Move the synergy catalog from the run HUD to the pause menu

The purple Combos button lived in the run HUD button_area; move it to a
"Combos" row in the pause menu (Escape > under Settings, before
restart_button) so the play screen stays clear. Same overlay, same tabs;
Mods > Combo Advisor is unchanged.

restart_button is an id vanilla only builds during a run, so the row never
reaches the main menu. Because the pause menu builds its node list as a table
constructor with conditional entries (an unseeded run leaves a hole at the
seed row's index), find_trail/insert_node walk and shift by explicit numeric
key rather than ipairs/table.insert.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-07-27 12:44:37 -07:00
parent 124e8da8ed
commit a66faadc21
5 changed files with 356 additions and 240 deletions
+5
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@@ -2,6 +2,11 @@
## Unreleased
### Changed
- The synergy catalog now opens from the **pause menu** (Escape > Combos, under
Settings) instead of a button in the run HUD, which keeps the play screen
clear. Same overlay, same tabs; Mods > Combo Advisor is unchanged.
### Fusion Jokers integration
- When [Fusion Jokers](https://github.com/wingedcatgirl/Fusion-Jokers) is
installed, hovering any joker that is a fusion component names the fusion it
+14 -3
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@@ -169,9 +169,10 @@ Three-layer split; `JCA` is the single global namespace:
in with no animation on tab open and page switch. Only the first card of a
page build plays the sound (vanilla's `i>1 or j>1` silence flag); tab defs
call `begin_page()` so the counter spans the page, not one row. The same
tabs open in-run via a "Combos" HUD button (wrapped `create_UIBox_HUD`,
injected into the `button_area` node under Run Info/Options); the pagers
work there because vanilla `create_tabs` also names its body
tabs open in-run via a "Combos" row in the pause menu (wrapped
`create_UIBox_options`, inserted before `restart_button` — an id vanilla
only builds during a run, so the row never reaches the main menu); the
pagers work there because vanilla `create_tabs` also names its body
`tab_contents`.
- Discovery: `CardArea:emplace` hook calls `JCA.check_discoveries` when a
joker lands in `G.jokers`; famous pairs fielded together persist in
@@ -262,6 +263,16 @@ Three-layer split; `JCA` is the single global namespace:
"fix" them: `j_gluttenous_joker`, `j_selzer`, `j_ticket` (Golden Ticket),
`j_trousers` (Spare Trousers), `j_ring_master` (Showman), `j_caino` (Canio),
`j_delayed_grat`, `j_todo_list`.
- **Never walk a vanilla node tree with `ipairs`** (or resize one with
`table.insert`/`#`). Vanilla builds node lists as table constructors with
conditional entries — the pause menu's seed row is
`G.GAME.seeded and current_seed or nil` (`UI_definitions.lua:2469`) — so an
unseeded run leaves a **hole** at index 2 with real nodes above it. The game
never notices because it iterates with `pairs` (`engine/ui.lua:273`); `ipairs`
stops dead at the hole. `find_trail`/`insert_node` in `main.lua` walk and
shift by explicit index, bounded by the highest numeric key, and any test or
smoke assertion that reads a menu back must do the same or it will report a
menu no player ever sees.
- Unknown joker keys (from other mods) must keep scoring 0 — never index
`JCA.db[key]` without a nil guard.
- Display names go through `localize{type='name_text', set='Joker', ...}` with a
+2 -2
View File
@@ -41,8 +41,8 @@ recommends joker combos while you play:
lineup — and, when your board is full, a "weakest combo piece" flag on
the joker contributing least to the build, so you know the natural cut
when something better shows up.
- **Browse the synergy catalog** any time: a purple **Combos** button in the
run HUD (under Run Info / Options) opens it in an overlay, and the same
- **Browse the synergy catalog** any time: a **Combos** row in the pause menu
(Escape, under Settings) opens it in an overlay, and the same
tabs live under Mods > Combo Advisor. The *Combos* tab shows the famous
pairs as card duos with their explanation once fielded; *Engine* /
*Economy* / *Hands* tabs page through each synergy theme with a one-line
+179 -158
View File
@@ -561,6 +561,79 @@ end
-- Hover tooltip ---------------------------------------------------------------
-- Tooltip width -----------------------------------------------------------
-- Advice rows are plain strings, but the hover box grows to fit the WIDEST of
-- them: vanilla's info_tip_from_rows sets no `maxw` on its rows
-- (UI_definitions.lua:1124), unlike desc_from_rows which accepts one. So a
-- single long row (a fusion recipe, a copy chain, a boss caution) pushes the
-- whole box off the edge of the screen, and counting characters cannot catch
-- it -- the same 60 characters are 40% wider in touch mode and wider again in
-- a CJK font.
