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