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https://github.com/ershisan99/Fantoms-Preview.git
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423 lines
15 KiB
Lua
423 lines
15 KiB
Lua
--- Original: Divvy's Simulation for Balatro - Engine.lua
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--
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-- The heart of this library: it replicates the game's score evaluation.
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if not FN.SIM.run then
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function FN.SIM.run()
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local null_ret = {score = {min=0, exact=0, max=0}, dollars = {min=0, exact=0, max=0}}
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if #G.hand.highlighted < 1 then return null_ret end
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FN.SIM.init()
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FN.SIM.manage_state("SAVE")
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FN.SIM.update_state_variables()
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if not FN.SIM.simulate_blind_debuffs() then
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FN.SIM.simulate_joker_before_effects()
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FN.SIM.add_base_chips_and_mult()
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FN.SIM.simulate_blind_effects()
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FN.SIM.simulate_scoring_cards()
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FN.SIM.simulate_held_cards()
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FN.SIM.simulate_joker_global_effects()
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FN.SIM.simulate_consumable_effects()
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FN.SIM.simulate_deck_effects()
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else -- Only Matador at this point:
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FN.SIM.simulate_all_jokers(G.jokers, {debuffed_hand = true})
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end
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FN.SIM.manage_state("RESTORE")
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return FN.SIM.get_results()
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end
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function FN.SIM.init()
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-- Reset:
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FN.SIM.running = {
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min = {chips = 0, mult = 0, dollars = 0},
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exact = {chips = 0, mult = 0, dollars = 0},
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max = {chips = 0, mult = 0, dollars = 0},
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reps = 0
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}
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-- Fetch metadata about simulated play:
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local hand_name, _, poker_hands, scoring_hand, _ = G.FUNCS.get_poker_hand_info(G.hand.highlighted)
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FN.SIM.env.scoring_name = hand_name
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-- Identify played cards and extract necessary data:
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FN.SIM.env.played_cards = {}
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FN.SIM.env.scoring_cards = {}
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local is_splash_joker = next(find_joker("Splash"))
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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!
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for _, card in ipairs(G.hand.highlighted) do
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local is_scoring = false
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for _, scoring_card in ipairs(scoring_hand) do
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-- Either card is scoring because it's part of the scoring hand,
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-- or there is Splash joker, or it's a Stone Card:
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if card.sort_id == scoring_card.sort_id
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or is_splash_joker
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or card.ability.effect == "Stone Card"
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then
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is_scoring = true
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break
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end
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end
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local card_data = FN.SIM.get_card_data(card)
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table.insert(FN.SIM.env.played_cards, card_data)
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if is_scoring then table.insert(FN.SIM.env.scoring_cards, card_data) end
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end
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-- Identify held cards and extract necessary data:
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FN.SIM.env.held_cards = {}
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for _, card in ipairs(G.hand.cards) do
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-- Highlighted cards are simulated as played cards:
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if not card.highlighted then
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local card_data = FN.SIM.get_card_data(card)
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table.insert(FN.SIM.env.held_cards, card_data)
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end
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end
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-- Extract necessary joker data:
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FN.SIM.env.jokers = {}
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for _, joker in ipairs(G.jokers.cards) do
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local joker_data = {
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-- P_CENTER keys for jokers have the form j_NAME, get rid of j_
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id = joker.config.center.key:sub(3, #joker.config.center.key),
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ability = copy_table(joker.ability),
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edition = copy_table(joker.edition),
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rarity = joker.config.center.rarity,
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debuff = joker.debuff
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}
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table.insert(FN.SIM.env.jokers, joker_data)
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end
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-- Extract necessary consumable data:
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FN.SIM.env.consumables = {}
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for _, consumable in ipairs(G.consumeables.cards) do
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local consumable_data = {
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-- P_CENTER keys have the form x_NAME, get rid of x_
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id = consumable.config.center.key:sub(3, #consumable.config.center.key),
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ability = copy_table(consumable.ability)
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}
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table.insert(FN.SIM.env.consumables, consumable_data)
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end
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-- Set extensible context template:
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FN.SIM.get_context = function(cardarea, args)
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local context = {
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cardarea = cardarea,
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full_hand = FN.SIM.env.played_cards,
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scoring_name = hand_name,
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scoring_hand = FN.SIM.env.scoring_cards,
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poker_hands = poker_hands
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}
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for k, v in pairs(args) do
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context[k] = v
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end
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return context
