1639 lines
74 KiB
Lua
1639 lines
74 KiB
Lua
function win_game()
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if not G.GAME.seeded and not G.GAME.challenge then
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set_joker_win()
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set_deck_win()
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check_and_set_high_score('win_streak', G.PROFILES[G.SETTINGS.profile].high_scores.current_streak.amt+1)
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check_and_set_high_score('current_streak', G.PROFILES[G.SETTINGS.profile].high_scores.current_streak.amt+1)
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check_for_unlock({type = 'win_no_hand'})
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check_for_unlock({type = 'win_no'})
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check_for_unlock({type = 'win_custom'})
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check_for_unlock({type = 'win_deck'})
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check_for_unlock({type = 'win_stake'})
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check_for_unlock({type = 'win'})
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inc_career_stat('c_wins', 1)
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end
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set_profile_progress()
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if G.GAME.challenge then
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G.PROFILES[G.SETTINGS.profile].challenge_progress.completed[G.GAME.challenge] = true
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set_challenge_unlock()
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check_for_unlock({type = 'win_challenge'})
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G:save_settings()
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end
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G.E_MANAGER:add_event(Event({
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trigger = 'immediate',
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func = (function()
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play_sound('win')
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G.SETTINGS.paused = true
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G.FUNCS.overlay_menu{
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definition = create_UIBox_win(),
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config = {no_esc = true}
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}
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local Jimbo = nil
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G.E_MANAGER:add_event(Event({
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trigger = 'after',
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delay = 2.5,
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blocking = false,
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func = (function()
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if G.OVERLAY_MENU and G.OVERLAY_MENU:get_UIE_by_ID('jimbo_spot') then
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Jimbo = Card_Character({x = 0, y = 5})
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local spot = G.OVERLAY_MENU:get_UIE_by_ID('jimbo_spot')
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spot.config.object:remove()
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spot.config.object = Jimbo
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Jimbo.ui_object_updated = true
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Jimbo:add_speech_bubble('wq_'..math.random(1,7), nil, {quip = true})
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Jimbo:say_stuff(5)
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if G.F_JAN_CTA then
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G.E_MANAGER:add_event(Event({
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func = function()
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Jimbo:add_button(localize('b_wishlist'), 'wishlist_steam', G.C.DARK_EDITION, nil, true, 1.6)
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return true
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end}))
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end
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end
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return true
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end)
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}))
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return true
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end)
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}))
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if not G.GAME.seeded and not G.GAME.challenge then
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G.PROFILES[G.SETTINGS.profile].stake = math.max(G.PROFILES[G.SETTINGS.profile].stake or 1, (G.GAME.stake or 1)+1)
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end
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G:save_progress()
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G.FILE_HANDLER.force = true
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G.E_MANAGER:add_event(Event({
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trigger = 'immediate',
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func = (function()
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if not G.SETTINGS.paused then
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G.GAME.current_round.round_text = 'Endless Round '
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return true
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end
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end)
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}))
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end
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function end_round()
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G.E_MANAGER:add_event(Event({
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trigger = 'after',
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delay = 0.2,
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func = function()
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local game_over = true
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local game_won = false
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G.RESET_BLIND_STATES = true
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G.RESET_JIGGLES = true
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if G.GAME.chips - G.GAME.blind.chips >= 0 then
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game_over = false
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end
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for i = 1, #G.jokers.cards do
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local eval = nil
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eval = G.jokers.cards[i]:calculate_joker({end_of_round = true, game_over = game_over})
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if eval then
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if eval.saved then
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game_over = false
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end
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card_eval_status_text(G.jokers.cards[i], 'jokers', nil, nil, nil, eval)
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end
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G.jokers.cards[i]:calculate_rental()
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G.jokers.cards[i]:calculate_perishable()
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end
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if G.GAME.round_resets.ante == G.GAME.win_ante and G.GAME.blind:get_type() == 'Boss' then
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game_won = true
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G.GAME.won = true
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end
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if game_over then
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G.STATE = G.STATES.GAME_OVER
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if not G.GAME.won and not G.GAME.seeded and not G.GAME.challenge then
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G.PROFILES[G.SETTINGS.profile].high_scores.current_streak.amt = 0
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end
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G:save_settings()
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G.FILE_HANDLER.force = true
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G.STATE_COMPLETE = false
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else
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G.GAME.unused_discards = (G.GAME.unused_discards or 0) + G.GAME.current_round.discards_left
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if G.GAME.blind and G.GAME.blind.config.blind then
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discover_card(G.GAME.blind.config.blind)
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end
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if G.GAME.blind:get_type() == 'Boss' then
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local _handname, _played, _order = 'High Card', -1, 100
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for k, v in pairs(G.GAME.hands) do
