Coroutine 1.0

This commit is contained in:
Buurazu authored and GitHub committed 2022-01-28 23:44:28 -05:00
1 parent b7efb9565f
commit f19c630b8a
1 file changed
+143 -117
+143 -117
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@@ -481,6 +481,35 @@ function EID:calculateBagOfCrafting(componentsTable)
end
end
local function calcHeldItems()
EID.bagOfCraftingInventoryQuery = {}
for i = 0, game:GetNumPlayers() - 1 do
local player = Isaac.GetPlayer(i)
for j = 0, 3 do
local card = EID:getBagOfCraftingID(300, player:GetCard(j))
local pill = EID:getBagOfCraftingID(70, player:GetPill(j))
-- assume the card/pill is only 1 ingredient
if card then table.insert(EID.bagOfCraftingInventoryQuery, card[1]) end
if pill then table.insert(EID.bagOfCraftingInventoryQuery, pill[1]) end
end
end
end
local function calcFloorItems()
EID.bagOfCraftingFloorQuery = {}
for _,v in pairs(EID.bagOfCraftingRoomQueries) do
for _,v1 in ipairs(v) do
table.insert(EID.bagOfCraftingFloorQuery, v1)
end
end
end
local function qualitySort(a, b)
if (pickupValues[a+1] == pickupValues[b+1]) then
return a > b
else
return pickupValues[a+1] > pickupValues[b+1]
end
end
-- 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)
local function deepcopy(orig)
local orig_type = type(orig)
@@ -561,7 +590,6 @@ local function checkForPickups()
if pickup:GetSprite():GetAnimation() == "Collect" and not pickupsCollected[pickup.Index] then
pickupsCollected[pickup.Index] = true
if not pickupsJustTouched[pickup.Index] then
print(pickup.Index .. "," .. pickup:GetSprite():GetFrame() .. "," .. Isaac.GetTime())
local craftingIDs = EID:getBagOfCraftingID(pickup.Variant, pickup.SubType)
if craftingIDs ~= nil then
recheckPickups = true
@@ -581,6 +609,15 @@ EID:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function(_)
pickupsCollected = {}
end)
-- Using a Card/Pill will change our inventory craftable items, so force a refresh then
-- (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)
EID:AddCallback(ModCallbacks.MC_USE_CARD, function(_)
recheckPickups = true
end)
EID:AddCallback(ModCallbacks.MC_USE_PILL, function(_)
recheckPickups = true
end)
--Tainted Cain "hold to craft" check
local holdCounter = 0
local function trackBagHolding()
@@ -651,55 +688,32 @@ local resetBagCounter = 0
local craftingIsHidden = false
local showCraftingResult = false
local function calcHeldItems()
EID.bagOfCraftingInventoryQuery = {}
for i = 0, game:GetNumPlayers() - 1 do
local player = Isaac.GetPlayer(i)
for j = 0, 3 do
local card = EID:getBagOfCraftingID(300, player:GetCard(j))
local pill = EID:getBagOfCraftingID(70, player:GetPill(j))
-- assume the card/pill is only 1 ingredient
if card then table.insert(EID.bagOfCraftingInventoryQuery, card[1]) end
if pill then table.insert(EID.bagOfCraftingInventoryQuery, pill[1]) end
end
end
end
local function calcFloorItems()
EID.bagOfCraftingFloorQuery = {}
for _,v in pairs(EID.bagOfCraftingRoomQueries) do
for _,v1 in ipairs(v) do
table.insert(EID.bagOfCraftingFloorQuery, v1)
end
end
end
local function qualitySort(a, b)
if (pickupValues[a+1] == pickupValues[b+1]) then
return a > b
else
return pickupValues[a+1] > pickupValues[b+1]
end
end
--this combination algorithm was adopted from this Java code: https://stackoverflow.com/a/16256122
--note that it will run into duplicates, for example if you have eight pennies and a key, it can't tell the difference between
--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
local coTimer = 0
-- number of milliseconds we allow these to run without yielding (1/60th of a second = 16.66667 milliseconds)
local coTimerLength = 5
