-- Init legacy global variables for other mods to hand over Descriptions if not __eidItemDescriptions then __eidItemDescriptions = {} end if not __eidTrinketDescriptions then __eidTrinketDescriptions = {} end if not __eidCardDescriptions then __eidCardDescriptions = {} end if not __eidPillDescriptions then __eidPillDescriptions = {} end if not __eidItemTransformations then __eidItemTransformations = {} end if not __eidEntityDescriptions then __eidEntityDescriptions = {} end --------------------------------------------------------------------------- -------------------------Handle Custom Enum ----------------------------- --maps the Player transformation from the enum PlayerForm to the internal transformation table -- Possible usages: EID.TRANSFORMATION[ PlayerForm.PLAYERFORM_MUSHROOM ] -- EID.TRANSFORMATION.MUSHROOM EID.TRANSFORMATION = { ["GUPPY"] = 1, ["LORD_OF_THE_FLIES"] = 3, ["MUSHROOM"] = 2, ["ANGEL"] = 10, ["BOB"] = 8, ["SPUN"] = 5, ["MOM"] = 6, ["CONJOINED"] = 4, ["LEVIATHAN"] = 9, ["POOP"] = 7, ["BOOKWORM"] = 12, ["ADULT"] = 14, ["SPIDERBABY"] = 13, ["SUPERBUM"] = 11 } -- List of item Types EID.ItemTypeAnm2Names = { "null", -- 1 "passive", -- 2 "active", -- 3 "familiar", -- 4 "trinket" -- 5 } --------------------------------------------------------------------------- -------------------------Handle API Functions ----------------------------- local nullVector = Vector(0,0) local game = Game() local maxCardID = REPENTANCE and 97 or 54 local maxPillID = REPENTANCE and 14 or 13 local dynamicSpriteCache = {} -- used to store sprite objects of collectible icons etc. -- Adds a description for a collectible. Optional parameters: itemName, language function EID:addCollectible(id, description, itemName, language) itemName = itemName or nil language = language or "en_us" EID.descriptions[language].custom["5.100." .. id] = {id, itemName, description, EID._currentMod} end -- Adds a description for a trinket. Optional parameters: itemName, language function EID:addTrinket(id, description, itemName, language) itemName = itemName or nil language = language or "en_us" EID.descriptions[language].custom["5.350." .. id] = {id, itemName, description, EID._currentMod} end -- Adds a description for a card/rune. Optional parameters: itemName, language function EID:addCard(id, description, itemName, language) itemName = itemName or nil language = language or "en_us" EID.descriptions[language].custom["5.300." .. id] = {id, itemName, description, EID._currentMod} end -- Adds a description for a pilleffect id. Optional parameters: itemName, language function EID:addPill(id, description, itemName, language) itemName = itemName or nil language = language or "en_us" EID.descriptions[language].custom["5.70." .. id+1] = {id+1, itemName, description, EID._currentMod} end -- Adds a character specific description for the item "Birthright". Optional parameters: playerName, language function EID:addBirthright(characterId, description, playerName, language) playerName = playerName or nil language = language or "en_us" EID.descriptions[language].birthright[characterId + 1] = {playerName, "", description} end -- Creates a new transformation with a given unique name and a display name function EID:createTransformation(uniqueName, displayName, language) language = language or "en_us" if EID.CustomTransformations[uniqueName] == nil then EID.CustomTransformations[uniqueName] = {} end EID.CustomTransformations[uniqueName][language] = displayName end -- Assigns transformations to an entity (Adds to existing transformations) -- valid target types: [collectible, trinket, card, pill, entity] -- when type = entity, targetIdentifier must be in the format "ID.Variant.subtype". for any other type, it can just be the id -- EXAMPLE: EID:assignTransformation("collectible", 1, "My Transformation") function EID:assignTransformation(targetType, targetIdentifier, transformationString) local entryID = EID:getIDVariantString(targetType) if entryID ~= nil then entryID = entryID.."."..targetIdentifier else entryID = targetIdentifier end EID:removeEntryFromString(EID.CustomTransformAssignments, entryID, transformationString) if EID.CustomTransformAssignments[entryID] == nil then EID.CustomTransformAssignments[entryID] = transformationString else EID.CustomTransformAssignments[entryID] = EID.CustomTransformAssignments[entryID]..","..transformationString end EID:removeEntryFromString(EID.CustomTransformRemovals, entryID, transformationString) end -- Removes a transformation of an entity -- valid target types: [collectible, trinket, card, pill, entity] -- when type = entity, targetIdentifier must be in the format "ID.Variant.subtype". for any other type, it can just be the id -- EXAMPLE: EID:removeTransformation("collectible", 1, "My Transformation") function EID:removeTransformation(targetType, targetIdentifier, transformationString) local entryID = EID:getIDVariantString(targetType) if entryID ~= nil then entryID = entryID.."."..targetIdentifier else entryID = targetIdentifier end EID:removeEntryFromString(EID.CustomTransformRemovals, entryID, transformationString) if EID.CustomTransformRemovals[entryID] == nil then EID.CustomTransformRemovals[entryID] = transformationString else EID.CustomTransformRemovals[entryID] = EID.CustomTransformRemovals[entryID]..","..transformationString end EID:removeEntryFromString(EID.CustomTransformAssignments, entryID, transformationString) end -- Removes a given value from the string inside a table. Example: "1,2,3", removing 2 will return "1,3" function EID:removeEntryFromString(sourceTable, entryKey, entryValue) if sourceTable[entryKey] == nil then return end local newEntry = "" for str in string.gmatch(sourceTable[entryKey], "([^,]+)") do local addToList = true for removeStr in string.gmatch(entryValue, "([^,]+)") do if removeStr == str then addToList = false end end if addToList then newEntry = newEntry..","..str end end newEntry = newEntry:sub(2) if newEntry == "" then newEntry = nil end sourceTable[entryKey] = newEntry end -- Adds a description for a an Entity. Optional parameters: language, transformations -- when subtype is -1 or empty, it will affect all subtypes of that entity function EID:addEntity(id, variant, subtype, entityName, description, language) subtype = subtype or nil language = language or "en_us" if id == EntityType.ENTITY_EFFECT then EID.effectList[variant] = true end EID.descriptions[language].custom[id .. "." .. variant .. "." .. subtype] = { subtype, entityName, description } end -- Adds a new icon object with the shortcut defined in the "shortcut" variable (e.g. "{{shortcut}}" = your icon) -- Shortcuts are case Sensitive! Shortcuts can be overriden with this function to allow for full control over everything -- Setting "animationFrame" to -1 will play the animation. The spriteObject needs to be of class Sprite() and have an .anm2 loaded -- default values: leftOffset= -1 , topOffset = 0 function EID:addIcon(shortcut, animationName, animationFrame, width, height, leftOffset, topOffset, spriteObject) leftOffset = leftOffset or -1 topOffset = topOffset or 0 EID.InlineIcons[shortcut] = {animationName, animationFrame, width, height, leftOffset, topOffset, spriteObject} end -- Adds a new color object with the shortcut defined in the "shortcut" variable (e.g. "{{shortcut}}" = your color) -- Shortcuts are case Sensitive! Shortcuts can be overriden with this function to allow for full control over everything -- Define a callback to let it be called when interpreting the color-markup. define a kColor otherwise for a simple color change function EID:addColor(shortcut, kColor, callback) if callback ~= nil then EID.InlineColors[shortcut] = callback else EID.InlineColors[shortcut] = kColor end end -- Overrides all potentially displayed texts and permanently displays the given texts. Can be turned of again using the "EID:hidePermanentText()" function function EID:displayPermanentText(descriptionObject) EID.permanentDisplayTextObj = descriptionObject EID.isDisplayingPermanent = true end -- Hides permanently displayed text objects if they exist. function EID:hidePermanentText() EID.permanentDisplayTextObj = nil EID.isDisplayingPermanent = false end -- function to turn entity type names into actual ingame ID.Variant pairs function EID:getIDVariantString(typeName) if typeName == "collectible" or typeName == "collectibles" then return "5.100" elseif typeName == "trinket" or typeName == "trinkets" then return "5.350" elseif typeName == "card" or typeName == "cards" then return "5.300" elseif typeName == "pill" or typeName == "pills" or typeName == "horsepills" or typeName == "horsepill" then return "5.70" elseif typeName == "sacrifice" then return "-999.-1" elseif typeName == "dice" then return "1000.76" end return nil end -- function to turn entity typ and variants into their EID table-name function EID:getTableName(Type, Variant, SubType) local idString = Type.."."..Variant if idString == "5.100" then return "collectibles" elseif idString == "5.350" then return "trinkets" elseif idString == "5.300" then return "cards" elseif idString == "5.70" then if SubType <2049 then return "pills" else return "horsepills" end elseif idString == "-999.-1" then return "sacrifice" elseif idString == "1000.76" then return "dice" else return "custom" end end -- Loads a given font from a given file path and use it to render text function EID:loadFont(fontFileName) EID.font:Load(fontFileName) EID.font:SetMissingCharacter(2) if not EID.font:IsLoaded() then Isaac.DebugString("EID - ERROR: Could not load font from '" .. EID.modPath .. "resources/font/default.fnt" .. "'") return false end return true end -- Returns if EID is displaying text right now function EID:isDisplayingText() return EID.isDisplaying end -- Returns true, if curse of blind is active function EID:hasCurseBlind() return game:GetLevel():GetCurses() & LevelCurse.CURSE_OF_BLIND > 0 end -- returns the current text position function EID:getTextPosition() local posVector = Vector(EID.UsedPosition.X, EID.UsedPosition.Y) for _, modifier in pairs(EID.PositionModifiers) do posVector = posVector + modifier end return posVector end -- Adds a text position modifier Vector, which will be applied to the text position variable -- Useful to add small offsets. For example: for schoolbag HUD function EID:addTextPosModifier(identifier, modifierVector) EID.PositionModifiers[identifier] = modifierVector end -- Removes a text position modifier Vector -- Useful to remove small offsets. For example: for schoolbag HUD function EID:removeTextPosModifier(identifier) EID.PositionModifiers[identifier] = nil end -- Changes the initial position of all eid descriptions -- Useful to totally alter and override the current initial Overlay position function EID:alterTextPos(newPosVector) EID.UsedPosition = newPosVector end -- returns the entity that is currently described. returns last described entity if currently not displaying text function EID:getLastDescribedEntity() return EID.lastDescriptionEntity end -- Appends a given string to the description of a given Description object function EID:appendToDescription(descObj, appendString) descObj.Description = descObj.Description..appendString end -- returns the description object of a specific entity -- falls back to english if the objID isnt available function EID:getDescriptionObjByEntity(entity) return EID:getDescriptionObj(entity.Type, entity.Variant, entity.SubType, entity) end -- returns the description object of the specified entity -- falls back to english if the objID isnt available -- entity is optional function EID:getDescriptionObj(Type, Variant, SubType, entity) local description = {} description.ObjType = Type description.ObjVariant = Variant description.ObjSubType = SubType description.fullItemString = Type.."."..Variant.."."