Coroutine 1.0
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+143
-117
@@ -481,6 +481,35 @@ function EID:calculateBagOfCrafting(componentsTable)
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end
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end
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local function calcHeldItems()
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EID.bagOfCraftingInventoryQuery = {}
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for i = 0, game:GetNumPlayers() - 1 do
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local player = Isaac.GetPlayer(i)
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for j = 0, 3 do
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local card = EID:getBagOfCraftingID(300, player:GetCard(j))
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local pill = EID:getBagOfCraftingID(70, player:GetPill(j))
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-- assume the card/pill is only 1 ingredient
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if card then table.insert(EID.bagOfCraftingInventoryQuery, card[1]) end
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if pill then table.insert(EID.bagOfCraftingInventoryQuery, pill[1]) end
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end
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end
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end
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local function calcFloorItems()
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EID.bagOfCraftingFloorQuery = {}
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for _,v in pairs(EID.bagOfCraftingRoomQueries) do
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for _,v1 in ipairs(v) do
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table.insert(EID.bagOfCraftingFloorQuery, v1)
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end
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end
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end
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local function qualitySort(a, b)
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if (pickupValues[a+1] == pickupValues[b+1]) then
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return a > b
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else
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return pickupValues[a+1] > pickupValues[b+1]
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end
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end
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-- simple table of tables copy function, for modded recipe support (to make a local copy of the XML data tables so we can then add on to them)
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local function deepcopy(orig)
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local orig_type = type(orig)
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@@ -561,7 +590,6 @@ local function checkForPickups()
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if pickup:GetSprite():GetAnimation() == "Collect" and not pickupsCollected[pickup.Index] then
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pickupsCollected[pickup.Index] = true
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if not pickupsJustTouched[pickup.Index] then
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print(pickup.Index .. "," .. pickup:GetSprite():GetFrame() .. "," .. Isaac.GetTime())
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local craftingIDs = EID:getBagOfCraftingID(pickup.Variant, pickup.SubType)
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if craftingIDs ~= nil then
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recheckPickups = true
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@@ -581,6 +609,15 @@ EID:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function(_)
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pickupsCollected = {}
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end)
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-- Using a Card/Pill will change our inventory craftable items, so force a refresh then
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-- (Note: Items that directly add a card/pill to you, i.e. Bottle of Pills, also need a refresh, but aren't tracked for performance)
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EID:AddCallback(ModCallbacks.MC_USE_CARD, function(_)
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recheckPickups = true
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end)
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EID:AddCallback(ModCallbacks.MC_USE_PILL, function(_)
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recheckPickups = true
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end)
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--Tainted Cain "hold to craft" check
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local holdCounter = 0
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local function trackBagHolding()
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@@ -651,55 +688,32 @@ local resetBagCounter = 0
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local craftingIsHidden = false
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local showCraftingResult = false
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local function calcHeldItems()
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EID.bagOfCraftingInventoryQuery = {}
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for i = 0, game:GetNumPlayers() - 1 do
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local player = Isaac.GetPlayer(i)
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for j = 0, 3 do
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local card = EID:getBagOfCraftingID(300, player:GetCard(j))
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local pill = EID:getBagOfCraftingID(70, player:GetPill(j))
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-- assume the card/pill is only 1 ingredient
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if card then table.insert(EID.bagOfCraftingInventoryQuery, card[1]) end
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if pill then table.insert(EID.bagOfCraftingInventoryQuery, pill[1]) end
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end
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end
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end
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local function calcFloorItems()
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EID.bagOfCraftingFloorQuery = {}
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for _,v in pairs(EID.bagOfCraftingRoomQueries) do
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for _,v1 in ipairs(v) do
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table.insert(EID.bagOfCraftingFloorQuery, v1)
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end
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end
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end
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local function qualitySort(a, b)
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if (pickupValues[a+1] == pickupValues[b+1]) then
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return a > b
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else
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return pickupValues[a+1] > pickupValues[b+1]
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end
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end
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--this combination algorithm was adopted from this Java code: https://stackoverflow.com/a/16256122
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--note that it will run into duplicates, for example if you have eight pennies and a key, it can't tell the difference between
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--PPPPPPPK (pennies 1-7) and PPPPPPPK (pennies 2-8) and PPPPPPPK (pennies 1-4,6-8) etc..., I don't know of a way to prevent that
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local coTimer = 0
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-- number of milliseconds we allow these to run without yielding (1/60th of a second = 16.66667 milliseconds)
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local coTimerLength = 5
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local function combinations(arr, length, startPos, tempResult, randResults, newResults)
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local length = length or 8
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local startPos = startPos or 1
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local tempResult = tempResult or {}
