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| 1 | +-- ascended.lua - Used for Ascended Hands |
| 2 | + |
| 3 | +G.FUNCS.cry_asc_UI_set = function(e) |
| 4 | + if G.GAME.cry_exploit_override then |
| 5 | + e.config.object.colours = { darken(G.C.SECONDARY_SET.Code, 0.2) } |
| 6 | + else |
| 7 | + e.config.object.colours = { G.C.GOLD } |
| 8 | + end |
| 9 | + e.config.object:update_text() |
| 10 | +end |
| 11 | + |
| 12 | +-- Needed because get_poker_hand_info isnt called at the end of the road |
| 13 | +local evaluateroundref = G.FUNCS.evaluate_round |
| 14 | +function G.FUNCS.evaluate_round() |
| 15 | + evaluateroundref() |
| 16 | + -- This is just the easiest way to check if its gold because lua is annoying |
| 17 | + if G.C.UI_CHIPS[1] == G.C.GOLD[1] then |
| 18 | + ease_colour(G.C.UI_CHIPS, G.C.BLUE, 0.3) |
| 19 | + ease_colour(G.C.UI_MULT, G.C.RED, 0.3) |
| 20 | + end |
| 21 | +end |
| 22 | + |
| 23 | +-- this is a hook to make funny "x of a kind"/"flush x" display text |
| 24 | +local pokerhandinforef = G.FUNCS.get_poker_hand_info |
| 25 | +function G.FUNCS.get_poker_hand_info(_cards) |
| 26 | + local text, loc_disp_text, poker_hands, scoring_hand, disp_text = pokerhandinforef(_cards) |
| 27 | + -- Display text if played hand contains a Cluster and a Bulwark |
| 28 | + -- Not Ascended hand related but this hooks in the same spot so i'm lumping it here anyways muahahahahahaha |
| 29 | + if text == "cry_Clusterfuck" then |
| 30 | + if next(poker_hands["cry_Bulwark"]) then |
| 31 | + disp_text = "cry-Cluster Bulwark" |
| 32 | + loc_disp_text = localize(disp_text, "poker_hands") |
| 33 | + end |
| 34 | + end |
| 35 | + local hidden = false |
| 36 | + for i, v in pairs(scoring_hand) do |
| 37 | + if v.facing == "back" then |
| 38 | + hidden = true |
| 39 | + break |
| 40 | + end |
| 41 | + end |
| 42 | + if G.SETTINGS.language == "en-us" then |
| 43 | + if #scoring_hand > 5 and (text == "Flush Five" or text == "Five of a Kind" or text == "bunc_Spectrum Five") then |
| 44 | + local rank_array = {} |
| 45 | + local county = 0 |
| 46 | + for i = 1, #scoring_hand do |
| 47 | + local val = scoring_hand[i]:get_id() |
| 48 | + rank_array[val] = (rank_array[val] or 0) + 1 |
| 49 | + if rank_array[val] > county then |
| 50 | + county = rank_array[val] |
| 51 | + end |
| 52 | + end |
| 53 | + local function create_num_chunk(int) -- maybe useful enough to not be local? but tbh this function is probably some common coding exercise |
| 54 | + if int >= 1000 then |
| 55 | + int = 999 |
| 56 | + end |
| 57 | + local ones = { |
| 58 | + ["1"] = "One", |
| 59 | + ["2"] = "Two", |
| 60 | + ["3"] = "Three", |
| 61 | + ["4"] = "Four", |
| 62 | + ["5"] = "Five", |
| 63 | + ["6"] = "Six", |
| 64 | + ["7"] = "Seven", |
| 65 | + ["8"] = "Eight", |
| 66 | + ["9"] = "Nine", |
| 67 | + } |
| 68 | + local tens = { |
| 69 | + ["1"] = "Ten", |
| 70 | + ["2"] = "Twenty", |
| 71 | + ["3"] = "Thirty", |
| 72 | + ["4"] = "Forty", |
| 73 | + ["5"] = "Fifty", |
| 74 | + ["6"] = "Sixty", |
| 75 | + ["7"] = "Seventy", |
| 76 | + ["8"] = "Eighty", |
| 77 | + ["9"] = "Ninety", |
| 78 | + } |
| 79 | + local str_int = string.reverse(int .. "") -- ehhhh whatever |
| 80 | + local str_ret = "" |
| 81 | + for i = 1, string.len(str_int) do |
| 82 | + local place = str_int:sub(i, i) |
| 83 | + if place ~= "0" then |
| 84 | + if i == 1 then |
| 85 | + str_ret = ones[place] |
| 86 | + elseif i == 2 then |
| 87 | + if place == "1" and str_ret ~= "" then -- admittedly not my smartest moment, i dug myself into a hole here... |
