Modify blueprint and brainstorm implementation to fix retrigger bug (#244)

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
This commit is contained in:
Geralt
2025-11-21 19:09:07 +01:00
committed by GitHub
parent 4567a8e1ad
commit 408c264e85
3 changed files with 150 additions and 119 deletions
+7 -11
View File
@@ -66,10 +66,11 @@ enum JokerEvent
// Jokers in the game
#define DEFAULT_JOKER_ID 0
#define GREEDY_JOKER_ID 1
#define JOKER_STENCIL_ID 16
#define STENCIL_JOKER_ID 16
#define SHORTCUT_JOKER_ID 26
#define PAREIDOLIA_JOKER_ID 30
#define JOKER_BRAINSTORM_ID 40
#define SHORTCUT_JOKER_ID 26
#define BLUEPRINT_JOKER_ID 39
#define BRAINSTORM_JOKER_ID 40
#define FOUR_FINGERS_JOKER_ID 48
typedef struct
@@ -78,15 +79,10 @@ typedef struct
u8 modifier; // base, foil, holo, poly, negative
u8 value;
u8 rarity;
// General purpose values that are interpreted differently for each Joker (scaling, last retriggered card, etc...)
union
{
s32 data;
struct {
s16 data0;
s16 data1;
} halves;
};
s32 scoring_state;
s32 persistent_state;
} Joker;
typedef struct JokerObject
+2 -1
View File
@@ -145,7 +145,8 @@ Joker *joker_new(u8 id)
joker->modifier = BASE_EDITION; // TODO: Make this a parameter
joker->value = jinfo->base_value + edition_price_lut[joker->modifier];
joker->rarity = jinfo->rarity;
joker->data = 0;
joker->scoring_state = 0;
joker->persistent_state = 0;
// initialize persistent Joker data if needed
jinfo->joker_effect(joker, NULL, JOKER_EVENT_ON_JOKER_CREATED);
+141 -107
View File
@@ -285,7 +285,7 @@ static JokerEffect joker_stencil_effect(Joker *joker, Card *scored_card, enum Jo
while((joker_object = list_itr_next(&itr)))
{
if (joker_object->joker->id == JOKER_STENCIL_ID) effect.xmult++;
if (joker_object->joker->id == STENCIL_JOKER_ID) effect.xmult++;
}
return effect;
@@ -405,7 +405,7 @@ static JokerEffect raised_fist_joker_effect(Joker *joker, Card *scored_card, enu
{
JokerEffect effect = {0};
s32* p_lowest_value_index = &(joker->data);
s32* p_lowest_value_index = &(joker->scoring_state);
switch (joker_event)
{
@@ -596,7 +596,7 @@ static JokerEffect acrobat_joker_effect(Joker *joker, Card *scored_card, enum Jo
static JokerEffect hanging_chad_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
s32* p_remaining_retriggers = &(joker->data);
s32* p_remaining_retriggers = &(joker->scoring_state);
switch (joker_event)
{
@@ -609,9 +609,9 @@ static JokerEffect hanging_chad_joker_effect(Joker *joker, Card *scored_card, en
// will be false and scoring will go onto the next card
case JOKER_EVENT_ON_CARD_SCORED_END:
effect.retrigger = (*p_remaining_retriggers > 0);
*p_remaining_retriggers -= 1;
if (effect.retrigger)
{
(*p_remaining_retriggers)--;
effect.message = "Again!";
}
break;
@@ -756,7 +756,7 @@ __attribute__((unused))
static JokerEffect photograph_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
s32* p_first_face_index = &(joker->data);
s32* p_first_face_index = &(joker->scoring_state);
switch (joker_event)
{
@@ -808,11 +808,12 @@ static JokerEffect triboulet_joker_effect(Joker *joker, Card *scored_card, enum
static JokerEffect dusk_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
s32* p_last_retriggered_index = &(joker->data);
s32* p_last_retriggered_index = &(joker->scoring_state);
switch (joker_event)
{
case JOKER_EVENT_ON_HAND_PLAYED:
// start at -1 so that a first index of 0 can satisfy the retrigger condition below
*p_last_retriggered_index = UNDEFINED;
break;
@@ -838,48 +839,81 @@ static JokerEffect dusk_joker_effect(Joker *joker, Card *scored_card, enum Joker
}
static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
static JokerEffect blueprint_brainstorm_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
List* jokers = get_jokers_list();
ListItr itr = list_itr_create(jokers);
JokerObject* curr_joker_object;
while((curr_joker_object = list_itr_next(&itr)))
{
if (curr_joker_object->joker == joker)
{
JokerObject* next_joker_object = list_itr_next(&itr);
effect = joker_get_score_effect(next_joker_object->joker, scored_card, joker_event);
break;
}
}
return effect;
}
static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
static bool in_brainstorm = false;
if (in_brainstorm)
// No need for this kind of init since these Jokers
// will have their data copied when needed
if (joker_event == JOKER_EVENT_ON_JOKER_CREATED || joker_event == JOKER_EVENT_ON_ROUND_END)
{
return effect;
}
// find ourselves in the Jokers list
List* jokers = get_jokers_list();
JokerObject* first_joker = list_get_at_idx(jokers, 0);
if (first_joker != NULL && first_joker->joker->id != JOKER_BRAINSTORM_ID)
ListItr itr = list_itr_create(jokers);
JokerObject* copied_joker_object;
while((copied_joker_object = list_itr_next(&itr)))
{
// Static var to avoid infinite blueprint + brainstorm loops
in_brainstorm = true;
effect = joker_get_score_effect(first_joker->joker, scored_card, joker_event);
in_brainstorm = false;
if (copied_joker_object->joker == joker)
{
break;
}
}
// This shouldn't happen since if we are a scoring Joker, we should always
// be part of the Jokers list, but being extra careful doesn't cost much
if (copied_joker_object == NULL)
{
return effect;
}
// find the copied Joker, may need to bounce around Blueprints and a Brainstorm
// If we encounter NULL, we have a Blueprint at the end of the list that can't copy anything.
