--- Joker Combo Advisor --- Scores jokers in the shop (and in booster packs) against the jokers you --- currently own, shows a "Combo Advisor" tooltip on hover explaining which --- of your jokers they synergize with, and makes strong picks pulse. JCA = JCA or {} -- Diagnostics: prints land in Mods/lovely/log as "[G] JCA: ..." lines. JCA.DEBUG = false local function dbg(...) if JCA.DEBUG then print('JCA:', ...) end end local data = assert(SMODS.load_file('synergies.lua'))() JCA.db = data.jokers JCA.scalers = data.scalers -- Settings from config.lua, persisted by Steamodded across sessions. -- Fallback defaults keep the engine usable outside the game (tests). JCA.mod = SMODS.current_mod JCA.config = SMODS.current_mod and SMODS.current_mod.config or { pulse = true, owned_tooltip = true, threshold = 4, discovered = {}, themes_found = {} } JCA.config.discovered = JCA.config.discovered or {} JCA.config.themes_found = JCA.config.themes_found or {} -- Explicit famous pairs, stored under a canonical "a|b" key (a < b). JCA.pair_list = data.pairs JCA.pair_bonus = {} JCA.pair_blurb = {} local function pair_key(a, b) if a < b then return a .. '|' .. b end return b .. '|' .. a end for _, p in ipairs(data.pairs) do JCA.pair_bonus[pair_key(p[1], p[2])] = true JCA.pair_blurb[pair_key(p[1], p[2])] = p[3] end -- Known traps: warning-only, never part of the synergy score. The list is -- kept alongside the blurb map so the Traps tab can page over it; blurbs are -- always read back through clash_blurb so register_clash updates apply. JCA.clash_list = data.clashes or {} JCA.clash_blurb = {} for _, p in ipairs(JCA.clash_list) do JCA.clash_blurb[pair_key(p[1], p[2])] = p[3] end JCA.cautions = data.cautions or {} -- Scoring ------------------------------------------------------------------- -- Synergy score between two joker center keys. 0 = no known synergy. -- Second return marks scores whose +1 came from the generic engine -- complement, so partners_for can count that bonus once per candidate. function JCA.score(a, b) local s, generic = 0, false if JCA.pair_bonus[pair_key(a, b)] then s = s + 4 end local A, B = JCA.db[a], JCA.db[b] if A and B then for t in pairs(A.gives) do if B.wants[t] then s = s + 2 end end for t in pairs(B.gives) do if A.wants[t] then s = s + 2 end end -- Generic engine complement: a +Mult/+Chips source and an xMult -- multiplier usually help each other a little. no_generic opts out -- jokers whose multiplier this reasoning misreads (Joker Stencil). if not (A.no_generic or B.no_generic) then local a_scaler = A.gives.mult or A.gives.chips local b_scaler = B.gives.mult or B.gives.chips if (A.gives.xmult and b_scaler) or (B.gives.xmult and a_scaler) then s = s + 1 generic = true end end end return s, generic end -- One short reason why `partner` works with `hovered`, phrased from the -- partner's side ("Mime: retriggers cards in hand"). Most specific wins: -- famous-pair blurb, then the first tag match in TAG_ORDER (what the partner -- gives to this card before what it takes), then the generic engine -- complement. function JCA.explain(hovered, partner) local blurb = JCA.pair_blurb[pair_key(hovered, partner)] if blurb then return blurb end local A, B = JCA.db[hovered], JCA.db[partner] if not (A and B) then return nil end for _, t in ipairs(data.tag_order) do local text = data.tag_text[t] if text then -- "both reward Straights" only reads true when BOTH jokers sit on both -- sides of the tag. A pure enabler (Four Fingers, DNA) gives it without -- wanting it, so it gets the give/want phrasing instead — it does not -- reward the hand, it makes the hand reachable. local cluster = text.both and (A.gives[t] and A.wants[t]) and (B.gives[t] and B.wants[t]) if B.gives[t] and A.wants[t] then return cluster and text.both or text.give elseif A.gives[t] and B.wants[t] then return cluster and text.both or text.want end end end if not (A.no_generic or B.no_generic) then if B.gives.xmult and (A.gives.mult or A.gives.chips) then return 'multiplies what this adds' elseif A.gives.xmult and (B.gives.mult or B.gives.chips) then return 'feeds this multiplier' end end return nil end local function name_of(key) local ok, name = pcall(function() return localize{type = 'name_text', set = 'Joker', key = key} end) if ok and type(name) == 'string' and name ~= 'ERROR' then return name end local center = G.P_CENTERS and G.P_CENTERS[key] return center and center.name or key end -- Owned jokers with synergy score >= 2 against `card`, strongest first. -- Returns the partner list and the total score across all owned jokers. -- The generic mult/xmult complement counts toward the total once per -- candidate, not once per owned joker — otherwise any xMult card would -- pulse "recommended" on a board of four unrelated +Mult jokers. function JCA.partners_for(card) local partners, total, generic_seen = {}, 0, false if not (G.jokers and G.jokers.cards) then return partners, 0 end local key = card.config.center.key for _, owned in ipairs(G.jokers.cards) do if owned ~= card and owned.config.center.set == 'Joker' then local s, generic = JCA.score(key, owned.config.center.key) total = total + s if generic then if generic_seen then total = total - 1 end generic_seen = true end if s >= 2 then partners[#partners + 1] = { key = owned.config.center.key, name = name_of(owned.config.center.key), score = s, } end end end table.sort(partners, function(x, y) return x.score > y.score end) return partners, total end -- A shop/pack joker is "recommended" (pulses) when its combined synergy with -- the current build clears the configured threshold. function JCA.is_recommended(card) local _, total = JCA.partners_for(card) return total >= JCA.config.threshold end -- Copy jokers are positional, and the board order is right there in -- G.jokers.cards -- so the advisor can name what a copier is ACTUALLY copying -- rather than guess. Blueprint copies the joker to its right (card.lua:4663); -- Brainstorm copies the leftmost one, which is nothing when it is itself leftmost. -- -- Copiers CHAIN: Blueprint's own blueprint_compat is true, and -- SMODS.blueprint_effect recurses into the copied card (utils.lua:2269), so -- Blueprint -> Blueprint -> Baron really does give you two Barons. Answering -- "Copying Blueprint" would be the one reply that tells the player nothing, so we -- walk the chain to the joker whose ability actually gets copied. -- -- Returns: target, status, chain -- target - the joker ultimately copied (nil when the chain yields nothing) -- status - 'ok' | 'none' | 'incompatible' | 'debuffed' -- chain - the copiers walked through on the way there (Blueprints in between) local COPIERS = {j_blueprint = 'right', j_brainstorm = 'leftmost'} function JCA.copy_source(card) if not (G.jokers and G.jokers.cards and card.config and card.config.center) then return nil, 'none', {} end if not COPIERS[card.config.center.key] then return nil, 'none', {} end local cards = G.jokers.cards local chain, seen, current = {}, {}, card -- Vanilla caps the recursion at the board size (utils.lua:2255); a -- Blueprint/Brainstorm ring would otherwise loop forever and yields nothing. for _ = 1, #cards + 1 do if seen[current] then return nil, 'none', chain end seen[current] = true local mode = COPIERS[current.config.center.key] local idx for i, c in ipairs(cards) do if c == current then idx = i break end end if not idx then return nil, 'none', chain end -- NOT the `a and b or c` idiom: for a rightmost Blueprint cards[idx+1] is -- nil, and the idiom would fall through to `or cards[1]` and confidently -- report it copying the LEFTMOST joker. local target if mode == 'right' then target = cards[idx + 1] else target = cards[1] end if not target or target == current then return nil, 'none', chain end local center = target.config and target.config.center if not center then return nil, 'none', chain end -- Vanilla tests blueprint_compat for TRUTH, not for `~= false` -- (utils.lua:2254). A modded joker that simply omits the flag is NOT -- copyable, and saying otherwise would be a lie about someone else's mod. if not center.blueprint_compat then return target, 'incompatible', chain end -- A debuffed joker is copied as nothing at all (same line). if target.debuff then return target, 'debuffed', chain end if not COPIERS[center.key] then return target, 'ok', chain end chain[#chain + 1] = target -- another copier: follow it current = target end return nil, 'none', chain end -- What a copier still IN THE SHOP would copy if bought right now. A purchase -- always lands in the RIGHTMOST slot (buy_from_shop hands the card to -- G.jokers:emplace, button_callbacks.lua:2279, and emplace appends, -- cardarea.lua:53) -- so a bought Blueprint arrives with no right-hand -- neighbour and copies nothing until the player reorders, while a bought -- Brainstorm reads the leftmost joker the moment it lands. Same returns as -- copy_source; a leftmost joker that is itself a copier is followed through -- copy_source so the chain resolves to the joker actually copied. function JCA.copy_source_if_bought(key) if not (COPIERS[key] and G.jokers and G.jokers.cards) then return nil, 'none', {} end if COPIERS[key] == 'right' then return nil, 'none', {} end local target = G.jokers.cards[1] local center = target and target.config and target.config.center if not center then return nil, 'none', {} end if COPIERS[center.key] then local final, status, chain = JCA.copy_source(target) table.insert(chain, 1, target) return final, status, chain end if not center.blueprint_compat then return target, 'incompatible', {} end if target.debuff then return target, 'debuffed', {} end return target, 'ok', {} end -- Ceremonial Dagger is positional too, and it is the dangerous one: when the -- blind is selected it DESTROYS the joker to its right and eats twice its sell -- value as Mult (card.lua:2945). The card text says so; what it cannot tell you -- is *which joker on your board* is about to die. Vanilla skips Eternal jokers, -- so an Eternal neighbour is safe. -- -- Returns the joker it will eat (or nil), and whether that joker is safe. function JCA.dagger_victim(card) if not (G.jokers and G.jokers.cards and card.config and card.config.center) then return nil end if card.config.center.key ~= 'j_ceremonial' then return nil end local cards, idx = G.jokers.cards, nil for i, c in ipairs(cards) do if c == card then idx = i break end end if not idx then return nil end local target = cards[idx + 1] if not target or not (target.config and target.config.center) then return nil end -- Same reasoning as JCA.is_eternal: read the sticker, never call -- SMODS.is_eternal() from an advisor path. return target, JCA.is_eternal(target) end -- Sell advisor: on a full board, the owned joker contributing the least -- total synergy to the rest is the natural cut when something better shows -- up. Returns nil when slots are free, the board is tiny, or every joker -- scores the same (nothing stands out to cut). -- -- Clashes count here, and ONLY here. JCA.score stays pure -- an anti-synergy -- never changes a synergy score or a recommendation (a trap must never make a -- card look like a combo). But when picking which joker to cut, a joker that is -- actively eating another one's payoff is exactly the one you want gone, so a -- clash with an owned joker is a penalty against keeping it. The penalty is odd -- so it always breaks a tie against a clashing joker. local CLASH_PENALTY = 3 -- Sticker weights, same philosophy: mechanical facts only. A rental bleeds -- $3 every round, so between two equally-scoring jokers, cut the rental. A -- PERISHED joker (perishable, tally at 0) is debuffed forever -- dead weight -- at any synergy score, so its penalty dwarfs every possible total. local RENTAL_PENALTY = 2 local PERISHED_PENALTY = 1000 local function keep_score(card, cards) local _, total = JCA.partners_for(card) local key = card.config.center.key for _, other in ipairs(cards) do local center = other ~= card and other.config and other.config.center if center and JCA.clash_blurb[pair_key(key, center.key)] then total = total - CLASH_PENALTY end end if JCA.is_rental(card) then total = total - RENTAL_PENALTY end if JCA.is_perished(card) then total = total - PERISHED_PENALTY end return total end -- Eternal jokers CANNOT be sold: Card:can_sell_card bails on them outright -- (card.lua:1993). Advice you are not allowed to take is worse than no advice, so -- an Eternal joker is never the sell candidate -- but it still counts towards the -- best score, because it is genuinely part of the build you are keeping. -- Read the sticker directly, and do NOT call SMODS.is_eternal(): it runs a full -- SMODS.calculate_context on every call (utils.lua:3079), which is far too heavy -- for something a hover invokes once per joker -- and it does not answer honestly -- outside a live run. In the smoke harness it reported EVERY joker as Eternal, -- which silenced the sell advisor completely. `ability.eternal` is the same flag -- vanilla reads to draw the Eternal badge (card.lua:1141). function JCA.is_eternal(card) return not not (card.ability and card.ability.eternal) end -- Rental and Perishable are the other two stickers the advisor must respect, -- and both are plain ability flags like eternal (card.lua:684, 676). A rental -- drains G.GAME.rental_rate every round (card.lua:2646; $3, game.lua:1957). -- A perishable joker counts perish_tally down each round (card.lua:2652) and -- once it hits 0 the card is debuffed PERMANENTLY (card.lua:716) -- not "this -- blind", forever. Eternal and perishable are mutually exclusive (set_perishable -- bails on eternals), so a perished joker is always legal to sell. function JCA.is_rental(card) return not not (card.ability and card.ability.rental) end -- Sticker traps on a specific shop card, as caution strings. Per-instance, -- unlike JCA.cautions (which warns about the joker itself): the same joker is -- a fine buy without the sticker. Perishable debuffs for good after -- G.GAME.perishable_rounds (card.lua:2652); rental charges rental_rate ($3) -- every round (card.lua:2647), which can eat a money joker's whole payout. function JCA.sticker_cautions(card) local out = {} local key = card.config and card.config.center and card.config.center.key local a = card.ability or {} if a.perishable and key and JCA.scalers[key] then out[#out + 1] = 'perishable: gains die in 5 rounds' end if a.rental and key and JCA.db[key] and JCA.db[key].gives.money then out[#out + 1] = 'rental: rent may eat its payout' end return out end function JCA.is_perished(card) local a = card.ability return not not (a and a.perishable and (a.perish_tally or 0) <= 0) end -- Boss-blind cautions: bosses that mechanically shut off a class of jokers -- for the fight. Warning-only, like every trap: this never touches a score. -- Each entry maps the boss to the catalog tags it silences and the factual -- phrase the tooltip prints ("This ante: "). -- -- Five bosses debuff a whole class of cards (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). -- -- Two more silence a mechanic rather than a card class: -- The Water removes every discard at blind start (blind.lua:208 eases -- discards_left to 0; given back only after the fight, blind.lua:405), so -- discard granters and discard payoffs both idle. -- The Eye records each played hand type and BLOCKS a repeat outright -- (blind.lua:189 builds the table, debuff_hand rejects at blind.lua:577), -- so a build that spams one hand type gets exactly one shot at it. -- -- Chased and REJECTED, so nobody re-adds them: The Arm lowers the played -- hand's LEVEL (blind.lua:584) -- that drains hand-level investment, not the -- planet-economy jokers, so warning them off would be wrong. The Ox fires -- only when the player chooses to play their most played hand -- the same -- "hand choice decides, not the effect" reasoning that rejected the Card -- Sharp/Obelisk clash (see AUDIT.md). local BOSS_KILLS = { bl_club = {tags = {clubs = true}, what = 'debuffs Clubs'}, bl_goad = {tags = {spades = true}, what = 'debuffs Spades'}, bl_head = {tags = {hearts = true}, what = 'debuffs Hearts'}, bl_window = {tags = {diamonds = true}, what = 'debuffs Diamonds'}, bl_plant = {tags = {faces = true}, what = 'debuffs face cards'}, bl_water = {tags = {discards_up = true}, what = 'sets discards to 0'}, bl_eye = {tags = {pair = true, two_pair = true, three_kind = true, four_kind = true, straight = true, flush = true}, what = 'blocks repeat hand types'}, } JCA.boss_kills = BOSS_KILLS -- How much of the deck actually belongs to a suit (base suits, the field -- vanilla sorts and scores by -- card.lua:145). Context for suit jokers: -- the score never reads the deck, but the player deciding on Bloodstone -- deserves to know whether it is 21 Hearts or 6. function JCA.deck_suit_count(suit) local n, total = 0, 0 for _, c in ipairs(G.playing_cards or {}) do if c.base and c.base.suit then total = total + 1 if c.base.suit == suit then n = n + 1 end end end return n, total end -- 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() if not (G.jokers and G.jokers.cards) then return nil end local cards = G.jokers.cards local limit = G.jokers.config and G.jokers.config.card_limit or #cards if #cards < 3 or #cards < limit then return nil end local worst, worst_total, best_total for _, c in ipairs(cards) do if c.config and c.config.center and c.config.center.set == 'Joker' then local total = keep_score(c, cards) if