isaacscript-common 1.2.174 → 1.2.175

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.
Files changed (78) hide show
  1. package/dist/classes/null.d.ts +6 -7
  2. package/dist/classes/null.lua +5 -5
  3. package/dist/constants.d.ts +10 -10
  4. package/dist/constants.lua +3 -3
  5. package/dist/features/collectiblesSeen.d.ts +6 -0
  6. package/dist/features/collectiblesSeen.lua +43 -0
  7. package/dist/features/deployJSONRoom.lua +2 -1
  8. package/dist/features/extraConsoleCommands/commands.d.ts +11 -11
  9. package/dist/features/extraConsoleCommands/commands.lua +23 -22
  10. package/dist/features/extraConsoleCommands/init.lua +6 -6
  11. package/dist/features/playerInventory.d.ts +10 -2
  12. package/dist/features/playerInventory.lua +51 -15
  13. package/dist/features/saveDataManager/constants.d.ts +1 -1
  14. package/dist/features/saveDataManager/constants.lua +1 -1
  15. package/dist/features/saveDataManager/exports.d.ts +6 -6
  16. package/dist/features/saveDataManager/exports.lua +4 -4
  17. package/dist/features/saveDataManager/merge.lua +5 -3
  18. package/dist/featuresInitialized.d.ts +1 -1
  19. package/dist/featuresInitialized.lua +3 -3
  20. package/dist/functions/array.d.ts +39 -39
  21. package/dist/functions/array.lua +79 -79
  22. package/dist/functions/cards.d.ts +3 -3
  23. package/dist/functions/cards.lua +7 -7
  24. package/dist/functions/charge.d.ts +11 -11
  25. package/dist/functions/charge.lua +13 -13
  26. package/dist/functions/collectibles.d.ts +53 -15
  27. package/dist/functions/collectibles.lua +44 -21
  28. package/dist/functions/color.d.ts +2 -2
  29. package/dist/functions/color.lua +6 -6
  30. package/dist/functions/deepCopy.d.ts +0 -3
  31. package/dist/functions/deepCopy.lua +5 -22
  32. package/dist/functions/doors.d.ts +8 -8
  33. package/dist/functions/doors.lua +16 -16
  34. package/dist/functions/entity.d.ts +13 -14
  35. package/dist/functions/entity.lua +27 -34
  36. package/dist/functions/gridEntity.d.ts +1 -1
  37. package/dist/functions/gridEntity.lua +5 -5
  38. package/dist/functions/jsonHelpers.d.ts +7 -7
  39. package/dist/functions/jsonHelpers.lua +10 -11
  40. package/dist/functions/log.d.ts +21 -21
  41. package/dist/functions/log.lua +75 -74
  42. package/dist/functions/math.d.ts +1 -1
  43. package/dist/functions/math.lua +3 -3
  44. package/dist/functions/player.d.ts +6 -8
  45. package/dist/functions/player.lua +22 -29
  46. package/dist/functions/playerHealth.d.ts +1 -1
  47. package/dist/functions/playerHealth.lua +20 -20
  48. package/dist/functions/positionVelocity.d.ts +3 -0
  49. package/dist/functions/positionVelocity.lua +19 -5
  50. package/dist/functions/random.d.ts +7 -7
  51. package/dist/functions/revive.d.ts +5 -5
  52. package/dist/functions/revive.lua +8 -8
  53. package/dist/functions/roomData.d.ts +96 -0
  54. package/dist/functions/roomData.lua +57 -0
  55. package/dist/functions/rooms.d.ts +1 -96
  56. package/dist/functions/rooms.lua +30 -75
  57. package/dist/functions/set.d.ts +2 -2
  58. package/dist/functions/set.lua +7 -7
  59. package/dist/functions/trinketCacheFlag.d.ts +4 -4
  60. package/dist/functions/trinketCacheFlag.lua +3 -2
  61. package/dist/functions/trinketGive.d.ts +7 -7
  62. package/dist/functions/trinketGive.lua +27 -27
  63. package/dist/functions/trinkets.d.ts +2 -2
  64. package/dist/functions/trinkets.lua +6 -6
  65. package/dist/functions/ui.d.ts +13 -13
  66. package/dist/functions/ui.lua +28 -28
  67. package/dist/functions/utils.d.ts +6 -0
  68. package/dist/functions/utils.lua +7 -0
  69. package/dist/functions/vector.d.ts +2 -0
  70. package/dist/functions/vector.lua +13 -0
  71. package/dist/index.d.ts +2 -0
  72. package/dist/index.lua +8 -0
  73. package/dist/maps/roomShapeToTopLeftWallGridIndexMap.d.ts +1 -1
  74. package/dist/maps/roomShapeToTopLeftWallGridIndexMap.lua +1 -1
  75. package/dist/types/CollectibleIndex.d.ts +15 -0
  76. package/dist/types/CollectibleIndex.lua +3 -0
  77. package/dist/upgradeMod.lua +3 -0
  78. package/package.json +2 -2
@@ -1 +1 @@
1
- export declare function errorIfFeaturesNotInitialized(featureName: string): void;
1
+ export {};
@@ -4,12 +4,12 @@ local featuresInitialized = false
4
4
  function ____exports.areFeaturesInitialized(self)
5
5
  return featuresInitialized
6
6
  end
7
- function ____exports.setFeaturesInitialized(self)
8
- featuresInitialized = true
9
- end
10
7
  function ____exports.errorIfFeaturesNotInitialized(self, featureName)
11
8
  if not ____exports.areFeaturesInitialized(nil) then
12
9
  error(("The " .. featureName) .. " is not initialized. You must first upgrade your mod object by calling the \"upgradeMod\" function.")
