Merge pull request #355 from Buurazu/master

Bag of Crafting massive performance improvement
This commit is contained in:
wofsauge authored and GitHub committed 2022-01-29 22:16:29 +01:00
commit 715bb97fac
4 files changed
+377 -284

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+17
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@@ -1228,3 +1228,20 @@ function EID:setModIndicatorIcon(iconMarkup, override)
if EID.ModIndicator[EID._currentMod].Icon ~= nil and override == false then return end
EID.ModIndicator[EID._currentMod].Icon = iconMarkup
end
EID.Coroutines = {}
-- Add a coroutine to be ran 60 times a second
function EID:addCoroutine(name, func, overwrite)
if overwrite or EID.Coroutines[name] == nil then EID.Coroutines[name] = coroutine.create(func) end
end
function EID:removeCoroutine(name)
EID.Coroutines[name] = nil
end
-- ran 60 times a second in main game render
function EID:resumeCoroutines()
for k,v in pairs(EID.Coroutines) do
if coroutine.resume(v) == false then EID:removeCoroutine(k) end
end
end
+358 -283
View File
@@ -83,8 +83,7 @@ local pickupIDLookup = {
}
local function IsTaintedCain()
--no clue how the display works for co-op, as far as I can tell we're only caring about player 1
--this check is necessary for some ingredient tracking now that Bag of Crafting is usable by everyone
-- this check is necessary for tracking Bag usage since Tainted Cain's pocket bag works differently than everyone else's
return EID.player:GetPlayerType() == 23
end
@@ -171,6 +170,7 @@ local componentShifts = {
{0x00000011, 0x0000000F, 0x0000001A}
}
-- The icon each item pool will use in the No Recipes display
local poolToIcon = { [0]="{{TreasureRoom}}",[1]="{{Shop}}",[2]="{{BossRoom}}",[3]="{{DevilRoom}}",[4]="{{AngelRoom}}",
[5]="{{SecretRoom}}",[7]="{{PoopRoomIcon}}",[8]="{{GoldenChestRoomIcon}}",[9]="{{RedChestRoomIcon}}",[12]="{{CursedRoom}}",[26]="{{Planetarium}}" }
@@ -191,16 +191,18 @@ local sortedIDs = {}
local function sortAllItems()
sortedIDs = {}
local objectNames = {}
for i = 1, CraftingMaxItemID do
if CraftingItemQualities[i] ~= nil then
table.insert(sortedIDs, i)
objectNames[i] = EID:getObjectName(5, 100, i)
end
end
table.sort(sortedIDs, function(a, b)
if CraftingItemQualities[a] == CraftingItemQualities[b] then
return (EID:getObjectName(5, 100, a) < EID:getObjectName(5, 100, b))
return (objectNames[a] < objectNames[b])
else
return (CraftingItemQualities[a] > CraftingItemQualities[b])
end
@@ -208,6 +210,7 @@ local function sortAllItems()
end
-- delay the initial sort until needed, as it's a tad slow
local sortNeeded = true
local recheckPickups = false
local customRNGSeed = 0x77777770
local customRNGShift = {0,0,0}
@@ -226,22 +229,30 @@ local function nextFloat()
return RNGNext() * multi;
end
-- Convert a pickup's ID into what ingredient it counts as
function EID:getBagOfCraftingID(Variant, SubType)
local entry = pickupIDLookup[""..Variant.."."..SubType]
local entry = pickupIDLookup[Variant.."."..SubType]
if entry ~= nil then
return entry
elseif Variant == 300 then
if SubType > 80 or (SubType >= 32 and SubType <= 41) or SubType == 55 then -- runes
if SubType == 0 then -- player:GetCard() returned 0
return nil
elseif SubType > 80 or (SubType >= 32 and SubType <= 41) or SubType == 55 then -- runes
return {23}
else -- cards
return {21}
end
elseif Variant == 70 then -- pills
if SubType == 0 then -- player:GetPill() returned 0
return nil
else
return {22}
end
end
return nil
end
-- NO RECIPES MODE: Get percentages of what quality / item pool a given set of 8 ingredients can yield
function EID:simulateBagOfCrafting(componentsTable)
local components = componentsTable
local compTotalWeight = 0
@@ -265,10 +276,10 @@ function EID:simulateBagOfCrafting(componentsTable)
{idx = 7, weight = compCounts[30] * 10, totalWeight = 0},
{idx = 8, weight = compCounts[6] * 10, totalWeight = 0},
{idx = 9, weight = compCounts[26] * 10, totalWeight = 0},
{idx = 12, weight = compCounts[8] * 10}, totalWeight = 0,
{idx = 12, weight = compCounts[8] * 10, totalWeight = 0},
}
if compCounts[9] + compCounts[2] + compCounts[13] + compCounts[16] == 0 then
table.insert(poolWeights, {idx = 26, weight = compCounts[24] * 10})
table.insert(poolWeights, {idx = 26, weight = compCounts[24] * 10, totalWeight = 0})
end
local totalWeight = 0
@@ -338,6 +349,7 @@ function EID:simulateBagOfCrafting(componentsTable)
return compTotalWeight, poolString
end
-- The main function that takes 8 ingredients and tells you what collectible you will get in return
