diff --git a/eid_tmtrainer.lua b/eid_tmtrainer.lua index e7743529..50c70247 100644 --- a/eid_tmtrainer.lua +++ b/eid_tmtrainer.lua @@ -18,20 +18,20 @@ local logLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME local logFound = false local logCursor = 0 -local newLogLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME") .. "/Documents/My Games/Binding of Isaac Repentance/log2.txt" -local secondaryLog = io.open(newLogLocation, "w+") -secondaryLog:write("[EID] For performance and accuracy reasons, reading glitched item descriptions from the log file requires wiping the log regularly, so while you have TMTRAINER, most of the log will be moved here\n") ---test using file:seek instead, to just move our cursor to the start of new text! - --currently english only local attributeConversions = { + --chain = "Then: ", chain = "", - active = "On use:", - pickup_collected = "When you collect a pickup:", - enemy_kill = "On kill, chance to:", + active = "On use:#", + pickup_collected = "When you collect a pickup:#", + enemy_kill = "On kill, chance to:#", + damage_taken = "When you take damage:#", + entity_spawned = "When a {T1} is spawned, chance to:#", + tear_fire = "When you fire a tear, chance to:#", + enemy_hit = "On hitting an enemy, chance to:#", + room_clear = "On room clear:#", - - area_damage = "Deal {1} damage to all enemies in the room", + area_damage = "Deal {1} damage in an area around you", add_temporary_effect = "Gain {1} for the room", convert_entities = "Convert all {1} in the room to {2}", use_active_item = "Use {1}", @@ -39,17 +39,27 @@ local attributeConversions = { fart = "Fart with size {1}", } +local lastEffectTrigger = "chain" + local function parseEffectLine(raw) local words = {} for w in string.gmatch(raw,"%S+") do table.insert(words, w) end + + local triggerReplacements = {} + local replacements = {} + -- words[1] = "[INFO]", words[2] = "-" local effectTrigger = words[3] + if (string.find(effectTrigger, "entity_spawned")) then + effectTrigger = "entity_spawned" + triggerReplacements[1] = string.sub(words[3], 16, -2) + end -- words[4] = "->" local effectType = words[5] local fullEffect = "" for i=5,#words do fullEffect = fullEffect .. words[i] .. " " end - local replacements = {} + local extraText = "" -- switch statement for how to handle the words after the effect type if effectType == "add_temporary_effect" or effectType == "use_active_item" then @@ -59,67 +69,71 @@ local function parseEffectLine(raw) name = name .. words[i] if (i ~= #words) then name = name .. " " end end - replacements[1] = name + + replacements[1] = "{{Collectible" .. Isaac.GetItemIdByName(name) .. "}}" .. name elseif effectType == "convert_entities" then --figure out how to convert entity numbers replacements[1] = words[6] replacements[2] = words[8] + elseif effectType == "spawn_entity" then + replacements[1] = words[6] + elseif effectType == "fart" then + replacements[1] = words[6] + elseif effectType == "area_damage" then + --I could check for 0 damage here and not show it + --It also has flags in words[8] but they don't seem very useful, usually all zeroes + replacements[1] = words[6] end local eidString = "" - eidString = eidString .. (attributeConversions[effectTrigger] or effectTrigger) .. "#" + if effectTrigger ~= lastEffectTrigger then eidString = eidString .. (attributeConversions[effectTrigger] or (effectTrigger .. "#")) end eidString = eidString .. (attributeConversions[effectType] or fullEffect) .. extraText .. "#" - for k,v in ipairs(replacements) do - eidString = string.gsub(eidString, "{" .. k .. "}", v) - end + for k,v in ipairs(triggerReplacements) do eidString = string.gsub(eidString, "{T" .. k .. "}", v) end + for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end + + if effectTrigger ~= "chain" then lastEffectTrigger = effectTrigger end return eidString end ---work on how resuming a game works (determine current id by checking if item ids exist) +--SOMETHING SCREWY WITH GLOWING HOURGLASS -local function GameStartTMTRAINER(_,isSave) +local function CountLogItems() local theLog = io.open(logLocation, "r") - if (theLog == nil) then - print("[EID] Could not find the log file at " .. logLocation .. "; glitched item descriptions won't