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galdur.lua
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galdur.lua
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--- STEAMODDED HEADER
--- MOD_NAME: Galdur
--- MOD_ID: galdur
--- PREFIX: galdur
--- MOD_AUTHOR: [Eremel_]
--- MOD_DESCRIPTION: A modification to the run setup screen to ease use.
--- BADGE_COLOUR: 3FC7EB
--- PRIORITY: -10000
--- VERSION: 1.1.1
--- DEPENDENCIES: [Steamodded>=1.0.0~ALPHA-0813a]
-- Definitions
Galdur = SMODS.current_mod
Galdur.clean_up_functions = {}
Galdur.pages_to_add = {}
Galdur.run_setup = {
choices = {
deck = nil,
stake = nil,
seed = ""
},
deck_select_areas = {},
current_page = 1,
pages = {},
selected_deck_height = 52,
}
Galdur.quick_start = {}
Galdur.test_mode = false
Galdur.hover_index = 0
G.E_MANAGER.queues.galdur = {}
SMODS.Atlas({ -- art by nekojoe
key = 'locked_stake',
path = 'locked_stake.png',
px = 29,
py = 29
})
-- Function Hooks
local card_stop_hover = Card.stop_hover
function Card:stop_hover()
if self.params.stake_chip then
Galdur.hover_index = 0
end
card_stop_hover(self)
end
local card_hover_ref = Card.hover
function Card:hover()
if self.params.deck_select and (not self.states.drag.is or G.CONTROLLER.HID.touch) and not self.no_ui and not G.debug_tooltip_toggle then
self:juice_up(0.05, 0.03)
play_sound('paper1', math.random()*0.2 + 0.9, 0.35)
if self.children.alert and not self.config.center.alerted then
self.config.center.alerted = true
G:save_progress()
end
local col = self.params.deck_preview and G.UIT.C or G.UIT.R
local info_col = self.params.deck_preview and G.UIT.R or G.UIT.C
local back = Back(self.config.center)
local info_queue = populate_info_queue('Back', back.effect.center.key)
local tooltips = {}
for _, center in pairs(info_queue) do
local desc = generate_card_ui(center, {main = {},info = {},type = {},name = 'done',badges = badges or {}}, nil, center.set, nil)
tooltips[#tooltips + 1] =
{n=info_col, config={align = "tm"}, nodes={
{n=G.UIT.R, config={align = "cm", colour = lighten(G.C.JOKER_GREY, 0.5), r = 0.1, padding = 0.05, emboss = 0.05}, nodes={
info_tip_from_rows(desc.info[1], desc.info[1].name),
}}
}}
end
self.config.h_popup = {n=G.UIT.C, config={align = "cm", padding=0.1}, nodes={
(self.params.deck_select > 6 and {n=col, config={align='cm', padding=0.1}, nodes = tooltips} or {n=G.UIT.R}),
{n=col, config={align=(self.params.deck_preview and 'bm' or 'cm')}, nodes = {
{n=G.UIT.C, config={align = "cm", minh = 1.5, r = 0.1, colour = G.C.L_BLACK, padding = 0.1, outline=1}, nodes={
{n=G.UIT.R, config={align = "cm", r = 0.1, minw = 3, maxw = 4, minh = 0.4}, nodes={
{n=G.UIT.O, config={object = UIBox{definition =
{n=G.UIT.ROOT, config={align = "cm", colour = G.C.CLEAR}, nodes={
{n=G.UIT.O, config={object = DynaText({string = back:get_name(),maxw = 4, colours = {G.C.WHITE}, shadow = true, bump = true, scale = 0.5, pop_in = 0, silent = true})}},
}},
config = {offset = {x=0,y=0}, align = 'cm', parent = e}}}
},
}},
{n=G.UIT.R, config={align = "cm", colour = G.C.WHITE, minh = 1.3, maxh = 3, minw = 3, maxw = 4, r = 0.1}, nodes={
{n=G.UIT.O, config={object = UIBox{definition = back:generate_UI(), config = {offset = {x=0,y=0}}}}}
}}
}}
}},
(self.params.deck_select < 7 and {n=col, config={align=(self.params.deck_preview and 'bm' or 'cm'), padding=0.1}, nodes = tooltips} or {n=G.UIT.R})
}}
self.config.h_popup_config = self:align_h_popup()
Node.hover(self)
elseif self.params.stake_chip and (not self.states.drag.is or G.CONTROLLER.HID.touch) and not self.no_ui and not G.debug_tooltip_toggle then
Galdur.hover_index = self.params.hover or 0
self:juice_up(0.05, 0.03)
play_sound('paper1', math.random()*0.2 + 0.9, 0.35)
local info_queue = populate_info_queue('Stake', G.P_CENTER_POOLS.Stake[self.params.stake].key)
local tooltips = {}
for _, center in pairs(info_queue) do
local desc = generate_card_ui(center, {main = {},info = {},type = {},name = 'done'}, nil, center.set, nil)
tooltips[#tooltips + 1] =
{n=G.UIT.C, config={align = "bm"}, nodes={
{n=G.UIT.R, config={align = "cm", colour = lighten(G.C.JOKER_GREY, 0.5), r = 0.1, padding = 0.05, emboss = 0.05}, nodes={
info_tip_from_rows(desc.info[1], desc.info[1].name),
}}
}}
end
self.config.h_popup = self.params.stake_chip_locked and {n=G.UIT.ROOT, config={align = "cm", colour = G.C.BLACK, r = 0.1, padding = 0.1, outline = 1}, nodes={
{n=G.UIT.C, config={align = "cm", padding = 0.05, r = 0.1, colour = G.C.L_BLACK}, nodes={
{n=G.UIT.R, config={align = "cm", padding = 0}, nodes={
{n=G.UIT.T, config={text = localize('gald_locked'), scale = 0.4, colour = G.C.WHITE}}
}},
{n=G.UIT.R, config={align = "cm", padding = 0.03, colour = G.C.WHITE, r = 0.1, minh = 1, minw = 3.5}, nodes=
create_stake_unlock_message(G.P_CENTER_POOLS.Stake[self.params.stake])
}
}}
}} or {n = G.UIT.ROOT, config={align='cm', colour = G.C.CLEAR}, nodes = {
{n=G.UIT.R, config={align='cm', padding=0.1}, nodes = tooltips},
