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EnhanceAPI.lua
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EnhanceAPI.lua
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--- STEAMODDED HEADER
--- MOD_NAME: Enhance API
--- MOD_ID: EnhanceAPI
--- MOD_AUTHOR: [Numbuh214]
--- MOD_DESCRIPTION: Grants the ability to add custom enhancements to the game.
--- PRIORITY: -9001
----------------------------------------------
------------MOD CODE -------------------------
function SMODS.INIT.EnhanceAPI()
Enhancements = {}
E_ROWS = 2
E_COLS = 5
sendInfoMessage("Loaded!", 'EnhanceAPI')
end
function newEnhancement(args)
local _t = args
local v = {
name = _t.name,
slug = _t.slug,
atlas = _t.atlas or _t.name,
atlas_hc = _t.atlas_hc or _t.atlas,
config = _t.config,
pos = _t.pos,
loc_txt = _t.loc_txt,
effect = _t.effect or _t.name,
label = _t.label or _t.name,
order = #Enhancements+10,
}
v.mod_name = SMODS._MOD_NAME
v.badge_colour = SMODS._BADGE_COLOUR
v.key = v.slug
v.set = "Enhanced"
v.config.playing_card = _t.playing_card
v.config.display_rank = _t.display_rank
v.VT = { w = 0, h = 0 }
v.loc_vars = _t.loc_vars or {}
G.P_CENTERS[v.key] = v
G.P_CENTER_POOLS['Enhanced'][v.order-1] = v
G.localization.descriptions['Enhanced'][v.slug]= {
name = v.name,
text = _t.loc_txt
}
sendInfoMessage("Registered Enhancement " .. v.name .. " with the slug " .. v.slug .. " at ID " .. v.order .. ".", 'EnhanceAPI')
table.insert(Enhancements, v)
end
local createcard_ref = create_card
function create_card(_type, area, legendary, _rarity, skip_materialize, soulable, forced_key, key_append)
--sendDebugMessage(tostring(_type))
return createcard_ref(_type, area, legendary, _rarity, skip_materialize, soulable, forced_key, key_append)
end
function getEnhancement(name)
for k,v in pairs(Enhancements) do
if v.name == name then
return value
end
end
return nil
end
function get_best_table_number(value, rows)
local composites = {2, 3, 4, 5, 6, 8, 9, 10, 12, 14, 15}
for _, v in ipairs(composites) do
if v >= value and v % rows == 0 then
return v
end
end
return 15
end
local create_UIBox_your_collection_enhancements_ref = create_UIBox_your_collection_enhancements
function create_UIBox_your_collection_enhancements(exit)
local deck_tables = {}
local rows, cols = 0, 0
local page = 0
rows = E_ROWS
cols = E_COLS
local count = math.min(cols * rows, #G.P_CENTER_POOLS["Enhanced"])
local table_amount = get_best_table_number(count, rows)
local enhanced = {}
for k, v in pairs(G.P_CENTERS) do
if (v.set == "Enhanced") then
table.insert(enhanced,v)
end
end
table.sort(enhanced, function(a,b) return a.order < b.order end)
for k, v in pairs(enhanced) do
--sendDebugMessage(tostring(v.key))
end
--sendDebugMessage("Best is "..table_amount.."...?")
G.your_collection = {}
for j = 1, rows do
G.your_collection[j] = CardArea(
G.ROOM.T.x + 0.2*G.ROOM.T.w/rows,0.4*G.ROOM.T.h,
4.65*G.CARD_W,
1.23*G.CARD_H,
{card_limit = cols, type = 'title', highlight_limit = 0})
table.insert(deck_tables,
{n=G.UIT.R, config={align = "cm", padding = 0, no_fill = true}, nodes={
{n=G.UIT.O, config={object = G.your_collection[j]}}
}}
)
end
--sendDebugMessage("There are "..#G.P_CENTER_POOLS["Enhanced"].." enhancements.")
local offset = 0
local index = 1+(rows*cols*page)
for j = 1, rows do
for i = 1, cols do
if count%rows > 0 and j < rows and i == cols then
offset = offset + 1
break
end
if index > count then
--sendDebugMessage("There are only "..#G.P_CENTER_POOLS[#Enhancements+8].." enhancements.")
break
end
local center = enhanced[index]
sendDebugMessage("Adding "..center.name..".")