// If we go through a Brainstorms twice, we will be in a loop and need to exit
u8 brainstorm_counter = 0;
do
{
switch (copied_joker_object->joker->id)
{
// get the next Joker for Blueprint
case BLUEPRINT_JOKER_ID:
copied_joker_object = list_itr_next(&itr);
break;
// Get the first (leftmost) Joker for Brainstorm
case BRAINSTORM_JOKER_ID:
brainstorm_counter++;
itr = list_itr_create(jokers);
copied_joker_object = list_itr_next(&itr);
break;
// We encountered a Joker that isn't a Copying Joker and copy it now
// but how we copy it depends on this Joker's ID because they don't
// all handle data the same way.
default:
u8 copied_joker_id = copied_joker_object->joker->id;
const JokerInfo* copied_joker_info = get_joker_registry_entry(copied_joker_id);
// Copy the persistent data
joker->persistent_state = copied_joker_object->joker->persistent_state;
// Then regardless of if we copied the data above, apply the
// copied JokerEffect function to the local data
effect = copied_joker_info->joker_effect(joker, scored_card, joker_event);
// make also sure we don't expire
effect.expire = false;
// exit the loop
copied_joker_object = NULL;
break;
}
}
while(copied_joker_object != NULL && brainstorm_counter < 2);
return effect;
}
@@ -887,7 +921,7 @@ static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card, enum
static JokerEffect hack_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
s32* p_last_retriggered_index = &(joker->data);
s32* p_last_retriggered_index = &(joker->scoring_state);
switch (joker_event)
{
@@ -926,8 +960,8 @@ __attribute__((unused))
static JokerEffect seltzer_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
s16* p_last_retriggered_idx = &(joker->halves.data0);
s16* p_hands_left_until_exp = &(joker->halves.data1);
s32* p_last_retriggered_idx = &(joker->scoring_state);
s32* p_hands_left_until_exp = &(joker->persistent_state);
switch (joker_event)
{
@@ -938,22 +972,9 @@ static JokerEffect seltzer_joker_effect(Joker *joker, Card *scored_card, enum Jo
case JOKER_EVENT_ON_HAND_PLAYED:
*p_last_retriggered_idx = UNDEFINED;
break;
case JOKER_EVENT_ON_HAND_SCORED_END:
*p_hands_left_until_exp -= 1;
if (*p_hands_left_until_exp <= 0)
{
effect.expire = true;
effect.message = "Drank!";
}
else
{
effect.message = "-1";
}
break;
case JOKER_EVENT_ON_CARD_SCORED_END:
// Works the same way as Dusk, but if it can still trigger
// Works the same way as Dusk, but checks if it can still trigger
if (*p_hands_left_until_exp > 0)
{
effect.retrigger = (*p_last_retriggered_idx < get_scored_card_index());
@@ -965,6 +986,19 @@ static JokerEffect seltzer_joker_effect(Joker *joker, Card *scored_card, enum Jo
}
break;
case JOKER_EVENT_ON_HAND_SCORED_END:
if (*p_hands_left_until_exp > 0)
{
(*p_hands_left_until_exp)--;
effect.message = "-1";
}
else
{
effect.expire = true;
effect.message = "Drank!";
}
break;
default:
break;
}
@@ -976,7 +1010,7 @@ static JokerEffect seltzer_joker_effect(Joker *joker, Card *scored_card, enum Jo
static JokerEffect sock_and_buskin_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