{n=G.UIT.R, config={align = "cm", colour = G.C.BLACK, r = 0.1, padding = 0.1, outline = 1}, nodes={
{n=G.UIT.C, config={align = "cm", padding = 0}, nodes={
{n=G.UIT.T, config={text = localize('k_stake'), scale = 0.4, colour = G.C.L_BLACK, vert = true}}
}},
{n=G.UIT.C, config={align = "cm", padding = 0.1}, nodes={
{n=G.UIT.C, config={align = "cm", padding = 0}, nodes={
{n=G.UIT.O, config={colour = G.C.BLUE, object = get_stake_sprite(self.params.stake), hover = true, can_collide = false}},
}},
G.UIDEF.stake_description(self.params.stake)
}}
}}
}}
self.config.h_popup_config = self:align_h_popup()
Node.hover(self)
else
card_hover_ref(self)
end
end
local card_click_ref = Card.click
function Card:click()
if self.deck_select_position and self.config.center.unlocked then
Galdur.run_setup.selected_deck_from = self.area.config.index
Galdur.run_setup.choices.deck = Back(self.config.center)
-- Galdur.run_setup.choices.stake = get_deck_win_stake(Galdur.run_setup.choices.deck.effect.center.key)
Galdur.set_new_deck()
elseif self.params.stake_chip and not self.params.stake_chip_locked then
Galdur.run_setup.choices.stake = self.params.stake
G.E_MANAGER:clear_queue('galdur')
Galdur.populate_chip_tower(self.params.stake)
else
card_click_ref(self)
end
end
local card_area_align_ref = CardArea.align_cards
function CardArea:align_cards()
if self.config.stake_chips then -- align chips vertically in chip tower
local deck_height = 4.8/math.max(48,#self.cards)
for k, card in ipairs(self.cards) do
if not card.states.drag.is then
card.T.x = self.T.x + 0.5*(self.T.w - card.T.w)
card.T.y = self.T.y + deck_height - (#self.cards - k + (k <= Galdur.hover_index and 7 or 0))*deck_height --self.shadow_parrallax.y*deck_height*(#self.cards/(self == G.deck and 1 or 2) - k)
end
card.rank = k
end
elseif self.config.selected_deck then -- deck preview grows vertically
local deck_height = (self.config.deck_height or 0.15)/52
for k, card in ipairs(self.cards) do
if card.facing == 'front' then card:flip() end
if not card.states.drag.is then
card.T.x = self.T.x + 0.5*(self.T.w - card.T.w)
card.T.y = self.T.y + 0.5*(self.T.h - card.T.h) + self.shadow_parrallax.y*deck_height*(#self.cards/(self == G.deck and 1 or 2) - k)
end
end
else
card_area_align_ref(self)
end
end
local exit_overlay = G.FUNCS.exit_overlay_menu
G.FUNCS.exit_overlay_menu = function()
if Galdur.config.use and (Galdur.run_setup.deck_select_areas or Galdur.run_setup.stake_select_areas) then
for _, clean_up in pairs(Galdur.clean_up_functions) do
clean_up()
end
G.E_MANAGER:clear_queue('galdur')
end
exit_overlay()
end
-- local deck_win = set_deck_win
-- function set_deck_win()
-- if G.GAME.selected_back and G.GAME.selected_back.effect and G.GAME.selected_back.effect.center and G.GAME.selected_back.effect.center.key then
-- local deck_key = G.GAME.selected_back.effect.center.key
-- if not G.PROFILES[G.SETTINGS.profile].Galdur_wins[deck_key] then G.PROFILES[G.SETTINGS.profile].Galdur_wins[deck_key] = {} end
-- G.PROFILES[G.SETTINGS.profile].Galdur_wins[deck_key][G.P_CENTER_POOLS.Stake[G.GAME.stake].key] = (G.PROFILES[G.SETTINGS.profile].Galdur_wins[deck_key][G.P_CENTER_POOLS.Stake[G.GAME.stake].key] or 0) + 1
-- end
-- deck_win()
-- end
-- Deck Selection Functions
function generate_deck_card_areas()
if Galdur.run_setup.deck_select_areas then
for i=1, #Galdur.run_setup.deck_select_areas do
for j=1, #G.I.CARDAREA do
if Galdur.run_setup.deck_select_areas[i] == G.I.CARDAREA[j] then
table.remove(G.I.CARDAREA, j)
Galdur.run_setup.deck_select_areas[i] = nil
end
end
end
end
Galdur.run_setup.deck_select_areas = {}
for i=1, 12 do
Galdur.run_setup.deck_select_areas[i] = CardArea(G.ROOM.T.x + 0.2*G.ROOM.T.w/2,G.ROOM.T.h, G.CARD_W, G.CARD_H,
{card_limit = 5, type = 'deck', highlight_limit = 0, deck_height = 0.75, thin_draw = 1, deck_select = true, index = i})
end
end
function generate_deck_card_areas_ui()
local deck_ui_element = {}
local count = 1
for i=1, 2 do
local row = {n = G.UIT.R, config = {colour = G.C.LIGHT}, nodes = {}}
for j=1, 6 do
if count > #G.P_CENTER_POOLS.Back then return end
table.insert(row.nodes, {n = G.UIT.O, config = {object = Galdur.run_setup.deck_select_areas[count], r = 0.1, id = "deck_select_"..count}})
count = count + 1
end
table.insert(deck_ui_element, row)
end
populate_deck_card_areas(1)
return {n=G.UIT.R, config={align = "cm", minh = 3.3, minw = 5, colour = G.C.BLACK, padding = 0.15, r = 0.1, emboss = 0.05}, nodes=deck_ui_element}
end
function populate_deck_card_areas(page)
local count = 1 + (page - 1) * 12
for i=1, 12 do
if count > #G.P_CENTER_POOLS.Back then return end
local card_number = Galdur.config.reduce and 1 or 10
for index = 1, card_number do
local card = Card(Galdur.run_setup.deck_select_areas[i].T.x,Galdur.run_setup.deck_select_areas[i].T.y, G.CARD_W, G.CARD_H, G.P_CENTER_POOLS.Back[count], G.P_CENTER_POOLS.Back[count],
{galdur_back = Back(G.P_CENTER_POOLS.Back[count]), deck_select = i})
card.sprite_facing = 'back'
card.facing = 'back'
card.children.back = Sprite(card.T.x, card.T.y, card.T.w, card.T.h, G.ASSET_ATLAS[G.P_CENTER_POOLS.Back[count].atlas or 'centers'], G.P_CENTER_POOLS.Back[count].unlocked and G.P_CENTER_POOLS.Back[count].pos or {x = 4, y = 0})
card.children.back.states.hover = card.states.hover
card.children.back.states.click = card.states.click
card.children.back.states.drag = card.states.drag
card.children.back.states.collide.can = false
card.children.back:set_role({major = card, role_type = 'Glued', draw_major = card})
if not Galdur.run_setup.deck_select_areas[i].cards then Galdur.run_setup.deck_select_areas[i].cards = {} end
Galdur.run_setup.deck_select_areas[i]:emplace(card)
if index == card_number then
card.sticker = get_deck_win_sticker(G.P_CENTER_POOLS.Back[count])
card.deck_select_position = {page = page, count = i}
end
end
count = count + 1
end
end
function Galdur.set_new_deck(silent)
G.E_MANAGER:clear_queue('galdur')
Galdur.populate_deck_preview(Galdur.run_setup.choices.deck, silent)
local texts = split_string_2(Galdur.run_setup.choices.deck.loc_name)
local text = G.OVERLAY_MENU:get_UIE_by_ID('selected_deck_name')
text.config.text = texts[1]
text.config.scale = 0.7/math.max(1,string.len(texts[1])/8)
text.UIBox:recalculate()
text = G.OVERLAY_MENU:get_UIE_by_ID('selected_deck_name_2')
text.config.text = texts[2]
text.config.scale = 0.75/math.max(1,string.len(texts[2])/8)
text.UIBox:recalculate()
end
function Galdur.clean_up_functions.clean_deck_areas()
if not Galdur.run_setup.deck_select_areas then return end
for j = 1, #Galdur.run_setup.deck_select_areas do
if Galdur.run_setup.deck_select_areas[j].cards then
remove_all(Galdur.run_setup.deck_select_areas[j].cards)
Galdur.run_setup.deck_select_areas[j].cards = {}
end
end
end
function create_deck_page_cycle()
local options = {}
local cycle
if #G.P_CENTER_POOLS.Back > 12 then
local total_pages = math.ceil(#G.P_CENTER_POOLS.Back / 12)
for i=1, total_pages do
table.insert(options, localize('k_page')..' '..i..' / '..total_pages)
end
cycle = create_option_cycle({
options = options,
w = 4.5,
cycle_shoulders = true,
opt_callback = 'change_deck_page',
focus_args = { snap_to = true, nav = 'wide' },
current_option = 1,
colour = G.C.RED,
no_pips = true
})
end
return {n = G.UIT.R, config = {align = "cm"}, nodes = {cycle}}
end
G.FUNCS.change_deck_page = function(args)
Galdur.clean_up_functions.clean_deck_areas()
populate_deck_card_areas(args.cycle_config.current_option)
end
-- Stake Selection Functions
function generate_stake_card_areas()
if Galdur.run_setup.stake_select_areas then
for i=1, #Galdur.run_setup.stake_select_areas do
for j=1, #G.I.CARDAREA do
if Galdur.run_setup.stake_select_areas[i] == G.I.CARDAREA[j] then
table.remove(G.I.CARDAREA, j)
Galdur.run_setup.stake_select_areas[i] = nil
end
end
end
end
Galdur.run_setup.stake_select_areas = {}
for i=1, 24 do
Galdur.run_setup.stake_select_areas[i] = CardArea(G.ROOM.T.w * 0.116, G.ROOM.T.h * 0.209, 3.4*14/41, 3.4*14/41,
{card_limit = 1, type = 'deck', highlight_limit = 0, stake_select = true})
end
end
function generate_stake_card_areas_ui()
local stake_ui_element = {}
local count = 1
for i=1, 3 do
local row = {n = G.UIT.R, config = {colour = G.C.LIGHT, padding = 0.1}, nodes = {}}
for j=1, 8 do
table.insert(row.nodes, {n = G.UIT.O, config = {object = Galdur.run_setup.stake_select_areas[count], r = 0.1, id = "stake_select_"..count, outline_colour = G.C.YELLOW}})
count = count + 1
end
table.insert(stake_ui_element, row)
end
populate_stake_card_areas(1)
return {n=G.UIT.R, config={align = "cm", minh = 0.45+G.CARD_H+G.CARD_H, minw = 10.7, colour = G.C.BLACK, padding = 0.15, r = 0.1, emboss = 0.05}, nodes=stake_ui_element}
end
function get_stake_sprite_in_area(_stake, _scale, _area)
_stake = _stake or 1
_scale = _scale or 1
_area = _area.T or {x = 0, y = 0}
local stake_sprite = Sprite(_area.x, _area.y, _scale*1, _scale*1,G.ASSET_ATLAS[G.P_CENTER_POOLS.Stake[_stake].atlas], G.P_CENTER_POOLS.Stake[_stake].pos)
stake_sprite.states.drag.can = false
if G.P_CENTER_POOLS['Stake'][_stake].shiny then
stake_sprite.draw = function(_sprite)
_sprite.ARGS.send_to_shader = _sprite.ARGS.send_to_shader or {}
_sprite.ARGS.send_to_shader[1] = math.min(_sprite.VT.r*3, 1) + G.TIMERS.REAL/(18) + (_sprite.juice and _sprite.juice.r*20 or 0) + 1
_sprite.ARGS.send_to_shader[2] = G.TIMERS.REAL
if _sprite.won then
if Galdur.config.stake_colour == 1 then
Sprite.draw_shader(_sprite, 'dissolve')
Sprite.draw_shader(_sprite, 'voucher', nil, _sprite.ARGS.send_to_shader)
else
Sprite.draw_self(_sprite, G.C.L_BLACK)
end
else
if Galdur.config.stake_colour == 2 then
Sprite.draw_shader(_sprite, 'dissolve')
Sprite.draw_shader(_sprite, 'voucher', nil, _sprite.ARGS.send_to_shader)
else
Sprite.draw_self(_sprite, G.C.L_BLACK)
end
end
end
end
return stake_sprite
end
function populate_stake_card_areas(page)
local count = 1 + (page - 1) * 24
for i=1, 24 do
if count > #G.P_CENTER_POOLS.Stake then return end