function EID:calculateBagOfCrafting(componentsTable)
local components = {table.unpack(componentsTable)}
if components == nil or #components ~= 8 then
@@ -469,7 +481,36 @@ function EID:calculateBagOfCrafting(componentsTable)
end
end
-- simple table of tables copy function
local function calcHeldItems()
EID.bagOfCraftingInventoryQuery = {}
for i = 0, game:GetNumPlayers() - 1 do
local player = Isaac.GetPlayer(i)
for j = 0, 3 do
local card = EID:getBagOfCraftingID(300, player:GetCard(j))
local pill = EID:getBagOfCraftingID(70, player:GetPill(j))
-- assume the card/pill is only 1 ingredient
if card then table.insert(EID.bagOfCraftingInventoryQuery, card[1]) end
if pill then table.insert(EID.bagOfCraftingInventoryQuery, pill[1]) end
end
end
end
local function calcFloorItems()
EID.bagOfCraftingFloorQuery = {}
for _,v in pairs(EID.bagOfCraftingRoomQueries) do
for _,v1 in ipairs(v) do
table.insert(EID.bagOfCraftingFloorQuery, v1)
end
end
end
local function qualitySort(a, b)
if (pickupValues[a+1] == pickupValues[b+1]) then
return a > b
else
return pickupValues[a+1] > pickupValues[b+1]
end
end
-- simple table of tables copy function, for modded recipe support (to make a local copy of the XML data tables so we can then add on to them)
local function deepcopy(orig)
local orig_type = type(orig)
local copy
@@ -533,64 +574,49 @@ EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartCrafting)
------------------------------------------
------------------------------------------
local pickupsOnInit = {}
local pickupsCollected = {} -- table of collected pickup indexes, reset each room
local pickupsJustTouched = {} -- flags of pickups a player/pickup-collector has touched, so the bag doesn't think it collected it
EID:AddCallback(ModCallbacks.MC_PRE_PICKUP_COLLISION, function(_, pickup,collider,_)
if collider.Type ~= EntityType.ENTITY_PLAYER then
return
if collider.Type == EntityType.ENTITY_PLAYER or collider.Type == EntityType.ENTITY_FAMILIAR or
collider.Type == EntityType.ENTITY_BUMBINO or collider.Type == EntityType.ENTITY_ULTRA_GREED then
pickupsJustTouched[pickup.Index] = true
end
-- Remove pickups picked up normally
local pickupsOnInitCorrected = {}
for _,e in ipairs (pickupsOnInit) do
if GetPtrHash(pickup) ~= GetPtrHash(e) then
table.insert(pickupsOnInitCorrected, e)
end
end
pickupsOnInit = pickupsOnInitCorrected
end)
EID:AddCallback(ModCallbacks.MC_POST_KNIFE_INIT, function(_, entity)
if entity.Variant ~= 4 then
return
end
pickupsOnInit = {}
for _,e in ipairs (Isaac.FindByType(EntityType.ENTITY_PICKUP, -1, -1, false, false)) do
if e:GetSprite():GetAnimation() ~= "Collect" then
table.insert(pickupsOnInit, e)
end
end
end, 4)
EID:AddCallback(ModCallbacks.MC_POST_ENTITY_REMOVE, function(_, bag)
if bag.Variant ~= 4 or bag.SubType ~= 4 then
return
end
table.sort(pickupsOnInit, function (a,b)
return
a:GetSprite():GetFrame() > b:GetSprite():GetFrame() or
(a:GetSprite():GetFrame() == b:GetSprite():GetFrame() and a.Index < b.Index)
end)
for _,e in ipairs (pickupsOnInit) do
if e:GetSprite():GetAnimation() == "Collect" then
local craftingIDs = EID:getBagOfCraftingID(e.Variant, e.SubType)
-- Formerly a MC_POST_PICKUP_UPDATE, but moved to this so that it's only called when we own a bag
local function checkForPickups()
for _,pickup in ipairs(Isaac.FindByType(EntityType.ENTITY_PICKUP, -1, -1, false, false)) do
if pickup:GetSprite():GetAnimation() == "Collect" and not pickupsCollected[pickup.Index] then
pickupsCollected[pickup.Index] = true
if not pickupsJustTouched[pickup.Index] then
local craftingIDs = EID:getBagOfCraftingID(pickup.Variant, pickup.SubType)
if craftingIDs ~= nil then
recheckPickups = true
for _,v in ipairs(craftingIDs) do
if #EID.BagItems >= 8 then
local newContent = {}
for i=2,#EID.BagItems do
table.insert(newContent, EID.BagItems[i])
end
EID.BagItems = newContent
end
if #EID.BagItems >= 8 then table.remove(EID.BagItems, 1) end
table.insert(EID.BagItems, v)
end
end
end
end
end, EntityType.ENTITY_KNIFE)
pickupsJustTouched[pickup.Index] = nil
end
end
EID:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function(_)
-- We're using the pickup indexes for quick checking, which reset on each new room
pickupsCollected = {}
end)
-- Using a Card/Pill will change our inventory craftable items, so force a refresh then
-- (Note: Items that directly add a card/pill to you, i.e. Bottle of Pills, also need a refresh, but aren't tracked for performance)
EID:AddCallback(ModCallbacks.MC_USE_CARD, function(_)