13
10
  end
14
11
  end
12
+ function ____exports.setFeaturesInitialized(self)
13
+ featuresInitialized = true
14
+ end
15
15
  return ____exports
@@ -4,6 +4,22 @@
4
4
  * only performs a shallow comparison.
5
5
  */
6
6
  export declare function arrayEquals<T>(array1: T[] | readonly T[], array2: T[] | readonly T[]): boolean;
7
+ /**
8
+ * Shallow copies and removes the specified element(s) from the array. Returns the copied array. If
9
+ * the specified element(s) are not found in the array, it will simply return a shallow copy of the
10
+ * array.
11
+ *
12
+ * This function is variadic, meaning that you can specify N arguments to remove N elements.
13
+ */
14
+ export declare function arrayRemove<T>(originalArray: T[] | readonly T[], ...elementsToRemove: T[]): T[];
15
+ /**
16
+ * Removes the specified element(s) from the array. If the specified element(s) are not found in the
17
+ * array, this function will do nothing. Returns whether or not one or more elements were removed.
18
+ *
19
+ * This function is variadic, meaning that you can specify N arguments to remove N elements.
20
+ */
21
+ export declare function arrayRemoveInPlace<T>(array: T[], ...elementsToRemove: T[]): boolean;
22
+ export declare function arrayToString<T>(array: T[]): string;
7
23
  /**
8
24
  * Helper function to combine two or more arrays. Returns a new array that is the composition of all
9
25
  * of the specified arrays.
@@ -23,45 +39,6 @@ export declare function copyArray<T>(oldArray: T[] | readonly T[], numElements?:
23
39
  export declare function emptyArray<T>(array: T[]): void;
24
40
  /** Helper function to return the last element of an array. */
25
41
  export declare function getLastElement<T>(array: T[]): T;
26
- /**
27
- * Initializes an array with all elements containing the specified default value.
28
- *
29
- * Example:
30
- * ```
31
- * const playerTransformations = initArray(false, PlayerForm.NUM_PLAYER_FORMS - 1);
32
- * ```
33
- */
34
- export declare function initArray<T>(defaultValue: T, size: int): T[];
35
- export declare function isArrayInArray<T>(arrayToMatch: T[] | readonly T[], parentArray: Array<T[] | readonly T[]>): boolean;
36
- /**
37
- * Shallow copies and shuffles the array using the Fisher-Yates algorithm. Returns the copied array.
38
- *
39
- * From: https://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array
40
- */
41
- export declare function shuffleArray<T>(originalArray: T[] | readonly T[], seed?: Seed): T[];
42
- /**
43
- * Shuffles the provided array in-place using the Fisher-Yates algorithm.
44
- *
45
- * From: https://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array
46
- */
47
- export declare function shuffleArrayInPlace<T>(array: T[], seed?: Seed): void;
48
- export declare function sumArray(array: number[] | readonly number[]): number;
49
- export declare function arrayToString<T>(array: T[]): string;
50
- /**
51
- * Shallow copies and removes the specified element(s) from the array. Returns the copied array. If
52
- * the specified element(s) are not found in the array, it will simply return a shallow copy of the
53
- * array.
54
- *
55
- * This function is variadic, meaning that you can specify N arguments to remove N elements.
56
- */
57
- export declare function arrayRemove<T>(originalArray: T[] | readonly T[], ...elementsToRemove: T[]): T[];
58
- /**
59
- * Removes the specified element(s) from the array. If the specified element(s) are not found in the
60
- * array, this function will do nothing. Returns whether or not one or more elements were removed.
61
- *
62
- * This function is variadic, meaning that you can specify N arguments to remove N elements.
63
- */
64
- export declare function arrayRemoveInPlace<T>(array: T[], ...elementsToRemove: T[]): boolean;
65
42
  /**
66
43
  * Helper function to get a random element from the provided array.
