isaacscript-common 1.2.192 → 1.2.195
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/callbacks/customRevive.lua +3 -3
- package/dist/callbacks/postEsauJr.lua +2 -2
- package/dist/callbacks/postPlayerChangeHealth.lua +2 -2
- package/dist/callbacks/postPlayerFatalDamage.lua +2 -2
- package/dist/callbacks/postPlayerReordered.lua +3 -3
- package/dist/callbacks/preBerserkDeath.lua +2 -1
- package/dist/constants.d.ts +2 -38
- package/dist/constants.lua +3 -103
- package/dist/features/extraConsoleCommands/commands.lua +4 -2
- package/dist/features/playerInventory.lua +3 -3
- package/dist/functions/character.d.ts +46 -0
- package/dist/functions/character.lua +64 -0
- package/dist/functions/charge.lua +2 -2
- package/dist/functions/collectibles.lua +7 -6
- package/dist/functions/entity.lua +3 -3
- package/dist/functions/familiars.lua +3 -3
- package/dist/functions/flying.lua +1 -1
- package/dist/functions/pickups.d.ts +5 -0
- package/dist/functions/pickups.lua +33 -2
- package/dist/functions/player.d.ts +26 -125
- package/dist/functions/player.lua +97 -247
- package/dist/functions/playerDataStructures.lua +2 -2
- package/dist/functions/playerHealth.lua +7 -7
- package/dist/functions/playerIndex.d.ts +67 -0
- package/dist/functions/playerIndex.lua +125 -0
- package/dist/functions/pocketItems.d.ts +5 -0
- package/dist/functions/pocketItems.lua +5 -0
- package/dist/functions/positionVelocity.lua +2 -1
- package/dist/functions/revive.lua +6 -4
- package/dist/functions/utils.d.ts +2 -1
- package/dist/functions/utils.lua +5 -0
- package/dist/index.d.ts +3 -1
- package/dist/index.lua +17 -1
- package/dist/objects/colors.d.ts +17 -0
- package/dist/objects/colors.lua +13 -0
- package/dist/sets/charactersThatStartWithAnActiveItemSet.d.ts +2 -0
- package/dist/sets/charactersThatStartWithAnActiveItemSet.lua +18 -0
- package/dist/sets/charactersWithBlackHeartFromEternalHeartSet.d.ts +2 -0
- package/dist/sets/charactersWithBlackHeartFromEternalHeartSet.lua +6 -0
- package/dist/sets/charactersWithFreeDevilDealsSet.d.ts +2 -0
- package/dist/sets/charactersWithFreeDevilDealsSet.lua +6 -0
- package/dist/sets/charactersWithNoRedHeartsSet.d.ts +6 -0
- package/dist/sets/charactersWithNoRedHeartsSet.lua +15 -0
- package/dist/sets/charactersWithNoSoulHeartsSet.d.ts +6 -0
- package/dist/sets/charactersWithNoSoulHeartsSet.lua +12 -0
- package/dist/sets/chestPickupVariantsSet.d.ts +2 -0
- package/dist/sets/chestPickupVariantsSet.lua +19 -0
- package/dist/sets/familiarsThatShootPlayerTearsSet.d.ts +2 -0
- package/dist/sets/familiarsThatShootPlayerTearsSet.lua +15 -0
- package/dist/sets/lostStyleCharactersSet.d.ts +6 -0
- package/dist/sets/lostStyleCharactersSet.lua +12 -0
- package/dist/sets/redHeartSubTypesSet.d.ts +2 -0
- package/dist/sets/redHeartSubTypesSet.lua +6 -0
- package/dist/sets/singleUseActiveCollectibleTypesSet.d.ts +2 -0
- package/dist/sets/singleUseActiveCollectibleTypesSet.lua +15 -0
- package/dist/sets/storyBossesSet.d.ts +2 -0
- package/dist/sets/storyBossesSet.lua +20 -0
- package/package.json +3 -3
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@@ -1,6 +1,5 @@
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/// <reference types="isaac-typescript-definitions" />
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import { HealthType } from "../enums/HealthType";
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import { PlayerIndex } from "../types/PlayerIndex";
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export declare function addCollectibleCostume(player: EntityPlayer, collectibleType: CollectibleType | int): void;
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export declare function addTrinketCostume(player: EntityPlayer, trinketType: TrinketType | int): void;
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export declare function anyPlayerHasCollectible(collectibleType: CollectibleType | int): boolean;
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@@ -23,37 +22,10 @@ export declare function anyPlayerIs(...matchingCharacters: Array<PlayerType | in
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*/
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export declare function canPlayerCrushRocks(player: EntityPlayer): boolean;
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/**
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* Helper function
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*
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* Helper function to find the active slot that the player has the corresponding collectible type
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* in. Returns undefined if the player does not have the collectible in any active slot.
