Move Void RNG functions
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@@ -818,74 +818,7 @@ end
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-- Runs 30 times a second; doesn't update while paused
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local collSpawned = false
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EID.VoidStatIncreases = {}
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EID.BlackRuneStatIncreases = {}
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local function VoidRNGNext(num)
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num = num ~ ((num >> 5) & 4294967295)
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num = num ~ ((num << 9) & 4294967295)
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num = num ~ ((num >> 7) & 4294967295)
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return num >> 0;
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end
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local function GetTwoIncreases(rng, tbl)
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local statTable = {1,2,3,4,5,6}
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-- perform 5 random swaps of our stat table
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for i = 6, 2, -1 do
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rng = VoidRNGNext(rng)
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local result = (rng % i) + 1
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local temp = statTable[i]
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statTable[i] = statTable[result]
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statTable[result] = temp
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end
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-- the first two entries in the stat table get increased
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tbl[statTable[1]] = tbl[statTable[1]] + 1
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tbl[statTable[2]] = tbl[statTable[2]] + 1
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return rng
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end
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local numVoidable = 0
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local numRunable = 0
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-- Count the number of absorbable pedestals in the room
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function EID:VoidRoomCheck()
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numVoidable = 0
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numRunable = 0
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local indexesFound = {}
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for _, entity in ipairs(Isaac.FindByType(5, 100, -1, true, false)) do
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local pickup = entity:ToPickup()
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-- Count this pedestal if it's not an active (or this is Black Rune), not a shop item, and (in Repentance) the first of its option index
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-- TEST IF VOID ALWAYS ABSORBS THE FIRST OF ITS OPTION INDEX
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if entity.SubType > 0 and not pickup:IsShopItem() and
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(not REPENTANCE or pickup.OptionsPickupIndex == 0 or indexesFound[pickup.OptionsPickupIndex] ~= true) then
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numRunable = numRunable + 1
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indexesFound[pickup.OptionsPickupIndex] = true
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if (EID.itemConfig:GetCollectible(entity.SubType).Type ~= ItemType.ITEM_ACTIVE) then numVoidable = numVoidable + 1 end
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end
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end
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end
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function EID:VoidRNGCheck(player, isRune)
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-- increases = the stats from the absorbable pedestals in the room
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local increases = {0, 0, 0, 0, 0, 0}
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-- absorbing after buying a shop item can need 1 extra stat increase set; Tab previews need only 1 stat increase
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local shopItemIncreases = {}; local singleIncreases = {}
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local startRNG = (isRune and player:GetCardRNG(Card.RUNE_BLACK):GetSeed()) or player:GetCollectibleRNG(CollectibleType.COLLECTIBLE_VOID):GetSeed()
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local count = (isRune and numRunable) or numVoidable
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local eidTable = (isRune and EID.BlackRuneStatIncreases) or EID.VoidStatIncreases
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-- in Repentance, an additional RNG call is done before the 5 for stat ups when using Void
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if REPENTANCE and not isRune then startRNG = VoidRNGNext(startRNG) end
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for i = 1, count do
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startRNG = GetTwoIncreases(startRNG, increases)
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if i == 1 then eidTable[3] = {table.unpack(increases)} end
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end
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eidTable[1] = {table.unpack(increases)}
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-- do an extra check for what you'd get if you Void with a shop item above your head
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GetTwoIncreases(startRNG, increases)
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eidTable[2] = {table.unpack(increases)}
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-- if there were no absorbable pedestals, the "single increase" stats are the same as the "one extra" stats
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if count == 0 then eidTable[3] = {table.unpack(increases)} end
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end
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EID.RecheckVoid = false
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function EID:onGameUpdate()
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EID.GameUpdateCount = EID.GameUpdateCount + 1
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@@ -906,9 +839,7 @@ function EID:onGameUpdate()
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table.insert(curPositions, {entity, entity.Position})
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end
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-- Recalculate our total Void stat-ups if a collectible spawned this frame
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-- THIS COULD APPLY TO BLACK RUNE AS WELL
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EID:VoidRoomCheck()
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EID.RecheckVoid = true
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end
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-- Remove Crane Game item data if it's giving the prize out
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@@ -924,7 +855,7 @@ function EID:onGameUpdate()
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end
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EID:AddCallback(ModCallbacks.MC_POST_UPDATE, EID.onGameUpdate)
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-- Wait until all collectibles spawning this frame have spawned before checking if there's an overlap
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-- Wait until all collectibles spawning this frame have spawned before checking what we need to check about them
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function EID:CollectibleSpawnedThisFrame(entity)
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collSpawned = true
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end
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