Answer the fuse button: advise on fusions when Fusion Jokers is installed

Hovering a joker that is a fusion component now names the fusion it feeds,
its cost with discounts applied, and what is still missing. In the shop the
card is counted as if already bought, so it answers the buy-side question
("Buy to fuse into Diamond Bard ($12 to fuse)") instead of restating what
you already own.

The line worth having is the last one. Fusing CONSUMES its components --
fuse_card calls ingredient:remove() -- so every combo those jokers held with
the rest of the board dies with them, and the FUSE button cannot tell you
that. "Fusing drops combos with: Smeared" is computed from the surviving
board, and a component being spent is not counted as a loss.

Three things about their code shaped this:

  * Card:get_card_fusion() would have answered most of it, but it drives its
    price flicker with math.randomseed(love.timer.getTime() * 8). An advisor
    reseeding Lua's RNG on every hover has no business doing that, so this
    reads FusionJokers.fusions directly and mirrors their discount arithmetic
    (flat then percentage, per-result and universal, floored, min $1).
  * Recipes take repeated components -- their own debug fusion needs 3x Joker
    -- so components are counted by quantity, not presence.
  * Affordability is judged only on plain numbers: Fusion Jokers uses to_big,
    and Talisman turns G.GAME.dollars into an object. Guessing wrong about
    someone's money is worse than staying quiet, so the money line just
    does not appear.

Ownership is board membership, not card.area, matching copy_source and
dagger_victim -- the area pointer answers differently for the same card
depending on who built it.

Verified against the shipped recipe table: all 15 resolve at the right cost,
and all 30 components are jokers the database already knows. Not installed
means silence, like every other integration.

