--- 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 `FN.SIM.running` score variables. -- -- HIGH-LEVEL: -- function FN.SIM.JOKERS.add_suit_mult(joker_obj, context) if context.cardarea == G.play and context.individual then 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 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 FN.SIM.add_mult(joker_obj.ability.t_mult) end end 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 FN.SIM.add_chips(joker_obj.ability.t_chips) end end 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 FN.SIM.x_mult(joker_obj.ability.x_mult) end end end 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 exact = reward end -- Minimum is default unless probability is guaranteed (eg. 2 in 2 chance) local min = default if G.GAME.probabilities.normal >= odds then min = reward end -- Maximum is always reward (probability is always > 0); redundant variable is for readability local max = reward return exact, min, max end 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 min_value = exact_value max_value = exact_value end 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 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 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 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 FN.SIM.add_dollars(exact, min, max) -- NOTE: no mod_func for dollars, so have to declare an identity function FN.SIM.adjust_field_with_range(function(x, y) return x + y end, "dollars", function(x) return x end, exact, min, max) end function FN.SIM.add_reps(n) FN.SIM.running.reps = FN.SIM.running.reps + n end -- -- LOW-LEVEL: -- 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 end if card_data.ability.effect == "Wild Card" and not card_data.debuff then return true end if next(find_joker("Smeared Joker")) then local is_card_suit_light = (card_data.suit == "Hearts" or card_data.suit == "Diamonds") local is_check_suit_light = (suit == "Hearts" or suit == "Diamonds") if is_card_suit_light == is_check_suit_light then return true end end return card_data.suit == suit end function FN.SIM.get_rank(card_data) if card_data.ability.effect == "Stone Card" and not card_data.vampired then 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 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 for _, r in ipairs(ranks) do if card_data.rank == r then return true end end return false end 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 else local is_odd_numbered = (card_data.rank <= 10 and card_data.rank >= 0 and card_data.rank % 2 == 1) local is_ace = (card_data.rank == 14) return (is_odd_numbered or is_ace) end end function FN.SIM.is_face(card_data) return (FN.SIM.is_rank(card_data, {11, 12, 13}) or next(find_joker("Pareidolia"))) end function FN.SIM.set_ability(card_data, center) -- See Card:set_ability() card_data.ability = { name = center.name, effect = center.effect, set = center.set, mult = center.config.mult or 0, h_mult = center.config.h_mult or 0, h_x_mult = center.config.h_x_mult or 0, h_dollars = center.config.h_dollars or 0, p_dollars = center.config.p_dollars or 0, t_mult = center.config.t_mult or 0, t_chips = center.config.t_chips or 0, x_mult = center.config.Xmult or 1, h_size = center.config.h_size or 0, d_size = center.config.d_size or 0, extra = copy_table(center.config.extra) or nil, extra_value = 0, type = center.config.type or '', order = center.order or nil, forced_selection = card_data.ability and card_data.ability.forced_selection or nil, perma_bonus = card_data.ability and card_data.ability.perma_bonus or 0, bonus = (card_data.ability and card_data.ability.bonus or 0) + (center.config.bonus or 0) } end function FN.SIM.set_edition(card_data, edition) card_data.edition = nil if not edition then return end if edition.holo then if not card_data.edition then card_data.edition = {} end card_data.edition.mult = G.P_CENTERS.e_holo.config.extra card_data.edition.holo = true card_data.edition.type = 'holo' elseif edition.foil then if not card_data.edition then card_data.edition = {} end card_data.edition.chips = G.P_CENTERS.e_foil.config.extra card_data.edition.foil = true card_data.edition.type = 'foil' elseif edition.polychrome then if not card_data.edition then card_data.edition = {} end card_data.edition.x_mult = G.P_CENTERS.e_polychrome.config.extra card_data.edition.polychrome = true card_data.edition.type = 'polychrome' elseif edition.negative then -- TODO end end