Files
External-Item-Descriptions/features/eid_conditionals_funcs.lua
T
Buurazu 2ae25e6752 Fix Tarot Cloth Rep modifiers + Car Battery overhaul (#675)
* Tarot Cloth Rep fix, Car Battery updates

* oops I readded detailed

* oops I readded detailed

* Less full replaces in tarot cloth table

* oops bad copypaste

* Finished AB+ car battery

* Car Battery rep check in progress

* Yum Heart co-op

* Car Battery in progress

* Finish Car Battery, add Isaac color

* Move the functions out

* Add files via upload

* No effect

* Finished Car Battery synergies

* some Greed conditionals

* some Greed conditionals

* fix Black Feather in AB+

* move the apply function

* Greed conds + move apply func
2024-06-15 13:04:32 +02:00

316 lines
14 KiB
Lua

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
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
useResult: The condition function can return a collectible ID; if true, use that ID to generate bulletpoint/variable text. This is to be able to use specific collectible icons/names while using more general modded-item-friendly conditions
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
]]
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 {}
-- make a shallow copy of the passed-in table
local newTable = {}; for k, v in pairs(extraTable) do newTable[k] = v end
newTable.func = funcText;
newTable.modifierText = modText;
if newTable.noFallback == nil then newTable.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 {}
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 collectible/character
-- By default, they'll have a bulletpoint for the coll/char, and {1} becomes the coll/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:AddCollectibleConditional(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 = {}; for k, v in pairs(extraTable) do newTable[k] = v end
if newTable.variableText == nil then newTable.variableText = "{{NameOnlyC" .. ownedID .. "}}" end
if newTable.bulletpoint == nil then newTable.bulletpoint = "Collectible" .. ownedID end
EID:AddConditional(IDs, function() return EID:ConditionalCollCheck(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:AddCollectibleConditional(IDs, ownedIDs, modText1, extraTable1, checkInReminder)
EID:AddCollectibleConditional(ownedIDs, IDs, modText2 or modText1, extraTable2 or extraTable1, checkInReminder)
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 = {}; for k, v in pairs(extraTable) do newTable[k] = v end
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:ConditionalCharCheck(playerType, includeTainted)
-- We don't want to display irrelevant item info inside the Item Reminder
if EID.InsideItemReminder then
local player = EID:ItemReminderGetAllPlayers()[EID.ItemReminderSelectedPlayer + 1] or EID.player
if player:GetPlayerType() == playerType then
return true
elseif includeTainted and EID.isRepentance and EID.TaintedToRegularID[player:GetPlayerType()] == playerType then
return true
else
return false
end
else
return EID:PlayersHaveCharacter(playerType, includeTainted)
end
end
function EID:ConditionalCollCheck(collectibleID, checkInReminder)
-- We don't want to display irrelevant item info inside the Item Reminder
if EID.InsideItemReminder then
if not checkInReminder then return false end
local player = EID:ItemReminderGetAllPlayers()[EID.ItemReminderSelectedPlayer + 1] or EID.player
if player:HasCollectible(collectibleID) then return true end
-- Check for the item being inside the Item Reminder player's Void (not sure if this is ever relevant...)
if player:HasCollectible(477) then
local playerID = EID:getPlayerID(player)
if EID.absorbedItems[tostring(playerID)] and EID.absorbedItems[tostring(playerID)][tostring(collectibleID)] then
return true
end
end
else
return EID.collectiblesOwned[collectibleID] or EID.collectiblesAbsorbed[collectibleID]
end
return false
end
function EID:IsGreedMode()
return game:IsGreedMode()
end
function EID:IsGreedModePlusTarot()
return game:IsGreedMode() and EID:ConditionalCollCheck(451, true)
end
function EID:IsHardMode()
if game.Difficulty == 1 or game.Difficulty == 3 then
return true
else
return false
end
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:ItemReminderGetAllPlayers()[EID.ItemReminderSelectedPlayer + 1] or EID.player
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
function EID:CheckForCarBattery(descObj)
if EID.CarBatteryNoSynergy[descObj.ObjSubType] then return "No Effect"
else return descObj.ObjSubType end
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)
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
for i = 1, #players do
local player = players[i]
for j = 0, EID.isRepentance and 3 or 0 do
local activeID = player:GetActiveItem(j)
if EID:CheckActiveChargeType(activeID, maxCharge, chargeType) then return activeID end
end
end
return false
end
function EID:CheckActiveChargeType(itemID, maxCharge, chargeType)
local active = EID.itemConfig:GetCollectible(itemID)
if active then
if active.MaxCharges == maxCharge and active.ChargeType ~= 2 then return true
elseif EID.isRepentance and active.ChargeType == chargeType then return true
elseif not EID.isRepentance and chargeType == 1 and active.MaxCharges >= 30 then return true 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 typeVar = descObj.ObjType.."."..descObj.ObjVariant -- for general conditions (Tarot Cloth, Book of Virtues)
local typeVarSub = descObj.fullItemString -- for specific conditions
-- Combine general+specific conditions into one table
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(descObj)
if text ~= nil and result then
local variableText, bulletpoint
if cond.useResult then
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.
else
local pos = 1
while pos < #text do
local toFind = text[pos]
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
pos = pos + 2
end
end
end
end
return descObj
end