isaacscript-common 1.2.213 → 1.2.214

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@@ -37,6 +37,7 @@ export declare const FIRST_GLITCHED_COLLECTIBLE_TYPE: number;
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  export declare const GAME_FRAMES_PER_SECOND = 30;
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  export declare const GRID_INDEX_CENTER_OF_1X1_ROOM = 67;
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  export declare const ISAAC_FRAMES_PER_SECOND = 60;
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+ export declare const LEVEL_GRID_ROW_LENGTH = 13;
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  /** In a 2x2 room, there can be 8 doors. */
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  export declare const MAX_NUM_DOORS = 8;
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  /**
@@ -13,6 +13,7 @@ ____exports.FIRST_GLITCHED_COLLECTIBLE_TYPE = (1 << 32) - 1
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  ____exports.GAME_FRAMES_PER_SECOND = 30
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  ____exports.GRID_INDEX_CENTER_OF_1X1_ROOM = 67
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  ____exports.ISAAC_FRAMES_PER_SECOND = 60
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+ ____exports.LEVEL_GRID_ROW_LENGTH = 13
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  ____exports.MAX_NUM_DOORS = 8
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  ____exports.MAX_NUM_FAMILIARS = 64
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  ____exports.MAX_NUM_INPUTS = 4
@@ -49,6 +49,8 @@ export declare function isDyingEggyWithNoSpidersLeft(npc: EntityNPC): boolean;
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  * enemies.
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  */
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  export declare function isRaglingDeathPatch(npc: EntityNPC): boolean;
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+ /** Helper function to check if the provided NPC is a Sin miniboss, such as Sloth or Lust. */
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+ export declare function isSin(npc: EntityNPC): boolean;
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  /**
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  * Helper function to remove all NPCs in the room.
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  *
@@ -7,6 +7,8 @@ local ____exports = {}
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  local NON_ALIVE_NPCS_TYPE_VARIANT, NON_ALIVE_NPCS_TYPE_VARIANT_SUBTYPE
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  local ____constants = require("constants")
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  local EGGY_STATE_FRAME_OF_FINAL_SPIDER = ____constants.EGGY_STATE_FRAME_OF_FINAL_SPIDER
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+ local ____sinEntityTypesSet = require("sets.sinEntityTypesSet")
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+ local SIN_ENTITY_TYPES_SET = ____sinEntityTypesSet.SIN_ENTITY_TYPES_SET
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  local ____entity = require("functions.entity")
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  local getEntities = ____entity.getEntities
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  local getFilteredNewEntities = ____entity.getFilteredNewEntities
@@ -139,6 +141,9 @@ function ____exports.getBosses(self, matchingEntityType, matchingVariant, matchi
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  function(____, npc) return npc:IsBoss() end
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  )
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  end
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+ function ____exports.isSin(self, npc)
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+ return SIN_ENTITY_TYPES_SET:has(npc.Type)
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+ end
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  function ____exports.removeAllNPCs(self, cap)
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  local npcs = ____exports.getNPCs(nil)
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  return removeEntities(nil, npcs, cap)
@@ -15,6 +15,13 @@ export declare function getAllRoomGridIndexes(): int[];
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  * tricky to properly detect.
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  */
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  export declare function getCurrentDimension(): Dimension;
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+ /**
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+ * Helper function to get the grid index delta that a door out of the given room shape would lead
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+ * to. For example, if you went through the bottom door in a room of `RoomShape.ROOMSHAPE_1x2`, you
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+ * would end up in a room with a grid index that is +26 units from the `SafeGridIndex` of where you
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+ * started.
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+ */
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+ export declare function getGridIndexDelta(roomShape: RoomShape, doorSlot: DoorSlot): int | undefined;
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  /**
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  * Helper function to get an array of all of the safe grid indexes for rooms that match the
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  * specified room type.
@@ -1,11 +1,11 @@
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  local ____lualib = require("lualib_bundle")
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  local __TS__ArrayMap = ____lualib.__TS__ArrayMap
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+ local Map = ____lualib.Map
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  local Set = ____lualib.Set
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  local __TS__New = ____lualib.__TS__New
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  local __TS__ArrayFilter = ____lualib.__TS__ArrayFilter
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  local __TS__ArrayPush = ____lualib.__TS__ArrayPush
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  local __TS__ArrayEvery = ____lualib.__TS__ArrayEvery
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- local Map = ____lualib.Map
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  local ____exports = {}
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  local ____cachedClasses = require("cachedClasses")
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  local game = ____cachedClasses.game
@@ -13,6 +13,8 @@ local sfxManager = ____cachedClasses.sfxManager
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  local ____constants = require("constants")
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  local MAX_ROOM_INDEX = ____constants.MAX_ROOM_INDEX
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  local NUM_DIMENSIONS = ____constants.NUM_DIMENSIONS
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+ local ____roomShapeToGridIndexDelta = require("objects.roomShapeToGridIndexDelta")
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+ local ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA = ____roomShapeToGridIndexDelta.ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA
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  local ____doors = require("functions.doors")
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  local closeAllDoors = ____doors.closeAllDoors
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  local getDoors = ____doors.getDoors
@@ -106,6 +108,13 @@ function ____exports.getCurrentDimension(self)
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  end
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  return error("Failed to get the current dimension using the starting room index of: " .. tostring(startingRoomGridIndex))
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  end
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+ function ____exports.getGridIndexDelta(self, roomShape, doorSlot)
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+ local doorSlotToGridIndexMap = ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA[roomShape]
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+ if doorSlotToGridIndexMap == nil then
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+ return nil
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+ end
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+ return doorSlotToGridIndexMap:get(doorSlot)
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+ end
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  function ____exports.getRoomGridIndexesForType(self, ...)