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end
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end
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function FN.SIM.get_card_data(card_obj)
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return {
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rank = card_obj.base.id,
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suit = card_obj.base.suit,
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base_chips = card_obj.base.nominal,
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ability = copy_table(card_obj.ability),
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edition = copy_table(card_obj.edition),
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seal = card_obj.seal,
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debuff = card_obj.debuff,
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lucky_trigger = {}
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}
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end
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function FN.SIM.get_results()
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local FNSR = FN.SIM.running
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local min_score = math.floor(FNSR.min.chips * FNSR.min.mult)
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local exact_score = math.floor(FNSR.exact.chips * FNSR.exact.mult)
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local max_score = math.floor(FNSR.max.chips * FNSR.max.mult)
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return {
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score = {min = min_score, exact = exact_score, max = max_score},
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dollars = {min = FNSR.min.dollars, exact = FNSR.exact.dollars, max = FNSR.max.dollars}
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}
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end
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--
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-- GAME STATE MANAGEMENT:
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--
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function FN.SIM.manage_state(save_or_restore)
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local FNSO = FN.SIM.orig
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if save_or_restore == "SAVE" then
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FNSO.random_data = copy_table(G.GAME.pseudorandom)
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FNSO.hand_data = copy_table(G.GAME.hands)
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return
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end
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if save_or_restore == "RESTORE" then
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G.GAME.pseudorandom = FNSO.random_data
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G.GAME.hands = FNSO.hand_data
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return
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end
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end
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function FN.SIM.update_state_variables()
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-- Increment poker hand played this run/round:
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local hand_info = G.GAME.hands[FN.SIM.env.scoring_name]
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hand_info.played = hand_info.played + 1
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hand_info.played_this_round = hand_info.played_this_round + 1
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end
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--
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-- MACRO LEVEL:
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--
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function FN.SIM.simulate_scoring_cards()
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for _, scoring_card in ipairs(FN.SIM.env.scoring_cards) do
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FN.SIM.simulate_card_in_context(scoring_card, G.play)
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end
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end
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function FN.SIM.simulate_held_cards()
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for _, held_card in ipairs(FN.SIM.env.held_cards) do
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FN.SIM.simulate_card_in_context(held_card, G.hand)
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end
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end
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function FN.SIM.simulate_joker_global_effects()
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for _, joker in ipairs(FN.SIM.env.jokers) do
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if joker.edition then -- Foil and Holo:
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if joker.edition.chips then FN.SIM.add_chips(joker.edition.chips) end
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if joker.edition.mult then FN.SIM.add_mult(joker.edition.mult) end
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end
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FN.SIM.simulate_joker(joker, FN.SIM.get_context(G.jokers, {global = true}))
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-- Joker-on-joker effects (eg. Blueprint):
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FN.SIM.simulate_all_jokers(G.jokers, {other_joker = joker})
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if joker.edition then -- Poly:
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if joker.edition.x_mult then FN.SIM.x_mult(joker.edition.x_mult) end
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end
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end
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end
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function FN.SIM.simulate_consumable_effects()
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for _, consumable in ipairs(FN.SIM.env.consumables) do
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if consumable.ability.set == "Planet" and not consumable.debuff then
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if G.GAME.used_vouchers.v_observatory and consumable.ability.consumeable.hand_type == FN.SIM.env.scoring_name then
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FN.SIM.x_mult(G.P_CENTERS.v_observatory.config.extra)
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end
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end
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end
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end
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function FN.SIM.add_base_chips_and_mult()
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local played_hand_data = G.GAME.hands[FN.SIM.env.scoring_name]
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FN.SIM.add_chips(played_hand_data.chips)
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FN.SIM.add_mult(played_hand_data.mult)
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end
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function FN.SIM.simulate_joker_before_effects()
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for _, joker in ipairs(FN.SIM.env.jokers) do
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FN.SIM.simulate_joker(joker, FN.SIM.get_context(G.jokers, {before = true}))
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end
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end
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function FN.SIM.simulate_blind_effects()
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if G.GAME.blind.disabled then return end
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if G.GAME.blind.name == "The Flint" then
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local function flint(data)
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local half_chips = math.floor(data.chips/2 + 0.5)
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local half_mult = math.floor(data.mult/2 + 0.5)
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data.chips = mod_chips(math.max(half_chips, 0))
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data.mult = mod_mult(math.max(half_mult, 1))
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end
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flint(FN.SIM.running.min)
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flint(FN.SIM.running.exact)
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flint(FN.SIM.running.max)
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else
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-- Other blinds do not impact scoring; refer to Blind:modify_hand(..)