recheckPickups = true
end)
EID:AddCallback(ModCallbacks.MC_USE_PILL, function(_)
recheckPickups = true
end)
--Tainted Cain "hold to craft" check
local holdCounter = 0
@@ -612,14 +638,11 @@ local function trackBagHolding()
end
end
local function trackBagActivated()
if IsTaintedCain() then return end
if Input.IsActionTriggered(ButtonAction.ACTION_ITEM, EID.player.ControllerIndex) and #EID.BagItems >= 8 then
--Active slot "press to craft" check
EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, function(_, _, _, _, _, slot)
if slot ~= 0 or #EID.BagItems < 8 then return end
EID.BagItems = {}
-- SCHOOLBAG BREAKS THIS!!! but it's better than nothing
-- and, technically, if the active item bag has 8 items, it's impossible to fill it without first emptying it, and then we're synced again
end
end
end, CollectibleType.COLLECTIBLE_BAG_OF_CRAFTING)
local function shiftBagContent()
local newContent = {}
@@ -629,7 +652,6 @@ local function shiftBagContent()
table.insert(newContent, EID.BagItems[1])
EID.BagItems = newContent
end
-- only Tainted Cain's consumable slot bag can have its ingredients shifted
local function detectBagContentShift()
if Input.IsActionTriggered(ButtonAction.ACTION_DROP, EID.player.ControllerIndex) and IsTaintedCain() then
@@ -650,6 +672,7 @@ local numResults = 0
--these aren't local so that they can be saved and reloaded, or cleared in the Mod Config Menu
EID.bagOfCraftingCurPickupCount = -1
EID.bagOfCraftingRoomQueries = {}
EID.bagOfCraftingInventoryQuery = {}
EID.bagOfCraftingFloorQuery = {}
EID.BagItems = {}
@@ -665,27 +688,21 @@ local resetBagCounter = 0
local craftingIsHidden = false
local showCraftingResult = false
local function calcFloorItems()
EID.bagOfCraftingFloorQuery = {}
for _,v in pairs(EID.bagOfCraftingRoomQueries) do
for _,v1 in ipairs(v) do
table.insert(EID.bagOfCraftingFloorQuery, v1)
end
end
end
local function qualitySort(a, b)
if (pickupValues[a+1] == pickupValues[b+1]) then
return a > b
else
return pickupValues[a+1] > pickupValues[b+1]
end
end
local prevSimplifiedDesc = ""
local prevListDesc = ""
local refreshTextbox = false
--this combination algorithm was adopted from this Java code: https://stackoverflow.com/a/16256122
--note that it will run into duplicates, for example if you have eight pennies and a key, it can't tell the difference between
--PPPPPPPK (pennies 1-7) and PPPPPPPK (pennies 2-8) and PPPPPPPK (pennies 1-4,6-8) etc..., I don't know of a way to prevent that
local coTimer = 0
-- number of milliseconds we allow these to run without yielding (1/60th of a second = 16.66667 milliseconds)
local coTimerLength = 5
local function combinations(arr, length, startPos, tempResult, randResults, newResults)
if Isaac.GetTime() > coTimer + coTimerLength then
coroutine.yield()
coTimer = Isaac.GetTime()
end
local length = length or 8
local startPos = startPos or 1
local tempResult = tempResult or {}
@@ -773,202 +790,42 @@ local function getFloorItemsString(showPreviews, roomItems)
floorString = floorString .. "{{Collectible"..recipe.."}} "
end
local floorDesc = EID:getDescriptionEntry("CraftingFloorContent")
floorString = floorString .. floorDesc..EID:tableToCraftingIconsMerged(EID.bagOfCraftingFloorQuery).."#"
floorString = floorString .. floorDesc..EID:tableToCraftingIconsMerged(EID.bagOfCraftingFloorQuery)
end
if #EID.bagOfCraftingInventoryQuery > 0 then
floorString = floorString .. "(+" .. EID:tableToCraftingIconsMerged(EID.bagOfCraftingInventoryQuery) .. ")#"
else
floorString = floorString .. "#"
end
return floorString
end
function EID:handleBagOfCraftingRendering()
local curSeed = game:GetSeeds():GetStartSeed()
--reset our calculated recipes when the game seed changes
if (curSeed ~= lastSeedUsed) then
calculatedRecipes = {}
lockedRecipes = {}
calcResultCache = {}
randResultCache = {}
lockedResults = nil
end
lastSeedUsed = curSeed
trackBagHolding()
trackBagActivated()
detectBagContentShift()
local tableToCraftingIconsFunc = EID.tableToCraftingIconsMerged
if EID.Config["BagOfCraftingDisplayIcons"] then tableToCraftingIconsFunc = EID.tableToCraftingIconsFull end
--prevent our hotkeys from triggering as they're set
if not ModConfigMenu or not ModConfigMenu.IsVisible then
if Input.IsButtonTriggered(EID.Config["CraftingHideKey"], 0) or Input.IsButtonTriggered(EID.Config["CraftingHideButton"], EID.player.ControllerIndex) then
craftingIsHidden = not craftingIsHidden
end
if Input.IsButtonTriggered(EID.Config["CraftingResultKey"], 0) or Input.IsButtonTriggered(EID.Config["CraftingResultButton"], EID.player.ControllerIndex) then