not JCA.is_eternal(c) and (not worst_total or total < worst_total) then worst, worst_total = c, total end if not best_total or total > best_total then best_total = total end end end if worst and worst_total < best_total then return worst end end -- Public API for other mods ---------------------------------------------------- -- Lets a mod teach the advisor its own jokers (which otherwise score 0). -- Call any time after this mod has loaded. Tags must come from the sets in -- synergies.lua; unknown tags are dropped with a log line rather than -- crashing someone else's load. local KNOWN_TAGS = { mult = true, chips = true, xmult = true } for t in pairs(data.tag_text) do KNOWN_TAGS[t] = true end local function checked_tag_set(key, list) local set = {} for _, t in ipairs(list or {}) do if KNOWN_TAGS[t] then set[t] = true else print(('JCA: %s: dropping unknown tag %q'):format(key, tostring(t))) end end return set end -- gives/wants are arrays of tag names. opts: {no_generic = true} excludes -- the joker from the generic mult/xmult complement (see Joker Stencil). -- Re-registering a key overwrites its entry. function JCA.register(key, gives, wants, opts) assert(type(key) == 'string' and key ~= '', 'JCA.register: key required') JCA.db[key] = { gives = checked_tag_set(key, gives), wants = checked_tag_set(key, wants), no_generic = opts and opts.no_generic or nil, } end -- Famous pair: flat +4, shown in the Combos tab, discoverable in play. -- Keep the blurb under ~34 chars so it fits one tooltip row. function JCA.register_pair(a, b, blurb) assert(type(a) == 'string' and type(b) == 'string', 'JCA.register_pair: two joker keys required') if blurb and #blurb > 34 then print(('JCA: pair %s|%s blurb exceeds 34 chars, may clip'):format(a, b)) end local pk = pair_key(a, b) if not JCA.pair_bonus[pk] then JCA.pair_list[#JCA.pair_list + 1] = {a, b, blurb} end JCA.pair_bonus[pk] = true JCA.pair_blurb[pk] = blurb JCA._pairs_dirty = true -- combos tab re-sorts on next open end -- Known trap: warning-only red tooltip line, never affects the score. function JCA.register_clash(a, b, warning) assert(type(a) == 'string' and type(b) == 'string', 'JCA.register_clash: two joker keys required') local pk = pair_key(a, b) if not JCA.clash_blurb[pk] then JCA.clash_list[#JCA.clash_list + 1] = {a, b, warning} end JCA.clash_blurb[pk] = warning JCA._traps_dirty = true -- traps tab re-sorts on next open end local function in_buy_area(card) return card.area and (card.area == G.shop_jokers or card.area == G.pack_cards) end local function is_joker(card) return card.config and card.config.center and card.config.center.set == 'Joker' end -- Consumable advice ------------------------------------------------------------ -- A shop consumable or booster pack is fuel for the tag-driven jokers the -- player already owns: a Planet card feeds Constellation, an Arcana Pack -- feeds Fortune Teller, a Standard Pack permanently adds playing cards, -- which is what card_gen wanters grow on. Booster centers carry their -- family in `kind` (game.lua: p_celestial_* has kind = 'Celestial'). local CONSUMABLE_TAG = { Planet = 'planet', Tarot = 'tarot_gen', Spectral = 'spectral_gen', Celestial = 'planet', Arcana = 'tarot_gen', Standard = 'card_gen', } function JCA.consumable_tag(center) if not center then return nil end if center.set == 'Booster' then return CONSUMABLE_TAG[center.kind] end return CONSUMABLE_TAG[center.set] end -- Returns the owned jokers a consumable/pack feeds ({key, name} each, may be -- empty) plus the tag that linked them, or nil when the card is not advice -- material at all. Unknown (modded) jokers on the board are skipped, never -- an error. function JCA.consumable_partners(card) local tag = JCA.consumable_tag(card.config and card.config.center) if not tag then return nil end local fed = {} for _, j in ipairs((G.jokers and G.jokers.cards) or {}) do local key = j.config and j.config.center and j.config.center.key local entry = key and JCA.db[key] if entry and entry.wants[tag] then fed[#fed + 1] = {key = key, name = name_of(key)} end end return fed, tag end local function owns(key) for _, j in ipairs((G.jokers and G.jokers.cards) or {}) do if j.config and j.config.center and j.config.center.key == key then return true end end return false end -- Hover tooltip --------------------------------------------------------------- -- Wrap partner names into short tooltip lines. local function wrap_names(partners, max_width, max_lines) local lines, line = {}, nil for i, p in ipairs(partners) do local nxt = line and (line .. ', ' .. p.name) or p.name if line and #nxt > max_width then lines[#lines + 1] = line line = p.name else line = nxt end if #lines >= max_lines then lines[#lines] = lines[#lines] .. ' (+' .. (#partners - i + 1) .. ' more)' return lines end end if line then lines[#lines + 1] = line end return lines end -- Short theme nouns for the "Looking for:"/"Offers:" hints (engine roles -- mult/chips/xmult are deliberately absent — they hint nothing specific). local TAG_LABEL = { faces = 'face cards', retrig_scoring = 'played-card retriggers', retrig_low = 'low-card (2-5) retriggers', retrig_faces = 'face-card retriggers', retrig_held = 'held-card retriggers', hand_size = 'hand size', hands_up = 'extra hands', discards_up = 'discards', probability = 'listed odds', money = 'money', tarot_gen = 'Tarot cards', planet = 'Planet cards', spectral_gen = 'Spectral cards', gold_gen = 'Gold cards', stone_gen = 'Stone cards', enhance_gen = 'card enhancing', card_gen = 'deck additions', joker_gen = 'Joker creation', sell_value = 'sell value', copy_target = 'copy targets', suit_flex = 'suit conversion', pair = 'Pairs', two_pair = 'Two Pair', three_kind = 'Three of a Kind', four_kind = 'Four of a Kind', straight = 'Straights', flush = 'Flushes', hearts = 'Hearts', diamonds = 'Diamonds', spades = 'Spades', clubs = 'Clubs', } -- Exposed so the test suite can check every catalog tag has a label: a tag with no -- TAG_LABEL entry silently vanishes from learning mode's "Looking for:" hints. JCA.tag_label = TAG_LABEL -- Labels for a joker's tag set, in stable data.tag_order order. local function tag_labels(tag_set) local labels = {} for _, t in ipairs(data.tag_order) do if tag_set[t] and TAG_LABEL[t] then labels[#labels + 1] = {name = TAG_LABEL[t]} end end return labels end -- When a copier is copying nothing (or something it cannot use), the fix is a -- reorder -- so name the best target actually on the board. Copyable means the -- same thing it means in copy_source: blueprint_compat tested for TRUTH, not -- debuffed, and not another copier (suggesting a copier would re-ask the same -- question one slot over). Jokers the database marks copy_target are preferred; -- the leftmost candidate wins a tie so the suggestion is stable across hovers. -- Returns the card and whether it carried the copy_target tag. function JCA.best_copy_target(copier) if not (G.jokers and G.jokers.cards) then return nil end local best, best_prime for _, c in ipairs(G.jokers.cards) do if c ~= copier and is_joker(c) and not c.debuff and not COPIERS[c.config.center.key] and c.config.center.blueprint_compat then local entry = JCA.db[c.config.center.key] local prime = not not (entry and entry.gives.copy_target) if not best or (prime and not best_prime) then best, best_prime = c, prime end end end return best, best_prime end -- Build gaps: what the current board is shopping for. A tag is a gap when -- some owned joker wants it and no OTHER owned joker gives it (same rule as -- scoring and theme discovery: a joker cannot feed itself). The reverse -- a -- give no other owned joker wants -- is an untapped hook a future purchase -- could pay off. Engine roles (mult/chips/xmult) are skipped for the same -- reason they have no TAG_LABEL: they hint nothing specific. Returns two -- tag arrays in TAG_ORDER, so the display is stable across hovers. function JCA.build_gaps() local looking, untapped = {}, {} if not (G.jokers and G.jokers.cards) then return looking, untapped end local entries = {} for _, c in ipairs(G.jokers.cards) do if is_joker(c) then local e = JCA.db[c.config.center.key] if e then entries[#entries + 1] = e end end end -- Compare by index, not table identity: two copies of the same joker -- share one db entry, and they DO feed each other's cluster tags. local function others_have(side, tag, self_idx) for i, e in ipairs(entries) do if i ~= self_idx and e[side][tag] then return true end end end local want_gap, give_hook = {}, {} for i, e in ipairs(entries) do for t in pairs(e.wants) do if TAG_LABEL[t] and not others_have('gives', t, i) then want_gap[t] = true end end for t in pairs(e.gives) do if TAG_LABEL[t] and not others_have('wants', t, i) then give_hook[t] = true end end end for _, t in ipairs(data.tag_order) do if want_gap[t] then looking[#looking + 1] = t end if give_hook[t] then untapped[#untapped + 1] = t end end return looking, untapped end local function tooltip_rows(card) -- Touch mode enlarges every advice row for phone screens (see config.lua). 