230 lines
6.6 KiB
Lua
230 lines
6.6 KiB
Lua
---@meta
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--- Vanilla classes & functions.
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-- Balatro vanilla classes declared here, allows typing SMODS functions.
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---@class Object: metatable
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---@overload fun(...: any): Object|table
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Object = {}
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function Object:__call(...) return self end
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---@class Node: Object
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---@overload fun(...: any): Node|table
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Node = {}
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function Node:__call(...) return self end
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---@class Event: Object
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---@overload fun(...: any): Event|table
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Event = {}
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function Event:__call(...) return self end
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---@class EventManager: Object
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---@overload fun(...: any): EventManager|table
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EventManager = {}
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function EventManager:__call(...) return self end
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---@class Back: Object
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---@overload fun(...: any): Back|table
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Back = {}
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function Back:__call(...) return self end
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---@class Tag: Object
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---@overload fun(...: any): Tag|table
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Tag = {}
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function Tag:__call(...) return self end
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---@param self Tag|table
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---@param tag_sprite Sprite|table
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---@param vars_only boolean
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---@return Sprite|table? tag_sprite Returns `loc_vars` if `vars_only` is `true`.
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--- Sets the Tag's description UIBox.
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function Tag:get_uibox_table(tag_sprite, vars_only) end
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---@class Game: Object
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---@overload fun(...: any): Game|table
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Game = {}
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function Game:__call(...) return self end
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---@class Moveable: Node
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---@overload fun(...: any): Moveable|table
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Moveable = {}
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function Moveable:__call(...) return self end
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---@class UIBox: Moveable
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---@overload fun(...: any): UIBox|table
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UIBox = {}
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function UIBox:__call(...) return self end
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---@class UIElement: Moveable
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---@overload fun(...: any): UIElement|table
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UIElement = {}
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function UIElement:__call(...) return self end
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---@class DynaText: Moveable
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---@overload fun(...: any): DynaText|table
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DynaText = {}
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function DynaText:__call(...) return self end
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---@class Particles: Moveable
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---@overload fun(...: any): Particles|table
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Particles = {}
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function Particles:__call(...) return self end
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---@class Sprite: Moveable
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---@overload fun(...: any): Sprite|table
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Sprite = {}
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function Sprite:__call(...) return self end
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---@class AnimatedSprite: Sprite
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---@overload fun(...: any): AnimatedSprite|table
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AnimatedSprite = {}
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function AnimatedSprite:__call(...) return self end
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---@class Blind: Moveable
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---@overload fun(...: any): Blind|table
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Blind = {}
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function Blind:__call(...) return self end
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---@type Blind|table|nil
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G.GAME.blind = Blind()
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---@class Card: Moveable
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---@field ability? table
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---@field ignore_base_shader? table
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---@field ignore_shadow? table
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---@overload fun(...: any): Card|table
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Card = {}
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function Card:__call(...) return self end
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---@param vars_only? boolean Only return description values
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---@return table # Becomes `loc_vars` if `vars_only` is `true`.
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---@return table? man_start Only returns if `vars_only` is `true`.
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---@return table? main_end Only returns if `vars_only` is `true`.
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--- Handles variables before passing into `generate_card_ui()`.
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function Card:generate_UIBox_ability_table(vars_only) end
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---@param self Card
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---@return number
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--- Returns card Mult.
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function Card:get_chip_mult() end
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---@param self Card
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---@return number
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--- Returns card XMult.
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function Card:get_chip_x_mult() end
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---@param self Card
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---@return number
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--- Returns card hand Mult.
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function Card:get_chip_h_mult() end
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---@param self Card
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---@return number
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--- Returns card hand XMult.
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function Card:get_chip_h_x_mult() end
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---@param self Card
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---@return number
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--- Returns card XChips.
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function Card:get_chip_x_bonus() end
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---@param self Card
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---@return number
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--- Returns card hand Chips.
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function Card:get_chip_h_bonus() end
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---@param self Card
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---@return number
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--- Returns card hand XChips.
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function Card:get_chip_h_x_bonus() end
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---@param self Card
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---@return number
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--- Returns card dollars.
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function Card:get_p_dollars() end
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---@param self Card
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---@return number
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--- Returns card hand dollars.
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function Card:get_h_dollars() end
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---@class Card_Character: Moveable
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---@overload fun(...: any): Card_Character|table
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Card_Character = {}
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function Card_Character:__call(...) return self end
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---@class CardArea: Moveable
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---@overload fun(...: any): CardArea|table
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CardArea = {}
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function CardArea:__call(...) return self end
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--- Vanilla functions
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---@param hex string
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---@return table
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---Returns HEX color attributed to the string.
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function HEX(hex) end
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---@param _c? table Object center.
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---@param full_UI_table? table UI Table.
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---@param specific_vars? table
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---@param card_type? string
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---@param badges? table Table of badges added below the card desc.
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---@param hide_desc? boolean Undiscovered description instead of normal.
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---@param main_start? table Added text above the card's normal description.
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---@param main_end? table Added text below the card's normal description.
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---@param card? table Card or Card-like object.
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---@return table full_UI_table
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--- Generates description UI for Cards and Card-like objects.
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function generate_card_ui(_c, full_UI_table, specific_vars, card_type, badges, hide_desc, main_start, main_end, card) end
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---@param card Card|table
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---@param context CalcContext|table
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---@return table effect
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---@return table post_trig
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--- Evaluates provided `card` for scoring.
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function eval_card(card, context) end
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---@param num number
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---@param hand Card[]|table[]
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---@param or_more? boolean
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---@return table|(Card[]|table[])
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--- Returns table containing all cards sharing the same rank equal to provided `num` (or higher).
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function get_X_same(num, hand, or_more) end
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---@param num number
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---@param e_switch_point? number
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---@return string
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--- Formats provided number and converts it to string.
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function number_format(num, e_switch_point) end
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---@param number? number Returns `scale` if not provided.
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---@param scale number
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---@param max? number
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---@param e_switch_point? number
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---@return number
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--- Scales provided `number` by `scale`.
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function scale_number(number, scale, max, e_switch_point) end
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---@param hand Card[]|table[]
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---@param min_length? number Minimum length of the straight.
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---@param skip? boolean Sets if the straight can skip ranks.
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---@param wrap? boolean Allows straight to wrap.
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---@return table|(Card[]|table[])
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--- Returns table of cards forming a straight.
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function get_straight(hand, min_length, skip, wrap) end
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---@param pos table|{x: number, y: number}
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---@param value string|{string: string, colour: table}[]
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---@param tooltip string[]
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---@param suit string
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---@return table
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--- Creates tally sprite UI.
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function tally_sprite(pos, value, tooltip, suit) end
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---@param _t table[]
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---@param seed string
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---@param args table|{starting_deck?: boolean, in_pool?: fun(center: SMODS.GameObject|table, args: table)}
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---@return table
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---@return string key
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--- Sets the seed to `seed` and randomly selects a table within `_t`.
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function pseudorandom_element(_t, seed, args) end |