67
44
  *
@@ -80,6 +57,15 @@ export declare function getRandomArrayElement<T>(array: T[] | readonly T[], seed
80
57
  */
81
58
  export declare function getRandomArrayElementAndRemove<T>(array: T[], seed?: Seed, exceptions?: T[] | readonly T[]): T;
82
59
  export declare function getRandomArrayIndex<T>(array: T[] | readonly T[], seed?: Seed): int;
60
+ /**
61
+ * Initializes an array with all elements containing the specified default value.
62
+ *
63
+ * Example:
64
+ * ```
65
+ * const playerTransformations = initArray(false, PlayerForm.NUM_PLAYER_FORMS - 1);
66
+ * ```
67
+ */
68
+ export declare function initArray<T>(defaultValue: T, size: int): T[];
83
69
  /**
84
70
  * Since Lua uses tables for every non-primitive data structure, it is non-trivial to determine if a
85
71
  * particular table is being used as an array. isArray returns true if:
@@ -88,3 +74,17 @@ export declare function getRandomArrayIndex<T>(array: T[] | readonly T[], seed?:
88
74
  * - the table has no keys (i.e. an "empty" table)
89
75
  */
90
76
  export declare function isArray(thing: unknown): boolean;
77
+ export declare function isArrayInArray<T>(arrayToMatch: T[] | readonly T[], parentArray: Array<T[] | readonly T[]>): boolean;
78
+ /**
79
+ * Shallow copies and shuffles the array using the Fisher-Yates algorithm. Returns the copied array.
80
+ *
81
+ * From: https://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array
82
+ */
83
+ export declare function shuffleArray<T>(originalArray: T[] | readonly T[], seed?: Seed): T[];
84
+ /**
85
+ * Shuffles the provided array in-place using the Fisher-Yates algorithm.
86
+ *
87
+ * From: https://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array
88
+ */
89
+ export declare function shuffleArrayInPlace<T>(array: T[], seed?: Seed): void;
90
+ export declare function sumArray(array: number[] | readonly number[]): number;
@@ -1,20 +1,29 @@
1
1
  --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
2
2
  local ____lualib = require("lualib_bundle")
3
3
  local __TS__ArrayEvery = ____lualib.__TS__ArrayEvery
4
+ local Set = ____lualib.Set
5
+ local __TS__New = ____lualib.__TS__New
4
6
  local __TS__ArrayPush = ____lualib.__TS__ArrayPush
7
+ local __TS__ArrayIndexOf = ____lualib.__TS__ArrayIndexOf
5
8
  local __TS__ArraySplice = ____lualib.__TS__ArraySplice
9
+ local __TS__ArrayMap = ____lualib.__TS__ArrayMap
6
10
  local __TS__ArraySome = ____lualib.__TS__ArraySome
7
11
  local __TS__ArrayReduce = ____lualib.__TS__ArrayReduce
8
- local __TS__ArrayMap = ____lualib.__TS__ArrayMap
9
- local Set = ____lualib.Set
10
- local __TS__New = ____lualib.__TS__New
11
- local __TS__ArrayIndexOf = ____lualib.__TS__ArrayIndexOf
12
12
  local ____exports = {}
13
13
  local ____random = require("functions.random")
14
14
  local getRandomInt = ____random.getRandomInt
15
15
  local nextSeed = ____random.nextSeed
16
16
  local ____utils = require("functions.utils")
17
17
  local ____repeat = ____utils["repeat"]
18
+ function ____exports.getRandomArrayIndex(self, array, seed)
19
+ if seed == nil then
20
+ seed = Random()
21
+ end
22
+ if #array == 0 then
23
+ error("Failed to get a random array index since the provided array is empty.")
24
+ end
25
+ return getRandomInt(nil, 0, #array - 1, seed)
26
+ end
18
27
  function ____exports.shuffleArrayInPlace(self, array, seed)
19
28
  if seed == nil then
20
29
  seed = Random()
@@ -30,15 +39,6 @@ function ____exports.shuffleArrayInPlace(self, array, seed)
30
39
  array[randomIndex + 1] = ____temp_0[2]
31
40
  end
32
41
  end
33
- function ____exports.getRandomArrayIndex(self, array, seed)
34
- if seed == nil then
35
- seed = Random()
36
- end
37
- if #array == 0 then
38
- error("Failed to get a random array index since the provided array is empty.")
39
- end
40
- return getRandomInt(nil, 0, #array - 1, seed)
41
- end
42
42
  function ____exports.arrayEquals(self, array1, array2)
43
43
  if #array1 ~= #array2 then
44
44
  return false
@@ -51,6 +51,40 @@ function ____exports.arrayEquals(self, array1, array2)
51
51
  end
52
52
  )
53
53
  end
54
+ function ____exports.arrayRemove(self, originalArray, ...)
55
+ local elementsToRemove = {...}
56
+ local elementsToRemoveSet = __TS__New(Set, elementsToRemove)
57
+ local array = {}
58
+ for ____, element in ipairs(originalArray) do
59
+ if not elementsToRemoveSet:has(element) then
60
+ __TS__ArrayPush(array, element)
61
+ end
62
+ end
63
+ return array
64
+ end
65
+ function ____exports.arrayRemoveInPlace(self, array, ...)