showCraftingResult = not showCraftingResult
end
end
--determine if we should display anything at all, display item preview if applicable, and figure out our room/floor's pickup contents
if EID.isHidden or craftingIsHidden or game.Challenge == Challenge.CHALLENGE_CANTRIPPED then
return
elseif EID.Config["BagOfCraftingHideInBattle"] then
if Isaac.CountBosses() > 0 or Isaac.CountEnemies() > 0 then
return
end
end
if EID.Config["DisplayBagOfCrafting"] == "never" then
return false
end
if EID.Config["DisplayBagOfCrafting"] == "hold" and not string.find(EID.player:GetSprite():GetAnimation(), "PickupWalk") then
return false
end
if game:GetRoom():GetFrameCount() < 2 then
return false
end
--Display the result of the 8 items in our bag
if (showCraftingResult or EID.Config["BagOfCraftingDisplayMode"] == "Preview Only") and #EID.BagItems >= 8 then
local craftingResult, backupResult = EID:calculateBagOfCrafting(EID.BagItems)
if (backupResult ~= craftingResult) then EID.TabPreviewID = backupResult end
local descriptionObj = EID:getDescriptionObj(5, 100, craftingResult)
--prepend the Hide/Preview hotkeys to the description
descriptionObj.Description = getHotkeyString() .. descriptionObj.Description
if (backupResult ~= craftingResult and descriptionObj.ObjSubType == craftingResult) then
local backupDesc = EID:getDescriptionEntry("CraftingPreviewBackup")
local backupObjName = EID:getObjectName(5, 100, backupResult)
local tabText = EID:getDescriptionEntry("FlipItemToggleInfo")
EID:appendToDescription(descriptionObj,"#" .. backupDesc .. "#{{Collectible" .. backupResult .. "}} " ..
backupObjName .. "#{{Blank}} " .. tabText)
end
EID:printDescription(descriptionObj)
return true
end
--if we're in Preview Only mode, then we have nothing more to do
if (EID.Config["BagOfCraftingDisplayMode"] == "Preview Only") then return false end
local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().SafeGridIndex
local results = {}
local roomItems = {}
local pickups = Isaac.FindByType(5, -1, -1, true, false)
if EID.bagOfCraftingCurPickupCount ~= #pickups then
for _, entity in ipairs(pickups) do
local craftingIDs = EID:getBagOfCraftingID(entity.Variant, entity.SubType)
if craftingIDs ~= nil and not entity:ToPickup():IsShopItem() then
for _,v in ipairs(craftingIDs) do
table.insert(roomItems, v)
end
end
end
EID.bagOfCraftingRoomQueries[curRoomIndex..""] = roomItems
EID.bagOfCraftingCurPickupCount = #pickups
calcFloorItems()
else
roomItems = EID.bagOfCraftingRoomQueries[curRoomIndex..""] or {}
end
-- This list will be modified once the coroutine finishes; until then it will have the last finished list
local currentRecipesList = {}
local itemQuery = {}
local itemCount = {}
--max 8 copies of a single item in our list, to avoid repeat recipes
for _, v in ipairs(EID.bagOfCraftingFloorQuery) do
if (not itemCount[v] or itemCount[v] < 8) then
table.insert(itemQuery, v)
if (not itemCount[v]) then itemCount[v] = 1
else itemCount[v] = itemCount[v] + 1 end
end
end
for _, v in ipairs(EID.BagItems) do
if (not itemCount[v] or itemCount[v] < 8) then
table.insert(itemQuery, v)
if (not itemCount[v]) then itemCount[v] = 1
else itemCount[v] = itemCount[v] + 1 end
end
end
-- Calculate result from pickups on floor
if #itemQuery < 8 then
return false
end
--sort by ingredient quality
table.sort(itemQuery, qualitySort)
local customDescObj = EID:getDescriptionObj(5, 100, 710)
customDescObj.Description = ""
--No Recipes Mode display
if EID.Config["BagOfCraftingDisplayMode"] == "Pickups Only" then
EID:appendToDescription(customDescObj, getHotkeyString())
EID:appendToDescription(customDescObj, getFloorItemsString(false, roomItems))
EID:printDescription(customDescObj)
return true
elseif EID.Config["BagOfCraftingDisplayMode"] == "No Recipes" then
EID:appendToDescription(customDescObj, getHotkeyString())
EID:appendToDescription(customDescObj, getFloorItemsString(false, roomItems))
local mostValuableBag = {}
for i=1,8 do
mostValuableBag[i] = itemQuery[i]
end
local bagQuality, bagResult = EID:simulateBagOfCrafting(EID.BagItems)
local bestQuality, bestResult = EID:simulateBagOfCrafting(mostValuableBag)
local bagQualityDesc = EID:getDescriptionEntry("CraftingBagQuality")
local bestQualityDesc = EID:getDescriptionEntry("CraftingBestQuality")
if (#EID.BagItems > 0) then EID:appendToDescription(customDescObj, bagQualityDesc .. " " .. bagQuality .. "#" .. bagResult .. "#") end
