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core.lua
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262 lines (237 loc) · 6.58 KB
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MP = SMODS.current_mod
MP.BANNED_MODS = {
["Incantation"] = true,
["Brainstorm"] = true,
["DVPreview"] = true,
["Aura"] = true,
["NotJustYet"] = true,
["Showman"] = true,
["TagPreview"] = true,
["FantomsPreview"] = true,
}
MP.LOBBY = {
connected = false,
temp_code = "",
temp_seed = "",
code = nil,
type = "",
config = {}, -- Now set in MP.reset_lobby_config
deck = {
back = "Red Deck",
sleeve = "sleeve_casl_none",
stake = 1,
challenge = "",
},
username = "Guest",
blind_col = 1,
host = {},
guest = {},
is_host = false,
ready_to_start = false,
}
MP.GAME = {}
MP.UI = {}
MP.ACTIONS = {}
MP.INTEGRATIONS = {
Preview = SMODS.Mods["Multiplayer"].config.integrations.Preview,
}
MP.PREVIEW = {
text = SMODS.Mods["Multiplayer"].config.preview.text,
button = SMODS.Mods["Multiplayer"].config.preview.button,
}
MP.EXPERIMENTAL = {
use_new_networking = true,
show_sandbox_collection = false,
alt_stakes = false,
}
G.C.MULTIPLAYER = HEX("AC3232")
MP.SMODS_VERSION = "1.0.0~BETA-1221a"
function MP.should_use_the_order()
return MP.LOBBY and MP.LOBBY.config and MP.LOBBY.config.the_order and MP.LOBBY.code
end
function MP.is_major_league_ruleset()
return MP.LOBBY and MP.LOBBY.config and MP.LOBBY.config.ruleset == "ruleset_mp_majorleague" and MP.LOBBY.code
end
function MP.load_mp_file(file)
local chunk, err = SMODS.load_file(file, "Multiplayer")
if chunk then
local ok, func = pcall(chunk)
if ok then
return func
else
sendWarnMessage("Failed to process file: " .. func, "MULTIPLAYER")
end
else
sendWarnMessage("Failed to find or compile file: " .. tostring(err), "MULTIPLAYER")
end
return nil
end
function MP.load_mp_dir(directory, recursive)
recursive = recursive or false
local function has_prefix(name)
return name:match("^_") ~= nil
end
local dir_path = MP.path .. "/" .. directory
local items = NFS.getDirectoryItemsInfo(dir_path)
-- sort by prefix like { _file, _dir, file, dir }
table.sort(items, function(a, b)
if has_prefix(a.name) ~= has_prefix(b.name) then return has_prefix(a.name) end
return (a.type == "directory") ~= (b.type == "directory") and a.type ~= "directory" or false
end)
-- load sorted files/dirs
for _, item in ipairs(items) do
local path = directory .. "/" .. item.name
sendDebugMessage("Loading item: " .. path, "MULTIPLAYER")
if item.type ~= "directory" then
MP.load_mp_file(path)
elseif recursive then
MP.load_mp_dir(path, recursive)
end
end
end
MP.load_mp_dir("lib")
MP.load_mp_dir("overrides")
function MP.reset_lobby_config(persist_ruleset_and_gamemode)
sendDebugMessage("Resetting lobby options", "MULTIPLAYER")
MP.LOBBY.config = {
gold_on_life_loss = true,
no_gold_on_round_loss = false,
death_on_round_loss = true,
different_seeds = false,
the_order = true,
starting_lives = 4,
pvp_start_round = 2,
timer_base_seconds = 150,
timer_increment_seconds = 60,
pvp_countdown_seconds = 3,
showdown_starting_antes = 3,
ruleset = persist_ruleset_and_gamemode and MP.LOBBY.config.ruleset or "ruleset_mp_blitz",
gamemode = persist_ruleset_and_gamemode and MP.LOBBY.config.gamemode or "gamemode_mp_attrition",
weekly = nil,
custom_seed = "random",
different_decks = false,