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  local roomTypesSet = __TS__New(Set, {...})
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  local rooms = ____exports.getRooms(nil)
@@ -246,12 +255,12 @@ function ____exports.setRoomCleared(self)
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  for ____, door in ipairs(getDoors(nil)) do
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  do
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  if isHiddenSecretRoomDoor(nil, door) then
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- goto __continue46
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+ goto __continue48
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  end
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  openDoorFast(nil, door)
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  door.ExtraVisible = false
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  end
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- ::__continue46::
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+ ::__continue48::
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  end
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  sfxManager:Stop(SoundEffect.SOUND_DOOR_HEAVY_OPEN)
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  game:ShakeScreen(0)
@@ -0,0 +1,8 @@
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+ /// <reference types="isaac-typescript-definitions" />
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+ /**
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+ * Deltas are considered to be from the safe grid index of the room (i.e. the top left corner, or
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+ * top right corner in the case of `RoomShape.ROOMSHAPE_LTL`).
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+ */
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+ export declare const ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA: {
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+ readonly [key in RoomShape]: Map<DoorSlot, int> | undefined;
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+ };
@@ -0,0 +1,85 @@
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+ local ____lualib = require("lualib_bundle")
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+ local Map = ____lualib.Map
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+ local __TS__New = ____lualib.__TS__New
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+ local ____exports = {}
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+ local ____constants = require("constants")
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+ local LEVEL_GRID_ROW_LENGTH = ____constants.LEVEL_GRID_ROW_LENGTH
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+ local LEFT = -1
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+ local UP = -LEVEL_GRID_ROW_LENGTH
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+ local RIGHT = 1
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+ local DOWN = LEVEL_GRID_ROW_LENGTH
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+ ____exports.ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA = {
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+ [RoomShape.ROOMSHAPE_1x1] = __TS__New(Map, {{DoorSlot.LEFT0, LEFT}, {DoorSlot.UP0, UP}, {DoorSlot.RIGHT0, RIGHT}, {DoorSlot.DOWN0, DOWN}}),
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+ [RoomShape.ROOMSHAPE_IH] = __TS__New(Map, {{DoorSlot.LEFT0, LEFT}, {DoorSlot.RIGHT0, RIGHT}}),
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+ [RoomShape.ROOMSHAPE_IV] = __TS__New(Map, {{DoorSlot.UP0, UP}, {DoorSlot.DOWN0, DOWN}}),
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+ [RoomShape.ROOMSHAPE_1x2] = __TS__New(Map, {
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+ {DoorSlot.LEFT0, LEFT},
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+ {DoorSlot.UP0, UP},
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+ {DoorSlot.RIGHT0, RIGHT},
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+ {DoorSlot.DOWN0, DOWN + DOWN},
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+ {DoorSlot.LEFT1, DOWN + LEFT},
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+ {DoorSlot.RIGHT1, DOWN + RIGHT}
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+ }),
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+ [RoomShape.ROOMSHAPE_IIV] = __TS__New(Map, {{DoorSlot.UP0, UP}, {DoorSlot.DOWN0, DOWN + DOWN}}),
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+ [RoomShape.ROOMSHAPE_2x1] = __TS__New(Map, {
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+ {DoorSlot.LEFT0, LEFT},
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+ {DoorSlot.UP0, UP},
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+ {DoorSlot.RIGHT0, RIGHT + RIGHT},
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+ {DoorSlot.DOWN0, DOWN},
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+ {DoorSlot.UP1, RIGHT + UP},
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+ {DoorSlot.DOWN1, RIGHT + DOWN}
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+ }),
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+ [RoomShape.ROOMSHAPE_IIH] = __TS__New(Map, {{DoorSlot.LEFT0, LEFT}, {DoorSlot.RIGHT0, RIGHT + RIGHT}}),
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+ [RoomShape.ROOMSHAPE_2x2] = __TS__New(Map, {
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+ {DoorSlot.LEFT0, LEFT},
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+ {DoorSlot.UP0, UP},
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+ {DoorSlot.RIGHT0, RIGHT + RIGHT},
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+ {DoorSlot.DOWN0, DOWN + DOWN},
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+ {DoorSlot.LEFT1, DOWN + LEFT},
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+ {DoorSlot.UP1, RIGHT + UP},
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+ {DoorSlot.RIGHT1, RIGHT + DOWN + RIGHT},
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+ {DoorSlot.DOWN1, RIGHT + DOWN + DOWN}
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+ }),
