isaacscript-common 1.0.491 → 1.0.492
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/constants.d.ts +8 -0
- package/dist/constants.lua +3 -1
- package/dist/functions/player.d.ts +12 -0
- package/dist/functions/player.lua +23 -15
- package/package.json +1 -1
package/dist/constants.d.ts
CHANGED
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@@ -7,7 +7,15 @@ export declare const AZAZEL_DEFAULT_BRIMSTONE_DISTANCE = 75.125;
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/** Bombs explode when their frame count is equal to this value. */
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export declare const BOMB_EXPLODE_FRAME = 45;
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export declare const CHARACTERS_WITH_AN_ACTIVE_ITEM: Set<PlayerType>;
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/**
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* The set of characters where red heart containers will be turned into soul hearts (e.g. Blue
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* Baby). This set includes The Lost and Tainted Lost.
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*/
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export declare const CHARACTERS_WITH_NO_RED_HEARTS: Set<PlayerType>;
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/**
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* The set of characters where soul hearts will be automatically stripped away (e.g. Bethany). This
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* set includes The Lost and Tainted Lost.
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*/
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export declare const CHARACTERS_WITH_NO_SOUL_HEARTS: Set<PlayerType>;
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export declare const DEFAULT_ITEM_POOL_TYPE = ItemPoolType.POOL_TREASURE;
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/** This is also the distance that a player spawns from the door that they enter a room from. */
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package/dist/constants.lua
CHANGED
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@@ -18,13 +18,15 @@ ____exports.CHARACTERS_WITH_AN_ACTIVE_ITEM = __TS__New(Set, {
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})
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____exports.CHARACTERS_WITH_NO_RED_HEARTS = __TS__New(Set, {
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PlayerType.PLAYER_BLUEBABY,
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+
PlayerType.PLAYER_THELOST,
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PlayerType.PLAYER_BLACKJUDAS,
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PlayerType.PLAYER_JUDAS_B,
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PlayerType.PLAYER_BLUEBABY_B,
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PlayerType.PLAYER_THELOST_B,
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PlayerType.PLAYER_THEFORGOTTEN_B,
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PlayerType.PLAYER_BETHANY_B
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})
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-
____exports.CHARACTERS_WITH_NO_SOUL_HEARTS = __TS__New(Set, {PlayerType.PLAYER_BETHANY})
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____exports.CHARACTERS_WITH_NO_SOUL_HEARTS = __TS__New(Set, {PlayerType.PLAYER_THELOST, PlayerType.PLAYER_BETHANY, PlayerType.PLAYER_THELOST_B})
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____exports.DEFAULT_ITEM_POOL_TYPE = ItemPoolType.POOL_TREASURE
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____exports.DISTANCE_OF_GRID_TILE = 40
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____exports.DOOR_HITBOX_DISTANCE = 11
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@@ -20,6 +20,18 @@ export declare function anyPlayerCloserThan(position: Vector, distance: float):
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export declare function anyPlayerHasCollectible(collectibleType: CollectibleType | int): boolean;
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export declare function anyPlayerHasTrinket(trinketType: TrinketType | int): boolean;
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export declare function anyPlayerIs(matchingCharacter: PlayerType): boolean;
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/**
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* Helper function to see if the provided character can have red heart containers. Returns true for
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* characters like Isaac, Magdalene, or Cain. Returns false for characters like Blue Baby. Returns
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* false for The Lost and Tainted Lost.
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*/
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export declare function characterCanHaveRedHearts(character: PlayerType): boolean;
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/**
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* Helper function to see if the provided character can have soul hearts. Returns true for
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* characters like Isaac, Magdalene, or Cain. Returns false for characters like Bethany. Returns
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* false for The Lost and Tainted Lost.
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*/
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export declare function characterCanHaveSoulHearts(character: PlayerType): boolean;
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/**
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* Helper function to get how long Azazel's Brimstone laser should be. You can pass either an
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* `EntityPlayer` object or a tear height stat.