local card = Card(G.your_collection[j].T.x + G.your_collection[j].T.w/rows*1.75, G.your_collection[j].T.y, G.CARD_W, G.CARD_H, G.P_CARDS.empty, center)
card:set_sprites(center)
if center.config.display_rank ~= false then
card.children.front = nil
end
G.your_collection[j]:emplace(card)
index = index + 1
sendDebugMessage(center.name.." added.")
end
if index > count then break end
end
local enhance_options = {}
local t = create_UIBox_generic_options({ infotip = localize('ml_edition_seal_enhancement_explanation'), back_func = exit or 'your_collection', snap_back = true, contents = {
{n=G.UIT.R, config={align = "cm", minw = 2.5, padding = 0.1, r = 0.1, colour = G.C.BLACK, emboss = 0.05}, nodes=deck_tables},
}})
if #G.P_CENTER_POOLS["Enhanced"] > rows * cols then
for i = 1, math.ceil(#G.P_CENTER_POOLS.Enhanced/(rows*cols)) do
table.insert(enhance_options, localize('k_page')..' '..tostring(i)..'/'..tostring(math.ceil(#G.P_CENTER_POOLS.Enhanced/(rows*cols))))
end
t = create_UIBox_generic_options({ infotip = localize('ml_edition_seal_enhancement_explanation'), back_func = exit or 'your_collection', snap_back = true, contents = {
{n=G.UIT.R, config={align = "cm", minw = 2.5, padding = 0.1, r = 0.1, colour = G.C.BLACK, emboss = 0.05}, nodes=deck_tables},
{n=G.UIT.R, config={align = "cm"}, nodes={
create_option_cycle({options = enhance_options, w = 4.5, cycle_shoulders = true, opt_callback = 'your_collection_enhancements_page', focus_args = {snap_to = true, nav = 'wide'},current_option = 1, r = rows, c = cols, colour = G.C.RED, no_pips = true})
}}
}})
end
return t
end
G.FUNCS.your_collection_enhancements_page = function(args)
if not args or not args.cycle_config then return end
local rows = E_ROWS
local cols = E_COLS
local page = args.cycle_config.current_option
if page > math.ceil(#G.P_CENTER_POOLS.Enhanced/(rows * cols)) then
page = page - math.ceil(#G.P_CENTER_POOLS.Enhanced/(rows * cols))
end
sendDebugMessage(page.." / "..math.ceil(#G.P_CENTER_POOLS.Enhanced/(rows * cols)))
local count = rows * cols
local offset = (rows * cols)*(page-1)
sendDebugMessage("Page offset: "..tostring(offset))
for j=1, #G.your_collection do
for i=#G.your_collection[j].cards,1,-1 do
if G.your_collection[j] ~= nil then
local c = G.your_collection[j]:remove_card(G.your_collection[j].cards[i])
c:remove()
c = nil
end
end
end
for j = 1, rows do
for i = 1, cols do
if count%rows > 0 and i <= count%rows and j == cols then
offset = offset - 1
break
end
local idx = i+(j-1)*cols+offset
if idx > #G.P_CENTER_POOLS["Enhanced"] then
sendDebugMessage("End of Enhancement table.")
return
end
sendDebugMessage("Loading Enhancement "..tostring(idx))
local center = G.P_CENTER_POOLS["Enhanced"][idx]
sendDebugMessage("Enhancement "..((center and "loaded") or "did not load").." successfuly.")
local card = Card(G.your_collection[j].T.x + G.your_collection[j].T.w/2, G.your_collection[j].T.y, G.CARD_W, G.CARD_H, G.P_CARDS.empty, center)
card:set_sprites(center)
card:start_materialize(nil, i>1 or j>1)
G.your_collection[j]:emplace(card)
end
end
sendDebugMessage("All Enhancements of Page "..page.." loaded.")