..SubType description.Name = EID:getObjectName(Type, Variant, SubType) description.Entity = entity or nil local tableEntry = EID:getDescriptionData(Type, Variant, SubType) description.Description = tableEntry and tableEntry[3] or EID:getXMLDescription(Type, Variant, SubType) description.Transformation = EID:getTransformation(Type, Variant, SubType) description.ModName = tableEntry and tableEntry[4] for _,modifier in ipairs(EID.DescModifiers) do local result = modifier.condition(description) if type(result) == "table" then for _,callback in ipairs(result) do -- If the modifier loads a different description obj (which also goes through the modifier checks), we should stop our checks so text doesn't get printed twice if description.ObjSubType ~= SubType then break end description = callback(description) end elseif result then description = modifier.callback(description) end end return description end -- returns description Object from the legacy mod descriptions if they exist function EID:getLegacyModDescription(Type, Variant, SubType) local tableName = EID:getTableName(Type, Variant, SubType) local customDesc = __eidEntityDescriptions[Type.."."..Variant.."."..SubType] if tableName == "collectibles" and __eidItemDescriptions[SubType] then return {"","",__eidItemDescriptions[SubType]} elseif tableName == "trinkets" and __eidTrinketDescriptions[SubType] then return{"","", __eidTrinketDescriptions[SubType]} elseif tableName == "cards" and __eidCardDescriptions[SubType] then return {"","",__eidCardDescriptions[SubType]} elseif tableName == "pills" and __eidPillDescriptions[SubType-1] then return {"","",__eidPillDescriptions[SubType-1]} elseif customDesc~=nil then return {"", customDesc[1], customDesc[2]} end return nil end -- returns the specified object table in the current language. -- falls back to english if it doesnt exist, unless specified otherwise function EID:getDescriptionEntry(objTable, objID, noFallback) if not objID then return EID.descriptions[EID.Config["Language"]][objTable] or EID.descriptions["en_us"][objTable] else local translatedTable = EID.descriptions[EID.Config["Language"]][objTable] if noFallback then return translatedTable and translatedTable[objID] else return (translatedTable and translatedTable[objID]) or (EID.descriptions["en_us"][objTable] and EID.descriptions["en_us"][objTable][objID]) end end end -- returns the description data table related to a given id, variant and subtype -- falls back to english if it doesnt exist function EID:getDescriptionData(Type, Variant, SubType) local fullString = Type.."."..Variant local adjustedID = EID:getAdjustedSubtype(Type, Variant, SubType) local moddedDesc = EID:getDescriptionEntry("custom", fullString.."."..adjustedID) local tableName = EID:getTableName(Type, Variant, SubType) local legacyModdedDescription = EID:getLegacyModDescription(Type, Variant, adjustedID) local defaultDesc = EID:getDescriptionEntry(tableName, adjustedID) return moddedDesc or legacyModdedDescription or defaultDesc end -- Returns an adjusted SubType id for special cases like Horse Pills and Golden Trinkets function EID:getAdjustedSubtype(Type, Variant, SubType) local tableName = EID:getTableName(Type, Variant, SubType) if tableName == "trinkets" then if SubType > 32768 then return SubType - 32768 end elseif tableName == "pills" or tableName == "horsepills" then if REPENTANCE and SubType % PillColor.PILL_GIANT_FLAG == PillColor.PILL_GOLD then return 9999 end local pool = game:GetItemPool() if REPENTANCE and EID.player.SubType == PlayerType.PLAYER_THESOUL_B then SubType = pool:GetPillEffect(SubType, EID.player:GetOtherTwin()) + 1 else SubType = pool:GetPillEffect(SubType, EID.player) + 1 end end return SubType end -- Get the transformation uniqueName / ID of a given entity -- Example: EID:getTransformation(5,100,34) will return "12" which is the id for Bookworm function EID:getTransformation(id, variant, subType) local adjustedSubtype = EID:getAdjustedSubtype(id, variant, subType) local entityString = id.."."..variant.."."..adjustedSubtype local listToTest = "" local default = EID.EntityTransformations[entityString] if default~= nil then listToTest = default end local customLegacy = nil if id == 5 and variant == 100 then customLegacy = __eidItemTransformations[adjustedSubtype] if customLegacy~= nil then listToTest = listToTest..","..customLegacy end end local custom = EID.CustomTransformAssignments[entityString] if custom~= nil then listToTest = listToTest..","..custom end local transformationList = "" local removedList = EID.CustomTransformRemovals[entityString] for transform in string.gmatch(listToTest, "([^,]+)") do local isRemoved = false if removedList ~= nil then for removedTransform in string.gmatch(removedList, "([^,]+)") do if transform == removedTransform then isRemoved = true end end end if not isRemoved then transformationList = transformationList..","..transform end end return transformationList end --Get the name of the given transformation by its uniqueName / ID function EID:getTransformationName(id) local str = "Custom" if tonumber(id) == nil then -- get translated custom name local customTransform = EID.CustomTransformations[id] if customTransform ~= nil then return customTransform[EID.Config["Language"]] or customTransform["en_us"] or id end return id end return EID:getDescriptionEntry("transformations")[tonumber(id) + 1] or str end -- tries to get the ingame name of an item based on its ID function EID:getObjectName(Type, Variant, SubType) local tableName = EID:getTableName(Type, Variant, SubType) local tableEntry = EID:getDescriptionData(Type, Variant, SubType) local name = nil if tableEntry ~= nil then if tableEntry[2] ~= nil and tableEntry[2] ~= "" and tableEntry[2] ~= EID.descriptions["en_us"][tableName][SubType] then name = tableEntry[2] end end if tableName == "collectibles" then if EID.itemConfig:GetCollectible(SubType) == nil then return Type.."."..Variant.."."