local game = Game() --[[ Argument 1: The item ID For convenience, numbers are assumed to be a collectible ID; strings in Type.Var.Sub format can be used as well If you're adding a condition that applies to many items, you can pass in a table of IDs If you're adding a condition that applies to an entire type of item, pass in a string in Type.Var format Argument 2: The function that will apply the condition if it returns true; descObj will be passed into this function This function can return a collectible ID, which will be used for bulletpoints/variable text Argument 3 (optional): Additional text for finding the string in the localization file For example, if you put "Overridden" here, modifying Tech X, it will look for ConditionalDescs["5.100.395 (Overridden)"] AND ConditionalDescs["Overridden"] Can also be a function for more dynamic deciding Argument 4 (optional): Table with any additional options, usually not needed: variableText: If there's a {1} in the desc, it will be replaced with this; can be a function for more dynamic text results, it will get descObj passed into it locTable: Specify a different table to look for the localization string in, rather than ConditionalDescs noTable: Set to true to look in the base localizations only (requires modText) (not used yet...) lineColor: Appended lines will be highlighted with this color replaceColor: Find/replace text will be highlighted with this color bulletpoint: Appended lines will begin with this bulletpoint noFallback: Don't fallback to English if this isn't localized; by default, conditionals don't fallback, to avoid printing English text in unupdated languages usePedestalName: If true, display the pedestal item's name in place of {1} Argument 5 (very optional): The position in the table to insert this new condition, in case mods want to insert modifiers before our base ones ]] local function CopyTable(t1) local newTable = {}; for k, v in pairs(t1) do newTable[k] = v end return newTable end function EID:AddConditional(IDs, funcText, modText, extraTable, insertPoint) if type(IDs) ~= "table" then IDs = { IDs } end if modText == "" then modText = nil end extraTable = extraTable or {} if extraTable.noFallback == nil then extraTable.noFallback = true end for _, id in ipairs(IDs) do if type(id) ~= "string" then id = "5.100." .. id end EID.DescriptionConditions[id] = EID.DescriptionConditions[id] or {} local newTable = CopyTable(extraTable) newTable.func = funcText; newTable.modifierText = modText; if newTable.usePedestalName then newTable.variableText = "{{NameOnly" .. id .. "}}" end if insertPoint then table.insert(EID.DescriptionConditions[id], insertPoint, newTable) else table.insert(EID.DescriptionConditions[id], newTable) end end end -- Easy to use functions for conditionals that rely on having a specific item/character -- By default, they'll have a bulletpoint for the item/char, and {1} becomes the item/char's name -- checkInReminder is for if a synergy is no longer relevant once the item isn't obtainable (e.g. Abyss locusts) (true by default) function EID:AddItemConditional(IDs, ownedIDs, modText, extraTable, checkInReminder) if type(ownedIDs) ~= "table" then ownedIDs = { ownedIDs } end if checkInReminder == nil then checkInReminder = true end extraTable = extraTable or {} for _, ownedID in ipairs(ownedIDs) do EID.collectiblesToCheck[ownedID] = true local newTable = CopyTable(extraTable) local tvs = ownedID; if type(ownedID) == "number" then tvs = "5.100." .. ownedID end if newTable.variableText == nil then newTable.variableText = "{{NameOnly" .. tvs .. "}}" end if newTable.bulletpoint == nil then newTable.bulletpoint = "Item" .. tvs end EID:AddConditional(IDs, function() return EID:ConditionalItemCheck(ownedID, checkInReminder) end, modText, newTable) end end -- For adding pairs of abilities to collectibles; you can define a different modifier text for each of them -- example: EID:AddSynergyConditional({list of IDs overridden by Brimstone}, Brimstone, "Overridden", "Overrides") function EID:AddSynergyConditional(IDs, ownedIDs, modText1, modText2, extraTable1, extraTable2, checkInReminder) EID:AddItemConditional(IDs, ownedIDs, modText1, extraTable1, checkInReminder) EID:AddItemConditional(ownedIDs, IDs, modText2 or modText1, extraTable2 or extraTable1, checkInReminder) end -- For adding a synergy pair where the