| 88 | + if str_ret == "One" then |
| 89 | + str_ret = "Eleven" |
| 90 | + elseif str_ret == "Two" then |
| 91 | + str_ret = "Twelve" |
| 92 | + elseif str_ret == "Three" then |
| 93 | + str_ret = "Thirteen" |
| 94 | + elseif str_ret == "Five" then |
| 95 | + str_ret = "Fifteen" |
| 96 | + elseif str_ret == "Eight" then |
| 97 | + str_ret = "Eighteen" |
| 98 | + else |
| 99 | + str_ret = str_ret .. "teen" |
| 100 | + end |
| 101 | + else |
| 102 | + str_ret = tens[place] .. ((string.len(str_ret) > 0 and " " or "") .. str_ret) |
| 103 | + end |
| 104 | + elseif i == 3 then |
| 105 | + str_ret = ones[place] |
| 106 | + .. (" Hundred" .. ((string.len(str_ret) > 0 and " and " or "") .. str_ret)) |
| 107 | + end -- this line is wild |
| 108 | + end |
| 109 | + end |
| 110 | + return str_ret |
| 111 | + end |
| 112 | + -- text gets stupid small at 100+ anyway |
| 113 | + loc_disp_text = (text == "Flush Five" and "Flush " or text == "bunc_Spectrum Five" and "Spectrum " or "") |
| 114 | + .. ( |
| 115 | + (county < 1000 and create_num_chunk(county) or "Thousand") |
| 116 | + .. (text == "Five of a Kind" and " of a Kind" or "") |
| 117 | + ) |
| 118 | + end |
| 119 | + end |
| 120 | + -- Ascension power |
| 121 | + local a_power = Cryptid.calculate_ascension_power( |
| 122 | + text, |
| 123 | + _cards, |
| 124 | + scoring_hand, |
| 125 | + G.GAME.used_vouchers.v_cry_hyperspacetether, |
| 126 | + G.GAME.bonus_asc_power |
| 127 | + ) |
| 128 | + -- 🔧 Entropy Compatibility Patch (prevents "compare number with table" crash) |
| 129 | + if type(a_power) == "table" then |
| 130 | + -- Entropy uses big-number tables. Normalize to a Lua number. |
| 131 | + if a_power.to_number then |
| 132 | + a_power = a_power:to_number() |
| 133 | + elseif a_power.val then |
| 134 | + a_power = tonumber(a_power.val) or 0 |
| 135 | + else |
| 136 | + -- Unknown format: fail safe instead of crashing |
| 137 | + a_power = 0 |
| 138 | + end |
| 139 | + end |
| 140 | + if a_power > 0 then |
| 141 | + G.GAME.current_round.current_hand.cry_asc_num = a_power |
| 142 | + -- Change mult and chips colors if hand is ascended |
| 143 | + if not hidden then |
| 144 | + ease_colour(G.C.UI_CHIPS, copy_table(G.C.GOLD), 0.3) |
| 145 | + ease_colour(G.C.UI_MULT, copy_table(G.C.GOLD), 0.3) |
| 146 | + G.GAME.current_round.current_hand.cry_asc_num_text = ( |
| 147 | + a_power and (type(a_power) == "table" and a_power:gt(to_big(0)) or a_power > 0) |
| 148 | + ) |
| 149 | + and " (+" .. a_power .. ")" |
| 150 | + or "" |
| 151 | + else |
| 152 | + ease_colour(G.C.UI_CHIPS, G.C.BLUE, 0.3) |
| 153 | + ease_colour(G.C.UI_MULT, G.C.RED, 0.3) |
| 154 | + G.GAME.current_round.current_hand.cry_asc_num_text = "" |
| 155 | + end |
| 156 | + else |
| 157 | + G.GAME.current_round.current_hand.cry_asc_num = 0 |
| 158 | + ease_colour(G.C.UI_CHIPS, G.C.BLUE, 0.3) |
| 159 | + ease_colour(G.C.UI_MULT, G.C.RED, 0.3) |
| 160 | + G.GAME.current_round.current_hand.cry_asc_num_text = "" |
| 161 | + end |
| 162 | + return text, loc_disp_text, poker_hands, scoring_hand, disp_text |
| 163 | +end |
| 164 | +function Cryptid.ascend(num) -- edit this function at your leisure |
| 165 | + G.GAME.sunnumber = G.GAME.sunnumber or {not_modest = 0, modest = 0} |
| 166 | + if (Cryptid.safe_get(G, "GAME", "current_round", "current_hand", "cry_asc_num") or 0) <= 0 then |
| 167 | + return num |
| 168 | + end |
| 169 | + if Cryptid.gameset(G.P_CENTERS.c_cry_sunplanet) == "modest" then |
| 170 | + -- Default: Chips and Mult multiplier + 0.25 for every 1 Ascension power |