--
-- So measure, with the same arithmetic the engine uses (engine/ui.lua:144):
-- units = FONT:getWidth(s) * squish * scale * FONTSCALE / TILESIZE
-- G.TILESCALE appears in both the numerator and the denominator there and
-- cancels, which is worth stating plainly: Balatro's layout is
-- resolution-INDEPENDENT. love.resize keeps G.ROOM.T.w pinned to the constant
-- G.TILE_W (main.lua:1331, globals.lua:282 = 20) and only changes how many
-- pixels a unit is worth. A bigger window does not buy the tooltip more room,
-- so the budget below is a fraction of the room, not of the screen.
local FALLBACK_UNITS_PER_CHAR = 0.41 -- m6x11plus, measured; headless only
local ROW_WIDTH_FRACTION = 0.24 -- ~4.8 of the room's 20 units
-- Width of `str` at `scale`, in game units.
function JCA.text_width(str, scale)
local f = G.LANG and G.LANG.font
if f and f.FONT and G.TILESIZE then
local ok, w = pcall(function()
return f.FONT:getWidth(str) * (f.squish or 1) * scale
* (f.FONTSCALE or 0.1) / G.TILESIZE
end)
if ok and type(w) == 'number' and w > 0 then return w end
end
-- Outside the game (tests) there is no font: fall back to a per-character
-- estimate so callers still get proportional, deterministic answers.
return #tostring(str) * scale * FALLBACK_UNITS_PER_CHAR
end
-- How wide one advice row may be, in game units. Read from the room rather
-- than hardcoded, so it still holds if a future Balatro changes G.TILE_W.
function JCA.row_width_budget()
local room = G.ROOM and G.ROOM.T and G.ROOM.T.w
return (type(room) == 'number' and room > 0 and room or 20) * ROW_WIDTH_FRACTION
end
-- Word-wrap `str` to the measured budget, returning finished lines with the
-- hanging `indent` already applied to continuations.
--
-- The indent is RESERVED while wrapping, not bolted on afterwards. Adding it
-- after the fact is exactly how a line that just fits becomes one that does
-- not, and it is a quiet two-space overflow that no amount of eyeballing
-- catches -- the suite caught it here.
--
-- A single word wider than the budget keeps its own over-long line rather than
-- being cut mid-word: a clipped joker name is worse than a slightly wide row.
function JCA.wrap_measured(str, scale, budget, indent)
budget = budget or JCA.row_width_budget()
indent = indent == nil and ' ' or indent
local pad = indent ~= '' and JCA.text_width(indent, scale) or 0
local lines, line = {}, nil
for word in tostring(str):gmatch('%S+') do
local nxt = line and (line .. ' ' .. word) or word
local limit = #lines == 0 and budget or budget - pad
if line and JCA.text_width(nxt, scale) > limit then
lines[#lines + 1] = line
line = word
else
line = nxt
end
end
if line then lines[#lines + 1] = line end
if #lines == 0 then return {''} end
for i = 2, #lines do lines[i] = indent .. lines[i] end
return lines
end
-- Wrap partner names into short tooltip lines.
local function wrap_names(partners, max_width, max_lines)
local lines, line = {}, nil
@@ -581,91 +654,6 @@ local function wrap_names(partners, max_width, max_lines)
return lines
end
-- Every advice line has to fit the shop's left gutter. The hover info popup is
-- right-anchored to the card and grows LEFTWARD with no screen clamp -- vanilla
-- align_h_popup leaves lr_clamp off (UI_definitions.lua) -- so its width is set
-- by its single widest row, and a row wider than the gutter runs off the left
-- edge and clips (the reported bug: a long "Fuses into X - still needs Y" line).
-- Keep every rendered line at or under this many characters.
local ROW_BUDGET = 36
JCA._row_budget = ROW_BUDGET
-- Word-wrap a sentence to <= budget chars per line, breaking only on spaces so a
-- joker name is never split. An overlong single word is left whole (better one
-- wide line than a mangled name).
local function wrap_text(str, budget)
str = tostring(str)
-- Preserve a leading indent (callers pass " " to mark continuation lines);
-- gmatch would otherwise drop it. The indent counts against the budget.
local indent = str:match('^%s+') or ''
local body_budget = budget - #indent
local lines, line = {}, nil
for word in str:gmatch('%S+') do
local nxt = line and (line .. ' ' .. word) or word
if line and #nxt > body_budget then
lines[#lines + 1] = line
line = word
else
line = nxt
end
end
lines[#lines + 1] = line or ''
lines[1] = indent .. lines[1]
return lines
end
JCA._wrap_text = wrap_text
-- Dynamic width. The gutter a card leaves for its tooltip depends on where the
-- card sits -- vanilla opens the popup to the LEFT of a card past 40% of the
-- room and to the RIGHT of the rest (show_infotip, UI_definitions.lua) -- and on
-- the room width, which is a CONSTANT in game units whatever the window size
-- (love.resize only rescales pixels, main.lua:1304). So we size the wrap budget
-- to the real gutter: roomy for a far-side card, tight near the flip point, and
-- it tracks a room-widening/ultrawide mod for free. Anything missing (headless
-- tests) falls back to the fixed budget.
local ROW_BUDGET_MIN = 24
local ROW_BUDGET_MAX = 60
-- The card's OWN description popup sits between our tooltip and the card, eating
-- into the gutter. A joker's desc box is ~3.1-3.3 units wide; we subtract 4.6 so
-- the budget always UNDER-estimates the true capacity -- with the smoke-measured
-- metric (roomw 20, ~0.137 units/char at scale 0.32) that margin keeps every
-- card, even one right at the 40% flip, clear of the edge. dbg() logs the inputs.
local MAIN_BOX_UNITS = 4.6
-- Width of one average character in room units at a text scale, from the game's
-- own text-measuring formula (engine/ui.lua:143) -- exact and window-size
-- independent. nil when the font is not loaded (standalone tests).
local function unit_char_width(scale)
local f = G.LANG and G.LANG.font
local FONT = f and f.FONT
if not (FONT and FONT.getWidth and G.TILESIZE) then return nil end
local sample = 'abcdefghijklmnopqrstuvwxyz ,.-()ABCDEFGHIJKLMNOPQRSTUVWXYZ'
local ok, px = pcall(function()
return FONT:getWidth(sample) * (f.squish or 1) * scale * (f.FONTSCALE or 1)
end)
if not (ok and type(px) == 'number' and px > 0) then return nil end
return px / G.TILESIZE / #sample
end
-- Characters that fit one tooltip row for THIS card, clamped to a sane range.
local function row_budget(card)
local room = G.ROOM and G.ROOM.T
local T = card and card.T
if not (room and T and T.x and room.w) then return ROW_BUDGET end
-- Measure at our widest row scale (0.32) so the budget is safe for every row.
local cw = unit_char_width(0.32)
if not cw or cw <= 0 then return ROW_BUDGET end
local gutter = (T.x > room.w * 0.4) and T.x
or (room.w - (T.x + (T.w or 0)))
gutter = gutter - MAIN_BOX_UNITS
-- *1.08: a hair of slack so a line of wider-than-average glyphs still fits.
local budget = math.floor(gutter / (cw * 1.08))
dbg('row_budget x=', T.x, 'roomw=', room.w, 'cw=', cw,
'gutter=', gutter, '->', budget)
return math.max(ROW_BUDGET_MIN, math.min(ROW_BUDGET_MAX, budget))
end
JCA._row_budget_for = row_budget
-- Short theme nouns for the "Looking for:"/"Offers:" hints (engine roles
-- mult/chips/xmult are deliberately absent — they hint nothing specific).
local TAG_LABEL = {
@@ -767,35 +755,43 @@ local function tooltip_rows(card)
local S = JCA.config.touch_mode and 1.4 or 1
local key = card.config.center.key
local partners, total = JCA.partners_for(card)
local budget = row_budget(card)
local rows = {}
local function text_row(str, colour)
for _, line in ipairs(wrap_text(str, budget)) do
-- Every row goes through here, so the width bound holds for all of them --
-- including rows added later by someone who never read this comment.
-- Continuations are indented so a wrapped sentence reads as one thought.
local function text_row(str, colour, scale)
scale = scale or 0.32 * S
for _, line in ipairs(JCA.wrap_measured(str, scale)) do
rows[#rows + 1] = {{n = G.UIT.T, config = {
text = line, colour = colour or G.C.UI.TEXT_DARK, scale = 0.32 * S,
text = line, colour = colour or G.C.UI.TEXT_DARK, scale = scale,
}}}
end
end
-- A coloured label followed by a body sentence ("Baron: retriggers Kings").
