66 lines
6.4 KiB
Lua
66 lines
6.4 KiB
Lua
---@meta
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---@class SMODS.PokerHand: SMODS.GameObject
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---@field obj_table? table<string, SMODS.PokerHand|table> Table of objects registered to this class.
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---@field loc_txt? table|{name: string, description: 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 mult? number Base mult for poker hand.
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---@field chips? number Base chips for poker hand.
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---@field l_mult? number Mult gained per hand level.
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---@field l_chips? number Chips gained per hand level.
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---@field example? table Table of cards used to represent the hand example in the "Run Info" tab.
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---@field visisble? boolean Sets hand visibility in the poker hands menu. If `false`, poker hand is shown only after being played once.
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---@field above_hand? string Key to a poker hand. Used to order this poker hand above specified poker hand.
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---@field order_offset? number Adds this value to poker hand's mult and chips to offset ordering.
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---@field __call? fun(self: SMODS.PokerHand|table, o: SMODS.PokerHand|table): nil|table|SMODS.PokerHand
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---@field extend? fun(self: SMODS.PokerHand|table, o: SMODS.PokerHand|table): table Primary method of creating a class.
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---@field check_duplicate_register? fun(self: SMODS.PokerHand|table): boolean? Ensures objects already registered will not register.
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---@field check_duplicate_key? fun(self: SMODS.PokerHand|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.PokerHand|table) Registers the object.
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---@field check_dependencies? fun(self: SMODS.PokerHand|table): boolean? Returns `true` if there's no failed dependencies.
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---@field process_loc_text? fun(self: SMODS.PokerHand|table) Called during `inject_class`. Handles injecting loc_text.
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---@field send_to_subclasses? fun(self: SMODS.PokerHand|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.PokerHand|table) Called before `inject_class`. Injects and manages class information before object injection.
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---@field post_inject_class? fun(self: SMODS.PokerHand|table) Called after `inject_class`. Injects and manages class information after object injection.
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---@field inject_class? fun(self: SMODS.PokerHand|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.PokerHand|table, i?: number) Called during `inject_class`. Injects the object into the game.
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---@field take_ownership? fun(self: SMODS.PokerHand|table, key: string, obj: SMODS.PokerHand|table, silent?: boolean): nil|table|SMODS.PokerHand 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.PokerHand|table, key: string): SMODS.PokerHand|table? Returns an object if one matches the `key`.
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---@field evaluate? fun(parts: table, hand: table): table? Determines if played cards contain this hand, and what cards are a part of it.
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---@field modify_display_text? fun(self: SMODS.PokerHand|table, cards: Card[]|table[], scoring_hand: Card[]|table[]): string? Allows modifying the display text when this poker hand's text is meant to display.
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---@overload fun(self: SMODS.PokerHand): SMODS.PokerHand
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SMODS.PokerHand = 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.PokerHand|table>
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SMODS.PokerHands = {}
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---@class SMODS.PokerHandPart: SMODS.GameObject
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---@field super? SMODS.GameObject|table Parent class.
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---@field __call? fun(self: SMODS.PokerHandPart|table, o: SMODS.PokerHandPart|table): nil|table|SMODS.PokerHandPart
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---@field extend? fun(self: SMODS.PokerHandPart|table, o: SMODS.PokerHandPart|table): table Primary method of creating a class.
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---@field check_duplicate_register? fun(self: SMODS.PokerHandPart|table): boolean? Ensures objects already registered will not register.
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---@field check_duplicate_key? fun(self: SMODS.PokerHandPart|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.PokerHandPart|table) Registers the object.
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---@field check_dependencies? fun(self: SMODS.PokerHandPart|table): boolean? Returns `true` if there's no failed dependencies.
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---@field process_loc_text? fun(self: SMODS.PokerHandPart|table) Called during `inject_class`. Handles injecting loc_text.
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---@field send_to_subclasses? fun(self: SMODS.PokerHandPart|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.PokerHandPart|table) Called before `inject_class`. Injects and manages class information before object injection.
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---@field post_inject_class? fun(self: SMODS.PokerHandPart|table) Called after `inject_class`. Injects and manages class information after object injection.
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---@field inject_class? fun(self: SMODS.PokerHandPart|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.PokerHandPart|table, i?: number) Called during `inject_class`. Injects the object into the game.
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---@field take_ownership? fun(self: SMODS.PokerHandPart|table, key: string, obj: SMODS.PokerHandPart|table, silent?: boolean): nil|table|SMODS.PokerHandPart 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.PokerHandPart|table, key: string): SMODS.PokerHandPart|table? Returns an object if one matches the `key`.
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---@field func? fun(hand: Card[]|table[]): Card[]|table[] Returns array of cards that are a part of this hand.
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---@overload fun(self: SMODS.PokerHandPart): SMODS.PokerHandPart
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SMODS.PokerHandPart = 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.PokerHandPart|table>
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SMODS.PokerHandParts = {} |