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 rows = {} local function text_row(str, colour) rows[#rows + 1] = {{n = G.UIT.T, config = { text = str, colour = colour or G.C.UI.TEXT_DARK, scale = 0.32 * S, }}} end if #partners == 0 then text_row(in_buy_area(card) and 'No synergy with your jokers.' or 'No combos with your other jokers.') -- Teach what to pair it with later: what it wants, else what it gives. local entry = in_buy_area(card) and JCA.db[card.config.center.key] if entry then local labels, prefix = tag_labels(entry.wants), 'Looking for: ' if #labels == 0 then labels, prefix = tag_labels(entry.gives), 'Offers: ' end if #labels > 0 then for i, l in ipairs(wrap_names(labels, 36, 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 end end else if in_buy_area(card) then text_row('Synergizes with your jokers:') else text_row('Active combos with:') end local shown = math.min(3, #partners) for i = 1, shown do local p = partners[i] local reason = JCA.explain(key, p.key) or 'shared build theme' rows[#rows + 1] = { {n = G.UIT.T, config = {text = p.name .. ': ', colour = G.C.RED, scale = 0.3 * S}}, {n = G.UIT.T, config = {text = reason, colour = G.C.UI.TEXT_DARK, scale = 0.3 * S}}, } 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, 34, 2)) do text_row((i == 1 and 'also: ' or ' ') .. l, G.C.UI.TEXT_DARK) end end if in_buy_area(card) and total >= JCA.config.threshold and not JCA.config.learning_mode then text_row('Strong pick for this build!', G.C.GREEN) end end -- Anti-synergy warnings: known traps against the board you keep. These -- never touch the score (learning mode keeps them too — they teach). if G.jokers and G.jokers.cards then for _, owned in ipairs(G.jokers.cards) do 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 rows[#rows + 1] = { {n = G.UIT.T, config = { text = 'Clashes - ' .. name_of(owned.config.center.key) .. ': ', colour = G.C.RED, scale = 0.3 * S}}, {n = G.UIT.T, config = {text = warn, colour = G.C.UI.TEXT_DARK, scale = 0.3 * S}}, } end end end end local caution = in_buy_area(card) and JCA.cautions[key] if caution then text_row('Caution: ' .. caution, G.C.RED) end if in_buy_area(card) then for _, warn in ipairs(JCA.sticker_cautions(card)) do text_row('Caution: ' .. warn, G.C.RED) end end -- Copiers in the shop: a purchase always lands rightmost (see -- copy_source_if_bought), so say what THIS board hands the copier the -- moment it arrives -- by name, before the player pays. Explanations, -- not verdicts, so learning mode keeps them. if in_buy_area(card) and COPIERS[key] then if key == 'j_blueprint' then -- The caution above already says a rightmost Blueprint is dead; -- add the one thing it cannot know: which joker to slot it against. local best = JCA.best_copy_target(card) if best then text_row('Fix after buying: slot it just left of ' .. name_of(best.config.center.key), G.C.GREEN) end else local target, status, chain = JCA.copy_source_if_bought(key) local via = '' for _, link in ipairs(chain) do via = via .. name_of(link.config.center.key) .. ' -> ' end local tname = target and name_of(target.config.center.key) if status == 'ok' then text_row('Will copy ' .. via .. tname .. ' as soon as it lands', G.C.GREEN) elseif status == 'incompatible' then text_row('Will copy ' .. via .. tname .. ' - which cannot be copied', G.C.RED) elseif status == 'debuffed' then text_row('Will copy ' .. via .. tname .. ' - debuffed, so nothing', G.C.RED) else local best = JCA.best_copy_target(card) text_row(best and ('Will copy nothing - make ' .. name_of(best.config.center.key) .. ' your leftmost joker first') or 'Will copy nothing - no copyable joker on your board', G.C.RED) end end end -- Fusion Jokers (see integrations.lua). The FUSE button consumes the -- components, so the advice is the recipe, the price, and -- the part only -- this advisor can answer -- which of your current combos die with them. -- Two plans max: a joker can be a component of several recipes. These are -- mechanical facts, not verdicts, so learning mode keeps them. if JCA.fusion_plans then local ok, plans = pcall(JCA.fusion_plans, card) for i = 1, (ok and math.min(2, #plans) or 0) do local p = plans[i] local rname = name_of(p.result) local price = p.cost and (' ($' .. p.cost .. ')') or '' if not p.ready then local want = {} for _, m in ipairs(p.missing) do want[#want + 1] = (m.n > 1 and (m.n .. 'x ') or '') .. name_of(m.key) end text_row(('Fuses into %s%s - still needs %s') :format(rname, price, table.concat(want, ', '))) elseif in_buy_area(card) then -- Deliberately no affordability check here: the player would be -- paying for the card AND the fusion, and guessing at that sum -- would be advice about money we have not actually done. text_row(('Buy to fuse into %s%s'):format(rname, p.cost and (' ($' .. p.cost .. ' to fuse)') or ''), G.C.GREEN) elseif p.affordable == false then text_row(('Fuses into %s - $%d, you have $%d') :format(rname, p.cost, p.dollars or 0), G.C.RED) else text_row(('Fusion ready: %s%s'):format(rname, price), G.C.GREEN) end if #p.loses > 0 then local names = {} for _, k in ipairs(p.loses) do names[#names + 1] = {name = name_of(k)} end for li, l in ipairs(wrap_names(names, 30, 2)) do text_row((li == 1 and 'Fusing drops combos with: ' or ' ') .. l, G.C.RED) end end end end -- Run context: this deck, these hand levels. Facts that frame the tags, -- never part of the score; capped at two lines so multi-suit jokers do -- not flood the tooltip. Fixed iteration order keeps hovers stable. if in_buy_area(card) then local entry = JCA.db[key] local ctx = 0 if entry then for _, s in ipairs({{ 'hearts', 'Hearts' }, { 'diamonds', 'Diamonds' }, { 'spades', 'Spades' }, { 'clubs', 'Clubs' }}) do if ctx < 2 and (entry.wants[s[1]] or entry.gives[s[1]]) then local n, total = JCA.deck_suit_count(s[2]) if total > 0 then text_row(('Your deck: %d of %d cards are %s'):format(n, total, s[2])) ctx = ctx + 1 end end end for _, h in ipairs({{ 'pair', 'Pair' }, { 'two_pair', 'Two Pair' }, { 'three_kind', 'Three of a Kind' }, { 'four_kind', 'Four of a Kind' }, { 'straight', 'Straight' }, { 'flush', 'Flush' }}) do if ctx < 2 and entry.wants[h[1]] then local lvl = G.GAME and G.GAME.hands and G.GAME.hands[h[2]] and G.GAME.hands[h[2]].level if (lvl or 1) >= 2 then text_row(('Your %s hand is level %d'):format(h[2], lvl)) ctx = ctx + 1 end end end end end -- Boss caution: buying a joker whose class the upcoming boss silences -- 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 then local hit for t in pairs(kill.tags) do if entry.wants[t] or entry.gives[t] then hit = true break end end if hit then local bname = G.P_BLINDS and G.P_BLINDS[boss] and G.P_BLINDS[boss].name text_row(('This ante: %s %s'):format(bname or 'the boss', kill.what), G.C.RED) end end end -- Sticker facts (any area -- higher stakes put stickers on shop jokers -- too). Mechanical numbers from the game source, not judgements, so -- learning mode keeps them. if card.ability and card.ability.perishable and not JCA.is_perished(card) then local n = card.ability.perish_tally or 0 text_row(('Perishable - %d round%s before it dies') :format(n, n == 1 and '' or 's'), G.C.RED) end if JCA.is_rental(card) then local rate = (G.GAME and G.GAME.rental_rate) or 3 text_row(in_buy_area(card) and ('Rental - $1 now, but $' .. rate .. ' every round after') or ('Rental - drains $' .. rate .. ' every round'), G.C.RED) end -- Positional jokers: say what this one is doing to its neighbour RIGHT NOW. -- The board order decides it, so only an owned joker has an answer. These are -- explanations, not verdicts, so learning mode keeps them. if card.area == G.jokers then -- A debuffed joker does nothing at all this blind, whatever its combos -- say -- and a PERISHED one is debuffed for good (card.lua:716), which -- deserves the honest tense. if card.debuff then text_row(JCA.is_perished(card) and 'Perished - it will never work again' or 'Debuffed - does nothing this blind', G.C.RED) end -- Copy jokers. A Blueprint in the wrong slot is a dead card that looks fine. if COPIERS[key] then local target, status, chain = JCA.copy_source(card) -- Chained copiers: "Copying Blueprint -> Baron" beats "Copying -- Blueprint", which is the one answer that helps nobody. local via = '' for _, link in ipairs(chain) do via = via .. name_of(link.config.center.key) .. ' -> ' end local tname = target and name_of(target.config.center.key) if