2].nodes[3].nodes[1].nodes[1].nodes[1].nodes, dollars_node_wrap)
return contents
end
-function DV.PRE.get_score_node()
+function FN.PRE.get_score_node()
local text_scale = nil
if true then text_scale = 0.5
else text_scale = 0.75 end
- return {n = G.UIT.C, config = {id = "dv_pre_score", align = "cm"}, nodes={
- {n=G.UIT.O, config={id = "dv_pre_l", func = "dv_pre_score_UI_set", object = DynaText({string = {{ref_table = DV.PRE.text.score, ref_value = "l"}}, colours = {G.C.UI.TEXT_LIGHT}, shadow = true, float = true, scale = text_scale})}},
- {n=G.UIT.O, config={id = "dv_pre_r", func = "dv_pre_score_UI_set", object = DynaText({string = {{ref_table = DV.PRE.text.score, ref_value = "r"}}, colours = {G.C.UI.TEXT_LIGHT}, shadow = true, float = true, scale = text_scale})}},
+ return {n = G.UIT.C, config = {id = "fn_pre_score", align = "cm"}, nodes={
+ {n=G.UIT.O, config={id = "fn_pre_l", func = "fn_pre_score_UI_set", object = DynaText({string = {{ref_table = FN.PRE.text.score, ref_value = "l"}}, colours = {G.C.UI.TEXT_LIGHT}, shadow = true, float = true, scale = text_scale})}},
+ {n=G.UIT.O, config={id = "fn_pre_r", func = "fn_pre_score_UI_set", object = DynaText({string = {{ref_table = FN.PRE.text.score, ref_value = "r"}}, colours = {G.C.UI.TEXT_LIGHT}, shadow = true, float = true, scale = text_scale})}},
}}
end
-function DV.PRE.get_dollars_node()
- local top_color = DV.PRE.get_dollar_colour(0)
+function FN.PRE.get_dollars_node()
+ local top_color = FN.PRE.get_dollar_colour(0)
local bot_color = top_color
- if DV.PRE.data ~= nil then
- top_color = DV.PRE.get_dollar_colour(DV.PRE.data.dollars.max)
- bot_color = DV.PRE.get_dollar_colour(DV.PRE.data.dollars.min)
+ if FN.PRE.data ~= nil then
+ top_color = FN.PRE.get_dollar_colour(FN.PRE.data.dollars.max)
+ bot_color = FN.PRE.get_dollar_colour(FN.PRE.data.dollars.min)
else
end
- return {n=G.UIT.C, config={id = "dv_pre_dollars", align = "cm"}, nodes={
+ return {n=G.UIT.C, config={id = "fn_pre_dollars", align = "cm"}, nodes={
{n=G.UIT.R, config={align = "cm"}, nodes={
- {n=G.UIT.O, config={id = "dv_pre_dollars_top", func = "dv_pre_dollars_UI_set", object = DynaText({string = {{ref_table = DV.PRE.text.dollars, ref_value = "top"}}, colours = {top_color}, shadow = true, spacing = 2, bump = true, scale = 0.5})}}
+ {n=G.UIT.O, config={id = "fn_pre_dollars_top", func = "fn_pre_dollars_UI_set", object = DynaText({string = {{ref_table = FN.PRE.text.dollars, ref_value = "top"}}, colours = {top_color}, shadow = true, spacing = 2, bump = true, scale = 0.5})}}
}},
{n=G.UIT.R, config={minh = 0.05}, nodes={}},
{n=G.UIT.R, config={align = "cm"}, nodes={
- {n=G.UIT.O, config={id = "dv_pre_dollars_bot", func = "dv_pre_dollars_UI_set", object = DynaText({string = {{ref_table = DV.PRE.text.dollars, ref_value = "bot"}}, colours = {bot_color}, shadow = true, spacing = 2, bump = true, scale = 0.5})}},
+ {n=G.UIT.O, config={id = "fn_pre_dollars_bot", func = "fn_pre_dollars_UI_set", object = DynaText({string = {{ref_table = FN.PRE.text.dollars, ref_value = "bot"}}, colours = {bot_color}, shadow = true, spacing = 2, bump = true, scale = 0.5})}},
}}
}}
end
@@ -52,17 +52,17 @@ end
-- SETTINGS:
--
-function DV.get_preview_settings_page()
+function FN.get_preview_settings_page()
local function preview_score_toggle_callback(e)
if not G.HUD then return end
- if G.SETTINGS.DV.preview_score then
+ if G.SETTINGS.FN.preview_score then
-- Preview was just enabled, so add preview node:
- G.HUD:add_child(DV.PRE.get_score_node(), G.HUD:get_UIE_by_ID("dv_pre_score_wrap"))
- DV.PRE.data = DV.PRE.simulate()
+ G.HUD:add_child(FN.PRE.get_score_node(), G.HUD:get_UIE_by_ID("fn_pre_score_wrap"))
+ FN.PRE.data = FN.PRE.simulate()
else
-- Preview was just disabled, so remove preview node:
- G.HUD:get_UIE_by_ID("dv_pre_score").parent:remove()
+ G.HUD:get_UIE_by_ID("fn_pre_score").parent:remove()
end
G.HUD:recalculate()
end
@@ -70,13 +70,13 @@ function DV.get_preview_settings_page()
local function preview_dollars_toggle_callback(_)
if not G.HUD then return end
- if G.SETTINGS.DV.preview_dollars then
+ if G.SETTINGS.FN.preview_dollars then
-- Preview was just enabled, so add preview node:
- G.HUD:add_child(DV.PRE.get_dollars_node(), G.HUD:get_UIE_by_ID("dv_pre_dollars_wrap"))
- DV.PRE.data = DV.PRE.simulate()
+ G.HUD:add_child(FN.PRE.get_dollars_node(), G.HUD:get_UIE_by_ID("fn_pre_dollars_wrap"))
+ FN.PRE.data = FN.PRE.simulate()
else
-- Preview was just disabled, so remove preview node:
- G.HUD:get_UIE_by_ID("dv_pre_dollars").parent:remove()
+ G.HUD:get_UIE_by_ID("fn_pre_dollars").parent:remove()
end
G.HUD:recalculate()
end
@@ -84,7 +84,7 @@ function DV.get_preview_settings_page()
local function face_down_toggle_callback(_)
if not G.HUD then return end
- DV.PRE.data = DV.PRE.simulate()
+ FN.PRE.data = FN.PRE.simulate()
G.HUD:recalculate()
end
@@ -92,16 +92,16 @@ function DV.get_preview_settings_page()
{n=G.UIT.ROOT, config={align = "cm", padding = 0.05, colour = G.C.CLEAR}, nodes={
create_toggle({id = "score_toggle",
label = "Enable Score Preview",
- ref_table = G.SETTINGS.DV,
+ ref_table = G.SETTINGS.FN,
ref_value = "preview_score",
callback = preview_score_toggle_callback}),
create_toggle({id = "dollars_toggle",
label = "Enable Money Preview",
- ref_table = G.SETTINGS.DV,
+ ref_table = G.SETTINGS.FN,
ref_value = "preview_dollars",
callback = preview_dollars_toggle_callback}),
create_toggle({label = "Hide Preview if Any Card is Face-Down",
- ref_table = G.SETTINGS.DV,
+ ref_table = G.SETTINGS.FN,
ref_value = "hide_face_down",
callback = face_down_toggle_callback})
}}
diff --git a/Jokers/Multiplayer.lua b/Jokers/Multiplayer.lua
new file mode 100644
index 0000000..9b93b02
--- /dev/null
+++ b/Jokers/Multiplayer.lua
@@ -0,0 +1,46 @@
+FNSJ.simulate_mp_defensive_joker= function(joker_obj, context)
+ if context.cardarea == G.jokers and context.global then
+ FN.SIM.add_chips(joker_obj.ability.t_chips)
+ end
+end
+
+FNSJ.simulate_mp_taxes = function(joker_obj, context)
+ if context.cardarea == G.jokers and context.global then
+ FN.SIM.add_mult(joker_obj.ability.extra.mult)
+ end
+end
+
+FNSJ.simulate_mp_pacifist = function(joker_obj, context)
+ if context.cardarea == G.jokers and context.global and not MP.is_pvp_boss() then
+ FN.SIM.x_mult(joker_obj.ability.extra.x_mult)
+ end
+end
+
+FNSJ.simulate_mp_conjoined_joker = function(joker_obj, context)
+ if context.cardarea == G.jokers and context.global and MP.is_pvp_boss() then
+ FN.SIM.x_mult(joker_obj.ability.extra.x_mult)
+ end
+end
+
+FNSJ.simulate_mp_hanging_chad = function(joker_obj, context)
+ if context.cardarea == G.play and context.repetition then
+ if context.other_card == context.scoring_hand[1] and not context.other_card.debuff then
+ FN.SIM.add_reps(joker_obj.ability.extra)
+ end
+ if context.other_card == context.scoring_hand[2] and not context.other_card.debuff then
+ FN.SIM.add_reps(joker_obj.ability.extra)
+ end
+ end
+end
+
+FNSJ.simulate_mp_lets_go_gambling = function(joker_obj, context)
+ if context.cardarea == G.jokers and context.global then
+
+ local rand = pseudorandom("gambling") -- Must reuse same pseudorandom value:
+ local exact_xmult, min_xmult, max_xmult = FN.SIM.get_probabilistic_extremes(rand, joker_obj.ability.extra.odds, joker_obj.ability.extra.xmult, 1)
+ local exact_money, min_money, max_money = FN.SIM.get_probabilistic_extremes(rand, joker_obj.ability.extra.odds, joker_obj.ability.extra.dollars, 0)
+
+ FN.SIM.add_dollars(exact_money, min_money, max_money)
+ FN.SIM.x_mult(exact_xmult, min_xmult, max_xmult)
+ end
+end
\ No newline at end of file
diff --git a/FNSimulate/Jokers/_Vanilla.lua b/Jokers/_Vanilla.lua
similarity index 52%
rename from FNSimulate/Jokers/_Vanilla.lua
rename to Jokers/_Vanilla.lua
index 8566b33..62ddf7e 100644
--- a/FNSimulate/Jokers/_Vanilla.lua
+++ b/Jokers/_Vanilla.lua
@@ -2,138 +2,138 @@
--
-- The simulation functions for all of the vanilla Balatro jokers.