same item name should be used for the descriptions of both sides of it -- e.g. Sacrificial Altar synergies are displayed on both the Altar and the familiar, but only the familiar's name matters function EID:AddOneSidedSynergyConditional(IDs, ownedIDs, modText, extraTable, checkInReminder) extraTable = extraTable or {} local newTable = CopyTable(extraTable) newTable.usePedestalName = true EID:AddItemConditional(IDs, ownedIDs, modText, newTable, checkInReminder) EID:AddItemConditional(ownedIDs, IDs, modText, extraTable, checkInReminder) end -- For adding a conditional that looks at owning itself; item reminder is of course disabled -- Holding Diplopia or Crooked Penny should probably also trigger this type of conditional, so it's included by default function EID:AddSelfConditional(ownedIDs, modText, extraTable, includeDiplopia) if type(ownedIDs) ~= "table" then ownedIDs = { ownedIDs } end if includeDiplopia == nil then includeDiplopia = true end for _, ownedID in ipairs(ownedIDs) do if includeDiplopia then EID:AddItemConditional(ownedID, {ownedID, 347, 485}, modText, extraTable, false) else EID:AddItemConditional(ownedID, ownedID, modText, extraTable, false) end end end -- includeTainted is for if you want to check the normal and tainted version of a character (true by default) function EID:AddPlayerConditional(IDs, charIDs, modText, extraTable, includeTainted) if type(charIDs) ~= "table" then charIDs = { charIDs } end if includeTainted == nil then includeTainted = true end extraTable = extraTable or {} for _, charID in ipairs(charIDs) do local newTable = CopyTable(extraTable) if newTable.variableText == nil then newTable.variableText = "{{NameOnlyI" .. charID .. "}}" end if newTable.bulletpoint == nil then newTable.bulletpoint = "Player" .. charID end EID:AddConditional(IDs, function() return EID:ConditionalCharCheck(charID, includeTainted) end, modText, newTable) end end ----- Evaluation Functions ----- function EID:ConditionalItemCheck(itemID, checkInReminder) if EID.InsideItemReminder then if not checkInReminder then return false end local player = EID.ItemReminderPlayerEntity if EID:PlayerHasItem(player, itemID) or EID:PlayerVoidedCollectible(player, itemID) then return true end elseif EID.collectiblesOwned[itemID] or EID.collectiblesAbsorbed[itemID] then return true end end function EID:ConditionalCharCheck(playerType, includeTainted) -- We don't want to display irrelevant item info inside the Item Reminder if EID.InsideItemReminder then local player = EID.ItemReminderPlayerEntity if player:GetPlayerType() == playerType then return true elseif includeTainted and EID.isRepentance and EID.TaintedToRegularID[player:GetPlayerType()] == playerType then return true end else return EID:PlayersHaveCharacter(playerType, includeTainted) end end function EID:IsGreedMode() return game:IsGreedMode() end function EID:IsGreedModePlusTarot() return game:IsGreedMode() and EID:ConditionalItemCheck(451, true) end function EID:PlayersHaveRestock() return EID:PlayersHaveCollectible(376) or EID:IsGreedMode() end function EID:IsHardMode() return game.Difficulty == 1 or game.Difficulty == 3 end -- Check if we have any characters that can't have Red Health, to print additions to descs like Dead Cat function EID:CheckForNoRedHealthPlayer() if EID.InsideItemReminder then local player = EID.ItemReminderPlayerEntity return EID.NoRedHeartsPlayerIDs[player:GetPlayerType()] else for i = 0, game:GetNumPlayers() - 1 do local player = Isaac.GetPlayer(i) if EID.NoRedHeartsPlayerIDs[player:GetPlayerType()] then return true end end end return false end -- Check if we have characters with Schoolbag or a pocket active item function EID:CheckForMultipleActives(onlyChargeablePockets) if EID.InsideItemReminder then local player = EID.ItemReminderPlayerEntity if player:HasCollectible(534) then return true end local id = player:GetPlayerType() if EID.isRepentance and (EID.PocketActivePlayerIDs[id] == 0 or (not onlyChargeablePockets and EID.PocketActivePlayerIDs[id])) then return true end else for i = 0, game:GetNumPlayers() - 1 do local player = Isaac.GetPlayer(i) if player:HasCollectible(534) then return true end local id = player:GetPlayerType() if EID.isRepentance and (EID.PocketActivePlayerIDs[id] == 0 or (not onlyChargeablePockets and EID.PocketActivePlayerIDs[id])) then return true end end end return false