local card = Card(Galdur.run_setup.stake_select_areas[i].T.x,Galdur.run_setup.stake_select_areas[i].T.y, 3.4*14/41, 3.4*14/41,
Galdur.run_setup.choices.deck.effect.center, Galdur.run_setup.choices.deck.effect.center, {stake_chip = true, stake = count})
card.facing = 'back'
card.sprite_facing = 'back'
card.children.back = get_stake_sprite_in_area(count, 3.4*14/41, card)
local unlocked = true
local save_data = G.PROFILES[G.SETTINGS.profile].deck_usage[Galdur.run_setup.choices.deck.effect.center.key] and G.PROFILES[G.SETTINGS.profile].deck_usage[Galdur.run_setup.choices.deck.effect.center.key].wins_by_key or {}
for _,v in ipairs(G.P_CENTER_POOLS.Stake[count].applied_stakes) do
if not G.PROFILES[G.SETTINGS.profile].all_unlocked and not Galdur.config.unlock_all and (not save_data or (save_data and not save_data['stake_'..v])) then
unlocked = false
end
end
if save_data and save_data[G.P_CENTER_POOLS.Stake[count].key] then
card.children.back.won = true
unlocked = true
end
if not unlocked then
card.params.stake_chip_locked = true
card.children.back = Sprite(card.T.x, card.T.y, 3.4*14/41, 3.4*14/41,G.ASSET_ATLAS['galdur_locked_stake'], {x=0,y=0})
end
card.children.back.states.hover = card.states.hover
card.children.back.states.click = card.states.click
card.children.back.states.drag = card.states.drag
card.states.collide.can = false
card.children.back:set_role({major = card, role_type = 'Glued', draw_major = card})
Galdur.run_setup.stake_select_areas[i]:emplace(card)
count = count + 1
end
end
function Galdur.clean_up_functions.clean_stake_areas()
if not Galdur.run_setup.stake_select_areas then return end
for j = 1, #Galdur.run_setup.stake_select_areas do
if Galdur.run_setup.stake_select_areas[j].cards then
remove_all(Galdur.run_setup.stake_select_areas[j].cards)
Galdur.run_setup.stake_select_areas[j].cards = {}
end
end
end
function create_stake_page_cycle()
local options = {}
local total_pages = math.ceil(#G.P_CENTER_POOLS.Stake / 24)
for i=1, total_pages do
table.insert(options, localize('k_page')..' '..i..' / '..total_pages)
end
local cycle = create_option_cycle({
options = options,
w = 4.5,
cycle_shoulders = true,
opt_callback = 'change_stake_page',
focus_args = { snap_to = true, nav = 'wide' },
current_option = 1,
colour = G.C.RED,
no_pips = true
})
return {n = G.UIT.R, config = {align = "cm"}, nodes = {cycle}}
end
G.FUNCS.change_stake_page = function(args)
Galdur.clean_up_functions.clean_stake_areas()
populate_stake_card_areas(args.cycle_config.current_option)
end
-- Main Select Functions
function G.UIDEF.run_setup_option_new_model(type)
for _, args in ipairs(Galdur.pages_to_add) do
if not args.definition or localize(args.name) == "ERROR" then
sendErrorMessage(localize('gald_new_page_error'), "Galdur")
else
table.insert(Galdur.run_setup.pages, args)
end
end
Galdur.pages_to_add = {}
if not G.SAVED_GAME then
G.SAVED_GAME = get_compressed(G.SETTINGS.profile..'/'..'save.jkr')
if G.SAVED_GAME ~= nil then G.SAVED_GAME = STR_UNPACK(G.SAVED_GAME) end
end
G.SETTINGS.current_setup = type
Galdur.run_setup.choices.deck = Back(get_deck_from_name(G.PROFILES[G.SETTINGS.profile].MEMORY.deck))
G.PROFILES[G.SETTINGS.profile].MEMORY.stake = G.PROFILES[G.SETTINGS.profile].MEMORY.stake or 1
Galdur.run_setup.choices.stake = G.PROFILES[G.SETTINGS.profile].MEMORY.stake
if Galdur.run_setup.choices.stake > #G.P_CENTER_POOLS.Stake then Galdur.run_setup.choices.stake = 1 end
Galdur.quick_start.deck = Galdur.run_setup.choices.deck
Galdur.quick_start.stake = Galdur.run_setup.choices.stake
Galdur.run_setup.choices.seed = ""
generate_deck_card_areas()
generate_stake_card_areas()
Galdur.run_setup.current_page = 1
Galdur.run_setup.pages.prev_button = ""
Galdur.run_setup.pages.next_button = localize(Galdur.run_setup.pages[2].name)
local Taiko_pres = (SMODS.Mods['Taikomochi'] or {}).can_load
local t =
{n=G.UIT.ROOT, config={align = "cm", colour = G.C.CLEAR, minh = 6.6, minw = 6}, nodes={
{n = G.UIT.C, nodes = {
{n=G.UIT.R, config = {align = "cm", minw = 3}, nodes ={
{n = G.UIT.O, config = {id = 'deck_select_pages', object = UIBox{definition = Galdur.run_setup.pages[Galdur.run_setup.current_page].definition(), config = {align = "cm", offset = {x=0,y=0}}}}},
}},
{n=G.UIT.R, config = {align = "cm", minw = 3, offset = {x=0, y=-5}}, nodes ={
{n = G.UIT.C, config={align='cm'}, nodes = {{n=G.UIT.R, config = {id = 'previous_selection', minw = 2.5, minh = 0.8, maxh = 0.8, r = 0.1, hover = true, ref_value = -1, button = Galdur.run_setup.current_page > 1 and 'deck_select_next' or nil, colour = Galdur.run_setup.current_page > 1 and G.C.BLUE or G.C.GREY, align = "cm", emboss = 0.1}, nodes = {
{n=G.UIT.T, config={ref_table = Galdur.run_setup.pages, ref_value = 'prev_button', scale = 0.4, colour = G.C.WHITE}}
}}}},
{n=G.UIT.C, config={align = "cm", padding = 0.05, minh = 0.9, minw = 6.6}, nodes={
{n=G.UIT.O, config={id = 'seed_input', align = "cm", object = Moveable()}, nodes={}},
}},
