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eid_tmtrainer.lua
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eid_tmtrainer.lua
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--[[
This file is only loaded when the game is launched with the "--luadebug" launch option.
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.
Having --luadebug on would allow malicious mods to delete your files, execute command prompt commands, and probably much more. It also makes certain Lua functions behave differently, which breaks some other mods.
USE AT YOUR OWN RISK.
]]
local game = Game()
-- glitched items start at 4294967295
local maxNumber = 4294967296
local spawnedItems = 0
local lastEffectTrigger = "chain"
local descOne = ""
local logLocation = os.getenv("USERPROFILE") .. "/Documents/My Games/Binding of Isaac Repentance/log.txt"
local logFound = false
local logCursor = 0
local triggerColors = {
chain = "{{ColorSilver}}",
active = "{{ColorLime}}",
pickup_collected = "{{ColorYellow}}",
enemy_kill = "{{ColorRed}}",
damage_taken = "{{ColorRed}}",
entity_spawned = "",
tear_fire = "{{ColorCyan}}",
enemy_hit = "{{ColorEIDError}}",
room_clear = "{{ColorOrange}}",
}
local function entityToName(e, plural)
local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
-- -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
local eWithZero = string.gsub(e, "-1", "0")
plural = plural or false
local name = localizedNames[e] or EID.XMLEntityNames[e] or localizedNames[eWithZero] or EID.XMLEntityNames[eWithZero] or e
--print out entities with no name yet
if name == e then Isaac.DebugString("No name found for " .. e .. " (could be modded)")
elseif plural then name = name .. localizedNames["pluralize"] end
return name
end
local function parseEffectLine(raw)
local words = {}
for w in string.gmatch(raw,"%S+") do table.insert(words, w) end
local triggerReplacements = {}
local replacements = {}
local printEffect = true
-- words[1] = "[INFO]", words[2] = "-"
local effectTrigger = words[3]
-- the effects list is rarely interrupted by music loading log entries, just ignore it and have a slightly inaccurate desc
if effectTrigger == "Queued" then return "" end
if (string.find(effectTrigger, "entity_spawned")) then
effectTrigger = "entity_spawned"
triggerReplacements[1] = "{{ColorEIDObjName}}" .. entityToName(string.sub(words[3], 16, -2)) .. "{{CR}}"
end
-- words[4] = "->"
local effectType = words[5]
local fullEffect = ""
for i=5,#words do fullEffect = fullEffect .. words[i] .. " " end
if effectType == "add_temporary_effect" or effectType == "use_active_item" then
-- remainder of line = collectible name that's granted for the room
local name = ""
for i=6,#words do
name = name .. words[i]
if (i ~= #words) then name = name .. " " end
end
replacements[1] = name
if (Isaac.GetItemIdByName(name) > 0) then
replacements[1] = "{{Collectible" .. Isaac.GetItemIdByName(name) .. "}} " .. name
end
elseif effectType == "convert_entities" then
replacements[1] = "{{ColorGray}}" .. entityToName(words[6], true) .. "{{CR}}"
replacements[2] = "{{ColorGray}}" .. entityToName(words[8])
elseif effectType == "spawn_entity" then
replacements[1] = "{{ColorGray}}" .. entityToName(words[6])
elseif effectType == "fart" then
replacements[1] = words[6]
elseif effectType == "area_damage" then
replacements[1] = words[6]
-- display area_damage 0's because they still need to be done to chain to the next thing
--if words[6] == "0" then printEffect = false end
end
local localizedNames = EID:getDescriptionEntry("GlitchedItemText")
local eidString = ""
if effectTrigger ~= lastEffectTrigger then eidString = eidString .. triggerColors[effectTrigger] .. (localizedNames[effectTrigger] or (effectTrigger .. "#")) end
if printEffect then eidString = eidString .. (localizedNames[effectType] or fullEffect) .. "#" end
for k,v in ipairs(triggerReplacements) do eidString = string.gsub(eidString, "{T" .. k .. "}", v) end
for k,v in ipairs(replacements) do eidString = string.gsub(eidString, "{" .. k .. "}", v) end
if effectTrigger ~= "chain" then lastEffectTrigger = effectTrigger end
return eidString
end
local function CheckLogForItems(_)
-- Check log.txt every 5 frames if there's a collectible we haven't read the data for yet
-- (Should work well for Corrupted Data)
if game:GetFrameCount() % 5 ~= 0 or not EID.Config["DisplayGlitchedItemInfo"] or not logFound or
EID.itemConfig:GetCollectible(maxNumber - spawnedItems - 1) == nil then return end
local numEffects = 0
local eidDesc = ""
local theLog = io.open(logLocation, "r")
if theLog == nil then return end
theLog:seek("set", logCursor)
local line = theLog:read()
while line ~= nil do
if string.find(line, "initialized with") then
spawnedItems = spawnedItems + 1
lastEffectTrigger = "chain"
eidDesc = ""
-- find the number of effects to watch for
for s in string.gmatch(line, "%d*%.?%d+") do
numEffects = tonumber(s)
break
end
elseif numEffects > 0 then
numEffects = numEffects - 1
eidDesc = eidDesc .. parseEffectLine(line)
if numEffects == 0 then
eidDesc = EID:CheckGlitchedItemConfig(maxNumber - spawnedItems) .. eidDesc
-- Glowing Hour Glass type effects cause the game to reload all items, check if our desc is equal to the first one
if (descOne == eidDesc) then spawnedItems = 1 end
EID:addCollectible(maxNumber - spawnedItems, eidDesc)
if spawnedItems == 1 then descOne = eidDesc end
end
elseif string.find(line, "Game ended;") then
spawnedItems = 0
lastEffectTrigger = "chain"
eidDesc = ""
end
line = theLog:read()
end
logCursor = theLog:seek()
theLog:close()
end
EID:AddCallback(ModCallbacks.MC_POST_UPDATE, CheckLogForItems)
local function GameStartTMTRAINER(_,isSave)
local theLog = io.open(logLocation, "r")
if (theLog == nil) then
print("[EID] Could not find the log file at " .. logLocation .. "; glitched item descriptions won't work!")
Isaac.DebugString("[EID] Could not find the log file at " .. logLocation .. "; glitched item descriptions won't work!")
logFound = false
return
else
logFound = true
end
-- luckily, when the game reloads, it also reloads all glitched items, so resuming works perfectly as long as we start at the beginning
spawnedItems = 0
end
EID:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, GameStartTMTRAINER)
local function GameEndTMTRAINER()
-- Our cursor spot in the log gets wiped if mods are reloaded; can't think of a better way than this
Isaac.DebugString("[EID] Game ended; ignore previous glitched items in the log!")
end
EID:AddCallback(ModCallbacks.MC_PRE_GAME_EXIT, GameEndTMTRAINER)
-- shh. it's a non-obtrusive april fools joke for the 1% of people with luadebug
-- https://www.youtube.com/watch?v=msDuNZyYAIQ
if (os.date("%m/%d") == "04/01") then
EID.descriptions["en_us"].sacrifice[1][3] = "{{Coin}} 50% chance of winning 1 coin at Sacrifice#75% chance if you're a genetic freak#!!! If you add Kurt Angle to the mix, your chances of winning drastically go down"
end