local function combinations(arr, length, startPos, tempResult, randResults, newResults)
local length = length or 8
local startPos = startPos or 1
local tempResult = tempResult or {}
if (length == 0) then
local resultString = table.concat(tempResult,",")
if (randResults[resultString] == nil) then
randResults[resultString] = {table.unpack(tempResult)}
newResults[resultString] = {table.unpack(tempResult)}
if Isaac.GetTime() > coTimer + coTimerLength then
coroutine.yield()
coTimer = Isaac.GetTime()
end
local length = length or 8
local startPos = startPos or 1
local tempResult = tempResult or {}
if (length == 0) then
local resultString = table.concat(tempResult,",")
if (randResults[resultString] == nil) then
randResults[resultString] = {table.unpack(tempResult)}
newResults[resultString] = {table.unpack(tempResult)}
end
return
end
for i = startPos, #arr-length+1 do
tempResult[8-length+1] = arr[i]
combinations(arr,length-1, i+1, tempResult, randResults, newResults)
end
return
end
for i = startPos, #arr-length+1 do
tempResult[8-length+1] = arr[i]
combinations(arr,length-1, i+1, tempResult, randResults, newResults)
end
end
--code from InputHelper in MCM
local HotkeyToString = {}
@@ -785,15 +799,84 @@ end
-- This list will be modified once the coroutine finishes; until then it will have the last finished list
local currentRecipesList = {}
local itemQuery = {}
local mostValuable = {}
local randResults = {}
local newResults = {}
local skipRandom = false
local isRefresh = false
local queryString = ""
local function RecipeCrunchCoroutine()
local timer = Isaac.GetTime()
coTimer = Isaac.GetTime()
-- Fill randResults/newResults with every possible combination of our most valuable ingredients
-- The number is has an option to limit it in the config, since the number of total combinations quickly grows (nCr):
-- 12 = 495, 13 = 1287, 14 = 3003, 15 = 6435, 16 = 12870
combinations(mostValuable, nil, nil, nil, randResults, newResults)
if Isaac.GetTime() > timer + 1 then
coroutine.yield()
timer = Isaac.GetTime()
--do random pulls for some more recipe choices
if (not skipRandom) then
for i = 0, EID.Config["BagOfCraftingRandomResults"] do
if Isaac.GetTime() > coTimer + coTimerLength then
coroutine.yield()
coTimer = Isaac.GetTime()
end
local newTable = {}
local tableCopy = {table.unpack(itemQuery)}
for k = 1, 8 do
local pos = math.random(1, #tableCopy)
table.insert(newTable, tableCopy[pos])
table.remove(tableCopy, pos)
end
table.sort(newTable, qualitySort)
local resultString = table.concat(newTable,",")
if (randResults[resultString] == nil) then
randResults[resultString] = {table.unpack(newTable)}
newResults[resultString] = {table.unpack(newTable)}
end
end
end
local sortedResults = {}
if (calcResultCache[queryString]) then
sortedResults = calcResultCache[queryString]
else
for _, v in ipairs(sortedIDs) do
sortedResults[v] = {}
end
end
for _, v in pairs(newResults) do
if Isaac.GetTime() > coTimer + coTimerLength then
coroutine.yield()
coTimer = Isaac.GetTime()
end
local resultID, lockedAchievementID = EID:calculateBagOfCrafting(v)
if resultID ~= lockedAchievementID then
table.insert(sortedResults[resultID], {v, resultID, lockedAchievementID})
else
table.insert(sortedResults[resultID], {v, resultID})
end
end
calcResultCache[queryString] = sortedResults
randResultCache[queryString] = randResults
currentRecipesList = sortedResults
numResults = 0
for _,v in ipairs(sortedIDs) do
if (isRefresh and bagOfCraftingOffset > 0 and v == refreshPosition) then
--jump to the item we were looking at before, so you can more easily refresh for variants of recipes
bagOfCraftingOffset = numResults
end