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if v.played > _played or (v.played == _played and _order > v.order) then
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_played = v.played
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_handname = k
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end
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end
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G.GAME.current_round.most_played_poker_hand = _handname
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end
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if G.GAME.blind:get_type() == 'Boss' and not G.GAME.seeded and not G.GAME.challenge then
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G.GAME.current_boss_streak = G.GAME.current_boss_streak + 1
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check_and_set_high_score('boss_streak', G.GAME.current_boss_streak)
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end
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if G.GAME.current_round.hands_played == 1 then
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inc_career_stat('c_single_hand_round_streak', 1)
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else
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if not G.GAME.seeded and not G.GAME.challenge then
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G.PROFILES[G.SETTINGS.profile].career_stats.c_single_hand_round_streak = 0
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G:save_settings()
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end
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end
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check_for_unlock({type = 'round_win'})
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set_joker_usage()
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if game_won and not G.GAME.win_notified then
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G.GAME.win_notified = true
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G.E_MANAGER:add_event(Event({
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trigger = 'immediate',
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blocking = false,
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blockable = false,
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func = (function()
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if G.STATE == G.STATES.ROUND_EVAL then
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win_game()
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G.GAME.won = true
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return true
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end
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end)
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}))
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end
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for i=1, #G.hand.cards do
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--Check for hand doubling
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local reps = {1}
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local j = 1
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while j <= #reps do
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local percent = (i-0.999)/(#G.hand.cards-0.998) + (j-1)*0.1
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if reps[j] ~= 1 then card_eval_status_text((reps[j].jokers or reps[j].seals).card, 'jokers', nil, nil, nil, (reps[j].jokers or reps[j].seals)) end
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--calculate the hand effects
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local effects = {G.hand.cards[i]:get_end_of_round_effect()}
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for k=1, #G.jokers.cards do
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--calculate the joker individual card effects
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local eval = G.jokers.cards[k]:calculate_joker({cardarea = G.hand, other_card = G.hand.cards[i], individual = true, end_of_round = true})
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if eval then
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table.insert(effects, eval)
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end
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end
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if reps[j] == 1 then
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--Check for hand doubling
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--From Red seal
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local eval = eval_card(G.hand.cards[i], {end_of_round = true,cardarea = G.hand, repetition = true, repetition_only = true})
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if next(eval) and (next(effects[1]) or #effects > 1) then
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for h = 1, eval.seals.repetitions do
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reps[#reps+1] = eval
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end
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end
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--from Jokers
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for j=1, #G.jokers.cards do
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--calculate the joker effects
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local eval = eval_card(G.jokers.cards[j], {cardarea = G.hand, other_card = G.hand.cards[i], repetition = true, end_of_round = true, card_effects = effects})
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if next(eval) then
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for h = 1, eval.jokers.repetitions do
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reps[#reps+1] = eval
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end
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end
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end
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end
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for ii = 1, #effects do
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--if this effect came from a joker
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if effects[ii].card then
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G.E_MANAGER:add_event(Event({
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trigger = 'immediate',
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func = (function() effects[ii].card:juice_up(0.7);return true end)
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}))
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end
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--If dollars
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if effects[ii].h_dollars then
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ease_dollars(effects[ii].h_dollars)
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card_eval_status_text(G.hand.cards[i], 'dollars', effects[ii].h_dollars, percent)
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end
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--Any extras
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if effects[ii].extra then
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card_eval_status_text(G.hand.cards[i], 'extra', nil, percent, nil, effects[ii].extra)
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end
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end
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j = j + 1
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end
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end
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delay(0.3)
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G.FUNCS.draw_from_hand_to_discard()
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if G.GAME.blind:get_type() == 'Boss' then
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G.GAME.voucher_restock = nil
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if G.GAME.modifiers.set_eternal_ante and (G.GAME.round_resets.ante == G.GAME.modifiers.set_eternal_ante) then
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for k, v in ipairs(G.jokers.cards) do
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v:set_eternal(true)
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end
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end
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if G.GAME.modifiers.set_joker_slots_ante and (G.GAME.round_resets.ante == G.GAME.modifiers.set_joker_slots_ante) then
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G.jokers.config.card_limit = 0
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end
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delay(0.4); ease_ante(1); delay(0.4); check_for_unlock({type = 'ante_up', ante = G.GAME.round_resets.ante + 1})
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end
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G.FUNCS.draw_from_discard_to_deck()
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G.E_MANAGER:add_event(Event({
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trigger = 'after',
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delay = 0.3,
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func = function()
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G.STATE = G.STATES.ROUND_EVAL
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G.STATE_COMPLETE = false