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end
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end
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function FN.SIM.simulate_deck_effects()
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if G.GAME.selected_back.name == 'Plasma Deck' then
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local function plasma(data)
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local sum = data.chips + data.mult
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local half_sum = math.floor(sum/2)
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data.chips = mod_chips(half_sum)
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data.mult = mod_mult(half_sum)
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end
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plasma(FN.SIM.running.min)
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plasma(FN.SIM.running.exact)
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plasma(FN.SIM.running.max)
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else
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-- Other decks do not impact scoring; refer to Back:trigger_effect(..)
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end
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end
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function FN.SIM.simulate_blind_debuffs()
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local blind_obj = G.GAME.blind
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if blind_obj.disabled then return false end
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-- The following are part of Blind:press_play()
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if blind_obj.name == "The Hook" then
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blind_obj.triggered = true
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for _ = 1, math.min(2, #FN.SIM.env.held_cards) do
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-- TODO: Identify cards-in-hand that can affect score, simulate with/without them for min/max
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local selected_card, card_key = pseudorandom_element(FN.SIM.env.held_cards, pseudoseed('hook'))
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table.remove(FN.SIM.env.held_cards, card_key)
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for _, joker in ipairs(FN.SIM.env.jokers) do
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-- Note that the cardarea argument is largely arbitrary (used for FN.SIM.JOKERS),
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-- I use G.hand because The Hook discards from the hand
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FN.SIM.simulate_joker(joker, FN.SIM.get_context(G.hand, {discard = true, other_card = selected_card}))
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end
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end
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end
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if blind_obj.name == "The Tooth" then
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blind_obj.triggered = true
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FN.SIM.add_dollars((-1) * #FN.SIM.env.played_cards)
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end
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-- The following are part of Blind:debuff_hand(..)
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if blind_obj.name == "The Arm" then
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blind_obj.triggered = false
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local played_hand_name = FN.SIM.env.scoring_name
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if G.GAME.hands[played_hand_name].level > 1 then
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blind_obj.triggered = true
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-- NOTE: Important to save/restore G.GAME.hands here
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-- NOTE: Implementation mirrors level_up_hand(..)
