[manifest]
version = "1.0.0"
dump_lua = true
priority = 0

# first we need to fix what on earth is going on with card.shop_voucher
# for some reason it's not saved/loaded so... that's what's gonna happen
# also adding another variable here that will be useful later
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''ability = self.ability,'''
position = "before"
payload = '''
shop_voucher = self.shop_voucher,
shop_cry_bonusvoucher = self.shop_cry_bonusvoucher,
'''
match_indent = true

# water is wet
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''self.ability = cardTable.ability'''
position = "before"
payload = '''
self.shop_voucher = cardTable.shop_voucher
self.shop_cry_bonusvoucher = cardTable.shop_cry_bonusvoucher
'''
match_indent = true




# get rid of this dumb hackfix in :redeem()
# also track vouchers redeemed
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''G.GAME.current_round.voucher = nil'''
position = "at"
payload = '''
-- G.GAME.current_round.voucher = nil
if self.shop_cry_bonusvoucher then G.GAME.cry_bonusvouchersused[self.shop_cry_bonusvoucher] = true end
'''
match_indent = true

# create the table
[[patches]]
[patches.pattern]
target = "game.lua"
pattern = '''used_packs = {},'''
position = "after"
payload = '''
cry_bonusvouchers = {},
cry_voucher_stickers = {eternal = false, perishable = false, rental = false, pinned = false, banana = false},
cry_voucher_edition = {},
'''
match_indent = true

# initialise the other helpful variables
# tarot/planet percrates appear here too because why not
[[patches]]
[patches.pattern]
target = "game.lua"
pattern = '''ecto_minus = 1,'''
position = "after"
payload = '''
cry_bonusvouchercount = 0,
cry_bonusvouchersused = {},
cry_percrate = {tarot = 100, planet = 100},
'''
match_indent = true

# populate the table with keys
[[patches]]
[patches.pattern]
target = "functions/state_events.lua"
pattern = '''G.GAME.current_round.voucher = get_next_voucher_key()'''
position = "after"
payload = '''
G.GAME.current_round.cry_voucher_stickers = cry_get_next_voucher_stickers()
G.GAME.current_round.cry_voucher_edition = cry_get_next_voucher_edition() or {}
G.GAME.current_round.cry_bonusvouchers = {}
G.GAME.cry_bonusvouchersused = {}	-- i'm not sure why i'm putting these in two separate tables but it doesn't matter much
for i = 1, G.GAME.cry_bonusvouchercount do
	G.GAME.current_round.cry_bonusvouchers[i] = get_next_voucher_key()
end
'''
match_indent = true

# fire is hot
[[patches]]
[patches.pattern]
target = "game.lua"
pattern = '''self.GAME.current_round.voucher = G.SETTINGS.tutorial_progress and G.SETTINGS.tutorial_progress.forced_voucher or get_next_voucher_key()'''
position = "after"
payload = '''
G.GAME.current_round.cry_voucher_stickers = cry_get_next_voucher_stickers()
G.GAME.current_round.cry_voucher_edition = cry_get_next_voucher_edition() or {}
for i = 1, self.GAME.cry_bonusvouchercount do
	self.GAME.current_round.cry_bonusvouchers[i] = get_next_voucher_key()
end
'''
match_indent = true

# add the vouchers to the shop. couldn't be more simple
# use a simple regex to snipe the correct position
[[patches]]
[patches.regex]
target = "game.lua"
pattern = '''card\:start_materialize\(\)\n\s+G\.shop_vouchers\:emplace\(card\)\n\s+end'''
position = "at"
payload = '''
	for k, v in pairs(G.GAME.current_round.cry_voucher_stickers) do
		card.ability[k] = v
		card:set_cost()
	end
	if G.GAME.current_round.cry_voucher_edition then
		card:set_edition(G.GAME.current_round.cry_voucher_edition, true, true)
	end
	card:start_materialize()
	G.shop_vouchers:emplace(card)
end

for i = 1, #G.GAME.current_round.cry_bonusvouchers do
	if not G.GAME.cry_bonusvouchersused[i] then
		local card = Card(G.shop_vouchers.T.x + G.shop_vouchers.T.w/2,
			G.shop_vouchers.T.y, G.CARD_W, G.CARD_H, G.P_CARDS.empty, G.P_CENTERS[G.GAME.current_round.cry_bonusvouchers[i]],{bypass_discovery_center = true, bypass_discovery_ui = true})
		card.shop_cry_bonusvoucher = i
		cry_misprintize(card)
		if G.GAME.events.ev_cry_choco2 then
			card.misprint_cost_fac = (card.misprint_cost_fac or 1) * 2
			card:set_cost()
		end
		if G.GAME.modifiers.cry_enable_flipped_in_shop and pseudorandom('cry_flip_vouch'..G.GAME.round_resets.ante) > 0.7 then
			card.cry_flipped = true
		end
		create_shop_card_ui(card, 'Voucher', G.shop_vouchers)
		card:start_materialize()
		if G.GAME.current_round.cry_voucher_edition then	-- eh why not
			card:set_edition(G.GAME.current_round.cry_voucher_edition, true, true)
		end
		G.shop_vouchers.config.card_limit = G.shop_vouchers.config.card_limit + 1	-- does this actually matter/even get reset??? i'm confused but whatever
		G.shop_vouchers:emplace(card)
	end
end
'''

# control the planet/tarot rates
[[patches]]
[patches.pattern]
target = "functions/UI_definitions.lua"
pattern = '''
            {type = 'Tarot', val = G.GAME.tarot_rate},
            {type = 'Planet', val = G.GAME.planet_rate},
'''
position = "at"
payload = '''
{type = 'Tarot', val = G.GAME.tarot_rate*(G.GAME.cry_percrate.tarot/100)},
{type = 'Planet', val = G.GAME.planet_rate*(G.GAME.cry_percrate.planet/100)},
'''
match_indent = true

# fix total rate
[[patches]]
[patches.pattern]
target = "functions/UI_definitions.lua"
pattern = '''
total_rate = total_rate + G.GAME[v:lower()..'_rate']
'''
position = "at"
payload = '''
if not (v:lower() == 'tarot' or v:lower() == 'planet') then
	total_rate = total_rate + G.GAME[v:lower()..'_rate']
else
	total_rate = total_rate + ( G.GAME[v:lower()..'_rate'] * (G.GAME.cry_percrate[v:lower()]/100) )
end
'''
match_indent = true

# don't check voucher requirements for forced tier 3 voucher pool
[[patches]]
[patches.pattern]
target = "functions/common_events.lua"
pattern = "if v.requires then"
position = "at"
payload = "if v.requires and _type ~= 'Tier3' then"
match_indent = true