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if G.GAME.round_resets.blind == G.P_BLINDS.bl_small then
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G.GAME.round_resets.blind_states.Small = 'Defeated'
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elseif G.GAME.round_resets.blind == G.P_BLINDS.bl_big then
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G.GAME.round_resets.blind_states.Big = 'Defeated'
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else
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G.GAME.current_round.voucher = get_next_voucher_key()
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G.GAME.round_resets.blind_states.Boss = 'Defeated'
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for k, v in ipairs(G.playing_cards) do
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v.ability.played_this_ante = nil
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end
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end
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if G.GAME.round_resets.temp_handsize then G.hand:change_size(-G.GAME.round_resets.temp_handsize); G.GAME.round_resets.temp_handsize = nil end
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if G.GAME.round_resets.temp_reroll_cost then G.GAME.round_resets.temp_reroll_cost = nil; calculate_reroll_cost(true) end
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reset_idol_card()
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reset_mail_rank()
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reset_ancient_card()
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reset_castle_card()
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for k, v in ipairs(G.playing_cards) do
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v.ability.discarded = nil
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v.ability.forced_selection = nil
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end
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return true
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end
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}))
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end
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return true
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end
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}))
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end
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function new_round()
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G.RESET_JIGGLES = nil
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delay(0.4)
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G.E_MANAGER:add_event(Event({
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trigger = 'immediate',
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func = function()
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G.GAME.current_round.discards_left = math.max(0, G.GAME.round_resets.discards + G.GAME.round_bonus.discards)
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G.GAME.current_round.hands_left = (math.max(1, G.GAME.round_resets.hands + G.GAME.round_bonus.next_hands))
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G.GAME.current_round.hands_played = 0
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G.GAME.current_round.discards_used = 0
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G.GAME.current_round.reroll_cost_increase = 0
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G.GAME.current_round.used_packs = {}
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for k, v in pairs(G.GAME.hands) do
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v.played_this_round = 0
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end
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for k, v in pairs(G.playing_cards) do
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v.ability.wheel_flipped = nil
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end
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local chaos = find_joker('Chaos the Clown')
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G.GAME.current_round.free_rerolls = #chaos
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calculate_reroll_cost(true)
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G.GAME.round_bonus.next_hands = 0
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G.GAME.round_bonus.discards = 0
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local blhash = ''
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if G.GAME.round_resets.blind == G.P_BLINDS.bl_small then
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G.GAME.round_resets.blind_states.Small = 'Current'
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G.GAME.current_boss_streak = 0
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blhash = 'S'
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elseif G.GAME.round_resets.blind == G.P_BLINDS.bl_big then
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G.GAME.round_resets.blind_states.Big = 'Current'
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G.GAME.current_boss_streak = 0
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blhash = 'B'
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else
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G.GAME.round_resets.blind_states.Boss = 'Current'
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blhash = 'L'
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end
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G.GAME.subhash = (G.GAME.round_resets.ante)..(blhash)
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G.GAME.blind:set_blind(G.GAME.round_resets.blind)
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for i = 1, #G.jokers.cards do
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G.jokers.cards[i]:calculate_joker({setting_blind = true, blind = G.GAME.round_resets.blind})
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end
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delay(0.4)
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G.E_MANAGER:add_event(Event({
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trigger = 'immediate',
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func = function()
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G.STATE = G.STATES.DRAW_TO_HAND
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G.deck:shuffle('nr'..G.GAME.round_resets.ante)
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G.deck:hard_set_T()
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G.STATE_COMPLETE = false
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return true
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end
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}))
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return true
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end
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}))
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end
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G.FUNCS.draw_from_deck_to_hand = function(e)
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if not (G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK) and
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G.hand.config.card_limit <= 0 and #G.hand.cards == 0 then
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G.STATE = G.STATES.GAME_OVER; G.STATE_COMPLETE = false
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return true
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end
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local hand_space = e or math.min(#G.deck.cards, G.hand.config.card_limit - #G.hand.cards)
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if G.GAME.blind.name == 'The Serpent' and
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not G.GAME.blind.disabled and
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(G.GAME.current_round.hands_played > 0 or
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G.GAME.current_round.discards_used > 0) then
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hand_space = math.min(#G.deck.cards, 3)
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end
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delay(0.3)
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for i=1, hand_space do --draw cards from deckL
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if G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK then
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draw_card(G.deck,G.hand, i*100/hand_space,'up', true)
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else
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draw_card(G.deck,G.hand, i*100/hand_space,'up', true)
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end
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end
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end
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G.FUNCS.discard_cards_from_highlighted = function(e, hook)
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stop_use()
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G.CONTROLLER.interrupt.focus = true
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G.CONTROLLER:save_cardarea_focus('hand')
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for k, v in ipairs(G.playing_cards) do
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v.ability.forced_selection = nil