numResults = numResults + #currentRecipesList[v]
end
if not isRefresh then
bagOfCraftingOffset = 0
bagOfCraftingRefreshes = 0
end
isRefresh = false
end
function EID:handleBagOfCraftingRendering()
@@ -889,7 +972,7 @@ function EID:handleBagOfCraftingRendering()
roomItems = EID.bagOfCraftingRoomQueries[curRoomIndex..""] or {}
end
local itemQuery = {}
itemQuery = {}
local itemCount = {}
-- Merge our list of the floor's pickups, held cards/pills, and our bag's pickups
@@ -950,16 +1033,16 @@ function EID:handleBagOfCraftingRendering()
sortNeeded = false
end
-- keep the results between frames, it shouldn't be local here
local queryString = table.concat(itemQuery,",")
queryString = table.concat(itemQuery,",")
if lockedResults ~= nil then
currentRecipesList = calcResultCache[lockedResults]
elseif calcResultCache[queryString] == nil or refreshNextTick then
elseif (calcResultCache[queryString] == nil or refreshNextTick) and EID.Coroutines["RecipeCrunch"] == nil then
isRefresh = refreshNextTick
--build on top of our previous recipe lists, if possible
local randResults = randResultCache[queryString] or {}
local newResults = {}
local skipRandom = false
local mostValuable = {}
randResults = randResultCache[queryString] or {}
newResults = {}
skipRandom = false
mostValuable = {}
--shift our thorough check forward one ingredient each refresh (it will find duplicates, but spamming refresh will get a lot of variety)
if (refreshNextTick) then
@@ -980,67 +1063,10 @@ function EID:handleBagOfCraftingRendering()
end
end
--check every single possible recipe for our highest value pickups
--limit it in the options, since the number of total combinations quickly grows (nCr):
--12 = 495, 13 = 1287, 14 = 3003, 15 = 6435, 16 = 12870
if (#mostValuable >= 8) then combinations(mostValuable, nil, nil, nil, randResults, newResults) end
--do random pulls for some more recipe choices
if (not skipRandom) then
for i = 0, EID.Config["BagOfCraftingRandomResults"] do
local newTable = {}
local tableCopy = {table.unpack(itemQuery)}
for k = 1, 8 do
local pos = math.random(1, #tableCopy)
table.insert(newTable, tableCopy[pos])
table.remove(tableCopy, pos)
end
table.sort(newTable, qualitySort)
local resultString = table.concat(newTable,",")
if (randResults[resultString] == nil) then
randResults[resultString] = {table.unpack(newTable)}
newResults[resultString] = {table.unpack(newTable)}
end
end
end
local sortedResults = {}
if (calcResultCache[queryString]) then
sortedResults = calcResultCache[queryString]
else
for _, v in ipairs(sortedIDs) do
sortedResults[v] = {}
end
end
for _, v in pairs(newResults) do
local resultID, lockedAchievementID = EID:calculateBagOfCrafting(v)
if resultID ~= lockedAchievementID then
table.insert(sortedResults[resultID], {v, resultID, lockedAchievementID})
else
table.insert(sortedResults[resultID], {v, resultID})
end
end
calcResultCache[queryString] = sortedResults
randResultCache[queryString] = randResults
currentRecipesList = sortedResults
numResults = 0
for _,v in ipairs(sortedIDs) do
if (refreshNextTick and bagOfCraftingOffset > 0 and v == refreshPosition) then
--jump to the item we were looking at before, so you can more easily refresh for variants of recipes
bagOfCraftingOffset = numResults
end
numResults = numResults + #currentRecipesList[v]
end
if not refreshNextTick then
bagOfCraftingOffset = 0
bagOfCraftingRefreshes = 0
end
EID:addCoroutine("RecipeCrunch", RecipeCrunchCoroutine)
refreshNextTick = false
else
currentRecipesList = calcResultCache[queryString]
currentRecipesList = calcResultCache[queryString] or currentRecipesList
end
if numResults == 0 then