-local DVSJ = DV.SIM.JOKERS
+local FNSJ = FN.SIM.JOKERS
-DVSJ.simulate_joker = function(joker_obj, context)
+FNSJ.simulate_joker = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_greedy_joker = function(joker_obj, context)
- DV.SIM.JOKERS.add_suit_mult(joker_obj, context)
+FNSJ.simulate_greedy_joker = function(joker_obj, context)
+ FN.SIM.JOKERS.add_suit_mult(joker_obj, context)
end
-DVSJ.simulate_lusty_joker = function(joker_obj, context)
- DV.SIM.JOKERS.add_suit_mult(joker_obj, context)
+FNSJ.simulate_lusty_joker = function(joker_obj, context)
+ FN.SIM.JOKERS.add_suit_mult(joker_obj, context)
end
-DVSJ.simulate_wrathful_joker = function(joker_obj, context)
- DV.SIM.JOKERS.add_suit_mult(joker_obj, context)
+FNSJ.simulate_wrathful_joker = function(joker_obj, context)
+ FN.SIM.JOKERS.add_suit_mult(joker_obj, context)
end
-DVSJ.simulate_gluttenous_joker = function(joker_obj, context)
- DV.SIM.JOKERS.add_suit_mult(joker_obj, context)
+FNSJ.simulate_gluttenous_joker = function(joker_obj, context)
+ FN.SIM.JOKERS.add_suit_mult(joker_obj, context)
end
-DVSJ.simulate_jolly = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_mult(joker_obj, context)
+FNSJ.simulate_jolly = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_mult(joker_obj, context)
end
-DVSJ.simulate_zany = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_mult(joker_obj, context)
+FNSJ.simulate_zany = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_mult(joker_obj, context)
end
-DVSJ.simulate_mad = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_mult(joker_obj, context)
+FNSJ.simulate_mad = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_mult(joker_obj, context)
end
-DVSJ.simulate_crazy = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_mult(joker_obj, context)
+FNSJ.simulate_crazy = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_mult(joker_obj, context)
end
-DVSJ.simulate_droll = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_mult(joker_obj, context)
+FNSJ.simulate_droll = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_mult(joker_obj, context)
end
-DVSJ.simulate_sly = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_chips(joker_obj, context)
+FNSJ.simulate_sly = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_chips(joker_obj, context)
end
-DVSJ.simulate_wily = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_chips(joker_obj, context)
+FNSJ.simulate_wily = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_chips(joker_obj, context)
end
-DVSJ.simulate_clever = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_chips(joker_obj, context)
+FNSJ.simulate_clever = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_chips(joker_obj, context)
end
-DVSJ.simulate_devious = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_chips(joker_obj, context)
+FNSJ.simulate_devious = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_chips(joker_obj, context)
end
-DVSJ.simulate_crafty = function(joker_obj, context)
- DV.SIM.JOKERS.add_type_chips(joker_obj, context)
+FNSJ.simulate_crafty = function(joker_obj, context)
+ FN.SIM.JOKERS.add_type_chips(joker_obj, context)
end
-DVSJ.simulate_half = function(joker_obj, context)
+FNSJ.simulate_half = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if #context.full_hand <= joker_obj.ability.extra.size then
- DV.SIM.add_mult(joker_obj.ability.extra.mult)
+ FN.SIM.add_mult(joker_obj.ability.extra.mult)
end
end
end
-DVSJ.simulate_stencil = function(joker_obj, context)
+FNSJ.simulate_stencil = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- local xmult = G.jokers.config.card_limit - #DV.SIM.env.jokers
- for _, joker in ipairs(DV.SIM.env.jokers) do
+ local xmult = G.jokers.config.card_limit - #FN.SIM.env.jokers
+ for _, joker in ipairs(FN.SIM.env.jokers) do
if joker.ability.name == "Joker Stencil" then xmult = xmult + 1 end
end
if joker_obj.ability.x_mult > 1 then
- DV.SIM.x_mult(joker_obj.ability.x_mult)
+ FN.SIM.x_mult(joker_obj.ability.x_mult)
end
end
end
-DVSJ.simulate_four_fingers = function(joker_obj, context)
+FNSJ.simulate_four_fingers = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_mime = function(joker_obj, context)
+FNSJ.simulate_mime = function(joker_obj, context)
if context.cardarea == G.hand and context.repetition then
- DV.SIM.add_reps(joker_obj.ability.extra)
+ FN.SIM.add_reps(joker_obj.ability.extra)
end
end
-DVSJ.simulate_credit_card = function(joker_obj, context)
+FNSJ.simulate_credit_card = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_ceremonial = function(joker_obj, context)
+FNSJ.simulate_ceremonial = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_banner = function(joker_obj, context)
+FNSJ.simulate_banner = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if G.GAME.current_round.discards_left > 0 then
local chips = G.GAME.current_round.discards_left * joker_obj.ability.extra
- DV.SIM.add_chips(chips)
+ FN.SIM.add_chips(chips)
end
end
end
-DVSJ.simulate_mystic_summit = function(joker_obj, context)
+FNSJ.simulate_mystic_summit = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if G.GAME.current_round.discards_left == joker_obj.ability.extra.d_remaining then
- DV.SIM.add_mult(joker_obj.ability.extra.mult)
+ FN.SIM.add_mult(joker_obj.ability.extra.mult)
end
end
end
-DVSJ.simulate_marble = function(joker_obj, context)
+FNSJ.simulate_marble = function(joker_obj, context)
-- Effect not relevant (Blind)
end
-DVSJ.simulate_loyalty_card = function(joker_obj, context)
+FNSJ.simulate_loyalty_card = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
local loyalty_diff = G.GAME.hands_played - joker_obj.ability.hands_played_at_create
local loyalty_remaining = ((joker_obj.ability.extra.every-1) - loyalty_diff) % (joker_obj.ability.extra.every+1)
if loyalty_remaining == joker_obj.ability.extra.every then
- DV.SIM.x_mult(joker_obj.ability.extra.Xmult)
+ FN.SIM.x_mult(joker_obj.ability.extra.Xmult)
end
end
end
-DVSJ.simulate_8_ball = function(joker_obj, context)
+FNSJ.simulate_8_ball = function(joker_obj, context)
-- Effect might be relevant?