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end
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if G.CONTROLLER.focused.target and G.CONTROLLER.focused.target.area == G.hand then G.card_area_focus_reset = {area = G.hand, rank = G.CONTROLLER.focused.target.rank} end
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local highlighted_count = math.min(#G.hand.highlighted, G.discard.config.card_limit - #G.play.cards)
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if highlighted_count > 0 then
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update_hand_text({immediate = true, nopulse = true, delay = 0}, {mult = 0, chips = 0, level = '', handname = ''})
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table.sort(G.hand.highlighted, function(a,b) return a.T.x < b.T.x end)
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inc_career_stat('c_cards_discarded', highlighted_count)
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for j = 1, #G.jokers.cards do
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G.jokers.cards[j]:calculate_joker({pre_discard = true, full_hand = G.hand.highlighted, hook = hook})
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end
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local cards = {}
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local destroyed_cards = {}
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for i=1, highlighted_count do
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G.hand.highlighted[i]:calculate_seal({discard = true})
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local removed = false
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for j = 1, #G.jokers.cards do
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local eval = nil
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eval = G.jokers.cards[j]:calculate_joker({discard = true, other_card = G.hand.highlighted[i], full_hand = G.hand.highlighted})
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if eval then
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if eval.remove then removed = true end
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card_eval_status_text(G.jokers.cards[j], 'jokers', nil, 1, nil, eval)
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end
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end
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table.insert(cards, G.hand.highlighted[i])
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if removed then
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destroyed_cards[#destroyed_cards + 1] = G.hand.highlighted[i]
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if G.hand.highlighted[i].ability.name == 'Glass Card' then
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G.hand.highlighted[i]:shatter()
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else
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G.hand.highlighted[i]:start_dissolve()
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end
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else
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G.hand.highlighted[i].ability.discarded = true
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draw_card(G.hand, G.discard, i*100/highlighted_count, 'down', false, G.hand.highlighted[i])
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end
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end
|
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|
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if destroyed_cards[1] then
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for j=1, #G.jokers.cards do
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eval_card(G.jokers.cards[j], {cardarea = G.jokers, remove_playing_cards = true, removed = destroyed_cards})
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end
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end
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G.GAME.round_scores.cards_discarded.amt = G.GAME.round_scores.cards_discarded.amt + #cards
|
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check_for_unlock({type = 'discard_custom', cards = cards})
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if not hook then
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if G.GAME.modifiers.discard_cost then
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ease_dollars(-G.GAME.modifiers.discard_cost)
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end
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ease_discard(-1)
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G.GAME.current_round.discards_used = G.GAME.current_round.discards_used + 1
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G.STATE = G.STATES.DRAW_TO_HAND
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G.E_MANAGER:add_event(Event({
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trigger = 'immediate',
|
|
func = function()
|
|
G.STATE_COMPLETE = false
|
|
return true
|
|
end
|
|
}))
|
|
end
|
|
end
|
|
end
|
|
|
|
G.FUNCS.play_cards_from_highlighted = function(e)
|
|
if G.play and G.play.cards[1] then return end
|
|
--check the hand first
|
|
|
|
stop_use()
|
|
G.GAME.blind.triggered = false
|
|
G.CONTROLLER.interrupt.focus = true
|
|
G.CONTROLLER:save_cardarea_focus('hand')
|
|
|
|
for k, v in ipairs(G.playing_cards) do
|
|
v.ability.forced_selection = nil
|
|
end
|
|
|
|
table.sort(G.hand.highlighted, function(a,b) return a.T.x < b.T.x end)
|
|
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = function()
|
|
G.STATE = G.STATES.HAND_PLAYED
|
|
G.STATE_COMPLETE = true
|
|
return true
|
|
end
|
|
}))
|
|
inc_career_stat('c_cards_played', #G.hand.highlighted)
|
|
inc_career_stat('c_hands_played', 1)
|
|
ease_hands_played(-1)
|
|
delay(0.4)
|
|
|
|
for i=1, #G.hand.highlighted do
|
|
if G.hand.highlighted[i]:is_face() then inc_career_stat('c_face_cards_played', 1) end
|
|
G.hand.highlighted[i].base.times_played = G.hand.highlighted[i].base.times_played + 1
|
|
G.hand.highlighted[i].ability.played_this_ante = true
|
|
G.GAME.round_scores.cards_played.amt = G.GAME.round_scores.cards_played.amt + 1
|
|
draw_card(G.hand, G.play, i*100/#G.hand.highlighted, 'up', nil, G.hand.highlighted[i])
|
|
end
|
|
|
|
check_for_unlock({type = 'run_card_replays'})
|
|
|
|
if G.GAME.blind:press_play() then
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = (function()
|
|
G.HUD_blind:get_UIE_by_ID('HUD_blind_debuff_1'):juice_up(0.3, 0)
|
|
G.HUD_blind:get_UIE_by_ID('HUD_blind_debuff_2'):juice_up(0.3, 0)
|
|
G.GAME.blind:juice_up()
|
|
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.06*G.SETTINGS.GAMESPEED, blockable = false, blocking = false, func = function()
|
|
play_sound('tarot2', 0.76, 0.4);return true end}))
|
|
play_sound('tarot2', 1, 0.4)
|
|
return true
|
|
end)
|
|
}))
|
|
delay(0.4)
|
|
end
|
|
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = (function()
|
|
check_for_unlock({type = 'hand_contents', cards = G.play.cards})
|
|
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = function()
|
|
G.FUNCS.evaluate_play()
|
|
return true
|
|
end
|
|
}))
|
|
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'after',
|
|
delay = 0.1,
|
|
func = function()
|
|
check_for_unlock({type = 'play_all_hearts'})
|
|
G.FUNCS.draw_from_play_to_discard()
|
|
G.GAME.hands_played = G.GAME.hands_played + 1
|
|
G.GAME.current_round.hands_played = G.GAME.current_round.hands_played + 1
|
|
return true
|
|
end
|
|
}))
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = function()
|
|
G.STATE_COMPLETE = false
|
|
return true
|
|
end
|
|
}))
|
|
return true
|
|
end)
|
|
}))
|
|
end
|
|
|
|
G.FUNCS.get_poker_hand_info = function(_cards)
|
|
local poker_hands = evaluate_poker_hand(_cards)
|
|
local scoring_hand = {}
|
|
local text,disp_text,loc_disp_text = 'NULL','NULL', 'NULL'
|
|
if next(poker_hands["Flush Five"]) then text = "Flush Five"; scoring_hand = poker_hands["Flush Five"][1]
|
|
elseif next(poker_hands["Flush House"]) then text = "Flush House"; scoring_hand = poker_hands["Flush House"][1]
|
|
elseif next(poker_hands["Five of a Kind"]) then text = "Five of a Kind"; scoring_hand = poker_hands["Five of a Kind"][1]
|
|
elseif next(poker_hands["Straight Flush"]) then text = "Straight Flush"; scoring_hand = poker_hands["Straight Flush"][1]
|
|
elseif next(poker_hands["Four of a Kind"]) then text = "Four of a Kind"; scoring_hand = poker_hands["Four of a Kind"][1]
|
|
elseif next(poker_hands["Full House"]) then text = "Full House"; scoring_hand = poker_hands["Full House"][1]
|
|
elseif next(poker_hands["Flush"]) then text = "Flush"; scoring_hand = poker_hands["Flush"][1]
|
|
elseif next(poker_hands["Straight"]) then text = "Straight"; scoring_hand = poker_hands["Straight"][1]
|
|
elseif next(poker_hands["Three of a Kind"]) then text = "Three of a Kind"; scoring_hand = poker_hands["Three of a Kind"][1]
|
|
elseif next(poker_hands["Two Pair"]) then text = "Two Pair"; scoring_hand = poker_hands["Two Pair"][1]
|
|
elseif next(poker_hands["Pair"]) then text = "Pair"; scoring_hand = poker_hands["Pair"][1]
|
|
elseif next(poker_hands["High Card"]) then text = "High Card"; scoring_hand = poker_hands["High Card"][1] end
|
|
|
|
disp_text = text
|
|
if text =='Straight Flush' then
|
|
local min = 10
|
|
for j = 1, #scoring_hand do
|
|
if scoring_hand[j]:get_id() < min then min =scoring_hand[j]:get_id() end
|
|
end
|
|
if min >= 10 then
|
|
disp_text = 'Royal Flush'
|
|
end
|
|
end
|
|