status == 'ok' then text_row('Copying ' .. via .. tname, G.C.GREEN) elseif status == 'incompatible' then text_row('Copying ' .. via .. tname .. ' - which cannot be copied', G.C.RED) elseif status == 'debuffed' then text_row('Copying ' .. via .. tname .. ' - debuffed, so nothing', G.C.RED) else text_row(key == 'j_brainstorm' and 'Copying nothing - it IS the leftmost joker' or 'Copying nothing - no joker to its right', G.C.RED) end -- A dead copier usually has a live fix one reorder away. This is -- an explanation of the mechanic, so learning mode keeps it. if status ~= 'ok' then local best = JCA.best_copy_target(card) if best then local bname = name_of(best.config.center.key) text_row(key == 'j_brainstorm' and ('Fix: make ' .. bname .. ' your leftmost joker') or ('Fix: slot this just left of ' .. bname), G.C.GREEN) end end end -- Ceremonial Dagger. This one is about to eat a joker, permanently, at the -- next blind — worth shouting about while there is still time to reorder. local victim, safe = JCA.dagger_victim(card) if victim then local vname = name_of(victim.config.center.key) if safe then text_row(vname .. ' is Eternal - the blade cannot eat it', G.C.GREEN) else text_row('WILL DESTROY ' .. vname .. ' at the next blind', G.C.RED) end elseif key == 'j_ceremonial' then text_row('Nothing to its right - the blade goes hungry', G.C.GREEN) end end -- Sell advisor verdict (owned jokers only; suppressed in learning mode -- like the other verdicts). if JCA.config.sell_advisor and not JCA.config.learning_mode and card.area == G.jokers and JCA.weakest_link() == card then text_row('Weakest combo piece - a sell candidate', G.C.RED) end rows.name = 'Combo Advisor' return rows end -- The consumable counterpart of tooltip_rows: names the owned jokers a -- Planet/Tarot/Spectral card or its pack feeds. Quiet unless an owned joker -- actually cares, so the tooltip adds nothing for everyone else. 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 rows = {} local function text_row(str, colour) rows[#rows + 1] = {{n = G.UIT.T, config = { text = str, colour = colour or G.C.UI.TEXT_DARK, scale = 0.32 * S, }}} end if #fed > 0 then for i, l in ipairs(wrap_names(fed, 34, 2)) do text_row((i == 1 and 'Feeds: ' or ' ') .. l) end 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 -- as its clashes with DNA/Marble/Certificate, from a pack instead. if tag == 'card_gen' and owns('j_erosion') then text_row("Caution: shrinks Erosion's Mult", G.C.RED) end if #rows == 0 then return nil end rows.name = 'Combo Advisor' return rows end local orig_gen_aut = Card.generate_UIBox_ability_table function Card:generate_UIBox_ability_table(vars_only) -- vars_only returns multiple values; pass that path through untouched if vars_only then return orig_gen_aut(self, vars_only) end local aut = orig_gen_aut(self) if aut and aut.info and not is_joker(self) and (in_buy_area(self) or (G.shop_booster and self.area == G.shop_booster)) then local ok, rows = pcall(consumable_rows, self) if ok and rows then aut.info[#aut.info + 1] = rows end end if aut and aut.info and is_joker(self) then dbg('hover joker', self.config.center.key, 'in_buy_area=', in_buy_area(self), 'owned=', self.area == G.jokers) if in_buy_area(self) or (self.area == G.jokers and JCA.config.owned_tooltip) then local ok, rows = pcall(tooltip_rows, self) if not ok then dbg('tooltip_rows ERROR:', rows) elseif rows then aut.info[#aut.info + 1] = rows dbg('tooltip appended,', #rows, 'rows') end end end return aut end -- Shop pulse ------------------------------------------------------------------ -- Partner highlight: while a joker is hovered, the owned jokers it combos -- with pulse gently so your eyes can find them on the board. The partner -- set is computed once per hover (scoring every frame would be wasteful) -- and dropped when the hover ends, so board changes are picked up. local function highlight_partners(card, dt) if not (card.states and card.states.hover and card.states.hover.is) then card.jca_hl = nil return end if not card.jca_hl then local set = {} for _, p in ipairs(JCA.partners_for(card)) do set[p.key] = true end card.jca_hl = {set = set, t = 99} -- oversized t: first pulse now end card.jca_hl.t = card.jca_hl.t + dt if card.jca_hl.t >= 0.9 then card.jca_hl.t = 0 for _, owned in ipairs(G.jokers and G.jokers.cards or {}) do if owned ~= card and owned.config and owned.config.center and card.jca_hl.set[owned.config.center.key] then owned:juice_up(0.15, 0.08) end end end end local orig_update = Card.update function Card:update(dt) orig_update(self, dt) if JCA.config.pulse and not JCA.config.learning_mode and G.STAGE == G.STAGES.RUN and is_joker(self) and in_buy_area(self) then self.jca_timer = (self.jca_timer or 2.5) + dt if self.jca_timer >= 2.5 then self.jca_timer = 0 local ok, rec = pcall(JCA.is_recommended, self) if ok and rec then self:juice_up(0.25, 0.15) end end end if JCA.config.partner_highlight and G.STAGE == G.STAGES.RUN and is_joker(self) and (in_buy_area(self) or self.area == G.jokers) then pcall(highlight_partners, self, dt) end end -- Combo discovery tracking ----------------------------------------------------- -- A famous pair counts as discovered the first time both jokers are fielded -- together. All-time discoveries persist in config.discovered; pairs fielded -- during the current run are also recorded in G.GAME.jca_run_combos (saved -- with the run) for end-of-run display. -- Total pairwise synergy across the current board: every owned pair scored -- once. The run's high-water mark is kept in G.GAME.jca_peak_synergy for the -- recap; it can only rise when a joker arrives, so the emplace hook that -- already drives discovery is the one place that needs to look. function JCA.board_synergy() if not (G.jokers and G.jokers.cards) then return 0 end local keys = {} for _, c in ipairs(G.jokers.cards) do if is_joker(c) then keys[#keys + 1] = c.config.center.key end end local sum = 0 for i = 1, #keys do for j = i + 1, #keys do sum = sum + JCA.score(keys[i], keys[j]) end end return sum end function JCA.check_discoveries() if not (G.jokers and G.jokers.cards) then return end if G.GAME then local s = JCA.board_synergy() if s > (G.GAME.jca_peak_synergy or 0) then G.GAME.jca_peak_synergy = s end end local keys = {} for _, c in ipairs(G.jokers.cards) do if is_joker(c) then keys[#keys + 1] = c.config.center.key end end local new_pair for i = 1, #keys do for j = i + 1, #keys do local pk = pair_key(keys[i], keys[j]) if JCA.pair_bonus[pk] then if G.GAME then G.GAME.jca_run_combos = G.GAME.jca_run_combos or {} G.GAME.jca_run_combos[pk] = true end if not JCA.config.discovered[pk] then JCA.config.discovered[pk] = true new_pair = new_pair or (name_of(keys[i]) .. ' + ' .. name_of(keys[j])) end end end end -- Theme discovery: a theme is explored once two DIFFERENT fielded jokers -- connect it — one gives the tag, another wants it (cluster members do -- both, so any two of them qualify). local new_theme for tag in pairs(data.theme_info or {}) do if not JCA.config.themes_found[tag] then local giver, wanter for idx, k in ipairs(keys) do local e = JCA.db[k] if e then if e.gives[tag] and not giver then giver = idx end if e.wants[tag] and not wanter then wanter = idx end end end if giver and wanter and giver == wanter then wanter = nil -- same joker on both sides: find a second one for idx, k in ipairs(keys) do local e = JCA.db[k] if e and idx ~= giver and (e.gives[tag] or e.wants[tag]) then wanter = idx break end end end if giver and wanter then JCA.config.themes_found[tag] = true new_theme = new_theme or tag end end end if (new_pair or new_theme) and JCA.mod and SMODS.save_mod_config then SMODS.save_mod_config(JCA.mod) end -- One toast per emplacement; a famous pair outranks a theme (both stay -- recorded either way). if new_pair then pcall(function() attention_text({ text = 'New combo: ' .. new_pair .. '!', scale = 0.7, hold = 4, major = G.play, align = 'cm', offset = {x = 0, y = -3.5}, silent = true, backdrop_colour = G.C.SECONDARY_SET.Tarot, }) play_sound('card1', 1.1, 0.6) end) elseif new_theme then pcall(function() attention_text({ text = 'Theme explored: ' .. ((JCA.theme_names and JCA.theme_names[new_theme]) or new_theme) .. '!', scale = 0.7, hold = 4, major = G.play, align = 'cm', offset = {x = 0, y = -3.5}, silent = true, backdrop_colour = G.C.SECONDARY_SET.Planet, }) play_sound('card1', 1.1, 0.6) end) end end if CardArea and type(CardArea) == 'table' then local orig_emplace = CardArea.emplace function CardArea:emplace(...) orig_emplace(self, ...) if self == G.jokers then pcall(JCA.check_discoveries) end end end -- Post-run combo recap ----------------------------------------------------------- -- Lists the famous pairs fielded during the run (G.GAME.jca_run_combos) on the -- win and game-over screens. local function recap_row() local combos = G.GAME and G.GAME.jca_run_combos local peak = (G.GAME and G.GAME.jca_peak_synergy) or 0 local names = {} for pk in pairs(combos or {}) do local a, b = pk:match('^(.