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Utility

WilsontheWolf edited this page Jan 8, 2025 · 10 revisions

Utility functions

Steamodded provides utility functions that extend or replace vanilla functionality or provide other useful tools you may need when making your mod. This page contains information on these functions. Check out src/utils.lua if you'd like to learn more about a function's implementation.

Debugging

  • inspect(table) -> string
    • Given an input table, outputs a shallow mapping of keys to values as a string. Gives no further information on subtables.
  • inspectDepth(table) -> string
    • Given an input table, recursively creates a string representation up to a depth of 5.
  • inspectFunction(func) -> string
    • Given an input function, outputs details on its name, source, line of definition and number of upvalues.
  • serialize(t, indent) -> string
    • Given an input table, creates a string containing Lua code that evaluates to the serializable part of t. Information may be lost, and circular references are not resolved.
  • tprint(t, indent) -> string
    • Recursively stringifies an input table into pseudo-valid Lua code, leaving non-serializable values and tables above a depth of 5 into their default string representations.

Number formatting

  • round_number(num_precision) -> number
    • Rounds the input number to a given amount of decimal places.
  • format_ui_value(value) -> string
    • Stringifies the input if it is not a number. Otherwise return the number as it should be displayed in the UI (e.g. scientific notation).

Randomness

  • SMODS.poll_rarity(_pool_key, _rand_key) -> string|number
    • Generates a random rarity for the given pool (the only vanilla pool that supports rarities is 'Joker'). If _rand_key is present, use it as a seed.
  • SMODS.poll_seal(args) -> string?
    • Checks if a seal should be generated, and generates one according to the specified arguments if so. The following arguments are supported:
    • key - Randomness seed for the check whether to generate a seal, defaults to 'stdseal'.
    • mod - Multiplier to the base rate at which seals appear.
    • guaranteed - If this is true, always generate a seal.
    • options - A table of possible seals to generate. Defaults to all available seals.
    • type_key - Randomness seed for the roll which seal to generate.
  • SMODS.poll_enhancement(args) -> string?
    • Checks if an enhancement should be generated, and generates one according to the specified arguments if so. The following arguments are supported:
    • key - Randomness seed for the check whether to generate an enhancement, defaults to 'std_enhance'.
    • mod - Multiplier to the base rate at which enhancements appear.
    • guaranteed - If this is true, always generate an enhancement.
    • options - A table of possible enhancements to generate. Defaults to all available enhancements.
    • type_key - Randomness seed for the roll which enhancement to generate.

Mod-facing utilities

These functions facilitate specific tasks that many mods may use but may be harder to achieve when implemented individually. Some replace base game functions to create a more usable interface.