loc_disp_text = localize(disp_text, 'poker_hands')
|
|
return text, loc_disp_text, poker_hands, scoring_hand, disp_text
|
|
end
|
|
|
|
G.FUNCS.evaluate_play = function(e)
|
|
local text,disp_text,poker_hands,scoring_hand,non_loc_disp_text = G.FUNCS.get_poker_hand_info(G.play.cards)
|
|
|
|
G.GAME.hands[text].played = G.GAME.hands[text].played + 1
|
|
G.GAME.hands[text].played_this_round = G.GAME.hands[text].played_this_round + 1
|
|
G.GAME.last_hand_played = text
|
|
set_hand_usage(text)
|
|
G.GAME.hands[text].visible = true
|
|
|
|
--Add all the pure bonus cards to the scoring hand
|
|
local pures = {}
|
|
for i=1, #G.play.cards do
|
|
if next(find_joker('Splash')) then
|
|
scoring_hand[i] = G.play.cards[i]
|
|
else
|
|
if G.play.cards[i].ability.effect == 'Stone Card' then
|
|
local inside = false
|
|
for j=1, #scoring_hand do
|
|
if scoring_hand[j] == G.play.cards[i] then
|
|
inside = true
|
|
end
|
|
end
|
|
if not inside then table.insert(pures, G.play.cards[i]) end
|
|
end
|
|
end
|
|
end
|
|
for i=1, #pures do
|
|
table.insert(scoring_hand, pures[i])
|
|
end
|
|
table.sort(scoring_hand, function (a, b) return a.T.x < b.T.x end )
|
|
delay(0.2)
|
|
for i=1, #scoring_hand do
|
|
--Highlight all the cards used in scoring and play a sound indicating highlight
|
|
highlight_card(scoring_hand[i],(i-0.999)/5,'up')
|
|
end
|
|
|
|
local percent = 0.3
|
|
local percent_delta = 0.08
|
|
|
|
if G.GAME.current_round.current_hand.handname ~= disp_text then delay(0.3) end
|
|
update_hand_text({sound = G.GAME.current_round.current_hand.handname ~= disp_text and 'button' or nil, volume = 0.4, immediate = true, nopulse = nil,
|
|
delay = G.GAME.current_round.current_hand.handname ~= disp_text and 0.4 or 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = G.GAME.hands[text].mult, chips = G.GAME.hands[text].chips})
|
|
|
|
if not G.GAME.blind:debuff_hand(G.play.cards, poker_hands, text) then
|
|
mult = mod_mult(G.GAME.hands[text].mult)
|
|
hand_chips = mod_chips(G.GAME.hands[text].chips)
|
|
|
|
check_for_unlock({type = 'hand', handname = text, disp_text = non_loc_disp_text, scoring_hand = scoring_hand, full_hand = G.play.cards})
|
|
|
|
delay(0.4)
|
|
|
|
if G.GAME.first_used_hand_level and G.GAME.first_used_hand_level > 0 then
|
|
level_up_hand(G.deck.cards[1], text, nil, G.GAME.first_used_hand_level)
|
|
G.GAME.first_used_hand_level = nil
|
|
end
|
|
|
|
local hand_text_set = false
|
|
for i=1, #G.jokers.cards do
|
|
--calculate the joker effects
|
|
local effects = eval_card(G.jokers.cards[i], {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, before = true})
|
|
if effects.jokers then
|
|
card_eval_status_text(G.jokers.cards[i], 'jokers', nil, percent, nil, effects.jokers)
|
|
percent = percent + percent_delta
|
|
if effects.jokers.level_up then
|
|
level_up_hand(G.jokers.cards[i], text)
|
|
end
|
|
end
|
|
end
|
|
|
|
mult = mod_mult(G.GAME.hands[text].mult)
|
|
hand_chips = mod_chips(G.GAME.hands[text].chips)
|
|
|
|
local modded = false
|
|
|
|
mult, hand_chips, modded = G.GAME.blind:modify_hand(G.play.cards, poker_hands, text, mult, hand_chips)
|
|
mult, hand_chips = mod_mult(mult), mod_chips(hand_chips)
|
|
if modded then update_hand_text({sound = 'chips2', modded = modded}, {chips = hand_chips, mult = mult}) end
|
|
for i=1, #scoring_hand do
|
|
--add cards played to list
|
|
if scoring_hand[i].ability.effect ~= 'Stone Card' then
|
|
G.GAME.cards_played[scoring_hand[i].base.value].total = G.GAME.cards_played[scoring_hand[i].base.value].total + 1
|
|
G.GAME.cards_played[scoring_hand[i].base.value].suits[scoring_hand[i].base.suit] = true
|
|
end
|
|
--if card is debuffed
|
|
if scoring_hand[i].debuff then
|
|
G.GAME.blind.triggered = true
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = (function() G.HUD_blind:get_UIE_by_ID('HUD_blind_debuff_1'):juice_up(0.3, 0)
|
|
G.HUD_blind:get_UIE_by_ID('HUD_blind_debuff_2'):juice_up(0.3, 0)
|
|
G.GAME.blind:juice_up();return true end)
|
|
}))
|
|
card_eval_status_text(scoring_hand[i], 'debuff')
|
|
else
|
|
--Check for play doubling
|
|
local reps = {1}
|
|
|
|
--From Red seal
|
|
local eval = eval_card(scoring_hand[i], {repetition_only = true,cardarea = G.play, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, repetition = true})
|
|
if next(eval) then
|
|
for h = 1, eval.seals.repetitions do
|
|
reps[#reps+1] = eval
|
|
end
|
|
end
|
|
--From jokers
|
|
for j=1, #G.jokers.cards do
|
|
--calculate the joker effects
|
|
local eval = eval_card(G.jokers.cards[j], {cardarea = G.play, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, other_card = scoring_hand[i], repetition = true})
|
|
if next(eval) and eval.jokers then
|
|
for h = 1, eval.jokers.repetitions do
|
|
reps[#reps+1] = eval
|
|
end
|
|
end
|
|
end
|
|
for j=1,#reps do
|
|
percent = percent + percent_delta
|
|
if reps[j] ~= 1 then
|
|
card_eval_status_text((reps[j].jokers or reps[j].seals).card, 'jokers', nil, nil, nil, (reps[j].jokers or reps[j].seals))
|
|
end
|
|
|
|
--calculate the hand effects
|
|
local effects = {eval_card(scoring_hand[i], {cardarea = G.play, full_hand = G.play.cards, scoring_hand = scoring_hand, poker_hand = text})}
|
|
for k=1, #G.jokers.cards do
|
|
--calculate the joker individual card effects
|
|
local eval = G.jokers.cards[k]:calculate_joker({cardarea = G.play, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, other_card = scoring_hand[i], individual = true})
|
|
if eval then
|
|
table.insert(effects, eval)
|
|
end
|
|
end
|
|
scoring_hand[i].lucky_trigger = nil
|
|
|
|
for ii = 1, #effects do
|
|
--If chips added, do chip add event and add the chips to the total
|
|
if effects[ii].chips then
|
|
if effects[ii].card then juice_card(effects[ii].card) end
|
|
hand_chips = mod_chips(hand_chips + effects[ii].chips)
|
|
update_hand_text({delay = 0}, {chips = hand_chips})
|
|
card_eval_status_text(scoring_hand[i], 'chips', effects[ii].chips, percent)
|
|
end
|
|
|
|
--If mult added, do mult add event and add the mult to the total
|
|
if effects[ii].mult then
|
|
if effects[ii].card then juice_card(effects[ii].card) end
|
|
mult = mod_mult(mult + effects[ii].mult)
|
|
update_hand_text({delay = 0}, {mult = mult})
|
|
card_eval_status_text(scoring_hand[i], 'mult', effects[ii].mult, percent)
|
|
end
|
|
|
|
--If play dollars added, add dollars to total
|
|
if effects[ii].p_dollars then
|
|
if effects[ii].card then juice_card(effects[ii].card) end
|
|
ease_dollars(effects[ii].p_dollars)
|
|
card_eval_status_text(scoring_hand[i], 'dollars', effects[ii].p_dollars, percent)
|
|
end
|
|
|
|
--If dollars added, add dollars to total
|
|
if effects[ii].dollars then
|
|
if effects[ii].card then juice_card(effects[ii].card) end
|
|
ease_dollars(effects[ii].dollars)
|
|
card_eval_status_text(scoring_hand[i], 'dollars', effects[ii].dollars, percent)
|
|
end
|
|
|
|
--Any extra effects
|
|
if effects[ii].extra then
|
|
if effects[ii].card then juice_card(effects[ii].card) end
|
|
local extras = {mult = false, hand_chips = false}
|
|
if effects[ii].extra.mult_mod then mult =mod_mult( mult + effects[ii].extra.mult_mod);extras.mult = true end
|
|
if effects[ii].extra.chip_mod then hand_chips = mod_chips(hand_chips + effects[ii].extra.chip_mod);extras.hand_chips = true end
|
|
if effects[ii].extra.swap then
|
|
local old_mult = mult
|
|
mult = mod_mult(hand_chips)
|
|
hand_chips = mod_chips(old_mult)
|
|
extras.hand_chips = true; extras.mult = true
|
|
end
|
|
if effects[ii].extra.func then effects[ii].extra.func() end
|
|
update_hand_text({delay = 0}, {chips = extras.hand_chips and hand_chips, mult = extras.mult and mult})
|
|
card_eval_status_text(scoring_hand[i], 'extra', nil, percent, nil, effects[ii].extra)
|
|
end
|
|
|
|
--If x_mult added, do mult add event and mult the mult to the total
|
|
if effects[ii].x_mult then
|
|
if effects[ii].card then juice_card(effects[ii].card) end
|
|
mult = mod_mult(mult*effects[ii].x_mult)
|
|
update_hand_text({delay = 0}, {mult = mult})
|
|
card_eval_status_text(scoring_hand[i], 'x_mult', effects[ii].x_mult, percent)
|
|
end
|
|
|
|
--calculate the card edition effects
|
|
if effects[ii].edition then
|
|
hand_chips = mod_chips(hand_chips + (effects[ii].edition.chip_mod or 0))
|
|
mult = mult + (effects[ii].edition.mult_mod or 0)
|
|
mult = mod_mult(mult*(effects[ii].edition.x_mult_mod or 1))
|
|
update_hand_text({delay = 0}, {
|
|
chips = effects[ii].edition.chip_mod and hand_chips or nil,
|
|
mult = (effects[ii].edition.mult_mod or effects[ii].edition.x_mult_mod) and mult or nil,
|
|
})
|
|
card_eval_status_text(scoring_hand[i], 'extra', nil, percent, nil, {
|
|
message = (effects[ii].edition.chip_mod and localize{type='variable',key='a_chips',vars={effects[ii].edition.chip_mod}}) or
|
|
(effects[ii].edition.mult_mod and localize{type='variable',key='a_mult',vars={effects[ii].edition.mult_mod}}) or
|
|
(effects[ii].edition.x_mult_mod and localize{type='variable',key='a_xmult',vars={effects[ii].edition.x_mult_mod}}),
|
|
chip_mod = effects[ii].edition.chip_mod,
|
|
mult_mod = effects[ii].edition.mult_mod,
|
|
x_mult_mod = effects[ii].edition.x_mult_mod,
|
|
colour = G.C.DARK_EDITION,
|
|
edition = true})
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
delay(0.3)
|
|
local mod_percent = false
|
|
for i=1, #G.hand.cards do
|
|
if mod_percent then percent = percent + percent_delta end
|
|
mod_percent = false
|
|
|
|
--Check for hand doubling
|
|
local reps = {1}
|
|
local j = 1
|
|
while j <= #reps do
|
|
if reps[j] ~= 1 then
|
|
card_eval_status_text((reps[j].jokers or reps[j].seals).card, 'jokers', nil, nil, nil, (reps[j].jokers or reps[j].seals))