end
-DVSJ.simulate_misprint = function(joker_obj, context)
+FNSJ.simulate_misprint = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
local exact_mult = pseudorandom("nope", joker_obj.ability.extra.min, joker_obj.ability.extra.max)
- DV.SIM.add_mult(exact_mult, joker_obj.ability.extra.min, joker_obj.ability.extra.max)
+ FN.SIM.add_mult(exact_mult, joker_obj.ability.extra.min, joker_obj.ability.extra.max)
end
end
-DVSJ.simulate_dusk = function(joker_obj, context)
+FNSJ.simulate_dusk = function(joker_obj, context)
if context.cardarea == G.play and context.repetition then
-- Note: Checking against 1 is needed as hands_left is not decremented as part of simulation
if G.GAME.current_round.hands_left == 1 then
- DV.SIM.add_reps(joker_obj.ability.extra)
+ FN.SIM.add_reps(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_raised_fist = function(joker_obj, context)
+FNSJ.simulate_raised_fist = function(joker_obj, context)
if context.cardarea == G.hand and context.individual then
local cur_mult, cur_rank = 15, 15
local raised_card = nil
- for _, card in ipairs(DV.SIM.env.held_cards) do
+ for _, card in ipairs(FN.SIM.env.held_cards) do
if cur_rank >= card.rank and card.ability.effect ~= 'Stone Card' then
cur_mult = card.base_chips
cur_rank = card.rank
@@ -141,95 +141,95 @@ DVSJ.simulate_raised_fist = function(joker_obj, context)
end
end
if raised_card == context.other_card and not context.other_card.debuff then
- DV.SIM.add_mult(2 * cur_mult)
+ FN.SIM.add_mult(2 * cur_mult)
end
end
end
-DVSJ.simulate_chaos = function(joker_obj, context)
+FNSJ.simulate_chaos = function(joker_obj, context)
-- Effect not relevant (Free Reroll)
end
-DVSJ.simulate_fibonacci = function(joker_obj, context)
+FNSJ.simulate_fibonacci = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_rank(context.other_card, {2, 3, 5, 8, 14}) and not context.other_card.debuff then
- DV.SIM.add_mult(joker_obj.ability.extra)
+ if FN.SIM.is_rank(context.other_card, {2, 3, 5, 8, 14}) and not context.other_card.debuff then
+ FN.SIM.add_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_steel_joker = function(joker_obj, context)
+FNSJ.simulate_steel_joker = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.x_mult(1 + joker_obj.ability.extra * joker_obj.ability.steel_tally)
+ FN.SIM.x_mult(1 + joker_obj.ability.extra * joker_obj.ability.steel_tally)
end
end
-DVSJ.simulate_scary_face = function(joker_obj, context)
+FNSJ.simulate_scary_face = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_face(context.other_card) and not context.other_card.debuff then
- DV.SIM.add_chips(joker_obj.ability.extra)
+ if FN.SIM.is_face(context.other_card) and not context.other_card.debuff then
+ FN.SIM.add_chips(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_abstract = function(joker_obj, context)
+FNSJ.simulate_abstract = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(#DV.SIM.env.jokers * joker_obj.ability.extra)
+ FN.SIM.add_mult(#FN.SIM.env.jokers * joker_obj.ability.extra)
end
end
-DVSJ.simulate_delayed_grat = function(joker_obj, context)
+FNSJ.simulate_delayed_grat = function(joker_obj, context)
-- Effect not relevant (End of Round)
end
-DVSJ.simulate_hack = function(joker_obj, context)
+FNSJ.simulate_hack = function(joker_obj, context)
if context.cardarea == G.play and context.repetition then
- if not context.other_card.debuff and DV.SIM.is_rank(context.other_card, {2, 3, 4, 5}) then
- DV.SIM.add_reps(joker_obj.ability.extra)
+ if not context.other_card.debuff and FN.SIM.is_rank(context.other_card, {2, 3, 4, 5}) then
+ FN.SIM.add_reps(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_pareidolia = function(joker_obj, context)
+FNSJ.simulate_pareidolia = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_gros_michel = function(joker_obj, context)
+FNSJ.simulate_gros_michel = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.extra.mult)
+ FN.SIM.add_mult(joker_obj.ability.extra.mult)
end
end
-DVSJ.simulate_even_steven = function(joker_obj, context)
+FNSJ.simulate_even_steven = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if not context.other_card.debuff and DV.SIM.check_rank_parity(context.other_card, true) then
- DV.SIM.add_mult(joker_obj.ability.extra)
+ if not context.other_card.debuff and FN.SIM.check_rank_parity(context.other_card, true) then
+ FN.SIM.add_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_odd_todd = function(joker_obj, context)
+FNSJ.simulate_odd_todd = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if not context.other_card.debuff and DV.SIM.check_rank_parity(context.other_card, false) then
- DV.SIM.add_chips(joker_obj.ability.extra)
+ if not context.other_card.debuff and FN.SIM.check_rank_parity(context.other_card, false) then
+ FN.SIM.add_chips(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_scholar = function(joker_obj, context)
+FNSJ.simulate_scholar = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_rank(context.other_card, 14) and not context.other_card.debuff then
- DV.SIM.add_chips(joker_obj.ability.extra.chips)
- DV.SIM.add_mult(joker_obj.ability.extra.mult)
+ if FN.SIM.is_rank(context.other_card, 14) and not context.other_card.debuff then
+ FN.SIM.add_chips(joker_obj.ability.extra.chips)
+ FN.SIM.add_mult(joker_obj.ability.extra.mult)
end
end
end
-DVSJ.simulate_business = function(joker_obj, context)
+FNSJ.simulate_business = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_face(context.other_card) and not context.other_card.debuff then
- local exact_dollars, min_dollars, max_dollars = DV.SIM.get_probabilistic_extremes(pseudorandom("false"), joker_obj.ability.extra, 2, 0)
- DV.SIM.add_dollars(exact_dollars, min_dollars, max_dollars)
+ if FN.SIM.is_face(context.other_card) and not context.other_card.debuff then
+ local exact_dollars, min_dollars, max_dollars = FN.SIM.get_probabilistic_extremes(pseudorandom("false"), joker_obj.ability.extra, 2, 0)
+ FN.SIM.add_dollars(exact_dollars, min_dollars, max_dollars)
end
end
end
-DVSJ.simulate_supernova = function(joker_obj, context)
+FNSJ.simulate_supernova = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(G.GAME.hands[context.scoring_name].played)
+ FN.SIM.add_mult(G.GAME.hands[context.scoring_name].played)
end
end
-DVSJ.simulate_ride_the_bus = function(joker_obj, context)
+FNSJ.simulate_ride_the_bus = function(joker_obj, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
local faces = false
for _, scoring_card in ipairs(context.scoring_hand) do
- if DV.SIM.is_face(scoring_card) then faces = true end
+ if FN.SIM.is_face(scoring_card) then faces = true end
end
if faces then
joker_obj.ability.mult = 0
@@ -238,152 +238,152 @@ DVSJ.simulate_ride_the_bus = function(joker_obj, context)
end
end
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_space = function(joker_obj, context)
+FNSJ.simulate_space = function(joker_obj, context)
-- TODO: Verify
if context.cardarea == G.jokers and context.before then
- local hand_data = G.GAME.hands[DV.SIM.env.scoring_name]
+ local hand_data = G.GAME.hands[FN.SIM.env.scoring_name]
local rand = pseudorandom("bad") -- Must reuse same pseudorandom value:
- local exact_chips, min_chips, max_chips = DV.SIM.get_probabilistic_extremes(rand, joker_obj.ability.extra, hand_data.l_chips, 0)
- local exact_mult, min_mult, max_mult = DV.SIM.get_probabilistic_extremes(rand, joker_obj.ability.extra, hand_data.l_mult, 0)
+ local exact_chips, min_chips, max_chips = FN.SIM.get_probabilistic_extremes(rand, joker_obj.ability.extra, hand_data.l_chips, 0)
+ local exact_mult, min_mult, max_mult = FN.SIM.get_probabilistic_extremes(rand, joker_obj.ability.extra, hand_data.l_mult, 0)
- DV.SIM.add_chips(exact_chips, min_chips, max_chips)
- DV.SIM.add_mult(exact_mult, min_mult, max_mult)
+ FN.SIM.add_chips(exact_chips, min_chips, max_chips)
+ FN.SIM.add_mult(exact_mult, min_mult, max_mult)
end
end
-DVSJ.simulate_egg = function(joker_obj, context)
+FNSJ.simulate_egg = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_burglar = function(joker_obj, context)
+FNSJ.simulate_burglar = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_blackboard = function(joker_obj, context)
+FNSJ.simulate_blackboard = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
local black_suits, all_cards = 0, 0
- for _, card in ipairs(DV.SIM.env.held_cards) do
+ for _, card in ipairs(FN.SIM.env.held_cards) do
all_cards = all_cards + 1
- if DV.SIM.is_suit(card, "Clubs", true) or DV.SIM.is_suit(card, "Spades", true) then
+ if FN.SIM.is_suit(card, "Clubs", true) or FN.SIM.is_suit(card, "Spades", true) then
black_suits = black_suits + 1
end
end
if black_suits == all_cards then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_runner = function(joker_obj, context)
+FNSJ.simulate_runner = function(joker_obj, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
if next(context.poker_hands["Straight"]) then
joker_obj.ability.extra.chips = joker_obj.ability.extra.chips + joker_obj.ability.extra.chip_mod
end
end
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.extra.chips)
+ FN.SIM.add_chips(joker_obj.ability.extra.chips)
end
end
-DVSJ.simulate_ice_cream = function(joker_obj, context)
+FNSJ.simulate_ice_cream = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.extra.chips)
+ FN.SIM.add_chips(joker_obj.ability.extra.chips)
end
end
-DVSJ.simulate_dna = function(joker_obj, context)
+FNSJ.simulate_dna = function(joker_obj, context)
if context.cardarea == G.jokers and context.before then
if G.GAME.current_round.hands_played == 0 and #context.full_hand == 1 then
local new_card = copy_table(context.full_hand[1])
- table.insert(DV.SIM.env.held_cards, new_card)
+ table.insert(FN.SIM.env.held_cards, new_card)
end
end
end
-DVSJ.simulate_splash = function(joker_obj, context)
+FNSJ.simulate_splash = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_blue_joker = function(joker_obj, context)
+FNSJ.simulate_blue_joker = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.extra * #G.deck.cards)
+ FN.SIM.add_chips(joker_obj.ability.extra * #G.deck.cards)
end
end
-DVSJ.simulate_sixth_sense = function(joker_obj, context)
+FNSJ.simulate_sixth_sense = function(joker_obj, context)
-- Effect might be relevant?
end
-DVSJ.simulate_constellation = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_constellation = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_hiker = function(joker_obj, context)
+FNSJ.simulate_hiker = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
if not context.other_card.debuff then
context.other_card.ability.perma_bonus = (context.other_card.ability.perma_bonus or 0) + joker_obj.ability.extra
end
end
end
-DVSJ.simulate_faceless = function(joker_obj, context)
+FNSJ.simulate_faceless = function(joker_obj, context)
-- Effect not relevant (Discard)
end
-DVSJ.simulate_green_joker = function(joker_obj, context)
+FNSJ.simulate_green_joker = function(joker_obj, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
joker_obj.ability.mult = joker_obj.ability.mult + joker_obj.ability.extra.hand_add
end
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_superposition = function(joker_obj, context)
+FNSJ.simulate_superposition = function(joker_obj, context)
-- Effect might be relevant?