..SubType end local vanillaName = EID.itemConfig:GetCollectible(SubType).Name return name or (not string.find(vanillaName, "^#") and vanillaName) or EID.descriptions["en_us"][tableName][SubType][2] or vanillaName elseif tableName == "trinkets" then local adjustedSubtype = EID:getAdjustedSubtype(Type, Variant, SubType) local vanillaName = EID.itemConfig:GetTrinket(adjustedSubtype).Name return name or (not string.find(vanillaName, "^#") and vanillaName) or EID.descriptions["en_us"][tableName][adjustedSubtype][2] or vanillaName elseif tableName == "cards" then local vanillaName = EID.itemConfig:GetCard(SubType).Name return name or (not string.find(vanillaName, "^#") and vanillaName) or EID.descriptions["en_us"][tableName][SubType][2] or vanillaName elseif tableName == "pills" or tableName == "horsepills" then local adjustedSubtype = EID:getAdjustedSubtype(Type, Variant, SubType) local vanillaName = nil -- fix Gold Pill bug if EID.itemConfig:GetPillEffect(adjustedSubtype - 1) then vanillaName = EID.itemConfig:GetPillEffect(adjustedSubtype - 1).Name end name = name or (not string.find(vanillaName, "^#") and vanillaName) or EID.descriptions["en_us"][tableName][adjustedSubtype][2] or vanillaName return string.gsub(name,"I'm Excited!!!","I'm Excited!!") -- prevent markup trigger elseif tableName == "sacrifice" then return EID:getDescriptionEntry("sacrificeHeader") elseif tableName == "dice" then return EID:getDescriptionEntry("diceHeader").." ("..SubType..")" elseif tableName == "custom" then return name or Type.."."..Variant.."."..SubType end return Type.."."..Variant.."."..SubType end -- tries to get the ingame description of an object, based on their description in the XML files function EID:getXMLDescription(Type, Variant, SubType) local tableName = EID:getTableName(Type, Variant, SubType) local desc= nil if SubType == 0 then return "(no description available)" end if tableName == "collectibles" then desc = EID.itemConfig:GetCollectible(SubType).Description elseif tableName == "trinkets" then desc = EID.itemConfig:GetTrinket(SubType).Description elseif tableName == "cards" then desc = EID.itemConfig:GetCard(SubType).Description end return desc or "(no description available)" end -- check if an entity is part of the describable entities function EID:hasDescription(entity) local isAllowed = false if EID.Config["EnableEntityDescriptions"] and EID:getTableName(entity.Type, entity.Variant, entity.SubType) == "custom" then isAllowed = __eidEntityDescriptions[entity.Type .. "." .. entity.Variant .. "." .. entity.SubType] ~= nil isAllowed = isAllowed or EID:getDescriptionData(entity.Type, entity.Variant, entity.SubType) ~= nil isAllowed = isAllowed or type(entity:GetData()["EID_Description"]) ~= type(nil) end if entity.Type == EntityType.ENTITY_PICKUP then isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_COLLECTIBLE and EID.Config["DisplayItemInfo"]) isAllowed = isAllowed or (entity.Variant == 110 and entity:GetSprite():IsPlaying("Idle") and EID.Config["DisplayItemInfo"]) -- Broken Shovel isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_TRINKET and EID.Config["DisplayTrinketInfo"]) isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_TAROTCARD and EID.Config["DisplayCardInfo"]) isAllowed = isAllowed or (entity.Variant == PickupVariant.PICKUP_PILL and EID.Config["DisplayPillInfo"]) return isAllowed and (entity.SubType > 0 or -- For Flip descriptions, allow 5.100.0 pedestals to have descriptions under VERY specific criteria! (REPENTANCE and EID:getEntityData(entity, "EID_FlipItemID") and EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_FLIP))) end if entity.Type == 6 and entity.Variant == 16 and EID.Config["DisplayCraneInfo"] and REPENTANCE then isAllowed = not entity:GetSprite():IsPlaying("Broken") and not entity:GetSprite():IsPlaying("Prize") and EID.CraneItemType[tostring(entity.InitSeed)] end isAllowed = isAllowed or (entity.Type == 1000 and entity.Variant == EffectVariant.DICE_FLOOR and EID.Config["DisplayDiceInfo"]) return isAllowed end -- Replaces shorthand-representations of a character with the internal reference function EID:replaceShortMarkupStrings(text) for _, pair in ipairs(EID.TextReplacementPairs) do text = string.gsub(text, pair[1], pair[2]) end return text end -- Generates a string with the defined pixel-length using a custom 1px wide character -- This will only work for this specific custom font function EID:generatePlaceholderString(length) return string.rep("¤", length) end -- Returns the inlineIcon object of a given Iconstring -- can be used to validate an iconstring function EID:getIcon(str) if str == nil then return EID.InlineIcons["ERROR"] end local strTrimmed = string.gsub(str,"{{(.-)}}",function(a) return a end ) if #strTrimmed <= #str then local itemIconObj = EID:createItemIconObject(strTrimmed) if itemIconObj then return itemIconObj end if type(EID.InlineIcons[strTrimmed]) == "function" then return EID.InlineIcons[strTrimmed](str) or EID.InlineIcons["ERROR"] end return EID.InlineIcons[strTrimmed] or EID.InlineIcons["ERROR"] else return EID.InlineIcons["ERROR"] end end -- Tries to read special markup used to generate icons for all Collectibles/Trinkets and the default Cards/Pills -- Returns an inlineIcon Object or nil if no parsing was possible function EID:createItemIconObject(str) local collID,numReplace = string.gsub(str, "Collectible", "") local item = nil if numReplace > 0 and collID ~= "" and tonumber(collID) ~= nil then item = EID.itemConfig:GetCollectible(tonumber(collID)) end local trinketID,numReplace2 = string.gsub(str, "Trinket", "") if numReplace2 > 0 and trinketID ~= "" and tonumber(trinketID) ~= nil then item = EID.itemConfig:GetTrinket(tonumber(trinketID)) end local cardID,numReplace3 = string.gsub(str, "Card", "") if numReplace3 > 0 and cardID ~= "" and tonumber(cardID) ~= nil then if tonumber(cardID) > maxCardID then return EID.InlineIcons[str] or EID.InlineIcons["Blank"] end return {"Cards",tonumber(cardID)-1,8,8,0,1,EID.CardPillSprite} end local pillID,numReplace4 = string.gsub(str, "Pill", "") if numReplace4 > 0 and pillID ~= "" and tonumber(pillID) ~= nil then if tonumber(pillID) > maxPillID then return EID.InlineIcons[str] or EID.InlineIcons["Blank"] end return {"Pills",tonumber(pillID)-1,9,8,0,1,EID.CardPillSprite} end if item == nil then return nil end if dynamicSpriteCache[str] then return dynamicSpriteCache[str] else local spriteDummy = Sprite() spriteDummy:Load("gfx/eid_inline_icons.anm2", true) spriteDummy:ReplaceSpritesheet(1, item.GfxFileName) spriteDummy:LoadGraphics() local newDynamicSprite = {"ItemIcon",0,11,8,-2,-2,spriteDummy} dynamicSpriteCache[str] = newDynamicSprite