|
|
percent = percent + percent_delta
|
|
end
|
|
|
|
--calculate the hand effects
|
|
local effects = {eval_card(G.hand.cards[i], {cardarea = G.hand, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands})}
|
|
|
|
for k=1, #G.jokers.cards do
|
|
--calculate the joker individual card effects
|
|
local eval = G.jokers.cards[k]:calculate_joker({cardarea = G.hand, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, other_card = G.hand.cards[i], individual = true})
|
|
if eval then
|
|
mod_percent = true
|
|
table.insert(effects, eval)
|
|
end
|
|
end
|
|
|
|
if reps[j] == 1 then
|
|
--Check for hand doubling
|
|
|
|
--From Red seal
|
|
local eval = eval_card(G.hand.cards[i], {repetition_only = true,cardarea = G.hand, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, repetition = true, card_effects = effects})
|
|
if next(eval) and (next(effects[1]) or #effects > 1) then
|
|
for h = 1, eval.seals.repetitions do
|
|
reps[#reps+1] = eval
|
|
end
|
|
end
|
|
|
|
--From Joker
|
|
for j=1, #G.jokers.cards do
|
|
--calculate the joker effects
|
|
local eval = eval_card(G.jokers.cards[j], {cardarea = G.hand, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, other_card = G.hand.cards[i], repetition = true, card_effects = effects})
|
|
if next(eval) then
|
|
for h = 1, eval.jokers.repetitions do
|
|
reps[#reps+1] = eval
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
for ii = 1, #effects do
|
|
--if this effect came from a joker
|
|
if effects[ii].card then
|
|
mod_percent = true
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = (function() effects[ii].card:juice_up(0.7);return true end)
|
|
}))
|
|
end
|
|
|
|
--If hold mult added, do hold mult add event and add the mult to the total
|
|
|
|
--If dollars added, add dollars to total
|
|
if effects[ii].dollars then
|
|
ease_dollars(effects[ii].dollars)
|
|
card_eval_status_text(G.hand.cards[i], 'dollars', effects[ii].dollars, percent)
|
|
end
|
|
|
|
if effects[ii].h_mult then
|
|
mod_percent = true
|
|
mult = mod_mult(mult + effects[ii].h_mult)
|
|
update_hand_text({delay = 0}, {mult = mult})
|
|
card_eval_status_text(G.hand.cards[i], 'h_mult', effects[ii].h_mult, percent)
|
|
end
|
|
|
|
if effects[ii].x_mult then
|
|
mod_percent = true
|
|
mult = mod_mult(mult*effects[ii].x_mult)
|
|
update_hand_text({delay = 0}, {mult = mult})
|
|
card_eval_status_text(G.hand.cards[i], 'x_mult', effects[ii].x_mult, percent)
|
|
end
|
|
|
|
if effects[ii].message then
|
|
mod_percent = true
|
|
update_hand_text({delay = 0}, {mult = mult})
|
|
card_eval_status_text(G.hand.cards[i], 'extra', nil, percent, nil, effects[ii])
|
|
end
|
|
end
|
|
j = j +1
|
|
end
|
|
end
|
|
--+++++++++++++++++++++++++++++++++++++++++++++++++++++++++--
|
|
--Joker Effects
|
|
--+++++++++++++++++++++++++++++++++++++++++++++++++++++++++--
|
|
percent = percent + percent_delta
|
|
for i=1, #G.jokers.cards + #G.consumeables.cards do
|
|
local _card = G.jokers.cards[i] or G.consumeables.cards[i - #G.jokers.cards]
|
|
--calculate the joker edition effects
|
|
local edition_effects = eval_card(_card, {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, edition = true})
|
|
if edition_effects.jokers then
|
|
edition_effects.jokers.edition = true
|
|
if edition_effects.jokers.chip_mod then
|
|
hand_chips = mod_chips(hand_chips + edition_effects.jokers.chip_mod)
|
|
update_hand_text({delay = 0}, {chips = hand_chips})
|
|
card_eval_status_text(_card, 'jokers', nil, percent, nil, {
|
|
message = localize{type='variable',key='a_chips',vars={edition_effects.jokers.chip_mod}},
|
|
chip_mod = edition_effects.jokers.chip_mod,
|
|
colour = G.C.EDITION,
|
|
edition = true})
|
|
end
|
|
if edition_effects.jokers.mult_mod then
|
|
mult = mod_mult(mult + edition_effects.jokers.mult_mod)
|
|
update_hand_text({delay = 0}, {mult = mult})
|
|
card_eval_status_text(_card, 'jokers', nil, percent, nil, {
|
|
message = localize{type='variable',key='a_mult',vars={edition_effects.jokers.mult_mod}},
|
|
mult_mod = edition_effects.jokers.mult_mod,
|
|
colour = G.C.DARK_EDITION,
|
|
edition = true})
|
|
end
|
|
percent = percent+percent_delta
|
|
end
|
|
|
|
--calculate the joker effects
|
|
local effects = eval_card(_card, {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, joker_main = true})
|
|
|
|
--Any Joker effects
|
|
if effects.jokers then
|
|
local extras = {mult = false, hand_chips = false}
|
|
if effects.jokers.mult_mod then mult = mod_mult(mult + effects.jokers.mult_mod);extras.mult = true end
|
|
if effects.jokers.chip_mod then hand_chips = mod_chips(hand_chips + effects.jokers.chip_mod);extras.hand_chips = true end
|
|
if effects.jokers.Xmult_mod then mult = mod_mult(mult*effects.jokers.Xmult_mod);extras.mult = true end
|
|
update_hand_text({delay = 0}, {chips = extras.hand_chips and hand_chips, mult = extras.mult and mult})
|
|
card_eval_status_text(_card, 'jokers', nil, percent, nil, effects.jokers)
|
|
percent = percent+percent_delta
|
|
end
|
|
|
|
--Joker on Joker effects
|
|
for _, v in ipairs(G.jokers.cards) do
|
|
local effect = v:calculate_joker{full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, other_joker = _card}
|
|
if effect then
|
|
local extras = {mult = false, hand_chips = false}
|
|
if effect.mult_mod then mult = mod_mult(mult + effect.mult_mod);extras.mult = true end
|
|
if effect.chip_mod then hand_chips = mod_chips(hand_chips + effect.chip_mod);extras.hand_chips = true end
|
|
if effect.Xmult_mod then mult = mod_mult(mult*effect.Xmult_mod);extras.mult = true end
|
|
if extras.mult or extras.hand_chips then update_hand_text({delay = 0}, {chips = extras.hand_chips and hand_chips, mult = extras.mult and mult}) end
|
|
if extras.mult or extras.hand_chips then card_eval_status_text(v, 'jokers', nil, percent, nil, effect) end
|
|
percent = percent+percent_delta
|
|
end
|
|
end
|
|
|
|
if edition_effects.jokers then
|
|
if edition_effects.jokers.x_mult_mod then
|
|
mult = mod_mult(mult*edition_effects.jokers.x_mult_mod)
|
|
update_hand_text({delay = 0}, {mult = mult})
|
|
card_eval_status_text(_card, 'jokers', nil, percent, nil, {
|
|
message = localize{type='variable',key='a_xmult',vars={edition_effects.jokers.x_mult_mod}},
|
|
x_mult_mod = edition_effects.jokers.x_mult_mod,
|
|
colour = G.C.EDITION,
|
|
edition = true})
|
|
end
|
|
percent = percent+percent_delta
|
|
end
|
|
end
|
|
|
|
local nu_chip, nu_mult = G.GAME.selected_back:trigger_effect{context = 'final_scoring_step', chips = hand_chips, mult = mult}
|
|
mult = mod_mult(nu_mult or mult)
|
|
hand_chips = mod_chips(nu_chip or hand_chips)
|
|
|
|
local cards_destroyed = {}
|
|
for i=1, #scoring_hand do
|
|
local destroyed = nil
|
|
--un-highlight all cards
|
|
highlight_card(scoring_hand[i],(i-0.999)/(#scoring_hand-0.998),'down')
|
|
|
|
for j = 1, #G.jokers.cards do
|
|
destroyed = G.jokers.cards[j]:calculate_joker({destroying_card = scoring_hand[i], full_hand = G.play.cards})
|
|
if destroyed then break end
|
|
end
|
|
|
|
if scoring_hand[i].ability.name == 'Glass Card' and not scoring_hand[i].debuff and pseudorandom('glass') < G.GAME.probabilities.normal/scoring_hand[i].ability.extra then
|
|
destroyed = true
|
|
end
|
|
|
|
if destroyed then
|
|
if scoring_hand[i].ability.name == 'Glass Card' then
|
|
scoring_hand[i].shattered = true
|
|
else
|
|
scoring_hand[i].destroyed = true
|
|
end
|
|
cards_destroyed[#cards_destroyed+1] = scoring_hand[i]
|
|
end
|
|
end
|
|
for j=1, #G.jokers.cards do
|
|
eval_card(G.jokers.cards[j], {cardarea = G.jokers, remove_playing_cards = true, removed = cards_destroyed})
|
|
end
|
|
|
|
local glass_shattered = {}
|
|
for k, v in ipairs(cards_destroyed) do
|
|
if v.shattered then glass_shattered[#glass_shattered+1] = v end
|
|
end
|
|
|
|
check_for_unlock{type = 'shatter', shattered = glass_shattered}
|
|
|
|
for i=1, #cards_destroyed do
|
|
G.E_MANAGER:add_event(Event({
|
|
func = function()
|
|
if cards_destroyed[i].ability.name == 'Glass Card' then
|
|
cards_destroyed[i]:shatter()
|
|
else
|
|
cards_destroyed[i]:start_dissolve()
|
|
end
|
|
return true
|
|
end
|
|
}))
|
|
end
|
|
else
|
|
mult = mod_mult(0)
|
|
hand_chips = mod_chips(0)
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = (function()
|
|
G.HUD_blind:get_UIE_by_ID('HUD_blind_debuff_1'):juice_up(0.3, 0)
|
|
G.HUD_blind:get_UIE_by_ID('HUD_blind_debuff_2'):juice_up(0.3, 0)
|
|
G.GAME.blind:juice_up()
|
|
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.06*G.SETTINGS.GAMESPEED, blockable = false, blocking = false, func = function()
|
|
play_sound('tarot2', 0.76, 0.4);return true end}))
|
|
play_sound('tarot2', 1, 0.4)
|
|
return true
|
|
end)
|
|
}))
|
|
|
|
play_area_status_text("Not Allowed!")--localize('k_not_allowed_ex'), true)
|
|
--+++++++++++++++++++++++++++++++++++++++++++++++++++++++++--
|
|
--Joker Debuff Effects
|
|
--+++++++++++++++++++++++++++++++++++++++++++++++++++++++++--
|
|
for i=1, #G.jokers.cards do
|
|
|
|
--calculate the joker effects
|
|
local effects = eval_card(G.jokers.cards[i], {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, debuffed_hand = true})
|
|
|
|
--Any Joker effects
|
|
if effects.jokers then
|
|
card_eval_status_text(G.jokers.cards[i], 'jokers', nil, percent, nil, effects.jokers)
|
|
percent = percent+percent_delta
|
|
end
|
|
end
|
|
end
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'after',delay = 0.4,
|
|
func = (function() update_hand_text({delay = 0, immediate = true}, {mult = 0, chips = 0, chip_total = math.floor(hand_chips*mult), level = '', handname = ''});play_sound('button', 0.9, 0.6);return true end)
|
|
}))
|
|