| 171 | + return num * to_big(1 + ((0.25 + G.GAME.sunnumber.modest) * G.GAME.current_round.current_hand.cry_asc_num)) |
| 172 | + else |
| 173 | + -- Default: Chips and Mult multiplier X1.25 for every 1 Ascension power |
| 174 | + return num * to_big((1.25 +G.GAME.sunnumber.not_modest) ^ G.GAME.current_round.current_hand.cry_asc_num) |
| 175 | + end |
| 176 | +end |
| 177 | + |
| 178 | +function Cryptid.pulse_flame(duration, intensity) -- duration is in seconds, intensity is in idfk honestly, but it increases pretty quickly |
| 179 | + G.cry_flame_override = G.cry_flame_override or {} |
| 180 | + G.cry_flame_override["duration"] = duration or 0.01 |
| 181 | + G.cry_flame_override["intensity"] = intensity or 2 |
| 182 | +end |
| 183 | + |
| 184 | +function Cryptid.ascension_power_enabled() |
| 185 | + if Cryptid.enable_ascension_power then return true end |
| 186 | + if (SMODS.Mods["Cryptid"] or {}).can_load then |
| 187 | + return Cryptid.enabled("set_cry_poker_hand_stuff") |
| 188 | + end |
| 189 | +end |
| 190 | + |
| 191 | +function Cryptid.calculate_ascension_power(hand_name, hand_cards, hand_scoring_cards, tether, bonus) |
| 192 | + bonus = bonus or 0 |
| 193 | + local starting = 0 |
| 194 | + if not Cryptid.ascension_power_enabled() then |
| 195 | + return 0 |
| 196 | + end |
| 197 | + if hand_name then |
| 198 | + -- Get Starting Ascension power from Poker Hands |
| 199 | + if hand_cards then |
| 200 | + local check = Cryptid.hand_ascension_numbers(hand_name, tether) |
| 201 | + if check then |
| 202 | + starting = (tether and #hand_cards or #hand_scoring_cards) - check |
| 203 | + end |
| 204 | + end |
| 205 | + -- Extra starting calculation for Declare hands |
| 206 | + if G.GAME.hands[hand_name] and G.GAME.hands[hand_name].declare_cards then |
| 207 | + local total = 0 |
| 208 | + for i, v in pairs(G.GAME.hands[hand_name].declare_cards or {}) do |
| 209 | + local how_many_fit = 0 |
| 210 | + local suit, rank |
| 211 | + for i2, v2 in pairs(hand_cards) do |
| 212 | + if not v2.marked then |
| 213 | + if SMODS.has_no_rank(v2) and v.rank == "rankless" or v2:get_id() == v.rank then |
| 214 | + rank = true |
| 215 | + end |
| 216 | + if v2:is_suit(v.suit) or (v.suit == "suitless" and SMODS.has_no_suit(v2)) or not v.suit then |
| 217 | + suit = true |
| 218 | + end |
| 219 | + if not (suit and rank) then |
| 220 | + suit = false |
| 221 | + rank = false |
| 222 | + end |
| 223 | + if suit and rank then |
| 224 | + how_many_fit = how_many_fit + 1 |
| 225 | + v2.marked = true |
| 226 | + end |
| 227 | + end |
| 228 | + end |
| 229 | + if not rank or not suit then |
| 230 | + how_many_fit = 0 |
| 231 | + end |
| 232 | + total = total + how_many_fit |
| 233 | + end |
| 234 | + for i2, v2 in pairs(hand_cards) do |
| 235 | + v2.marked = nil |
| 236 | + end |
| 237 | + starting = starting + (total - #hand_scoring_cards) |
| 238 | + end |
| 239 | + end |
| 240 | + -- Get Ascension power from Exploit |
| 241 | + if G.GAME.cry_exploit_override then |
| 242 | + bonus = bonus + 1 |
| 243 | + end |
| 244 | + -- Get Ascension Power From Sol/Perkele (Observatory effect) |
| 245 | + if |
| 246 | + G.GAME.used_vouchers.v_observatory and (next(SMODS.find_card("cry-sunplanet")) or next(SMODS.find_card("cry-Perkele"))) |
| 247 | + then |
| 248 | + -- switch this to not use find_joker eventually please for the love of god |
| 249 | + local super_entropic_local_variable_that_stores_the_amount_of_suns = #SMODS.find_card("cry-sunplanet") |
| 250 | + + #SMODS.find_card("cry-Perkele") |
| 251 | + |
| 252 | + if super_entropic_local_variable_that_stores_the_amount_of_suns == 1 then |