{n=G.UIT.C, config={align = "cm", minw = 2.2, id = 'run_setup_seed'}, nodes={
{n=G.UIT.R, config={align='cr'}, nodes = {create_toggle{col = true, label = localize('k_seeded_run'), label_scale = 0.25, w = 0, scale = 0.7, callback = G.FUNCS.toggle_seeded_run_galdur, ref_table = Galdur.run_setup.choices, ref_value = 'seed_select'}}},
{n=G.UIT.R, config={align='cr'}, nodes = {Taiko_pres and create_toggle{col = true, label = "Zen Mode", label_scale = 0.25, w = 0, scale = 0.7, ref_table = G, ref_value = 'run_zen_mode', active_colour = G.C.BLUE} or nil}}
}},
{n = G.UIT.C, config={align='cm'}, nodes = {{n=G.UIT.R, config = {minw = 2.5, minh = 0.8, maxh = 0.8, r = 0.1, hover = true, ref_value = 1, button = 'deck_select_next', colour = G.C.BLUE, align = "cm", emboss = 0.1}, nodes = {
{n=G.UIT.T, config={ref_table = Galdur.run_setup.pages, ref_value = 'next_button', scale = 0.4, colour = G.C.WHITE}}
}}}},
{n=G.UIT.C, config={minw = 0.5}},
{n = G.UIT.C, config={align='cm'}, nodes = {{n=G.UIT.R, config = {maxw = 2.5, minw = 2.5, minh = 0.8, r = 0.1, hover = true, ref_value = 1, button = 'quick_start', colour = G.C.ORANGE, align = "cm", emboss = 0.1,
tooltip = {text = {Galdur.run_setup.choices.deck:get_name(), localize({type='name_text', set='Stake', key=G.P_CENTER_POOLS.Stake[Galdur.run_setup.choices.stake].key})}} }, nodes = {
{n=G.UIT.T, config={text = localize('gald_quick_start'), scale = 0.4, colour = G.C.WHITE}}
}}}}
}}
}}
}}
return t
end
G.FUNCS.deck_select_next = function(e)
for _, clean_up in pairs(Galdur.clean_up_functions) do
clean_up()
end
-- Check for function when confirming selection
if Galdur.run_setup.pages[Galdur.run_setup.current_page].confirm and type(Galdur.run_setup.pages[Galdur.run_setup.current_page].confirm) == 'function' then
Galdur.run_setup.pages[Galdur.run_setup.current_page].confirm()
end
Galdur.run_setup.current_page = math.min(math.max(Galdur.run_setup.current_page + e.config.ref_value, 1), #Galdur.run_setup.pages+1)
if Galdur.run_setup.current_page > #Galdur.run_setup.pages then
Galdur.start_run()
return
elseif Galdur.run_setup.current_page == #Galdur.run_setup.pages then
Galdur.run_setup.pages.next_button = localize('gald_play')
else
Galdur.run_setup.pages.next_button = localize(Galdur.run_setup.pages[Galdur.run_setup.current_page+1].name)
end
if Galdur.run_setup.current_page == 1 then
Galdur.run_setup.pages.prev_button = " "
else
Galdur.run_setup.pages.prev_button = localize(Galdur.run_setup.pages[Galdur.run_setup.current_page-1].name)
end
local prev_button = e.UIBox:get_UIE_by_ID('previous_selection')
prev_button.config.button = Galdur.run_setup.current_page > 1 and 'deck_select_next' or nil
prev_button.config.hover = Galdur.run_setup.current_page > 1 and true or false
prev_button.config.colour = Galdur.run_setup.current_page > 1 and G.C.BLUE or G.C.GREY
prev_button.UIBox:recalculate()
local current_selector_page = e.UIBox:get_UIE_by_ID('deck_select_pages')
if not current_selector_page then return end
current_selector_page.config.object:remove()
current_selector_page.config.object = UIBox{
definition = Galdur.run_setup.pages[Galdur.run_setup.current_page].definition(),
config = {offset = {x=0,y=0}, parent = current_selector_page, type = 'cm'}
}
current_selector_page.UIBox:recalculate()
end
function Galdur.start_run(_quick_start)
if not Galdur.run_setup.choices.seed_select then Galdur.run_setup.choices.seed = nil end
if _quick_start then
Galdur.run_setup.choices.deck = Galdur.quick_start.deck
Galdur.run_setup.choices.stake = Galdur.quick_start.stake
end
G.PROFILES[G.SETTINGS.profile].MEMORY.deck = Galdur.run_setup.choices.deck.effect.center.name
G.PROFILES[G.SETTINGS.profile].MEMORY.stake = Galdur.run_setup.choices.stake
for _,page in ipairs(Galdur.run_setup.pages) do
if page.pre_start and type(page.pre_start) == 'function' then
page.pre_start(Galdur.run_setup.choices)
end
end
G.FUNCS.start_run(nil, Galdur.run_setup.choices)
for _,page in ipairs(Galdur.run_setup.pages) do
if page.post_start and type(page.post_start) == 'function' then
page.post_start(Galdur.run_setup.choices)
end
end
end
G.FUNCS.quick_start = function(e)
Galdur.start_run(true)
end
G.FUNCS.random_deck = function()
local selected = false
local random
while not selected do
math.randomseed(os.time())
random = math.random(#G.P_CENTER_POOLS.Back)
if G.P_CENTER_POOLS.Back[random].unlocked then
selected = true
play_sound('whoosh1', math.random()*0.2 + 0.9, 0.35)
end
end
Galdur.run_setup.choices.deck = Back(G.P_CENTER_POOLS.Back[random])
Galdur.set_new_deck(true)
end
function deck_select_page_deck()
generate_deck_card_areas()
Galdur.include_deck_preview(true)
local deck_preview = Galdur.display_deck_preview()
deck_preview.nodes[#deck_preview.nodes+1] = {n = G.UIT.R, config={align = 'cm', padding = 0.15}, nodes = {
{n=G.UIT.R, config = {maxw = 2.5, minw = 2.5, minh = 0.8, r = 0.1, hover = true, ref_value = 1, button = 'random_deck', colour = Galdur.badge_colour, align = "cm", emboss = 0.1}, nodes = {