end
-DVSJ.simulate_todo_list = function(joker_obj, context)
+FNSJ.simulate_todo_list = function(joker_obj, context)
if context.cardarea == G.jokers and context.before then
if context.scoring_name == joker_obj.ability.to_do_poker_hand then
- DV.SIM.add_dollars(joker_obj.ability.extra.dollars)
+ FN.SIM.add_dollars(joker_obj.ability.extra.dollars)
end
end
end
-DVSJ.simulate_cavendish = function(joker_obj, context)
+FNSJ.simulate_cavendish = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.x_mult(joker_obj.ability.extra.Xmult)
+ FN.SIM.x_mult(joker_obj.ability.extra.Xmult)
end
end
-DVSJ.simulate_card_sharp = function(joker_obj, context)
+FNSJ.simulate_card_sharp = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if (G.GAME.hands[context.scoring_name]
and G.GAME.hands[context.scoring_name].played_this_round > 1)
then
- DV.SIM.x_mult(joker_obj.ability.extra.Xmult)
+ FN.SIM.x_mult(joker_obj.ability.extra.Xmult)
end
end
end
-DVSJ.simulate_red_card = function(joker_obj, context)
+FNSJ.simulate_red_card = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_madness = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_madness = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_square = function(joker_obj, context)
+FNSJ.simulate_square = function(joker_obj, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
if #context.full_hand == 4 then
joker_obj.ability.extra.chips = joker_obj.ability.extra.chips + joker_obj.ability.extra.chip_mod
end
end
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.extra.chips)
+ FN.SIM.add_chips(joker_obj.ability.extra.chips)
end
end
-DVSJ.simulate_seance = function(joker_obj, context)
+FNSJ.simulate_seance = function(joker_obj, context)
-- Effect might be relevant? (Consumable)
end
-DVSJ.simulate_riff_raff = function(joker_obj, context)
+FNSJ.simulate_riff_raff = function(joker_obj, context)
-- Effect not relevant (Blind)
end
-DVSJ.simulate_vampire = function(joker_obj, context)
+FNSJ.simulate_vampire = function(joker_obj, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
local num_enhanced = 0
for _, card in ipairs(context.scoring_hand) do
if card.ability.name ~= "Default Base" and not card.debuff then
num_enhanced = num_enhanced + 1
- DV.SIM.set_ability(card, G.P_CENTERS.c_base)
+ FN.SIM.set_ability(card, G.P_CENTERS.c_base)
end
end
if num_enhanced > 0 then
@@ -391,31 +391,31 @@ DVSJ.simulate_vampire = function(joker_obj, context)
end
end
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_shortcut = function(joker_obj, context)
+FNSJ.simulate_shortcut = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_hologram = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_hologram = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_vagabond = function(joker_obj, context)
+FNSJ.simulate_vagabond = function(joker_obj, context)
-- Effect might be relevant? (Consumable)
end
-DVSJ.simulate_baron = function(joker_obj, context)
+FNSJ.simulate_baron = function(joker_obj, context)
if context.cardarea == G.hand and context.individual then
- if DV.SIM.is_rank(context.other_card, 13) and not context.other_card.debuff then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ if FN.SIM.is_rank(context.other_card, 13) and not context.other_card.debuff then
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_cloud_9 = function(joker_obj, context)
+FNSJ.simulate_cloud_9 = function(joker_obj, context)
-- Effect not relevant (End of Round)
end
-DVSJ.simulate_rocket = function(joker_obj, context)
+FNSJ.simulate_rocket = function(joker_obj, context)
-- Effect not relevant (End of Round)
end
-DVSJ.simulate_obelisk = function(joker_obj, context)
+FNSJ.simulate_obelisk = function(joker_obj, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
local reset = true
local play_more_than = (G.GAME.hands[context.scoring_name].played or 0)
@@ -430,88 +430,88 @@ DVSJ.simulate_obelisk = function(joker_obj, context)
joker_obj.ability.x_mult = joker_obj.ability.x_mult + joker_obj.ability.extra
end
end
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_midas_mask = function(joker_obj, context)
+FNSJ.simulate_midas_mask = function(joker_obj, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
for _, card in ipairs(context.scoring_hand) do
- if DV.SIM.is_face(card) then
- DV.SIM.set_ability(card, G.P_CENTERS.m_gold)
+ if FN.SIM.is_face(card) then
+ FN.SIM.set_ability(card, G.P_CENTERS.m_gold)
end
end
end
end
-DVSJ.simulate_luchador = function(joker_obj, context)
+FNSJ.simulate_luchador = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_photograph = function(joker_obj, context)
+FNSJ.simulate_photograph = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
local first_face = nil
for i = 1, #context.scoring_hand do
- if DV.SIM.is_face(context.scoring_hand[i]) then first_face = context.scoring_hand[i]; break end
+ if FN.SIM.is_face(context.scoring_hand[i]) then first_face = context.scoring_hand[i]; break end
end
if context.other_card == first_face and not context.other_card.debuff then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_gift = function(joker_obj, context)
+FNSJ.simulate_gift = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_turtle_bean = function(joker_obj, context)
+FNSJ.simulate_turtle_bean = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_erosion = function(joker_obj, context)
+FNSJ.simulate_erosion = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
local diff = G.GAME.starting_deck_size - #G.playing_cards
if (diff) > 0 then
- DV.SIM.add_mult(joker_obj.ability.extra * diff)
+ FN.SIM.add_mult(joker_obj.ability.extra * diff)
end
end
end
-DVSJ.simulate_reserved_parking = function(joker_obj, context)
+FNSJ.simulate_reserved_parking = function(joker_obj, context)
if context.cardarea == G.hand and context.individual then
- if DV.SIM.is_face(context.other_card) and not context.other_card.debuff then
- local exact_dollars, min_dollars, max_dollars = DV.SIM.get_probabilistic_extremes(pseudorandom("notthistime"), joker_obj.ability.extra.odds, joker_obj.ability.extra.dollars, 0)
- DV.SIM.add_dollars(exact_dollars, min_dollars, max_dollars)
+ if FN.SIM.is_face(context.other_card) and not context.other_card.debuff then
+ local exact_dollars, min_dollars, max_dollars = FN.SIM.get_probabilistic_extremes(pseudorandom("notthistime"), joker_obj.ability.extra.odds, joker_obj.ability.extra.dollars, 0)
+ FN.SIM.add_dollars(exact_dollars, min_dollars, max_dollars)
end
end
end
-DVSJ.simulate_mail = function(joker_obj, context)
+FNSJ.simulate_mail = function(joker_obj, context)
if context.cardarea == G.hand and context.discard then
if context.other_card.id == G.GAME.current_round.mail_card.id and not context.other_card.debuff then
- DV.SIM.add_dollars(joker_obj.ability.extra)
+ FN.SIM.add_dollars(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_to_the_moon = function(joker_obj, context)
+FNSJ.simulate_to_the_moon = function(joker_obj, context)
-- Effect not relevant (End of Round)
end
-DVSJ.simulate_hallucination = function(joker_obj, context)
+FNSJ.simulate_hallucination = function(joker_obj, context)
-- Effect not relevant (Outside of Play)
end
-DVSJ.simulate_fortune_teller = function(joker_obj, context)
+FNSJ.simulate_fortune_teller = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if G.GAME.consumeable_usage_total and G.GAME.consumeable_usage_total.tarot then
- DV.SIM.add_mult(G.GAME.consumeable_usage_total.tarot)
+ FN.SIM.add_mult(G.GAME.consumeable_usage_total.tarot)
end
end
end
-DVSJ.simulate_juggler = function(joker_obj, context)
+FNSJ.simulate_juggler = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_drunkard = function(joker_obj, context)
+FNSJ.simulate_drunkard = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_stone = function(joker_obj, context)
+FNSJ.simulate_stone = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.extra * joker_obj.ability.stone_tally)
+ FN.SIM.add_chips(joker_obj.ability.extra * joker_obj.ability.stone_tally)
end
end
-DVSJ.simulate_golden = function(joker_obj, context)
+FNSJ.simulate_golden = function(joker_obj, context)
-- Effect not relevant (End of Round)
end
-DVSJ.simulate_lucky_cat = function(joker_obj, context)
+FNSJ.simulate_lucky_cat = function(joker_obj, context)
if not joker_obj.ability.x_mult_range then
joker_obj.ability.x_mult_range = {
min = joker_obj.ability.x_mult,
@@ -533,184 +533,184 @@ DVSJ.simulate_lucky_cat = function(joker_obj, context)
end
if context.cardarea == G.jokers and context.global then
- DV.SIM.x_mult(joker_obj.ability.x_mult_range.exact, joker_obj.ability.x_mult_range.min, joker_obj.ability.x_mult_range.max)
+ FN.SIM.x_mult(joker_obj.ability.x_mult_range.exact, joker_obj.ability.x_mult_range.min, joker_obj.ability.x_mult_range.max)
end
end
-DVSJ.simulate_baseball = function(joker_obj, context)
+FNSJ.simulate_baseball = function(joker_obj, context)
if context.cardarea == G.jokers and context.other_joker then
if context.other_joker.rarity == 2 and context.other_joker ~= joker_obj then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_bull = function(joker_obj, context)
+FNSJ.simulate_bull = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
local function bull(data)
return joker_obj.ability.extra * math.max(0, G.GAME.dollars + data.dollars)
end
- local min_chips = bull(DV.SIM.running.min)
- local exact_chips = bull(DV.SIM.running.exact)
- local max_chips = bull(DV.SIM.running.max)
- DV.SIM.add_chips(exact_chips, min_chips, max_chips)
+ local min_chips = bull(FN.SIM.running.min)
+ local exact_chips = bull(FN.SIM.running.exact)
+ local max_chips = bull(FN.SIM.running.max)
+ FN.SIM.add_chips(exact_chips, min_chips, max_chips)
end
end
-DVSJ.simulate_diet_cola = function(joker_obj, context)