-)|(.+)$') if a then names[#names + 1] = name_of(a) .. ' + ' .. name_of(b) end end if #names == 0 and peak <= 0 then return nil end table.sort(names) local rows = {} if #names > 0 then rows[#rows + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.03}, nodes = { {n = G.UIT.T, config = {text = 'Combos fielded this run', colour = G.C.GOLD, scale = 0.35, shadow = true}}, }} for i = 1, math.min(#names, 6) do rows[#rows + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.02}, nodes = { {n = G.UIT.T, config = {text = names[i], colour = G.C.WHITE, scale = 0.3, shadow = true}}, }} end if #names > 6 then rows[#rows + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.02}, nodes = { {n = G.UIT.T, config = {text = '+' .. (#names - 6) .. ' more', colour = G.C.UI.TEXT_LIGHT, scale = 0.3}}, }} end end if peak > 0 then rows[#rows + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.02}, nodes = { {n = G.UIT.T, config = {text = 'Peak board synergy: ' .. peak, colour = G.C.GOLD, scale = 0.3, shadow = true}}, }} end return {n = G.UIT.R, config = {align = 'cm', padding = 0.06}, nodes = rows} 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 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) if hit then return hit end trail[#trail] = nil end 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. local function insert_recap(ui, id, up, offset) local row = recap_row() if not row then return end 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) return true end -- Game over: 'from_game_over' sits in the buttons row of the central column; -- one level up places the recap between the stats box and the buttons. if create_UIBox_game_over then local orig_game_over = create_UIBox_game_over function create_UIBox_game_over(...) local ui = orig_game_over(...) pcall(insert_recap, ui, 'from_game_over', 1, 0) return ui end end -- Win: the buttons live inside the right-hand stats column; two levels up -- places the recap below the whole two-column stats row. 'win_cta' replaces -- 'from_game_won' when the CTA variant of the screen is shown. if create_UIBox_win then local orig_win = create_UIBox_win function create_UIBox_win(...) local ui = orig_win(...) local _, inserted = pcall(insert_recap, ui, 'from_game_won', 2, 1) if not inserted then pcall(insert_recap, ui, 'win_cta', 2, 1) end return ui end end -- Synergy catalog (Mods menu > Combo Advisor > Combos/Engine/Economy/Hands) -- -- Generated from the database at menu time so it can never drift from the -- scores the advisor actually uses. local THEME_TABS = { { label = 'Engine', themes = { {tag = 'faces', name = 'Face cards'}, {tag = 'retrig_scoring', name = 'Retrigger played cards'}, {tag = 'retrig_low', name = 'Retrigger low cards'}, {tag = 'retrig_faces', name = 'Retrigger face cards'}, {tag = 'retrig_held', name = 'Retrigger held cards'}, {tag = 'copy_target', name = 'Copy targets (Blueprint/Brainstorm)'}, {tag = 'probability', name = 'Probability'}, {tag = 'hand_size', name = 'Hand size'}, {tag = 'hands_up', name = 'Extra hands'}, {tag = 'discards_up', name = 'Discards'}, }}, { label = 'Economy', themes = { {tag = 'money', name = 'Money'}, {tag = 'sell_value', name = 'Sell value'}, {tag = 'joker_gen', name = 'Joker creation'}, {tag = 'tarot_gen', name = 'Tarot cards'}, {tag = 'planet', name = 'Planet cards'}, {tag = 'spectral_gen', name = 'Spectral cards'}, {tag = 'gold_gen', name = 'Gold cards'}, {tag = 'stone_gen', name = 'Stone cards'}, {tag = 'enhance_gen', name = 'Card enhancing'}, {tag = 'card_gen', name = 'Deck additions'}, }}, { label = 'Hands', themes = { {tag = 'pair', name = 'Pairs'}, {tag = 'two_pair', name = 'Two Pair'}, {tag = 'three_kind', name = 'Three of a Kind'}, {tag = 'four_kind', name = 'Four of a Kind'}, {tag = 'straight', name = 'Straights'}, {tag = 'flush', name = 'Flushes'}, {tag = 'suit_flex', name = 'Suit conversion'}, {tag = 'hearts', name = 'Hearts'}, {tag = 'diamonds', name = 'Diamonds'}, {tag = 'spades', name = 'Spades'}, {tag = 'clubs', name = 'Clubs'}, }}, } -- Display names for theme tags (used by the discovery toast, which runs -- before this point in the file but only ever fires during gameplay). JCA.theme_names = {} for _, group in ipairs(THEME_TABS) do for _, t in ipairs(group.themes) do JCA.theme_names[t.tag] = t.name end end -- Joker keys for a tag, split into pure sources (give only), pure payoffs -- (want only), and cluster members (both). Sorted by display name. local function theme_members(tag) local sources, payoffs, both = {}, {}, {} for key, entry in pairs(JCA.db) do local g, w = entry.gives[tag], entry.wants[tag] if g and w then both[#both + 1] = key elseif g then sources[#sources + 1] = key elseif w then payoffs[#payoffs + 1] = key end end local by_name = function(a, b) return name_of(a) < name_of(b) end table.sort(sources, by_name); table.sort(payoffs, by_name); table.sort(both, by_name) return sources, payoffs, both end -- Card display: real Card objects in CardAreas (like the Collection), so -- hovering shows each joker's own description tooltip. Areas and cards are -- built fresh on every tab/page build and are cleaned up with the UIBox, so -- none of these node trees may be cached. local CARDS_PER_ROW = 8 -- Undiscovered jokers show face-down (vanilla spoiler protection), unless -- the player has pressed Unlock All in the settings. That button already -- marks every center discovered, but the profile flag also covers centers -- added later (e.g. new mods); pages rebuild on every open, so checking the -- flag at build time reacts to Unlock All without any event hook. local function reveal_params() local profile = G.PROFILES and G.SETTINGS and G.PROFILES[G.SETTINGS.profile] if profile and profile.all_unlocked then return {bypass_discovery_center = true, bypass_discovery_ui = true} end end -- Cards must be materialized as they are emplaced, the way every vanilla -- collection page does it -- otherwise they pop in with no animation when a -- tab or a page is built. Only the first card of a page build plays the -- whoosh; the rest are silent (vanilla's `i>1 or j>1` flag). Each tab def -- calls begin_page() so the counter tracks one page, not one row. local page_cards = 0 local function begin_page() page_cards = 0 end -- `face_down` renders the cards back-up (used for unfielded famous pairs); -- face-down cards also show no hover tooltip, keeping the mystery. local function card_row_node(keys, scale, face_down) local area = CardArea( G.ROOM.T.x + 0.2 * G.ROOM.T.w / 2, G.ROOM.T.h, (scale * #keys + 0.25) * G.CARD_W, scale * G.CARD_H, {card_limit = #keys, type = 'title', highlight_limit = 0, collection = true}) local reveal = reveal_params() for _, key in ipairs(keys) do local center = G.P_CENTERS[key] if center then local card = Card(area.T.x + area.T.w / 2, area.T.y, G.CARD_W * scale, G.CARD_H * scale, G.P_CARDS.empty, center, reveal) if face_down then card.facing = 'back' card.sprite_facing = 'back' end card:start_materialize(nil, page_cards > 0) page_cards = page_cards + 1 area:emplace(card) end end return {n = G.UIT.O, config = {object = area}} end local function add_caption(nodes, str) nodes[#nodes + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.02}, nodes = { {n = G.UIT.T, config = {text = str, colour = G.C.GOLD, scale = 0.3}}, }} end -- Word-wrap a plain sentence for small caption rows. local function wrap_plain(s, width) local lines, line = {}, nil for word in s:gmatch('%S+') do local nxt = line and (line .. ' ' .. word) or word if line and #nxt > width then lines[#lines + 1] = line line = word else line = nxt end end if line then lines[#lines + 1] = line end return lines end -- Explainer sentence rendered as small light rows under a caption. local function add_info_rows(nodes, sentence, width, scale) for _, l in ipairs(wrap_plain(sentence or '', width)) do nodes[#nodes + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.01}, nodes = { {n = G.UIT.T, config = {text = l, colour = G.C.UI.TEXT_LIGHT, scale = scale}}, }} end end local function add_card_rows(nodes, keys, scale, per_row) per_row = per_row or CARDS_PER_ROW for i = 1, #keys, per_row do local row = {} for j = i, math.min(i + per_row - 1, #keys) do row[#row + 1] = keys[j] end nodes[#nodes + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.05, no_fill = true}, nodes = {card_row_node(row, scale)}} end end -- Card layouts from largest to most compact; all stay under ~8.4 units wide. -- A page uses the largest layout