This commit is contained in:
Buurazu authored and GitHub committed 2022-01-11 03:18:50 -05:00
1 parent 93fbc37b31
commit bdc8537014
1 file changed
+96 -54
+96 -54
View File
@@ -18,20 +18,20 @@ local logLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME
local logFound = false local logFound = false
local logCursor = 0 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 --currently english only
local attributeConversions = { local attributeConversions = {
--chain = "Then: ",
chain = "", chain = "",
active = "On use:", active = "On use:#",
pickup_collected = "When you collect a pickup:", pickup_collected = "When you collect a pickup:#",
enemy_kill = "On kill, chance to:", 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 in an area around you",
area_damage = "Deal {1} damage to all enemies in the room",
add_temporary_effect = "Gain {1} for the room", add_temporary_effect = "Gain {1} for the room",
convert_entities = "Convert all {1} in the room to {2}", convert_entities = "Convert all {1} in the room to {2}",
use_active_item = "Use {1}", use_active_item = "Use {1}",
@@ -39,17 +39,27 @@ local attributeConversions = {
fart = "Fart with size {1}", fart = "Fart with size {1}",
} }
local lastEffectTrigger = "chain"
local function parseEffectLine(raw) local function parseEffectLine(raw)
local words = {} local words = {}
for w in string.gmatch(raw,"%S+") do table.insert(words, w) end for w in string.gmatch(raw,"%S+") do table.insert(words, w) end
local triggerReplacements = {}
local replacements = {}
-- words[1] = "[INFO]", words[2] = "-" -- words[1] = "[INFO]", words[2] = "-"
local effectTrigger = words[3] 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] = "->" -- words[4] = "->"
local effectType = words[5] local effectType = words[5]
local fullEffect = "" local fullEffect = ""
for i=5,#words do fullEffect = fullEffect .. words[i] .. " " end for i=5,#words do fullEffect = fullEffect .. words[i] .. " " end
local replacements = {}
local extraText = "" local extraText = ""
-- switch statement for how to handle the words after the effect type -- switch statement for how to handle the words after the effect type
if effectType == "add_temporary_effect" or effectType == "use_active_item" then if effectType == "add_temporary_effect" or effectType == "use_active_item" then
@@ -59,67 +69,71 @@ local function parseEffectLine(raw)
name = name .. words[i] name = name .. words[i]
if (i ~= #words) then name = name .. " " end if (i ~= #words) then name = name .. " " end
end end
replacements[1] = name
replacements[1] = "{{Collectible" .. Isaac.GetItemIdByName(name) .. "}}" .. name
elseif effectType == "convert_entities" then elseif effectType == "convert_entities" then
--figure out how to convert entity numbers --figure out how to convert entity numbers
replacements[1] = words[6] replacements[1] = words[6]
replacements[2] = words[8] 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 end
local eidString = "" 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 .. "#" eidString = eidString .. (attributeConversions[effectType] or fullEffect) .. extraText .. "#"
for k,v in ipairs(replacements) do for k,v in ipairs(triggerReplacements) do eidString = string.gsub(eidString, "{T" .. k .. "}", v) end
eidString = string.gsub(eidString, "{" .. k .. "}", v) for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end
end
if effectTrigger ~= "chain" then lastEffectTrigger = effectTrigger end
return eidString return eidString
end 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") local theLog = io.open(logLocation, "r")
if (theLog == nil) then theLog:seek("set", logCursor)
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
print("resuming at " .. (maxNumber - spawnedItems - 1))
end
end
EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER)
--[[ local itemCount = 0
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 local line = theLog:read()
print("[EID] TMTRAINER SPAWNED " .. (maxNumber - spawnedItems - 1)) while line ~= nil do
Isaac.DebugString("[EID] TMTRAINER SPAWNED " .. (maxNumber - spawnedItems - 1)) if string.find(line, "initialized with") then
--print("PRE ENTITY SPAWN " .. enttype .. "." .. variant .. "." .. subtype .. ", " .. tostring(pos)) itemCount = itemCount + 1
--Isaac.DebugString("PRE ENTITY SPAWN " .. enttype .. "." .. variant .. "." .. subtype .. ", " .. tostring(pos))
end end
end) line = theLog:read()
]] end
theLog:close()
return itemCount
end
local function CheckLogForItems(_) local function CheckLogForItems(_)
if (not logFound or game:GetFrameCount() % 5 ~= 0 or not EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER)) then return end 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 numEffects = 0
local itemScore = 0 local itemScore = 0
local effects = {} local effects = {}
local eidDesc = "" 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 if string.find(line, "initialized with") then
local count = 0 local count = 0
spawnedItems = spawnedItems + 1 spawnedItems = spawnedItems + 1
lastEffectTrigger = "chain"
eidDesc = ""
-- find the number of effects, and the score given -- find the number of effects, and the score given
-- (this match gets every number in the line) -- (this match gets every number in the line)
for s in string.gmatch(line, "%d*%.?%d+") do for s in string.gmatch(line, "%d*%.?%d+") do
@@ -130,22 +144,50 @@ local function CheckLogForItems(_)
itemScore = tonumber(s) itemScore = tonumber(s)
end end
end end
eidDesc = "Score: " .. itemScore .. "#"
elseif numEffects > 0 then elseif numEffects > 0 then
numEffects = numEffects - 1 numEffects = numEffects - 1
table.insert(effects, line) table.insert(effects, line)
eidDesc = eidDesc .. parseEffectLine(line) eidDesc = eidDesc .. parseEffectLine(line)
-- also display the unparsed line for debug purposes (REMOVE THIS) -- also display the unparsed line for debug purposes (REMOVE THIS)
eidDesc = eidDesc .. "(" .. line .. ")#" --eidDesc = eidDesc .. "(" .. line .. ")#"
if numEffects == 0 then 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) EID:addCollectible(maxNumber - spawnedItems, eidDesc)
print("adding " .. (maxNumber - spawnedItems))
end end
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 end
secondaryLog:flush()
-- wipe the log file logCursor = theLog:seek()
io.open(logLocation, "w+") theLog:close()
end end
EID:AddCallback(ModCallbacks.MC_POST_UPDATE, CheckLogForItems) 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)