if (bestQuality > bagQuality) then EID:appendToDescription(customDescObj, bestQualityDesc .. " " .. bestQuality .. "#{{Blank}} " .. tableToCraftingIconsFunc(self,mostValuableBag, true) .. "#" .. bestResult .. "#") end
EID:printDescription(customDescObj)
return true
end
if sortNeeded then
sortAllItems()
sortNeeded = false
end
local queryString = table.concat(itemQuery,",")
if lockedResults ~= nil then
results = calcResultCache[lockedResults]
elseif calcResultCache[queryString] == nil or refreshNextTick then
--build on top of our previous recipe lists, if possible
local randResults = randResultCache[queryString] or {}
local mostValuable = {}
local randResults = {}
local newResults = {}
local skipRandom = false
--check every single possible recipe for our highest value pickups
--limit it in the options, since the number of total combinations quickly grows (nCr):
local isRefresh = false
local queryString = ""
local function RecipeCrunchCoroutine()
coTimer = Isaac.GetTime()
-- Fill randResults/newResults with every possible combination of our most valuable ingredients
-- The number is has an option to limit it in the config, since the number of total combinations quickly grows (nCr):
-- 12 = 495, 13 = 1287, 14 = 3003, 15 = 6435, 16 = 12870
local mostValuable = {}
--shift our thorough check forward one ingredient each refresh (it will find duplicates, but spamming refresh will get a lot of variety)
if (refreshNextTick) then
bagOfCraftingRefreshes = bagOfCraftingRefreshes + 1
if (#itemQuery >= EID.Config["BagOfCraftingCombinationMax"] + bagOfCraftingRefreshes) then
for i=1,EID.Config["BagOfCraftingCombinationMax"] do
mostValuable[i] = itemQuery[i+bagOfCraftingRefreshes]
end
end
--we have less items than our threshold; every single recipe will be listed
elseif (#itemQuery <= EID.Config["BagOfCraftingCombinationMax"]) then
mostValuable = itemQuery
skipRandom = true
else
--grab the X most valuable ingredients
for i=1,EID.Config["BagOfCraftingCombinationMax"] do
mostValuable[i] = itemQuery[i]
end
end
if (#mostValuable >= 8) then combinations(mostValuable, nil, nil, nil, randResults, newResults) end
combinations(mostValuable, nil, nil, nil, randResults, newResults)
--do random pulls for some more recipe choices
if (not skipRandom) then
for i = 0, EID.Config["BagOfCraftingRandomResults"] do
if Isaac.GetTime() > coTimer + coTimerLength then
coroutine.yield()
coTimer = Isaac.GetTime()
end
local newTable = {}
local tableCopy = {table.unpack(itemQuery)}
for k = 1, 8 do
@@ -995,6 +852,10 @@ function EID:handleBagOfCraftingRendering()
end
for _, v in pairs(newResults) do
if Isaac.GetTime() > coTimer + coTimerLength then
coroutine.yield()
coTimer = Isaac.GetTime()
end
local resultID, lockedAchievementID = EID:calculateBagOfCrafting(v)
if resultID ~= lockedAchievementID then
table.insert(sortedResults[resultID], {v, resultID, lockedAchievementID})
@@ -1004,24 +865,224 @@ function EID:handleBagOfCraftingRendering()
end
calcResultCache[queryString] = sortedResults
randResultCache[queryString] = randResults
results = sortedResults
currentRecipesList = sortedResults
numResults = 0
for _,v in ipairs(sortedIDs) do
if (refreshNextTick and bagOfCraftingOffset > 0 and v == refreshPosition) then
if (isRefresh and bagOfCraftingOffset > 0 and v == refreshPosition) then
--jump to the item we were looking at before, so you can more easily refresh for variants of recipes
bagOfCraftingOffset = numResults
end
numResults = numResults + #results[v]
numResults = numResults + #currentRecipesList[v]
end
if not refreshNextTick then
if not isRefresh then
bagOfCraftingOffset = 0
bagOfCraftingRefreshes = 0
end
isRefresh = false
refreshTextbox = true
end
function EID:handleBagOfCraftingRendering()
-- reset our calculated recipes when the game seed changes
local curSeed = game:GetSeeds():GetStartSeed()
if (curSeed ~= lastSeedUsed) then
calculatedRecipes = {}
lockedRecipes = {}
calcResultCache = {}
randResultCache = {}
lockedResults = nil
end
lastSeedUsed = curSeed
-- watch for holding the Craft button, and pressing the ingredient shift button
trackBagHolding()
detectBagContentShift()
if EID.GameRenderCount % 2 == 0 then checkForPickups() end
-- load the function we need for Show Recipes as Groups / 8 Icons
local tableToCraftingIconsFunc = EID.tableToCraftingIconsMerged
if EID.Config["BagOfCraftingDisplayIcons"] then tableToCraftingIconsFunc = EID.tableToCraftingIconsFull end
-- Check for Hide/Preview hotkeys; prevent them from triggering while in MCM
if not ModConfigMenu or not ModConfigMenu.IsVisible then