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+ [RoomShape.ROOMSHAPE_LTL] = __TS__New(Map, {
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+ {DoorSlot.LEFT0, LEFT},
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+ {DoorSlot.UP0, DOWN + LEFT + UP},
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+ {DoorSlot.RIGHT0, RIGHT},
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+ {DoorSlot.DOWN0, DOWN + LEFT + DOWN},
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+ {DoorSlot.LEFT1, DOWN + LEFT + LEFT},
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+ {DoorSlot.UP1, UP},
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+ {DoorSlot.RIGHT1, DOWN + RIGHT},
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+ {DoorSlot.DOWN1, DOWN + DOWN}
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+ }),
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+ [RoomShape.ROOMSHAPE_LTR] = __TS__New(Map, {
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+ {DoorSlot.LEFT0, LEFT},
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+ {DoorSlot.UP0, UP},
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+ {DoorSlot.RIGHT0, RIGHT},
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+ {DoorSlot.DOWN0, DOWN + DOWN},
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+ {DoorSlot.LEFT1, DOWN + LEFT},
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+ {DoorSlot.UP1, DOWN + RIGHT + UP},
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+ {DoorSlot.RIGHT1, DOWN + RIGHT + RIGHT},
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+ {DoorSlot.DOWN1, DOWN + RIGHT + DOWN}
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+ }),
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+ [RoomShape.ROOMSHAPE_LBL] = __TS__New(Map, {
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+ {DoorSlot.LEFT0, LEFT},
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+ {DoorSlot.UP0, UP},
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+ {DoorSlot.RIGHT0, RIGHT + RIGHT},
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+ {DoorSlot.DOWN0, DOWN},
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+ {DoorSlot.LEFT1, RIGHT + DOWN + LEFT},
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+ {DoorSlot.UP1, RIGHT + UP},
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+ {DoorSlot.RIGHT1, RIGHT + DOWN + RIGHT},
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+ {DoorSlot.DOWN1, RIGHT + DOWN + DOWN}
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+ }),
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+ [RoomShape.ROOMSHAPE_LBR] = __TS__New(Map, {
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+ {DoorSlot.LEFT0, LEFT},
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+ {DoorSlot.UP0, UP},
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+ {DoorSlot.RIGHT0, RIGHT + RIGHT},
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+ {DoorSlot.DOWN0, DOWN + DOWN},
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+ {DoorSlot.LEFT1, DOWN + LEFT},
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+ {DoorSlot.UP1, RIGHT + UP},
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+ {DoorSlot.RIGHT1, DOWN + RIGHT},
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+ {DoorSlot.DOWN1, RIGHT + DOWN}
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+ }),
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+ [RoomShape.NUM_ROOMSHAPES] = nil
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+ }
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+ return ____exports
@@ -0,0 +1,2 @@
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+ /// <reference types="isaac-typescript-definitions" />
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+ export declare const SIN_ENTITY_TYPES_SET: ReadonlySet<EntityType>;
@@ -0,0 +1,14 @@
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+ local ____lualib = require("lualib_bundle")
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+ local Set = ____lualib.Set
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+ local __TS__New = ____lualib.__TS__New
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+ local ____exports = {}
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+ ____exports.SIN_ENTITY_TYPES_SET = __TS__New(Set, {
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+ EntityType.ENTITY_SLOTH,
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+ EntityType.ENTITY_LUST,
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+ EntityType.ENTITY_WRATH,
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+ EntityType.ENTITY_GLUTTONY,
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+ EntityType.ENTITY_GREED,
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+ EntityType.ENTITY_ENVY,
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+ EntityType.ENTITY_PRIDE
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+ })
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+ return ____exports
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "isaacscript-common",
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- "version": "1.2.213",
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+ "version": "1.2.214",
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  "description": "Helper functions for IsaacScript mods",
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  "keywords": [
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  "isaac",
@@ -29,7 +29,7 @@
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  "isaacscript-lint": "^1.0.95",
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  "isaacscript-tsconfig": "^1.1.8",
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  "typedoc": "^0.22.13",
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- "typescript": "4.6.2",
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+ "typescript": "4.6.3",
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  "typescript-to-lua": "^1.4.2"
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  }
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  }