-- This file is for various functions that are able to calculate the result effect that an item will have local game = Game() local variantToName = { [70] = "Pill", [100] = "Collectible", [300] = "Card", [350] = "Trinket" } -- reimplementation of RNG:Next() -- Default RNG shift values for many things are 5, 9, 7 function EID:RNGNext(rngNum, shift1, shift2, shift3) rngNum = rngNum ~ ((rngNum >> (shift1 or 5)) & 4294967295) rngNum = rngNum ~ ((rngNum << (shift2 or 9)) & 4294967295) rngNum = rngNum ~ ((rngNum >> (shift3 or 7)) & 4294967295) return rngNum >> 0; end -- Convert a seed int into a float between 0 and 1 function EID:SeedToFloat(seed) local multi = 2.3283061589829401E-10; return seed * multi; end -- D Infinity -- local dinfinityList = { [0] = 105, 166, 284, 283, 285, 406, 386 } -- Repentance's D Infinity order: D1, D4, D6, Eternal D6, D7, D8, D10, D12, D20, D100 if REPENTANCE then dinfinityList = { [0] = 476, 284, 105, 609, 437, 406, 285, 386, 166, 283 } end -- Returns the item ID of D Infinity's current die -- For Repentance, the Drop button is tracked, which is probably not 100% successful, and handled elsewhere function EID:CurrentDInfinity(rng, player) if not REPENTANCE then rng = EID:RNGNext(rng, 0x1, 0x9, 0x1D) -- magic disassembled numbers! return dinfinityList[rng % 7] else local playerID = EID:getPlayerID(player) return dinfinityList[EID.DInfinityState[playerID]] or 476 end end local justDidD = false if REPENTANCE then -- To help with Rep tracking, watch for D Infinity to get used and resync its current dice function EID:WatchForDInfinity() justDidD = true end EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.WatchForDInfinity, CollectibleType.COLLECTIBLE_D_INFINITY) function EID:WatchForDice(collectibleType, rng, player) if not justDidD or collectibleType == 489 then return end justDidD = false local playerID = EID:getPlayerID(player) for i,v in ipairs(dinfinityList) do if v == collectibleType then EID.DInfinityState[playerID] = i end end end EID:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, EID.WatchForDice) end -- Metronome -- -- Banned items: Metronome, Plan C, Glowing Hour Glass, Breath of Life, Clicker, R Key -- Reduced chance: Death Certificate (15%), Genesis (25%) -- I saw something in the code about rerolling Forget Me Now but not sure what the criteria was local metronomeBlacklist = {[488] = 1, [475] = 1, [422] = 1} --AB+ can choose Clicker lol rip if REPENTANCE then metronomeBlacklist = {[488] = 1, [475] = 1, [422] = 1, [326] = 1, [482] = 1, [636] = 1, [628] = 0.85, [622] = 0.75 } end -- TODO: Account for Car Battery -- (If we have it, display multiple results? Also, if the result is Car Battery, it's immediately triggered again) function EID:MetronomePrediction(rng) local numCollectibles = EID:GetMaxCollectibleID() local rerollChance = 0 if REPENTANCE then --Rep advances the RNG an extra time to use for its Death Cert/Genesis reroll rng = EID:RNGNext(rng) rerollChance = rng end local attempts = 15 while attempts > 0 do attempts = attempts - 1 rng = EID:RNGNext(rng) local sel = rng % numCollectibles + 1 if EID.itemConfig:GetCollectible(sel) ~= nil then if metronomeBlacklist[sel] then -- A few items have a reroll chance in Repentance if metronomeBlacklist[sel] < 1 then rerollChance = EID:RNGNext(rerollChance, 0x02, 0x0F, 0x11) local rerollFloat = EID:SeedToFloat(rerollChance) if rerollFloat < 1 - metronomeBlacklist[sel] then -- We succeeded the reroll chance return sel end end else return sel end end end -- as the code puts it, [warn] No Collectible found for Metronome! return 488 end -- Sanguine Bond -- --order of checking: 15% Pennies, 48% Damage, 58% Hearts, 63% Item, 65% Leviathan, 100% Nothing local sanguineResults = { { 0.15, 3 }, { 0.48, 2 }, { 0.58, 4 }, { 0.63, 5 }, { 0.65, 6 }, { 1, 1 } } -- This function both trims the desc to just a list of chances, and