end -- Check if we have characters with Schoolbag or a chargeable pocket active item (for 4.5 Volt) function EID:CheckForMultipleChargeableActives() return EID:CheckForMultipleActives(true) end -- When we have Car Battery, change active pedestal descriptions function EID:CheckForCarBattery(descObj) if EID.CarBatteryNoSynergy[descObj.ObjSubType] then return "No Effect" end return descObj.ObjSubType end -- When we're looking at a Car Battery pedestal, check our actives for having no effect function EID:CheckActivesForCarBattery(descObj) if EID.InsideItemReminder then return false end for k,_ in pairs(EID.CarBatteryNoSynergy) do if EID:PlayersHaveCollectible(k) then return k end end return false end -- When we have BFFS/Hive Mind, change familiar pedestal descriptions function EID:CheckForBFFS(descObj) if descObj.ObjVariant == 100 and EID.BFFSNoSynergy[descObj.ObjSubType] then return "No Effect" end return descObj.fullItemString end function EID:CheckForHiveMind(descObj) if EID.HiveMindFamiliars[descObj.ObjSubType] then return EID:CheckForBFFS(descObj) end return "N/A" end -- When we're looking at a BFFS pedestal, check our familiars for having no effect (only finds the earliest one, but whatever) function EID:CheckFamiliarsForBFFS(descObj) if EID.InsideItemReminder then return false end for k,_ in pairs(EID.BFFSNoSynergy) do if EID:PlayersHaveCollectible(k) then return k end end return false end -- Check for a player having an active item with a specific quantity of charges, or charge type -- 0 = normal, 1 = timed, 2 = special function EID:CheckPlayersForActiveChargeType(maxCharge, chargeType, checkPockets) checkPockets = checkPockets or true local players = {} if EID.InsideItemReminder then players[1] = EID:ItemReminderGetAllPlayers()[EID.ItemReminderSelectedPlayer + 1] or EID.player else for i = 0, game:GetNumPlayers() - 1 do table.insert(players, Isaac.GetPlayer(i)) end end local maxSlot = EID.isRepentance and 1 or 0 if EID.isRepentance and checkPockets then maxSlot = 3 end for i = 1, #players do local player = players[i] for j = 0, maxSlot do local activeID = player:GetActiveItem(j) if EID:CheckActiveChargeType(activeID, maxCharge, chargeType) then return activeID end end end return false end -- Check the given item ID for the given max charge and/or charge type (as well as check if the players have the additional collectible ID provided) function EID:CheckActiveChargeType(itemID, maxCharge, chargeType, requiredCollectible) if requiredCollectible == nil or EID:ConditionalItemCheck(requiredCollectible) then local active = EID.itemConfig:GetCollectible(itemID) if active and active.Type == ItemType.ITEM_ACTIVE then local result = true if maxCharge and active.MaxCharges ~= maxCharge then result = false end if EID.isRepentance then if chargeType and active.ChargeType ~= chargeType then result = false end else if chargeType == 1 and active.MaxCharges < 30 then result = false end end return result end end return false end -- Check for multiple players existing for items like Yum Heart and Extension Cord, includes J&E (but does it include Forgotten?) function EID:MultiplePlayerCharacters() return #EID.coopAllPlayers > 1 end -- Check the bestiary/character list if we have REPENTOGON, to help avoid spoilers. Otherwise just return true function EID:HaveEncountered(monsterType, monsterVariant) if not REPENTOGON then return true end return Isaac.GetPersistentGameData():GetBestiaryEncounterCount(monsterType, monsterVariant) > 0 end function EID:HaveNotEncountered(monsterType, monsterVariant) if not REPENTOGON then return true end return not EID:HaveEncountered(monsterType, monsterVariant) end function EID:HaveUnlockedAchievement(achID) if not REPENTOGON then return true end return Isaac.GetPersistentGameData():Unlocked(achID) end function EID:HaveNotUnlockedAchievement(achID) if not REPENTOGON then return true end return not EID:HaveUnlockedAchievement(achID) end ----- Apply Conditionals ----- -- thing to fix find/replace pairs with hyphens (like "1-2") breaking because hyphen is a special char -- https://stackoverflow.com/questions/29072601/lua-string-gsub-with-a-hyphen local function replace(str, what, with, count) what = string.gsub(what, "[%(%)%.%+%-%*%?