move Void and RNGNext
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@@ -1051,71 +1051,6 @@ function EID:CheckGlitchedItemConfig(id)
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return attributes
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end
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-- Void stat prediction helper functions (called from eid_modifiers when needed)
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-- Didn't seem right to put them in main or eid_modifiers
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local numVoidable = 0
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local numRunable = 0
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local function GetTwoIncreases(rng, tbl)
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local statTable = {1,2,3,4,5,6}
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-- perform 5 random swaps of our stat table
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for i = 6, 2, -1 do
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rng = EID:RNGNext(rng, 5, 9, 7)
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local result = (rng % i) + 1
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local temp = statTable[i]
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statTable[i] = statTable[result]
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statTable[result] = temp
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end
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-- the first two entries in the stat table get increased
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tbl[statTable[1]] = tbl[statTable[1]] + 1
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tbl[statTable[2]] = tbl[statTable[2]] + 1
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return rng
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end
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-- Count the number of absorbable pedestals in the room
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-- Returns a table of active items that will be absorbed
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function EID:VoidRoomCheck()
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numVoidable = 0
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numRunable = 0
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EID.VoidOptionIndexes = {}
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local activesAbsorbed = {}
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for _, entity in ipairs(Isaac.FindByType(5, 100, -1, true, false)) do
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local pickup = entity:ToPickup()
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-- Count this pedestal if it's not an active (or this is Black Rune), not a shop item, and (in Repentance) the first of its option index
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-- TEST IF VOID ALWAYS ABSORBS THE FIRST OF ITS OPTION INDEX
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if entity.SubType > 0 and not pickup:IsShopItem() and
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(not REPENTANCE or pickup.OptionsPickupIndex == 0 or EID.VoidOptionIndexes[pickup.OptionsPickupIndex] == nil) then
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numRunable = numRunable + 1
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if REPENTANCE then EID.VoidOptionIndexes[pickup.OptionsPickupIndex] = entity.SubType end
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if (EID.itemConfig:GetCollectible(entity.SubType).Type ~= ItemType.ITEM_ACTIVE) then
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numVoidable = numVoidable + 1
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else
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table.insert(activesAbsorbed, entity.SubType)
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end
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end
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end
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return activesAbsorbed
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end
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-- Determine what stats will be increased after 1 absorption, the whole room's absorption, and whole room + a purchased item above your head
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function EID:VoidRNGCheck(player, isRune)
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local increases = {0, 0, 0, 0, 0, 0}
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local startRNG = (isRune and player:GetCardRNG(Card.RUNE_BLACK):GetSeed()) or player:GetCollectibleRNG(CollectibleType.COLLECTIBLE_VOID):GetSeed()
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local count = (isRune and numRunable) or numVoidable
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local eidTable = (isRune and EID.BlackRuneStatIncreases) or EID.VoidStatIncreases
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-- in Repentance, an additional RNG call is done before the 5 for stat ups when using Void
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if REPENTANCE and not isRune then startRNG = EID:RNGNext(startRNG, 5, 9, 7) end
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for i = 1, count do
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startRNG = GetTwoIncreases(startRNG, increases)
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if i == 1 then eidTable[3] = {table.unpack(increases)} end
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end
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eidTable[1] = {table.unpack(increases)}
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-- do an extra check for what you'd get if you Void with a shop item above your head
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GetTwoIncreases(startRNG, increases)
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eidTable[2] = {table.unpack(increases)}
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-- if there were no absorbable pedestals, the "single increase" stats are the same as the "one extra" stats
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if count == 0 then eidTable[3] = {table.unpack(increases)} end
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end
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-- Converts a given CollectibleID into the respective Spindown dice result
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function EID:getSpindownResult(collectibleID)
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if collectibleID <= 0 or collectibleID > 4294960000 then return 0 end
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@@ -1708,19 +1643,4 @@ end
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-- Adds an EID Icon to an Object
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function EID:AddIconToObject(eType, eVariant, eSubType, iconName)
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EID.ObjectIcon[eType.."."..eVariant.."."..eSubType] = EID.InlineIcons[iconName]
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end
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-- reimplementation of RNG Seed shift feature used by the game. Mostly used for RNG Prediction features
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-- Default RNG shift values for many things are 5, 9, 7
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function EID:RNGNext(rngNum, shift1, shift2, shift3)
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rngNum = rngNum ~ ((rngNum >> (shift1 or 5)) & 4294967295)
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rngNum = rngNum ~ ((rngNum << (shift2 or 9)) & 4294967295)
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rngNum = rngNum ~ ((rngNum >> (shift3 or 7)) & 4294967295)
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return rngNum >> 0;
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end
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-- General RNG functions for RNG predicting
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function EID:SeedToFloat(seed)
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local multi = 2.3283061589829401E-10;
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return seed * multi;
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end
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end
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+81
-2
@@ -1,6 +1,22 @@
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-- This file is for various functions that are able to calculate the result effect that an item will have
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local game = Game()
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-- reimplementation of RNG:Next()
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-- Default RNG shift values for many things are 5, 9, 7
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function EID:RNGNext(rngNum, shift1, shift2, shift3)
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rngNum = rngNum ~ ((rngNum >> (shift1 or 5)) & 4294967295)