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if (length == 0) then
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local resultString = table.concat(tempResult,",")
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if (randResults[resultString] == nil) then
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randResults[resultString] = {table.unpack(tempResult)}
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newResults[resultString] = {table.unpack(tempResult)}
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if Isaac.GetTime() > coTimer + coTimerLength then
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coroutine.yield()
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coTimer = Isaac.GetTime()
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end
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local length = length or 8
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local startPos = startPos or 1
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local tempResult = tempResult or {}
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if (length == 0) then
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local resultString = table.concat(tempResult,",")
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if (randResults[resultString] == nil) then
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randResults[resultString] = {table.unpack(tempResult)}
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newResults[resultString] = {table.unpack(tempResult)}
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end
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return
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end
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for i = startPos, #arr-length+1 do
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tempResult[8-length+1] = arr[i]
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combinations(arr,length-1, i+1, tempResult, randResults, newResults)
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end
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return
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end
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for i = startPos, #arr-length+1 do
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tempResult[8-length+1] = arr[i]
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combinations(arr,length-1, i+1, tempResult, randResults, newResults)
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end
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end
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--code from InputHelper in MCM
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local HotkeyToString = {}
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@@ -785,15 +799,84 @@ end
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-- This list will be modified once the coroutine finishes; until then it will have the last finished list
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local currentRecipesList = {}
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local itemQuery = {}
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local mostValuable = {}
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local randResults = {}
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local newResults = {}
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local skipRandom = false
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local isRefresh = false
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local queryString = ""
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local function RecipeCrunchCoroutine()
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local timer = Isaac.GetTime()
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coTimer = Isaac.GetTime()
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-- Fill randResults/newResults with every possible combination of our most valuable ingredients
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-- The number is has an option to limit it in the config, since the number of total combinations quickly grows (nCr):
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-- 12 = 495, 13 = 1287, 14 = 3003, 15 = 6435, 16 = 12870
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combinations(mostValuable, nil, nil, nil, randResults, newResults)
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if Isaac.GetTime() > timer + 1 then
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coroutine.yield()
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timer = Isaac.GetTime()
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--do random pulls for some more recipe choices
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if (not skipRandom) then
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for i = 0, EID.Config["BagOfCraftingRandomResults"] do
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if Isaac.GetTime() > coTimer + coTimerLength then
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coroutine.yield()
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coTimer = Isaac.GetTime()
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end
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local newTable = {}
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local tableCopy = {table.unpack(itemQuery)}
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for k = 1, 8 do
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local pos = math.random(1, #tableCopy)
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table.insert(newTable, tableCopy[pos])
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table.remove(tableCopy, pos)
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end
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table.sort(newTable, qualitySort)
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local resultString = table.concat(newTable,",")
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if (randResults[resultString] == nil) then
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randResults[resultString] = {table.unpack(newTable)}
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newResults[resultString] = {table.unpack(newTable)}
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end
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end
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end
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local sortedResults = {}
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if (calcResultCache[queryString]) then
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sortedResults = calcResultCache[queryString]
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else
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for _, v in ipairs(sortedIDs) do
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sortedResults[v] = {}
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end
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end
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for _, v in pairs(newResults) do
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if Isaac.GetTime() > coTimer + coTimerLength then
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coroutine.yield()
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coTimer = Isaac.GetTime()
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end
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local resultID, lockedAchievementID = EID:calculateBagOfCrafting(v)
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if resultID ~= lockedAchievementID then
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table.insert(sortedResults[resultID], {v, resultID, lockedAchievementID})
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else
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table.insert(sortedResults[resultID], {v, resultID})
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end
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end
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calcResultCache[queryString] = sortedResults
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randResultCache[queryString] = randResults
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currentRecipesList = sortedResults
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numResults = 0
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for _,v in ipairs(sortedIDs) do
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if (isRefresh and bagOfCraftingOffset > 0 and v == refreshPosition) then
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--jump to the item we were looking at before, so you can more easily refresh for variants of recipes
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bagOfCraftingOffset = numResults
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end
