Files
balatro-gba-chinese-jocker-…/source/joker_effects.c
T

328 lines
9.7 KiB
C

#include "joker.h"
#include "util.h"
#include "hand_analysis.h"
#include <stdlib.h>
static JokerEffect default_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL) effect.mult = 4;
return effect;
}
static JokerEffect sinful_joker_effect(Card *scored_card, u8 sinful_suit) {
JokerEffect effect = {0};
if (scored_card != NULL && scored_card->suit == sinful_suit)
effect.mult = 3;
return effect;
}
static JokerEffect greedy_joker_effect(Joker *joker, Card *scored_card) {
return sinful_joker_effect(scored_card, DIAMONDS);
}
static JokerEffect lusty_joker_effect(Joker *joker, Card *scored_card) {
return sinful_joker_effect(scored_card, HEARTS);
}
static JokerEffect wrathful_joker_effect(Joker *joker, Card *scored_card) {
return sinful_joker_effect(scored_card, SPADES);
}
static JokerEffect gluttonous_joker_effect(Joker *joker, Card *scored_card) {
return sinful_joker_effect(scored_card, CLUBS);
}
static JokerEffect jolly_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// This is really inefficient but the only way at the moment to check for whole-hand conditions
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_n_of_a_kind(ranks) >= 2)
effect.mult = 8;
return effect;
}
static JokerEffect zany_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_n_of_a_kind(ranks) >= 3)
effect.mult = 12;
return effect;
}
static JokerEffect mad_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_two_pair(ranks))
effect.mult = 10;
return effect;
}
static JokerEffect crazy_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_straight(ranks))
effect.mult = 12;
return effect;
}
static JokerEffect droll_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_flush(suits))
effect.mult = 10;
return effect;
}
static JokerEffect sly_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_n_of_a_kind(ranks) >= 2)
effect.chips = 50;
return effect;
}
static JokerEffect wily_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_n_of_a_kind(ranks) >= 3)
effect.chips = 100;
return effect;
}
static JokerEffect clever_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_two_pair(ranks))
effect.chips = 80;
return effect;
}
static JokerEffect devious_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_straight(ranks))
effect.chips = 100;
return effect;
}
static JokerEffect crafty_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_flush(suits))
effect.chips = 80;
return effect;
}
static JokerEffect half_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
if (get_played_top() + 1 <= 3) // game.c has hand_get_size() but it's not accesible here
effect.mult = 20;
return effect;
}
static JokerEffect joker_stencil_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// +1 xmult per empty joker slot...
int jokers_top = get_jokers_top();
effect.xmult = (MAX_JOKERS_HELD_SIZE-1) - jokers_top;
// ...and also each stencil_joker adds +1 xmult
JokerObject** jokers = get_jokers();
for (int i = 0; i < jokers_top; i++ )
{
if (jokers[i]->joker->id == JOKER_STENCIL_ID)
effect.xmult++;
}
return effect;
}
#define MISPRINT_MAX_MULT 23
static JokerEffect misprint_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
effect.mult = random() % (MISPRINT_MAX_MULT + 1);
return effect;
}
static JokerEffect walkie_talkie_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
if (scored_card->rank == TEN || scored_card->rank == FOUR) {
effect.chips = 10;
effect.mult = 4;
}
return effect;
}
static JokerEffect fibonnaci_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
switch (scored_card->rank) {
case ACE: case TWO: case THREE: case FIVE: case EIGHT:
effect.mult = 8;
default:
break;
}
return effect;
}
static JokerEffect banner_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
effect.chips = 30 * get_num_discards_remaining();
return effect;
}
static JokerEffect mystic_summit_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
if (get_num_discards_remaining() == 0)
effect.mult = 15;
return effect;
}
static JokerEffect blackboard_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
bool all_cards_are_spades_or_clubs = true;
CardObject** hand = get_hand_array();
int hand_top = get_hand_top();
for (int i = 0; i < hand_top; i++ )
{
u8 suit = hand[i]->card->suit;
if (suit == HEARTS || suit == DIAMONDS) {
all_cards_are_spades_or_clubs = false;
break;
}
}
if (all_cards_are_spades_or_clubs)
effect.xmult = 3;
return effect;
}
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...
{ COMMON_JOKER, 5, wrathful_joker_effect },
{ COMMON_JOKER, 5, gluttonous_joker_effect },
{ COMMON_JOKER, 3, jolly_joker_effect },
{ COMMON_JOKER, 4, zany_joker_effect },
{ COMMON_JOKER, 4, mad_joker_effect },
{ COMMON_JOKER, 4, crazy_joker_effect },
{ COMMON_JOKER, 4, droll_joker_effect },
{ COMMON_JOKER, 3, sly_joker_effect },
{ COMMON_JOKER, 4, wily_joker_effect },
{ COMMON_JOKER, 4, clever_joker_effect },
{ COMMON_JOKER, 4, devious_joker_effect },
{ COMMON_JOKER, 4, crafty_joker_effect },
{ COMMON_JOKER, 5, half_joker_effect },
{ UNCOMMON_JOKER, 8, joker_stencil_effect },
{ COMMON_JOKER, 4, misprint_joker_effect },
{ COMMON_JOKER, 4, walkie_talkie_joker_effect },
{ UNCOMMON_JOKER, 8, fibonnaci_joker_effect },
{ COMMON_JOKER, 5, banner_joker_effect },
{ COMMON_JOKER, 5, mystic_summit_joker_effect },
{ UNCOMMON_JOKER, 6, blackboard_joker_effect },
};
static const size_t joker_registry_size = NUM_ELEM_IN_ARR(joker_registry);
const JokerInfo* get_joker_registry_entry(int joker_id) {
if (joker_id < 0 || (size_t)joker_id >= joker_registry_size) {
return NULL;
}
return &joker_registry[joker_id];
}
size_t get_joker_registry_size(void) {
return joker_registry_size;
}