Merge pull request #318 from Buurazu/master

More Flip improvements
This commit is contained in:
wofsauge authored and GitHub committed 2022-01-16 14:31:13 +01:00
commit 725055ddef
3 files changed
+53 -48

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+3 -1
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@@ -508,7 +508,9 @@ function EID:hasDescription(entity)
isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_TRINKET and EID.Config["DisplayTrinketInfo"]) isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_TRINKET and EID.Config["DisplayTrinketInfo"])
isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_TAROTCARD and EID.Config["DisplayCardInfo"]) isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_TAROTCARD and EID.Config["DisplayCardInfo"])
isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_PILL and EID.Config["DisplayPillInfo"]) isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_PILL and EID.Config["DisplayPillInfo"])
return isAllowed and (entity.SubType > 0 or EID:getEntityData(entity, "EID_FlipItemID")) return isAllowed and (entity.SubType > 0 or
-- For Flip descriptions, allow 5.100.0 pedestals to have descriptions under VERY specific criteria!
(REPENTANCE and EID:getEntityData(entity, "EID_FlipItemID") and EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_FLIP)))
end end
if entity.Type == 6 and entity.Variant == 16 and EID.Config["DisplayCraneInfo"] and REPENTANCE then if entity.Type == 6 and entity.Variant == 16 and EID.Config["DisplayCraneInfo"] and REPENTANCE then
isAllowed = not entity:GetSprite():IsPlaying("Broken") and not entity:GetSprite():IsPlaying("Prize") and EID.CraneItemType[tostring(entity.InitSeed)] isAllowed = not entity:GetSprite():IsPlaying("Broken") and not entity:GetSprite():IsPlaying("Prize") and EID.CraneItemType[tostring(entity.InitSeed)]
+1 -1
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@@ -28,7 +28,7 @@ local function entityToName(e, plural)
local name = localizedNames[e] or EID.XMLEntityNames[e] or localizedNames[eWithZero] or EID.XMLEntityNames[eWithZero] or e local name = localizedNames[e] or EID.XMLEntityNames[e] or localizedNames[eWithZero] or EID.XMLEntityNames[eWithZero] or e
--print out entities with no name yet --print out entities with no name yet
if name == e then print("No name found for " .. e .. " (could be modded)") if name == e then Isaac.DebugString("No name found for " .. e .. " (could be modded)")
elseif plural then name = name .. localizedNames["pluralize"] end elseif plural then name = name .. localizedNames["pluralize"] end
return name return name
+49 -46
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@@ -244,13 +244,26 @@ local initialItemNext = false
local flipItemNext = false local flipItemNext = false
if REPENTANCE then if REPENTANCE then
EID.flipItemPositions = {} EID.flipItemPositions = {}
local lastGetItemResult = {nil, nil, nil} -- itemID, Frame, gridIndex
local lastGetItemResult = {nil, nil, nil, nil} -- itemID, Frame, gridIndex, InitSeed
function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, seed) function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, seed)
-- 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 -- Handle Flip item
-- PRE_ROOM_ENTITY_SPAWN sets us up to watch for the first POST_GET_COLLECTIBLE for this pedestal -- 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) -- (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 -- 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 -- POST_NEW_ROOM then handles putting the result in the entity's GetData
local curFrame = Isaac.GetFrameCount() local curFrame = Isaac.GetFrameCount()
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex() local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
@@ -260,33 +273,7 @@ if REPENTANCE then
if EID.flipItemPositions[curRoomIndex] == nil then if EID.flipItemPositions[curRoomIndex] == nil then
EID.flipItemPositions[curRoomIndex] = {} EID.flipItemPositions[curRoomIndex] = {}
end 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)
-- 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
-- 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
end end
@@ -299,7 +286,7 @@ if REPENTANCE then
function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex, seed) function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex, seed)
flipItemNext = false flipItemNext = false
if entityType == 5 and (variant == 100 or variant == 150) then if entityType == 5 and (variant == 100 or variant == 150) then
lastGetItemResult = {nil, Isaac.GetFrameCount(), gridIndex} lastGetItemResult = {nil, Isaac.GetFrameCount(), gridIndex, nil}
initialItemNext = true initialItemNext = true
end end
end end
@@ -307,32 +294,51 @@ if REPENTANCE then
function EID:postPickupInit(entity) function EID:postPickupInit(entity)
flipItemNext = true flipItemNext = true
lastGetItemResult[4] = entity.InitSeed
-- Keep the Flip item the same for pedestal rerolls
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex() local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
local gridPos = game:GetRoom():GetGridIndex(entity.Position) 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 -- 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
-- 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[2] == gridPos then
EID.flipItemPositions[curRoomIndex][entity.InitSeed] = v
EID.flipItemPositions[curRoomIndex][k] = nil
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 end
EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.postPickupInit, PickupVariant.PICKUP_COLLECTIBLE) EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.postPickupInit, PickupVariant.PICKUP_COLLECTIBLE)
function EID:preUseFlip(_) -- Before using Flip, swap all flippable pedestal's current item with the flip one (also, fix grid index if needed)
function EID:CheckFlipGridIndexes(collectibleType)
local curRoomIndex = game:GetLevel():GetCurrentRoomIndex() local curRoomIndex = game:GetLevel():GetCurrentRoomIndex()
if EID.flipItemPositions[curRoomIndex] then if EID.flipItemPositions[curRoomIndex] then
local pedestals = Isaac.FindByType(5, 100, -1, true, false) local pedestals = Isaac.FindByType(5, 100, -1, true, false)
for _, pedestal in ipairs(pedestals) do for _, pedestal in ipairs(pedestals) do
local gridPos = game:GetRoom():GetGridIndex(pedestal.Position) local flipEntry = EID.flipItemPositions[curRoomIndex][pedestal.InitSeed]
if EID.flipItemPositions[curRoomIndex][gridPos] then if flipEntry then
-- don't swap a flip shadow with an empty pedestal! local gridPos = game:GetRoom():GetGridIndex(pedestal.Position)
if pedestal.SubType == 0 then EID.flipItemPositions[curRoomIndex][gridPos] = nil flipEntry[2] = gridPos
else EID.flipItemPositions[curRoomIndex][gridPos] = pedestal.SubType end if collectibleType == CollectibleType.COLLECTIBLE_FLIP then
--postPickupInit will take care of assigning it to the entity's data -- 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
end end
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, CollectibleType.COLLECTIBLE_FLIP)
end end
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
@@ -514,12 +520,9 @@ if REPENTANCE then
if EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_FLIP) and EID.flipItemPositions[curRoomIndex] then if EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_FLIP) and EID.flipItemPositions[curRoomIndex] then
local pedestals = Isaac.FindByType(5, 100, -1, true, false) local pedestals = Isaac.FindByType(5, 100, -1, true, false)
for _, pedestal in ipairs(pedestals) do for _, pedestal in ipairs(pedestals) do
local gridPos = game:GetRoom():GetGridIndex(pedestal.Position) local flipEntry = EID.flipItemPositions[curRoomIndex][pedestal.InitSeed]
local flipEntry = EID.flipItemPositions[curRoomIndex][gridPos]
if flipEntry then if flipEntry then
pedestal:GetData()["EID_FlipItemID"] = flipEntry pedestal:GetData()["EID_FlipItemID"] = flipEntry[1]
pedestal:GetData()["EID_FlipItemPedestalIndex"] = pedestal.Index
pedestal:GetData()["EID_FlipItemPedestalGrid"] = gridPos
end end
end end
end end