return newDynamicSprite end end -- Returns the icon for a given transformation name or ID function EID:getTransformationIcon(str) if str == nil then return EID.InlineIcons["ERROR"] end if tonumber(str) ~= nil then str = EID.descriptions["en_us"].transformations[tonumber(str + 1)] end local transformSprite = EID:getIcon(str:gsub(" ", "")) if transformSprite[1] == "ERROR" then transformSprite = EID:getIcon("CustomTransformation") end return transformSprite end -- Returns the width of a given string in Pixels function EID:getStrWidth(str) return EID.font:GetStringWidthUTF8(str) end -- Searches thru the given string and replaces Iconplaceholders with icons. -- Returns 2 values. the string without the placeholders but with an accurate space between lines. and a table of all Inline Sprites function EID:filterIconMarkup(text, textPosX, textPosY) local spriteTable = {} for word in string.gmatch(text, "{{.-}}") do local textposition = string.find(text, word) local callback = EID._NextIconModifier EID._NextIconModifier = nil local lookup = EID:getIcon(word) local preceedingTextWidth = EID:getStrWidth(string.sub(text, 0, textposition - 1)) * EID.Scale table.insert(spriteTable, {lookup, preceedingTextWidth, callback}) text = string.gsub(text, word, EID:generatePlaceholderString(lookup[3]), 1) end return text, spriteTable end --renders a list of given inline sprite objects returned by the "EID:filterIconMarkup()" function -- Table entry format: {EID.InlineIcons Object, Width of text preceeding the icon} function EID:renderInlineIcons(spriteTable, posX, posY) for _, sprite in ipairs(spriteTable) do local Xoffset = sprite[1][5] or -1 local Yoffset = sprite[1][6] or 0 local spriteObj = (type(sprite[1][7]) == "function" and sprite[1][7]()) or sprite[1][7] or EID.InlineIconSprite if sprite[1][2] >= 0 then spriteObj:SetFrame(sprite[1][1], sprite[1][2]) elseif not spriteObj:IsPlaying(sprite[1][1]) or spriteObj:IsFinished(sprite[1][1]) then spriteObj:Play(sprite[1][1],true) else spriteObj:Update() end EID:renderIcon(spriteObj, posX + sprite[2] + Xoffset * EID.Scale, posY + Yoffset * EID.Scale, sprite[3], sprite[1][1], sprite[1][2]) end end -- helper function to render Icons in specific EID settins function EID:renderIcon(spriteObj, posX, posY, callback, animName, animFrame) spriteObj.Scale = Vector(EID.Scale, EID.Scale) spriteObj.Color = Color(1, 1, 1, EID.Config["Transparency"], 0, 0, 0) if callback then callback(spriteObj) end if EID.CachingDescription then table.insert(EID.CachedIcons, {spriteObj, posX, posY, callback, animName or spriteObj:GetAnimation(), animFrame or spriteObj:GetFrame()}) end spriteObj:Render(Vector(posX, posY), nullVector, nullVector) end -- Returns the icon used for the bulletpoint. It will look at the first word in the given string. function EID:handleBulletpointIcon(text) local firstWord = string.match(text, "([^%s]+)") if EID:getIcon(firstWord) ~= EID.InlineIcons["ERROR"] and string.find(firstWord, "{{.-}}")~=nil then return firstWord end return "\007" end -- Gets a KColor from a Markup-string (example Input: "{{ColorText}}") -- Returns the KColor object and a boolean value indicating if the given string was a color markup or not local colorFunc = nil function EID:getColor(str, baseKColor) local color = baseKColor local isColorMarkup = false if str ~= nil then local strTrimmed = string.gsub(str,"{{(.-)}}",function(a) return a end, 1) if #strTrimmed <= #str then if type(EID.InlineColors[strTrimmed]) == "function" then colorFunc = EID.InlineColors[strTrimmed] color = EID.InlineColors[strTrimmed](color) else if EID.InlineColors[strTrimmed] then colorFunc = nil end color = EID.InlineColors[strTrimmed] or color end isColorMarkup = type(EID.InlineColors[strTrimmed]) ~= type(nil) end end color = EID:copyKColor(color) color.Alpha = math.min(color.Alpha, EID.Config["Transparency"]) return color, isColorMarkup end -- Filters a given string and looks for Colormarkup. Splits the text into subsections limited by them. -- Returns: Table of subsections of the text, their respective KColor, and the width of the subsection function EID:filterColorMarkup(text, baseKColor) local textPartsTable = {} local lastColor = baseKColor local lastFunc = colorFunc local lastPosition = 0 for word in string.gmatch(text, "{{.-}}") do local textposition = string.find(text, word) local lookup, isColor = EID:getColor(word, lastColor) if isColor then local preceedingText = string.sub(text, lastPosition, textposition - 1) local preceedingTextWidth = EID:getStrWidth(preceedingText) * EID.Scale lastPosition = textposition table.insert(textPartsTable, {preceedingText, lastColor, preceedingTextWidth, lastFunc}) lastColor = lookup lastFunc = colorFunc text = string.gsub(text, word, "", 1) end end table.insert(textPartsTable, {string.sub(text, lastPosition), lastColor, 0, lastFunc}) return textPartsTable end -- Fits a given string to a specific width -- returns the string as a table of lines function EID:fitTextToWidth(str, textboxWidth, breakUtf8Chars) local formatedLines = {} local curLength = 0 local text = {} local cursor = 1 local word_begin_index = 1 local byte = string.byte -- for speed up local sub = string.sub local byte_space = string.byte(' ') while cursor <= #str do -- ascii word: 0x0xxxxxxx -- utf8 word (sequence): 0x11xxxxxx 0x10xxxxxx 0x10xxxxxx ... 0x10xxxxxx -- see https://en.wikipedia.org/wiki/UTF-8 -- we can only break after space, or before 0x11xxxxxx local cur, next = byte(str,cursor), byte(str,cursor+1) if -- cond#1: we can break at the end of string cursor == #str or -- cond#2: we can break after space cur == byte_space or -- handle utf8 characters (breakUtf8Chars and( -- cond#3: we can break if the next character is 0x11xxxxxx ((next & 0xC0) == 0xC0) or -- cond#4: we can also break if the current is 0x10xxxxxx while the next is ascii but not space (((cur & 0xC0) == 0x80) and (next~= byte_space and (next & 0x80) == 0x00)) )) then --[[ -------------------ascii only--------------- word will be separated by spaces. wordA |wordB |wordC |^%@&Q%#^&#@!! |aksldj ↑ cond#2 we may break after every space. spaces | | | | | |woops ↑ cond#2 -------------------UTF8 only---------------- word is 0x11xxxxxx followed by several 0x10xxxxxx until the next 0x11xxxxxx (not included) 你|好|,|世|界|!