| 253 | + bonus = bonus + 1 |
| 254 | + else |
| 255 | + bonus = bonus |
| 256 | + + Cryptid.nuke_decimals( |
| 257 | + Cryptid.funny_log(2, super_entropic_local_variable_that_stores_the_amount_of_suns + 1), |
| 258 | + 2 |
| 259 | + ) |
| 260 | + end |
| 261 | + end |
| 262 | + local final = math.max(0, starting + bonus) |
| 263 | + -- Round to 1 if final value is less than 1 but greater than 0 |
| 264 | + if final > 0 and final < 1 then |
| 265 | + final = 1 |
| 266 | + end |
| 267 | + return final |
| 268 | +end |
| 269 | +function Cryptid.hand_ascension_numbers(hand_name, tether) |
| 270 | + if Cryptid.ascension_numbers[hand_name] and type(Cryptid.ascension_numbers[hand_name]) == "function" then |
| 271 | + return Cryptid.ascension_numbers[hand_name](hand_name, tether) |
| 272 | + end |
| 273 | + if hand_name == "High Card" then |
| 274 | + return tether and 1 or nil |
| 275 | + elseif hand_name == "Pair" then |
| 276 | + return tether and 2 or nil |
| 277 | + elseif hand_name == "Two Pair" then |
| 278 | + return 4 |
| 279 | + elseif hand_name == "Three of a Kind" then |
| 280 | + return tether and 3 or nil |
| 281 | + elseif hand_name == "Straight" or hand_name == "Flush" or hand_name == "Straight Flush" then |
| 282 | + return next(SMODS.find_card("j_four_fingers")) and Cryptid.gameset() ~= "modest" and 4 or 5 |
| 283 | + elseif |
| 284 | + hand_name == "Full House" |
| 285 | + or hand_name == "Five of a Kind" |
| 286 | + or hand_name == "Flush House" |
| 287 | + or hand_name == "cry_Bulwark" |
| 288 | + or hand_name == "Flush Five" |
| 289 | + or hand_name == "bunc_Spectrum" |
| 290 | + or hand_name == "bunc_Straight Spectrum" |
| 291 | + or hand_name == "bunc_Spectrum House" |
| 292 | + or hand_name == "bunc_Spectrum Five" |
| 293 | + then |
| 294 | + return 5 |
| 295 | + elseif hand_name == "Four of a Kind" then |
| 296 | + return G.GAME.used_vouchers.v_cry_hyperspacetether and 4 or nil |
| 297 | + elseif hand_name == "cry_Clusterfuck" or hand_name == "cry_UltPair" then |
| 298 | + return 8 |
| 299 | + elseif hand_name == "cry_WholeDeck" then |
| 300 | + return 52 |
| 301 | + elseif hand_name == "cry_Declare0" then |
| 302 | + return G.GAME.hands.cry_Declare0 |
| 303 | + and G.GAME.hands.cry_Declare0.declare_cards |
| 304 | + and #G.GAME.hands.cry_Declare0.declare_cards |
| 305 | + elseif hand_name == "cry_Declare1" then |
| 306 | + return G.GAME.hands.cry_Declare1 |
| 307 | + and G.GAME.hands.cry_Declare1.declare_cards |
| 308 | + and #G.GAME.hands.cry_Declare1.declare_cards |
| 309 | + elseif hand_name == "cry_Declare2" then |
| 310 | + return G.GAME.hands.cry_Declare2 |
| 311 | + and G.GAME.hands.cry_Declare2.declare_cards |
| 312 | + and #G.GAME.hands.cry_Declare2.declare_cards |
| 313 | + elseif |
| 314 | + hand_name == "spa_Spectrum" |
| 315 | + or hand_name == "spa_Straight_Spectrum" |
| 316 | + or hand_name == "spa_Spectrum_House" |
| 317 | + or hand_name == "spa_Spectrum_Five" |
| 318 | + or hand_name == "spa_Flush_Spectrum" |
| 319 | + or hand_name == "spa_Straight_Flush_Spectrum" |
| 320 | + or hand_name == "spa_Flush_Spectrum_House" |
| 321 | + or hand_name == "spa_Flush_Spectrum_Five" |
| 322 | + then |
| 323 | + return SpectrumAPI |
| 324 | + and SpectrumAPI.configuration.misc.four_fingers_spectrums |
| 325 | + and next(SMODS.find_card("j_four_fingers")) |
| 326 | + and Cryptid.gameset() ~= "modest" |
| 327 | + and 4 |
| 328 | + or 5 |
| 329 | + end |
| 330 | + return nil |
| 331 | +end |
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