-- Kept on one row when the pair fits; otherwise the label takes its own row
-- and the body wraps beneath it, indented -- so neither a long joker name
-- nor a long blurb can push the row off the screen edge.
local function seg_row(label, label_colour, body)
if #label + #body <= budget then
-- Two-tone rows ("Mime: retriggers cards in hand"). Kept on one line while
-- the pair fits; once it does not, the label takes its own line and the
-- body wraps beneath it, which keeps the colour split readable instead of
-- splitting a coloured phrase mid-word across rows.
local function labelled_row(label, label_colour, body)
local scale = 0.3 * S
local budget = JCA.row_width_budget()
if JCA.text_width(label .. body, scale) <= budget then
rows[#rows + 1] = {
{n = G.UIT.T, config = {text = label,
colour = label_colour, scale = 0.3 * S}},
{n = G.UIT.T, config = {text = label, colour = label_colour, scale = scale}},
{n = G.UIT.T, config = {text = body,
colour = G.C.UI.TEXT_DARK, scale = 0.3 * S}},
colour = G.C.UI.TEXT_DARK, scale = scale}},
}
return
end
rows[#rows + 1] = {{n = G.UIT.T, config = {
text = label, colour = label_colour, scale = 0.3 * S}}}
for _, line in ipairs(wrap_text(body, budget - 2)) do
rows[#rows + 1] = {{n = G.UIT.T, config = {
text = ' ' .. line, colour = G.C.UI.TEXT_DARK, scale = 0.3 * S}}}
text = label, colour = label_colour, scale = scale}}}
-- The label owns the line above, so EVERY body line is indented here,
-- not just continuations -- reserve the indent for all of them.
local pad = JCA.text_width(' ', scale)
for _, line in ipairs(JCA.wrap_measured(body, scale, budget - pad, '')) do
rows[#rows + 1] = {{n = G.UIT.T, config = {text = ' ' .. line,
colour = G.C.UI.TEXT_DARK, scale = scale}}}
end
end
@@ -810,12 +806,11 @@ local function tooltip_rows(card)
labels, prefix = tag_labels(entry.gives), 'Offers: '
end
if #labels > 0 then
for i, l in ipairs(wrap_names(labels, budget - #prefix, 2)) do
rows[#rows + 1] = {{n = G.UIT.T, config = {
text = (i == 1 and prefix or ' ') .. l,
colour = G.C.UI.TEXT_DARK, scale = 0.3 * S,
}}}
end
-- One sentence, measured-wrapped, instead of a guessed
-- character count: text_row already bounds the width.
local names = {}
for _, l in ipairs(labels) do names[#names + 1] = l.name end
text_row(prefix .. table.concat(names, ', '), nil, 0.3 * S)
end
end
else
@@ -828,14 +823,12 @@ local function tooltip_rows(card)
for i = 1, shown do
local p = partners[i]
local reason = JCA.explain(key, p.key) or 'shared build theme'
seg_row(p.name .. ': ', G.C.RED, reason)
labelled_row(p.name .. ': ', G.C.RED, reason)
end
if #partners > shown then
local rest = {}
for i = shown + 1, #partners do rest[#rest + 1] = partners[i] end
for i, l in ipairs(wrap_names(rest, budget - 6, 2)) do
text_row((i == 1 and 'also: ' or ' ') .. l, G.C.UI.TEXT_DARK)
end
for i = shown + 1, #partners do rest[#rest + 1] = partners[i].name end
text_row('also: ' .. table.concat(rest, ', '), G.C.UI.TEXT_DARK)
end
if in_buy_area(card) and total >= JCA.config.threshold
and not JCA.config.learning_mode then
@@ -849,7 +842,7 @@ local function tooltip_rows(card)
if owned ~= card and owned.config.center.set == 'Joker' then
local warn = JCA.clash_blurb[pair_key(key, owned.config.center.key)]
if warn then
seg_row('Clashes - ' .. name_of(owned.config.center.key) .. ': ',
labelled_row('Clashes - ' .. name_of(owned.config.center.key) .. ': ',
G.C.RED, warn)
end
end
@@ -931,11 +924,9 @@ local function tooltip_rows(card)
end
if #p.loses > 0 then
local names = {}
for _, k in ipairs(p.loses) do names[#names + 1] = {name = name_of(k)} end
text_row('Fusing drops combos with:', G.C.RED)
for _, l in ipairs(wrap_names(names, budget - 2, 2)) do
text_row(' ' .. l, G.C.RED)
end
for _, k in ipairs(p.loses) do names[#names + 1] = name_of(k) end
text_row('Fusing drops combos with: ' .. table.concat(names, ', '),
G.C.RED)
end
end
end
@@ -1080,7 +1071,13 @@ local function tooltip_rows(card)
rows.name = 'Combo Advisor'
return rows
end
JCA._tooltip_rows = tooltip_rows -- for the row-width test; not a public API
-- Test seam. This is the widest branch set in the mod and the only one the
-- headless suite could not reach, so it is deliberately exported: test.lua
-- uses it to assert that no advice row can ever exceed the width budget, on
-- any board, in either text scale. Not part of the public API -- other mods
-- should read partners_for/explain instead.