whose estimated height fits the menu box, -- so dense themes (Money, Retriggers) shrink instead of overflowing. local CARD_LAYOUTS = { {scale = 0.68, per_row = 8}, {scale = 0.60, per_row = 9}, {scale = 0.52, per_row = 11}, {scale = 0.44, per_row = 13}, } local PAGE_HEIGHT_BUDGET = 5.5 local function pick_layout(groups, text_rows) for _, layout in ipairs(CARD_LAYOUTS) do local card_rows = 0 for _, keys in ipairs(groups) do card_rows = card_rows + math.ceil(#keys / layout.per_row) end local est = text_rows * 0.33 + 0.6 -- captions/blurb + pager + card_rows * (layout.scale * G.CARD_H + 0.1) if est <= PAGE_HEIGHT_BUDGET then return layout end end return CARD_LAYOUTS[#CARD_LAYOUTS] end local function pager_row(options, current, callback) return {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_option_cycle{ options = options, current_option = current, w = 4.5, cycle_shoulders = true, no_pips = true, colour = G.C.RED, opt_callback = callback, focus_args = {snap_to = true, nav = 'wide'}, }, }} end -- One theme per page; the pager is labelled with theme names. local function theme_tab_def(group, page_no) begin_page() page_no = math.min(page_no or 1, #group.themes) local theme = group.themes[page_no] local sources, payoffs, both = theme_members(theme.tag) -- A tiny cluster list (e.g. To the Moon under Money) folds into the -- sources/payoffs lists instead of costing its own row. if #both > 0 and #both <= 2 and (#sources > 0 or #payoffs > 0) then for _, k in ipairs(both) do if #sources > 0 then sources[#sources + 1] = k end if #payoffs > 0 then payoffs[#payoffs + 1] = k end end both = {} local by_name = function(a, b) return name_of(a) < name_of(b) end table.sort(sources, by_name) table.sort(payoffs, by_name) end local blurb_lines = wrap_plain(data.theme_info[theme.tag] or '', 70) local groups, captions = {}, 0 if #both > 0 then groups[#groups + 1] = both end if #sources > 0 then groups[#groups + 1] = sources; captions = captions + 1 end if #payoffs > 0 then groups[#groups + 1] = payoffs; captions = captions + 1 end -- +2 text rows: the title and the group progress line above the pager local layout = pick_layout(groups, 2 + #blurb_lines + captions) local nodes = {} if JCA.config.themes_found[theme.tag] then nodes[#nodes + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.02}, nodes = { {n = G.UIT.T, config = {text = theme.name, colour = G.C.GOLD, scale = 0.3}}, {n = G.UIT.T, config = {text = ' explored!', colour = G.C.GREEN, scale = 0.3}}, }} else add_caption(nodes, theme.name) end add_info_rows(nodes, data.theme_info[theme.tag], 70, 0.26) if #both > 0 then add_card_rows(nodes, both, layout.scale, layout.per_row) end if #sources > 0 then add_caption(nodes, 'Sources - these provide it') add_card_rows(nodes, sources, layout.scale, layout.per_row) end if #payoffs > 0 then add_caption(nodes, 'Payoffs - these want it') add_card_rows(nodes, payoffs, layout.scale, layout.per_row) end local explored = 0 for _, t in ipairs(group.themes) do if JCA.config.themes_found[t.tag] then explored = explored + 1 end end nodes[#nodes + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.02}, nodes = { {n = G.UIT.T, config = { text = ('%d of %d themes explored - field a source and a payoff together') :format(explored, #group.themes), colour = G.C.UI.TEXT_LIGHT, scale = 0.24}}, }} local options = {} for i, t in ipairs(group.themes) do options[i] = t.name end nodes[#nodes + 1] = pager_row(options, page_no, 'jca_page_' .. group.label) return {n = G.UIT.ROOT, config = {align = 'tm', padding = 0.05, colour = G.C.CLEAR, minw = 8.5, minh = 5.6}, nodes = nodes} end -- Famous pairs as side-by-side card duos, six pairs per page. local PAIRS_PER_PAGE = 6 local sorted_pairs local function combos_tab_def(page_no) begin_page() if not sorted_pairs or JCA._pairs_dirty then JCA._pairs_dirty = false sorted_pairs = {} for _, p in ipairs(JCA.pair_list) do sorted_pairs[#sorted_pairs + 1] = {p[1], p[2], score = JCA.score(p[1], p[2])} end table.sort(sorted_pairs, function(a, b) if a.score ~= b.score then return a.score > b.score end return name_of(a[1]) < name_of(b[1]) end) end local pages = math.ceil(#sorted_pairs / PAIRS_PER_PAGE) page_no = math.min(page_no or 1, pages) local nodes = {} local found = 0 for _, p in ipairs(sorted_pairs) do if JCA.config.discovered[pair_key(p[1], p[2])] then found = found + 1 end end add_caption(nodes, ('Famous pairs - fielded %d of %d (face-down pairs are undiscovered)') :format(found, #sorted_pairs)) local first = (page_no - 1) * PAIRS_PER_PAGE for r = 0, 1 do local row = {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = {}} for c = 1, 3 do local pair = sorted_pairs[first + r * 3 + c] if pair then local pk = pair_key(pair[1], pair[2]) local fielded = JCA.config.discovered[pk] -- blurb caption once fielded; '???' keeps the mystery until then local col = {{n = G.UIT.R, config = {align = 'cm'}, nodes = {card_row_node({pair[1], pair[2]}, 0.62, not fielded)}}} local cap = fielded and wrap_plain(JCA.pair_blurb[pk] or '', 30) or {'???'} for i = 1, math.min(#cap, 2) do col[#col + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.01}, nodes = { {n = G.UIT.T, config = {text = cap[i], colour = G.C.UI.TEXT_LIGHT, scale = 0.22}}, }} end row.nodes[#row.nodes + 1] = {n = G.UIT.C, config = {align = 'cm', padding = 0.08}, nodes = col} end end if #row.nodes > 0 then nodes[#nodes + 1] = row end end if pages > 1 then local options = {} for i = 1, pages do options[i] = 'Page ' .. i .. '/' .. pages end nodes[#nodes + 1] = pager_row(options, page_no, 'jca_page_Combos') end return {n = G.UIT.ROOT, config = {align = 'tm', padding = 0.05, colour = G.C.CLEAR, minw = 8.5, minh = 5.6}, nodes = nodes} end -- Traps tab: the known clashes and cautions as an open book. Deliberately NO -- discovery gating and no Progress entry: the Combos tab hides pairs to keep -- the fun of finding them, but a warning locked behind falling into the trap -- would reward fielding exactly the pairs the advisor exists to warn against. -- Clash pages come first (card duos, like Combos), then caution pages (single -- jokers); one pager spans both. Blurbs are read through clash_blurb / -- cautions at build time, so register_clash updates show without a rebuild. local TRAPS_PER_PAGE = 6 -- 2 rows x 3 columns, clash and caution pages alike -- One catalog column: the card(s) above the warning that explains the trap. local function trap_col(keys, blurb, wrap_width, max_lines) local col = {{n = G.UIT.R, config = {align = 'cm'}, nodes = {card_row_node(keys, 0.62)}}} local cap = wrap_plain(blurb or '', wrap_width) for i = 1, math.min(#cap, max_lines) do col[#col + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.01}, nodes = { {n = G.UIT.T, config = {text = cap[i], colour = G.C.RED, scale = 0.22}}, }} end return {n = G.UIT.C, config = {align = 'cm', padding = 0.08}, nodes = col} end local sorted_clashes, sorted_cautions local function traps_tab_def(page_no) begin_page() if not sorted_clashes or JCA._traps_dirty then JCA._traps_dirty = false sorted_clashes = {} for _, c in ipairs(JCA.clash_list) do sorted_clashes[#sorted_clashes + 1] = c end table.sort(sorted_clashes, function(a, b) local an, bn = name_of(a[1]), name_of(b[1]) if an ~= bn then return an < bn end return name_of(a[2]) < name_of(b[2]) end) sorted_cautions = {} for key in pairs(JCA.cautions) do sorted_cautions[#sorted_cautions + 1] = key end table.sort(sorted_cautions, function(a, b) return name_of(a) < name_of(b) end) end local clash_pages = math.ceil(#sorted_clashes / TRAPS_PER_PAGE) local caution_pages = math.ceil(#sorted_cautions / TRAPS_PER_PAGE) local pages = math.max(clash_pages + caution_pages, 1) page_no = math.min(page_no or 1, pages) local nodes = {} if page_no <= clash_pages then add_caption(nodes, ('Clashes - %d known pairs where one eats the other\'s payoff') :format(#sorted_clashes)) local first = (page_no - 1) * TRAPS_PER_PAGE for r = 0, 1 do local row = {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = {}} for c = 1, 3 do local clash = sorted_clashes[first + r * 3 + c] if clash then row.nodes[#row.nodes + 1] = trap_col({clash[1], clash[2]}, JCA.clash_blurb[pair_key(clash[1], clash[2])], 30, 2) end end if #row.nodes > 0 then nodes[#nodes + 1] = row end end else add_caption(nodes, ('Cautions - %d jokers that carry their own trap') :format(#sorted_cautions)) local first = (page_no - clash_pages - 1) * TRAPS_PER_PAGE for r = 0, 1 do local row = {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = {}} for c = 1, 3 do local key = sorted_cautions[first + r * 3 + c] if key then row.nodes[#row.nodes + 1] = trap_col({key}, JCA.cautions[key], 26, 3) end end if #row.nodes > 0 then nodes[#nodes + 1] = row end end end if pages > 1 then