%[%]%^%$%%]", "%%%1") -- escape pattern with = string.gsub(with, "[%%]", "%%%%") -- escape replacement return string.gsub(str, what, with, count) end -- super simple table concatenation: https://www.tutorialspoint.com/concatenation-of-tables-in-lua-programming local function TableConcat(t1, t2) for i = 1, #t2 do t1[#t1 + 1] = t2[i] end return t1 end function EID:applyConditionals(descObj) EID:CheckPlayersCollectibles() local adjustedSubtype = EID:getAdjustedSubtype(descObj.ObjType, descObj.ObjVariant, descObj.ObjSubType) local typeVar = descObj.ObjType.."."..descObj.ObjVariant -- for general conditions (Tarot Cloth, Book of Virtues) local typeVarSub = descObj.ObjType.."."..descObj.ObjVariant.."."..adjustedSubtype -- for specific conditions -- Combine specific+generic conditions into one table (in that order) local conds = {} if EID.DescriptionConditions[typeVarSub] then TableConcat(conds, EID.DescriptionConditions[typeVarSub]) end if EID.DescriptionConditions[typeVar] then TableConcat(conds, EID.DescriptionConditions[typeVar]) end -- Check every condition we need to check for this item for _, cond in ipairs(conds) do -- Search for the localization string; "S" (for generals) or "T.V.S" or "T.V.S (Modifier)" or "Modifier" local locTable = cond.locTable or "ConditionalDescs" local text = nil local modifierText = type(cond.modifierText) == "function" and cond.modifierText(EID, descObj) or cond.modifierText -- Find our string in the base localization table if cond.noTable then text = EID:getDescriptionEntry(modifierText, nil, cond.noFallback) -- Find our string as either "Type.Var.Sub (Mod Text)" or "Mod Text" elseif modifierText then text = EID:getDescriptionEntry(locTable, typeVarSub .. " (" .. modifierText .. ")", cond.noFallback) if text == nil then text = EID:getDescriptionEntry(locTable, modifierText, cond.noFallback) end -- Find our string as either "Type.Var.Sub" or just the Subtype else text = EID:getDescriptionEntry(locTable, typeVarSub, cond.noFallback) if text == nil then text = EID:getDescriptionEntry(locTable, descObj.ObjSubType, cond.noFallback) end end -- If we find the localization string for this condition, and it passes the test, modify the description text local result = cond.func(EID, descObj) if text ~= nil and result then local variableText, bulletpoint -- If the condition returned a value, use that value if result ~= true then -- For the time being, we assume the result was a collectible number (will support more soon) variableText = "{{NameOnlyC"..result.."}}" bulletpoint = "Collectible"..result else variableText = type(cond.variableText) == "function" and cond.variableText(EID, descObj) or cond.variableText bulletpoint = cond.bulletpoint end -- String = append if type(text) == "string" then text = EID:ReplaceVariableStr(text, 1, variableText) local iconStr = "#" if bulletpoint then iconStr = iconStr .. "{{" .. bulletpoint .. "}} " end if cond.lineColor then iconStr = iconStr .. "{{" .. cond.lineColor .. "}}" end EID:appendToDescription(descObj, iconStr .. text:gsub("#", iconStr)) -- Table with 1 entry = replace elseif #text == 1 then descObj.Description = EID:ReplaceVariableStr(text[1], 1, variableText) -- Table with 2+ entries = find and replace pairs -- Entry 1 is replaced with entry 2, entry 3 is replaced with entry 4, etc. -- If there's an odd number of entries, the last one is appended else local pos = 1 while pos < #text do local toFind = text[pos] if text[pos + 1] then local replaceWith = EID:ReplaceVariableStr(text[pos + 1], 1, variableText) if cond.replaceColor then replaceWith = "{{" .. cond.replaceColor .. "}}" .. replaceWith .. "{{CR}}" end --"%d*%.?%d+" will grab every number group (1, 10, 0.5), this will allow us to not replace the "1" in "10" erroneously if (type(toFind) == "number") then local count = 0 descObj.Description = string.gsub(descObj.Description, "%d*%.?%d+", function(s) if (s == tostring(toFind) and count == 0) then count = count + 1 return replaceWith end end) -- Basic find+replace for non-numbers else descObj.Description = replace(descObj.Description, tostring(toFind), replaceWith, 1) end else toFind = EID:ReplaceVariableStr(toFind, 1, variableText) local iconStr = "#" if bulletpoint then iconStr = iconStr .. "{{" .. bulletpoint .. "}} " end if cond.lineColor then iconStr = iconStr .. "{{" .. cond.lineColor .. "}}" end EID:appendToDescription(descObj, iconStr .. toFind:gsub("#", iconStr)) end pos = pos + 2 end end end end return descObj end