61 lines
4.2 KiB
Lua
61 lines
4.2 KiB
Lua
---@meta
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---@class SMODS.Stake: SMODS.GameObject
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---@field obj_table? table<string, SMODS.Stake|table> Table of objects registered to this class.
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---@field loc_txt? table|{name: string, text: string[], sticker: table|{name: string, text: string[]} } Contains strings used for displaying text related to this object.
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---@field super? SMODS.GameObject|table Parent class.
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---@field applied_stakes? string[] Array of keys to stakes that should be applied when this stake is active.
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---@field atlas? string Key to the center's atlas.
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---@field pos? table|{x: integer, y: integer} Position of the center's sprite.
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---@field sticker_atlas? string Atlas for stake's win sticker.
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---@field sticker_pos? table|{x: integer, y: integer} Position of the stake's win sticker sprite.
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---@field above_stake? string Key to the stake that this stake appeard above in the run menu. By default, stakes are added on top of the last injected stake.
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---@field colour? table HEX color of the stake in the stake selection menu.
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---@field unlocked? boolean Sets if the stake is unlocked by default.
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---@field shiny? boolean Draws the shiny shader on State sticker.
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---@field __call? fun(self: SMODS.Stake|table, o: SMODS.Stake|table): nil|table|SMODS.Stake
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---@field extend? fun(self: SMODS.Stake|table, o: SMODS.Stake|table): table Primary method of creating a class.
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---@field check_duplicate_register? fun(self: SMODS.Stake|table): boolean? Ensures objects already registered will not register.
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---@field check_duplicate_key? fun(self: SMODS.Stake|table): boolean? Ensures objects with duplicate keys will not register. Checked on `__call` but not `take_ownership`. For take_ownership, the key must exist.
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---@field register? fun(self: SMODS.Stake|table) Registers the object.
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---@field check_dependencies? fun(self: SMODS.Stake|table): boolean? Returns `true` if there's no failed dependencies.
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---@field process_loc_text? fun(self: SMODS.Stake|table) Called during `inject_class`. Handles injecting loc_text.
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---@field send_to_subclasses? fun(self: SMODS.Stake|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.
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---@field pre_inject_class? fun(self: SMODS.Stake|table) Called before `inject_class`. Injects and manages class information before object injection.
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---@field post_inject_class? fun(self: SMODS.Stake|table) Called after `inject_class`. Injects and manages class information after object injection.
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---@field inject_class? fun(self: SMODS.Stake|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`.
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---@field inject? fun(self: SMODS.Stake|table, i?: number) Called during `inject_class`. Injects the object into the game.
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---@field take_ownership? fun(self: SMODS.Stake|table, key: string, obj: SMODS.Stake|table, silent?: boolean): nil|table|SMODS.Stake Takes control of vanilla objects. Child class must have get_obj for this to function
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---@field get_obj? fun(self: SMODS.Stake|table, key: string): SMODS.Stake|table? Returns an object if one matches the `key`.
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---@field modifiers? fun() Applies changes to the game state when this stake is applied at the start of a run.
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---@overload fun(self: SMODS.Stake): SMODS.Stake
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SMODS.Stake = setmetatable({}, {
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__call = function(self)
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return self
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end
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})
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---@type table<string, SMODS.Stake|table>
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SMODS.Stakes = {}
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---@param stake SMODS.Stake|table
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---@param applied table?
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---@return table applied
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---Builds the stake chain.
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function SMODS.build_stake_chain(stake, applied) end
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---@param i number
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---Sets up stakes after deck select, calls `SMODS.Stake.modifier()` on all applied stakes.
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function SMODS.setup_stake(i) end
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---@param index number
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---@return number|string
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---Given an index from the Stake pool, return corresponding key or `"error"` if it doesn't exist
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function SMODS.stake_from_index(index) end
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---@param i number
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---@param stake_desc_rows table
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---@param num_added? { val: number }
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--- Creates "Applies X" Stake UI.
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function SMODS.applied_stakes_UI(i, stake_desc_rows, num_added) end
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