test.lua is the gate -- it fails on what is broken. This is the map: it
reports what is merely suspicious, and (the actual point) it REMEMBERS.
32 jokers score ~0 against all 150: they give nothing but engine roles
and want nothing, so the advisor has nothing to say about them. For most
that is the correct answer, but I have now worked that question out from
scratch twice, and the reasoning evaporated both times. VERDICTS records
the conclusion for each one, so an audit only surfaces what is new.
It preserves the traps: Steel Joker and Glass Joker look exactly like
Blue Joker and Abstract Joker did, but they want Steel/Glass cards
specifically, and the only enhance_gen givers make Gold and Stone -- so
"fixing" them would invent a synergy that does not exist. That is written
down now instead of being rediscovered.
It also preserves the leads not yet chased (Ceremonial Dagger's
positional destroy, Erosion vs the card-adders, Burglar + Ramen and Green
Joker, Chaos + Flash Card), marked candidate because they are unverified.
A newly-silent joker lands in "never looked at" and fails the audit until
someone decides. AUDIT.md is committed so the map is readable without
running anything.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* The tooltip mis-taught every pure enabler. JCA.explain used a cluster
tag's `both` text whenever EITHER side was a full member, so Four
Fingers next to Runner claimed "both reward Straights" -- Four Fingers
does not reward Straights, it makes them reachable. `both` now requires
both sides, and every cluster tag carries give/want phrasings.
* Blue Joker and Abstract Joker scored 0 against all 150 jokers. Blue
Joker scales on #G.deck.cards, so it wants card_gen (DNA, Marble,
Certificate); Abstract scales on #G.jokers.cards, so it wants joker_gen
(Riff-Raff is +6 Mult on its own). Both verified in card.lua. Steel and
Glass Joker look like the same fix but are NOT: they need Steel/Glass
specifically, and the only enhance_gen givers make Gold and Stone, so
tagging them would invent a synergy that does not exist.
* Copy jokers are positional and the board order was there all along.
JCA.copy_source reports what an owned Blueprint/Brainstorm is actually
copying, including when the target is one of the 29 centers vanilla
refuses to copy (blueprint_compat = false), or when it is copying
nothing at all.
* The sell advisor now counts clashes when ranking what to cut. JCA.score
stays pure -- a trap must never make a card look like a combo -- but a
joker eating another one's payoff is exactly the one to sell.
The suite caught a real bug while writing this: `(mode == 'right') and
cards[idx+1] or cards[1]` falls through to the LEFTMOST joker when the
right-hand slot is nil, so a rightmost Blueprint would have named the
wrong card. 673 pass here, 9 in-game via the smoke harness.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pushes authenticate through the global libsecret credential helper. The
tea login has auth_method oauth and no token at all, so it cannot create
repos or call the API - it was never what authenticated pushes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The UI hooks are no longer an untested surface: BalatroSmoke boots the
real game and asserts the tooltip, clash, caution, discovery and card
materialize paths against live game state. All 7 pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Every entry here was checked against the running Steamodded source in
Mods/lovely/dump, not from memory.
The headline is a correction: the shipped CLASHES table warned that
Smeared Joker + Flower Pot "cannot make all four" suits. It is backwards.
Flower Pot fills its four suit slots with a greedy if/elseif chain
(card.lua:4256) and SMODS.smeared_check makes Hearts answer for Diamonds
and Spades for Clubs, so the second Heart falls through into the Diamond
slot: any two red + two black cards fill the pot. It is one of the
strongest combos in the game and the mod was steering players away from
it -- while simultaneously scoring the pair +2 via suit_flex, which
should have been the tell. It is now a famous pair.
New clashes (4 -> 22), all traced to the mechanism:
* Burglar zeroes discards_left on blind select (card.lua:2905), which
switches off every discard-gated joker for the rest of the run: Banner,
Delayed Gratification, Castle, Yorick, Hit the Road, Burnt, Mail-In
Rebate, Faceless, Trading Card, and it wipes the discards Drunkard and
Merry Andy hand you. Delayed Gratification is the cruellest -- "no
discards used" reads like a synergy, but the code also requires
discards_left > 0, so it pays exactly $0.