if Input.IsButtonTriggered(EID.Config["CraftingHideKey"], 0) or Input.IsButtonTriggered(EID.Config["CraftingHideButton"], EID.player.ControllerIndex) then
craftingIsHidden = not craftingIsHidden
end
if Input.IsButtonTriggered(EID.Config["CraftingResultKey"], 0) or Input.IsButtonTriggered(EID.Config["CraftingResultButton"], EID.player.ControllerIndex) then
showCraftingResult = not showCraftingResult
end
end
-- Determine if we should display anything at all
if EID.isHidden or craftingIsHidden or game.Challenge == Challenge.CHALLENGE_CANTRIPPED then
return
elseif EID.Config["BagOfCraftingHideInBattle"] then
if Isaac.CountBosses() > 0 or Isaac.CountEnemies() > 0 then
return
end
end
if EID.Config["DisplayBagOfCrafting"] == "never" then
return false
end
if EID.Config["DisplayBagOfCrafting"] == "hold" and not string.find(EID.player:GetSprite():GetAnimation(), "PickupWalk") then
return false
end
if game:GetRoom():GetFrameCount() < 2 then
return false
end
-- Display the result of the 8 items in our bag if applicable
if (showCraftingResult or EID.Config["BagOfCraftingDisplayMode"] == "Preview Only") and #EID.BagItems >= 8 then
local craftingResult, backupResult = EID:calculateBagOfCrafting(EID.BagItems)
if (backupResult ~= craftingResult) then EID.TabPreviewID = backupResult end
local descriptionObj = EID:getDescriptionObj(5, 100, craftingResult)
-- prepend the Hide/Preview hotkeys to the description
descriptionObj.Description = getHotkeyString() .. descriptionObj.Description
if (backupResult ~= craftingResult and descriptionObj.ObjSubType == craftingResult) then
local backupDesc = EID:getDescriptionEntry("CraftingPreviewBackup")
local backupObjName = EID:getObjectName(5, 100, backupResult)
local tabText = EID:getDescriptionEntry("FlipItemToggleInfo")
EID:appendToDescription(descriptionObj,"#" .. backupDesc .. "#{{Collectible" .. backupResult .. "}} " ..
backupObjName .. "#{{Blank}} " .. tabText)
end
EID:printDescription(descriptionObj)
return true
end
-- if we're in Preview Only mode, then we have nothing more to do
if (EID.Config["BagOfCraftingDisplayMode"] == "Preview Only") then return false end
-- Check what pickups are available in this room
local curRoomIndex = game:GetLevel():GetCurrentRoomDesc().SafeGridIndex
local roomItems = {}
local pickups = Isaac.FindByType(5, -1, -1, true, false)
if EID.bagOfCraftingCurPickupCount ~= #pickups or recheckPickups then
recheckPickups = false
for _, entity in ipairs(pickups) do
local craftingIDs = EID:getBagOfCraftingID(entity.Variant, entity.SubType)
if craftingIDs ~= nil and not entity:ToPickup():IsShopItem() and entity:GetSprite():GetAnimation() ~= "Collect" then
for _,v in ipairs(craftingIDs) do
table.insert(roomItems, v)
end
end
end
EID.bagOfCraftingRoomQueries[curRoomIndex..""] = roomItems
EID.bagOfCraftingCurPickupCount = #pickups
calcHeldItems()
calcFloorItems()
refreshTextbox = true
else
roomItems = EID.bagOfCraftingRoomQueries[curRoomIndex..""] or {}
end
itemQuery = {}
local itemCount = {}
-- Merge our list of the floor's pickups, held cards/pills, and our bag's pickups
-- max 8 copies of a single item in our list, to avoid repeat recipes
local tablesToMerge = { EID.bagOfCraftingFloorQuery, EID.bagOfCraftingInventoryQuery, EID.BagItems }
for _, tbl in ipairs(tablesToMerge) do
for _, v in ipairs(tbl) do
if (not itemCount[v] or itemCount[v] < 8) then
table.insert(itemQuery, v)
if (not itemCount[v]) then itemCount[v] = 1
else itemCount[v] = itemCount[v] + 1 end
end
end
end
-- Nothing to do if there's less than 8 pickups detected
if #itemQuery < 8 then
return false
end
-- sort by ingredient quality, as high quality recipes are more important to check
table.sort(itemQuery, qualitySort)
queryString = table.concat(itemQuery,",")
----------------------------------------------
local customDescObj = EID:getDescriptionObj(5, 100, 710)
customDescObj.Description = ""
-- Pickups Only / No Recipes Mode display
if EID.Config["BagOfCraftingDisplayMode"] == "Pickups Only" then
EID:appendToDescription(customDescObj, getHotkeyString())
EID:appendToDescription(customDescObj, getFloorItemsString(false, roomItems))
EID:printDescription(customDescObj)
return true
elseif EID.Config["BagOfCraftingDisplayMode"] == "No Recipes" then
prevListDesc = ""
if not refreshTextbox and prevSimplifiedDesc ~= "" then
EID:appendToDescription(customDescObj, prevSimplifiedDesc)
EID:printDescription(customDescObj)
return true
end
prevSimplifiedDesc = ""
refreshTextbox = false
prevSimplifiedDesc = prevSimplifiedDesc .. getHotkeyString()
