Crooked Penny, Liberty Cap, dynamic Luck modifier (#698)

* crooked penny, luck strings

* Old Bandage chance

* Crooked Penny, liberty cap and such

* Luck modifier

* Crooked Penny, Liberty Cap, reduce repeat code

* Luck text color, Luck formula table

* Mama Mega change

* Higher chance from nickels and dimes

* Golden Bomb check

* Mama Mega conditional

* Black Feather co-op support
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Buurazu authored and GitHub committed 2024-07-23 15:19:43 +02:00
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@@ -1,10 +1,28 @@
-- This file is for various functions that are able to calculate the result effect that an item will have
local game = Game()
local variantToName = { [70] = "Pill", [100] = "Collectible", [300] = "Card", [350] = "Trinket" }
-- XOR table used for RNG: https://www.jstatsoft.org/article/view/v008i14/xorshift.pdf
local xortable = {
[0]={ 1, 3,10},{ 1, 5,16},{ 1, 5,19},{ 1, 9,29},{ 1,11, 6},{ 1,11,16},{ 1,19, 3},{ 1,21,20},{ 1,27,27},
{ 2, 5,15},{ 2, 5,21},{ 2, 7, 7},{ 2, 7, 9},{ 2, 7,25},{ 2, 9,15},{ 2,15,17},{ 2,15,25},{ 2,21, 9},
{ 3, 1,14},{ 3, 3,26},{ 3, 3,28},{ 3, 3,29},{ 3, 5,20},{ 3, 5,22},{ 3, 5,25},{ 3, 7,29},{ 3,13, 7},
{ 3,23,25},{ 3,25,24},{ 3,27,11},{ 4, 3,17},{ 4, 3,27},{ 4, 5,15},{ 5, 3,21},{ 5, 7,22},{ 5, 9,7 },
{ 5, 9,28},{ 5, 9,31},{ 5,13, 6},{ 5,15,17},{ 5,17,13},{ 5,21,12},{ 5,27, 8},{ 5,27,21},{ 5,27,25},
{ 5,27,28},{ 6, 1,11},{ 6, 3,17},{ 6,17, 9},{ 6,21, 7},{ 6,21,13},{ 7, 1, 9},{ 7, 1,18},{ 7, 1,25},
{ 7,13,25},{ 7,17,21},{ 7,25,12},{ 7,25,20},{ 8, 7,23},{ 8,9,23 },{ 9, 5,1 },{ 9, 5,25},{ 9,11,19},
{ 9,21,16},{10, 9,21},{10, 9,25},{11, 7,12},{11, 7,16},{11,17,13},{11,21,13},{12, 9,23},{13, 3,17},
{13, 3,27},{13, 5,19},{13,17,15},{14, 1,15},{14,13,15},{15, 1,29},{17,15,20},{17,15,23},{17,15,26}
}
-- reimplementation of RNG:Next()
-- Default RNG shift values for many things are 5, 9, 7
-- Default RNG shift values for many things are 5, 9, 7 (xor table #35)
function EID:RNGNext(rngNum, shift1, shift2, shift3)
if shift1 and not shift2 then
shift3 = xortable[shift1][3]
shift2 = xortable[shift1][2]
shift1 = xortable[shift1][1]
end
rngNum = rngNum ~ ((rngNum >> (shift1 or 5)) & 4294967295)
rngNum = rngNum ~ ((rngNum << (shift2 or 9)) & 4294967295)
rngNum = rngNum ~ ((rngNum >> (shift3 or 7)) & 4294967295)
@@ -17,6 +35,7 @@ function EID:SeedToFloat(seed)
return seed * multi;
end
-- D Infinity --
local dinfinityList = { [0] = 105, 166, 284, 283, 285, 406, 386 }
-- Repentance's D Infinity order: D1, D4, D6, Eternal D6, D7, D8, D10, D12, D20, D100
@@ -396,3 +415,43 @@ function EID:GlyphOfBalancePrediction(player)
return pickupNames[fullID] or EID:GetEntityXMLNameByString(fullID) or fullID
end
--- Crooked Penny ---
function EID:CrookedPennyPrediction(rng, carBattery)
local rng = EID:RNGNext(rng)
local seed = rng
-- Repentance makes a new seed by XORing the room's decoration seed
if EID.isRepentance then
local roomSeed = game:GetLevel():GetCurrentRoom():GetDecorationSeed()
seed = seed ~ roomSeed
if seed == 0 then seed = 1 end
seed = EID:RNGNext(seed, 4) -- xorshift #4
end
local result = ""
if seed % 2 == 0 then
result = EID:getDescriptionEntry("CrookedPennyHeads")
else
result = EID:getDescriptionEntry("CrookedPennyTails")
-- failures advance crooked penny's RNG an additional time to give the pity penny a seed value
rng = EID:RNGNext(rng)
end
if carBattery then return result .. "#{{Collectible356}} " .. EID:CrookedPennyPrediction(rng)
else return result end
end
-- Liberty Cap, Broken Syringe, Mom's Lock (extremely similar, simple RNG modulos) --
local libertyItems = {[0] = 21, 71, 120, 121}
if EID.isRepentance then libertyItems = {[0] = 12, 71, 120, 121, 342, 398} end
local syringeItems = {[0] = 13, 14, 240, 70, 143, 345, 493, 496}
local momItems = {[0] = 29, 30, 31, 55, 110, 114, 199, 200, 217, 228, 355, 508, 732}
function EID:TemporaryEffectPrediction(player, rng, itemTable)
local tempItem = itemTable[rng % #itemTable]
if player:GetEffects():HasCollectibleEffect(tempItem) then return tempItem else return false end
end
function EID:LibertyCapPrediction(player) return EID:TemporaryEffectPrediction(player, player:GetTrinketRNG(32):GetSeed(), libertyItems) end
function EID:BrokenSyringePrediction(player) return EID:TemporaryEffectPrediction(player, player:GetTrinketRNG(132):GetSeed(), syringeItems) end
function EID:MomsLockPrediction(player) return EID:TemporaryEffectPrediction(player, player:GetTrinketRNG(153):GetSeed(), momItems) end
-- dont forget to actually add these to hold map desc; remember these are Hidden Information