Warn when the upcoming boss will silence the joker on sale

Five bosses debuff a whole card class for the fight (game.lua P_BLINDS,
applied in Blind:debuff_card blind.lua:708): The Club/Goad/Head/Window
kill a suit, The Plant kills faces. A debuffed card scores nothing and
triggers nothing, so a shop joker wanting that class is a dead ante --
and one GIVING it is worse: Pareidolia under The Plant converts the
whole deck into debuffed faces, so givers warn too. JCA.upcoming_boss
reads G.GAME.round_resets and goes quiet once the boss is defeated.
Warning-only, never a score change, kept in learning mode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-07-14 13:46:18 -07:00
parent ea8faac434
commit 445171dc0b
2 changed files with 68 additions and 0 deletions
+39
View File
@@ -309,6 +309,32 @@ function JCA.is_perished(card)
return not not (a and a.perishable and (a.perish_tally or 0) <= 0) return not not (a and a.perishable and (a.perish_tally or 0) <= 0)
end end
-- Boss-blind cautions: five bosses debuff a whole class of cards for the
-- fight (game.lua P_BLINDS; applied in Blind:debuff_card, blind.lua:708):
-- The Club/Goad/Head/Window each kill a suit, The Plant kills face cards.
-- A debuffed card scores nothing and triggers nothing, so a joker that wants
-- that class is walking into a dead ante -- and a joker that GIVES it is
-- worse (Pareidolia under The Plant makes every card a debuffed face).
-- Warning-only, like every trap: this never touches a score.
local BOSS_KILLS = {
bl_club = {tag = 'clubs', what = 'Clubs'},
bl_goad = {tag = 'spades', what = 'Spades'},
bl_head = {tag = 'hearts', what = 'Hearts'},
bl_window = {tag = 'diamonds', what = 'Diamonds'},
bl_plant = {tag = 'faces', what = 'face cards'},
}
JCA.boss_kills = BOSS_KILLS
-- The boss still ahead this ante, or nil once it is dealt with. Both fields
-- live in G.GAME.round_resets (game.lua:2019, misc_functions.lua:398).
function JCA.upcoming_boss()
local rr = G.GAME and G.GAME.round_resets
if not (rr and rr.blind_choices) then return nil end
local state = rr.blind_states and rr.blind_states.Boss
if state == 'Defeated' or state == 'Skipped' then return nil end
return rr.blind_choices.Boss
end
function JCA.weakest_link() function JCA.weakest_link()
if not (G.jokers and G.jokers.cards) then return nil end if not (G.jokers and G.jokers.cards) then return nil end
local cards = G.jokers.cards local cards = G.jokers.cards
@@ -592,6 +618,19 @@ local function tooltip_rows(card)
local caution = in_buy_area(card) and JCA.cautions[key] local caution = in_buy_area(card) and JCA.cautions[key]
if caution then text_row('Caution: ' .. caution, G.C.RED) end if caution then text_row('Caution: ' .. caution, G.C.RED) end
-- Boss caution: buying a joker whose card class the upcoming boss
-- debuffs is paying for a dead ante. Warnings survive learning mode.
if in_buy_area(card) then
local boss = JCA.upcoming_boss()
local kill = boss and BOSS_KILLS[boss]
local entry = JCA.db[key]
if kill and entry and (entry.wants[kill.tag] or entry.gives[kill.tag]) then
local bname = G.P_BLINDS and G.P_BLINDS[boss] and G.P_BLINDS[boss].name
text_row(('This ante: %s debuffs %s'):format(bname or 'the boss', kill.what),
G.C.RED)
end
end
-- Sticker facts (any area -- higher stakes put stickers on shop jokers -- Sticker facts (any area -- higher stakes put stickers on shop jokers
-- too). Mechanical numbers from the game source, not judgements, so -- too). Mechanical numbers from the game source, not judgements, so
-- learning mode keeps them. -- learning mode keeps them.
+29
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@@ -415,6 +415,35 @@ per[2].ability = {perishable = true, perish_tally = 0}
eq(JCA.weakest_link(), per[2], eq(JCA.weakest_link(), per[2],
'but a perished joker is the cut at any score - it will never work again') 'but a perished joker is the cut at any score - it will never work again')
--------------------------------------------------------------------------------
section('Engine: boss-blind cautions know who the boss silences')
--------------------------------------------------------------------------------
-- The five class-killer bosses, verbatim from game.lua's P_BLINDS debuff
-- configs. Every tag they reference must exist in the database, or the
-- caution can never fire.
for boss, kill in pairs(JCA.boss_kills) do
ok(JCA.tag_label[kill.tag], ('boss %s kills a real catalog tag (%s)'):format(boss, kill.tag))
end
-- The Plant debuffs faces: it must catch both the payoff (Business Card
-- wants faces) and the enabler (Pareidolia turns every card into one).
local plant = JCA.boss_kills.bl_plant
ok(JCA.db.j_business.wants[plant.tag], 'The Plant caution catches face payoffs')
ok(JCA.db.j_pareidolia.gives[plant.tag], 'and face enablers, whose conversion kills the deck')
-- Upcoming-boss reading: warn while the boss is ahead, stay quiet once it
-- is dealt with.
G.GAME.round_resets = {
blind_choices = {Small = 'bl_small', Big = 'bl_big', Boss = 'bl_plant'},
blind_states = {Small = 'Defeated', Big = 'Current', Boss = 'Upcoming'},
}
eq(JCA.upcoming_boss(), 'bl_plant', 'the upcoming boss is read from round_resets')
G.GAME.round_resets.blind_states.Boss = 'Defeated'
eq(JCA.upcoming_boss(), nil, 'a defeated boss warns nobody')
G.GAME.round_resets = nil
eq(JCA.upcoming_boss(), nil, 'no round state (menus, tests) reads as no boss')
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section('Engine: Ceremonial Dagger names its victim') section('Engine: Ceremonial Dagger names its victim')
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