66
+ local elementsToRemove = {...}
67
+ local removedOneOrMoreElements = false
68
+ for ____, element in ipairs(elementsToRemove) do
69
+ local index = __TS__ArrayIndexOf(array, element)
70
+ if index > -1 then
71
+ removedOneOrMoreElements = true
72
+ __TS__ArraySplice(array, index, 1)
73
+ end
74
+ end
75
+ return removedOneOrMoreElements
76
+ end
77
+ function ____exports.arrayToString(self, array)
78
+ if #array == 0 then
79
+ return "[]"
80
+ end
81
+ local strings = __TS__ArrayMap(
82
+ array,
83
+ function(____, element) return tostring(element) end
84
+ )
85
+ local commaSeparatedStrings = table.concat(strings, ", " or ",")
86
+ return ("[" .. commaSeparatedStrings) .. "]"
87
+ end
54
88
  function ____exports.combineArrays(self, ...)
55
89
  local arrays = {...}
56
90
  local elements = {}
@@ -82,72 +116,6 @@ end
82
116
  function ____exports.getLastElement(self, array)
83
117
  return array[#array]
84
118
  end
85
- function ____exports.initArray(self, defaultValue, size)
86
- local array = {}
87
- ____repeat(
88
- nil,
89
- size,
90
- function()
91
- __TS__ArrayPush(array, defaultValue)
92
- end
93
- )
94
- return array
95
- end
96
- function ____exports.isArrayInArray(self, arrayToMatch, parentArray)
97
- return __TS__ArraySome(
98
- parentArray,
99
- function(____, element) return ____exports.arrayEquals(nil, element, arrayToMatch) end
100
- )
101
- end
102
- function ____exports.shuffleArray(self, originalArray, seed)
103
- if seed == nil then
104
- seed = Random()
105
- end
106
- local array = ____exports.copyArray(nil, originalArray)
107
- ____exports.shuffleArrayInPlace(nil, array, seed)
108
- return array
109
- end
110
- function ____exports.sumArray(self, array)
111
- return __TS__ArrayReduce(
112
- array,
113
- function(____, accumulator, element) return accumulator + element end,
114
- 0
115
- )
116
- end
117
- function ____exports.arrayToString(self, array)
118
- if #array == 0 then
119
- return "[]"
120
- end
121
- local strings = __TS__ArrayMap(
122
- array,
123
- function(____, element) return tostring(element) end
124
- )
125
- local commaSeparatedStrings = table.concat(strings, ", " or ",")
126
- return ("[" .. commaSeparatedStrings) .. "]"
127
- end
128
- function ____exports.arrayRemove(self, originalArray, ...)
129
- local elementsToRemove = {...}
130
- local elementsToRemoveSet = __TS__New(Set, elementsToRemove)
131
- local array = {}
132
- for ____, element in ipairs(originalArray) do
133
- if not elementsToRemoveSet:has(element) then
134
- __TS__ArrayPush(array, element)
135
- end
136
- end
137
- return array
138
- end
139
- function ____exports.arrayRemoveInPlace(self, array, ...)
140
- local elementsToRemove = {...}
141
- local removedOneOrMoreElements = false
142
- for ____, element in ipairs(elementsToRemove) do
143
- local index = __TS__ArrayIndexOf(array, element)
144
- if index > -1 then
145
- removedOneOrMoreElements = true
146
- __TS__ArraySplice(array, index, 1)
147
- end
148
- end
149
- return removedOneOrMoreElements
150
- end
151
119
  function ____exports.getRandomArrayElement(self, array, seed, exceptions)
152
120
  if seed == nil then
153
121
  seed = Random()
@@ -177,6 +145,17 @@ function ____exports.getRandomArrayElementAndRemove(self, array, seed, exception
177
145
  ____exports.arrayRemoveInPlace(nil, array, randomArrayElement)
178
146
  return randomArrayElement
179
147
  end
148
+ function ____exports.initArray(self, defaultValue, size)
149
+ local array = {}
150
+ ____repeat(
151
+ nil,
152
+ size,
153
+ function()
154
+ __TS__ArrayPush(array, defaultValue)
155
+ end
156
+ )
157
+ return array
158
+ end
180
159
  function ____exports.isArray(self, thing)
181
160
  if type(thing) ~= "table" then
182
161
  return false
@@ -208,4 +187,25 @@ function ____exports.isArray(self, thing)
208
187
  end
209
188
  return true
210
189
  end
190
+ function ____exports.isArrayInArray(self, arrayToMatch, parentArray)
191
+ return __TS__ArraySome(
192
+ parentArray,
193
+ function(____, element) return ____exports.arrayEquals(nil, element, arrayToMatch) end
194
+ )
195
+ end
196
+ function ____exports.shuffleArray(self, originalArray, seed)
197
+ if seed == nil then
198
+ seed = Random()
199
+ end
200
+ local array = ____exports.copyArray(nil, originalArray)
201
+ ____exports.shuffleArrayInPlace(nil, array, seed)
202
+ return array
203
+ end
204
+ function ____exports.sumArray(self, array)
205
+ return __TS__ArrayReduce(
206
+ array,
207
+ function(____, accumulator, element) return accumulator + element end,
208
+ 0
209
+ )
210
+ end
211
211
  return ____exports
@@ -20,6 +20,7 @@ export declare function getCardDescription(card: Card | int): string;
20
20
  * ```
21
21
  */
22
22
  export declare function getCardName(card: Card | int): string;
23
+ export declare function getCardType(card: Card | int): CardType;
23
24
  /**
24
25
  * Helper function to get a set of cards matching the type. Also see the [[`CardType`]] enum.
