local game = Game() local level local currentRoom local function append(icon, title, newDesc) return (icon or "{{Blank}}") .. " {{ColorEIDObjName}}" .. title .. "#" .. newDesc .. "#" end local function RNGNext(num, shift1, shift2, shift3) num = num ~ ((num >> shift1) & 4294967295) num = num ~ ((num << shift2) & 4294967295) num = num ~ ((num >> shift3) & 4294967295) return num >> 0; end local function SeedToFloat(seed) local multi = 2.3283061589829401E-10; return seed * multi; end -- Teleport 2 Destination Prediction -- local teleport2Order = { 1,5,8,2,4,13,21,12,10,6,11,18,19,9,20,24,7,666,14,3 } local teleport2GreedOrder = { 1,5,2,4,10,23,8,14,3 } local teleport2Icons = { "{{Room}}","{{BossRoom}}","{{SuperSecretRoom}}","{{Shop}}","{{TreasureRoom}}","{{SacrificeRoom}}","{{DiceRoom}}","{{Library}}","{{CursedRoom}}","{{MiniBoss}}","{{ChallengeRoom}}","{{IsaacsRoom}}","{{BarrenRoom}}","{{ArcadeRoom}}","{{ChestRoom}}","{{Planetarium}}","{{SecretRoom}}","{{RedRoom}}","{{AngelDevilChance}}","{{ErrorRoom}}" } local teleport2GreedIcons = { "{{RoomLongVertical}}","{{BossRoom}}","{{Shop}}","{{TreasureRoom}}","{{CursedRoom}}","{{Room}}","{{SuperSecretRoom}}","{{AngelDevilChance}}","{{ErrorRoom}}" } local function teleport2Prediction(holdMapDesc) 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 if room.Data.Type ~= 1 and room.Flags & 1024 == 1024 then unclearedTypes[666] = 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[14] = true end local greed = game:IsGreedMode() local roomOrder = (greed and teleport2GreedOrder) or teleport2Order local roomIcons = (greed and teleport2GreedIcons) or teleport2Icons local roomNames = (greed and EID:getDescriptionEntry("Teleport2GreedRoomNames")) or EID:getDescriptionEntry("Teleport2RoomNames") for i,v in ipairs(roomOrder) do if unclearedTypes[v] then return append("{{Collectible419}}", EID:getObjectName(5, 100, 419) .. EID:getDescriptionEntry("HoldMapHeader"), roomIcons[i] .. " " .. roomNames[i]) end end end -- --order of checking: 15, 48, 58, 63, 65 --(pennies, damage, hearts, item, leviathan, nothing) local sanguineResults = { { 0.15, 3 }, { 0.48, 2 }, { 0.58, 4 }, { 0.63, 5 }, { 0.65, 6 }, { 1, 1 } } function EID:getHoldMapDescription(player, checkingTwin) local holdMapDesc = "" local activeBlacklist = {} level = game:GetLevel() currentRoom = level:GetCurrentRoom() -- TODO: "you just picked up" desc (great for curse of blind) -- D1, crooked penny cheats. 404/liberty cap/etc. "what item is it" -- pandora's box? it shows the whole desc which is kinda useful -- Void's absorbed items list -- Luna beam effect? -- D Infinity current dice; track our Drop presses and resync it each time D Infinity is used by watching for the next dice effect triggered (Predict its next dice in AB+?) -- test how this works in co-op when co-op baby holds map! they should be ignored! if REPENTANCE then -- Sanguine Bond reward reminder if player:HasCollectible(CollectibleType.COLLECTIBLE_SANGUINE_BOND) and game:GetRoom():GetType() == RoomType.ROOM_DEVIL then local spikes = currentRoom:GetGridEntity(67) local cheatResult = nil -- we haven't made the setting for this stuff yet if spikes and EID.Config["ItemReminderShowRNGCheats"] then local spikeSeed = currentRoom:GetGridEntity(67):GetRNG():GetSeed() spikeSeed = RNGNext(spikeSeed, 5, 9, 7) spikeSeed = RNGNext(spikeSeed, 1, 5, 0x13) for k,v in ipairs(sanguineResults) do if SeedToFloat(spikeSeed) < v[1] then cheatResult = v[2] break end end end local descObj = EID:getDescriptionObj(5, 100, 692) 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 .. "{{ColorGreen}}" end resultsDesc = resultsDesc .. w .. "#" end end holdMapDesc = holdMapDesc .. append("{{Collectible692}}", descObj.Name, resultsDesc) end -- Tainted ??? Poop Descriptions if EID.Config["ItemReminderShowPoopDesc"] > 0 and player:GetPlayerType() == 25 then activeBlacklist[715] = true --blacklist Hold for i = 0, EID.Config["ItemReminderShowPoopDesc"]-1 do local poopInfo = EID:getDescriptionEntry("poopSpells") local nextPoop = player:GetPoopSpell(i) holdMapDesc = holdMapDesc .. append("{{PoopSpell" .. nextPoop .. "}}", poopInfo[nextPoop][1], poopInfo[nextPoop][2]) end end end -- Teleport 2.0 location if player:HasCollectible(CollectibleType.COLLECTIBLE_TELEPORT_2) and not EID.isMirrorRoom then holdMapDesc = holdMapDesc .. teleport2Prediction(holdMapDesc) activeBlacklist[CollectibleType.COLLECTIBLE_TELEPORT_2] = true end --TODO: RECENT ITEMS TRACKING (reset per room clear? or just use timestamps?) -- Active Item Descriptions if EID.Config["ItemReminderShowActiveDesc"] > 0 then for i = 0, EID.Config["ItemReminderShowActiveDesc"]-1 do local heldActive = player:GetActiveItem(i) if heldActive > 0 and not activeBlacklist[heldActive] then local demoDescObj = EID:getDescriptionObj(5, 100, heldActive) holdMapDesc = holdMapDesc .. append("{{Collectible"..heldActive.."}}", demoDescObj.Name, demoDescObj.Description) end end end -- Pocket Item Descriptions -- Annoying because there's no easy way to just get the info of a slot if EID.Config["ItemReminderShowPocketDesc"] > 0 then local numPrinted = 0 -- I don't think we can actually know what slot the player is on, so, save these to display (if they exist) for when Card and Pill in a slot are both 0, to attempt to always show them in slot order local dicePrinted = false local diceBag = REPENTANCE and player:GetActiveItem(3) or 0 local pocketPrinted = false local pocketActive = REPENTANCE and player:GetActiveItem(2) or 0 for i = 0, EID.Config["ItemReminderShowPocketDesc"]-1 do local heldCard = player:GetCard(i) local heldPill = player:GetPill(i) if heldCard > 0 then -- Get the card desc elseif heldPill > 0 then -- Get the pill effect elseif diceBag > 0 and not activeBlacklist[diceBag] and not dicePrinted then dicePrinted = true local demoDescObj = EID:getDescriptionObj(5, 100, diceBag) holdMapDesc = holdMapDesc .. append("{{Trinket154}}", demoDescObj.Name, demoDescObj.Description) elseif pocketActive > 0 and not activeBlacklist[heldActive] and not pocketPrinted then pocketPrinted = true local demoDescObj = EID:getDescriptionObj(5, 100, pocketActive) holdMapDesc = holdMapDesc .. append("{{Collectible"..pocketActive.."}}", demoDescObj.Name, demoDescObj.Description) -- we'll have to add tainted char specific text for their actives with unique effects for that character! end end end -- Trinket Descriptions if EID.Config["ItemReminderShowTrinketDesc"] > 0 then for i = 0, EID.Config["ItemReminderShowTrinketDesc"]-1 do local heldActive = player:GetTrinket(i) if heldActive > 0 and not activeBlacklist[heldActive] then -- test this with golden trinkets / mom's box!!! local demoDescObj = EID:getDescriptionObj(5, 350, heldActive) holdMapDesc = holdMapDesc .. append("{{Trinket"..heldActive.."}}", demoDescObj.Name, demoDescObj.Description) end end end -- -- Finally, check the twin player of this controller -- If both twins have a desc, show their player icon / name to separate the two descs if REPENTANCE and not checkingTwin then local twin = player:GetOtherTwin() local otherTwinDesc = "" if twin then otherTwinDesc = EID:getHoldMapDescription(twin, true) end if otherTwinDesc ~= "" then if holdMapDesc == "" then holdMapDesc = otherTwinDesc else holdMapDesc = (EID:getIcon("Player"..player:GetPlayerType()) ~= EID.InlineIcons["ERROR"] and "{{Player"..player:GetPlayerType().."}}" or "{{CustomTransformation}}") .. " {{ColorGray}}" .. player:GetName() .. "#" .. holdMapDesc .. "#" holdMapDesc = holdMapDesc .. (EID:getIcon("Player"..twin:GetPlayerType()) ~= EID.InlineIcons["ERROR"] and "{{Player"..twin:GetPlayerType().."}}" or "{{CustomTransformation}}") .. " {{ColorGray}}" .. twin:GetName() .. "#" .. otherTwinDesc end end end return holdMapDesc end