highlights the next result if allowed, since those two actions are very intertwined function EID:trimSanguineDesc(descObj) local currentRoom = game:GetLevel():GetCurrentRoom() local spikes = currentRoom:GetGridEntity(67) if not spikes then return "" end -- don't display anything if we can't find the spikes! local cheatResult = nil if spikes and EID.Config["PredictionSanguineBond"] then local spikeSeed = currentRoom:GetGridEntity(67):GetRNG():GetSeed() spikeSeed = EID:RNGNext(spikeSeed, 5, 9, 7) spikeSeed = EID:RNGNext(spikeSeed, 0x01, 0x05, 0x13) -- magic disassembled numbers! local nextFloat = EID:SeedToFloat(spikeSeed) for _,v in ipairs(sanguineResults) do if nextFloat < v[1] then cheatResult = v[2] break end end end local resultsDesc = "" local lineCount = 0 -- separate sanguine's description by # or semicolons for w in string.gmatch(descObj.Description, "([^#;]+)") do -- we only care about groups that contain a percent sign if string.find(w,"%%") then lineCount = lineCount + 1 if cheatResult == lineCount then resultsDesc = resultsDesc .. "{{ColorBagComplete}}" end resultsDesc = resultsDesc .. w .. "#" end end return resultsDesc end -- Teleport! Destination Prediction -- -- Returns text like "{{RoomIcon}} Room Type Name#Up 3, Left 2" function EID:Teleport1Prediction(rng) local level = game:GetLevel() local currentRoomIndex = level:GetCurrentRoomDesc().SafeGridIndex local possibleRooms = {} -- Search the 13x13 grid for valid teleport locations -- Currently, that's any room on the grid besides the one we're in, and Red Rooms or Ultra Secret Rooms for i = 0, 168 do local room = level:GetRoomByIdx(i) if room.GridIndex >= 0 and room.SafeGridIndex ~= currentRoomIndex and room.Data.Type ~= 29 and (not REPENTANCE or room.Flags & 1024 ~= 1024) then table.insert(possibleRooms, i) end end rng = EID:RNGNext(rng, 5, 9, 7) rng = EID:RNGNext(rng, 0x02, 0x0F, 0x19) -- magic disassembled numbers! local resultRoomIndex = possibleRooms[(rng % #possibleRooms) + 1] local resultRoom = level:GetRoomByIdx(resultRoomIndex) local resultSafeIndex = resultRoom.SafeGridIndex local roomIcon = EID.RoomTypeToMarkup[resultRoom.Data.Type] if resultRoom.Data.Type == 1 then roomIcon = EID.RoomShapeToMarkup[resultRoom.Data.Shape] end local roomNames = EID:getDescriptionEntry("RoomTypeNames") local roomName = roomNames[resultRoom.Data.Type] -- Find our X/Y difference from the target location, if we're on the map local d = "" if currentRoomIndex >= 0 then local myPos = Vector(currentRoomIndex % 13, math.floor(currentRoomIndex / 13)) local newPos = Vector(resultSafeIndex % 13, math.floor(resultSafeIndex / 13)) local diffX = math.floor(newPos.X - myPos.X) local diffY = math.floor(newPos.Y - myPos.Y) if diffY > 0 then d = d .. "{{ArrowGrayDown}} " .. diffY elseif diffY < 0 then d = d .. "{{ArrowGrayUp}} " .. math.abs(diffY) end if d ~= "" and diffX ~= 0 then d = d .. "," end if diffX > 0 then d = d .. "{{ArrowGrayRight}} " .. diffX elseif diffX < 0 then d = d .. "{{ArrowGrayLeft}} " .. math.abs(diffX) end end if d ~= "" then d = "#{{Blank}} " .. d end return roomIcon .. " " .. roomName .. d end -- Teleport 2 Destination Prediction -- local teleport2Order = { 1,5,8,2,4,13,21,12,10,6,11,18,19,9,20,24,7,1025,666,3 } local teleport2GreedOrder = { 1,5,2,4,10,23,8,666,3 } local teleport2Icons = { [1025] = "{{RedRoom}}", [666] = "{{AngelDevilChance}}" } function EID:Teleport2Prediction() local level = game:GetLevel() local rooms = level:GetRooms() --I AM ERROR Room always considered uncleared local unclearedTypes = {[3] = true} for i = 0, rooms.Size - 1 do local room = rooms:Get(i) if not room.Clear then -- Check for Special Red Rooms, which get ordered differently than their non-red version if REPENTANCE and room.Data.Type ~= 1 and room.Flags & 1024 == 1024 then unclearedTypes[1025] = true else unclearedTypes[room.Data.Type] = true end end end --Angel/Devil Room check (it lives off the map) if not level:GetRoomByIdx(-1).Clear then unclearedTypes[666] = true end local greed = game:IsGreedMode() local roomOrder = (greed and teleport2GreedOrder) or teleport2Order local roomNames = EID:getDescriptionEntry("RoomTypeNames") -- Return a string for the first uncleared room type that we find for i,v in ipairs(roomOrder) do if unclearedTypes[v] then local descString = (teleport2Icons[v] or EID.RoomTypeToMarkup[v]) .. " " .. roomNames[v] -- Tall Vertical Main Greed Room exception, because why not, attention to detail if v == 1 and greed then descString = "{{RoomLongVertical}} " .. roomNames[v] end return descString end end end -- Void Stat Increases -- local numVoidable = 0 local numRunable = 0 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 = EID:RNGNext(rng, 5, 9, 7) 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 -- Returns a table of active items that will be absorbed function EID:VoidRoomCheck() numVoidable = 0 numRunable = 0 EID.VoidOptionIndexes = {} local activesAbsorbed = {} 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 else table.insert(activesAbsorbed, entity.SubType) end end end return activesAbsorbed 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 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 = EID:RNGNext(startRNG, 5, 9, 7) 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 -- D1 -- local D1blacklist = { [41] = true, [100] = true, [110] = true, [150] = true, [340] = true, [370] = true, [380] = true, [390] = true } if not REPENTANCE then D1blacklist[54] = true end -- Mimic Chest blacklist in AB+ -- These Variants all duplicate into a Chest in Repentance (and should have their SubType ignored in AB+) local D1chests = { [50] = true, [51] = true, [52] = true, [53] = true, [54] = true, [55] = true, [56] = true, [57] = true, [58] = true, [60] = true, [360] = true } -- These Card variants duplicate as themselves in Repentance local specialCards = {[49] = true, [50] = true, [78] = true} function EID:D1Prediction(rng) local poss = {} for i,v in ipairs(Isaac.FindByType(5,-1,-1)) do -- Check the blacklist, as well as Rune of Jera in AB+, and empty chests in Rep if not D1blacklist[v.Variant] and (REPENTANCE or v.Variant ~= 300 or v.SubType ~= 33) and (not REPENTANCE or v:ToPickup():CanReroll()) then table.insert(poss, v) end end if #poss == 0 then return EID:getDescriptionEntry("PickupNames")["5.0"] end rng = EID:RNGNext(rng) local sel = (rng % #poss) + 1 local fullID = "5." .. poss[sel].Variant .. "." .. poss[sel].SubType if REPENTANCE then -- in rep, we don't care about subtype... fullID = "5." .. poss[sel].Variant if poss[sel].Variant == 300 then if specialCards[poss[sel].SubType] then local objName = EID:getObjectName(5, poss[sel].Variant, poss[sel].SubType, poss[sel]) return "{{" .. variantToName[poss[sel].Variant] .. poss[sel].SubType .. "}} " .. objName elseif EID.runeIDs[poss[sel].SubType] then fullID = "5.301" end end -- all Chest variants turn into a random Chest if D1chests[poss[sel].Variant] then fullID = "5.50" end else if D1chests[poss[sel].Variant] then fullID = "5." .. poss[sel].Variant -- display the item name for pills, cards, and trinkets in AB+ elseif poss[sel].Variant == 70 or poss[sel].Variant == 300 or poss[sel].Variant == 350 then local objName = EID:getObjectName(5, poss[sel].Variant, poss[sel].SubType, poss[sel]) -- don't display the name of unidentified pills! if poss[sel].Variant == 70 and not EID.Config["ShowUnidentifiedPillDescriptions"] and not game:GetItemPool():IsPillIdentified(poss[sel].SubType) then objName = EID:getDescriptionEntry("unidentifiedPill") end return "{{" .. variantToName[poss[sel].Variant] .. poss[sel].SubType .. "}} " .. objName end end local pickupNames = EID:getDescriptionEntry("PickupNames") or {} return pickupNames[fullID] or EID.XMLEntityNames[fullID] or fullID end