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@@ -3,6 +3,8 @@ require("lualib_bundle");
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local ____exports = {}
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local EXCLUDED_CHARACTERS
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local ____constants = require("constants")
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local CHARACTERS_WITH_NO_RED_HEARTS = ____constants.CHARACTERS_WITH_NO_RED_HEARTS
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local CHARACTERS_WITH_NO_SOUL_HEARTS = ____constants.CHARACTERS_WITH_NO_SOUL_HEARTS
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local LOST_STYLE_PLAYER_TYPES = ____constants.LOST_STYLE_PLAYER_TYPES
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local ____HealthType = require("types.HealthType")
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local HealthType = ____HealthType.HealthType
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@@ -27,18 +29,18 @@ function ____exports.getPlayers(self, performExclusions)
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do
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local player = Isaac.GetPlayer(i)
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if player == nil then
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-
goto
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goto __continue53
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end
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if ____exports.isChildPlayer(nil, player) then
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-
goto
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goto __continue53
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end
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local character = player:GetPlayerType()
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if performExclusions and EXCLUDED_CHARACTERS:has(character) then
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-
goto
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goto __continue53
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end
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__TS__ArrayPush(players, player)
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end
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-
::
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::__continue53::
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i = i + 1
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end
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end
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@@ -104,6 +106,12 @@ function ____exports.anyPlayerIs(self, matchingCharacter)
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end
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return false
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end
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function ____exports.characterCanHaveRedHearts(self, character)
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return not CHARACTERS_WITH_NO_RED_HEARTS:has(character)
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end
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function ____exports.characterCanHaveSoulHearts(self, character)
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return not CHARACTERS_WITH_NO_SOUL_HEARTS:has(character)
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end
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function ____exports.getAzazelBrimstoneDistance(self, playerOrTearHeight)
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local tearHeight = tonumber(playerOrTearHeight)
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if tearHeight == nil then
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@@ -243,14 +251,14 @@ function ____exports.getPlayerIndexVanilla(self, playerToFind)
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do
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local player = Isaac.GetPlayer(i)
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if player == nil then
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-
goto
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goto __continue62
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end
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local playerHash = GetPtrHash(player)
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if playerHash == playerToFindHash then
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return i
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end
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end
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-
::
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::__continue62::
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i = i + 1
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end
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end
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@@ -356,9 +364,9 @@ function ____exports.setActiveItem(self, player, collectibleType, activeSlot, ch
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itemPool:RemoveCollectible(collectibleType)
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end
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repeat
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local
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-
local
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-
if
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local ____switch89 = activeSlot
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local ____cond89 = ____switch89 == ActiveSlot.SLOT_PRIMARY
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if ____cond89 then
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do
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if primaryCollectibleType ~= CollectibleType.COLLECTIBLE_NULL then
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player:RemoveCollectible(primaryCollectibleType)
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@@ -367,8 +375,8 @@ function ____exports.setActiveItem(self, player, collectibleType, activeSlot, ch
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break
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end
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end
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-
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if
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____cond89 = ____cond89 or ____switch89 == ActiveSlot.SLOT_SECONDARY
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if ____cond89 then
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do
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if primaryCollectibleType ~= CollectibleType.COLLECTIBLE_NULL then
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player:RemoveCollectible(primaryCollectibleType)
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@@ -383,16 +391,16 @@ function ____exports.setActiveItem(self, player, collectibleType, activeSlot, ch
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break
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end
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end
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-
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-
if
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____cond89 = ____cond89 or ____switch89 == ActiveSlot.SLOT_POCKET
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if ____cond89 then
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do
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player:SetPocketActiveItem(collectibleType, activeSlot, keepInPools)
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player:SetActiveCharge(charge, activeSlot)
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break
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end
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end
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-
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if
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____cond89 = ____cond89 or ____switch89 == ActiveSlot.SLOT_POCKET2
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if ____cond89 then
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do
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player:SetPocketActiveItem(collectibleType, activeSlot, keepInPools)
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break
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