JCA._tooltip_rows = tooltip_rows
-- The consumable counterpart of tooltip_rows: names the owned jokers a
-- Planet/Tarot/Spectral card or its pack feeds. Quiet unless an owned joker
@@ -1089,19 +1086,21 @@ local function consumable_rows(card)
local S = JCA.config.touch_mode and 1.4 or 1
local fed, tag = JCA.consumable_partners(card)
if not tag then return nil end
local budget = row_budget(card)
local rows = {}
-- Measured-wrapped like tooltip_rows: a long "Feeds:" list would push the
-- consumable's box off the screen exactly the same way.
local function text_row(str, colour)
for _, line in ipairs(wrap_text(str, budget)) do
local scale = 0.32 * S
for _, line in ipairs(JCA.wrap_measured(str, scale)) do
rows[#rows + 1] = {{n = G.UIT.T, config = {
text = line, colour = colour or G.C.UI.TEXT_DARK, scale = 0.32 * S,
text = line, colour = colour or G.C.UI.TEXT_DARK, scale = scale,
}}}
end
end
if #fed > 0 then
for i, l in ipairs(wrap_names(fed, budget - 7, 2)) do
text_row((i == 1 and 'Feeds: ' or ' ') .. l)
end
local names = {}
for _, f in ipairs(fed) do names[#names + 1] = f.name end
text_row('Feeds: ' .. table.concat(names, ', '))
end
-- A Standard Pack permanently adds playing cards, and Erosion is paid per
-- card MISSING from the deck (card.lua:4318) -- the same verified mechanism
@@ -1353,11 +1352,28 @@ local function recap_row()
return {n = G.UIT.R, config = {align = 'cm', padding = 0.06}, nodes = rows}
end
-- Vanilla node lists have HOLES in them: they are built as table constructors
-- with conditional entries (`G.GAME.seeded and current_seed or nil`,
-- UI_definitions.lua:2469), so index 2 can be empty with real nodes above it.
-- Vanilla never notices because it walks them with pairs (engine/ui.lua:273) --
-- but ipairs stops dead at the first hole, and table.insert/# are undefined on
-- one. So walk and insert by explicit index, bounded by the highest numeric key.
local function last_index(t)
local n = 0
for k in pairs(t) do
if type(k) == 'number' and k > n then n = k end
end
return n
end
-- Trail of {node, index} pairs from `node` down to the child carrying the id,
-- so callers can insert siblings at any ancestor level.
local function find_trail(node, id, trail)
trail = trail or {}
for i, child in ipairs(node.nodes or {}) do
local nodes = node.nodes or {}
for i = 1, last_index(nodes) do
local child = nodes[i]
if type(child) == 'table' then
trail[#trail + 1] = {node = node, index = i}
if child.config and child.config.id == id then return trail end
local hit = find_trail(child, id, trail)
@@ -1365,6 +1381,16 @@ local function find_trail(node, id, trail)
trail[#trail] = nil
end
end
end
-- table.insert's shift, done by hand so a hole above `index` shifts as a hole
-- instead of truncating everything past it.
local function insert_node(nodes, index, row)
for i = last_index(nodes), index, -1 do
nodes[i + 1] = nodes[i]
end
nodes[index] = row
end
-- Insert the recap `up` ancestor levels above the anchor's parent, before
-- (offset 0) or after (offset 1) that branch. Returns true on success.
@@ -1374,7 +1400,7 @@ local function insert_recap(ui, id, up, offset)
local trail = find_trail(ui, id)
if not trail or #trail <= up then return end
local spot = trail[#trail - up]
table.insert(spot.node.nodes, spot.index + offset, row)
insert_node(spot.node.nodes, spot.index + offset, row)
return true
end
@@ -1938,10 +1964,10 @@ if SMODS.current_mod then
SMODS.current_mod.extra_tabs = catalog_tabs
end
-- In-run "Combos" HUD button ---------------------------------------------------
-- Adds a third button under Run Info / Options that opens the synergy catalog
-- in an overlay. The overlay reuses catalog_tabs(); the page cyclers work
-- unchanged because vanilla create_tabs also names its body 'tab_contents'.
-- In-run "Combos" menu entry ----------------------------------------------------
-- Adds a row to the pause menu (Escape), under Settings, that opens the synergy
-- catalog in an overlay. The overlay reuses catalog_tabs(); the page cyclers
-- work unchanged because vanilla create_tabs also names its body 'tab_contents'.