{n=G.UIT.T, config={text = "Random Deck", scale = 0.4, colour = G.C.WHITE}}
}}
}}
return
{n=G.UIT.ROOT, config={align = "tm", minh = 3.8, colour = G.C.CLEAR, padding=0.1}, nodes={
{n=G.UIT.C, config = {padding = 0.15}, nodes ={
generate_deck_card_areas_ui(),
create_deck_page_cycle(),
}},
deck_preview
}}
end
function deck_select_page_stake()
generate_stake_card_areas()
local chip_tower_options = {
math.min(Galdur.run_setup.choices.stake, math.max(get_deck_win_stake(Galdur.run_setup.choices.deck.effect.center.key), 1)),
get_deck_win_stake(Galdur.run_setup.choices.deck.effect.center.key) + 1,
1
}
Galdur.run_setup.choices.stake = chip_tower_options[Galdur.config.stake_select]
Galdur.include_chip_tower(true)
Galdur.include_deck_preview()
return
{n=G.UIT.ROOT, config={align = "tm", minh = 3.8, colour = G.C.CLEAR, padding=0.1}, nodes={
{n=G.UIT.C, config = {padding = 0.15}, nodes ={
generate_stake_card_areas_ui(),
create_stake_page_cycle(),
}},
Galdur.display_chip_tower(),
Galdur.display_deck_preview()
}}
end
Galdur.add_new_page = function(args)
Galdur.pages_to_add[#Galdur.pages_to_add + 1] = args
end
Galdur.include_deck_preview = function(animate)
generate_deck_card_areas()
Galdur.generate_deck_preview()
Galdur.populate_deck_preview(Galdur.run_setup.choices.deck, not animate)
end
Galdur.include_chip_tower = function(animate)
Galdur.generate_chip_tower()
Galdur.populate_chip_tower(Galdur.run_setup.choices.stake, not animate)
end
Galdur.add_new_page({
definition = deck_select_page_deck,
name = 'gald_select_deck',
})
Galdur.add_new_page({
definition = deck_select_page_stake,
name = 'gald_select_stake'
})
SMODS.current_mod.config_tab = function()
local stake_colour_options = {}
return {n = G.UIT.ROOT, config = {r = 0.1, minw = 4, align = "tm", padding = 0.2, colour = G.C.BLACK}, nodes = {
{n=G.UIT.R, config = {align = 'cm'}, nodes={
create_toggle({label = localize('gald_master'), ref_table = Galdur.config, ref_value = 'use', info = localize('gald_use_desc'), active_colour = Galdur.badge_colour, right = true}),
}},
{n=G.UIT.R, config={minh=0.1}},
{n=G.UIT.R, config = {minh = 0.04, minw = 4.5, colour = G.C.L_BLACK}},
{n=G.UIT.R, nodes = {
{n=G.UIT.C, config={minw = 3, padding=0.2}, nodes={
create_toggle({label = localize('gald_anim'), ref_table = Galdur.config, ref_value = 'animation', info = localize('gald_anim_desc'), active_colour = Galdur.badge_colour, right = true}),
create_toggle({label = localize('gald_reduce'), ref_table = Galdur.config, ref_value = 'reduce', info = localize('gald_reduce_desc'), active_colour = Galdur.badge_colour, right = true}),
create_toggle({label = localize('gald_unlock'), ref_table = Galdur.config, ref_value = 'unlock_all', info = localize('gald_unlock_desc'), active_colour = Galdur.badge_colour, right = true}),
}},
{n=G.UIT.C, config={minw = 3, padding=0.1}, nodes={
{n=G.UIT.R, config={minh=0.1}},
create_option_cycle({label = localize('gald_stake_select'), current_option = Galdur.config.stake_select, options = localize('gald_stake_select_options'), ref_table = Galdur.config, ref_value = 'stake_select', info = localize('gald_stake_select_desc'), colour = Galdur.badge_colour, w = 3.7*0.65/(5/6), h=0.8*0.65/(5/6), text_scale=0.5*0.65/(5/6), scale=5/6, no_pips = true, opt_callback = 'cycle_update'}),
create_option_cycle({label = localize('gald_stake_colour'), current_option = Galdur.config.stake_colour, ref_table = Galdur.config, ref_value = 'stake_colour', options = localize('gald_stake_colour_options'), info = localize('gald_stake_colour_desc'), colour = Galdur.badge_colour, w = 3.7*0.65/(5/6), h=0.8*0.65/(5/6), text_scale=0.5*0.55/(5/6), scale=5/6, no_pips = true, opt_callback = 'cycle_update'}),
}}
}},
}}
end
G.FUNCS.cycle_update = function(args)
args = args or {}
if args.cycle_config and args.cycle_config.ref_table and args.cycle_config.ref_value then
args.cycle_config.ref_table[args.cycle_config.ref_value] = args.to_key
end
end
-- Deck Preview Functions
function Galdur.display_deck_preview()
local texts = split_string_2(Galdur.run_setup.choices.deck.loc_name)
local deck_node = {n=G.UIT.R, config={align = "tm"}, nodes={
{n = G.UIT.O, config = {object = Galdur.run_setup.selected_deck_area}}
}}
return
{n=G.UIT.C, config = {align = "tm", padding = 0.15}, nodes ={
{n = G.UIT.R, config = {minh = 5.95, minw = 3, maxw = 3, colour = G.C.BLACK, r=0.1, align = "bm", padding = 0.15, emboss=0.05}, nodes = {
{n = G.UIT.R, config = {align = "cm", minh = 0.6, maxw = 2.8}, nodes = {
{n = G.UIT.T, config = {id = "selected_deck_name", text = texts[1], scale = 0.7/math.max(1,string.len(texts[1])/8), colour = G.C.GREY}},
}},
{n = G.UIT.R, config = {align = "cm", minh = 0.6, maxw = 2.8}, nodes = {
{n = G.UIT.T, config = {id = "selected_deck_name_2", text = texts[2], scale = 0.75/math.max(1,string.len(texts[2])/8), colour = G.C.GREY}}
}},
{n = G.UIT.R, config = {align = "cm", minh = 0.2}},
deck_node,
{n = G.UIT.R, config = {minh = 0.8, align = 'bm'}, nodes = {