local options = {} for i = 1, clash_pages do options[#options + 1] = ('Clashes %d/%d'):format(i, clash_pages) end for i = 1, caution_pages do options[#options + 1] = ('Cautions %d/%d'):format(i, caution_pages) end nodes[#nodes + 1] = pager_row(options, page_no, 'jca_page_Traps') end return {n = G.UIT.ROOT, config = {align = 'tm', padding = 0.05, colour = G.C.CLEAR, minw = 8.5, minh = 5.6}, nodes = nodes} end -- Progress tab: discovery completion at a glance. Text-only (no live Card -- objects), so unlike the other tabs nothing here would break if cached — -- but it is rebuilt each open like the rest, which keeps counts fresh. local function progress_bar(nodes, label, found, total) local frac = total > 0 and found / total or 0 local W = 3.6 local bar_nodes = {} if frac > 0 then bar_nodes[#bar_nodes + 1] = {n = G.UIT.C, config = {minw = W * frac, minh = 0.26, colour = G.C.GREEN, r = 0.1}} end if frac < 1 then bar_nodes[#bar_nodes + 1] = {n = G.UIT.C, config = {minw = W * (1 - frac), minh = 0.26, colour = G.C.BLACK, r = 0.1}} end nodes[#nodes + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.04}, nodes = { {n = G.UIT.C, config = {align = 'cl', minw = 2.6}, nodes = { {n = G.UIT.T, config = {text = label, colour = G.C.UI.TEXT_LIGHT, scale = 0.3}}, }}, {n = G.UIT.C, config = {align = 'cl'}, nodes = bar_nodes}, {n = G.UIT.C, config = {align = 'cl', minw = 1.1}, nodes = { {n = G.UIT.T, config = {text = (' %d/%d'):format(found, total), colour = G.C.UI.TEXT_LIGHT, scale = 0.3}}, }}, }} end local function progress_tab_def() local nodes = {} add_caption(nodes, 'Collection progress') local pairs_found, pairs_total = 0, #JCA.pair_list for _, p in ipairs(JCA.pair_list) do if JCA.config.discovered[pair_key(p[1], p[2])] then pairs_found = pairs_found + 1 end end progress_bar(nodes, 'Famous pairs', pairs_found, pairs_total) local themes_found, themes_total = 0, 0 for _, group in ipairs(THEME_TABS) do local found = 0 for _, t in ipairs(group.themes) do if JCA.config.themes_found[t.tag] then found = found + 1 end end progress_bar(nodes, group.label .. ' themes', found, #group.themes) themes_found = themes_found + found themes_total = themes_total + #group.themes end if G.GAME and G.GAME.jca_run_combos and next(G.GAME.jca_run_combos) then local run = 0 for _ in pairs(G.GAME.jca_run_combos) do run = run + 1 end nodes[#nodes + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.04}, nodes = { {n = G.UIT.T, config = { text = run .. (run == 1 and ' famous pair' or ' famous pairs') .. ' fielded this run', colour = G.C.GOLD, scale = 0.3}}, }} end add_info_rows(nodes, ('%d of %d discoveries logged. Field both jokers of a famous pair, or a source and a payoff of a theme, to log it.') :format(pairs_found + themes_found, pairs_total + themes_total), 70, 0.26) return {n = G.UIT.ROOT, config = {align = 'tm', padding = 0.05, colour = G.C.CLEAR, minw = 8.5, minh = 5.6}, nodes = nodes} end -- Page cyclers swap the tab body in place (same pattern SMODS uses for its -- achievements tab). local function register_pager(name, def_fn) G.FUNCS['jca_page_' .. name] = function(args) if not args or not args.cycle_config then return end local tab_contents = G.OVERLAY_MENU:get_UIE_by_ID('tab_contents') tab_contents.config.object:remove() tab_contents.config.object = UIBox{ definition = def_fn(args.cycle_config.current_option), config = {offset = {x = 0, y = 0}, parent = tab_contents, type = 'cm'}, } tab_contents.UIBox:recalculate() end end register_pager('Combos', combos_tab_def) register_pager('Traps', traps_tab_def) for _, group in ipairs(THEME_TABS) do register_pager(group.label, function(p) return theme_tab_def(group, p) end) end local function catalog_tabs() local tabs = {{ label = 'Combos', chosen = true, tab_definition_function = function() return combos_tab_def(1) end, }} for _, t in ipairs(THEME_TABS) do tabs[#tabs + 1] = { label = t.label, tab_definition_function = function() return theme_tab_def(t, 1) end, } end tabs[#tabs + 1] = { label = 'Traps', tab_definition_function = function() return traps_tab_def(1) end, } tabs[#tabs + 1] = { label = 'Progress', tab_definition_function = progress_tab_def, } return tabs end 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'. -- 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 -- pays off yet. Teaching content, so learning mode keeps it. local function build_gaps_rows() local looking, untapped = JCA.build_gaps() local nodes = {} local function line(prefix, tags, colour) if #tags == 0 then return end local labels = {} for _, t in ipairs(tags) do labels[#labels + 1] = {name = TAG_LABEL[t]} end for i, l in ipairs(wrap_names(labels, 58, 2)) do nodes[#nodes + 1] = {n = G.UIT.R, config = {align = 'cm', padding = 0.02}, nodes = { {n = G.UIT.T, config = {text = (i == 1 and prefix or ' ') .. l, colour = colour, scale = 0.3, shadow = true}}, }} end end line('Your build is looking for: ', looking, G.C.GOLD) line('Untapped on your board: ', untapped, G.C.UI.TEXT_LIGHT) if #nodes == 0 then return nil end return {n = G.UIT.R, config = {align = 'cm', padding = 0.04}, nodes = nodes} end G.FUNCS.jca_open_catalog = function() local contents = {} local ok, gaps = pcall(build_gaps_rows) if ok and gaps then contents[#contents + 1] = gaps end contents[#contents + 1] = {n = G.UIT.R, config = {align = 'tm', padding = 0}, nodes = { create_tabs({ tabs = catalog_tabs(), snap_to_nav = true, colour = G.C.BOOSTER, }), }} G.FUNCS.overlay_menu{definition = create_UIBox_generic_options({ back_func = 'exit_overlay_menu', contents = contents, })} 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 end end -- Config tab (Mods menu > Combo Advisor > Config) ----------------------------- JCA.THRESHOLD_OPTIONS = {2, 3, 4, 5, 6, 8} G.FUNCS.jca_set_threshold = function(args) JCA.config.threshold = args.to_val end local db_count = 0 for _ in pairs(JCA.db) do db_count = db_count + 1 end dbg('loaded;', db_count, 'jokers in db; config threshold =', JCA.config.threshold) if SMODS.current_mod then SMODS.current_mod.config_tab = function() local current = 3 -- index of default (4) in THRESHOLD_OPTIONS for i, v in ipairs(JCA.THRESHOLD_OPTIONS) do if v == JCA.config.threshold then current = i end end return {n = G.UIT.ROOT, config = {align = 'cm', padding = 0.1, colour = G.C.CLEAR}, nodes = { {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_toggle{ label = 'Pulse recommended jokers in shop', ref_table = JCA.config, ref_value = 'pulse', }, }}, {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_toggle{ label = 'Show combo tooltip on owned jokers', ref_table = JCA.config, ref_value = 'owned_tooltip', }, }}, {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_toggle{ label = 'Highlight combo partners on hover', ref_table = JCA.config, ref_value = 'partner_highlight', }, }}, {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_toggle{ label = 'Flag weakest joker when board is full', ref_table = JCA.config, ref_value = 'sell_advisor', }, }}, {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_toggle{ label = 'Learning mode (no verdicts, just reasons)', ref_table = JCA.config, ref_value = 'learning_mode', }, }}, {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_toggle{ label = 'Touch mode (larger advice text & buttons)', ref_table = JCA.config, ref_value = 'touch_mode', }, }}, {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_toggle{ label = 'Combo counter under jokers (JokerDisplay)', ref_table = JCA.config, ref_value = 'jd_combos', }, }}, {n = G.UIT.R, config = {align = 'cm', padding = 0.05}, nodes = { create_option_cycle{ label = 'Recommendation threshold (lower = more picks)', scale = 0.8, w = 4, options = JCA.THRESHOLD_OPTIONS, current_option = current, opt_callback = 'jca_set_threshold', }, }}, }} end end -- Cross-mod integrations ------------------------------------------------------- -- integrations.lua patches JokerDisplay (combo counter under jokers) and Too -- Many Jokers (search the collection by synergy tags) when they are present. -- pcall on the whole load: a partner mod's surprise API change must degrade -- to a log line, never take the advisor down with it. do local loaded, integrations = pcall(function() return assert(SMODS.load_file('integrations.lua'))() end) if loaded and integrations then JCA.integrations = {} for name, apply in pairs(integrations) do local ok, count = pcall(apply) JCA.integrations[name] = ok and count or 0 if not ok then print('JCA: integration ' .. name .. ' failed: ' .. tostring(count)) end end dbg('integrations:', (JCA.integrations.jokerdisplay or 0) .. ' JokerDisplay defs,', (JCA.integrations.toomanyjokers or 0) .. ' TMJ search hooks') else print('JCA: integrations failed to load: ' .. tostring(integrations)) end end