saving what i have

This commit is contained in:
Buurazu authored and GitHub committed 2022-01-16 03:52:44 -05:00
1 parent 962c7f0ced
commit 04364ff19a
1 file changed
+97 -59
+97 -59
View File
@@ -244,13 +244,27 @@ local initialItemNext = false
local flipItemNext = false
if REPENTANCE then
EID.flipItemPositions = {}
local lastGetItemResult = {nil, nil, nil} -- itemID, Frame, gridIndex
EID.flipItemSeeds = {}
function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, seed)
local lastGetItemResult = {nil, nil, nil, nil} -- itemID, Frame, gridIndex, InitSeed
function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, _)
-- Handle Crane Game
if itemPoolType == ItemPoolType.POOL_CRANE_GAME then
for _, crane in ipairs(Isaac.FindByType(6, 16, -1, true, false)) do
if not crane:GetSprite():IsPlaying("Broken") then
if not EID.CraneItemType[tostring(crane.InitSeed)] then
EID.CraneItemType[tostring(crane.InitSeed)] = selectedCollectible
end
end
end
end
-- Handle Flip item
-- PRE_ROOM_ENTITY_SPAWN sets us up to watch for the first POST_GET_COLLECTIBLE for this pedestal
-- (Tainted Isaac and Glitched Crown cause additional calls that have to be ignored)
-- POST_PICKUP_INIT occurs right before the Flip item is decided, so it sets us up to watch for the Flip item
-- (it also watches for item rerolls to fill the new entity's GetData)
-- POST_NEW_ROOM then handles putting the result in the entity's GetData
local curFrame = Isaac.GetFrameCount()
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
@@ -260,12 +274,35 @@ if REPENTANCE then
if EID.flipItemPositions[curRoomIndex] == nil then
EID.flipItemPositions[curRoomIndex] = {}
end
EID.flipItemPositions[curRoomIndex][lastGetItemResult[3]] = selectedCollectible
EID.flipItemPositions[curRoomIndex][lastGetItemResult[4]] = {selectedCollectible, lastGetItemResult[3]}
end
end
-- Check if Flip item pedestals have moved (restock/Greed shops)
initialItemNext = false
flipItemNext = false
end
EID:AddCallback(ModCallbacks.MC_POST_GET_COLLECTIBLE, EID.postGetCollectible)
-- Handle Flip Item spawn
function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex, _)
flipItemNext = false
if entityType == 5 and (variant == 100 or variant == 150) then
lastGetItemResult = {nil, Isaac.GetFrameCount(), gridIndex, nil}
initialItemNext = true
end
end
EID:AddCallback(ModCallbacks.MC_PRE_ROOM_ENTITY_SPAWN, EID.preRoomEntitySpawn)
function EID:postPickupInit(entity)
flipItemNext = true
lastGetItemResult[4] = entity.InitSeed
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
local gridPos = game:GetRoom():GetGridIndex(entity.Position)
-- Check if Flip item pedestals have moved (restock/Greed shops, Damocles)
-- BUG if you leave the room before the new shop item spawns??
--[[
if EID.flipItemPositions[curRoomIndex] then
local pedestals = Isaac.FindByType(5, 100, -1, true, false)
for _, pedestal in ipairs(pedestals) do
@@ -278,61 +315,63 @@ if REPENTANCE then
end
end
end
-- Handle Crane Game
if itemPoolType == ItemPoolType.POOL_CRANE_GAME then
for _, crane in ipairs(Isaac.FindByType(6, 16, -1, true, false)) do
if not crane:GetSprite():IsPlaying("Broken") then
if not EID.CraneItemType[tostring(crane.InitSeed)] then
EID.CraneItemType[tostring(crane.InitSeed)] = selectedCollectible
]]
print(entity:ToPickup().ShopItemId)
-- Update a Flip item's init seed after D6 rerolls or using Flip (aka Grid Index didn't change, Init Seed did)
if EID.flipItemPositions[curRoomIndex] and not EID.flipItemPositions[curRoomIndex][entity.InitSeed] then
-- Check pedestal grid indexes (fixes bugs with restock shops)
EID:CheckFlipGridIndexes()
for k,v in pairs(EID.flipItemPositions[curRoomIndex]) do
--[[if v[3] == entity.Index then
print("index match!")
