changed size of button

This commit is contained in:
davidmolgard
2025-04-25 15:30:27 -06:00
parent df147be3d8
commit 750116e46c
4 changed files with 390 additions and 391 deletions

View File

@@ -2,6 +2,7 @@
-- --
-- The heart of this library: it replicates the game's score evaluation. -- The heart of this library: it replicates the game's score evaluation.
if not FN.SIM.run then
function FN.SIM.run() function FN.SIM.run()
local null_ret = {score = {min=0, exact=0, max=0}, dollars = {min=0, exact=0, max=0}} 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 if #G.hand.highlighted < 1 then return null_ret end
@@ -418,3 +419,5 @@ function FN.SIM.simulate_joker(joker_obj, context)
local joker_simulation_function = FN.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 if joker_simulation_function then joker_simulation_function(joker_obj, context) end
end end
end

View File

@@ -7,7 +7,7 @@
"prefix": "fn", "prefix": "fn",
"main_file": "CorePreview.lua", "main_file": "CorePreview.lua",
"priority": 0, "priority": 0,
"version": "2.1.0", "version": "2.2.0",
"dependencies": [], "dependencies": [],
"conflicts": [] "conflicts": []
} }

View File

@@ -8,28 +8,13 @@ function create_UIBox_HUD()
local contents = orig_hud() local contents = orig_hud()
local score_node_wrap = {n=G.UIT.R, config={id = "fn_pre_score_wrap", align = "cm", padding = 0.05}, nodes={}} local score_node_wrap = {n=G.UIT.R, config={id = "fn_pre_score_wrap", align = "cm", padding = 0.1}, nodes={}}
table.insert(score_node_wrap.nodes, FN.PRE.get_score_node()) table.insert(score_node_wrap.nodes, FN.PRE.get_score_node())
local calculate_score_button = {n = G.UIT.R, local calculate_score_button_wrap = {n=G.UIT.R, config={id = "fn_calculate_score_button_wrap", align = "cm", padding = 0.1}, nodes={}}
config = { table.insert(calculate_score_button_wrap.nodes, FN.PRE.get_calculate_score_button())
align = "cm",
padding = 0.01,
},
nodes = {
UIBox_button({
id = "calculate_score_button",
label = {
"Calculate Score"
},
colour = G.C.RED,
button = "calculate_score_button",
scale = 0.5,
}),
},
}
table.insert(contents.nodes[1].nodes[1].nodes[4].nodes[1].nodes, score_node_wrap) table.insert(contents.nodes[1].nodes[1].nodes[4].nodes[1].nodes, score_node_wrap)
table.insert(contents.nodes[1].nodes[1].nodes[4].nodes[1].nodes, calculate_score_button) table.insert(contents.nodes[1].nodes[1].nodes[4].nodes[1].nodes, calculate_score_button_wrap)
--[[local dollars_node_wrap = {n=G.UIT.C, config={id = "fn_pre_dollars_wrap", align = "cm"}, nodes={}} --[[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 if G.SETTINGS.FN.preview_dollars then table.insert(dollars_node_wrap.nodes, FN.PRE.get_dollars_node()) end
@@ -42,6 +27,16 @@ function G.FUNCS.calculate_score_button()
FN.PRE.start_new_coroutine() FN.PRE.start_new_coroutine()
end end
function FN.PRE.get_calculate_score_button()
return {n=G.UIT.C, config={id = "calculate_score_button", button = "calculate_score_button", align = "cm", minh = 0.42, padding = 0.05, r = 0.02, colour = G.C.RED, hover = true, shadow = true}, nodes={
{n=G.UIT.R, config={align = "cm"}, nodes={
{n=G.UIT.T, config={text = " Calculate Score ", colour = G.C.UI.TEXT_LIGHT, shadow = true, scale = 0.36}}
}}
}}
end
function FN.PRE.get_score_node() function FN.PRE.get_score_node()
local text_scale = nil local text_scale = nil
if true then text_scale = 0.5 if true then text_scale = 0.5

View File

@@ -805,26 +805,27 @@ FNSJ.simulate_seeing_double = function(joker_obj, context)
-- Account for all 'real' suits: -- Account for all 'real' suits:
for _, card in ipairs(context.scoring_hand) do for _, card in ipairs(context.scoring_hand) do
if card.ability.effect ~= "Wild Card" then if card.ability.effect ~= "Wild Card" then
if FN.SIM.is_suit(card, "Hearts") then inc_suit("Hearts") end if DV.SIM.is_suit(card, "Hearts") then inc_suit("Hearts") end
if FN.SIM.is_suit(card, "Diamonds") then inc_suit("Diamonds") end if DV.SIM.is_suit(card, "Diamonds") then inc_suit("Diamonds") end
if FN.SIM.is_suit(card, "Spades") then inc_suit("Spades") end if DV.SIM.is_suit(card, "Spades") then inc_suit("Spades") end
if FN.SIM.is_suit(card, "Clubs") then inc_suit("Clubs") end if DV.SIM.is_suit(card, "Clubs") then inc_suit("Clubs") end
end end
end end
-- Let Wild Cards fill in the gaps: -- Let Wild Cards fill in the gaps:
for _, card in ipairs(context.scoring_hand) do for _, card in ipairs(context.scoring_hand) do
if card.ability.effect == "Wild Card" then if card.ability.effect == "Wild Card" then
if suit_count["Clubs"] == 0 then inc_suit("Clubs") -- IMPORTANT: Clubs must come first here, because Clubs are required for xmult. This is in line with game's implementation.
elseif FN.SIM.is_suit(card, "Diamonds") and suit_count["Diamonds"] == 0 then inc_suit("Diamonds") if DV.SIM.is_suit(card, "Clubs") and suit_count["Clubs"] == 0 then inc_suit("Clubs")
elseif FN.SIM.is_suit(card, "Spades") and suit_count["Spades"] == 0 then inc_suit("Spades") elseif DV.SIM.is_suit(card, "Hearts") and suit_count["Hearts"] == 0 then inc_suit("Hearts")
elseif FN.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")
end end
end end
end end
if suit_count["Clubs"] > 0 and (suit_count["Hearts"] > 0 or suit_count["Diamonds"] > 0 or suit_count["Spades"] > 0) then if suit_count["Clubs"] > 0 and (suit_count["Hearts"] > 0 or suit_count["Diamonds"] > 0 or suit_count["Spades"] > 0) then
FN.SIM.x_mult(joker_obj.ability.extra) DV.SIM.x_mult(joker_obj.ability.extra)
end end
end end
end end