  • SMODS.find_mod(id) -> table
    • Returns a list of mods that either match the given mod ID or provide it, and are enabled and loaded.
    • The result of next(SMODS.find_mod(id)) can be used to determine if a mod is present, akin to finding cards with SMODS.find_card.
  • SMODS.load_file(path, id) -> function
    • Given a path to a file in the context of the mod currently being loaded, loads the file contents and returns them as a function. If this function is called after the mod loading stage, a mod's id must be specified in order to find the correct file.
    • Return type is the same as love.filesystem.load and loadfile.
    • Example usage: assert(SMODS.load_file('jokers.lua'))()
  • SMODS.juice_up_blind()
    • Plays a 'juice up' animation on the Blind chip.
  • SMODS.eval_this(card, effects)
    • Given a Card object and a table that could be returned from a calculate function, evaluates the specified effects on this card while allowing the calculate function to continue on. You'll need to use this if your joker shows multiple consecutive messages in the main calculation phase.
    • Supported keys in effects include mult_mod, chip_mod, Xmult_mod, message, but you can extend the function to include your own effects.
  • SMODS.change_base(card, suit, rank) -> bool
    • Given a Card representing a playing card, changes the card's suit, rank, or both. Either argument may be omitted to retain the original suit or rank.
    • This function returns false if it fails. It is recommended to always wrap calls to it in assert so errors don't go unnoticed.
    • Examples: assert(SMODS.change_base(card, 'Hearts')) converts a card into Hearts. assert(SMODS.change_base(card, nil, 'Ace')) converts a card into an Ace. assert(SMODS.change_base(card, 'Hearts', 'Ace')) converts a card into an Ace of Hearts.
  • SMODS.find_card(key, count_debuffed) -> table
    • This function replaces find_joker. It operates using keys instead of names, which avoids overlap between mods.
    • Returns an array of all jokers or consumables in the player's possession with the given key. Debuffed cards count only if count_debuffed is true.
  • SMODS.add_card(t) -> Card
    • This function replaces add_joker. It takes the same input parameters as SMODS.create_card (below) and additionally emplaces the generated card into its area and evaluates add_to_deck effects.
  • SMODS.create_card(t) -> Card
    • This function replaces create_card. It provides a cleaner interface to the same functionality. The argument to this function should always be a table. The following fields are supported:
    • set - The card type to be generated, e.g. 'Joker', 'Tarot', 'Spectral'
    • area - The card area this will be emplaced into, e.g. G.jokers, G.consumeables. Default values are determined based on set.
    • legendary - Set this to true to generate a card of Legendary rarity.
    • rarity - If this is specified, skip rarity polling and use this instead of a chance roll between 0 and 1.
      • Under vanilla conditions, values up to 0.7 indicate Common rarity, values above 0.7 and up to 0.95 indicate Uncommon rarity, and values above 0.95 indicate Rare rarity.
    • skip_materialize - If this is true, a start_materialize animation will not be shown.
    • soulable - If this is true, hidden Soul-type cards are allowed to replace the generated card. Usually, this is the case for cards generated for booster packs.
    • key - If this is specified, generate a card with the given key instead of the random one.
    • key_append - An additional RNG seeding string. This should be used to put different sources of card generation on different queues.
    • no_edition - If this is true, the generated card is guaranteed to have no randomly generated edition.
    • edition, enhancement, seal - Applies the specified modifier to the card.
    • stickers - This should be an array of sticker keys. Applies all specified stickers to the card.
  • SMODS.debuff_card(card, debuff, source)
    • Allows manually setting and removing debuffs from cards.
    • source should be a unique identifier string. You must use the same source to remove a previously set debuff.
    • If debuff is the string 'reset', remove debuffs from all sources handled by this function.
    • If debuff is the string 'prevent_debuff', blocks all possible debuffs on the card until removed.
    • If debuff is another truthy value, set a debuff on the card.
    • If debuff is a falsy values, remove this debuff.
  • SMODS.recalc_debuff(card)
    • Recalculates the debuff state of a card.
  • SMODS.merge_lists(...) -> table
    • Takes any number of 2D arrays. Flattens the input into a 1D array that contains all elements once in the order they first appear and removes any duplicates.
    • This can be used to merge results from poker hand evaluation to create a combined hand.
  • SMODS.get_blind_amount(ante) -> number
    • Provides score requirements for higher stages of ante scaling. If you want to implement your own scaling rules, you should modify this function.
  • SMODS.stake_from_index(index) -> string
    • Given an index from the Stake pool, return the corresponding key, or 'error' if it doesn't exist.
  • time(func, ...) -> number
    • Calls an input function with any given additional arguments: func(...) and returns the time the function took to execute in milliseconds. The return value from func is lost.

Internal utilities

These functions are used internally and may be of use to you if you're modifying Steamodded's injection process.

  • SMODS.save_d_u(o)
    • Saves the default discovery and unlock states of an object into a separate field for later use before they are overwritten with profile data.
  • SMODS.SAVE_UNLOCKS()
    • Modified from base game code. Sets discovery and unlock data according to profile state after injection.
  • SMODS.process_loc_text(ref_table, ref_value, loc_txt, key)
    • Saves a localization entry (usually consisting of a name and a description) into the game's dictionary, with the ability to handle a multi-language format. The loc_txt table should either have locale indexing at the top layer or none at all. If the table holds multiple entries, key can be used to choose a key one layer down.
    • Example: SMODS.process_loc_text(G.localization.descriptions.Joker, 'my_joker_key', loc_txt)
  • SMODS.handle_loc_file(path)
    • Given a mod's path, reads any present localization files and adds entries to the dictionary.
  • SMODS.insert_pool(pool, center, replace)
    • If replace is true or center has been taken ownership of, look for an entry in pool with the same key and replace it. Otherwise, append center to the end of pool.
  • SMODS.remove_pool(pool, key)
    • Find an entry in pool with this key and remove it if found.
  • SMODS.create_loc_dump()
    • Dumps localization entries created during injection into a single file, for purposes of converting to a file-based localization system.
  • SMODS.create_mod_badges(obj, badges)
    • UI code for adding mod badges to an object.
  • SMODS.merge_defaults(t, defaults) -> t
    • Starting with t, insert any key-value pairs from defaults that don't already exist in t into t. Modifies t and returns it as the result of the merge.
    • nil entries are interpreted as an empty table; false inputs count as a table where every possible key maps to false. Therefore, t == nil is weak and falls back to defaults, while t == false explicitly ignores defaults in its entirety. Due to this, this function may not always return a table.
    • This is used for controlling when keys should receive prefixes.
  • convert_save_data()
    • Adjusts values in save data to make the save compatible with Steamodded's way of storing deck wins by stake key instead of index.
  • SMODS.restart_game()
    • Restarts the game.
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