Small code cleanup & linting

This commit is contained in:
Wofsauge committed 2022-11-05 23:47:44 +01:00
1 parent 95583c057d
commit 9cbccf5c73
6 files changed
+29 -30

No files matched your search

+3 -3
View File
@@ -1057,7 +1057,7 @@ function EID:renderString(str, position, scale, kcolor)
local textPartsTable = EID:filterColorMarkup(str, kcolor) local textPartsTable = EID:filterColorMarkup(str, kcolor)
local offsetX = 0 local offsetX = 0
for _, textPart in ipairs(textPartsTable) do for _, textPart in ipairs(textPartsTable) do
local strFiltered, spriteTable = EID:filterIconMarkup(textPart[1], position.X, position.Y) local strFiltered, spriteTable = EID:filterIconMarkup(textPart[1])
EID:renderInlineIcons(spriteTable, position.X + offsetX, position.Y) EID:renderInlineIcons(spriteTable, position.X + offsetX, position.Y)
if strFiltered then -- prevent possible crash when strFiltered is nil if strFiltered then -- prevent possible crash when strFiltered is nil
EID.font:DrawStringScaledUTF8(strFiltered, position.X + offsetX, position.Y, scale.X, scale.Y, textPart[2], 0, false) EID.font:DrawStringScaledUTF8(strFiltered, position.X + offsetX, position.Y, scale.X, scale.Y, textPart[2], 0, false)
@@ -1073,7 +1073,7 @@ end
-- Adds Description object modifiers. -- Adds Description object modifiers.
-- Used for altering descriptions. Example: Spindown dice, Tarot Cloth, ... -- Used for altering descriptions. Example: Spindown dice, Tarot Cloth, ...
function EID:addDescriptionModifier(modifierName, condition, callback) function EID:addDescriptionModifier(modifierName, condition, callback)
for i,v in ipairs(EID.DescModifiers) do for _,v in ipairs(EID.DescModifiers) do
if v["name"] == modifierName then if v["name"] == modifierName then
v["condition"] = condition v["condition"] = condition
v["callback"] = callback v["callback"] = callback
@@ -1238,7 +1238,7 @@ function EID:isCollectibleUnlocked(collectibleID, itemPoolOfItem)
end end
end end
local isUnlocked = false local isUnlocked = false
for i = 0, 1 do -- some samples to make sure for _ = 0, 1 do -- some samples to make sure
local collID = itemPool:GetCollectible(itemPoolOfItem, false, 1) local collID = itemPool:GetCollectible(itemPoolOfItem, false, 1)
if collID == collectibleID then if collID == collectibleID then
isUnlocked = true isUnlocked = true
+7 -7
View File
@@ -8,7 +8,7 @@ local languageFilesToCheck = {"cs_cz"} -- EID.Languages -- single file check {"k
-- count en_us entries for stats -- count en_us entries for stats
local count = 0 local count = 0
function EID:countEntries(t) function EID:countEntries(t)
for k, v in pairs(t) do for k, _ in pairs(t) do
count = count + 1 count = count + 1
if type(t[k]) == "table" then if type(t[k]) == "table" then
EID:countEntries(t[k]) EID:countEntries(t[k])
@@ -19,11 +19,11 @@ EID:countEntries(EID.descriptions["en_us"])
local enUSEntries = count local enUSEntries = count
print("en_us entries: "..enUSEntries) print("en_us entries: "..enUSEntries)
for i,lang in ipairs(languageFilesToCheck) do for _,lang in ipairs(languageFilesToCheck) do
print("Now checking integrity of languagefile: " .. lang) print("Now checking integrity of languagefile: " .. lang)
-- Generic function to compare two tables -- Generic function to compare two tables
function EID:compareTables(table1, table2, prevKey, progress) function EID:compareTables(table1, table2, prevKey, progress)
for k, v in pairs(table1) do for k, _ in pairs(table1) do
progress[1] = progress[1] + 1 progress[1] = progress[1] + 1
if not table2[k] then if not table2[k] then
print(" Table '" .. prevKey .. "' does not contain key: " .. k) print(" Table '" .. prevKey .. "' does not contain key: " .. k)
@@ -35,7 +35,7 @@ for i,lang in ipairs(languageFilesToCheck) do
local filteredText = EID:replaceShortMarkupStrings(table2[k]) local filteredText = EID:replaceShortMarkupStrings(table2[k])
local textPartsTable = EID:filterColorMarkup(filteredText, EID:getNameColor()) local textPartsTable = EID:filterColorMarkup(filteredText, EID:getNameColor())
for _, textPart in ipairs(textPartsTable) do for _, textPart in ipairs(textPartsTable) do