prevSimplifiedDesc = prevSimplifiedDesc .. getFloorItemsString(false, roomItems)
local mostValuableBag = {}
for i=1,8 do
mostValuableBag[i] = itemQuery[i]
end
local bagQuality, bagResult = EID:simulateBagOfCrafting(EID.BagItems)
local bestQuality, bestResult = EID:simulateBagOfCrafting(mostValuableBag)
local bagQualityDesc = EID:getDescriptionEntry("CraftingBagQuality")
local bestQualityDesc = EID:getDescriptionEntry("CraftingBestQuality")
if (#EID.BagItems > 0) then prevSimplifiedDesc = prevSimplifiedDesc .. bagQualityDesc .. " " .. bagQuality .. "#" .. bagResult .. "#" end
if (bestQuality > bagQuality) then prevSimplifiedDesc = prevSimplifiedDesc .. bestQualityDesc .. " " .. bestQuality .. "#{{Blank}} " .. tableToCraftingIconsFunc(self,mostValuableBag, true) .. "#" .. bestResult .. "#" end
EID:appendToDescription(customDescObj, prevSimplifiedDesc)
EID:printDescription(customDescObj)
return true
end
-- Recipe List display
if sortNeeded then
sortAllItems()
sortNeeded = false
end
if lockedResults ~= nil then
currentRecipesList = calcResultCache[lockedResults]
elseif (calcResultCache[queryString] == nil or refreshNextTick) and EID.Coroutines["RecipeCrunch"] == nil then
isRefresh = refreshNextTick
--build on top of our previous recipe lists, if possible
randResults = randResultCache[queryString] or {}
newResults = {}
skipRandom = false
mostValuable = {}
--shift our thorough check forward one ingredient each refresh (it will find duplicates, but spamming refresh will get a lot of variety)
if (refreshNextTick) then
bagOfCraftingRefreshes = bagOfCraftingRefreshes + 1
if (#itemQuery >= EID.Config["BagOfCraftingCombinationMax"] + bagOfCraftingRefreshes) then
for i=1,EID.Config["BagOfCraftingCombinationMax"] do
mostValuable[i] = itemQuery[i+bagOfCraftingRefreshes]
end
end
--we have less items than our threshold; every single recipe will be listed
elseif (#itemQuery <= EID.Config["BagOfCraftingCombinationMax"]) then
mostValuable = itemQuery
skipRandom = true
else
--grab the X most valuable ingredients
for i=1,EID.Config["BagOfCraftingCombinationMax"] do
mostValuable[i] = itemQuery[i]
end
end
EID:addCoroutine("RecipeCrunch", RecipeCrunchCoroutine)
refreshNextTick = false
else
results = calcResultCache[queryString]
currentRecipesList = calcResultCache[queryString] or currentRecipesList
end
if numResults == 0 then
@@ -1029,11 +1090,7 @@ function EID:handleBagOfCraftingRendering()
return false
end
EID:appendToDescription(customDescObj, getHotkeyString())
EID:appendToDescription(customDescObj, getFloorItemsString(true, roomItems))
local resultDesc = EID:getDescriptionEntry("CraftingResults")
EID:appendToDescription(customDescObj, resultDesc)
local prevOffset = bagOfCraftingOffset
if Input.IsActionPressed(EID.Config["BagOfCraftingToggleKey"], EID.player.ControllerIndex) then
EID.player.ControlsCooldown = 2
if Input.IsActionTriggered(ButtonAction.ACTION_SHOOTDOWN, EID.player.ControllerIndex) then
@@ -1044,6 +1101,7 @@ function EID:handleBagOfCraftingRendering()
upHeld = Isaac.GetTime()
--lock the current results so you can actually do a recipe that you've scrolled down to without losing it
elseif Input.IsActionTriggered(ButtonAction.ACTION_SHOOTLEFT, EID.player.ControllerIndex) then
refreshTextbox = true
if (lockedResults == nil) then lockedResults = queryString
else lockedResults = nil end
--refresh the recipes
@@ -1065,6 +1123,7 @@ function EID:handleBagOfCraftingRendering()
resetBagCounter = resetBagCounter + 1
if resetBagCounter > 120 then
EID.BagItems = {}
recheckPickups = true
resetBagCounter = 0
end
else
@@ -1074,6 +1133,21 @@ function EID:handleBagOfCraftingRendering()
--fix bug with being allowed to go to an empty page if recipe count = multiple of page size (or if we refresh on last page)
if (bagOfCraftingOffset >= numResults) then bagOfCraftingOffset = bagOfCraftingOffset - EID.Config["BagOfCraftingResults"] end
prevSimplifiedDesc = ""
if not refreshTextbox and prevListDesc ~= "" and bagOfCraftingOffset == prevOffset then
EID:appendToDescription(customDescObj, prevListDesc)
EID:printDescription(customDescObj)
return true
end
prevListDesc = ""
refreshTextbox = false
prevListDesc = prevListDesc .. getHotkeyString()
prevListDesc = prevListDesc .. getFloorItemsString(true, roomItems)
local resultDesc = EID:getDescriptionEntry("CraftingResults")
prevListDesc = prevListDesc .. resultDesc
local prevItem = 0
local qualities = { [0] = "{{ColorSilver}}", "{{ColorLime}}", "{{ColorPastelBlue}}", "{{ColorLavender}}", "{{ColorLightOrange}}" }