end
local setsprites_ref = Card.set_sprites
function Card:set_sprites(_center, _front)
if _center and self.ability and (self.ability.set == "Enhanced" or self.ability.set == "Default") then
local atlas = _center.atlas
local rank_pos = {x = 0, y = 0}
local hide_rank = false
local has_ranks = true
local has_suits = true
for k, v in pairs(Enhancements) do
if v.slug == _center.key then
hide_rank = v.config.display_rank == false
has_suits = v.config.has_suits
has_ranks = v.config.has_ranks
end
end
if has_ranks and self.base and self.base.value and SMODS.Card.RANKS[self.base.value] then
rank_pos.x = SMODS.Card.RANKS[self.base.value].pos.x
elseif has_ranks and self.config and self.config.card and SMODS.Card.RANKS[self.config.card.value] then
rank_pos.x = SMODS.Card.RANKS[self.config.card.value].pos.x
elseif _front then
rank_pos.x = _front.pos.x or 0
end
if has_suits and self.base and self.base.suit and SMODS.Card.SUITS[self.base.suit] then
rank_pos.y = SMODS.Card.SUITS[self.config.card.suit].card_pos.y
elseif has_suits and self.config and self.config.card and SMODS.Card.SUITS[self.config.card.suit] then
rank_pos.y = SMODS.Card.SUITS[self.config.card.suit].card_pos.y
elseif _front then
rank_pos.x = _front.pos.y
end
if G.SETTINGS.colourblind_option and _center.atlas ~= _center.atlas_hc then
atlas = _center.atlas_hc
end
if hide_rank then
self.children.front = Sprite(self.T.x, self.T.y, self.T.w, self.T.h, G.ASSET_ATLAS[atlas or 'centers'], _center.pos or {x = 1, y = 0})
self.children.center = Sprite(self.T.x, self.T.y, self.T.w, self.T.h, G.ASSET_ATLAS['centers'], {x = 1, y = 0})
else
--sendDebugMessage("default atlas is "..tostring(default_atlas(self)))
self.children.front = Sprite(self.T.x, self.T.y, self.T.w, self.T.h, G.ASSET_ATLAS[default_atlas(self) or "cards_"..(G.SETTINGS.colourblind_option and 2 or 1)], rank_pos)
self.children.center = Sprite(self.T.x, self.T.y, self.T.w, self.T.h, G.ASSET_ATLAS[atlas or 'centers'], _center.pos or {x = 1, y = 0})
end
align_layer(self, "front")
align_layer(self, "center")
if not self.children.back then
self.children.back = Sprite(self.T.x, self.T.y, self.T.w, self.T.h, G.ASSET_ATLAS["centers"], self.params.bypass_back or (self.playing_card and G.GAME[self.back].pos or G.P_CENTERS['b_red'].pos))
end
align_layer(self, "back")
else
setsprites_ref(self, _center, _front)
end
end
function default_atlas(card)
local contrast = G.SETTINGS.colourblind_option
local atlas = nil
local suit_val = 0
local rank_val = 0
if card.base then
suit_val = card.base.suit
elseif card.config.card then
suit_val = card.config.card.suit
end
if not SMODS.Card.SUITS[suit_val] then
return "cards_"..(contrast and 2 or 1)
end
if contrast then
atlas = SMODS.Card.SUITS[suit_val].card_atlas_high_contrast
else
atlas = SMODS.Card.SUITS[suit_val].card_atlas_low_contrast
end
return atlas
end
function find_suit(y)
for k, v in pairs(SMODS.Card.SUITS) do
if y == v.card_pos.y then
return v
end
end
return nil
end
function align_layer(card, layer)
v = card.children[layer]
if v ~= nil then
v.states.hover = card.states.hover
v.states.click = card.states.click
v.states.drag = card.states.drag
v.states.collide.can = false
v:set_role({major = card, role_type = 'Glued', draw_major = card})
end
end
local copy_ref = copy_card
function copy_card(other, new_card, card_scale, playing_card, strip_edition)
local postage = copy_ref(other, new_card, card_scale, playing_card, strip_edition)
postage:set_sprites(postage.config.center, nil)
return postage
end
local generate_UIBox_ability_table_ref = Card.generate_UIBox_ability_table
function Card:generate_UIBox_ability_table()
local new_enhance = nil
local loc_template = nil
for k, v in pairs(Enhancements) do
if v.name == self.ability.name then
new_enhance = k
loc_template = v.loc_vars
break
end
end
if new_enhance == nil then
real_ui_table = generate_UIBox_ability_table_ref(self)
return real_ui_table
else
sendDebugMessage("Enhancement is "..tostring(Enhancements[new_enhance].slug))
local loc_vars = {}
print_table(loc_template)