s32* p_last_retriggered_face_index = &(joker->data);
s32* p_last_retriggered_face_index = &(joker->scoring_state);
switch (joker_event)
{
@@ -986,7 +1020,7 @@ static JokerEffect sock_and_buskin_joker_effect(Joker *joker, Card *scored_card,
case JOKER_EVENT_ON_CARD_SCORED_END:
// Works the same way as Dusk, but for face cards
effect.retrigger = (*p_last_retriggered_face_index < get_scored_card_index() && card_is_face(scored_card));
effect.retrigger = ((*p_last_retriggered_face_index < get_scored_card_index()) && card_is_face(scored_card));
if (effect.retrigger)
{
*p_last_retriggered_face_index = get_scored_card_index();
@@ -1013,57 +1047,57 @@ static JokerEffect sock_and_buskin_joker_effect(Joker *joker, Card *scored_card,
*/
const JokerInfo joker_registry[] =
{
{ COMMON_JOKER, 2, default_joker_effect }, // DEFAULT_JOKER_ID = 0
{ COMMON_JOKER, 5, greedy_joker_effect }, // GREEDY_JOKER_ID = 1
{ COMMON_JOKER, 5, lusty_joker_effect }, // etc... 2
{ COMMON_JOKER, 5, wrathful_joker_effect }, // 3
{ COMMON_JOKER, 5, gluttonous_joker_effect }, // 4
{ COMMON_JOKER, 3, jolly_joker_effect }, // 5
{ COMMON_JOKER, 4, zany_joker_effect }, // 6
{ COMMON_JOKER, 4, mad_joker_effect }, // 7
{ COMMON_JOKER, 4, crazy_joker_effect }, // 8
{ COMMON_JOKER, 4, droll_joker_effect }, // 9
{ COMMON_JOKER, 3, sly_joker_effect }, // 10
{ COMMON_JOKER, 4, wily_joker_effect }, // 11
{ COMMON_JOKER, 4, clever_joker_effect }, // 12
{ COMMON_JOKER, 4, devious_joker_effect }, // 13
{ COMMON_JOKER, 4, crafty_joker_effect }, // 14
{ COMMON_JOKER, 5, half_joker_effect }, // 15
{ UNCOMMON_JOKER, 8, joker_stencil_effect }, // 16
{ COMMON_JOKER, 5, photograph_joker_effect, }, // 17
{ COMMON_JOKER, 4, walkie_talkie_joker_effect }, // 18
{ COMMON_JOKER, 5, banner_joker_effect }, // 19
{ UNCOMMON_JOKER, 6, blackboard_joker_effect }, // 20
{ COMMON_JOKER, 5, mystic_summit_joker_effect }, // 21
{ COMMON_JOKER, 4, misprint_joker_effect }, // 22
{ COMMON_JOKER, 4, even_steven_joker_effect }, // 23
{ COMMON_JOKER, 5, blue_joker_effect }, // 24
{ COMMON_JOKER, 4, odd_todd_joker_effect }, // 25
{ UNCOMMON_JOKER, 7, joker_effect_noop, }, // 26 Shortcut
{ COMMON_JOKER, 4, business_card_joker_effect }, // 27
{ COMMON_JOKER, 4, scary_face_joker_effect }, // 28
{ UNCOMMON_JOKER, 7, bootstraps_joker_effect }, // 29
{ UNCOMMON_JOKER, 5, joker_effect_noop }, // 30 Pareidolia
{ COMMON_JOKER, 6, reserved_parking_joker_effect }, // 31
{ COMMON_JOKER, 4, abstract_joker_effect }, // 32
{ UNCOMMON_JOKER, 6, bull_joker_effect }, // 33
{ RARE_JOKER, 8, the_duo_joker_effect }, // 34
{ RARE_JOKER, 8, the_trio_joker_effect }, // 35
{ RARE_JOKER, 8, the_family_joker_effect }, // 36
{ RARE_JOKER, 8, the_order_joker_effect }, // 37
{ RARE_JOKER, 8, the_tribe_joker_effect }, // 38
{ RARE_JOKER, 10, blueprint_joker_effect }, // 39
{ RARE_JOKER, 10, brainstorm_joker_effect }, // 40
{ COMMON_JOKER, 5, raised_fist_joker_effect }, // 41
{ COMMON_JOKER, 4, smiley_face_joker_effect }, // 42
{ UNCOMMON_JOKER, 6, acrobat_joker_effect }, // 43
{ UNCOMMON_JOKER, 5, dusk_joker_effect }, // 44