@@ -1082,50 +1156,51 @@ function EID:handleBagOfCraftingRendering()
prefix = "#{{Trinket159}} "
end
--results is now a table of tables for each item, so we have to iterate over the table using sortedIDs
--currentRecipesList is now a table of tables for each item, so we have to iterate over the table using sortedIDs
if (bagOfCraftingOffset > 0) then
customDescObj.Description = customDescObj.Description.. prefix .. "...+"..bagOfCraftingOffset.." more"
prevListDesc = prevListDesc .. prefix .. "...+"..bagOfCraftingOffset.." more"
end
local curOffset = 0
refreshPosition = -1
for _,id in ipairs(sortedIDs) do
if (curOffset + #results[id] <= bagOfCraftingOffset) then curOffset = curOffset + #results[id]
if (curOffset + #currentRecipesList[id] <= bagOfCraftingOffset) then curOffset = curOffset + #currentRecipesList[id]
else
if (refreshPosition == -1) then refreshPosition = id end
for _, v in ipairs(results[id]) do
for _, v in ipairs(currentRecipesList[id]) do
curOffset = curOffset + 1
if (curOffset > bagOfCraftingOffset+EID.Config["BagOfCraftingResults"]) then break end
if not v then break end
if (curOffset > bagOfCraftingOffset) then
if not EID.Config["BagOfCraftingDisplayNames"] then
customDescObj.Description = customDescObj.Description.."#{{Collectible"..v[2].."}} "
prevListDesc = prevListDesc .."#{{Collectible"..v[2].."}} "
--tack on the secondary recipe image to achievement-locked recipes
if v[3] then customDescObj.Description = customDescObj.Description.."({{Collectible" .. v[3] .. "}})" end
if v[3] then prevListDesc = prevListDesc .."({{Collectible" .. v[3] .. "}})" end
--color the equals sign with the item quality, so the order of the list can make sense
customDescObj.Description = customDescObj.Description.. qualities[CraftingItemQualities[v[2]]] .. "={{CR}}"
prevListDesc = prevListDesc .. qualities[CraftingItemQualities[v[2]]] .. "={{CR}}"
--only display the item name if it's the first occurrence
else
if prevItem ~= v[2] then
--substring the first 18 characters of the item name so it fits on one line; is there a way to get around desc line length limits?
customDescObj.Description = customDescObj.Description.."#{{Collectible"..v[2].."}} ".. qualities[CraftingItemQualities[v[2]]] ..
prevListDesc = prevListDesc .."#{{Collectible"..v[2].."}} ".. qualities[CraftingItemQualities[v[2]]] ..
string.sub(EID:getObjectName(5, 100, v[2]),1,18).."#"
else
customDescObj.Description = customDescObj.Description.."#"
prevListDesc = prevListDesc .."#"
end
--replace recipe bulletpoint with the secondary recipe on achievement-locked recipes
if v[3] then customDescObj.Description = customDescObj.Description.."{{Collectible" .. v[3] .. "}} " end
if v[3] then prevListDesc = prevListDesc .."{{Collectible" .. v[3] .. "}} " end
end
customDescObj.Description = customDescObj.Description..tableToCraftingIconsFunc(self, v[1], true)
prevListDesc = prevListDesc .. tableToCraftingIconsFunc(self, v[1], true)
prevItem = v[2]
end
end
end
end
if (bagOfCraftingOffset + EID.Config["BagOfCraftingResults"] < numResults) then
customDescObj.Description = customDescObj.Description.. prefix .. "...+"..(numResults-EID.Config["BagOfCraftingResults"]-bagOfCraftingOffset).." more"
prevListDesc = prevListDesc .. prefix .. "...+"..(numResults-EID.Config["BagOfCraftingResults"]-bagOfCraftingOffset).." more"
end
EID:appendToDescription(customDescObj, prevListDesc)
EID:printDescription(customDescObj)
return true
end
+1 -1
View File
@@ -419,7 +419,7 @@ if REPENTANCE then
if collectiblesOwned[711] and EID:getEntityData(descObj.Entity, "EID_FlipItemID") then table.insert(callbacks, FlipCallback) end
if collectiblesOwned[723] or (EID.absorbedItems[723] and collectiblesOwned[477]) then table.insert(callbacks, SpindownDiceCallback) end
-- currently, only Repentance collectible modifiers have Tab previews so put it here
if Input.IsActionPressed(ButtonAction.ACTION_MAP, EID.player.ControllerIndex) and not inPreview then table.insert(callbacks, TabCallback) end
if EID.player and Input.IsActionPressed(ButtonAction.ACTION_MAP, EID.player.ControllerIndex) and not inPreview then table.insert(callbacks, TabCallback) end
-- Card / Rune Callbacks
elseif descObj.ObjVariant == PickupVariant.PICKUP_TAROTCARD then
+1
View File
@@ -944,6 +944,7 @@ EID.lastDist = 0
local function onRender(t)
-- Increases by 60 per second, ignores pauses
EID.GameRenderCount = EID.GameRenderCount + 1
EID:resumeCoroutines()
EID.isDisplaying = false
EID:setPlayer()