+FNSJ.simulate_diet_cola = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_trading = function(joker_obj, context)
+FNSJ.simulate_trading = function(joker_obj, context)
-- Effect not relevant (Discard)
end
-DVSJ.simulate_flash = function(joker_obj, context)
+FNSJ.simulate_flash = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_popcorn = function(joker_obj, context)
+FNSJ.simulate_popcorn = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_trousers = function(joker_obj, context)
+FNSJ.simulate_trousers = function(joker_obj, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
if (next(context.poker_hands["Two Pair"]) or next(context.poker_hands["Full House"])) then
joker_obj.ability.mult = joker_obj.ability.mult + joker_obj.ability.extra
end
end
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_ancient = function(joker_obj, context)
+FNSJ.simulate_ancient = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_suit(context.other_card, G.GAME.current_round.ancient_card.suit) and not context.other_card.debuff then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ if FN.SIM.is_suit(context.other_card, G.GAME.current_round.ancient_card.suit) and not context.other_card.debuff then
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_ramen = function(joker_obj, context)
+FNSJ.simulate_ramen = function(joker_obj, context)
if context.cardarea == G.hand and context.discard then
joker_obj.ability.x_mult = math.max(1, joker_obj.ability.x_mult - joker_obj.ability.extra)
end
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_walkie_talkie = function(joker_obj, context)
+FNSJ.simulate_walkie_talkie = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_rank(context.other_card, {10, 4}) and not context.other_card.debuff then
- DV.SIM.add_chips(joker_obj.ability.extra.chips)
- DV.SIM.add_mult(joker_obj.ability.extra.mult)
+ if FN.SIM.is_rank(context.other_card, {10, 4}) and not context.other_card.debuff then
+ FN.SIM.add_chips(joker_obj.ability.extra.chips)
+ FN.SIM.add_mult(joker_obj.ability.extra.mult)
end
end
end
-DVSJ.simulate_selzer = function(joker_obj, context)
+FNSJ.simulate_selzer = function(joker_obj, context)
if context.cardarea == G.play and context.repetition then
- DV.SIM.add_reps(1)
+ FN.SIM.add_reps(1)
end
end
-DVSJ.simulate_castle = function(joker_obj, context)
+FNSJ.simulate_castle = function(joker_obj, context)
if context.cardarea == G.hand and context.discard and not context.blueprint then
- if DV.SIM.is_suit(context.other_card, G.GAME.current_round.castle_card.suit) and not context.other_card.debuff then
+ if FN.SIM.is_suit(context.other_card, G.GAME.current_round.castle_card.suit) and not context.other_card.debuff then
joker_obj.ability.extra.chips = joker_obj.ability.extra.chips + joker_obj.ability.extra.chip_mod
end
end
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.extra.chips)
+ FN.SIM.add_chips(joker_obj.ability.extra.chips)
end
end
-DVSJ.simulate_smiley = function(joker_obj, context)
+FNSJ.simulate_smiley = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_face(context.other_card) and not context.other_card.debuff then
- DV.SIM.add_mult(joker_obj.ability.extra)
+ if FN.SIM.is_face(context.other_card) and not context.other_card.debuff then
+ FN.SIM.add_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_campfire = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_campfire = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_ticket = function(joker_obj, context)
+FNSJ.simulate_ticket = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
if context.other_card.ability.effect == "Gold Card" and not context.other_card.debuff then
- DV.SIM.add_dollars(joker_obj.ability.extra)
+ FN.SIM.add_dollars(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_mr_bones = function(joker_obj, context)
+FNSJ.simulate_mr_bones = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_acrobat = function(joker_obj, context)
+FNSJ.simulate_acrobat = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
-- Note: Checking against 1 is needed as hands_left is not decremented as part of simulation
if G.GAME.current_round.hands_left == 1 then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_sock_and_buskin = function(joker_obj, context)
+FNSJ.simulate_sock_and_buskin = function(joker_obj, context)
if context.cardarea == G.play and context.repetition then
- if DV.SIM.is_face(context.other_card) and not context.other_card.debuff then
- DV.SIM.add_reps(joker_obj.ability.extra)
+ if FN.SIM.is_face(context.other_card) and not context.other_card.debuff then
+ FN.SIM.add_reps(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_swashbuckler = function(joker_obj, context)
+FNSJ.simulate_swashbuckler = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_mult(joker_obj.ability.mult)
+ FN.SIM.add_mult(joker_obj.ability.mult)
end
end
-DVSJ.simulate_troubadour = function(joker_obj, context)
+FNSJ.simulate_troubadour = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_certificate = function(joker_obj, context)
+FNSJ.simulate_certificate = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_smeared = function(joker_obj, context)
+FNSJ.simulate_smeared = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_throwback = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_throwback = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_hanging_chad = function(joker_obj, context)
+FNSJ.simulate_hanging_chad = function(joker_obj, context)
if context.cardarea == G.play and context.repetition then
if context.other_card == context.scoring_hand[1] and not context.other_card.debuff then
- DV.SIM.add_reps(joker_obj.ability.extra)
+ FN.SIM.add_reps(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_rough_gem = function(joker_obj, context)
+FNSJ.simulate_rough_gem = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_suit(context.other_card, "Diamonds") and not context.other_card.debuff then
- DV.SIM.add_dollars(joker_obj.ability.extra)
+ if FN.SIM.is_suit(context.other_card, "Diamonds") and not context.other_card.debuff then
+ FN.SIM.add_dollars(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_bloodstone = function(joker_obj, context)
+FNSJ.simulate_bloodstone = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_suit(context.other_card, "Hearts") and not context.other_card.debuff then
- local exact_xmult, min_xmult, max_xmult = DV.SIM.get_probabilistic_extremes(pseudorandom("nopeagain"), joker_obj.ability.extra.odds, joker_obj.ability.extra.Xmult, 1)
- DV.SIM.x_mult(exact_xmult, min_xmult, max_xmult)
+ if FN.SIM.is_suit(context.other_card, "Hearts") and not context.other_card.debuff then
+ local exact_xmult, min_xmult, max_xmult = FN.SIM.get_probabilistic_extremes(pseudorandom("nopeagain"), joker_obj.ability.extra.odds, joker_obj.ability.extra.Xmult, 1)
+ FN.SIM.x_mult(exact_xmult, min_xmult, max_xmult)
end
end
end
-DVSJ.simulate_arrowhead = function(joker_obj, context)
+FNSJ.simulate_arrowhead = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_suit(context.other_card, "Spades") and not context.other_card.debuff then
- DV.SIM.add_chips(joker_obj.ability.extra)
+ if FN.SIM.is_suit(context.other_card, "Spades") and not context.other_card.debuff then
+ FN.SIM.add_chips(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_onyx_agate = function(joker_obj, context)
+FNSJ.simulate_onyx_agate = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_suit(context.other_card, "Clubs") and not context.other_card.debuff then
- DV.SIM.add_mult(joker_obj.ability.extra)
+ if FN.SIM.is_suit(context.other_card, "Clubs") and not context.other_card.debuff then
+ FN.SIM.add_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_glass = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_glass = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_ring_master = function(joker_obj, context)
+FNSJ.simulate_ring_master = function(joker_obj, context)
-- Effect not relevant (Note: this is actually Showman)
end
-DVSJ.simulate_flower_pot = function(joker_obj, context)
+FNSJ.simulate_flower_pot = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
local suit_count = {
["Hearts"] = 0,
@@ -727,10 +727,10 @@ DVSJ.simulate_flower_pot = function(joker_obj, context)
-- NOTE: Debuffed (non-wild) cards are still counted for their suits
for _, card in ipairs(context.scoring_hand) do
if card.ability.effect ~= "Wild Card" then
- if DV.SIM.is_suit(card, "Hearts", true) and suit_count["Hearts"] == 0 then inc_suit("Hearts")
- elseif DV.SIM.is_suit(card, "Diamonds", true) and suit_count["Diamonds"] == 0 then inc_suit("Diamonds")
- elseif DV.SIM.is_suit(card, "Spades", true) and suit_count["Spades"] == 0 then inc_suit("Spades")
- elseif DV.SIM.is_suit(card, "Clubs", true) and suit_count["Clubs"] == 0 then inc_suit("Clubs")
+ if FN.SIM.is_suit(card, "Hearts", true) and suit_count["Hearts"] == 0 then inc_suit("Hearts")
+ elseif FN.SIM.is_suit(card, "Diamonds", true) and suit_count["Diamonds"] == 0 then inc_suit("Diamonds")
+ elseif FN.SIM.is_suit(card, "Spades", true) and suit_count["Spades"] == 0 then inc_suit("Spades")
+ elseif FN.SIM.is_suit(card, "Clubs", true) and suit_count["Clubs"] == 0 then inc_suit("Clubs")
end
end
end
@@ -739,57 +739,57 @@ DVSJ.simulate_flower_pot = function(joker_obj, context)
-- NOTE: Debuffed wild cards are completely ignored
for _, card in ipairs(context.scoring_hand) do
if card.ability.effect == "Wild Card" then
- if DV.SIM.is_suit(card, "Hearts") and suit_count["Hearts"] == 0 then inc_suit("Hearts")
- elseif DV.SIM.is_suit(card, "Diamonds") and suit_count["Diamonds"] == 0 then inc_suit("Diamonds")
- elseif DV.SIM.is_suit(card, "Spades") and suit_count["Spades"] == 0 then inc_suit("Spades")