check_and_set_high_score('hand', hand_chips*mult)
|
|
|
|
check_for_unlock({type = 'chip_score', chips = math.floor(hand_chips*mult)})
|
|
|
|
if hand_chips*mult > 0 then
|
|
delay(0.8)
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = (function() play_sound('chips2');return true end)
|
|
}))
|
|
end
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'ease',
|
|
blocking = false,
|
|
ref_table = G.GAME,
|
|
ref_value = 'chips',
|
|
ease_to = G.GAME.chips + math.floor(hand_chips*mult),
|
|
delay = 0.5,
|
|
func = (function(t) return math.floor(t) end)
|
|
}))
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'ease',
|
|
blocking = true,
|
|
ref_table = G.GAME.current_round.current_hand,
|
|
ref_value = 'chip_total',
|
|
ease_to = 0,
|
|
delay = 0.5,
|
|
func = (function(t) return math.floor(t) end)
|
|
}))
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = (function() G.GAME.current_round.current_hand.handname = '';return true end)
|
|
}))
|
|
delay(0.3)
|
|
|
|
for i=1, #G.jokers.cards do
|
|
--calculate the joker after hand played effects
|
|
local effects = eval_card(G.jokers.cards[i], {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, after = true})
|
|
if effects.jokers then
|
|
card_eval_status_text(G.jokers.cards[i], 'jokers', nil, percent, nil, effects.jokers)
|
|
percent = percent + percent_delta
|
|
end
|
|
end
|
|
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = (function()
|
|
if G.GAME.modifiers.debuff_played_cards then
|
|
for k, v in ipairs(scoring_hand) do v.ability.perma_debuff = true end
|
|
end
|
|
return true end)
|
|
}))
|
|
|
|
end
|
|
|
|
G.FUNCS.draw_from_play_to_discard = function(e)
|
|
local play_count = #G.play.cards
|
|
local it = 1
|
|
for k, v in ipairs(G.play.cards) do
|
|
if (not v.shattered) and (not v.destroyed) then
|
|
draw_card(G.play,G.discard, it*100/play_count,'down', false, v)
|
|
it = it + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
G.FUNCS.draw_from_play_to_hand = function(cards)
|
|
local gold_count = #cards
|
|
for i=1, gold_count do --draw cards from play
|
|
if not cards[i].shattered and not cards[i].destroyed then
|
|
draw_card(G.play,G.hand, i*100/gold_count,'up', true, cards[i])
|
|
end
|
|
end
|
|
end
|
|
|
|
G.FUNCS.draw_from_discard_to_deck = function(e)
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'immediate',
|
|
func = function()
|
|
local discard_count = #G.discard.cards
|
|
for i=1, discard_count do --draw cards from deck
|
|
draw_card(G.discard, G.deck, i*100/discard_count,'up', nil ,nil, 0.005, i%2==0, nil, math.max((21-i)/20,0.7))
|
|
end
|
|
return true
|
|
end
|
|
}))
|
|
end
|
|
|
|
G.FUNCS.draw_from_hand_to_deck = function(e)
|
|
local hand_count = #G.hand.cards
|
|
for i=1, hand_count do --draw cards from deck
|
|
draw_card(G.hand, G.deck, i*100/hand_count,'down', nil, nil, 0.08)
|
|
end
|
|
end
|
|
|
|
G.FUNCS.draw_from_hand_to_discard = function(e)
|
|
local hand_count = #G.hand.cards
|
|
for i=1, hand_count do
|
|
draw_card(G.hand,G.discard, i*100/hand_count,'down', nil, nil, 0.07)
|
|
end
|
|
end
|
|
|
|
G.FUNCS.evaluate_round = function()
|
|
local pitch = 0.95
|
|
local dollars = 0
|
|
|
|
if G.GAME.chips - G.GAME.blind.chips >= 0 then
|
|
add_round_eval_row({dollars = G.GAME.blind.dollars, name='blind1', pitch = pitch})
|
|
pitch = pitch + 0.06
|
|
dollars = dollars + G.GAME.blind.dollars
|
|
else
|
|
add_round_eval_row({dollars = 0, name='blind1', pitch = pitch, saved = true})
|
|
pitch = pitch + 0.06
|
|
end
|
|
|
|
G.E_MANAGER:add_event(Event({
|
|
trigger = 'before',
|
|
delay = 1.3*math.min(G.GAME.blind.dollars+2, 7)/2*0.15 + 0.5,
|
|
func = function()
|
|
G.GAME.blind:defeat()
|
|
return true
|
|
end
|
|
}))
|
|
delay(0.2)
|
|
G.E_MANAGER:add_event(Event({
|
|
func = function()
|
|
ease_background_colour_blind(G.STATES.ROUND_EVAL, '')
|
|
return true
|
|
end
|
|
}))
|
|
G.GAME.selected_back:trigger_effect({context = 'eval'})
|
|
|
|
if G.GAME.current_round.hands_left > 0 and not G.GAME.modifiers.no_extra_hand_money then
|
|
add_round_eval_row({dollars = G.GAME.current_round.hands_left*(G.GAME.modifiers.money_per_hand or 1), disp = G.GAME.current_round.hands_left, bonus = true, name='hands', pitch = pitch})
|
|
pitch = pitch + 0.06
|
|
dollars = dollars + G.GAME.current_round.hands_left*(G.GAME.modifiers.money_per_hand or 1)
|
|
end
|
|
if G.GAME.current_round.discards_left > 0 and G.GAME.modifiers.money_per_discard then
|
|
add_round_eval_row({dollars = G.GAME.current_round.discards_left*(G.GAME.modifiers.money_per_discard), disp = G.GAME.current_round.discards_left, bonus = true, name='discards', pitch = pitch})
|
|
pitch = pitch + 0.06
|
|
dollars = dollars + G.GAME.current_round.discards_left*(G.GAME.modifiers.money_per_discard)
|
|
end
|
|
for i = 1, #G.jokers.cards do
|
|
local ret = G.jokers.cards[i]:calculate_dollar_bonus()
|
|
if ret then
|
|
add_round_eval_row({dollars = ret, bonus = true, name='joker'..i, pitch = pitch, card = G.jokers.cards[i]})
|
|
pitch = pitch + 0.06
|
|
dollars = dollars + ret
|
|
end
|
|
end
|
|
for i = 1, #G.GAME.tags do
|
|
local ret = G.GAME.tags[i]:apply_to_run({type = 'eval'})
|
|
if ret then
|
|
add_round_eval_row({dollars = ret.dollars, bonus = true, name='tag'..i, pitch = pitch, condition = ret.condition, pos = ret.pos, tag = ret.tag})
|
|
pitch = pitch + 0.06
|
|
dollars = dollars + ret.dollars
|
|
end
|
|
end
|
|
if G.GAME.dollars >= 5 and not G.GAME.modifiers.no_interest then
|
|
add_round_eval_row({bonus = true, name='interest', pitch = pitch, dollars = G.GAME.interest_amount*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5)})
|
|
pitch = pitch + 0.06
|
|
if not G.GAME.seeded and not G.GAME.challenge then
|
|
if G.GAME.interest_amount*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5) == G.GAME.interest_amount*G.GAME.interest_cap/5 then
|
|
G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak = G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak + 1
|
|
else
|
|
G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak = 0
|
|
end
|
|
end
|
|
check_for_unlock({type = 'interest_streak'})
|
|
dollars = dollars + G.GAME.interest_amount*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5)
|
|
end
|
|
|
|
pitch = pitch + 0.06
|
|
|
|
add_round_eval_row({name = 'bottom', dollars = dollars})
|
|
end
|
|
|
|
G.FUNCS.tutorial_controller = function()
|
|
if G.F_SKIP_TUTORIAL then
|
|
G.SETTINGS.tutorial_complete = true
|
|
G.SETTINGS.tutorial_progress = nil
|
|
return
|
|
end
|
|
G.SETTINGS.tutorial_progress = G.SETTINGS.tutorial_progress or
|
|
{
|
|
forced_shop = {'j_joker', 'c_empress'},
|
|
forced_voucher = 'v_grabber',
|
|
forced_tags = {'tag_handy', 'tag_garbage'},
|
|
hold_parts = {},
|
|
completed_parts = {},
|
|
}
|
|
if not G.SETTINGS.paused and (not G.SETTINGS.tutorial_complete) then
|
|
if G.STATE == G.STATES.BLIND_SELECT and G.blind_select and not G.SETTINGS.tutorial_progress.completed_parts['small_blind'] then
|
|
G.SETTINGS.tutorial_progress.section = 'small_blind'
|
|
G.FUNCS.tutorial_part('small_blind')
|
|
G.SETTINGS.tutorial_progress.completed_parts['small_blind'] = true
|
|
G:save_progress()
|
|
end
|
|
if G.STATE == G.STATES.BLIND_SELECT and G.blind_select and not G.SETTINGS.tutorial_progress.completed_parts['big_blind'] and G.GAME.round > 0 then
|
|
G.SETTINGS.tutorial_progress.section = 'big_blind'
|
|
G.FUNCS.tutorial_part('big_blind')
|
|
G.SETTINGS.tutorial_progress.completed_parts['big_blind'] = true
|
|
G.SETTINGS.tutorial_progress.forced_tags = nil
|
|
G:save_progress()
|
|
end
|
|
if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['second_hand'] and G.SETTINGS.tutorial_progress.hold_parts['big_blind'] then
|
|
G.SETTINGS.tutorial_progress.section = 'second_hand'
|
|
G.FUNCS.tutorial_part('second_hand')
|
|
G.SETTINGS.tutorial_progress.completed_parts['second_hand'] = true
|
|
G:save_progress()
|
|
end
|
|
if G.SETTINGS.tutorial_progress.hold_parts['second_hand'] then
|
|
G.SETTINGS.tutorial_complete = true
|
|
end
|
|
if not G.SETTINGS.tutorial_progress.completed_parts['first_hand_section'] then
|
|
if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['first_hand'] then
|
|
G.SETTINGS.tutorial_progress.section = 'first_hand'
|
|
G.FUNCS.tutorial_part('first_hand')
|
|
G.SETTINGS.tutorial_progress.completed_parts['first_hand'] = true
|
|
G:save_progress()
|
|
end
|
|
if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['first_hand_2'] and G.SETTINGS.tutorial_progress.hold_parts['first_hand'] then
|
|
G.FUNCS.tutorial_part('first_hand_2')
|
|
G.SETTINGS.tutorial_progress.completed_parts['first_hand_2'] = true
|
|
G:save_progress()
|
|
end
|
|
if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['first_hand_3'] and G.SETTINGS.tutorial_progress.hold_parts['first_hand_2'] then
|
|
G.FUNCS.tutorial_part('first_hand_3')
|
|
G.SETTINGS.tutorial_progress.completed_parts['first_hand_3'] = true
|
|
G:save_progress()
|
|
end
|
|
if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['first_hand_4'] and G.SETTINGS.tutorial_progress.hold_parts['first_hand_3'] then
|
|
G.FUNCS.tutorial_part('first_hand_4')
|
|
G.SETTINGS.tutorial_progress.completed_parts['first_hand_4'] = true
|
|
G.SETTINGS.tutorial_progress.completed_parts['first_hand_section'] = true
|
|
G:save_progress()
|
|
end
|
|
end
|
|
if G.STATE == G.STATES.SHOP and G.shop and G.shop.VT.y < 5 and not G.SETTINGS.tutorial_progress.completed_parts['shop_1'] then
|
|
G.SETTINGS.tutorial_progress.section = 'shop'
|
|
G.FUNCS.tutorial_part('shop_1')
|
|
G.SETTINGS.tutorial_progress.completed_parts['shop_1'] = true
|
|
