More Flip improvements

This commit is contained in:
Buurazu authored and GitHub committed 2022-01-16 04:21:46 -05:00
1 parent 708e4969a1
commit 0e8a8a0627
1 file changed
+13 -47
+13 -47
View File
@@ -300,43 +300,14 @@ if REPENTANCE then
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
local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
local oldGridPos = pedestal:GetData()["EID_FlipItemPedestalGrid"]
if EID.flipItemPositions[curRoomIndex][oldGridPos] and gridPos ~= oldGridPos then
EID.flipItemPositions[curRoomIndex][oldGridPos] = nil
EID.flipItemPositions[curRoomIndex][gridPos] = gridPos
pedestal:GetData()["EID_FlipItemPedestalGrid"] = gridPos
end
end
end
]]
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)
-- Fix pedestal grid indexes (fixes bugs with restock shops, hopefully it isn't laggy)
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
@@ -349,23 +320,20 @@ if REPENTANCE then
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
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 flipEntry = EID.flipItemPositions[curRoomIndex][pedestal.InitSeed]
if flipEntry then
local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
flipEntry[2] = gridPos
if collectibleType == CollectibleType.COLLECTIBLE_FLIP then
-- don't swap a flip shadow with an empty pedestal!
if pedestal.SubType == 0 then flipEntry = nil
else flipEntry[1] = pedestal.SubType end
end
end
end
@@ -544,7 +512,6 @@ end
local isMirrorRoom = false
if REPENTANCE then
function EID:onNewRoom()
print("in post_new_room")
isMirrorRoom = game:GetLevel():GetCurrentRoom():IsMirrorWorld()
-- Handle Flip Item
@@ -557,7 +524,6 @@ if REPENTANCE then
local flipEntry = EID.flipItemPositions[curRoomIndex][pedestal.InitSeed]
if flipEntry then
pedestal:GetData()["EID_FlipItemID"] = flipEntry[1]
flipEntry[2] = game:GetRoom():GetGridIndex(pedestal.Position)
end
end
end