|↑|↑|↑|↑ ↑ cond#3 byte data of a word: [0x11xxxxxx,0x10xxxxxx,0x10xxxxxx, (next is 0x11xxxxxx, cond#3)] --------------------ascii->utf8------------ utf8 word must start with 0x11xxxxxx, so cond#3 split before it. word|世|界 | ↑ ↑ cond#3 cond#3 world |means |世|界 ↑ cond#2 -------------------utf8->ascii-------------- 世|界|是|world | ↑ ↑ cond#4 cond#3 世|界|是 |world | ↑ ↑ cond#2 cond#3 ]] -- we can break after str[cursor] local word = sub(str, word_begin_index, cursor) local colorFiltered = EID:filterColorMarkup(word, EID:getTextColor()) local filteredWord = {} for _, filtered in ipairs(colorFiltered) do table.insert(filteredWord, filtered[1]) end local strFiltered, spriteTable = EID:filterIconMarkup(table.concat(filteredWord), 0, 0) local wordLength = EID:getStrWidth(strFiltered) if curLength + wordLength <= textboxWidth or curLength < 17 then table.insert(text, word) curLength = curLength + wordLength else table.insert(formatedLines, table.concat(text)) text = { word } curLength = wordLength end -- next word starts here word_begin_index = cursor + 1 end cursor = cursor + 1 end table.insert(formatedLines, table.concat(text)) return formatedLines end -- Renders a given string using the EID Custom font. This will also apply any markup and render icons -- needs to be called in a render Callback -- args: string, Vector(int, int), Vector(float,float), KColor obj, bool -- Returns the last used KColor function EID:renderString(str, position, scale, kcolor) str = EID:replaceShortMarkupStrings(str) local textPartsTable = EID:filterColorMarkup(str, kcolor) local offsetX = 0 for _, textPart in ipairs(textPartsTable) do local strFiltered, spriteTable = EID:filterIconMarkup(textPart[1], position.X, position.Y) EID:renderInlineIcons(spriteTable, position.X + offsetX, position.Y) EID.font:DrawStringScaledUTF8(strFiltered, position.X + offsetX, position.Y, scale.X, scale.Y, textPart[2], 0, false) if EID.CachingDescription then table.insert(EID.CachedStrings, {strFiltered, position.X + offsetX, position.Y, textPart[2], textPart[4], EID.Config["Transparency"]}) end offsetX = offsetX + EID:getStrWidth(strFiltered) * scale.X end return textPartsTable[#textPartsTable][2] end -- Adds Description object modifiers. -- Used for altering descriptions. Example: Spindown dice, Tarot Cloth, ... function EID:addDescriptionModifier(modifierName, condition, callback) for i,v in ipairs(EID.DescModifiers) do if v["name"] == modifierName then v["condition"] = condition v["callback"] = callback return end end table.insert(EID.DescModifiers, { name = modifierName, condition = condition, callback = callback }) end -- Removes a Description object modifier -- Used for altering descriptions. Example: Spindown dice, Tarot Cloth, ... function EID:removeDescriptionModifier(modifierName) for i,v in ipairs(EID.DescModifiers) do if v["name"] == modifierName then table.remove(EID.DescModifiers,i) return end end end -- Interpolates between 2 KColors with a given fraction. function EID:interpolateColors(kColor1, kColor2, fraction) local t = KColor( (kColor2.Red - kColor1.Red) * fraction + kColor1.Red, (kColor2.Green - kColor1.Green) * fraction + kColor1.Green, (kColor2.Blue - kColor1.Blue) * fraction + kColor1.Blue, (kColor2.Alpha - kColor1.Alpha) * fraction + kColor1.Alpha ) return t end function EID:updateDescriptionsViaTable(changeTable, tableToUpdate) for k,v in pairs(changeTable) do tableToUpdate[k] = v end end -- Checks if any player has a given collectible ID, for modifiers function EID:PlayersHaveCollectible(collectibleID) for i = 0, game:GetNumPlayers() - 1 do local player = Isaac.GetPlayer(i) if player:HasCollectible(collectibleID) then return true end end return false end -- Obtains information about glitched items from the ItemConfig (hearts added on pickup, cacheflags affected), returns string of info local itemConfigItemAttributes = { "AddMaxHearts", "AddHearts", "AddSoulHearts", "AddBlackHearts", "AddBombs", "AddCoins", "AddKeys", "CacheFlags" } function EID:CheckGlitchedItemConfig(id) local localizedNames = EID:getDescriptionEntry("GlitchedItemText") local item = EID.itemConfig:GetCollectible(id) if not item then return "" end local attributes = "" for _,v in ipairs(itemConfigItemAttributes) do local val = item[v] if val ~= 0 then if (v == "CacheFlags") then local flagString = localizedNames["cacheFlagStart"] if val == CacheFlag.CACHE_ALL then flagString = flagString .. localizedNames[16] else for i=0, 13 do if 2^i & val ~= 0 then flagString = flagString .. localizedNames[i] .. ", " end end flagString = string.sub(flagString, 0, -3) -- remove final comma end attributes = attributes .. flagString .. "#" else -- the Add Heart attributes count half a heart as 1, so divide the value in half if string.find(v, "Hearts") then val = val / 2 end -- the g flag removes .0 in numbers like 1.0 (caused by the hearts division) local s = string.format("%.4g",val) local prefix = "↑ " if val > 0 then s = "+" .. s else prefix = "↓ " end attributes = attributes .. prefix .. string.gsub(localizedNames[v], "{1}", s) if val ~= 1 and val ~= -1 then attributes = attributes .. localizedNames["pluralize"] end attributes = attributes .. "#" end end end return attributes end -- Void stat prediction helper functions (called from eid_modifiers when needed) -- Didn't seem right to put them in main or eid_modifiers local numVoidable = 0 local numRunable = 0 local function VoidRNGNext(num) num = num ~ ((num >> 5) & 4294967295) num = num ~ ((num << 9) & 4294967295) num = num ~ ((num >> 7) & 4294967295) return num >> 0; end local function GetTwoIncreases(rng, tbl) local statTable = {1,2,3,4,5,6} -- perform 5 random swaps of our stat table for i = 6, 2, -1 do rng = VoidRNGNext(rng) local result = (rng % i) + 1 local temp = statTable[i] statTable[i] = statTable[result] statTable[result] = temp end -- the first two entries in the stat table get increased tbl[statTable[1]] = tbl[statTable[1]] + 