* Vampire strips enhancements in the `before` pass, ahead of the
per-card `individual` pass where enhancement payoffs are read, so it
eats what Golden Ticket, Glass, Stone Joker, Marble and Driver's
License are counting.
* Joker Stencil scales on EMPTY slots, so Riff-Raff and Abstract Joker
fight it.
* Splash makes every played card score, so a face card that used to be a
harmless kicker now resets Ride the Bus.
New cautions (3 -> 15): the positional traps (Blueprint dead in the
rightmost slot, Brainstorm in the leftmost), Mime doing nothing without a
held-card payoff, and the decay timers, whose numbers are exact from
game.lua (Ice Cream 100/5 = 20 hands, Popcorn 20/4 = 5 rounds).
Also corrects the stale game path in CLAUDE.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
There was no test file -- CLAUDE.md described the harness in prose and
referred to an "orphan-tag check" that did not exist. test.lua now stubs
the game globals and exercises the real engine, database and catalog tab
builders. It found three bugs on its first run:
* four_kind was the only theme in the catalog that could never be
discovered. Theme discovery needs a giver and a wanter on two DIFFERENT
fielded jokers, and The Family was its sole member -- so the Hands bar
and the overall Progress bar could never reach 100%. DNA is the real
enabler (copying a card is how you stack duplicate ranks, the only
vanilla route to a reliable Four of a Kind), so it now gives the
matching-hand tags as a pure enabler.
* hand_level was given by Space Joker and Burnt Joker and wanted by
nobody, so it could never contribute to a score and its "want" tooltip
text was unreachable. Nothing in vanilla rewards hand levels; the tag
is dropped rather than faked.
* Invisible Joker had no tags at all, so it scored 0 against the entire
game. Selling it duplicates one of your Jokers -- the same "stronger
target, better payoff" logic Blueprint and Brainstorm already model --
so it now wants copy_target.
The suite guards both directions of the tag contract (no orphan wants, no
dead gives), theme reachability, blurb widths, the inert-joker list, and
the card materialize fix from the previous commit.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Warning-only data in synergies.lua — never touches the synergy score.
Tooltips gain a red 'Clashes - <owned joker>: <why>' line when a hovered
joker fights one you own (Ride the Bus + Pareidolia, Vampire vs Steel
Joker/Lucky Cat, Smeared vs Flower Pot), and a 'Caution:' line in the
buy area for jokers that harm a board you keep (Ceremonial Dagger,
Madness, Stencil). Learning mode keeps warnings — they teach.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Any xMult joker used to pulse 'recommended' on a board of four unrelated
+Mult/+Chips jokers: the generic engine-complement +1 in JCA.score
accumulated once per owned joker in partners_for, reaching the threshold
of 4 with zero listable partners (pairwise scores never hit 2), so the
card pulsed while its own tooltip said 'No synergy with your jokers.'
- partners_for now counts the generic +1 once per candidate. Tag/pair
scores are even, so the generic bonus can no longer flip a
recommendation at all; a pulsing card always has a nameable partner.
- Joker Stencil is the one xMult joker the generic rule actively
misreads (its multiplier grows with EMPTY slots), so entries support
{no_generic = true} which suppresses the rule in score() and the
generic fallback lines in explain(). Stencil also gains copy_target:
its real famous synergy is being copied by Blueprint/Brainstorm.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A synergy theme counts as explored the first time two different
fielded jokers connect it (one gives the tag, one wants it; cluster
members carry both sides, so any two qualify). Explored themes
persist in config.themes_found, badge their catalog page with
"explored!", and feed a per-tab progress line. One toast per
emplacement, with famous pairs outranking themes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Steamodded mod that teaches Balatro joker synergies: hover tooltips
explain why jokers combo (famous-pair blurbs + tag-based reasons),
combo discovery tracking with catalog grey-out and run recap, an
in-game synergy catalog with real card sprites, learning mode, and
a HUD shortcut.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>