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rngNum = rngNum ~ ((rngNum << (shift2 or 9)) & 4294967295)
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rngNum = rngNum ~ ((rngNum >> (shift3 or 7)) & 4294967295)
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return rngNum >> 0;
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end
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-- Convert a seed int into a float between 0 and 1
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function EID:SeedToFloat(seed)
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local multi = 2.3283061589829401E-10;
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return seed * multi;
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end
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-- D Infinity --
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local dinfinityList = { [0] = 105, 166, 284, 283, 285, 406, 386 }
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-- Repentance's D Infinity order: D1, D4, D6, Eternal D6, D7, D8, D10, D12, D20, D100
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@@ -27,7 +43,6 @@ if REPENTANCE then metronomeBlacklist = {[488] = 1, [475] = 1, [422] = 1, [326]
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-- TODO: Account for Car Battery
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-- (If we have it, display multiple results? Also, if the result is Car Battery, it's immediately triggered again)
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function EID:MetronomePrediction(rng)
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local itemConfig = Isaac.GetItemConfig()
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local numCollectibles = EID:GetMaxCollectibleID()
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local rerollChance = 0
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if REPENTANCE then --Rep advances the RNG an extra time to use for its Death Cert/Genesis reroll
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@@ -39,7 +54,7 @@ function EID:MetronomePrediction(rng)
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attempts = attempts - 1
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rng = EID:RNGNext(rng)
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local sel = rng % numCollectibles + 1
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if itemConfig:GetCollectible(sel) ~= nil then
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if EID.itemConfig:GetCollectible(sel) ~= nil then
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if metronomeBlacklist[sel] then
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-- A few items have a reroll chance in Repentance
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if metronomeBlacklist[sel] < 1 then
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@@ -173,4 +188,68 @@ function EID:Teleport2Prediction()
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return descString
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end
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end
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end
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-- Void Stat Increases --
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local numVoidable = 0
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local numRunable = 0
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local function GetTwoIncreases(rng, tbl)
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local statTable = {1,2,3,4,5,6}
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-- perform 5 random swaps of our stat table
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for i = 6, 2, -1 do
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rng = EID:RNGNext(rng, 5, 9, 7)
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local result = (rng % i) + 1
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local temp = statTable[i]
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statTable[i] = statTable[result]
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statTable[result] = temp
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end
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-- the first two entries in the stat table get increased
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tbl[statTable[1]] = tbl[statTable[1]] + 1
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tbl[statTable[2]] = tbl[statTable[2]] + 1
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return rng
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end
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-- Count the number of absorbable pedestals in the room
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-- Returns a table of active items that will be absorbed
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function EID:VoidRoomCheck()
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numVoidable = 0
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numRunable = 0
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EID.VoidOptionIndexes = {}
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local activesAbsorbed = {}
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for _, entity in ipairs(Isaac.FindByType(5, 100, -1, true, false)) do
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local pickup = entity:ToPickup()
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-- Count this pedestal if it's not an active (or this is Black Rune), not a shop item, and (in Repentance) the first of its option index
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-- TEST IF VOID ALWAYS ABSORBS THE FIRST OF ITS OPTION INDEX
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if entity.SubType > 0 and not pickup:IsShopItem() and
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(not REPENTANCE or pickup.OptionsPickupIndex == 0 or EID.VoidOptionIndexes[pickup.OptionsPickupIndex] == nil) then
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numRunable = numRunable + 1
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if REPENTANCE then EID.VoidOptionIndexes[pickup.OptionsPickupIndex] = entity.SubType end
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if (EID.itemConfig:GetCollectible(entity.SubType).Type ~= ItemType.ITEM_ACTIVE) then
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numVoidable = numVoidable + 1
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else
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table.insert(activesAbsorbed, entity.SubType)
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end
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end
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end
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return activesAbsorbed
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end
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-- Determine what stats will be increased after 1 absorption, the whole room's absorption, and whole room + a purchased item above your head
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function EID:VoidRNGCheck(player, isRune)
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local increases = {0, 0, 0, 0, 0, 0}
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local startRNG = (isRune and player:GetCardRNG(Card.RUNE_BLACK):GetSeed()) or player:GetCollectibleRNG(CollectibleType.COLLECTIBLE_VOID):GetSeed()
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local count = (isRune and numRunable) or numVoidable
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local eidTable = (isRune and EID.BlackRuneStatIncreases) or EID.VoidStatIncreases
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-- in Repentance, an additional RNG call is done before the 5 for stat ups when using Void
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if REPENTANCE and not isRune then startRNG = EID:RNGNext(startRNG, 5, 9, 7) end
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for i = 1, count do
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startRNG = GetTwoIncreases(startRNG, increases)
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if i == 1 then eidTable[3] = {table.unpack(increases)} end
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end
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eidTable[1] = {table.unpack(increases)}
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-- do an extra check for what you'd get if you Void with a shop item above your head
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GetTwoIncreases(startRNG, increases)
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eidTable[2] = {table.unpack(increases)}
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-- if there were no absorbable pedestals, the "single increase" stats are the same as the "one extra" stats
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if count == 0 then eidTable[3] = {table.unpack(increases)} end
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end
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