{n = G.UIT.T, config = {text = localize('gald_selected'), scale = 0.75, colour = G.C.GREY}}
}},
}}
}}
end
function Galdur.generate_deck_preview()
if Galdur.run_setup.selected_deck_area then
for j=1, #G.I.CARDAREA do
if Galdur.run_setup.selected_deck_area == G.I.CARDAREA[j] then
table.remove(G.I.CARDAREA, j)
Galdur.run_setup.selected_deck_area = nil
end
end
end
Galdur.run_setup.selected_deck_area = CardArea(15.475, 0, G.CARD_W, G.CARD_H,
{card_limit = 52, type = 'deck', highlight_limit = 0, deck_height = 0.15, thin_draw = 1, selected_deck = true})
Galdur.run_setup.selected_deck_area_holding = CardArea(Galdur.run_setup.selected_deck_area.T.x+2*G.CARD_W, -2*G.CARD_H, G.CARD_W, G.CARD_H,
{card_limit = 52, type = 'deck', highlight_limit = 0, deck_height = 0.15, thin_draw = 1, selected_deck = true})
end
function Galdur.populate_deck_preview(_deck, silent)
if Galdur.run_setup.selected_deck_area.cards then
remove_all(Galdur.run_setup.selected_deck_area.cards)
Galdur.run_setup.selected_deck_area.cards = {}
remove_all(Galdur.run_setup.selected_deck_area_holding.cards)
Galdur.run_setup.selected_deck_area_holding.cards = {} end
if not _deck then _deck = Back(G.P_CENTERS['b_red']) end
Galdur.run_setup.selected_deck_height = Galdur.config.reduce and 1 or _deck.effect.center.galdur_height or 52
for index = 1, Galdur.run_setup.selected_deck_height do
local card = Card(Galdur.run_setup.selected_deck_area.T.x+2*G.CARD_W, -2*G.CARD_H, G.CARD_W, G.CARD_H,
_deck.effect.center, _deck.effect.center, {galdur_back = _deck, deck_select = 1, deck_preview = true})
if Galdur.config.animation and not silent then Galdur.run_setup.selected_deck_area_holding:emplace(card) end
card.sprite_facing = 'back'
card.facing = 'back'
card.children.back = Sprite(card.T.x, card.T.y, card.T.w, card.T.h, G.ASSET_ATLAS[_deck.effect.center.atlas or 'centers'], _deck.effect.center.pos)
card.children.back.states.hover = card.states.hover
card.children.back.states.click = card.states.click
card.children.back.states.drag = card.states.drag
card.children.back.states.collide.can = false
card.children.back:set_role({major = card, role_type = 'Glued', draw_major = card})
if index == Galdur.run_setup.selected_deck_height then
G.sticker_card = card
card.sticker = get_deck_win_sticker(_deck.effect.center)
end
if silent or not Galdur.config.animation then
Galdur.run_setup.selected_deck_area:emplace(card)
elseif index < Galdur.run_setup.selected_deck_height/2 then
Galdur.run_setup.selected_deck_area:draw_card_from(Galdur.run_setup.selected_deck_area_holding)
else
G.E_MANAGER:add_event(Event({
trigger = 'immediate',
func = (function()
play_sound('card1', math.random()*0.2 + 0.9, 0.35)
if Galdur.run_setup.selected_deck_area_holding.cards then Galdur.run_setup.selected_deck_area:draw_card_from(Galdur.run_setup.selected_deck_area_holding) end
return true
end)
}), 'galdur')
end
end
end
-- Chip Tower Functions
function Galdur.generate_chip_tower()
if Galdur.run_setup.chip_tower then
for j=1, #G.I.CARDAREA do
if Galdur.run_setup.chip_tower == G.I.CARDAREA[j] then
table.remove(G.I.CARDAREA, j)
Galdur.run_setup.chip_tower = nil
end
end
end
Galdur.run_setup.chip_tower = CardArea(G.ROOM.T.w * 0.656, G.ROOM.T.y, 3.4*14/41, 3.4*14/41,
{type = 'deck', highlight_limit = 0, draw_layers = {'card'}, thin_draw = 1, stake_chips = true})
Galdur.run_setup.chip_tower_holding = CardArea(G.ROOM.T.w * 0.656, G.ROOM.T.y, 3.4*14/41, 3.4*14/41,
{type = 'deck', highlight_limit = 0, draw_layers = {'card'}, thin_draw = 1, stake_chips = true})
end
function Galdur.populate_chip_tower(_stake, silent)
if Galdur.run_setup.chip_tower.cards then
remove_all(Galdur.run_setup.chip_tower.cards)
Galdur.run_setup.chip_tower.cards = {}
remove_all(Galdur.run_setup.chip_tower_holding.cards)
Galdur.run_setup.chip_tower_holding.cards = {}
end
if _stake == 0 then _stake = 1 end
local applied_stakes = order_stake_chain(SMODS.build_stake_chain(G.P_CENTER_POOLS.Stake[_stake]), _stake)
for index, stake_index in ipairs(applied_stakes) do
local card = Card(Galdur.run_setup.chip_tower.T.x, G.ROOM.T.y, 3.4*14/41, 3.4*14/41,
Galdur.run_setup.choices.deck.effect.center, Galdur.run_setup.choices.deck.effect.center,
{hover = #applied_stakes - index, stake = stake_index, stake_chip = true, chip_tower = true})
if Galdur.config.animation and not silent then Galdur.run_setup.chip_tower_holding:emplace(card) end
card.facing = 'back'
card.sprite_facing = 'back'
card.children.back = get_stake_sprite_in_area(stake_index, 3.4*14/41, Galdur.run_setup.chip_tower)
card.children.back.won = true
card.children.back.states.hover = card.states.hover
card.children.back.states.click = card.states.click
card.children.back.states.drag = card.states.drag
card.children.back.states.collide.can = true
card.children.back:set_role({major = card, role_type = 'Glued', draw_major = card})
if Galdur.config.animation and not silent then
G.E_MANAGER:add_event(Event({
trigger = 'after',