EID.flipItemPositions[curRoomIndex][entity.InitSeed] = v
EID.flipItemPositions[curRoomIndex][k] = nil
end]]
if v[2] == gridPos then
print(k)
print(EID.flipItemPositions[curRoomIndex][k][1])
EID.flipItemPositions[curRoomIndex][entity.InitSeed] = v
EID.flipItemPositions[curRoomIndex][k] = nil
--k = entity.InitSeed --does this work lol
print(entity.InitSeed)
print(EID.flipItemPositions[curRoomIndex][entity.InitSeed][1])
break
end
end
end
-- Give this new entity its Flip Item data if possible
local flipEntry = EID.flipItemPositions[curRoomIndex] and EID.flipItemPositions[curRoomIndex][entity.InitSeed]
if flipEntry then
entity:GetData()["EID_FlipItemID"] = flipEntry[1]
end
end
EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.postPickupInit, PickupVariant.PICKUP_COLLECTIBLE)
-- Before using D6, double-check all flippable pedestal's grid index, since their init seed will change
-- (Note that items like D100, Cracked Dice, and Dice Shard all trigger a D6 PRE_USE_ITEM)
-- Before using Flip, swap all flippable pedestal's current item with the flip one (also, fix grid index if needed)
function EID:CheckFlipGridIndexes(collectibleType)
if collectibleType == CollectibleType.COLLECTIBLE_FLIP or collectibleType == CollectibleType.COLLECTIBLE_D6 or collectibleType == CollectibleType.COLLECTIBLE_ETERNAL_D6 or collectibleType == true then
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
if EID.flipItemPositions[curRoomIndex] then
local pedestals = Isaac.FindByType(5, 100, -1, true, false)
for _, pedestal in ipairs(pedestals) do
if EID.flipItemPositions[curRoomIndex][pedestal.InitSeed] then
local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
EID.flipItemPositions[curRoomIndex][pedestal.InitSeed][2] = gridPos
if collectibleType == CollectibleType.COLLECTIBLE_FLIP then
-- don't swap a flip shadow with an empty pedestal!
if pedestal.SubType == 0 then EID.flipItemPositions[curRoomIndex][pedestal.InitSeed] = nil
else EID.flipItemPositions[curRoomIndex][pedestal.InitSeed][1] = pedestal.SubType end
end
end
end
end
end
initialItemNext = false
flipItemNext = false
end
EID:AddCallback(ModCallbacks.MC_POST_GET_COLLECTIBLE, EID.postGetCollectible)
-- Handle Flip Item spawn
function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex, seed)
flipItemNext = false
if entityType == 5 and (variant == 100 or variant == 150) then
lastGetItemResult = {nil, Isaac.GetFrameCount(), gridIndex}
initialItemNext = true
end
end
EID:AddCallback(ModCallbacks.MC_PRE_ROOM_ENTITY_SPAWN, EID.preRoomEntitySpawn)
function EID:postPickupInit(entity)
flipItemNext = true
-- Keep the Flip item the same for pedestal rerolls
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
local gridPos = game:GetRoom():GetGridIndex(entity.Position)
local flipEntry = EID.flipItemPositions[curRoomIndex] and EID.flipItemPositions[curRoomIndex][gridPos]
if flipEntry then entity:GetData()["EID_FlipItemID"] = flipEntry end
end
EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.postPickupInit, PickupVariant.PICKUP_COLLECTIBLE)
function EID:preUseFlip(_)
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
if EID.flipItemPositions[curRoomIndex] then
local pedestals = Isaac.FindByType(5, 100, -1, true, false)
for _, pedestal in ipairs(pedestals) do
local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
if EID.flipItemPositions[curRoomIndex][gridPos] then
-- don't swap a flip shadow with an empty pedestal!
if pedestal.SubType == 0 then EID.flipItemPositions[curRoomIndex][gridPos] = nil
else EID.flipItemPositions[curRoomIndex][gridPos] = pedestal.SubType end
--postPickupInit will take care of assigning it to the entity's data
end
end
end
end
EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.preUseFlip, CollectibleType.COLLECTIBLE_FLIP)
EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.CheckFlipGridIndexes)
end
---------------------------------------------------------------------------
@@ -505,6 +544,7 @@ end
local isMirrorRoom = false
if REPENTANCE then
function EID:onNewRoom()
print("in post_new_room")
isMirrorRoom = game:GetLevel():GetCurrentRoom():IsMirrorWorld()
-- Handle Flip Item
@@ -514,12 +554,10 @@ if REPENTANCE then
if EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_FLIP) and EID.flipItemPositions[curRoomIndex] then
local pedestals = Isaac.FindByType(5, 100, -1, true, false)
for _, pedestal in ipairs(pedestals) do
local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
local flipEntry = EID.flipItemPositions[curRoomIndex][gridPos]
local flipEntry = EID.flipItemPositions[curRoomIndex][pedestal.InitSeed]
if flipEntry then
pedestal:GetData()["EID_FlipItemID"] = flipEntry
pedestal:GetData()["EID_FlipItemPedestalIndex"] = pedestal.Index
pedestal:GetData()["EID_FlipItemPedestalGrid"] = gridPos
pedestal:GetData()["EID_FlipItemID"] = flipEntry[1]
flipEntry[2] = game:GetRoom():GetGridIndex(pedestal.Position)
end
end
end