170 lines
6.2 KiB
Lua
170 lines
6.2 KiB
Lua
--[[
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This file is only loaded when the game is launched with the "--luadebug" launch option.
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This allows mods to have access to your computer's files, which is necessary to read glitched item info that's printed to the game's log file.
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Having --luadebug on would allow malicious mods to delete your files, execute command prompt commands, and probably much more.
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USE AT YOUR OWN RISK.
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]]
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local game = Game()
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-- glitched items start at 4294967295
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local maxNumber = 4294967296
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local spawnedItems = 0
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local lastEffectTrigger = "chain"
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local descOne = ""
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local logLocation = os.getenv("SYSTEMDRIVE") .. "/Users/" .. os.getenv("USERNAME") .. "/Documents/My Games/Binding of Isaac Repentance/log.txt"
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local logFound = false
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local logCursor = 0
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local triggerColors = {
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chain = "{{ColorSilver}}",
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active = "{{ColorLime}}",
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pickup_collected = "{{ColorYellow}}",
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enemy_kill = "{{ColorRed}}",
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damage_taken = "{{ColorRed}}",
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entity_spawned = "",
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tear_fire = "{{ColorCyan}}",
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enemy_hit = "{{ColorEIDError}}",
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room_clear = "{{ColorOrange}}",
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}
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local function entityToName(e, plural)
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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-- -1 is often used as an "any of this type", even if there's only one of that type, so converting it to 0 can help find names
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local eWithZero = string.gsub(e, "-1", "0")
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plural = plural or false
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local name = localizedNames[e] or EID.XMLEntityNames[e] or localizedNames[eWithZero] or EID.XMLEntityNames[eWithZero] or e
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--print out entities with no name yet
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if name == e then Isaac.DebugString("No name found for " .. e .. " (could be modded)")
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elseif plural then name = name .. localizedNames["pluralize"] end
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return name
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end
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local function parseEffectLine(raw)
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local words = {}
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for w in string.gmatch(raw,"%S+") do table.insert(words, w) end
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local triggerReplacements = {}
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local replacements = {}
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local printEffect = true
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-- words[1] = "[INFO]", words[2] = "-"
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local effectTrigger = words[3]
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if (string.find(effectTrigger, "entity_spawned")) then
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effectTrigger = "entity_spawned"
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triggerReplacements[1] = "{{ColorEIDObjName}}" .. entityToName(string.sub(words[3], 16, -2)) .. "{{CR}}"
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end
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-- words[4] = "->"
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local effectType = words[5]
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local fullEffect = ""
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for i=5,#words do fullEffect = fullEffect .. words[i] .. " " end
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if effectType == "add_temporary_effect" or effectType == "use_active_item" then
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-- remainder of line = collectible name that's granted for the room
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local name = ""
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for i=6,#words do
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name = name .. words[i]
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if (i ~= #words) then name = name .. " " end
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end
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replacements[1] = "{{Collectible" .. Isaac.GetItemIdByName(name) .. "}} " .. name
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elseif effectType == "convert_entities" then
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replacements[1] = "{{ColorGray}}" .. entityToName(words[6], true) .. "{{CR}}"
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replacements[2] = "{{ColorGray}}" .. entityToName(words[8])
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elseif effectType == "spawn_entity" then
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replacements[1] = "{{ColorGray}}" .. entityToName(words[6])
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elseif effectType == "fart" then
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replacements[1] = words[6]
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elseif effectType == "area_damage" then
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replacements[1] = words[6]
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-- display area_damage 0's because they still need to be done to chain to the next thing
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--if words[6] == "0" then printEffect = false end
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end
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local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
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local eidString = ""
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if effectTrigger ~= lastEffectTrigger then eidString = eidString .. triggerColors[effectTrigger] .. (localizedNames[effectTrigger] or (effectTrigger .. "#")) end
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if printEffect then eidString = eidString .. (localizedNames[effectType] or fullEffect) .. "#" end
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for k,v in ipairs(triggerReplacements) do eidString = string.gsub(eidString, "{T" .. k .. "}", v) end
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for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end
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if effectTrigger ~= "chain" then lastEffectTrigger = effectTrigger end
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return eidString
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end
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local function CheckLogForItems(_)
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-- Check log.txt every 5 frames if there's a collectible we haven't read the data for yet
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-- (Should work well for Corrupted Data)
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if game:GetFrameCount() % 5 ~= 0 or not EID.Config["DisplayGlitchedItemInfo"] or not logFound or
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EID.itemConfig:GetCollectible(maxNumber - spawnedItems - 1) == nil then return end
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local numEffects = 0
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local eidDesc = ""
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local theLog = io.open(logLocation, "r")
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theLog:seek("set", logCursor)
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local line = theLog:read()
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while line ~= nil do
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if string.find(line, "initialized with") then
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spawnedItems = spawnedItems + 1
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lastEffectTrigger = "chain"
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eidDesc = ""
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-- find the number of effects to watch for
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for s in string.gmatch(line, "%d*%.?%d+") do
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numEffects = tonumber(s)
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break
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end
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elseif numEffects > 0 then
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numEffects = numEffects - 1
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eidDesc = eidDesc .. parseEffectLine(line)
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if numEffects == 0 then
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-- Glowing Hour Glass type effects seem to cause the game to reload all items, check if our desc is equal to the first one
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if (descOne == eidDesc) then spawnedItems = 1 end
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eidDesc = EID:CheckGlitchedItemConfig(maxNumber - spawnedItems) .. eidDesc
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EID:addCollectible(maxNumber - spawnedItems, eidDesc)
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if spawnedItems == 1 then descOne = eidDesc end
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end
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elseif string.find(line, "Game ended;") then
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spawnedItems = 0
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lastEffectTrigger = "chain"
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eidDesc = ""
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end
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line = theLog:read()
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end
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logCursor = theLog:seek()
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theLog:close()
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end
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EID:AddCallback(ModCallbacks.MC_POST_UPDATE, CheckLogForItems)
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local function GameStartTMTRAINER(_,isSave)
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local theLog = io.open(logLocation, "r")
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if (theLog == nil) then
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print("[EID] Could not find the log file at " .. logLocation .. "; glitched item descriptions won't work!")
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Isaac.DebugString("[EID] Could not find the log file at " .. logLocation .. "; glitched item descriptions won't work!")
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logFound = false
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return
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else
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logFound = true
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end
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-- luckily, when the game reloads, it also reloads all glitched items, so resuming works perfectly as long as we start at the beginning
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spawnedItems = 0
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end
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EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER)
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local function GameEndTMTRAINER()
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-- Our cursor spot in the log gets wiped if mods are reloaded; can't think of a better way than this
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Isaac.DebugString("[EID] Game ended; ignore previous glitched items in the log!")
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end
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EID:AddCallback(ModCallbacks.MC_PRE_GAME_EXIT, GameEndTMTRAINER)
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