918 tests pass on 5.4 and LuaJIT (31 new), and 18/18 in the real game.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-07-22 15:16:14 -07:00
parent c479f7854d
commit 319f79bc5d
6 changed files with 426 additions and 1 deletions
+182
View File
@@ -78,4 +78,186 @@ function M.toomanyjokers()
return 1
end
--- Fusion Jokers: advice for the FUSE button.
--- Its model: FusionJokers.fusions is an ARRAY of recipes
--- {jokers = {{name = key}, ...}, result_joker = key, cost = n, requirement = fn}
--- with a reverse index hung off the same table,
--- FusionJokers.fusions.ingredience[component_key][result_key] = true,
--- so `ipairs` walks recipes and `.ingredience` is just another field.
---
--- We only READ that data. Card:get_card_fusion() would answer most of this
--- for us, but it drives its price flicker with
--- `math.randomseed(math.floor(love.timer.getTime() * 8))` (FusionJokers.lua),
--- so calling it would reseed Lua's RNG on every hover -- a side effect an
--- advisor has no business having. Everything below is derived from the
--- recipe table instead, mirroring their arithmetic where it matters.
---
--- Installs JCA.fusion_plans; when the mod is absent nothing is installed and
--- the tooltip stays silent, exactly like an unknown joker scoring 0.
function M.fusionjokers()
if not (FusionJokers and FusionJokers.fusions) then return 0 end
local FUSIONS = FusionJokers.fusions
-- Owned copies per joker key, plus whether `card` is itself on the board.
-- Fusing pulls components out of G.jokers (their has_joker walks
-- G.jokers.cards), so that is the pool that counts -- and board membership
-- is what "owned" means here, the same test copy_source and dagger_victim
-- use. Asking the card for its area would answer differently for the same
-- card depending on who built it.
local function board_state(card)
local n, owned = {}, false
for _, c in ipairs((G.jokers and G.jokers.cards) or {}) do
local key = c.config and c.config.center and c.config.center.key
if key then n[key] = (n[key] or 0) + 1 end
if c == card then owned = true end
end
return n, owned
end
-- Same arithmetic as get_card_fusion: flat discount then percentage, each
-- with a per-result and a universal term, floored, never below $1.
local function fusion_cost(recipe)
local cost = recipe.cost
if type(cost) ~= 'number' then return nil end
local flat = G.GAME and G.GAME.fujo_fusion_discount
if flat then
cost = cost - (flat[recipe.result_joker] or 0) - (flat.universal or 0)
end
local pct = G.GAME and G.GAME.fujo_fusion_discountpercent
if pct then
cost = cost * (1 - (pct[recipe.result_joker] or 0))
* (1 - (pct.universal or 0))
end
return math.max(math.floor(cost), 1)
end
-- The cards this recipe would eat, one per component slot, first match in
-- board order. FusionJokers prefers highlighted copies over board order,
-- but which duplicate it takes cannot change WHICH KEYS leave the board,
-- and that is all the combo maths below depends on.
local function consumed_by(recipe)
local cards = (G.jokers and G.jokers.cards) or {}
local consumed, taken = {}, {}
for _, comp in ipairs(recipe.jokers) do
for i, c in ipairs(cards) do
local key = not taken[i] and c.config and c.config.center
and c.config.center.key
if key == comp.name then
taken[i] = true
consumed[#consumed + 1] = c
break
end
end
end
return consumed, taken
end
-- What fusing costs you beyond the money: a fusion CONSUMES its components
-- (fuse_card calls ingredient:remove(), and the survivor is re-abilitied
-- into the result), so every combo those jokers had with the rest of the
-- board dies with them. No other mod can answer this -- it is the whole
-- reason this integration exists rather than just restating the recipe.
-- Returns the surviving owned jokers whose partnerships would be lost.
local function losses(recipe)
local consumed, taken = consumed_by(recipe)
if #consumed == 0 then return {} end
local cards = (G.jokers and G.jokers.cards) or {}
local lost, seen = {}, {}
for _, gone in ipairs(consumed) do
local gone_key = gone.config.center.key
for i, other in ipairs(cards) do
local key = not taken[i] and other.config and other.config.center
and other.config.center.set == 'Joker'
and other.config.center.key
if key and not seen[key] and JCA.score(gone_key, key) >= 2 then
seen[key] = true
lost[#lost + 1] = key
end
end
end
return lost
end
--- Every fusion `card` is a component of, as plans the tooltip can render.
--- A card in a buy area is counted as if already bought, so the shop
--- tooltip answers "what does buying this unlock" rather than "what do you
--- have" -- the question the player is actually asking.
--- Each plan: {result, cost, ready, affordable, dollars, missing, loses}
--- missing - {{key = ..., n = <how many more>}, ...} in recipe order
--- loses - owned joker keys whose combos die if this fusion happens
function JCA.fusion_plans(card)
local center = card.config and card.config.center
local key = center and center.key
local index = FUSIONS.ingredience
if not (key and index and index[key]) then return {} end
local counts, owned = board_state(card)
if not owned then counts[key] = (counts[key] or 0) + 1 end
local plans = {}
for _, recipe in ipairs(FUSIONS) do
-- ingredience is only a fast reject: confirm against the recipe
-- itself, which is the list fuse_card actually walks.
if index[key][recipe.result_joker] then
local need = {}
for _, comp in ipairs(recipe.jokers) do
need[comp.name] = (need[comp.name] or 0) + 1
end
if need[key] then
local ready, missing, listed = true, {}, {}
for _, comp in ipairs(recipe.jokers) do
if not listed[comp.name] then
listed[comp.name] = true
local short = need[comp.name] - (counts[comp.name] or 0)
if short > 0 then
ready = false
missing[#missing + 1] = {key = comp.name, n = short}
end
end
end
-- A third-party recipe may gate itself behind a predicate;
-- it is someone else's code, so a throw means "unknown",
-- never a crash and never a false "ready".
if ready and type(recipe.requirement) == 'function' then
local ok, allowed = pcall(recipe.requirement)
if not ok or allowed == false then ready = false end
end
local cost = fusion_cost(recipe)
local dollars = G.GAME and G.GAME.dollars
local affordable
-- Only judge affordability on plain numbers: Talisman turns
-- dollars into a big-number object, and guessing wrong about
-- someone's money is worse than staying quiet.
if cost and type(dollars) == 'number' then
local floor_ = G.GAME.bankrupt_at
affordable = cost + (type(floor_) == 'number' and floor_ or 0)
<= dollars
end
plans[#plans + 1] = {
result = recipe.result_joker,
cost = cost,
ready = ready,
affordable = affordable,
dollars = type(dollars) == 'number' and dollars or nil,
missing = missing,
loses = ready and losses(recipe) or {},
}
end
end
end
-- Fusions you can act on first, then cheapest, then by result key so a
-- hover never reshuffles its own advice.
table.sort(plans, function(a, b)
if a.ready ~= b.ready then return a.ready end
if (a.cost or 0) ~= (b.cost or 0) then return (a.cost or 0) < (b.cost or 0) end
return a.result < b.result
end)
return plans
end
local n = 0
for _ in ipairs(FUSIONS) do n = n + 1 end
return n
end
return M