-- Shopping list shown at the top of the in-run overlay: the tags the board
-- wants but nothing else on it gives, and the hooks it gives that nothing
@@ -1983,32 +2009,27 @@ G.FUNCS.jca_open_catalog = function()
})}
end
local function find_by_id(node, id)
if node.config and node.config.id == id then return node end
for _, child in ipairs(node.nodes or {}) do
local hit = find_by_id(child, id)
if hit then return hit end
end
end
if create_UIBox_HUD then
local orig_hud = create_UIBox_HUD
function create_UIBox_HUD(...)
local hud = orig_hud(...)
local ok, area = pcall(find_by_id, hud, 'button_area')
if ok and area and area.nodes then
local B = JCA.config.touch_mode and 1.5 or 1
area.nodes[#area.nodes + 1] =
{n = G.UIT.R, config = {align = 'cm', minh = 0.9 * B, minw = 1.5 * B,
padding = 0.05, r = 0.1, hover = true, colour = G.C.PURPLE,
button = 'jca_open_catalog', shadow = true}, nodes = {
{n = G.UIT.C, config = {align = 'cm', maxw = 1.4 * B}, nodes = {
{n = G.UIT.T, config = {text = 'Combos', scale = 0.38 * B,
colour = G.C.UI.TEXT_LIGHT, shadow = true}},
}},
}}
end
return hud
-- Anchored on 'restart_button' (Start New Run), which create_UIBox_options only
-- builds during a run (UI_definitions.lua:2439) -- so the entry never shows up on
-- the main menu, where there is no board to advise on. UIBox_button hangs the id
-- on the inner node, so the row to insert beside is one level up the trail, the
-- same walk the post-run recap does.
if create_UIBox_options and UIBox_button then
local orig_options = create_UIBox_options
function create_UIBox_options(...)
local ui = orig_options(...)
pcall(function()
local trail = find_trail(ui, 'restart_button')
if not trail or #trail < 2 then return end
local spot = trail[#trail - 1]
insert_node(spot.node.nodes, spot.index, UIBox_button{
id = 'jca_combos_button',
label = {'Combos'},
button = 'jca_open_catalog',
minw = 5,
})
end)
return ui
end
end
+151 -72
View File
@@ -166,6 +166,35 @@ end
create_UIBox_game_over = function() return button_tree('from_game_over') end
create_UIBox_win = function() return button_tree(RECAP_ANCHOR) end
-- Pause menu. Same deal: main.lua wraps it at load and inserts the Combos row
-- beside 'restart_button', which vanilla only builds during a run -- so
-- OPTIONS_IN_RUN lets the suite check that the main-menu shape stays untouched.
-- UIBox_button hangs the id on an INNER node (UI_definitions.lua:6825), which is
-- why the insert walks a level up; a flatter stub would not catch that.
OPTIONS_IN_RUN = true
OPTIONS_SEEDED = false
UIBox_button = function(args)
return {n = 'R', config = {}, nodes = {
{n = 'C', config = {id = args.id, button = args.button},
nodes = {{n = 'T', config = {text = args.label[1]}}}},
}}
end
-- The HOLE at index 2 is the point. Vanilla writes the seed row as
-- `G.GAME.seeded and current_seed or nil` (UI_definitions.lua:2469), so an
-- unseeded run really does hand us {settings, nil, restart, ...} -- and ipairs
-- stops at that hole, one index short of the anchor.
create_UIBox_options = function()
local contents = {UIBox_button{label = {'Settings'}, button = 'settings'}}
contents[2] = OPTIONS_SEEDED
and UIBox_button{label = {'Copy Seed'}, button = 'copy_seed'} or nil
if OPTIONS_IN_RUN then
contents[3] = UIBox_button{id = 'restart_button',
label = {'New Run'}, button = 'setup_run'}
end
contents[4] = UIBox_button{label = {'Main Menu'}, button = 'go_to_menu'}
return {n = 'ROOT', nodes = {{n = 'C', nodes = {{n = 'R', nodes = contents}}}}}
end
local data = dofile('synergies.lua')
dofile('main.lua')
@@ -560,6 +589,128 @@ G.GAME = {}
ok(not has_recap(create_UIBox_win()), 'a run with no combos gets no recap row')
G.GAME = {}
--------------------------------------------------------------------------------
section('Engine: the catalog opens from the pause menu, in a run only')
--------------------------------------------------------------------------------
-- The Combos row replaced a HUD button, so the pause menu is now the only way
-- into the catalog mid-run. It is inserted beside 'restart_button', which only
-- exists during a run: on the main menu the walk must find nothing and leave
-- the vanilla menu alone rather than guessing at a position.