local filteredSpriteText, spriteTable = EID:filterIconMarkup(textPart[1], 0, 0) local filteredSpriteText, spriteTable = EID:filterIconMarkup(textPart[1])
if string.find(filteredSpriteText, "{{") or string.find(filteredSpriteText, "}}") then if string.find(filteredSpriteText, "{{") or string.find(filteredSpriteText, "}}") then
print(" Table '" .. prevKey .. "' entry '" .. k .. "' does contain a broken markup object: '" .. table2[k]) print(" Table '" .. prevKey .. "' entry '" .. k .. "' does contain a broken markup object: '" .. table2[k])
@@ -186,15 +186,15 @@ EID:addColor("ColorBlackBlink", nil, function(color)
-- Test: Pill effect unidentifyable -- Test: Pill effect unidentifyable
EID:SetPillEffectUnidentifyable(24, true) -- set "I can see forever" to always be unidentifyable EID:SetPillEffectUnidentifyable(24, true) -- set "I can see forever" to always be unidentifyable
local function onDebugRender(t) local function onDebugRender()
EID:renderHUDLocationIndicators() EID:renderHUDLocationIndicators()
for i,v in ipairs(Isaac.FindByType(5,10,3,true,false)) do for _,v in ipairs(Isaac.FindByType(5,10,3,true,false)) do
if v:GetData()["EID_Description"] == nil then if v:GetData()["EID_Description"] == nil then
v:GetData()["EID_Description"] = "Test specific description#Init seed: ".. v.InitSeed v:GetData()["EID_Description"] = "Test specific description#Init seed: ".. v.InitSeed
end end
end end
for i,v in ipairs(Isaac.FindByType(5,10,4,true,false)) do for _,v in ipairs(Isaac.FindByType(5,10,4,true,false)) do
if v:GetData()["EID_Description"] == nil then if v:GetData()["EID_Description"] == nil then
local descTable = { local descTable = {
["Name"] = "Some Item with seed ".. v.InitSeed , ["Name"] = "Some Item with seed ".. v.InitSeed ,
-1
View File
@@ -181,7 +181,6 @@ function EID:getHoldMapDescription(player, checkingTwin)
-- Pocket Item Descriptions -- Pocket Item Descriptions
-- Annoying because there's no easy way to just get the info of a slot -- Annoying because there's no easy way to just get the info of a slot
if EID.Config["ItemReminderShowPocketDesc"] > 0 then if EID.Config["ItemReminderShowPocketDesc"] > 0 then
local numPrinted = 0
-- I don't think we can actually know what slot the player is on, so, save these to display (if they exist) for when Card and Pill in a slot are both 0, to attempt to always show them in slot order -- I don't think we can actually know what slot the player is on, so, save these to display (if they exist) for when Card and Pill in a slot are both 0, to attempt to always show them in slot order
local dicePrinted = false local dicePrinted = false
local diceBag = REPENTANCE and player:GetActiveItem(3) or 0 local diceBag = REPENTANCE and player:GetActiveItem(3) or 0
+3 -3
View File
@@ -39,7 +39,7 @@ if REPENTANCE then
justDidD = true justDidD = true
end end
EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.WatchForDInfinity, CollectibleType.COLLECTIBLE_D_INFINITY) EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.WatchForDInfinity, CollectibleType.COLLECTIBLE_D_INFINITY)
function EID:WatchForDice(collectibleType, rng, player) function EID:WatchForDice(collectibleType, _, player)
if not justDidD or collectibleType == 489 then return end if not justDidD or collectibleType == 489 then return end
justDidD = false justDidD = false
local playerID = EID:getPlayerID(player) local playerID = EID:getPlayerID(player)
@@ -201,7 +201,7 @@ function EID:Teleport2Prediction()
local roomNames = EID:getDescriptionEntry("RoomTypeNames") local roomNames = EID:getDescriptionEntry("RoomTypeNames")
-- Return a string for the first uncleared room type that we find -- Return a string for the first uncleared room type that we find
for i,v in ipairs(roomOrder) do for _,v in ipairs(roomOrder) do
if unclearedTypes[v] then if unclearedTypes[v] then
local descString = (teleport2Icons[v] or EID.RoomTypeToMarkup[v]) .. " " .. roomNames[v] local descString = (teleport2Icons[v] or EID.RoomTypeToMarkup[v]) .. " " .. roomNames[v]
-- Tall Vertical Main Greed Room exception, because why not, attention to detail -- Tall Vertical Main Greed Room exception, because why not, attention to detail
@@ -287,7 +287,7 @@ local specialCards = {[49] = true, [50] = true, [78] = true}
