---@meta ---@class SMODS.Scoring_Calculation: SMODS.GameObject ---@field extend? fun(self: SMODS.Scoring_Calculation|table, o: SMODS.Scoring_Calculation|table): table Primary method of creating a class. ---@field check_duplicate_register? fun(self: SMODS.Scoring_Calculation|table): boolean? Ensures objects already registered will not register. ---@field check_duplicate_key? fun(self: SMODS.Scoring_Calculation|table): boolean? Ensures objects with duplicate keys will not register. Checked on `__call` but not `take_ownership`. For take_ownership, the key must exist. ---@field register? fun(self: SMODS.Scoring_Calculation|table) Registers the object. ---@field check_dependencies? fun(self: SMODS.Scoring_Calculation|table): boolean? Returns `true` if there's no failed dependencies. ---@field process_loc_text? fun(self: SMODS.Scoring_Calculation|table) Called during `inject_class`. Handles injecting loc_text. ---@field send_to_subclasses? fun(self: SMODS.Scoring_Calculation|table, func: string, ...: any) Starting from this class, recusively searches for functions with the given key on all subordinate classes and run all found functions with the given arguments. ---@field pre_inject_class? fun(self: SMODS.Scoring_Calculation|table) Called before `inject_class`. Injects and manages class information before object injection. ---@field post_inject_class? fun(self: SMODS.Scoring_Calculation|table) Called after `inject_class`. Injects and manages class information after object injection. ---@field inject_class? fun(self: SMODS.Scoring_Calculation|table) Injects all direct instances of class objects by calling `obj:inject` and `obj:process_loc_text`. Also injects anything necessary for the class itself. Only called if class has defined both `obj_table` and `obj_buffer`. ---@field inject? fun(self: SMODS.Scoring_Calculation|table, i?: number) Called during `inject_class`. Injects the object into the game. ---@field take_ownership? fun(self: SMODS.Scoring_Calculation|table, key: string, obj: SMODS.Scoring_Calculation|table, silent?: boolean): nil|table|SMODS.Scoring_Calculation Takes control of vanilla objects. Child class must have get_obj for this to function ---@field get_obj? fun(self: SMODS.Scoring_Calculation|table, key: string): SMODS.Scoring_Calculation|table? Returns an object if one matches the `key`. ---@field new? fun(self, config): SMODS.Scoring_Calculation Creates a new instance of this operator. ---@field key string Used to reference your calculation, mod_prefix is applied ---@field func fun(self, chips, mult, flames) Calculate your new score, flames respects animation timings ---@field text? string Replaces the `X` in the UI ---@field colour? table HEX colour of the `text` in the UI ---@field replace_ui? fun(self) Return a UI node to replace the display ---@field update_ui? fun(self: SMODS.Scoring_Calculation, container?: UIElement, chip_display?: UIElement, mult_display?: UIElement, operator?: UIElement) ---@field config? table Values saved to the scoring calculation ---@field parameters? string[] Table of Scoring Parameter keys that are used ---@overload fun(self: SMODS.Scoring_Calculation): SMODS.Scoring_Calculation SMODS.Scoring_Calculation = setmetatable({}, { __call = function(self) return self end }) ---@type table SMODS.Scoring_Calculations = {} --- Sets the current operator used on chips and mult. ---@param key string|SMODS.Scoring_Calculation The key of the scoring calculation you want to use. ---@param config table? The operator's config. function SMODS.set_scoring_calculation(key) end --- Calculates a final round score based on the current scoring calculation. ---@param flames boolean Flag for flame calculation - result respects animations ---@return number SMODS.calculate_round_score = function(flames) end ---@class SMODS.Scoring_Parameter: SMODS.GameObject ---@field extend? fun(self: SMODS.Scoring_Parameter|table, o: SMODS.Scoring_Parameter|table): table Primary method of creating a class. ---@field check_duplicate_register? fun(self: SMODS.Scoring_Parameter|table): boolean? Ensures objects already registered will not register. ---@field check_duplicate_key? fun(self: SMODS.Scoring_Parameter|table): boolean? Ensures objects with duplicate keys will not register. Checked on `__call` but not `take_ownership`. For take_ownership, the key must exist. ---@field register? fun(self: SMODS.Scoring_Parameter|table) Registers the object. ---@field check_dependencies? fun(self: SMODS.Scoring_Parameter|table): boolean? Returns `true` if there's no failed dependencies. ---@field process_loc_text? fun(self: SMODS.Scoring_Parameter|table) Called during `inject_class`. Handles injecting loc_text. ---@field send_to_subclasses? fun(self: SMODS.Scoring_Parameter|table, func: string, ...: any) Starting from this class, recusively searches for functions with the given key on all subordinate classes and run all found functions with the given arguments. ---@field pre_inject_class? fun(self: SMODS.Scoring_Parameter|table) Called before `inject_class`. Injects and manages class information before object injection. ---@field post_inject_class? fun(self: SMODS.Scoring_Parameter|table) Called after `inject_class`. Injects and manages class information after object injection. ---@field inject_class? fun(self: SMODS.Scoring_Parameter|table) Injects all direct instances of class objects by calling `obj:inject` and `obj:process_loc_text`. Also injects anything necessary for the class itself. Only called if class has defined both `obj_table` and `obj_buffer`. ---@field inject? fun(self: SMODS.Scoring_Parameter|table, i?: number) Called during `inject_class`. Injects the object into the game. ---@field take_ownership? fun(self: SMODS.Scoring_Parameter|table, key: string, obj: SMODS.Scoring_Parameter|table, silent?: boolean): nil|table|SMODS.Scoring_Calculation Takes control of vanilla objects. Child class must have get_obj for this to function ---@field get_obj? fun(self: SMODS.Scoring_Parameter|table, key: string): SMODS.Scoring_Parameter|table? Returns an object if one matches the `key`. ---@field key string Used to reference the parameter, mod_prefix is added ---@field default_value number Default value of the parameter ---@field colour? table HEX colour ---@field calculation_keys? string[] Valid return keys from calculate functions ---@field hands? table[] Used to add custom values for different poker hands ---@field modify? fun(self: SMODS.Scoring_Parameter, amount: number) Alters the value of the parameter ---@field calc_effect? fun(self: SMODS.Scoring_Parameter, effect: table, scored_card: Card|table, key: string, amount: number, from_edition: boolean) Handle how this parameter is calculated when return from a calculate functon ---@field level_up_hand? fun(self: SMODS.Scoring_Parameter, amount: number, hand: table) Handle how to level up this parameter ---@type table SMODS.Scoring_Parameters = {} --- Gets the value of a scoring parameter ---@param key string The key of the parameter ---@param flames boolean Flag for flame calculation - result respects animations function SMODS.get_scoring_parameter(key, flames) end