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*/
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export declare function
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/**
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* Helper function to determine if the provided character can have red heart containers. Returns
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* true for characters like Isaac, Magdalene, or Cain. Returns true for Keeper and Tainted Keeper,
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* even though coin containers are not technically the same as red heart containers. Returns false
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* for characters like Blue Baby. Returns false for The Lost and Tainted Lost.
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*/
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export declare function characterCanHaveRedHearts(character: PlayerType | int): boolean;
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/**
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* Helper function to determine 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 | int): boolean;
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/**
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* Normally, characters get a red heart container upon reaching a new floor with an eternal heart,
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* but some characters grant a black heart instead. Returns true for Dark Judas and Tainted Judas.
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* Otherwise, returns false.
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*/
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export declare function characterGetsBlackHeartFromEternalHeart(character: PlayerType | int): boolean;
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/**
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* Helper function to get every player with no restrictions, by using `Game.GetNumPlayers` and
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* `Isaac.GetPlayer`.
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*
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* This function is almost never what you want to use. For most purposes, use the `getPlayers`
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* helper function instead to get a filtered list of players.
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*/
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export declare function getAllPlayers(): EntityPlayer[];
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export declare function getActiveItemSlot(player: EntityPlayer, collectibleType: CollectibleType | int): ActiveSlot | undefined;
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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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* The formula for calculating it is: 32 - 2.5 * player.TearHeight
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*/
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export declare function getAzazelBrimstoneDistance(playerOrTearHeight: EntityPlayer | float): float;
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/**
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* Returns the number of black hearts that the player has, excluding any soul hearts. For example,
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* if the player has one full black heart, one full soul heart, and one half black heart, this
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* function returns 3.
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*
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* This is different from the `EntityPlayer.GetBlackHearts` method, since that returns a bitmask.
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*/
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export declare function getBlackHearts(player: EntityPlayer): int;
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/**
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* Returns the maximum heart containers that the provided character can have. Normally, this is 12,
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* but with Keeper it is 3, and with Tainted Keeper it is 2. This does not account for Birthright or
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* Mother's Kiss; use the `getPlayerMaxHeartContainers` helper function for that.
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*/
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export declare function getCharacterMaxHeartContainers(character: PlayerType | int): int;
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/** Helper function to get the name of a character. Returns "unknown" for modded characters. */
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export declare function getCharacterName(character: PlayerType | int): string;
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/** Helper function to get an array containing the characters of all of the current players. */
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export declare function getCharacters(): PlayerType[];
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export declare function getClosestPlayer(position: Vector): EntityPlayer;
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/**
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* Most characters have a 56 frame death animation (i.e. the "Death" animation).
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* The Lost and Tainted Lost have a 38 frame death animation (i.e. the "LostDeath" animation).
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* Tainted Forgotten have a 20 frame death animation (i.e. the "ForgottenDeath" animation).
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*/
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export declare function getDeathAnimationName(player: EntityPlayer): string;
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/**
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* Helper function to get an array of temporary effects for a player. This is helpful so that you
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* don't have to manually create an array from an `EffectsList` object.
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@@ -96,20 +46,6 @@ export declare function getEffectsList(player: EntityPlayer): TemporaryEffect[];
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* method.
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*/
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export declare function getFinalPlayer(): EntityPlayer;
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/**
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* Returns the number of red hearts that the player has, excluding any rotten hearts. For example,
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* if the player has one full black heart, one full soul heart, and one half black heart, this
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* function returns 3.
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*
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* This is different from the `EntityPlayer.GetHearts` method, since that returns a value that
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* includes rotten hearts.
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*/
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export declare function getHearts(player: EntityPlayer): int;
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/**
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* Helper function that returns the type of the rightmost heart. This does not including golden
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* hearts or broken hearts, since they cannot be damaged directly.
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*/
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export declare function getLastHeart(player: EntityPlayer): HealthType;
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/**
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* Helper function to get the first player with the lowest frame count. Useful to find a freshly
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* spawned player after using items like Esau Jr. Don't use this function if two or more players
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* soul hearts and 3 broken hearts, then this function would return 6 (i.e. 12 - 1 - 2 - 3).
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export declare function getPlayerAvailableHeartSlots(player: EntityPlayer): int;
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/**
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* Returns the number of black hearts that the player has, excluding any soul hearts. For example,
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* if the player has one full black heart, one full soul heart, and one half black heart, this
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* function returns 3.
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*
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* This is different from the `EntityPlayer.GetBlackHearts` method, since that returns a bitmask.
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*/
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export declare function getPlayerBlackHearts(player: EntityPlayer): int;
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/**
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* Iterates over all players and checks if any are close enough to the specified position.
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*
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* the player has.
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export declare function getPlayerCollectibleMap(player: EntityPlayer): Map<CollectibleType | int, int>;
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export declare function getPlayerFromIndex(playerIndex: PlayerIndex): EntityPlayer | undefined;
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/**
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*
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*
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*
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* structure. Finding a good index for these types of map data structures is difficult:
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*
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* - We cannot use the index from `Isaac.GetPlayer(i)` since this fails in the case where there are
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* two players and the first player leaves the run.
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* - We cannot use `EntityPlayer.ControllerIndex` as an index because it fails in the case of Jacob
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* & Esau or Tainted Forgotten. It also fails in the case of a player changing their controls
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* mid-run.
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* - We cannot use `EntityPlayer.GetData().index` because it does not persist across saving and
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* continuing.
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* - We cannot use `GetPtrHash()` as an index because it does not persist across exiting and
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* relaunching the game.
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* - We cannot use `EntityPlayer.InitSeed` because it is not consistent with additional players
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* beyond the first.
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*
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* Instead, we use the `EntityPlayer.GetCollectibleRNG` method with an arbitrary value of Sad Onion
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* (1). This works even if the player does not have any Sad Onions.
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*
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* Since the RNG value is the same for both Tainted Lazarus and Dead Tainted Lazarus, we revert to
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* using the RNG of The Inner Eye (2) for Dead Tainted Lazarus.
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* Returns the number of red hearts that the player has, excluding any rotten hearts. For example,
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* if the player has one full black heart, one full soul heart, and one half black heart, this
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* function returns 3.
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*
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*
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*
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* this is not desired, pass true for the `differentiateForgottenAndSoul` argument, and the RNG of
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* Spoon Bender (3) will be used for The Soul.
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* This is different from the `EntityPlayer.GetHearts` method, since that returns a value that
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* includes rotten hearts.
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*/
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export declare function
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export declare function getPlayerHearts(player: EntityPlayer): int;
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/**
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* Helper function
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* Helper function that returns the type of the rightmost heart. This does not including golden
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* hearts or broken hearts, since they cannot be damaged directly.
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export declare function
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export declare function getPlayerLastHeart(player: EntityPlayer): HealthType;
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/**
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* Returns the maximum heart containers that the provided player can have. Normally, this is 12, but
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* it can change depending on the character (e.g. Keeper) and other things (e.g. Mother's Kiss).
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export declare function getPlayerNumHitsRemaining(player: EntityPlayer): int;
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/**
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*
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* Returns the number of soul hearts that the player has, excluding any black hearts. For example,
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* function returns 2.
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export declare function
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export declare function getPlayerSoulHearts(player: EntityPlayer): int;
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* Helper function to get all of the players that are a certain character.
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export declare function getPlayersWithCollectible(...collectibleTypes: Array<CollectibleType | int>): EntityPlayer[];
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* Returns the number of soul hearts that the player has, excluding any black hearts. For example,
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export declare function getSoulHearts(player: EntityPlayer): int;
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/**
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* Helper function to get a parent `EntityPlayer` object for a given `EntitySubPlayer` object. This
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* is useful because calling the `EntityPlayer.GetSubPlayer` method on a sub-player object will
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export declare function getSubPlayerParent(subPlayer: EntitySubPlayer): EntityPlayer | undefined;
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* be automatically depleted over time. By default, this is 2, but this function will return 4 so
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export declare function isBethany(player: EntityPlayer): boolean;
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/**
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* Some players are "child" players, meaning that they have a non-undefined Parent property.
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* (For example, the Strawman Keeper.)
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export declare function isChildPlayer(player: EntityPlayer): boolean;
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* Helper function for detecting when a player is Eden or Tainted Eden. Useful for situations where
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* you want to know if the starting stats were randomized, for example.
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