{ UNCOMMON_JOKER, 6, sock_and_buskin_joker_effect }, // 45
{ UNCOMMON_JOKER, 6, hack_joker_effect }, // 46
{ COMMON_JOKER, 4, hanging_chad_joker_effect }, // 47
{ UNCOMMON_JOKER, 7, joker_effect_noop, }, // 48 Four Fingers
{ COMMON_JOKER, 4, scholar_joker_effect }, // 49
{ UNCOMMON_JOKER, 8, fibonnaci_joker_effect }, // 50
{ COMMON_JOKER, 2, default_joker_effect }, // DEFAULT_JOKER_ID = 0
{ COMMON_JOKER, 5, greedy_joker_effect }, // GREEDY_JOKER_ID = 1
{ COMMON_JOKER, 5, lusty_joker_effect }, // etc... 2
{ COMMON_JOKER, 5, wrathful_joker_effect }, // 3
{ COMMON_JOKER, 5, gluttonous_joker_effect }, // 4
{ COMMON_JOKER, 3, jolly_joker_effect }, // 5
{ COMMON_JOKER, 4, zany_joker_effect }, // 6
{ COMMON_JOKER, 4, mad_joker_effect }, // 7
{ COMMON_JOKER, 4, crazy_joker_effect }, // 8
{ COMMON_JOKER, 4, droll_joker_effect }, // 9
{ COMMON_JOKER, 3, sly_joker_effect }, // 10
{ COMMON_JOKER, 4, wily_joker_effect }, // 11
{ COMMON_JOKER, 4, clever_joker_effect }, // 12
{ COMMON_JOKER, 4, devious_joker_effect }, // 13
{ COMMON_JOKER, 4, crafty_joker_effect }, // 14
{ COMMON_JOKER, 5, half_joker_effect }, // 15
{ UNCOMMON_JOKER, 8, joker_stencil_effect }, // 16
{ COMMON_JOKER, 5, photograph_joker_effect, }, // 17
{ COMMON_JOKER, 4, walkie_talkie_joker_effect }, // 18
{ COMMON_JOKER, 5, banner_joker_effect }, // 19
{ UNCOMMON_JOKER, 6, blackboard_joker_effect }, // 20
{ COMMON_JOKER, 5, mystic_summit_joker_effect }, // 21
{ COMMON_JOKER, 4, misprint_joker_effect }, // 22
{ COMMON_JOKER, 4, even_steven_joker_effect }, // 23
{ COMMON_JOKER, 5, blue_joker_effect }, // 24
{ COMMON_JOKER, 4, odd_todd_joker_effect }, // 25
{ UNCOMMON_JOKER, 7, joker_effect_noop, }, // 26 Shortcut
{ COMMON_JOKER, 4, business_card_joker_effect }, // 27
{ COMMON_JOKER, 4, scary_face_joker_effect }, // 28
{ UNCOMMON_JOKER, 7, bootstraps_joker_effect }, // 29
{ UNCOMMON_JOKER, 5, joker_effect_noop }, // 30 Pareidolia
{ COMMON_JOKER, 6, reserved_parking_joker_effect }, // 31
{ COMMON_JOKER, 4, abstract_joker_effect }, // 32
{ UNCOMMON_JOKER, 6, bull_joker_effect }, // 33
{ RARE_JOKER, 8, the_duo_joker_effect }, // 34
{ RARE_JOKER, 8, the_trio_joker_effect }, // 35
{ RARE_JOKER, 8, the_family_joker_effect }, // 36
{ RARE_JOKER, 8, the_order_joker_effect }, // 37
{ RARE_JOKER, 8, the_tribe_joker_effect }, // 38
{ RARE_JOKER, 10, blueprint_brainstorm_joker_effect }, // 39 Blueprint
{ RARE_JOKER, 10, blueprint_brainstorm_joker_effect }, // 40 Brainstorm
{ COMMON_JOKER, 5, raised_fist_joker_effect }, // 41
{ COMMON_JOKER, 4, smiley_face_joker_effect }, // 42
{ UNCOMMON_JOKER, 6, acrobat_joker_effect }, // 43
{ UNCOMMON_JOKER, 5, dusk_joker_effect }, // 44
{ UNCOMMON_JOKER, 6, sock_and_buskin_joker_effect }, // 45
{ UNCOMMON_JOKER, 6, hack_joker_effect }, // 46
{ COMMON_JOKER, 4, hanging_chad_joker_effect }, // 47
{ UNCOMMON_JOKER, 7, joker_effect_noop, }, // 48 Four Fingers
{ COMMON_JOKER, 4, scholar_joker_effect }, // 49
{ UNCOMMON_JOKER, 8, fibonnaci_joker_effect }, // 50
// The following jokers don't have sprites yet,
// uncomment them when their sprites are added.