48 lines
4.4 KiB
Lua
48 lines
4.4 KiB
Lua
---@meta
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---@class SMODS.Rank: SMODS.GameObject
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---@field obj_table? table<string, SMODS.Rank|table> Table of objects registered to this class.
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---@field loc_txt? table|{name: 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 atlas? string Key to the rank's atlas.
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---@field pos? table|{x: integer} Position of the center's sprite. `y` is handled automatically.
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---@field card_key? string Used for creating keys for playing cards. Card keys follow `S_R`, `S` being the rank and `R` being the rank.
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---@field lc_atlas? string Atlas used for low-contrast cards.
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---@field hc_atlas? string Atlas used for high-contrast cards.
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---@field nominal? number Amount of chips this rank should score.
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---@field shorthand? string Short description of this rank in deck preview.
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---@field face_nominal? number Determines the displayed order of ranks with the same nominal value.
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---@field face? boolean Sets if this rank counts as a "face" card.
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---@field next? string[] List of keys to other ranks that come after this card.
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---@field prev? string[] List of keys to other ranks that come before this card. Used when evaluating straights.
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---@field strength_effect? table|{fixed?: number, random?: boolean, ignore?: boolean} Determines how cards with this rank behave when Strength is used.
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---@field straight_edge? boolean Sets if this rank behaves like an Ace for straights.
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---@field suit_map? table<string, number> For any suit keys in this table, use this rank's atlas over the suit's atlas. Provided number is the `y` position of the suit on the rank's atlas.
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---@field __call? fun(self: SMODS.Rank|table, o: SMODS.Rank|table): nil|table|SMODS.Rank
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---@field extend? fun(self: SMODS.Rank|table, o: SMODS.Rank|table): table Primary method of creating a class.
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---@field check_duplicate_register? fun(self: SMODS.Rank|table): boolean? Ensures objects already registered will not register.
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---@field check_duplicate_key? fun(self: SMODS.Rank|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.Rank|table) Registers the object.
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---@field check_dependencies? fun(self: SMODS.Rank|table): boolean? Returns `true` if there's no failed dependencies.
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---@field process_loc_text? fun(self: SMODS.Rank|table) Called during `inject_class`. Handles injecting loc_text.
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---@field send_to_subclasses? fun(self: SMODS.Rank|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.Rank|table) Called before `inject_class`. Injects and manages class information before object injection.
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---@field post_inject_class? fun(self: SMODS.Rank|table) Called after `inject_class`. Injects and manages class information after object injection.
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---@field inject_class? fun(self: SMODS.Rank|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.Rank|table, i?: number) Called during `inject_class`. Injects the object into the game.
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---@field take_ownership? fun(self: SMODS.Rank|table, key: string, obj: SMODS.Rank|table, silent?: boolean): nil|table|SMODS.Rank 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.Rank|table, key: string): SMODS.Rank|table? Returns an object if one matches the `key`.
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---@field loc_vars? fun(self: SMODS.Rank|table, info_queue: table, card: Card|table) Allows adding tooltips onto cards with this suit. Return values not respected.
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---@field draw? fun(self: SMODS.Rank|table, card: Card|table, layer: string) Allows drawing additional sprites or shaders onto cards with this suit.
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---@field in_pool? fun(self: SMODS.Rank|table, args: table): boolean? Allows configuring if cards with this suit should spawn.
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---@field delete? fun(self: SMODS.Rank|table) Deletes this suit.
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---@overload fun(self: SMODS.Rank): SMODS.Rank
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SMODS.Rank = 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.Rank|table>
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SMODS.Ranks = {}
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