back = "Red Deck",
sleeve = "sleeve_casl_none",
stake = 1,
challenge = "",
cocktail = "",
multiplayer_jokers = true,
timer = true,
timer_forgiveness = 0,
forced_config = false,
preview_disabled = false,
legacy_smallworld = false,
}
end
MP.reset_lobby_config()
function MP.reset_game_states()
sendDebugMessage("Resetting game states", "MULTIPLAYER")
MP.GAME = {
ready_blind = false,
ready_blind_text = localize("b_ready"),
processed_round_done = false,
lives = 0,
loaded_ante = 0,
loading_blinds = false,
comeback_bonus_given = true,
comeback_bonus = 0,
end_pvp = false,
enemy = {
score = MP.INSANE_INT.empty(),
score_text = "0",
hands = 4,
location = localize("loc_selecting"),
skips = 0,
lives = MP.LOBBY.config.starting_lives,
sells = 0,
sells_per_ante = {},
spent_in_shop = {},
highest_score = MP.INSANE_INT.empty(),
},
location = "loc_selecting",
next_blind_context = nil,
ante_key = tostring(math.random()),
antes_keyed = {},
prevent_eval = false,
round_ended = false,
duplicate_end = false,
misprint_display = "",
spent_total = 0,
spent_before_shop = 0,
highest_score = MP.INSANE_INT.empty(),
timer = MP.LOBBY.config.timer_base_seconds,
timer_started = false,
pvp_countdown = 0,
real_money = 0,
ce_cache = false,
furthest_blind = 0,
pincher_index = -3,
pincher_unlock = false,
asteroids = 0,
pizza_discards = 0,
wait_for_enemys_furthest_blind = false,
disable_live_and_timer_hud = false,
timers_forgiven = 0,
stats = {
reroll_count = 0,
reroll_cost_total = 0,
-- Add more stats here in the future
},
}
end
MP.reset_game_states()
MP.LOBBY.username = MP.UTILS.get_username()
MP.LOBBY.blind_col = MP.UTILS.get_blind_col()
MP.LOBBY.config.weekly = MP.UTILS.get_weekly()
if not SMODS.current_mod.lovely then
G.E_MANAGER:add_event(Event({
no_delete = true,
trigger = "immediate",
blockable = false,
blocking = false,
func = function()
if G.MAIN_MENU_UI then
MP.UI.UTILS.overlay_message(
MP.UTILS.wrapText(
"Your Multiplayer Mod is not loaded correctly, make sure the Multiplayer folder does not have an extra Multiplayer folder around it.",
50
)
)
return true
end
end,
}))
return
end
SMODS.Atlas({
key = "modicon",
path = "modicon.png",
px = 34,
py = 34,
})
MP.load_mp_dir("compatibility")
local networking_dir = MP.EXPERIMENTAL.use_new_networking and "networking" or "networking-old"
MP.load_mp_file(networking_dir .. "/action_handlers.lua")
MP.load_mp_dir("gamemodes")
MP.load_mp_dir("rulesets")
MP.load_mp_dir("ui", true)
if MP.LOBBY.config.weekly then -- this could be a function but why bother
MP.load_mp_file("rulesets/weeklies/" .. MP.LOBBY.config.weekly .. ".lua")
end
MP.load_mp_dir("objects/editions")
MP.load_mp_dir("objects/enhancements")
MP.load_mp_dir("objects/stickers")
MP.load_mp_dir("objects/blinds")
MP.load_mp_dir("objects/decks")
MP.load_mp_dir("objects/jokers")
MP.load_mp_dir("objects/jokers/sandbox")
MP.load_mp_dir("objects/stakes")
MP.load_mp_dir("objects/tags")
MP.load_mp_dir("objects/consumables")
MP.load_mp_dir("objects/consumables/sandbox")
MP.load_mp_dir("objects/boosters")
MP.load_mp_dir("objects/challenges")
local SOCKET = MP.load_mp_file(networking_dir .. "/socket.lua")
MP.NETWORKING_THREAD = love.thread.newThread(SOCKET)
MP.NETWORKING_THREAD:start(SMODS.Mods["Multiplayer"].config.server_url, SMODS.Mods["Multiplayer"].config.server_port)
MP.ACTIONS.connect()