function EID:D1Prediction(rng) function EID:D1Prediction(rng)
local poss = {} local poss = {}
for i,v in ipairs(Isaac.FindByType(5,-1,-1)) do for _,v in ipairs(Isaac.FindByType(5,-1,-1)) do
-- Check the blacklist, as well as Rune of Jera in AB+, and empty chests in Rep -- Check the blacklist, as well as Rune of Jera in AB+, and empty chests in Rep
if not D1blacklist[v.Variant] and (REPENTANCE or v.Variant ~= 300 or v.SubType ~= 33) and (not REPENTANCE or v:ToPickup():CanReroll()) then if not D1blacklist[v.Variant] and (REPENTANCE or v.Variant ~= 300 or v.SubType ~= 33) and (not REPENTANCE or v:ToPickup():CanReroll()) then
table.insert(poss, v) table.insert(poss, v)
+5 -5
View File
@@ -478,14 +478,14 @@ if REPENTANCE then
end end
if pickupHistory then if pickupHistory then
local lastUsedPill = PillEffect.PILLEFFECT_VURP + 1 local lastUsedPill = PillEffect.PILLEFFECT_VURP + 1
local i = 1 local j = 1
while (i <= #pickupHistory) do while (j <= #pickupHistory) do
local entry = pickupHistory[i] local entry = pickupHistory[j]
if entry[1] == "pill" then if entry[1] == "pill" then
lastUsedPill = entry[3] lastUsedPill = entry[3]
break break
end end
i = i + 1 j = j + 1
end end
local tableName = EID:getTableName(descObj.ObjType, descObj.ObjVariant, descObj.ObjSubType) local tableName = EID:getTableName(descObj.ObjType, descObj.ObjVariant, descObj.ObjSubType)
local name = EID:getPillName(lastUsedPill, tableName == "horsepills") local name = EID:getPillName(lastUsedPill, tableName == "horsepills")
@@ -660,7 +660,7 @@ end
EID:addDescriptionModifier("EID Afterbirth+", EIDConditionsAB, nil) EID:addDescriptionModifier("EID Afterbirth+", EIDConditionsAB, nil)
-- should this be done differently so that mods can add tab previews? (tab conditions is done last, but would be done before callbacks mods add, maybe tab should be checked in EID:getDescriptionObj -- should this be done differently so that mods can add tab previews? (tab conditions is done last, but would be done before callbacks mods add, maybe tab should be checked in EID:getDescriptionObj
local function TabConditions(descObj) local function TabConditions(_)
if EID:PlayersActionPressed(EID.Config["BagOfCraftingToggleKey"]) and not EID.inModifierPreview then return true end if EID:PlayersActionPressed(EID.Config["BagOfCraftingToggleKey"]) and not EID.inModifierPreview then return true end
EID.TabPreviewID = 0 EID.TabPreviewID = 0
return false return false
+11 -11
View File
@@ -250,7 +250,7 @@ if REPENTANCE then
local lastGetItemResult = {nil, nil, nil, nil} -- itemID, Frame, gridIndex, InitSeed local lastGetItemResult = {nil, nil, nil, nil} -- itemID, Frame, gridIndex, InitSeed
local lastFrameGridChecked = 0 local lastFrameGridChecked = 0
function EID:postGetCollectible(selectedCollectible, itemPoolType, decrease, seed) function EID:postGetCollectible(selectedCollectible, itemPoolType)
-- Handle Crane Game -- Handle Crane Game
if itemPoolType == ItemPoolType.POOL_CRANE_GAME then if itemPoolType == ItemPoolType.POOL_CRANE_GAME then
for _, crane in ipairs(Isaac.FindByType(6, 16, -1, true, false)) do for _, crane in ipairs(Isaac.FindByType(6, 16, -1, true, false)) do
@@ -287,7 +287,7 @@ if REPENTANCE then
EID:AddCallback(ModCallbacks.MC_POST_GET_COLLECTIBLE, EID.postGetCollectible) EID:AddCallback(ModCallbacks.MC_POST_GET_COLLECTIBLE, EID.postGetCollectible)
-- Handle Flip Item spawn -- Handle Flip Item spawn
function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex, seed) function EID:preRoomEntitySpawn(entityType, variant, subtype, gridIndex)
flipItemNext = false flipItemNext = false
if entityType == 6 and variant == 14 then if entityType == 6 and variant == 14 then
-- Inner Child pedestal -- Inner Child pedestal
@@ -369,7 +369,7 @@ if REPENTANCE then
end end
-- Watch for a Void absorbing active items -- Watch for a Void absorbing active items
function EID:CheckVoidAbsorbs(collectibleType, rng, player) function EID:CheckVoidAbsorbs(_, _, player)
local playerID = EID:getPlayerID(player) local playerID = EID:getPlayerID(player)
EID.absorbedItems[tostring(playerID)] = EID.absorbedItems[tostring(playerID)] or {} EID.absorbedItems[tostring(playerID)] = EID.absorbedItems[tostring(playerID)] or {}
for _,v in ipairs(EID:VoidRoomCheck()) do for _,v in ipairs(EID:VoidRoomCheck()) do
@@ -491,7 +491,7 @@ function EID:printDescriptions(useCached)
end end
-- Print our cached descriptions -- Print our cached descriptions
for i,indicator in ipairs(EID.CachedIndicators) do for _,indicator in ipairs(EID.CachedIndicators) do
EID:renderIndicator(indicator[1], indicator[2]) EID:renderIndicator(indicator[1], indicator[2])
end end
for i,oldDesc in ipairs(EID.previousDescs) do for i,oldDesc in ipairs(EID.previousDescs) do
@@ -922,7 +922,7 @@ function EID:handleHoverHUD()
if EID.Config["ShowCursor"] then if EID.Config["ShowCursor"] then
EID.CursorSprite:Render(Vector(mousePos.X / 2, mousePos.Y / 2), nullVector, nullVector) EID.CursorSprite:Render(Vector(mousePos.X / 2, mousePos.Y / 2), nullVector, nullVector)
end end
for k, v in pairs(EID.HUDElements) do for _, v in pairs(EID.HUDElements) do
local hudElement = EID:handleHUDElement(v) local hudElement = EID:handleHUDElement(v)
if hudElement.x <= mousePos.X and (hudElement.x + hudElement.width) >= mousePos.X and hudElement.y <= mousePos.Y and (hudElement.y + hudElement.height) >= mousePos.Y then if hudElement.x <= mousePos.X and (hudElement.x + hudElement.width) >= mousePos.X and hudElement.y <= mousePos.Y and (hudElement.y + hudElement.height) >= mousePos.Y then
local result = hudElement.descriptionObj() local result = hudElement.descriptionObj()
@@ -1034,7 +1034,7 @@ end
EID:AddCallback(ModCallbacks.MC_POST_UPDATE, EID.onGameUpdate) EID:AddCallback(ModCallbacks.MC_POST_UPDATE, EID.onGameUpdate)
-- Wait until all collectibles spawning this frame have spawned before checking what we need to check about them -- Wait until all collectibles spawning this frame have spawned before checking what we need to check about them
function EID:CollectibleSpawnedThisFrame(entity) function EID:CollectibleSpawnedThisFrame(_)
collSpawned = true collSpawned = true
end end
EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.CollectibleSpawnedThisFrame, PickupVariant.PICKUP_COLLECTIBLE) EID:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, EID.CollectibleSpawnedThisFrame, PickupVariant.PICKUP_COLLECTIBLE)
@@ -1055,12 +1055,12 @@ local function attemptPathfind(entity)
pathCheckerEntity = game:Spawn(33, 0, EID.player.Position, nullVector, EID.player, 6969, 4354) pathCheckerEntity = game:Spawn(33, 0, EID.player.Position, nullVector, EID.player, 6969, 4354)
pathCheckerEntity:GetData()["EID_Pathfinder"] = true pathCheckerEntity:GetData()["EID_Pathfinder"] = true
pathCheckerEntity.Visible = false pathCheckerEntity.Visible = false
local success = pathCheckerEntity:ToNPC().Pathfinder:HasPathToPos(entity.Position, false) local successful = pathCheckerEntity:ToNPC().Pathfinder:HasPathToPos(entity.Position, false)
pathsChecked[entity.InitSeed] = success pathsChecked[entity.InitSeed] = successful
pathCheckerEntity:Remove() pathCheckerEntity:Remove()
pathCheckerEntity = nil pathCheckerEntity = nil
lastPathfindFrame = EID.GameUpdateCount lastPathfindFrame = EID.GameUpdateCount
return success return successful
end end
local hasShownStartWarning = false local hasShownStartWarning = false
@@ -1158,7 +1158,7 @@ EID.lastDist = 0
EID.OptionChanged = false EID.OptionChanged = false
EID.bagPlayer = nil EID.bagPlayer = nil
local function onRender(t) local function onRender()
-- Increases by 60 per second, ignores pauses -- Increases by 60 per second, ignores pauses
EID.GameRenderCount = EID.GameRenderCount + 1 EID.GameRenderCount = EID.GameRenderCount + 1
EID.OptionChanged = EID.MCM_OptionChanged EID.OptionChanged = EID.MCM_OptionChanged
@@ -1567,7 +1567,7 @@ EID:AddCallback(ModCallbacks.MC_USE_ITEM, OnUseD4, CollectibleType.COLLECTIBLE_D
-- Re-init transformation progress and item interactions after using Genesis -- Re-init transformation progress and item interactions after using Genesis
if REPENTANCE then if REPENTANCE then
local function OnUseGenesis(_, _, _, player) local function OnUseGenesis(_, _, _, _)
OnGameStartGeneral() OnGameStartGeneral()
CheckAllActiveItemProgress() CheckAllActiveItemProgress()
end end