added button to get score along with delay before showing

This commit is contained in:
davidmolgard
2025-04-01 00:40:42 -06:00
parent b1caa3ff8a
commit b82bb47b07
3 changed files with 120 additions and 35 deletions

View File

@@ -14,6 +14,9 @@ end
function FN.PRE.simulate()
-- Guard against simulating in redundant places:
if FN.PRE.five_second_coroutine and coroutine.status(FN.PRE.five_second_coroutine) == "suspended" then
coroutine.resume(FN.PRE.five_second_coroutine)
end
if not (G.STATE == G.STATES.SELECTING_HAND or
G.STATE == G.STATES.DRAW_TO_HAND or
G.STATE == G.STATES.PLAY_TAROT)
@@ -59,6 +62,9 @@ end
local orig_hl = CardArea.parse_highlighted
function CardArea:parse_highlighted()
orig_hl(self)
if not FN.PRE.lock_updates and FN.PRE.show_preview then
FN.PRE.show_preview = false
end
FN.PRE.add_update_event("immediate")
end
@@ -86,6 +92,8 @@ function FN.PRE.update_on_card_order_change(cardarea)
then return end
-- Important not to update on G.STATES.HAND_PLAYED, because it would reset the preview text!
if (G.STATE == G.STATES.HAND_PLAYED) then return end
local prev_order = nil
if cardarea.config.type == 'joker' and cardarea.cards[1].ability.set == 'Joker' then
if cardarea.cards[1].edition and cardarea.cards[1].edition.mp_phantom then
@@ -118,7 +126,9 @@ function FN.PRE.update_on_card_order_change(cardarea)
elseif cardarea.config.type == 'hand' then
FN.PRE.hand_order = prev_order
end
if FN.PRE.show_preview and not FN.PRE.lock_updates then
FN.PRE.show_preview = false
end
FN.PRE.add_update_event("immediate")
end
end
@@ -159,41 +169,59 @@ end
function G.FUNCS.fn_pre_score_UI_set(e)
local new_preview_text = ""
local should_juice = false
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 == "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
if FN.PRE.lock_updates then
if e.config.id == "fn_pre_l" then
new_preview_text = " CALCULATING "
should_juice = true
end
else
if FN.PRE.data then
if FN.PRE.show_preview and (FN.PRE.data.score.min ~= FN.PRE.data.score.max) then
-- Format as 'X - Y' :
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 == "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.
if FN.PRE.show_preview 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
else
if FN.PRE.is_enough_to_win(FN.PRE.data.score.min) then
should_juice = true
new_preview_text = " "
else
if FN.PRE.is_enough_to_win(FN.PRE.data.score.max) then
new_preview_text = " "
should_juice = true
else
new_preview_text = " "
end
end
end
end
else
new_preview_text = ""
end
end
else
-- Format as single number:
-- Spaces around number necessary to distinguish Min/Max text from Exact text, same as above ^
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 = " " .. 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(FN.PRE.data.score.exact)
if FN.PRE.is_enough_to_win(FN.PRE.data.score.exact) then should_juice = true end
if true then new_preview_text = " ?????? "
else new_preview_text = "??????"
end
else
new_preview_text = ""
end
end
else
-- Spaces around number necessary to distinguish Min/Max text from Exact text, same as above ^
if e.config.id == "fn_pre_l" then
if true then new_preview_text = " ?????? "
else new_preview_text = "??????"
end
else
new_preview_text = ""
end
end
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

View File

@@ -14,9 +14,42 @@ FN.PRE = {
dollars = {top = "", bot = ""}
},
joker_order = {},
hand_order = {}
hand_order = {},
show_preview = false,
lock_updates = false,
on_startup = true,
five_second_coroutine = nil
}
function FN.PRE.start_new_coroutine()
if FN.PRE.five_second_coroutine and coroutine.status(FN.PRE.five_second_coroutine) ~= "dead" then
FN.PRE.five_second_coroutine = nil -- Reset the coroutine
end
-- Create and start a new coroutine
FN.PRE.five_second_coroutine = coroutine.create(function()
-- Show UI updates
FN.PRE.lock_updates = true
FN.PRE.show_preview = true
FN.PRE.add_update_event("immediate") -- Force UI refresh
local start_time = os.time()
while os.time() - start_time < 5 do
FN.PRE.simulate() -- Force a simulation run
FN.PRE.add_update_event("immediate") -- Ensure UI updates
coroutine.yield() -- Allow game to continue running
end
-- Delay for 5 seconds
FN.PRE.lock_updates = false
FN.PRE.show_preview = true
FN.PRE.add_update_event("immediate") -- Refresh UI again
end)
coroutine.resume(FN.PRE.five_second_coroutine) -- Start it immediately
end
FN.PRE._start_up = Game.start_up
function Game:start_up()
FN.PRE._start_up(self)

View File

@@ -6,18 +6,42 @@
local orig_hud = create_UIBox_HUD
function create_UIBox_HUD()
local contents = orig_hud()
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
local score_node_wrap = {n=G.UIT.R, config={id = "fn_pre_score_wrap", align = "cm", padding = 0.05}, nodes={}}
table.insert(score_node_wrap.nodes, FN.PRE.get_score_node())
local calculate_score_button = {n = G.UIT.R,
config = {
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, calculate_score_button)
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
table.insert(contents.nodes[1].nodes[1].nodes[5].nodes[2].nodes[3].nodes[1].nodes[1].nodes[1].nodes, dollars_node_wrap)
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 G.FUNCS.calculate_score_button()
FN.PRE.start_new_coroutine()
end
function FN.PRE.get_score_node()
local text_scale = nil
if true then text_scale = 0.5
@@ -29,7 +53,7 @@ function FN.PRE.get_score_node()
}}
end
function FN.PRE.get_dollars_node()
--[[function FN.PRE.get_dollars_node()
local top_color = FN.PRE.get_dollar_colour(0)
local bot_color = top_color
if FN.PRE.data ~= nil then
@@ -46,7 +70,7 @@ function FN.PRE.get_dollars_node()
{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
end--]]
--
-- SETTINGS: