LOVELY_INTEGRITY = 'cd00b45ad63b1eaa00d4924a1eed9a6a330e531d1440767ad8b6703f1eec6dbf' --Class Back = Object:extend() --Class Methods function Back:init(selected_back) if not selected_back then selected_back = G.P_CENTERS.b_red end self.atlas = selected_back.unlocked and selected_back.atlas or nil self.name = selected_back.name or 'Red Deck' self.effect = { center = selected_back, text_UI = '', config = copy_table(selected_back.config) } self.loc_name = localize{type = 'name_text', set = 'Back', key = self.effect.center.key} local pos = (self.effect.center.unlocked and self.effect.center.pos) or {x = 4, y = 0} self.pos = self.pos or {} self.pos.x = pos.x self.pos.y = pos.y end function Back:get_name() if self.effect.center.unlocked then return self.loc_name else return localize('k_locked') end end function Back:generate_UI(other, ui_scale, min_dims, challenge) min_dims = min_dims or 0.7 ui_scale = ui_scale or 0.9 local back_config = other or self.effect.center local name_to_check = other and other.name or self.name local effect_config = other and other.config or self.effect.config challenge = G.CHALLENGES[get_challenge_int_from_id(challenge or '') or ''] or {name = 'ERROR'} local loc_args, loc_nodes = nil, {} if not back_config.unlocked then local localized_by_smods local key_override if back_config.locked_loc_vars and type(back_config.locked_loc_vars) == 'function' then local res = back_config:locked_loc_vars() or {} loc_args = res.vars or {} key_override = res.key end if G.localization.descriptions.Back[key_override or back_config.key].unlock_parsed then localize{type = 'unlocks', key = key_override or back_config.key, set = 'Back', nodes = loc_nodes, vars = loc_args} localized_by_smods = true end if not back_config.unlock_condition then if not localized_by_smods then localize{type = 'descriptions', key = 'demo_locked', set = "Other", nodes = loc_nodes, vars = loc_args} end elseif back_config.unlock_condition.type == 'win_deck' then local other_name = localize('k_unknown') if G.P_CENTERS[back_config.unlock_condition.deck].unlocked then other_name = localize{type = 'name_text', set = 'Back', key = back_config.unlock_condition.deck} end loc_args = loc_args or {other_name} localize{type = 'descriptions', key = 'deck_locked_win', set = "Other", nodes = loc_nodes, vars = loc_args} elseif back_config.unlock_condition.type == 'discover_amount' then loc_args = loc_args or {tostring(back_config.unlock_condition.amount)} localize{type = 'descriptions', key = 'deck_locked_discover', set = "Other", nodes = loc_nodes, vars = loc_args} elseif back_config.unlock_condition.type == 'win_stake' then local other_name = localize{type = 'name_text', set = 'Stake', key = G.P_CENTER_POOLS.Stake[back_config.unlock_condition.stake].key} loc_args = loc_args or {other_name, colours = {get_stake_col(back_config.unlock_condition.stake)}} localize{type = 'descriptions', key = 'deck_locked_stake', set = "Other", nodes = loc_nodes, vars = loc_args} end else local key_override if back_config.loc_vars and type(back_config.loc_vars) == 'function' then local res = back_config:loc_vars() or {} loc_args = res.vars or {} key_override = res.key elseif name_to_check == 'Blue Deck' then loc_args = {effect_config.hands} elseif name_to_check == 'Red Deck' then loc_args = {effect_config.discards} elseif name_to_check == 'Yellow Deck' then loc_args = {effect_config.dollars} elseif name_to_check == 'Green Deck' then loc_args = {effect_config.extra_hand_bonus, effect_config.extra_discard_bonus} elseif name_to_check == 'Black Deck' then loc_args = {effect_config.joker_slot, -effect_config.hands} elseif name_to_check == 'Magic Deck' then loc_args = {localize{type = 'name_text', key = 'v_crystal_ball', set = 'Voucher'}, localize{type = 'name_text', key = 'c_fool', set = 'Tarot'}} elseif name_to_check == 'Nebula Deck' then loc_args = {localize{type = 'name_text', key = 'v_telescope', set = 'Voucher'}, -1} elseif name_to_check == 'Ghost Deck' then elseif name_to_check == 'Abandoned Deck' then elseif name_to_check == 'Checkered Deck' then elseif name_to_check == 'Zodiac Deck' then loc_args = {localize{type = 'name_text', key = 'v_tarot_merchant', set = 'Voucher'}, localize{type = 'name_text', key = 'v_planet_merchant', set = 'Voucher'}, localize{type = 'name_text', key = 'v_overstock_norm', set = 'Voucher'}} elseif name_to_check == 'Painted Deck' then loc_args = {effect_config.hand_size,effect_config.joker_slot} elseif name_to_check == 'Anaglyph Deck' then loc_args = {localize{type = 'name_text', key = 'tag_double', set = 'Tag'}} elseif name_to_check == 'Plasma Deck' then loc_args = {effect_config.ante_scaling} elseif name_to_check == 'Erratic Deck' then end localize{type = 'descriptions', key = key_override or back_config.key, set = 'Back', nodes = loc_nodes, vars = loc_args} end return {n=G.UIT.ROOT, config={align = "cm", minw = min_dims*5, minh = min_dims*2.5, id = self.name, colour = G.C.CLEAR}, nodes={ name_to_check == 'Challenge Deck' and UIBox_button({button = 'deck_view_challenge', label = {localize(challenge.id, 'challenge_names')}, minw = 2.2, minh = 1, scale = 0.6, id = challenge}) or desc_from_rows(loc_nodes, true, min_dims*5) }} end function Back:change_to(new_back) if not new_back then new_back = G.P_CENTERS.b_red end self.atlas = new_back.unlocked and new_back.atlas or nil self.name = new_back.name or 'Red Deck' self.effect = { center = new_back, text_UI = '', config = copy_table(new_back.config) } self.loc_name = localize{type = 'name_text', set = 'Back', key = self.effect.center.key} local pos = self.effect.center.unlocked and copy_table(new_back.pos) or {x = 4, y = 0} self.pos.x = pos.x self.pos.y = pos.y end function Back:save() local backTable = { name = self.name, pos = self.pos, effect = self.effect, key = self.effect.center.key or 'b_red' } return backTable end function Back:trigger_effect(args) if not args then return end local obj = self.effect.center if type(obj.calculate) == 'function' then local o = {obj:calculate(self, args)} if next(o) ~= nil then return unpack(o) end elseif type(obj.trigger_effect) == 'function' then -- kept for compatibility local o = {obj:trigger_effect(args)} if next(o) ~= nil then sendWarnMessage(('Found `trigger_effect` function on SMODS.Back object "%s". This field is deprecated; please use `calculate` instead.'):format(obj.key), 'Back') return unpack(o) end end if self.name == 'Anaglyph Deck' and args.context == 'eval' and G.GAME.last_blind and G.GAME.last_blind.boss then G.E_MANAGER:add_event(Event({ func = (function() add_tag(Tag('tag_double')) play_sound('generic1', 0.9 + math.random()*0.1, 0.8) play_sound('holo1', 1.2 + math.random()*0.1, 0.4) return true end) })) end if self.name == 'Plasma Deck' and args.context == 'blind_amount' then return end if self.name == 'Plasma Deck' and args.context == 'final_scoring_step' then local tot = args.chips + args.mult args.chips = math.floor(tot/2) args.mult = math.floor(tot/2) update_hand_text({delay = 0}, {mult = args.mult, chips = args.chips}) G.E_MANAGER:add_event(Event({ func = (function() local text = localize('k_balanced') play_sound('gong', 0.94, 0.3) play_sound('gong', 0.94*1.5, 0.2) play_sound('tarot1', 1.5) ease_colour(G.C.UI_CHIPS, {0.8, 0.45, 0.85, 1}) ease_colour(G.C.UI_MULT, {0.8, 0.45, 0.85, 1}) attention_text({ scale = 1.4, text = text, hold = 2, align = 'cm', offset = {x = 0,y = -2.7},major = G.play }) G.E_MANAGER:add_event(Event({ trigger = 'after', blockable = false, blocking = false, delay = 4.3, func = (function() ease_colour(G.C.UI_CHIPS, G.C.BLUE, 2) ease_colour(G.C.UI_MULT, G.C.RED, 2) return true end) })) G.E_MANAGER:add_event(Event({ trigger = 'after', blockable = false, blocking = false, no_delete = true, delay = 6.3, func = (function() G.C.UI_CHIPS[1], G.C.UI_CHIPS[2], G.C.UI_CHIPS[3], G.C.UI_CHIPS[4] = G.C.BLUE[1], G.C.BLUE[2], G.C.BLUE[3], G.C.BLUE[4] G.C.UI_MULT[1], G.C.UI_MULT[2], G.C.UI_MULT[3], G.C.UI_MULT[4] = G.C.RED[1], G.C.RED[2], G.C.RED[3], G.C.RED[4] return true end) })) return true end) })) delay(0.6) return args.chips, args.mult end end function Back:apply_to_run() local obj = self.effect.center if obj.apply and type(obj.apply) == 'function' then obj:apply(self) end if self.effect.config.jokers then delay(0.4) G.E_MANAGER:add_event(Event({ func = function() for k, v in ipairs(self.effect.config.jokers) do local card = create_card('Joker', G.jokers, nil, nil, nil, nil, v, 'deck') card:add_to_deck() G.jokers:emplace(card) card:start_materialize() end return true end })) end if self.effect.config.voucher then G.GAME.used_vouchers[self.effect.config.voucher] = true G.GAME.cry_owned_vouchers[self.effect.config.voucher] = true G.GAME.starting_voucher_count = (G.GAME.starting_voucher_count or 0) + 1 G.E_MANAGER:add_event(Event({ func = function() Card.apply_to_run(nil, G.P_CENTERS[self.effect.config.voucher]) return true end })) end if self.effect.config.hands then G.GAME.starting_params.hands = G.GAME.starting_params.hands + self.effect.config.hands end if self.effect.config.consumables then delay(0.4) G.E_MANAGER:add_event(Event({ func = function() for k, v in ipairs(self.effect.config.consumables) do local card = create_card('Tarot', G.consumeables, nil, nil, nil, nil, v, 'deck') card:add_to_deck() G.consumeables:emplace(card) end return true end })) end if self.effect.config.dollars then G.GAME.starting_params.dollars = G.GAME.starting_params.dollars + self.effect.config.dollars end if self.effect.config.remove_faces then G.GAME.starting_params.no_faces = true end if self.effect.config.spectral_rate then G.GAME.spectral_rate = self.effect.config.spectral_rate end if self.effect.config.discards then G.GAME.starting_params.discards = G.GAME.starting_params.discards + self.effect.config.discards end if self.effect.config.reroll_discount then G.GAME.starting_params.reroll_cost = G.GAME.starting_params.reroll_cost - self.effect.config.reroll_discount end if self.effect.config.edition then G.E_MANAGER:add_event(Event({ func = function() local i = 0 while i < self.effect.config.edition_count do local card = pseudorandom_element(G.playing_cards, pseudoseed('edition_deck')) if not card.edition then i = i + 1 card:set_edition({[self.effect.config.edition] = true}, nil, true) end end return true end })) end if self.effect.config.vouchers then for k, v in pairs(self.effect.config.vouchers) do G.GAME.used_vouchers[v ] = true G.GAME.cry_owned_vouchers[v ] = true G.GAME.starting_voucher_count = (G.GAME.starting_voucher_count or 0) + 1 G.E_MANAGER:add_event(Event({ func = function() Card.apply_to_run(nil, G.P_CENTERS[v]) return true end })) end end if self.name == 'Checkered Deck' then G.E_MANAGER:add_event(Event({ func = function() for k, v in pairs(G.playing_cards) do if v.base.suit == 'Clubs' then v:change_suit('Spades') end if v.base.suit == 'Diamonds' then v:change_suit('Hearts') end end return true end })) end if self.effect.config.randomize_rank_suit then G.GAME.starting_params.erratic_suits_and_ranks = true end if self.effect.config.joker_slot then G.GAME.starting_params.joker_slots = G.GAME.starting_params.joker_slots + self.effect.config.joker_slot end if self.effect.config.hand_size then G.GAME.starting_params.hand_size = G.GAME.starting_params.hand_size + self.effect.config.hand_size end if self.effect.config.ante_scaling then G.GAME.starting_params.ante_scaling = self.effect.config.ante_scaling end if self.effect.config.consumable_slot then G.GAME.starting_params.consumable_slots = G.GAME.starting_params.consumable_slots + self.effect.config.consumable_slot end if self.effect.config.no_interest then G.GAME.modifiers.no_interest = true end if self.effect.config.extra_hand_bonus then G.GAME.modifiers.money_per_hand = self.effect.config.extra_hand_bonus end if self.effect.config.extra_discard_bonus then G.GAME.modifiers.money_per_discard = self.effect.config.extra_discard_bonus end end function Back:load(backTable) self.name = backTable.name self.pos = backTable.pos self.effect = backTable.effect self.effect.center = G.P_CENTERS[backTable.key] or G.P_CENTERS.b_red self.loc_name = localize{type = 'name_text', set = 'Back', key = self.effect.center.key} end