G.SETTINGS.tutorial_progress.forced_voucher = nil
|
|
G:save_progress()
|
|
end
|
|
end
|
|
end
|
|
|
|
G.FUNCS.tutorial_part = function(_part)
|
|
local step = 1
|
|
G.SETTINGS.paused = true
|
|
if _part == 'small_blind' then
|
|
step = tutorial_info({
|
|
text_key = 'sb_1',
|
|
attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'sb_2',
|
|
attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'sb_3',
|
|
highlight = {
|
|
G.blind_select.UIRoot.children[1].children[1].config.object:get_UIE_by_ID('blind_name'),
|
|
G.blind_select.UIRoot.children[1].children[1].config.object:get_UIE_by_ID('blind_desc'),
|
|
},
|
|
attach = {major = G.blind_select.UIRoot.children[1].children[1], type = 'tr', offset = {x = 2, y = 4}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'sb_4',
|
|
highlight = {
|
|
G.blind_select.UIRoot.children[1].children[1]
|
|
},
|
|
snap_to = function()
|
|
if G.blind_select and G.blind_select.UIRoot and G.blind_select.UIRoot.children[1] and G.blind_select.UIRoot.children[1].children[1] and G.blind_select.UIRoot.children[1].children[1].config.object then
|
|
return G.blind_select.UIRoot.children[1].children[1].config.object:get_UIE_by_ID('select_blind_button') end
|
|
end,
|
|
attach = {major = G.blind_select.UIRoot.children[1].children[1], type = 'tr', offset = {x = 2, y = 4}},
|
|
step = step,
|
|
no_button = true,
|
|
button_listen = 'select_blind'
|
|
})
|
|
elseif _part == 'big_blind' then
|
|
step = tutorial_info({
|
|
text_key = 'bb_1',
|
|
highlight = {
|
|
G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('blind_name'),
|
|
G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('blind_desc'),
|
|
},
|
|
hard_set = true,
|
|
attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'bb_2',
|
|
highlight = {
|
|
G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('blind_name'),
|
|
G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('tag_desc'),
|
|
},
|
|
attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'bb_3',
|
|
highlight = {
|
|
G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_name'),
|
|
G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_desc'),
|
|
},
|
|
attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'bb_4',
|
|
highlight = {
|
|
G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_name'),
|
|
G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_desc'),
|
|
G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_extras'),
|
|
G.HUD:get_UIE_by_ID('hud_ante')
|
|
},
|
|
attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'bb_5',
|
|
loc_vars = {G.GAME.win_ante},
|
|
highlight = {
|
|
G.blind_select,
|
|
G.HUD:get_UIE_by_ID('hud_ante')
|
|
},
|
|
attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}},
|
|
step = step,
|
|
no_button = true,
|
|
snap_to = function()
|
|
if G.blind_select and G.blind_select.UIRoot and G.blind_select.UIRoot.children[1] and G.blind_select.UIRoot.children[1].children[2] and
|
|
G.blind_select.UIRoot.children[1].children[2].config.object then
|
|
return G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('select_blind_button') end
|
|
end,
|
|
button_listen = 'select_blind'
|
|
})
|
|
elseif _part == 'first_hand' then
|
|
step = tutorial_info({
|
|
text_key = 'fh_1',
|
|
attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'fh_2',
|
|
highlight = {
|
|
G.HUD:get_UIE_by_ID('hand_text_area')
|
|
},
|
|
attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'fh_3',
|
|
attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}},
|
|
highlight = {
|
|
G.HUD:get_UIE_by_ID('run_info_button')
|
|
},
|
|
no_button = true,
|
|
button_listen = 'run_info',
|
|
snap_to = function() return G.HUD:get_UIE_by_ID('run_info_button') end,
|
|
step = step,
|
|
})
|
|
elseif _part == 'first_hand_2' then
|
|
step = tutorial_info({
|
|
hard_set = true,
|
|
text_key = 'fh_4',
|
|
highlight = {
|
|
G.hand,
|
|
G.HUD:get_UIE_by_ID('run_info_button')
|
|
},
|
|
attach = {major = G.hand, type = 'cl', offset = {x = -1.5, y = 0}},
|
|
snap_to = function() return G.hand.cards[1] end,
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'fh_5',
|
|
highlight = {
|
|
G.hand,
|
|
G.buttons:get_UIE_by_ID('play_button'),
|
|
G.HUD:get_UIE_by_ID('run_info_button')
|
|
},
|
|
attach = {major = G.hand, type = 'cl', offset = {x = -1.5, y = 0}},
|
|
no_button = true,
|
|
button_listen = 'play_cards_from_highlighted',
|
|
step = step,
|
|
})
|
|
elseif _part == 'first_hand_3' then
|
|
step = tutorial_info({
|
|
hard_set = true,
|
|
text_key = 'fh_6',
|
|
highlight = {
|
|
G.hand,
|
|
G.buttons:get_UIE_by_ID('discard_button'),
|
|
G.HUD:get_UIE_by_ID('run_info_button')
|
|
},
|
|
attach = {major = G.hand, type = 'cl', offset = {x = -1.5, y = 0}},
|
|
no_button = true,
|
|
button_listen = 'discard_cards_from_highlighted',
|
|
step = step,
|
|
})
|
|
elseif _part == 'first_hand_4' then
|
|
step = tutorial_info({
|
|
hard_set = true,
|
|
text_key = 'fh_7',
|
|
highlight = {
|
|
G.HUD:get_UIE_by_ID('hud_hands').parent,
|
|
},
|
|
attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'fh_8',
|
|
highlight = {
|
|
G.HUD:get_UIE_by_ID('hud_hands').parent,
|
|
G.HUD:get_UIE_by_ID('row_dollars_chips'),
|
|
G.HUD_blind
|
|
},
|
|
attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}},
|
|
step = step,
|
|
})
|
|
elseif _part == 'second_hand' then
|
|
step = tutorial_info({
|
|
text_key = 'sh_1',
|
|
hard_set = true,
|
|
highlight = {
|
|
G.jokers
|
|
},
|
|
attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}},
|
|
step = step,
|
|
})
|
|
local empress = find_joker('The Empress')[1]
|
|
if empress then
|
|
step = tutorial_info({
|
|
text_key = 'sh_2',
|
|
highlight = {
|
|
empress
|
|
},
|
|
attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 'sh_3',
|
|
attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}},
|
|
highlight = {
|
|
empress,
|
|
G.hand
|
|
},
|
|
no_button = true,
|
|
button_listen = 'use_card',
|
|
snap_to = function() return G.hand.cards[1] end,
|
|
step = step,
|
|
})
|
|
end
|
|
elseif _part == 'shop_1' then
|
|
step = tutorial_info({
|
|
hard_set = true,
|
|
text_key = 's_1',
|
|
highlight = {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent
|
|
},
|
|
attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 4}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_2',
|
|
highlight = {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.shop_jokers.cards[2],
|
|
},
|
|
snap_to = function() return G.shop_jokers.cards[2] end,
|
|
attach = {major = G.shop, type = 'tr', offset = {x = -0.5, y = 6}},
|
|
no_button = true,
|
|
button_listen = 'buy_from_shop',
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_3',
|
|
loc_vars = {#G.P_CENTER_POOLS.Joker},
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.jokers.cards[1],
|
|
} end,
|
|
attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_4',
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.jokers.cards[1],
|
|
} end,
|
|
attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_5',
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.jokers,
|
|
} end,
|
|
attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_6',
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.shop_jokers.cards[1],
|
|
} end,
|
|
snap_to = function() return G.shop_jokers.cards[1] end,
|
|
no_button = true,
|
|
button_listen = 'buy_from_shop',
|
|
attach = {major = G.shop, type = 'tr', offset = {x = -0.5, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_7',
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.consumeables.cards[#G.consumeables.cards],
|
|
} end,
|
|
attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_8',
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.consumeables
|
|
} end,
|
|
attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_9',
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.shop_vouchers,
|
|
} end,
|
|
snap_to = function() return G.shop_vouchers.cards[1] end,
|
|
attach = {major = G.shop, type = 'tr', offset = {x = -4, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_10',
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.shop_vouchers,
|
|
} end,
|
|
attach = {major = G.shop, type = 'tr', offset = {x = -4, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_11',
|
|
highlight = function() return {
|
|
G.SHOP_SIGN,
|
|
G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent,
|
|
G.shop_booster,
|
|
} end,
|
|
snap_to = function() return G.shop_booster.cards[1] end,
|
|
attach = {major = G.shop, type = 'tl', offset = {x = 3, y = 6}},
|
|
step = step,
|
|
})
|
|
step = tutorial_info({
|
|
text_key = 's_12',
|
|
highlight = function() return {
|
|
G.shop:get_UIE_by_ID('next_round_button'),
|
|
} end,
|
|
snap_to = function() if G.shop then return G.shop:get_UIE_by_ID('next_round_button') end end,
|
|
no_button = true,
|
|
button_listen = 'toggle_shop',
|
|
attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}},
|
|
step = step,
|
|
})
|
|
end
|
|
|
|
|
|
G.E_MANAGER:add_event(Event({
|
|
blockable = false,
|
|
timer = 'REAL',
|
|
func = function()
|
|
if (G.OVERLAY_TUTORIAL.step == step and
|
|
not G.OVERLAY_TUTORIAL.step_complete) or G.OVERLAY_TUTORIAL.skip_steps then
|
|
if G.OVERLAY_TUTORIAL.Jimbo then G.OVERLAY_TUTORIAL.Jimbo:remove() end
|
|
if G.OVERLAY_TUTORIAL.content then G.OVERLAY_TUTORIAL.content:remove() end
|
|
G.OVERLAY_TUTORIAL:remove()
|
|
G.OVERLAY_TUTORIAL = nil
|
|
G.SETTINGS.tutorial_progress.hold_parts[_part]=true
|
|
return true
|
|
end
|
|
return G.OVERLAY_TUTORIAL.step > step or G.OVERLAY_TUTORIAL.skip_steps
|
|
end
|
|
}), 'tutorial')
|
|
G.SETTINGS.paused = false
|
|
end
|