- elseif DV.SIM.is_suit(card, "Clubs") and suit_count["Clubs"] == 0 then inc_suit("Clubs")
+ if FN.SIM.is_suit(card, "Hearts") and suit_count["Hearts"] == 0 then inc_suit("Hearts")
+ elseif FN.SIM.is_suit(card, "Diamonds") and suit_count["Diamonds"] == 0 then inc_suit("Diamonds")
+ elseif FN.SIM.is_suit(card, "Spades") and suit_count["Spades"] == 0 then inc_suit("Spades")
+ elseif FN.SIM.is_suit(card, "Clubs") and suit_count["Clubs"] == 0 then inc_suit("Clubs")
end
end
end
if suit_count["Hearts"] > 0 and suit_count["Diamonds"] > 0 and suit_count["Spades"] > 0 and suit_count["Clubs"] > 0 then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_blueprint = function(joker_obj, context)
+FNSJ.simulate_blueprint = function(joker_obj, context)
local joker_to_mimic = nil
- for idx, joker in ipairs(DV.SIM.env.jokers) do
- if joker == joker_obj then joker_to_mimic = DV.SIM.env.jokers[idx+1] end
+ for idx, joker in ipairs(FN.SIM.env.jokers) do
+ if joker == joker_obj then joker_to_mimic = FN.SIM.env.jokers[idx+1] end
end
if joker_to_mimic then
context.blueprint = (context.blueprint and (context.blueprint + 1)) or 1
- if context.blueprint > #DV.SIM.env.jokers + 1 then return end
- DV.SIM.simulate_joker(joker_to_mimic, context)
+ if context.blueprint > #FN.SIM.env.jokers + 1 then return end
+ FN.SIM.simulate_joker(joker_to_mimic, context)
end
end
-DVSJ.simulate_wee = function(joker_obj, context)
+FNSJ.simulate_wee = function(joker_obj, context)
if context.cardarea == G.play and context.individual and not context.blueprint then
- if DV.SIM.is_rank(context.other_card, 2) and not context.other_card.debuff then
+ if FN.SIM.is_rank(context.other_card, 2) and not context.other_card.debuff then
joker_obj.ability.extra.chips = joker_obj.ability.extra.chips + joker_obj.ability.extra.chip_mod
end
end
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.extra.chips)
+ FN.SIM.add_chips(joker_obj.ability.extra.chips)
end
end
-DVSJ.simulate_merry_andy = function(joker_obj, context)
+FNSJ.simulate_merry_andy = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_oops = function(joker_obj, context)
+FNSJ.simulate_oops = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_idol = function(joker_obj, context)
+FNSJ.simulate_idol = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_rank(context.other_card, G.GAME.current_round.idol_card.id) and
- DV.SIM.is_suit(context.other_card, G.GAME.current_round.idol_card.suit) and
+ if FN.SIM.is_rank(context.other_card, G.GAME.current_round.idol_card.id) and
+ FN.SIM.is_suit(context.other_card, G.GAME.current_round.idol_card.suit) and
not context.other_card.debuff
then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_seeing_double = function(joker_obj, context)
+FNSJ.simulate_seeing_double = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
local suit_count = {
["Hearts"] = 0,
@@ -805,129 +805,129 @@ DVSJ.simulate_seeing_double = function(joker_obj, context)
-- Account for all 'real' suits:
for _, card in ipairs(context.scoring_hand) do
if card.ability.effect ~= "Wild Card" then
- if DV.SIM.is_suit(card, "Hearts") then inc_suit("Hearts") end
- if DV.SIM.is_suit(card, "Diamonds") then inc_suit("Diamonds") end
- if DV.SIM.is_suit(card, "Spades") then inc_suit("Spades") end
- if DV.SIM.is_suit(card, "Clubs") then inc_suit("Clubs") end
+ if FN.SIM.is_suit(card, "Hearts") then inc_suit("Hearts") end
+ if FN.SIM.is_suit(card, "Diamonds") then inc_suit("Diamonds") end
+ if FN.SIM.is_suit(card, "Spades") then inc_suit("Spades") end
+ if FN.SIM.is_suit(card, "Clubs") then inc_suit("Clubs") end
end
end
-- Let Wild Cards fill in the gaps:
for _, card in ipairs(context.scoring_hand) do
if card.ability.effect == "Wild Card" then
- if DV.SIM.is_suit(card, "Hearts") and suit_count["Hearts"] == 0 then inc_suit("Hearts")
- elseif DV.SIM.is_suit(card, "Diamonds") and suit_count["Diamonds"] == 0 then inc_suit("Diamonds")
- elseif DV.SIM.is_suit(card, "Spades") and suit_count["Spades"] == 0 then inc_suit("Spades")
- elseif DV.SIM.is_suit(card, "Clubs") and suit_count["Clubs"] == 0 then inc_suit("Clubs")
+ if FN.SIM.is_suit(card, "Hearts") and suit_count["Hearts"] == 0 then inc_suit("Hearts")
+ elseif FN.SIM.is_suit(card, "Diamonds") and suit_count["Diamonds"] == 0 then inc_suit("Diamonds")
+ elseif FN.SIM.is_suit(card, "Spades") and suit_count["Spades"] == 0 then inc_suit("Spades")
+ elseif FN.SIM.is_suit(card, "Clubs") and suit_count["Clubs"] == 0 then inc_suit("Clubs")
end
end
end
if suit_count["Clubs"] > 0 and (suit_count["Hearts"] > 0 or suit_count["Diamonds"] > 0 or suit_count["Spades"] > 0) then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_matador = function(joker_obj, context)
+FNSJ.simulate_matador = function(joker_obj, context)
if context.cardarea == G.jokers and context.debuffed_hand then
if G.GAME.blind.triggered then
- DV.SIM.add_dollars(joker_obj.ability.extra)
+ FN.SIM.add_dollars(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_hit_the_road = function(joker_obj, context)
+FNSJ.simulate_hit_the_road = function(joker_obj, context)
if context.cardarea == G.hand and context.discard and not context.blueprint then
if context.other_card.id == 11 and not context.other_card.debuff then
joker_obj.ability.x_mult = joker_obj.ability.x_mult + joker_obj.ability.extra
end
end
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_duo = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_duo = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_trio = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_trio = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_family = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_family = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_order = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_order = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_tribe = function(joker_obj, context)
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+FNSJ.simulate_tribe = function(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_stuntman = function(joker_obj, context)
+FNSJ.simulate_stuntman = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
- DV.SIM.add_chips(joker_obj.ability.extra.chip_mod)
+ FN.SIM.add_chips(joker_obj.ability.extra.chip_mod)
end
end
-DVSJ.simulate_invisible = function(joker_obj, context)
+FNSJ.simulate_invisible = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_brainstorm = function(joker_obj, context)
- local joker_to_mimic = DV.SIM.env.jokers[1]
+FNSJ.simulate_brainstorm = function(joker_obj, context)
+ local joker_to_mimic = FN.SIM.env.jokers[1]
if joker_to_mimic and joker_to_mimic ~= joker_obj then
context.blueprint = (context.blueprint and (context.blueprint + 1)) or 1
- if context.blueprint > #DV.SIM.env.jokers + 1 then return end
- DV.SIM.simulate_joker(joker_to_mimic, context)
+ if context.blueprint > #FN.SIM.env.jokers + 1 then return end
+ FN.SIM.simulate_joker(joker_to_mimic, context)
end
end
-DVSJ.simulate_satellite = function(joker_obj, context)
+FNSJ.simulate_satellite = function(joker_obj, context)
-- Effect not relevant (End of Round)
end
-DVSJ.simulate_shoot_the_moon = function(joker_obj, context)
+FNSJ.simulate_shoot_the_moon = function(joker_obj, context)
if context.cardarea == G.hand and context.individual then
- if DV.SIM.is_rank(context.other_card, 12) and not context.other_card.debuff then
- DV.SIM.add_mult(13)
+ if FN.SIM.is_rank(context.other_card, 12) and not context.other_card.debuff then
+ FN.SIM.add_mult(13)
end
end
end
-DVSJ.simulate_drivers_license = function(joker_obj, context)
+FNSJ.simulate_drivers_license = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if (joker_obj.ability.driver_tally or 0) >= 16 then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_cartomancer = function(joker_obj, context)
+FNSJ.simulate_cartomancer = function(joker_obj, context)
-- Effect not relevant (Blind)
end
-DVSJ.simulate_astronomer = function(joker_obj, context)
+FNSJ.simulate_astronomer = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_burnt = function(joker_obj, context)
+FNSJ.simulate_burnt = function(joker_obj, context)
-- Effect not relevant (Discard)
end
-DVSJ.simulate_bootstraps = function(joker_obj, context)
+FNSJ.simulate_bootstraps = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
local function bootstraps(data)
return joker_obj.ability.extra.mult * math.floor((G.GAME.dollars + data.dollars) / joker_obj.ability.extra.dollars)
end
- local min_mult = bootstraps(DV.SIM.running.min)
- local exact_mult = bootstraps(DV.SIM.running.exact)
- local max_mult = bootstraps(DV.SIM.running.max)
- DV.SIM.add_mult(exact_mult, min_mult, max_mult)
+ local min_mult = bootstraps(FN.SIM.running.min)
+ local exact_mult = bootstraps(FN.SIM.running.exact)
+ local max_mult = bootstraps(FN.SIM.running.max)
+ FN.SIM.add_mult(exact_mult, min_mult, max_mult)
end
end
-DVSJ.simulate_caino = function(joker_obj, context)
+FNSJ.simulate_caino = function(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if joker_obj.ability.caino_xmult > 1 then
- DV.SIM.x_mult(joker_obj.ability.caino_xmult)
+ FN.SIM.x_mult(joker_obj.ability.caino_xmult)
end
end
end
-DVSJ.simulate_triboulet = function(joker_obj, context)
+FNSJ.simulate_triboulet = function(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_rank(context.other_card, {12, 13}) and
+ if FN.SIM.is_rank(context.other_card, {12, 13}) and
not context.other_card.debuff
then
- DV.SIM.x_mult(joker_obj.ability.extra)
+ FN.SIM.x_mult(joker_obj.ability.extra)
end
end
end
-DVSJ.simulate_yorick = function(joker_obj, context)
+FNSJ.simulate_yorick = function(joker_obj, context)
if context.cardarea == G.hand and context.discard and not context.blueprint then
-- This is only necessary for 'The Hook' blind.