1 tbl[statTable[2]] = tbl[statTable[2]] + 1 return rng end -- Count the number of absorbable pedestals in the room function EID:VoidRoomCheck() numVoidable = 0 numRunable = 0 EID.VoidOptionIndexes = {} for _, entity in ipairs(Isaac.FindByType(5, 100, -1, true, false)) do local pickup = entity:ToPickup() -- 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 -- TEST IF VOID ALWAYS ABSORBS THE FIRST OF ITS OPTION INDEX if entity.SubType > 0 and not pickup:IsShopItem() and (not REPENTANCE or pickup.OptionsPickupIndex == 0 or EID.VoidOptionIndexes[pickup.OptionsPickupIndex] == nil) then numRunable = numRunable + 1 if REPENTANCE then EID.VoidOptionIndexes[pickup.OptionsPickupIndex] = entity.SubType end if (EID.itemConfig:GetCollectible(entity.SubType).Type ~= ItemType.ITEM_ACTIVE) then numVoidable = numVoidable + 1 end end end end -- Determine what stats will be increased after 1 absorption, the whole room's absorption, and whole room + a purchased item above your head function EID:VoidRNGCheck(player, isRune) local increases = {0, 0, 0, 0, 0, 0} local shopItemIncreases = {}; local singleIncreases = {} local startRNG = (isRune and player:GetCardRNG(Card.RUNE_BLACK):GetSeed()) or player:GetCollectibleRNG(CollectibleType.COLLECTIBLE_VOID):GetSeed() local count = (isRune and numRunable) or numVoidable local eidTable = (isRune and EID.BlackRuneStatIncreases) or EID.VoidStatIncreases -- in Repentance, an additional RNG call is done before the 5 for stat ups when using Void if REPENTANCE and not isRune then startRNG = VoidRNGNext(startRNG) end for i = 1, count do startRNG = GetTwoIncreases(startRNG, increases) if i == 1 then eidTable[3] = {table.unpack(increases)} end end eidTable[1] = {table.unpack(increases)} -- do an extra check for what you'd get if you Void with a shop item above your head GetTwoIncreases(startRNG, increases) eidTable[2] = {table.unpack(increases)} -- if there were no absorbable pedestals, the "single increase" stats are the same as the "one extra" stats if count == 0 then eidTable[3] = {table.unpack(increases)} end end -- Converts a given CollectibleID into the respective Spindown dice result function EID:getSpindownResult(collectibleID) if collectibleID <= 0 or collectibleID > 4294960000 then return 0 end local newID = collectibleID local attempts = 0 repeat newID = newID - 1 attempts = attempts + 1 --note: the order of the SkipLocked check statement is important so that the item is checked for being in a pool either way (to display a ? if it isn't) until (EID.itemConfig:GetCollectible(newID) and (EID:isCollectibleUnlockedAnyPool(newID) or not EID.Config["SpindownDiceSkipLocked"]) and not EID.itemConfig:GetCollectible(newID).Hidden) or newID == CollectibleType.COLLECTIBLE_NULL or attempts > 10 return newID end function EID:GetMaxCollectibleID() local id = CollectibleType.NUM_COLLECTIBLES-1 local step = 16 while step > 0 do if EID.itemConfig:GetCollectible(id+step) ~= nil then id = id + step else step = step // 2 end end return id end local maxCollectibleID = nil function EID:DetectModdedItems() if maxCollectibleID == nil then maxCollectibleID = EID:GetMaxCollectibleID() end if maxCollectibleID > EID.XMLMaxItemID then return true end if EID.itemConfig:GetCollectible(EID.XMLMaxItemID) == nil then return true end return false end function EID:isCollectibleUnlocked(collectibleID, itemPoolOfItem) local itemPool = game:GetItemPool() if maxCollectibleID == nil then maxCollectibleID = EID:GetMaxCollectibleID() end for i= 1, maxCollectibleID do if ItemConfig.Config.IsValidCollectible(i) and i ~= collectibleID then itemPool:AddRoomBlacklist(i) end end local isUnlocked = false for i = 0, 1 do -- some samples to make sure local collID = itemPool:GetCollectible(itemPoolOfItem, false, 1) if collID == collectibleID then isUnlocked = true break end end itemPool:ResetRoomBlacklist() return isUnlocked end function EID:isCollectibleUnlockedAnyPool(collectibleID) --THIS FUNCTION IS FOR REPENTANCE ONLY due to using Repentance XML data --Currently used by the Achievement Check, Spindown Dice, and Bag of Crafting if not REPENTANCE or EID:PlayersHaveCollectible(CollectibleType.COLLECTIBLE_TMTRAINER) then return true end local item = EID.itemConfig:GetCollectible(collectibleID) if item == nil then return false end if EID.itemUnlockStates[collectibleID] == nil then --whitelist all quest items and items with no associated achievement if item.AchievementID == -1 or (item.Tags and item.Tags & ItemConfig.TAG_QUEST == ItemConfig.TAG_QUEST) then EID.itemUnlockStates[collectibleID] = true return true end --blacklist all hidden items if item.Hidden then EID.itemUnlockStates[collectibleID] = false return false end --iterate through the pools this item can be in for _,itemPoolID in ipairs(EID.XMLItemIsInPools[collectibleID]) do if (itemPoolID < ItemPoolType.NUM_ITEMPOOLS and EID:isCollectibleUnlocked(collectibleID, itemPoolID)) then EID.itemUnlockStates[collectibleID] = true return true end end --note: some items will still be missed by this, if they've been taken out of their pools (especially when in Greed Mode) EID.itemUnlockStates[collectibleID] = false return false else return EID.itemUnlockStates[collectibleID] end end -- Converts a given table into a string containing the crafting icons of the table -- Example input: {1,2,3,4,5,6,7,8} -- Result: "{{Crafting1}}{{Crafting2}}{{Crafting3}}{{Crafting4}}{{Crafting5}}{{Crafting6}}{{Crafting7}}{{Crafting8}}" local emptyPickupTable = {} for i=1, 29 do emptyPickupTable[i] = 0 end function EID:tableToCraftingIconsFull(craftTable, indicateCompleteContent) local sortedList = {table.unpack(craftTable)} table.sort(sortedList, function(a, b) return a < b end) local visitedItemCount = {table.unpack(emptyPickupTable)} local iconString = "" for _, nr in ipairs(sortedList) do visitedItemCount[nr] = visitedItemCount[nr] + 1 local completedColoring = indicateCompleteContent and EID:bagContainsItem(nr, visitedItemCount[nr], false) and "{{IconGreenTint}}" or "" iconString = iconString..completedColoring.."{{Crafting"..nr.."