25
26
  *
@@ -27,7 +28,6 @@ export declare function getCardName(card: Card | int): string;
27
28
  * containing cards that match any of the specified types.
28
29
  */
29
30
  export declare function getCardsOfType(...cardTypes: CardType[]): Set<Card>;
30
- export declare function getCardType(card: Card | int): CardType;
31
31
  /**
32
32
  * Helper function to get the final card sub-type in the game.
33
33
  *
@@ -75,8 +75,6 @@ export declare function isCardType(card: Card, cardType: CardType): boolean;
75
75
  export declare function isModdedCard(card: Card): boolean;
76
76
  /** Returns true for cards that have `CardType.OBJECT`. */
77
77
  export declare function isPocketItemObject(card: Card): boolean;
78
- /** Returns true for cards that have `CardType.TAROT`. */
79
- export declare function isTarotCard(card: Card): boolean;
80
78
  /** Returns true for cards that have `CardType.TAROT_REVERSE`. */
81
79
  export declare function isReverseTarotCard(card: Card): boolean;
82
80
  /** Returns true for cards that have `CardType.RUNE`. */
@@ -85,3 +83,5 @@ export declare function isRune(card: Card): boolean;
85
83
  export declare function isSpecialCard(card: Card): boolean;
86
84
  /** Returns true for cards that have `CardType.SUIT`. */
87
85
  export declare function isSuitCard(card: Card): boolean;
86
+ /** Returns true for cards that have `CardType.TAROT`. */
87
+ export declare function isTarotCard(card: Card): boolean;
@@ -51,6 +51,10 @@ function initCardObjects(self)
51
51
  )
52
52
  addSetsToSet(nil, CARD_SET, cards)
53
53
  end
54
+ function ____exports.getCardType(self, card)
55
+ local cardType = CARD_TYPES[card]
56
+ return cardType == nil and DEFAULT_CARD_TYPE or cardType
57
+ end
54
58
  function ____exports.getCardsOfType(self, ...)
55
59
  local cardTypes = {...}
56
60
  if CARD_TYPE_TO_CARDS_MAP.size == 0 then
@@ -68,10 +72,6 @@ function ____exports.getCardsOfType(self, ...)
68
72
  end
69
73
  return matchingCards
70
74
  end
71
- function ____exports.getCardType(self, card)
72
- local cardType = CARD_TYPES[card]
73
- return cardType == nil and DEFAULT_CARD_TYPE or cardType
74
- end
75
75
  function ____exports.getMaxCards(self)
76
76
  return itemConfig:GetCards().Size - 1
77
77
  end
@@ -141,9 +141,6 @@ end
141
141
  function ____exports.isPocketItemObject(self, card)
142
142
  return ____exports.isCardType(nil, card, CardType.OBJECT)
143
143
  end
144
- function ____exports.isTarotCard(self, card)
145
- return ____exports.isCardType(nil, card, CardType.TAROT)
146
- end
147
144
  function ____exports.isReverseTarotCard(self, card)
148
145
  return ____exports.isCardType(nil, card, CardType.TAROT_REVERSE)
149
146
  end
@@ -156,4 +153,7 @@ end
156
153
  function ____exports.isSuitCard(self, card)
157
154
  return ____exports.isCardType(nil, card, CardType.SUIT)
158
155
  end
156
+ function ____exports.isTarotCard(self, card)
157
+ return ____exports.isCardType(nil, card, CardType.TAROT)
158
+ end
159
159
  return ____exports
@@ -1,20 +1,21 @@
1
1
  /// <reference types="isaac-typescript-definitions" />
2
2
  /**
3
- * Helper function to add a charge to every player's active item, emulating what happens when a room
4
- * is cleared.
3
+ * Helper function to add a charge to a player's active item, emulating what happens when a room is
4
+ * cleared.
5
5
  *
6
6
  * This function will take the following things into account:
7
7
  * - L rooms and 2x2 rooms granting a double charge
8
8
  * - The Battery
9
9
  * - AAA Battery
10
10
  *
11
+ * @param player The player to grant the charges to.