if joker_obj.ability.yorick_discards > 1 then
@@ -938,11 +938,11 @@ DVSJ.simulate_yorick = function(joker_obj, context)
end
end
- DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+ FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
end
-DVSJ.simulate_chicot = function(joker_obj, context)
+FNSJ.simulate_chicot = function(joker_obj, context)
-- Effect not relevant (Meta)
end
-DVSJ.simulate_perkeo = function(joker_obj, context)
+FNSJ.simulate_perkeo = function(joker_obj, context)
-- Effect not relevant (Blind)
end
diff --git a/LICENSE b/LICENSE
deleted file mode 100644
index f288702..0000000
--- a/LICENSE
+++ /dev/null
@@ -1,674 +0,0 @@
- GNU GENERAL PUBLIC LICENSE
- Version 3, 29 June 2007
-
- Copyright (C) 2007 Free Software Foundation, Inc.
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
- Preamble
-
- The GNU General Public License is a free, copyleft license for
-software and other kinds of works.
-
- The licenses for most software and other practical works are designed
-to take away your freedom to share and change the works. By contrast,
-the GNU General Public License is intended to guarantee your freedom to
-share and change all versions of a program--to make sure it remains free
-software for all its users. We, the Free Software Foundation, use the
-GNU General Public License for most of our software; it applies also to
-any other work released this way by its authors. You can apply it to
-your programs, too.
-
- When we speak of free software, we are referring to freedom, not
-price. Our General Public Licenses are designed to make sure that you
-have the freedom to distribute copies of free software (and charge for
-them if you wish), that you receive source code or can get it if you
-want it, that you can change the software or use pieces of it in new
-free programs, and that you know you can do these things.
-
- To protect your rights, we need to prevent others from denying you
-these rights or asking you to surrender the rights. Therefore, you have
-certain responsibilities if you distribute copies of the software, or if
-you modify it: responsibilities to respect the freedom of others.
-
- For example, if you distribute copies of such a program, whether
-gratis or for a fee, you must pass on to the recipients the same
-freedoms that you received. You must make sure that they, too, receive
-or can get the source code. And you must show them these terms so they
-know their rights.
-
- Developers that use the GNU GPL protect your rights with two steps:
-(1) assert copyright on the software, and (2) offer you this License
-giving you legal permission to copy, distribute and/or modify it.
-
- For the developers' and authors' protection, the GPL clearly explains
-that there is no warranty for this free software. For both users' and
-authors' sake, the GPL requires that modified versions be marked as
-changed, so that their problems will not be attributed erroneously to
-authors of previous versions.
-
- Some devices are designed to deny users access to install or run
-modified versions of the software inside them, although the manufacturer
-can do so. This is fundamentally incompatible with the aim of
-protecting users' freedom to change the software. The systematic
-pattern of such abuse occurs in the area of products for individuals to
-use, which is precisely where it is most unacceptable. Therefore, we
-have designed this version of the GPL to prohibit the practice for those
-products. If such problems arise substantially in other domains, we
-stand ready to extend this provision to those domains in future versions
-of the GPL, as needed to protect the freedom of users.
-
- Finally, every program is threatened constantly by software patents.
-States should not allow patents to restrict development and use of
-software on general-purpose computers, but in those that do, we wish to
-avoid the special danger that patents applied to a free program could
-make it effectively proprietary. To prevent this, the GPL assures that
-patents cannot be used to render the program non-free.
-
- The precise terms and conditions for copying, distribution and
-modification follow.
-
- TERMS AND CONDITIONS
-
- 0. Definitions.
-
- "This License" refers to version 3 of the GNU General Public License.
-
- "Copyright" also means copyright-like laws that apply to other kinds of
-works, such as semiconductor masks.
-
- "The Program" refers to any copyrightable work licensed under this
-License. Each licensee is addressed as "you". "Licensees" and
-"recipients" may be individuals or organizations.
-
- To "modify" a work means to copy from or adapt all or part of the work
-in a fashion requiring copyright permission, other than the making of an
-exact copy. The resulting work is called a "modified version" of the
-earlier work or a work "based on" the earlier work.
-
- A "covered work" means either the unmodified Program or a work based
-on the Program.
-
- To "propagate" a work means to do anything with it that, without
-permission, would make you directly or secondarily liable for
-infringement under applicable copyright law, except executing it on a
-computer or modifying a private copy. Propagation includes copying,
-distribution (with or without modification), making available to the
-public, and in some countries other activities as well.
-
- To "convey" a work means any kind of propagation that enables other
-parties to make or receive copies. Mere interaction with a user through
-a computer network, with no transfer of a copy, is not conveying.
-
- An interactive user interface displays "Appropriate Legal Notices"
-to the extent that it includes a convenient and prominently visible
-feature that (1) displays an appropriate copyright notice, and (2)
-tells the user that there is no warranty for the work (except to the
-extent that warranties are provided), that licensees may convey the
-work under this License, and how to view a copy of this License. If
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diff --git a/README.md b/README.md
deleted file mode 100644
index 6a03f5f..0000000
--- a/README.md
+++ /dev/null
@@ -1,19 +0,0 @@
-# Fantoms-Preview
-A QoL mod for balatro allowing for a preview of score/money before submitting the hand.
-
-## Installation
-1. Install Lovely
-2. Download this mod by clicking code-> download zip
-3. Unzip this folder into %appdata%/Balatro/Mods
-
-## Features
-Dynamically updates score/money preview based on usee input such as selecting cards or reordering jokers
-
-Displays a range of scores/money if luck based elements are present
-
-Compatibility with jokers specific to the popular multiplayer mod by Virtualized
-
-## Notice
-
-Does not work with modded jokers unless specifically implemented
-
diff --git a/FNPreview/Utils.lua b/UtilsPreview.lua
similarity index 76%
rename from FNPreview/Utils.lua
rename to UtilsPreview.lua
index 7cc321d..ee73374 100644
--- a/FNPreview/Utils.lua
+++ b/UtilsPreview.lua
@@ -1,8 +1,8 @@
---- Divvy's Preview for Balatro - Utils.lua
+--- Original: Divvy's Preview for Balatro - Utils.lua
--
-- Utilities for checking states and formatting display.
-function DV.PRE.is_enough_to_win(chips)
+function FN.PRE.is_enough_to_win(chips)
if G.GAME.blind and
(G.STATE == G.STATES.SELECTING_HAND or
G.STATE == G.STATES.DRAW_TO_HAND or
@@ -12,7 +12,7 @@ function DV.PRE.is_enough_to_win(chips)
end
end
-function DV.PRE.format_number(num)
+function FN.PRE.format_number(num)
if not num or type(num) ~= 'number' then return num or '' end
-- Start using e-notation earlier to reduce number length, if showing min and max for preview:
if true and num >= 1e7 then
@@ -23,19 +23,19 @@ function DV.PRE.format_number(num)
return number_format(num) -- Default Balatro function.
end
-function DV.PRE.get_dollar_colour(n)
+function FN.PRE.get_dollar_colour(n)
if n == 0 then return HEX("7e7667")
elseif n > 0 then return G.C.MONEY
elseif n < 0 then return G.C.RED
end
end
-function DV.PRE.get_sign_str(n)
+function FN.PRE.get_sign_str(n)
if n >= 0 then return "+"
else return "" -- Negative numbers already have a sign
end
end
-function DV.PRE.enabled()
- return G.SETTINGS.DV.preview_score or G.SETTINGS.DV.preview_dollars
+function FN.PRE.enabled()
+ return G.SETTINGS.FN.preview_score or G.SETTINGS.FN.preview_dollars
end
diff --git a/FNSimulate/Utils.lua b/UtilsSimulate.lua
similarity index 72%
rename from FNSimulate/Utils.lua
rename to UtilsSimulate.lua
index f68a13a..18f20e2 100644
--- a/FNSimulate/Utils.lua
+++ b/UtilsSimulate.lua
@@ -1,50 +1,50 @@
---- Divvy's Simulation for Balatro - Utils.lua
+--- Original: Divvy's Simulation for Balatro - Utils.lua
--
-- Utilities for writing simulation functions for jokers.
--
-- In general, these functions replicate the game's internal calculations and
-- variables in order to avoid affecting the game's state during simulation.
-- These functions ensure that the score calculation remains identical to the
--- game; DO NOT directly modify the `DV.SIM.running` score variables.
+-- game; DO NOT directly modify the `FN.SIM.running` score variables.