}}" end return iconString end -- Converts a given table into a string containing the crafting icons of the table, which are also grouped to reduce render lag -- Example input: {1,1,1,2,2,3,3,3} -- Result: "3{{Crafting1}}2{{Crafting2}}3{{Crafting3}}" function EID:tableToCraftingIconsMerged(craftTable, indicateCompleteContent) local sortedList = {table.unpack(craftTable)} local filteredList = {table.unpack(emptyPickupTable)} for _, nr in ipairs(sortedList) do filteredList[nr] = filteredList[nr] + 1 end local iconString = "" for nr, count in ipairs(filteredList) do if (count > 0) then local completedColoring = indicateCompleteContent and EID:bagContainsItem(nr, count, true) and "{{ColorBagComplete}}" or "" iconString = iconString..completedColoring..count.."{{Crafting"..nr.."}}{{CR}}" end end return iconString end function EID:bagContainsItem(itemID, itemCount, checkExactAmount) local foundCount = 0 for _, bagItem in ipairs(EID.BagItems) do if bagItem == itemID then foundCount = foundCount + 1 end end return checkExactAmount and foundCount == itemCount or itemCount <= foundCount end function EID:handleHUDElement(hudElement) local alteredHudElement = {} for k,v in pairs(hudElement) do alteredHudElement[k] = v end local screenSize = EID:getScreenSize() local hudOffset = EID.Config["HUDOffset"] if REPENTANCE then hudOffset = (Options.HUDOffset * 10) end for _,v in ipairs(hudElement.anchors) do if v == "TOP" then alteredHudElement.y = hudElement.y + hudOffset * 2 elseif v == "LEFT" then alteredHudElement.x = hudElement.x + hudOffset * 2 elseif v == "BOTTOM" then alteredHudElement.y = screenSize.Y*2 - alteredHudElement.y - alteredHudElement.height alteredHudElement.y = alteredHudElement.y - hudOffset * 2 elseif v == "RIGHT" then alteredHudElement.x = screenSize.X*2 - alteredHudElement.x - alteredHudElement.width alteredHudElement.x = alteredHudElement.x - hudOffset * 2 end end return alteredHudElement end function EID:getScreenSize() local room = game:GetRoom() local pos = room:WorldToScreenPosition(Vector(0,0)) - room:GetRenderScrollOffset() - game.ScreenShakeOffset local rx = pos.X + 60 * 26 / 40 local ry = pos.Y + 140 * (26 / 40) return Vector(rx*2 + 13*26, ry*2 + 7*26) end function EID:getEntityData(entity, str) if entity ~= nil and entity:GetData() ~= nil then return entity:GetData()[str] end return nil end -- Function to fix font compatibility. Resets config font to a value compatible with your current language function EID:fixDefinedFont() local curLang = EID.Config["Language"] local curFont = EID.Config["FontType"] for _, v in ipairs(EID.descriptions[curLang].fonts) do if curFont == v.name then return false end end EID.Config["FontType"] = EID.descriptions[curLang].fonts[1].name EID.Config["LineHeight"] = EID.descriptions[curLang].fonts[1].lineHeight or EID.DefaultConfig["LineHeight"] EID.Config["TextboxWidth"] = EID.descriptions[curLang].fonts[1].textboxWidth or EID.DefaultConfig["TextboxWidth"] return true end -- Creates a copy of a KColor object. This prevents overwriting existing function EID:copyKColor(colorObj) return KColor(colorObj.Red, colorObj.Green, colorObj.Blue, colorObj.Alpha) end -- Compares two KColors. Returns true if they are equal function EID:areColorsEqual(c1, c2) return c1.Red == c2.Red and c1.Green == c2.Green and c1.Blue == c2.Blue and c1.Alpha == c2.Alpha end -- Get KColor object of "Entity Name" texts function EID:getNameColor() return EID:getColor(EID.Config["ItemNameColor"], EID.InlineColors["ColorEIDObjName"]) end -- Get KColor object of "Description" texts function EID:getTextColor() return EID:getColor(EID.Config["TextColor"], EID.InlineColors["ColorEIDText"]) end -- Get KColor object of "Transformation" texts function EID:getTransformationColor() return EID:getColor(EID.Config["TransformationColor"], EID.InlineColors["ColorEIDTransform"]) end -- Get KColor object of "Error" texts function EID:getErrorColor() return EID:getColor(EID.Config["ErrorColor"], EID.InlineColors["ColorEIDError"]) end -- Specify the name of the mod which will be displayed next to the item name -- By default EID takes the mod name function EID:setModIndicatorName(newName) EID.ModIndicator[EID._currentMod].Name = newName end -- Set an icon for the mod which will be displayed next to the item name function EID:setModIndicatorIcon(iconMarkup, override) if override == nil then override = true end -- overide previous value if not specified if EID.ModIndicator[EID._currentMod].Icon ~= nil and override == false then return end EID.ModIndicator[EID._currentMod].Icon = iconMarkup end EID.Coroutines = {} -- Add a coroutine to be ran 60 times a second function EID:addCoroutine(name, func, overwrite) if overwrite or EID.Coroutines[name] == nil then EID.Coroutines[name] = coroutine.create(func) end end function EID:removeCoroutine(name) EID.Coroutines[name] = nil end -- ran 60 times a second in main game render function EID:resumeCoroutines() for k,v in pairs(EID.Coroutines) do if coroutine.resume(v) == false then EID:removeCoroutine(k) end end end -- Returns true if an item needs to be collected for the collection page function EID:requiredForCollectionPage(itemID) if not EID.SaveGame or EID.Config["SaveGameNumber"] == 0 or itemID >= CollectibleType.NUM_COLLECTIBLES or game:GetVictoryLap() > 0 or game:GetSeeds():IsCustomRun() then return false end return not EID.SaveGame[EID.Config["SaveGameNumber"]].ItemCollection[itemID] end -- Updates the item collection state of the players, based on the QueuedItem value. -- TODO: also check for D100 / MissingNo Item collections function EID:checkPlayersForMissingItems() if not EID.SaveGame or EID.Config["SaveGameNumber"] == 0 or game:GetVictoryLap() > 0 or game:GetSeeds():IsCustomRun() then return end if EID.GameUpdateCount % 5 ~= 0 then return end for i = 0, game:GetNumPlayers() - 1 do local player = Isaac.GetPlayer(i) if player.QueuedItem.Item and EID.SaveGame[EID.Config["SaveGameNumber"]].ItemNeedsPickup[player.QueuedItem.Item.ID] then table.insert(EID.CollectedItems, player.QueuedItem.Item.ID) EID.SaveGame[EID.Config["SaveGameNumber"]].ItemNeedsPickup[player.QueuedItem.Item.ID] = nil end end end