11
12
  * @param ignoreBigRoomDoubleCharge Optional. If set to true, it will treat the current room as a
12
13
  * 1x1 room for the purposes of calculating how much charge to grant. Default is false.
13
14
  */
14
- export declare function addRoomClearCharges(ignoreBigRoomDoubleCharge?: boolean): void;
15
+ export declare function addRoomClearCharge(player: EntityPlayer, ignoreBigRoomDoubleCharge?: boolean): void;
15
16
  /**
16
- * Helper function to add a charge to a player's active item, emulating what happens when a room is
17
- * cleared.
17
+ * Helper function to add a charge to one of a player's active items, emulating what happens when a
18
+ * room is cleared.
18
19
  *
19
20
  * This function will take the following things into account:
20
21
  * - L rooms and 2x2 rooms granting a double charge
@@ -22,25 +23,24 @@ export declare function addRoomClearCharges(ignoreBigRoomDoubleCharge?: boolean)
22
23
  * - AAA Battery
23
24
  *
24
25
  * @param player The player to grant the charges to.
26
+ * @param activeSlot The active item slot to grant the charges to.
25
27
  * @param ignoreBigRoomDoubleCharge Optional. If set to true, it will treat the current room as a
26
28
  * 1x1 room for the purposes of calculating how much charge to grant. Default is false.
27
29
  */
28
- export declare function addRoomClearCharge(player: EntityPlayer, ignoreBigRoomDoubleCharge?: boolean): void;
30
+ export declare function addRoomClearChargeToSlot(player: EntityPlayer, activeSlot: ActiveSlot, ignoreBigRoomDoubleCharge?: boolean): void;
29
31
  /**
30
- * Helper function to add a charge to one of a player's active items, emulating what happens when a
31
- * room is cleared.
32
+ * Helper function to add a charge to every player's active item, emulating what happens when a room
33
+ * is cleared.
32
34
  *
33
35
  * This function will take the following things into account:
34
36
  * - L rooms and 2x2 rooms granting a double charge
35
37
  * - The Battery
36
38
  * - AAA Battery
37
39
  *
38
- * @param player The player to grant the charges to.
39
- * @param activeSlot The active item slot to grant the charges to.
40
40
  * @param ignoreBigRoomDoubleCharge Optional. If set to true, it will treat the current room as a
41
41
  * 1x1 room for the purposes of calculating how much charge to grant. Default is false.
42
42
  */
43
- export declare function addRoomClearChargeToSlot(player: EntityPlayer, activeSlot: ActiveSlot, ignoreBigRoomDoubleCharge?: boolean): void;
43
+ export declare function addRoomClearCharges(ignoreBigRoomDoubleCharge?: boolean): void;
44
44
  /**
45
45
  * Helper function to get the combined normal charge and the battery charge for the player's active
46
46
  * item. This is useful because you have to add these two values together when setting the active
@@ -8,14 +8,6 @@ local ____collectibles = require("functions.collectibles")
8
8
  local getCollectibleMaxCharges = ____collectibles.getCollectibleMaxCharges
9
9
  local ____player = require("functions.player")
10
10
  local getPlayers = ____player.getPlayers
11
- function ____exports.addRoomClearCharge(self, player, ignoreBigRoomDoubleCharge)
12
- if ignoreBigRoomDoubleCharge == nil then
13
- ignoreBigRoomDoubleCharge = false
14
- end
15
- for ____, activeSlot in ipairs({ActiveSlot.SLOT_PRIMARY, ActiveSlot.SLOT_SECONDARY, ActiveSlot.SLOT_POCKET}) do
16
- ____exports.addRoomClearChargeToSlot(nil, player, activeSlot, ignoreBigRoomDoubleCharge)
17
- end
18
- end
19
11
  function ____exports.addRoomClearChargeToSlot(self, player, activeSlot, ignoreBigRoomDoubleCharge)
20
12
  if ignoreBigRoomDoubleCharge == nil then
21
13
  ignoreBigRoomDoubleCharge = false
@@ -60,11 +52,6 @@ function getNumChargesToAdd(self, player, activeSlot, ignoreBigRoomDoubleCharge)
60
52
  end
61
53
  return 1
62
54
  end
63
- function ____exports.getTotalCharge(self, player, activeSlot)
64
- local activeCharge = player:GetActiveCharge(activeSlot)
65
- local batteryCharge = player:GetBatteryCharge(activeSlot)
66
- return activeCharge + batteryCharge
67
- end
68
55
  function getNumChargesWithAAAModifier(self, player, activeSlot, chargesToAdd)
69
56
  local activeItem = player:GetActiveItem(activeSlot)
70
57
  local activeCharge = player:GetActiveCharge(activeSlot)
@@ -83,6 +70,11 @@ function getNumChargesWithAAAModifier(self, player, activeSlot, chargesToAdd)
83
70
  end
84
71
  return chargesToAdd
85
72
  end
73
