@@ -17,42 +17,41 @@ local json = require("json")
1717--- Extracts the current game state including game info, hand, and jokers
1818--- @return G game_state The complete game state
1919function utils .get_game_state ()
20- local tags = {}
21- if G .GAME .tags then
22- for i , tag in pairs (G .GAME .tags ) do
23- tags [i ] = {
24- -- There are a couples of fieds regarding UI. we are not intersted in that.
25- -- HUD_tag = table/list, -- ??
26- -- ID = int -- id used in the UI or tag id?
27- -- ability = table/list, -- ??
28- -- config = table/list, -- ??
29- key = tag .key , -- id string of the tag (e.g. "tag_foil")
30- name = tag .name , -- text string of the tag (e.g. "Foil Tag")
31- -- pos = table/list, coords of the tags in the UI
32- -- tag_sprite = table/list, sprite of the tag for the UI
33- -- tally = int (default 0), -- ??
34- -- triggered = bool (default false), -- false when the tag will be trigger in later stages.
35- -- For exaple double money trigger instantly and it's not even add to the tags talbe,
36- -- while other tags trigger in the next shop phase.
37- }
20+ local game = nil
21+ if G .GAME then
22+ local tags = {}
23+ if G .GAME .tags then
24+ for i , tag in pairs (G .GAME .tags ) do
25+ tags [i ] = {
26+ -- There are a couples of fieds regarding UI. we are not intersted in that.
27+ -- HUD_tag = table/list, -- ??
28+ -- ID = int -- id used in the UI or tag id?
29+ -- ability = table/list, -- ??
30+ -- config = table/list, -- ??
31+ key = tag .key , -- id string of the tag (e.g. "tag_foil")
32+ name = tag .name , -- text string of the tag (e.g. "Foil Tag")
33+ -- pos = table/list, coords of the tags in the UI
34+ -- tag_sprite = table/list, sprite of the tag for the UI
35+ -- tally = int (default 0), -- ??
36+ -- triggered = bool (default false), -- false when the tag will be trigger in later stages.
37+ -- For exaple double money trigger instantly and it's not even add to the tags talbe,
38+ -- while other tags trigger in the next shop phase.
39+ }
40+ end
3841 end
39- end
4042
41- local last_blind = {
42- boss = false ,
43- name = " " ,
44- }
45- if G .GAME .last_blind then
46- last_blind = {
47- boss = G .GAME .last_blind .boss , -- bool. True if the last blind was a boss
48- name = G .GAME .last_blind .name , -- str (default "" before entering round 1)
49- -- When entering round 1, the last blind is set to "Small Blind".
50- -- So I think that the last blind refers to the blind selected in the most recent BLIND_SELECT state.
43+ local last_blind = {
44+ boss = false ,
45+ name = " " ,
5146 }
52- end
53-
54- local game = nil
55- if G .GAME then
47+ if G .GAME .last_blind then
48+ last_blind = {
49+ boss = G .GAME .last_blind .boss , -- bool. True if the last blind was a boss
50+ name = G .GAME .last_blind .name , -- str (default "" before entering round 1)
51+ -- When entering round 1, the last blind is set to "Small Blind".
52+ -- So I think that the last blind refers to the blind selected in the most recent BLIND_SELECT state.
53+ }
54+ end
5655 game = {
5756 -- STOP_USE = int (default 0), -- ??
5857 bankrupt_at = G .GAME .bankrupt_at ,
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