--
-- HIGH-LEVEL:
--
-function DV.SIM.JOKERS.add_suit_mult(joker_obj, context)
+function FN.SIM.JOKERS.add_suit_mult(joker_obj, context)
if context.cardarea == G.play and context.individual then
- if DV.SIM.is_suit(context.other_card, joker_obj.ability.extra.suit) and not context.other_card.debuff then
- DV.SIM.add_mult(joker_obj.ability.extra.s_mult)
+ if FN.SIM.is_suit(context.other_card, joker_obj.ability.extra.suit) and not context.other_card.debuff then
+ FN.SIM.add_mult(joker_obj.ability.extra.s_mult)
end
end
end
-function DV.SIM.JOKERS.add_type_mult(joker_obj, context)
+function FN.SIM.JOKERS.add_type_mult(joker_obj, context)
if context.cardarea == G.jokers and context.global
and next(context.poker_hands[joker_obj.ability.type])
then
- DV.SIM.add_mult(joker_obj.ability.t_mult)
+ FN.SIM.add_mult(joker_obj.ability.t_mult)
end
end
-function DV.SIM.JOKERS.add_type_chips(joker_obj, context)
+function FN.SIM.JOKERS.add_type_chips(joker_obj, context)
if context.cardarea == G.jokers and context.global
and next(context.poker_hands[joker_obj.ability.type])
then
- DV.SIM.add_chips(joker_obj.ability.t_chips)
+ FN.SIM.add_chips(joker_obj.ability.t_chips)
end
end
-function DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
+function FN.SIM.JOKERS.x_mult_if_global(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if joker_obj.ability.x_mult > 1 and
(joker_obj.ability.type == "" or next(context.poker_hands[joker_obj.ability.type])) then
- DV.SIM.x_mult(joker_obj.ability.x_mult)
+ FN.SIM.x_mult(joker_obj.ability.x_mult)
end
end
end
-function DV.SIM.get_probabilistic_extremes(random_value, odds, reward, default)
+function FN.SIM.get_probabilistic_extremes(random_value, odds, reward, default)
-- Exact mirrors the game's probability calculation
local exact = default
if random_value < G.GAME.probabilities.normal/odds then
@@ -63,7 +63,7 @@ function DV.SIM.get_probabilistic_extremes(random_value, odds, reward, default)
return exact, min, max
end
-function DV.SIM.adjust_field_with_range(adj_func, field, mod_func, exact_value, min_value, max_value)
+function FN.SIM.adjust_field_with_range(adj_func, field, mod_func, exact_value, min_value, max_value)
if not exact_value then error("Cannot adjust field, exact_value is missing.") end
if not min_value or not max_value then
@@ -71,37 +71,37 @@ function DV.SIM.adjust_field_with_range(adj_func, field, mod_func, exact_value,
max_value = exact_value
end
- DV.SIM.running.min[field] = mod_func(adj_func(DV.SIM.running.min[field], min_value))
- DV.SIM.running.exact[field] = mod_func(adj_func(DV.SIM.running.exact[field], exact_value))
- DV.SIM.running.max[field] = mod_func(adj_func(DV.SIM.running.max[field], max_value))
+ FN.SIM.running.min[field] = mod_func(adj_func(FN.SIM.running.min[field], min_value))
+ FN.SIM.running.exact[field] = mod_func(adj_func(FN.SIM.running.exact[field], exact_value))
+ FN.SIM.running.max[field] = mod_func(adj_func(FN.SIM.running.max[field], max_value))
end
-function DV.SIM.add_chips(exact, min, max)
- DV.SIM.adjust_field_with_range(function(x, y) return x + y end, "chips", mod_chips, exact, min, max)
+function FN.SIM.add_chips(exact, min, max)
+ FN.SIM.adjust_field_with_range(function(x, y) return x + y end, "chips", mod_chips, exact, min, max)
end
-function DV.SIM.add_mult(exact, min, max)
- DV.SIM.adjust_field_with_range(function(x, y) return x + y end, "mult", mod_mult, exact, min, max)
+function FN.SIM.add_mult(exact, min, max)
+ FN.SIM.adjust_field_with_range(function(x, y) return x + y end, "mult", mod_mult, exact, min, max)
end
-function DV.SIM.x_mult(exact, min, max)
- DV.SIM.adjust_field_with_range(function(x, y) return x * y end, "mult", mod_mult, exact, min, max)
+function FN.SIM.x_mult(exact, min, max)
+ FN.SIM.adjust_field_with_range(function(x, y) return x * y end, "mult", mod_mult, exact, min, max)
end
-function DV.SIM.add_dollars(exact, min, max)
+function FN.SIM.add_dollars(exact, min, max)
-- NOTE: no mod_func for dollars, so have to declare an identity function
- DV.SIM.adjust_field_with_range(function(x, y) return x + y end, "dollars", function(x) return x end, exact, min, max)
+ FN.SIM.adjust_field_with_range(function(x, y) return x + y end, "dollars", function(x) return x end, exact, min, max)
end
-function DV.SIM.add_reps(n)
- DV.SIM.running.reps = DV.SIM.running.reps + n
+function FN.SIM.add_reps(n)
+ FN.SIM.running.reps = FN.SIM.running.reps + n
end
--
-- LOW-LEVEL:
--
-function DV.SIM.is_suit(card_data, suit, ignore_scorability)
+function FN.SIM.is_suit(card_data, suit, ignore_scorability)
if card_data.debuff and not ignore_scorability then return end
if card_data.ability.effect == "Stone Card" then
return false
@@ -117,15 +117,15 @@ function DV.SIM.is_suit(card_data, suit, ignore_scorability)
return card_data.suit == suit
end
-function DV.SIM.get_rank(card_data)
+function FN.SIM.get_rank(card_data)
if card_data.ability.effect == "Stone Card" and not card_data.vampired then
- DV.SIM.misc.next_stone_id = DV.SIM.misc.next_stone_id - 1
- return DV.SIM.misc.next_stone_id
+ FN.SIM.misc.next_stone_id = FN.SIM.misc.next_stone_id - 1
+ return FN.SIM.misc.next_stone_id
end
return card_data.rank
end
-function DV.SIM.is_rank(card_data, ranks)
+function FN.SIM.is_rank(card_data, ranks)
if card_data.ability.effect == "Stone Card" then return false end
if type(ranks) == "number" then ranks = {ranks} end
@@ -135,7 +135,7 @@ function DV.SIM.is_rank(card_data, ranks)
return false
end
-function DV.SIM.check_rank_parity(card_data, check_even)
+function FN.SIM.check_rank_parity(card_data, check_even)
if check_even then
local is_even_numbered = (card_data.rank <= 10 and card_data.rank >= 0 and card_data.rank % 2 == 0)
return is_even_numbered
@@ -146,11 +146,11 @@ function DV.SIM.check_rank_parity(card_data, check_even)
end
end
-function DV.SIM.is_face(card_data)
- return (DV.SIM.is_rank(card_data, {11, 12, 13}) or next(find_joker("Pareidolia")))
+function FN.SIM.is_face(card_data)
+ return (FN.SIM.is_rank(card_data, {11, 12, 13}) or next(find_joker("Pareidolia")))
end
-function DV.SIM.set_ability(card_data, center)
+function FN.SIM.set_ability(card_data, center)
-- See Card:set_ability()
card_data.ability = {
name = center.name,
@@ -176,7 +176,7 @@ function DV.SIM.set_ability(card_data, center)
}
end
-function DV.SIM.set_edition(card_data, edition)
+function FN.SIM.set_edition(card_data, edition)
card_data.edition = nil
if not edition then return end
diff --git a/assets/1x/icon.png b/assets/1x/icon.png
new file mode 100644
index 0000000..16003f1
Binary files /dev/null and b/assets/1x/icon.png differ
diff --git a/assets/2x/icon.png b/assets/2x/icon.png
new file mode 100644
index 0000000..92ff5e0
Binary files /dev/null and b/assets/2x/icon.png differ
diff --git a/lovely.toml b/lovely.toml
index 1488e01..bbc91b7 100644
--- a/lovely.toml
+++ b/lovely.toml
@@ -5,17 +5,15 @@ priority = 0
# This manifest assumes the following release structure:
#
-# Fantoms-Preview/
-# ├─ FNPreview
-# ├─ FNSimulate
+# Fantoms-Preview
[[patches]]
[patches.copy]
target = "globals.lua"
position = "append"
sources = [
- "FNSimulate/Init.lua",
- "FNPreview/Init.lua"
+ "InitSimulate.lua",
+ "InitPreview.lua"
]
[[patches]]
@@ -23,8 +21,8 @@ sources = [
target = "main.lua"
position = "append"
sources = [
- "FNPreview/Core.lua",
- "FNPreview/Utils.lua"
+ "CorePreview.lua",
+ "UtilsPreview.lua"
]
[[patches]]
@@ -32,8 +30,8 @@ sources = [
target = "functions/common_events.lua"
position = "append"
sources = [
- "FNSimulate/Engine.lua",
- "FNSimulate/Utils.lua"
+ "EngineSimulate.lua",
+ "UtilsSimulate.lua"
]
[[patches]]
@@ -41,15 +39,15 @@ sources = [
target = "card.lua"
position = "append"
sources = [
- "FNSimulate/Jokers/_Vanilla.lua",
- "FNSimulate/Jokers/Multiplayer.lua"
+ "Jokers/_Vanilla.lua",
+ "Jokers/Multiplayer.lua"
]
[[patches]]
[patches.copy]
target = "functions/UI_definitions.lua"
position = "append"
-sources = [ "FNPreview/Interface.lua" ]
+sources = [ "InterfacePreview.lua" ]
[[patches]]
[patches.pattern]