+ function ____exports.getTotalCharge(self, player, activeSlot)
74
+ local activeCharge = player:GetActiveCharge(activeSlot)
75
+ local batteryCharge = player:GetBatteryCharge(activeSlot)
76
+ return activeCharge + batteryCharge
77
+ end
86
78
  function ____exports.playChargeSoundEffect(self, player, activeSlot)
87
79
  for ____, soundEffect in ipairs({SoundEffect.SOUND_BATTERYCHARGE, SoundEffect.SOUND_BEEP}) do
88
80
  sfxManager:Stop(soundEffect)
@@ -101,6 +93,14 @@ function shouldPlayFullRechargeSound(self, player, activeSlot)
101
93
  end
102
94
  return not player:NeedsCharge(activeSlot) or activeCharge == maxCharges and batteryCharge == 0
103
95
  end
96
+ function ____exports.addRoomClearCharge(self, player, ignoreBigRoomDoubleCharge)
97
+ if ignoreBigRoomDoubleCharge == nil then
98
+ ignoreBigRoomDoubleCharge = false
99
+ end
100
+ for ____, activeSlot in ipairs({ActiveSlot.SLOT_PRIMARY, ActiveSlot.SLOT_SECONDARY, ActiveSlot.SLOT_POCKET}) do
101
+ ____exports.addRoomClearChargeToSlot(nil, player, activeSlot, ignoreBigRoomDoubleCharge)
102
+ end
103
+ end
104
104
  function ____exports.addRoomClearCharges(self, ignoreBigRoomDoubleCharge)
105
105
  if ignoreBigRoomDoubleCharge == nil then
106
106
  ignoreBigRoomDoubleCharge = false
@@ -1,8 +1,9 @@
1
1
  /// <reference types="isaac-typescript-definitions" />
2
2
  import { CollectiblePedestalType } from "../enums/CollectiblePedestalType";
3
- export declare function collectibleHasTag(collectibleType: CollectibleType | int, tag: ItemConfigTag): boolean;
3
+ import { CollectibleIndex } from "../types/CollectibleIndex";
4
4
  export declare function clearCollectibleSprite(collectible: EntityPickup): void;
5
5
  export declare function collectibleHasCacheFlag(collectibleType: CollectibleType | int, cacheFlag: CacheFlag): boolean;
6
+ export declare function collectibleHasTag(collectibleType: CollectibleType | int, tag: ItemConfigTag): boolean;
6
7
  /**
7
8
  * Helper function to get the in-game description for a collectible. Returns "Unknown" if the
8
9
  * provided collectible type was not valid.
@@ -18,16 +19,42 @@ export declare function getCollectibleDevilHeartPrice(collectibleType: Collectib
18
19
  * "gfx/items/collectibles/questionmark.png" if the provided collectible type was not valid.
19
20
  */
20
21
  export declare function getCollectibleGfxFilename(collectibleType: CollectibleType | int): string;
22
+ /**
23
+ * Mods often have to track variables relating to a collectible. Finding an index for these kinds of
24
+ * data structures is difficult, since collectibles are respawned every time a player re-enters a
25
+ * room, so the `PtrHash` will change. Instead, we use a 3-tuple of the room list index, the grid
26
+ * index of the collectible in the room, and the collectible's InitSeed.
27
+ *
28
+ * When collectibles are rolled (e.g. with a D6), their InitSeed changes. If you want to track
29
+ * collectibles independently of any rerolls, then use the `PtrHash` as an index instead. (The
30
+ * `PtrHash` will not persist between rooms, however.)
31
+ *
32
+ * Note that:
33
+ * - The grid index is a necessary part of the collectible index because Diplopia and Crooked Penny
34
+ * can cause two or more collectibles with the same sub-type and InitSeed to exist in the same room.
35
+ * - This index will fail in the case where the player uses Diplopia or a successful Crooked Penny
36
+ * seven or more times in the same room, since that will cause two or more collectibles with the
37
+ * same grid index and InitSeed to exist.
38
+ * - Using a collectible's position as part of the index is problematic, since players can push a
39
+ * pedestal. (Even using the grid index does not solve this problem, since it is possible in certain
40
+ * cases for collectibles to be spawned at a position that is not aligned with the grid, and the
41
+ * pedestal pushed to an adjacent tile, but this case should be extremely rare.)
42
+ * - Mega Chests spawn two collectibles on the exact same position. However, both of them will have
43
+ * different InitSeeds, so this is not a problem for this indexing scheme.
44
+ * - The indexing scheme used is different for collectibles that are inside of a Treasure Room, in
45
+ * order to handle the case of the player seeing the same collectible again in a post-Ascent
46
+ * Treasure Room. An 4-tuple of stage, stage type, grid index, and InitSeed is used in this case.