--
-- This reads the menu back the way the GAME does -- pairs, in index order
-- (engine/ui.lua:273) -- because an ipairs reader would stop at the seed hole
-- and cheerfully report a menu vanilla never shows.
local function menu_labels(node, out)
out = out or {}
if type(node) ~= 'table' then return out end
if node.config and node.config.button then
out[#out + 1] = node.config.button
end
local nodes, last = node.nodes or {}, 0
for k in pairs(nodes) do
if type(k) == 'number' and k > last then last = k end
end
for i = 1, last do menu_labels(nodes[i], out) end
return out
end
local in_run = menu_labels(create_UIBox_options())
eq(table.concat(in_run, ','), 'settings,jca_open_catalog,setup_run,go_to_menu',
'the Combos row sits under Settings, above Start New Run')
-- A seeded run fills the hole with the seed row; the anchor moves, and the
-- Combos row has to move with it rather than sit at a remembered index.
OPTIONS_SEEDED = true
eq(table.concat(menu_labels(create_UIBox_options()), ','),
'settings,copy_seed,jca_open_catalog,setup_run,go_to_menu',
'a seeded run keeps the row directly above Start New Run')
OPTIONS_SEEDED = false
OPTIONS_IN_RUN = false
eq(table.concat(menu_labels(create_UIBox_options()), ','), 'settings,go_to_menu',
'the main menu keeps its vanilla rows -- no anchor, no insert')
OPTIONS_IN_RUN = true
ok(type(G.FUNCS.jca_open_catalog) == 'function',
'and the button it fires is registered')
--------------------------------------------------------------------------------
section('UI: advice rows are measured, so the tooltip cannot run off-screen')
--------------------------------------------------------------------------------
-- info_tip_from_rows sets no maxw (UI_definitions.lua:1124), so the hover box
-- grows to its widest row. Counting characters cannot bound that: the same
-- string is 40% wider in touch mode. Everything below is in GAME UNITS, which
-- are resolution-independent (G.TILESCALE cancels in engine/ui.lua:144).
ok(JCA.text_width('mm', 0.3) > JCA.text_width('m', 0.3), 'width grows with length')
ok(JCA.text_width('m', 0.6) > JCA.text_width('m', 0.3), 'and with text scale')
eq(JCA.row_width_budget(), 20 * 0.24, 'the budget is a fraction of the room width')
-- A wider room means a wider budget: read, never hardcoded.
local saved_room = G.ROOM
G.ROOM = {T = {w = 40}}
eq(JCA.row_width_budget(), 40 * 0.24, 'a wider room raises the budget')
G.ROOM = saved_room
local function widest(lines, scale)
local w = 0
for _, l in ipairs(lines) do w = math.max(w, JCA.text_width(l, scale)) end
return w
end
local long = 'Fuses into Collectible Chaos Card ($9) - still needs Flash Card'
for _, scale in ipairs({0.3, 0.32, 0.42, 0.448}) do
ok(widest(JCA.wrap_measured(long, scale), scale) <= JCA.row_width_budget(),
('wrapping holds the budget at scale %.3f'):format(scale))
end
-- A word longer than the whole budget keeps its own line: a clipped joker name
-- is worse than one slightly wide row.
local huge = string.rep('W', 60)
eq(#JCA.wrap_measured(huge, 0.3), 1, 'an over-long word is never split mid-word')
eq(#JCA.wrap_measured('', 0.3), 1, 'an empty string still yields one line')
-- The real thing: render every advice row for a spread of boards and assert
-- none of them can push the box off the screen, in either text scale.
local function every_row_fits(card, label)
local budget = JCA.row_width_budget()
for _, row in ipairs(JCA._tooltip_rows(card)) do
local w, txt = 0, ''
for _, node in ipairs(row) do
if node.config and node.config.text then
w = w + JCA.text_width(node.config.text, node.config.scale)
txt = txt .. node.config.text
end
end
if w > budget + 0.001 then
return ok(false, label, ('%.2fu > %.2fu: %q'):format(w, budget, txt))
end
end
return ok(true, label)
end
local saved_touch = JCA.config.touch_mode
G.GAME = {dollars = 4}
for _, touch in ipairs({false, true}) do
JCA.config.touch_mode = touch
local tag = touch and 'touch mode' or 'normal'
-- A joker with three partners, a clash, and a long chain of explanations.
field('j_pareidolia', 'j_sock_and_buskin', 'j_photograph', 'j_smiley')
every_row_fits(G.jokers.cards[1], 'a crowded partner list fits (' .. tag .. ')')
-- The clash line: label plus warning is the widest two-tone row there is.
field('j_vampire', 'j_ticket')
every_row_fits(G.jokers.cards[2], 'a clash warning fits (' .. tag .. ')')
-- A fusion recipe naming a long result AND a long missing component.