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local played_hand_data = G.GAME.hands[played_hand_name]
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played_hand_data.level = math.max(1, played_hand_data.level - 1)
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played_hand_data.mult = math.max(1, played_hand_data.s_mult + (played_hand_data.level-1) * played_hand_data.l_mult)
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played_hand_data.chips = math.max(0, played_hand_data.s_chips + (played_hand_data.level-1) * played_hand_data.l_chips)
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end
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return false -- IMPORTANT: Avoid duplicate effects from Blind:debuff_hand() below
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end
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if blind_obj.name == "The Ox" then
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blind_obj.triggered = false
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if FN.SIM.env.scoring_name == G.GAME.current_round.most_played_poker_hand then
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blind_obj.triggered = true
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FN.SIM.add_dollars(-G.GAME.dollars)
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end
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return false -- IMPORTANT: Avoid duplicate effects from Blind:debuff_hand() below
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end
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return blind_obj:debuff_hand(G.hand.highlighted, FN.SIM.env.poker_hands, FN.SIM.env.scoring_name, true)
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end
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--
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-- MICRO LEVEL (CARDS):
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--
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function FN.SIM.simulate_card_in_context(card, cardarea)
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-- Reset and collect repetitions:
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FN.SIM.running.reps = 1
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if card.seal == "Red" then FN.SIM.add_reps(1) end
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FN.SIM.simulate_all_jokers(cardarea, {other_card = card, repetition = true})
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-- Apply effects:
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for _ = 1, FN.SIM.running.reps do
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FN.SIM.simulate_card(card, FN.SIM.get_context(cardarea, {}))
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FN.SIM.simulate_all_jokers(cardarea, {other_card = card, individual = true})
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end
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end
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function FN.SIM.simulate_card(card_data, context)
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-- Do nothing if debuffed:
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if card_data.debuff then return end
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if context.cardarea == G.play then
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-- Chips:
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if card_data.ability.effect == "Stone Card" then
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FN.SIM.add_chips(card_data.ability.bonus + (card_data.ability.perma_bonus or 0))
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else
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FN.SIM.add_chips(card_data.base_chips + card_data.ability.bonus + (card_data.ability.perma_bonus or 0))
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end
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-- Mult:
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if card_data.ability.effect == "Lucky Card" then
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local exact_mult, min_mult, max_mult = FN.SIM.get_probabilistic_extremes(pseudorandom("nope"), 5, card_data.ability.mult, 0)
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FN.SIM.add_mult(exact_mult, min_mult, max_mult)
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-- Careful not to overwrite `card_data.lucky_trigger` outright:
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if exact_mult > 0 then card_data.lucky_trigger.exact = true end
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if min_mult > 0 then card_data.lucky_trigger.min = true end
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if max_mult > 0 then card_data.lucky_trigger.max = true end
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else
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FN.SIM.add_mult(card_data.ability.mult)
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end
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-- XMult:
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if card_data.ability.x_mult > 1 then
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FN.SIM.x_mult(card_data.ability.x_mult)
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end
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-- Dollars:
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if card_data.seal == "Gold" then
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FN.SIM.add_dollars(3)
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end
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if card_data.ability.p_dollars > 0 then
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if card_data.ability.effect == "Lucky Card" then
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local exact_dollars, min_dollars, max_dollars = FN.SIM.get_probabilistic_extremes(pseudorandom("notthistime"), 15, card_data.ability.p_dollars, 0)
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FN.SIM.add_dollars(exact_dollars, min_dollars, max_dollars)
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-- Careful not to overwrite `card_data.lucky_trigger` outright:
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if exact_dollars > 0 then card_data.lucky_trigger.exact = true end
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if min_dollars > 0 then card_data.lucky_trigger.min = true end
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if max_dollars > 0 then card_data.lucky_trigger.max = true end
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else
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FN.SIM.add_dollars(card_data.ability.p_dollars)
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end
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end
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-- Edition:
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if card_data.edition then
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if card_data.edition.chips then FN.SIM.add_chips(card_data.edition.chips) end
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if card_data.edition.mult then FN.SIM.add_mult(card_data.edition.mult) end
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if card_data.edition.x_mult then FN.SIM.x_mult(card_data.edition.x_mult) end
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end
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elseif context.cardarea == G.hand then
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if card_data.ability.h_mult > 0 then
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FN.SIM.add_mult(card_data.ability.h_mult)
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end
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if card_data.ability.h_x_mult > 0 then
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FN.SIM.x_mult(card_data.ability.h_x_mult)
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end
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end
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end
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--
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-- MICRO LEVEL (JOKERS):
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--
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function FN.SIM.simulate_all_jokers(cardarea, context_args)
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for _, joker in ipairs(FN.SIM.env.jokers) do
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FN.SIM.simulate_joker(joker, FN.SIM.get_context(cardarea, context_args))
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end
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end
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function FN.SIM.simulate_joker(joker_obj, context)
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-- Do nothing if debuffed:
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if joker_obj.debuff then return end
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local joker_simulation_function = FN.SIM.JOKERS["simulate_" .. joker_obj.id]
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if joker_simulation_function then joker_simulation_function(joker_obj, context) end
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end
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end |