delay = 0.02,
func = (function()
play_sound('chips2', math.random()*0.2 + 0.9, 0.35)
if Galdur.run_setup.chip_tower.cards then Galdur.run_setup.chip_tower:draw_card_from(Galdur.run_setup.chip_tower_holding) end
return true
end)
}), 'galdur')
else
Galdur.run_setup.chip_tower:emplace(card)
end
end
end
function Galdur.display_chip_tower()
return
{n=G.UIT.C, config = {align = "tm", padding = 0.15}, nodes ={
{n = G.UIT.C, config = {minh = 5.95, minw = 1.5, maxw = 1.5, colour = G.C.BLACK, r=0.1, align = "bm", padding = 0.15, emboss=0.05}, nodes = {
{n=G.UIT.R, config={align = "cm"}, nodes={
{n = G.UIT.O, config = {object = Galdur.run_setup.chip_tower}}
}}
}}
}}
end
function order_stake_chain(stake_chain, _stake)
local ordered_chain = {}
for i,_ in ipairs(G.P_CENTER_POOLS.Stake) do
if stake_chain[i] and i~= _stake then
ordered_chain[#ordered_chain+1] = i
end
end
ordered_chain[#ordered_chain+1] = _stake
return ordered_chain
end
-- Util Functions
function split_string_2(_string)
local length = string.len(_string)
local split = {}
for i in string.gmatch(_string, "%S+") do
table.insert(split, i)
end
local words = #split
local spaces = words - 1
local mid = math.ceil(length * 0.4)
local text_output = {"", ""}
for i,v in ipairs(split) do
if string.len(text_output[1]) > mid or i > spaces then
text_output[2] = text_output[2] .. v .. " "
else
text_output[1] = text_output[1] .. v .. " "
end
end
text_output[1] = string.sub(text_output[1], 1, string.len(text_output[1])-1)
text_output[2] = string.sub(text_output[2], 1, string.len(text_output[2])-1)
return text_output
end
function create_stake_unlock_message(stake)
local number_applied_stakes = #stake.applied_stakes
local string_output = localize('gald_unlock_1')
for i,v in ipairs(stake.applied_stakes) do
string_output = string_output .. localize({type='name_text', set='Stake', key='stake_'..v}) .. (i < number_applied_stakes and localize('gald_unlock_and') or '')
end
local split = split_string_2(string_output)
return {
{n=G.UIT.R, config={align='cm'}, nodes={
{n=G.UIT.T, config={text = split[1], scale = 0.3, colour = G.C.UI.TEXT_DARK}}
}},
{n=G.UIT.R, config={align='cm'}, nodes={
{n=G.UIT.T, config={text = split[2], scale = 0.3, colour = G.C.UI.TEXT_DARK}}
}}
}
end
function populate_info_queue(set, key)
local info_queue = {}
local loc_target = G.localization.descriptions[set][key]
for _, lines in ipairs(loc_target.text_parsed) do
for _, part in ipairs(lines) do
if part.control.T then info_queue[#info_queue+1] = G.P_CENTERS[part.control.T] or G.P_TAGS[part.control.T] end
end
end
return info_queue
end
function Galdur.spit(message)
sendDebugMessage(message, "Galdur")
end
-- Function Overrides
function G.FUNCS.toggle_seeded_run_galdur(bool, e)
if not e then return end
local current_selector_page = e.UIBox:get_UIE_by_ID('seed_input')
local seed_unlocker_pres = (SMODS.Mods['SeedUnlocker'] or {}).can_load
if not current_selector_page then return end
current_selector_page.config.object:remove()
current_selector_page.config.object = bool and UIBox{
definition = {n=G.UIT.ROOT, config={align = "cr", colour = G.C.CLEAR}, nodes={
{n=G.UIT.C, config={align = "cm", minw = 2.5, padding = 0.05}, nodes={
simple_text_container('ml_disabled_seed',{colour = G.C.UI.TEXT_LIGHT, scale = 0.26, shadow = true}),
}},
{n=G.UIT.C, config={align = "cm", minw = 0.1}, nodes={
{n=G.UIT.C, config={maxw = 3.1}, nodes = {
seed_unlocker_pres and
create_text_input({max_length = 2500, extended_corpus = true, ref_table = Galdur.run_setup.choices, ref_value = 'seed', prompt_text = localize('k_enter_seed')})
or create_text_input({max_length = 8, all_caps = true, ref_table = Galdur.run_setup.choices, ref_value = 'seed', prompt_text = localize('k_enter_seed')}),
}},
{n=G.UIT.C, config={align = "cm", minw = 0.1}, nodes={}},
UIBox_button({label = localize('ml_paste_seed'),minw = 1, minh = 0.6, button = 'paste_seed', colour = G.C.BLUE, scale = 0.3, col = true})
}}
}},
config = {offset = {x=0,y=0}, parent = e, type = 'cm'}
} or Moveable()
if Galdur.run_setup.choices.seed_select then current_selector_page.UIBox:recalculate() end
end
function G.FUNCS.toggle_button(e)
local ref = e.config.ref_table
ref.ref_table[ref.ref_value] = not ref.ref_table[ref.ref_value]
if e.config.toggle_callback then
e.config.toggle_callback(ref.ref_table[ref.ref_value], e) -- pass the node it's from too
end
end
-- Testing objects
if Galdur.test_mode then
for i=1, 10 do
SMODS.Stake({
key = "test_"..i,
applied_stakes = i==1 and {} or {"galdur_test_"..(i-1)},
above_stake = (i==1 and 'gold' or "galdur_test_"..(i-1)),
loc_txt = {description = {
name = "Test Stake "..i,
text = {
"Required score scales",
"faster for each {C:attention}Ante"
}
}},
pos = {x = 3, y = 1},
shiny = true,
sticker_pos = {x = 1, y = 0},
sticker_atlas = 'sticker'
})
-- SMODS.Back({
-- key = "test_"..i
-- })
end
SMODS.Atlas({
key = 'sticker',
path = 'stickers.png',
px = 71,
py = 95
})
SMODS.Stake({
key = "test_stake",