Improve Sanguine Bond spike detection (#860)

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kittenchilly authored and GitHub committed 2025-05-25 22:43:48 +02:00
1 parent 919f3a2315
commit 63dfd160d7
3 files changed
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@@ -113,13 +113,11 @@ end
--order of checking: 15% Pennies, 48% Damage, 58% Hearts, 63% Item, 65% Leviathan, 100% Nothing
local sanguineResults = { { 0.15, 3 }, { 0.48, 2 }, { 0.58, 4 }, { 0.63, 5 }, { 0.65, 6 }, { 1, 1 } }
-- This function both trims the desc to just a list of chances, and highlights the next result if allowed, since those two actions are very intertwined
function EID:trimSanguineDesc(descObj)
local currentRoom = game:GetLevel():GetCurrentRoom()
local spikes = currentRoom:GetGridEntity(67)
function EID:trimSanguineDesc(spikes, descObj)
if not spikes then return "" end -- don't display anything if we can't find the spikes!
local cheatResult = nil
if spikes and EID.Config["PredictionSanguineBond"] then
local spikeSeed = currentRoom:GetGridEntity(67):GetRNG():GetSeed()
local spikeSeed = spikes:GetRNG():GetSeed()
spikeSeed = EID:RNGNext(spikeSeed, 5, 9, 7)
spikeSeed = EID:RNGNext(spikeSeed, 0x01, 0x05, 0x13) -- magic disassembled numbers!
local nextFloat = EID:SeedToFloat(spikeSeed)