47
+ * (Using the room list index or the room grid index is not suitable for this purpose, since both
48
+ * of these values can change in the post-Ascent Treasure Room.) Even though there can be two
49
+ * Treasure Rooms on an XL floor, both Treasure Rooms should not have collectibles with the same
50
+ * InitSeed.
51
+ */
52
+ export declare function getCollectibleIndex(collectible: EntityPickup): CollectibleIndex;
21
53
  /**
22
54
  * Helper function to get the initial amount of charges that a collectible has. Returns 0 if the
23
55
  * provided collectible type was not valid.
24
56
  */
25
- export declare function getCollectibleInitCharges(collectibleType: CollectibleType | int): int;
26
- /**
27
- * Helper function to get the path to a collectible's quality. Returns 0 if the provided collectible
28
- * type was not valid.
29
- */
30
- export declare function getCollectibleQuality(collectibleType: CollectibleType | int): int;
57
+ export declare function getCollectibleInitCharge(collectibleType: CollectibleType | int): int;
31
58
  /**
32
59
  * Helper function to get the `ItemType` of a collectible. Returns `ItemType.ITEM_NULL` if the
33
60
  * provided collectible type was not valid.
@@ -50,6 +77,11 @@ export declare function getCollectibleMaxCharges(collectibleType: CollectibleTyp
50
77
  */
51
78
  export declare function getCollectibleName(collectibleType: CollectibleType | int): string;
52
79
  export declare function getCollectiblePedestalType(collectible: EntityPickup): CollectiblePedestalType;
80
+ /**
81
+ * Helper function to get the path to a collectible's quality. Returns 0 if the provided collectible
82
+ * type was not valid.
83
+ */
84
+ export declare function getCollectibleQuality(collectibleType: CollectibleType | int): int;
53
85
  /** Helper function to get all of the collectible entities in the room. */
54
86
  export declare function getCollectibles(matchingSubType?: number): EntityPickup[];
55
87
  /**
@@ -59,6 +91,8 @@ export declare function getCollectibles(matchingSubType?: number): EntityPickup[
59
91
  * collectibles.
60
92
  */
61
93
  export declare function getMaxCollectibleType(): int;
94
+ /** Returns true if the item type in the item config is equal to `ItemType.ITEM_ACTIVE`. */
95
+ export declare function isActiveCollectible(collectibleType: CollectibleType | int): boolean;
62
96
  /**
63
97
  * Returns whether or not the given collectible is a "glitched" item. All items are replaced by
64
98
  * glitched items once a player has TMTRAINER. However, glitched items can also "naturally" appear
@@ -86,11 +120,6 @@ export declare function isSingleUseCollectible(collectibleType: CollectibleType
86
120
  * @returns True if one or more collectibles was removed, false otherwise.
87
121
  */
88
122
  export declare function removeAllCollectibles(collectibleType?: CollectibleType | int, cap?: int): boolean;
89
- /**
90
- * Helper function to remove all pickup delay on a collectible. By default, collectibles have a 20
91
- * frame delay before they can be picked up by a player.
92
- */
93
- export declare function removeCollectiblePickupDelay(collectible: EntityPickup): void;
94
123
  /**
95
124
  * Helper function to put a message in the log.txt file to let the Rebirth Item Tracker know that it
96
125
  * should remove an item.
@@ -100,10 +129,14 @@ export declare function removeCollectiblePickupDelay(collectible: EntityPickup):
100
129
  */
101
130
  export declare function removeCollectibleFromItemTracker(collectibleType: CollectibleType | int): void;
102
131
  /**
103
- * Helper function to put a message in the log.txt file to let the Rebirth Item Tracker know that
104
- * the build has been rerolled.
132
+ * Helper function to remove all pickup delay on a collectible. By default, collectibles have a 20
133
+ * frame delay before they can be picked up by a player.
134
+ */
135
+ export declare function removeCollectiblePickupDelay(collectible: EntityPickup): void;
136
+ /**
137
+ * Helper function to set a collectible sprite to a question mark (i.e. how collectibles look when
138
+ * the player has Curse of the Blind).
105
139
  */
106
- export declare function setCollectiblesRerolledForItemTracker(): void;
107
140
  export declare function setCollectibleBlind(collectible: EntityPickup): void;
108
141
  /**
109
142
  * Helper function to remove the collectible from a collectible pedestal and make it appear as if a
@@ -130,3 +163,8 @@ export declare function setCollectibleSprite(collectible: EntityPickup, pngPath:
130
163
  * not sufficient because the sprite will not change.
131
164
  */
132
165
  export declare function setCollectibleSubType(collectible: EntityPickup, newCollectibleType: CollectibleType | int): void;
166
+ /**
167
+ * Helper function to put a message in the log.txt file to let the Rebirth Item Tracker know that
168
+ * the build has been rerolled.
169
+ */
170
+ export declare function setCollectiblesRerolledForItemTracker(): void;