field('j_greedy_joker')
every_row_fits(G.jokers.cards[1], 'a fusion recipe fits (' .. tag .. ')')
-- No partners: the "Looking for:" tag list can be long on its own.
field('j_bloodstone')
every_row_fits(G.jokers.cards[1], 'a long "Looking for" list fits (' .. tag .. ')')
end
JCA.config.touch_mode = saved_touch
G.GAME = {}
--------------------------------------------------------------------------------
section('Engine: deck context counts base suits')
--------------------------------------------------------------------------------
@@ -1108,78 +1259,6 @@ build('Traps last page', function()
G.FUNCS.jca_page_Traps{cycle_config = {current_option = 999}}
end)
--------------------------------------------------------------------------------
section('UI: advice rows fit the tooltip gutter')
--------------------------------------------------------------------------------
-- The hover info popup is right-anchored to the card and grows leftward with no
-- screen clamp, so a row wider than the shop's left gutter runs off-screen and
-- clips (the reported bug). Every rendered line -- summed across its coloured
-- segments -- must stay within the budget, however long the name or blurb.
local BUDGET = JCA._row_budget
-- wrap_text: never exceeds the budget, never splits a word, loses no content.
do
local long = 'Fuses into Obelisk ($12) - still needs Wrathful Joker and Blueprint'
local lines = JCA._wrap_text(long, BUDGET)
local wide = false
for _, l in ipairs(lines) do if #l > BUDGET then wide = true end end
ok(not wide, 'wrap_text keeps every line within budget')
eq(table.concat(lines, ' '), long, 'wrap_text loses no words')
eq(#JCA._wrap_text(string.rep('x', BUDGET + 10), BUDGET), 1,
'wrap_text leaves an unbreakable long word on its own line')
-- Continuation lines arrive pre-indented (" Baron, Mime"); the indent must
-- survive and still count against the budget.
local indented = JCA._wrap_text(' ' .. string.rep('a', BUDGET - 2), BUDGET)
eq(#indented, 1, 'an indented line at budget does not wrap')
ok(indented[1]:sub(1, 2) == ' ', 'wrap_text keeps the leading indent')
ok(#indented[1] <= BUDGET, 'indent counts against the budget')
end
-- row_budget sizes each row to the card's actual gutter, using the game's own
-- text metric. Window size never enters it (the room is a constant in units);
-- only the card's position does. With no geometry it must fall back to the fixed
-- budget so headless callers -- and this suite -- keep a stable width.
do
eq(JCA._row_budget_for({}), BUDGET,
'row_budget falls back to the fixed budget with no card geometry')
-- Stub the font metric: getWidth in "pixels", scaled to ~0.15 units/char.
G.TILESIZE = 0.32 / 0.15
G.LANG = {font = {squish = 1, FONTSCALE = 1,
FONT = {getWidth = function(_, s) return #s end}}}
local roomy = JCA._row_budget_for({T = {x = 17, w = 1}}) -- far right, wide gutter
local tight = JCA._row_budget_for({T = {x = 8.1, w = 1}}) -- just past the flip
ok(roomy > tight, 'a card with more room gets a wider budget',
('roomy=%d tight=%d'):format(roomy, tight))
ok(tight >= 20 and roomy <= 64, 'the budget stays within a sane clamp',
('roomy=%d tight=%d'):format(roomy, tight))
G.TILESIZE, G.LANG = nil, nil
end
-- The widest real row is a clash against a long-named joker carrying a full
-- 34-char blurb: "Clashes - <name>: <blurb>" is ~64 chars and must wrap.
G.shop_jokers = {}
G.jokers = {cards = {{config = {center = {key = 'j_gluttenous_joker', set = 'Joker'}}}}}
JCA.register_clash('j_widetest', 'j_gluttenous_joker', string.rep('x', BLURB_MAX))
local hovered = {
config = {center = {key = 'j_widetest', set = 'Joker'}},
ability = {}, area = G.shop_jokers,
}
local rows = JCA._tooltip_rows(hovered)
local widest, saw_clash = 0, false
for _, row in ipairs(rows) do
local w = 0
for _, seg in ipairs(row) do w = w + #((seg.config or {}).text or '') end
if w > widest then widest = w end
for _, seg in ipairs(row) do
if ((seg.config or {}).text or ''):find('Clashes') then saw_clash = true end
end
end
ok(saw_clash, 'the clash line is present to be measured')
ok(widest <= BUDGET, 'every advice row fits the budget',
('widest row is %d chars (budget %d)'):format(widest, BUDGET))
G.jokers, G.shop_jokers = nil, nil
--------------------------------------------------------------------------------
print(('\n%d passed, %d failed'):format(pass, fail))
os.exit(fail == 0 and 0 or 1)