sendDebugMessage("-----------------------------------------")
for k, v in pairs(loc_template) do
if k == 'colours' then
loc_vars.colours = {}
for k2, v2 in pairs(v) do
if self.ability.extra[v2] == 'get_suit' then
loc_vars.colours[#loc_vars.colours+1] = G.C.SUITS[self.base.suit or "Hearts"]
else
loc_vars.colours[#loc_vars.colours+1] = G.C[string.upper(self.ability.extra[v2])] or G.C.SUITS[self.ability.extra[v2]]
end
end
elseif self.ability.extra[v] == 'get_suit' then
loc_vars[#loc_vars+1] = self.base.suit or "Hearts"
else
loc_vars[#loc_vars+1] = self.ability.extra[v]
end
end
loc_vars.new_enhance = new_enhance
print_table(loc_vars)
return generate_card_ui(self.config.center, nil, loc_vars, self.ability.set, generate_fake_badges(self, loc_vars))
end
end
local generate_card_ui_ref = generate_card_ui
function generate_card_ui(_c, full_UI_table, specific_vars, card_type, badges, hide_desc, main_start, main_end)
if specific_vars and specific_vars.new_enhance then
local e = Enhancements[specific_vars.new_enhance]
if not full_UI_table then
first_pass = true
full_UI_table = generate_card_ui("c_bonus",nil,{chips = 30},card_type,badges,hide_desc,main_start,main_end)
end
local desc_nodes = not full_UI_table.name and full_UI_table.main or full_UI_table.info
if e.playing_card and specific_vars.nominal_chips then
localize{type = 'other', key = 'card_chips', nodes = desc_nodes, vars = {specific_vars.nominal_chips}}
end
localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = specific_vars}
badges[1] = e
return full_UI_table
else
return generate_card_ui_ref(_c, full_UI_table, specific_vars, card_type, badges, hide_desc, main_start, main_end)
end
end
function print_table(_table, idx)
idx = idx or 0
local line = ""
local spc = ""
for i = 1, idx do
spc = " "..spc
end
if tostring(_table) == 'nil' then
sendDebugMessage(spc.."nil value.")
return
end
if type(_table) == 'table' then
for k, v in pairs(_table) do
if k ~= 'children' and k ~= 'nodes' and k ~= 'Mid' then
if type(v) == 'table' then
sendDebugMessage(spc..k..":")
print_table(v, idx+1)
else
sendDebugMessage(spc..k..": "..tostring(v))
end
end
end
end
end
function generate_fake_badges(card, loc_vars)
local badges = {
}
if card.edition then
if card.edition.type == 'negative' and card.ability.consumeable then
badges[(#badges or 0) + 1] = 'negative_consumable'
else
badges[(#badges or 0) + 1] = (card.edition.type == 'holo' and 'holographic' or card.edition.type)
end
end
if card.seal then badges[(#badges or 0) + 1] = string.lower(card.seal)..'_seal' end
if card.ability.eternal then badges[(#badges or 0) + 1] = 'eternal' end
if card.ability.perishable then
loc_vars = loc_vars or {}; loc_vars.perish_tally=card.ability.perish_tally
badges[(#badges or 0) + 1] = 'perishable'
end
if card.ability.rental then badges[(#badges or 0) + 1] = 'rental' end
if card.pinned then badges[(#badges or 0) + 1] = 'pinned_left' end
if card.sticker then loc_vars = loc_vars or {}; loc_vars.sticker=card.sticker end
return badges
end
local card_h_popup_ref = G.UIDEF.card_h_popup
function G.UIDEF.card_h_popup(card)
local t = card_h_popup_ref(card)
local badges = t.nodes[1].nodes[1].nodes[1].nodes[3] or {}
--sendDebugMessage("Looking for badges...")
badges = badges and badges.nodes or {}
if card.config then
if card.config.center then
if card.config.center.key then
for k, v in pairs(Enhancements) do
if v.slug == card.config.center.key then
local gen = generate_fake_badges(card, {})
badges[1] = create_badge(card.ability.name, G.C.SECONDARY_SET.Enhanced, nil, 1.2)
for k,v in pairs(gen) do
badges[#badges + 1] = create_badge(localize(v, "labels"), get_badge_colour(v))
end
local mod_name = Enhancements[k].mod_name
mod_name = mod_name:sub(1, 16)
local len = string.len(mod_name)
badges[#badges + 1] = create_badge(mod_name, Enhancements[k].badge_colour or G.C.UI.BACKGROUND_INACTIVE, nil,
len <= 6 and 0.9 or 0.9 - 0.02 * (len - 6))
break
end
end
end
end
end
return t
end
----------------------------------------------
------------MOD CODE END----------------------