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numResults = numResults + #currentRecipesList[v]
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end
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if not isRefresh then
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bagOfCraftingOffset = 0
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bagOfCraftingRefreshes = 0
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end
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isRefresh = false
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end
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function EID:handleBagOfCraftingRendering()
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@@ -889,7 +972,7 @@ function EID:handleBagOfCraftingRendering()
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roomItems = EID.bagOfCraftingRoomQueries[curRoomIndex..""] or {}
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end
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local itemQuery = {}
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itemQuery = {}
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local itemCount = {}
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-- Merge our list of the floor's pickups, held cards/pills, and our bag's pickups
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@@ -950,16 +1033,16 @@ function EID:handleBagOfCraftingRendering()
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sortNeeded = false
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end
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-- keep the results between frames, it shouldn't be local here
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local queryString = table.concat(itemQuery,",")
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queryString = table.concat(itemQuery,",")
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if lockedResults ~= nil then
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currentRecipesList = calcResultCache[lockedResults]
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elseif calcResultCache[queryString] == nil or refreshNextTick then
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elseif (calcResultCache[queryString] == nil or refreshNextTick) and EID.Coroutines["RecipeCrunch"] == nil then
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isRefresh = refreshNextTick
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--build on top of our previous recipe lists, if possible
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local randResults = randResultCache[queryString] or {}
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local newResults = {}
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local skipRandom = false
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local mostValuable = {}
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randResults = randResultCache[queryString] or {}
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newResults = {}
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skipRandom = false
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mostValuable = {}
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--shift our thorough check forward one ingredient each refresh (it will find duplicates, but spamming refresh will get a lot of variety)
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if (refreshNextTick) then
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@@ -980,67 +1063,10 @@ function EID:handleBagOfCraftingRendering()
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end
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end
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--check every single possible recipe for our highest value pickups
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--limit it in the options, since the number of total combinations quickly grows (nCr):
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--12 = 495, 13 = 1287, 14 = 3003, 15 = 6435, 16 = 12870
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if (#mostValuable >= 8) then combinations(mostValuable, nil, nil, nil, randResults, newResults) end
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--do random pulls for some more recipe choices
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if (not skipRandom) then
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for i = 0, EID.Config["BagOfCraftingRandomResults"] do
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local newTable = {}
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local tableCopy = {table.unpack(itemQuery)}
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for k = 1, 8 do
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local pos = math.random(1, #tableCopy)
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table.insert(newTable, tableCopy[pos])
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table.remove(tableCopy, pos)
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end
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table.sort(newTable, qualitySort)
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local resultString = table.concat(newTable,",")
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if (randResults[resultString] == nil) then
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randResults[resultString] = {table.unpack(newTable)}
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newResults[resultString] = {table.unpack(newTable)}
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end
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end
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end
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local sortedResults = {}
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if (calcResultCache[queryString]) then
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sortedResults = calcResultCache[queryString]
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else
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for _, v in ipairs(sortedIDs) do
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sortedResults[v] = {}
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end
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end
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for _, v in pairs(newResults) do
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local resultID, lockedAchievementID = EID:calculateBagOfCrafting(v)
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if resultID ~= lockedAchievementID then
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table.insert(sortedResults[resultID], {v, resultID, lockedAchievementID})
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else
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table.insert(sortedResults[resultID], {v, resultID})
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end
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end
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calcResultCache[queryString] = sortedResults
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randResultCache[queryString] = randResults
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currentRecipesList = sortedResults
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numResults = 0
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for _,v in ipairs(sortedIDs) do
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if (refreshNextTick and bagOfCraftingOffset > 0 and v == refreshPosition) then
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--jump to the item we were looking at before, so you can more easily refresh for variants of recipes
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bagOfCraftingOffset = numResults
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end
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numResults = numResults + #currentRecipesList[v]
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end
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if not refreshNextTick then
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bagOfCraftingOffset = 0
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bagOfCraftingRefreshes = 0
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end
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EID:addCoroutine("RecipeCrunch", RecipeCrunchCoroutine)
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refreshNextTick = false
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else
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currentRecipesList = calcResultCache[queryString]
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currentRecipesList = calcResultCache[queryString] or currentRecipesList
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end
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if numResults == 0 then
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