work!") - logFound = false - return - else - logFound = true - end - spawnedItems = 0 - if isSave then - --check what item ID we're on - local config = Isaac.GetItemConfig() - while config:GetCollectible(maxNumber - spawnedItems - 1) ~= nil do - spawnedItems = spawnedItems + 1 + theLog:seek("set", logCursor) + + local itemCount = 0 + + local line = theLog:read() + while line ~= nil do + if string.find(line, "initialized with") then + itemCount = itemCount + 1 end - print("resuming at " .. (maxNumber - spawnedItems - 1)) + line = theLog:read() end + + theLog:close() + return itemCount end -EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER) - ---[[ -EID:AddCallback(ModCallbacks.MC_PRE_ENTITY_SPAWN, function(_, enttype, variant, subtype, pos, vel, spawner, seed) - if (EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER) and enttype == 5 and variant == 100 and subtype == 0) then - print("[EID] TMTRAINER SPAWNED " .. (maxNumber - spawnedItems - 1)) - Isaac.DebugString("[EID] TMTRAINER SPAWNED " .. (maxNumber - spawnedItems - 1)) - --print("PRE ENTITY SPAWN " .. enttype .. "." .. variant .. "." .. subtype .. ", " .. tostring(pos)) - --Isaac.DebugString("PRE ENTITY SPAWN " .. enttype .. "." .. variant .. "." .. subtype .. ", " .. tostring(pos)) - end -end) -]] local function CheckLogForItems(_) if (not logFound or game:GetFrameCount() % 5 ~= 0 or not EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER)) then return end - local logLines = io.lines(logLocation) + local numEffects = 0 local itemScore = 0 local effects = {} local eidDesc = "" - for line in io.lines(logLocation) do + + local theLog = io.open(logLocation, "r") + theLog:seek("set", logCursor) + + local logLines = {} + local line = theLog:read() + while line ~= nil do if string.find(line, "initialized with") then local count = 0 spawnedItems = spawnedItems + 1 + lastEffectTrigger = "chain" + eidDesc = "" -- find the number of effects, and the score given -- (this match gets every number in the line) for s in string.gmatch(line, "%d*%.?%d+") do @@ -130,22 +144,50 @@ local function CheckLogForItems(_) itemScore = tonumber(s) end end - eidDesc = "Score: " .. itemScore .. "#" elseif numEffects > 0 then numEffects = numEffects - 1 table.insert(effects, line) eidDesc = eidDesc .. parseEffectLine(line) -- also display the unparsed line for debug purposes (REMOVE THIS) - eidDesc = eidDesc .. "(" .. line .. ")#" + --eidDesc = eidDesc .. "(" .. line .. ")#" if numEffects == 0 then + -- Glowing Hour Glass type effects will cause the game to reload all items, check if our desc is equal to the first one + if (EID:getDescriptionObj(5, 100, maxNumber - 1).Description == eidDesc) then spawnedItems = 1 end EID:addCollectible(maxNumber - spawnedItems, eidDesc) + print("adding " .. (maxNumber - spawnedItems)) end end - -- there are some lines that have a gigantic amount of white space and I don't know why, don't write those I guess... - if (#line < 200) then secondaryLog:write("LINE: " .. #line .. ": " .. line .. "\n") end + + line = theLog:read() end - secondaryLog:flush() - -- wipe the log file - io.open(logLocation, "w+") + + logCursor = theLog:seek() + theLog:close() end EID:AddCallback(ModCallbacks.MC_POST_UPDATE, CheckLogForItems) + +-- figure out where to resume loading item descriptions when continuing a file +-- unfortunately, I'm not bothering to save descriptions if you close the game +local function GameStartTMTRAINER(_,isSave) + local theLog = io.open(logLocation, "r") + if (theLog == nil) then + print("[EID] Could not find the log file at " .. logLocation .. "; glitched item descriptions won't work!") + logFound = false + return + else + logFound = true + end + spawnedItems = 0 + --[[if isSave then + -- check what item ID we're on + local config = Isaac.GetItemConfig() + while config:GetCollectible(maxNumber - spawnedItems - 1) ~= nil do + spawnedItems = spawnedItems + 1 + end + -- if we exit and reload in a room with a new pedestal to spawn, that item's info is grabbable but spawnedItems would be too high + spawnedItems = spawnedItems - CountLogItems() + + print("resuming at " .. (maxNumber - spawnedItems - 1)) + end]] +end +EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER)