isaacscript-common 1.2.225 → 1.2.228

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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_COLUMN_HEIGHT = 13;
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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;
@@ -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_COLUMN_HEIGHT = 13
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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
@@ -0,0 +1,41 @@
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+ /// <reference types="isaac-typescript-definitions" />
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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 the grid position of the bottom-right tile of a given room shape.
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+ *
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+ * "Vector(0, 0)" corresponds to the top left tile of a room, not including the walls. (The top-left
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+ * wall would be at "Vector(-1, -1)".)
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+ */
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+ export declare function getRoomShapeBottomRightPosition(roomShape: RoomShape): Vector;
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+ /**
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+ * Helper function to get the bounds of a room shape, which are a box representing its contents.
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+ * This does not include the tiles that the walls are on. L rooms use the same bounds as a 2x2 room.
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+ */
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+ export declare function getRoomShapeBounds(roomShape: RoomShape): Vector;
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+ /**
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+ * Helper function to get the dimensions of a room shape's layout. This is NOT the size of the
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+ * room's actual contents! For that, use the `getRoomShapeBounds` function.
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+ *
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+ * For example, a horizontal narrow room has a layout size of equal to that of a 1x1 room.
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+ */
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+ export declare function getRoomShapeLayoutSize(roomShape: RoomShape): Vector;
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+ /**
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+ * Helper function to get the grid position of the top-left tile of a given room shape.
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+ *
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+ * "Vector(0, 0)" corresponds to the top left tile of a room, not including the walls. (The top-left
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+ * wall would be at "Vector(-1, -1)".)
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+ */
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+ export declare function getRoomShapeTopLeftPosition(roomShape: RoomShape): Vector;
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+ /**
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+ * Helper function to get the volume of a room shape, which is the amount of tiles that are inside
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+ * the room.
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+ *
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+ * (This cannot be directly calculated from the bounds since L rooms are a special case.)
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+ */
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+ export declare function getRoomShapeVolume(roomShape: RoomShape): int;
@@ -0,0 +1,38 @@
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+ local ____lualib = require("lualib_bundle")
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+ local Map = ____lualib.Map
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+ local ____exports = {}
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+ local ____roomShapeBounds = require("objects.roomShapeBounds")
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+ local ROOM_SHAPE_BOUNDS = ____roomShapeBounds.ROOM_SHAPE_BOUNDS
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+ local ____roomShapeLayoutSizes = require("objects.roomShapeLayoutSizes")
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+ local ROOM_SHAPE_LAYOUT_SIZES = ____roomShapeLayoutSizes.ROOM_SHAPE_LAYOUT_SIZES
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+ local ____roomShapeToBottomRightPosition = require("objects.roomShapeToBottomRightPosition")
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+ local ROOM_SHAPE_TO_BOTTOM_RIGHT_POSITION = ____roomShapeToBottomRightPosition.ROOM_SHAPE_TO_BOTTOM_RIGHT_POSITION
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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 ____roomShapeToTopLeftPosition = require("objects.roomShapeToTopLeftPosition")
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+ local ROOM_SHAPE_TO_TOP_LEFT_POSITION = ____roomShapeToTopLeftPosition.ROOM_SHAPE_TO_TOP_LEFT_POSITION
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+ local ____roomShapeVolumes = require("objects.roomShapeVolumes")
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+ local ROOM_SHAPE_VOLUMES = ____roomShapeVolumes.ROOM_SHAPE_VOLUMES
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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.getRoomShapeBottomRightPosition(self, roomShape)
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+ return ROOM_SHAPE_TO_BOTTOM_RIGHT_POSITION[roomShape]
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+ end
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+ function ____exports.getRoomShapeBounds(self, roomShape)
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+ return ROOM_SHAPE_BOUNDS[roomShape]
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+ end
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+ function ____exports.getRoomShapeLayoutSize(self, roomShape)
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+ return ROOM_SHAPE_LAYOUT_SIZES[roomShape]
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+ end
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+ function ____exports.getRoomShapeTopLeftPosition(self, roomShape)
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+ return ROOM_SHAPE_TO_TOP_LEFT_POSITION[roomShape]
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+ end
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+ function ____exports.getRoomShapeVolume(self, roomShape)
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+ return ROOM_SHAPE_VOLUMES[roomShape]
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+ end
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+ return ____exports
@@ -15,13 +15,6 @@ 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
@@ -13,8 +13,6 @@ 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
@@ -40,6 +38,8 @@ local getRoomGridIndex = ____roomData.getRoomGridIndex
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  local getRoomShape = ____roomData.getRoomShape
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  local getRoomStageID = ____roomData.getRoomStageID
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  local getRoomSubType = ____roomData.getRoomSubType
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+ local ____roomShape = require("functions.roomShape")
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+ local getGridIndexDelta = ____roomShape.getGridIndexDelta
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  function ____exports.getRooms(self, includeExtraDimensionalRooms)
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  if includeExtraDimensionalRooms == nil then
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  includeExtraDimensionalRooms = false
@@ -114,13 +114,6 @@ 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)
@@ -245,7 +238,7 @@ function ____exports.isDoorSlotValidAtGridIndexForRedRoom(self, doorSlot, roomGr
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  if roomShape == nil then
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  return false
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  end
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- local delta = ____exports.getGridIndexDelta(nil, roomShape, doorSlot)
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+ local delta = getGridIndexDelta(nil, roomShape, doorSlot)
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  if delta == nil then
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  return false
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  end
@@ -281,12 +274,12 @@ 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 __continue54
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+ goto __continue52
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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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- ::__continue54::
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+ ::__continue52::
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  end
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  sfxManager:Stop(SoundEffect.SOUND_DOOR_HEAVY_OPEN)
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  game:ShakeScreen(0)
@@ -122,5 +122,14 @@ export declare function repeat(n: int, func: (i: int) => void): void;
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  /**
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  * Helper function to check every value of a custom enum for -1. This is helpful as a run-time check
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  * because many methods of the Isaac class return -1 if they fail.
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+ *
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+ * Example:
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+ * ```ts
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+ * enum EntityTypeCustom {
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+ * FOO = Isaac.GetEntityTypeByName("Foo"),
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+ * }
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+ *
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+ * validateCustomEnum("EntityTypeCustom", EntityTypeCustom);
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+ * ```
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  */
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  export declare function validateCustomEnum(transpiledEnumName: string, transpiledEnum: unknown): void;
package/dist/index.d.ts CHANGED
@@ -74,6 +74,7 @@ export * from "./functions/revive";
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  export * from "./functions/rng";
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  export * from "./functions/roomData";
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  export * from "./functions/rooms";
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+ export * from "./functions/roomShape";
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  export * from "./functions/run";
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  export * from "./functions/seeds";
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  export * from "./functions/serialization";
package/dist/index.lua CHANGED
@@ -592,6 +592,14 @@ do
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  end
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  end
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  end
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+ do
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+ local ____export = require("functions.roomShape")
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+ for ____exportKey, ____exportValue in pairs(____export) do
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+ if ____exportKey ~= "default" then
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+ ____exports[____exportKey] = ____exportValue
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+ end
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+ end
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+ end
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  do
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  local ____export = require("functions.run")
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  for ____exportKey, ____exportValue in pairs(____export) do
@@ -0,0 +1,8 @@
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+ /// <reference types="isaac-typescript-definitions" />
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+ /**
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+ * The size of a room shape's contents. This does not include the tiles that the walls are on. L
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+ * rooms use the same bounds as a 2x2 room.
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+ */
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+ export declare const ROOM_SHAPE_BOUNDS: {
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+ readonly [key in RoomShape]: Vector;
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+ };
@@ -0,0 +1,24 @@
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+ --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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+ local ____exports = {}
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+ local ____roomShapeVolumes = require("objects.roomShapeVolumes")
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+ local NARROW_CONTENTS_HEIGHT = ____roomShapeVolumes.NARROW_CONTENTS_HEIGHT
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+ local NARROW_CONTENTS_WIDTH = ____roomShapeVolumes.NARROW_CONTENTS_WIDTH
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+ local ONE_BY_ONE_CONTENTS_HEIGHT = ____roomShapeVolumes.ONE_BY_ONE_CONTENTS_HEIGHT
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+ local ONE_BY_ONE_CONTENTS_WIDTH = ____roomShapeVolumes.ONE_BY_ONE_CONTENTS_WIDTH
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+ local TWO_BY_TWO_BOUNDS = Vector(ONE_BY_ONE_CONTENTS_WIDTH * 2, ONE_BY_ONE_CONTENTS_HEIGHT * 2)
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+ ____exports.ROOM_SHAPE_BOUNDS = {
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+ [RoomShape.ROOMSHAPE_1x1] = Vector(ONE_BY_ONE_CONTENTS_WIDTH, ONE_BY_ONE_CONTENTS_HEIGHT),
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+ [RoomShape.ROOMSHAPE_IH] = Vector(ONE_BY_ONE_CONTENTS_WIDTH, NARROW_CONTENTS_HEIGHT),
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+ [RoomShape.ROOMSHAPE_IV] = Vector(NARROW_CONTENTS_WIDTH, ONE_BY_ONE_CONTENTS_HEIGHT),
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+ [RoomShape.ROOMSHAPE_1x2] = Vector(ONE_BY_ONE_CONTENTS_WIDTH, ONE_BY_ONE_CONTENTS_HEIGHT * 2),
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+ [RoomShape.ROOMSHAPE_IIV] = Vector(NARROW_CONTENTS_WIDTH, ONE_BY_ONE_CONTENTS_HEIGHT * 2),
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+ [RoomShape.ROOMSHAPE_2x1] = Vector(ONE_BY_ONE_CONTENTS_WIDTH * 2, ONE_BY_ONE_CONTENTS_HEIGHT),
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+ [RoomShape.ROOMSHAPE_IIH] = Vector(ONE_BY_ONE_CONTENTS_WIDTH * 2, NARROW_CONTENTS_HEIGHT),
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+ [RoomShape.ROOMSHAPE_2x2] = TWO_BY_TWO_BOUNDS,
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+ [RoomShape.ROOMSHAPE_LTL] = TWO_BY_TWO_BOUNDS,
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+ [RoomShape.ROOMSHAPE_LTR] = TWO_BY_TWO_BOUNDS,
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+ [RoomShape.ROOMSHAPE_LBL] = TWO_BY_TWO_BOUNDS,
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+ [RoomShape.ROOMSHAPE_LBR] = TWO_BY_TWO_BOUNDS,
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+ [RoomShape.NUM_ROOMSHAPES] = Vector.Zero
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+ }
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+ return ____exports
@@ -0,0 +1,10 @@
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+ /// <reference types="isaac-typescript-definitions" />
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+ /**
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+ * The dimensions of a room shape's layout. This is NOT the size of the room's actual contents! For
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+ * that, use `ROOM_SHAPE_BOUNDS`.
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+ *
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+ * For example, a horizontal narrow room has a layout size of equal to that of a 1x1 room.
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+ */
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+ export declare const ROOM_SHAPE_LAYOUT_SIZES: {
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+ readonly [key in RoomShape]: Vector;
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+ };
@@ -0,0 +1,25 @@
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+ --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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+ local ____exports = {}
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+ local ____roomShapeVolumes = require("objects.roomShapeVolumes")
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+ local ONE_BY_ONE_CONTENTS_HEIGHT = ____roomShapeVolumes.ONE_BY_ONE_CONTENTS_HEIGHT
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+ local ONE_BY_ONE_CONTENTS_WIDTH = ____roomShapeVolumes.ONE_BY_ONE_CONTENTS_WIDTH
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+ local ONE_BY_ONE_LAYOUT_SIZE = Vector(ONE_BY_ONE_CONTENTS_WIDTH, ONE_BY_ONE_CONTENTS_HEIGHT)
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+ local TWO_BY_ONE_VERTICAL_LAYOUT_SIZE = Vector(ONE_BY_ONE_CONTENTS_WIDTH, ONE_BY_ONE_CONTENTS_HEIGHT * 2)
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+ local TWO_BY_ONE_HORIZONTAL_LAYOUT_SIZE = Vector(ONE_BY_ONE_CONTENTS_WIDTH * 2, ONE_BY_ONE_CONTENTS_HEIGHT)
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+ local TWO_BY_TWO_LAYOUT_SIZE = Vector(ONE_BY_ONE_CONTENTS_WIDTH * 2, ONE_BY_ONE_CONTENTS_HEIGHT * 2)
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+ ____exports.ROOM_SHAPE_LAYOUT_SIZES = {
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+ [RoomShape.ROOMSHAPE_1x1] = ONE_BY_ONE_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_IH] = ONE_BY_ONE_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_IV] = ONE_BY_ONE_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_1x2] = TWO_BY_ONE_VERTICAL_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_IIV] = TWO_BY_ONE_VERTICAL_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_2x1] = TWO_BY_ONE_HORIZONTAL_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_IIH] = TWO_BY_ONE_HORIZONTAL_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_2x2] = TWO_BY_TWO_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_LTL] = TWO_BY_TWO_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_LTR] = TWO_BY_TWO_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_LBL] = TWO_BY_TWO_LAYOUT_SIZE,
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+ [RoomShape.ROOMSHAPE_LBR] = TWO_BY_TWO_LAYOUT_SIZE,
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+ [RoomShape.NUM_ROOMSHAPES] = TWO_BY_TWO_LAYOUT_SIZE
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+ }
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+ return ____exports
@@ -0,0 +1,8 @@
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+ /// <reference types="isaac-typescript-definitions" />
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+ /**
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+ * "Vector(0, 0)" corresponds to the top left tile of a room, not including the walls. (The top-left
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+ * wall would be at "Vector(-1, -1)".)
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+ */
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+ export declare const ROOM_SHAPE_TO_BOTTOM_RIGHT_POSITION: {
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+ readonly [key in RoomShape]: Vector;
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+ };
@@ -0,0 +1,20 @@
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+ --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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+ local ____exports = {}
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+ local TWO_BY_TWO_BOTTOM_RIGHT_POSITION = Vector(25, 13)
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+ local ONE_BY_TWO_VERTICAL_BOTTOM_RIGHT_POSITION = Vector(12, 13)
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+ ____exports.ROOM_SHAPE_TO_BOTTOM_RIGHT_POSITION = {
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+ [RoomShape.ROOMSHAPE_1x1] = Vector(12, 6),
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+ [RoomShape.ROOMSHAPE_IH] = Vector(12, 4),
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+ [RoomShape.ROOMSHAPE_IV] = Vector(8, 6),
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+ [RoomShape.ROOMSHAPE_1x2] = ONE_BY_TWO_VERTICAL_BOTTOM_RIGHT_POSITION,
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+ [RoomShape.ROOMSHAPE_IIV] = Vector(8, 13),
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+ [RoomShape.ROOMSHAPE_2x1] = Vector(25, 6),
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+ [RoomShape.ROOMSHAPE_IIH] = Vector(25, 4),
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+ [RoomShape.ROOMSHAPE_2x2] = TWO_BY_TWO_BOTTOM_RIGHT_POSITION,
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+ [RoomShape.ROOMSHAPE_LTL] = TWO_BY_TWO_BOTTOM_RIGHT_POSITION,
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+ [RoomShape.ROOMSHAPE_LTR] = TWO_BY_TWO_BOTTOM_RIGHT_POSITION,
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+ [RoomShape.ROOMSHAPE_LBL] = TWO_BY_TWO_BOTTOM_RIGHT_POSITION,
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+ [RoomShape.ROOMSHAPE_LBR] = ONE_BY_TWO_VERTICAL_BOTTOM_RIGHT_POSITION,
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+ [RoomShape.NUM_ROOMSHAPES] = Vector.Zero
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+ }
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+ return ____exports
@@ -0,0 +1,8 @@
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+ /// <reference types="isaac-typescript-definitions" />
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+ /**
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+ * "Vector(0, 0)" corresponds to the top left tile of a room, not including the walls. (The top-left
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+ * wall would be at "Vector(-1, -1)".)
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+ */
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+ export declare const ROOM_SHAPE_TO_TOP_LEFT_POSITION: {
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+ readonly [key in RoomShape]: Vector;
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+ };
@@ -0,0 +1,20 @@
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+ --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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+ local ____exports = {}
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+ local NARROW_HORIZONTAL_TOP_LEFT_POSITION = Vector(0, 2)
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+ local NARROW_VERTICAL_TOP_LEFT_POSITION = Vector(4, 0)
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+ ____exports.ROOM_SHAPE_TO_TOP_LEFT_POSITION = {
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+ [RoomShape.ROOMSHAPE_1x1] = Vector.Zero,
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+ [RoomShape.ROOMSHAPE_IH] = NARROW_HORIZONTAL_TOP_LEFT_POSITION,
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+ [RoomShape.ROOMSHAPE_IV] = NARROW_VERTICAL_TOP_LEFT_POSITION,
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+ [RoomShape.ROOMSHAPE_1x2] = Vector.Zero,
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+ [RoomShape.ROOMSHAPE_IIV] = NARROW_VERTICAL_TOP_LEFT_POSITION,
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+ [RoomShape.ROOMSHAPE_2x1] = Vector.Zero,
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+ [RoomShape.ROOMSHAPE_IIH] = NARROW_HORIZONTAL_TOP_LEFT_POSITION,
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+ [RoomShape.ROOMSHAPE_2x2] = Vector.Zero,
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+ [RoomShape.ROOMSHAPE_LTL] = Vector(13, 0),
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+ [RoomShape.ROOMSHAPE_LTR] = Vector.Zero,
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+ [RoomShape.ROOMSHAPE_LBL] = Vector.Zero,
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+ [RoomShape.ROOMSHAPE_LBR] = Vector.Zero,
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+ [RoomShape.NUM_ROOMSHAPES] = Vector.Zero
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+ }
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+ return ____exports
@@ -0,0 +1,13 @@
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+ /// <reference types="isaac-typescript-definitions" />
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+ export declare const ONE_BY_ONE_CONTENTS_WIDTH = 13;
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+ export declare const ONE_BY_ONE_CONTENTS_HEIGHT = 7;
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+ export declare const NARROW_CONTENTS_WIDTH = 5;
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+ export declare const NARROW_CONTENTS_HEIGHT = 3;
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+ /**
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+ * Volume is the amount of tiles that are inside the room shape.
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+ *
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+ * (This cannot be directly calculated from the bounds since L rooms are a special case.)
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+ */
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+ export declare const ROOM_SHAPE_VOLUMES: {
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+ readonly [key in RoomShape]: int;
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+ };
@@ -0,0 +1,27 @@
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+ --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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+ local ____exports = {}
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+ ____exports.ONE_BY_ONE_CONTENTS_WIDTH = 13
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+ ____exports.ONE_BY_ONE_CONTENTS_HEIGHT = 7
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+ local ONE_BY_ONE_VOLUME = ____exports.ONE_BY_ONE_CONTENTS_HEIGHT * ____exports.ONE_BY_ONE_CONTENTS_WIDTH
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+ ____exports.NARROW_CONTENTS_WIDTH = 5
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+ ____exports.NARROW_CONTENTS_HEIGHT = 3
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+ local NARROW_HORIZONTAL_VOLUME = ____exports.ONE_BY_ONE_CONTENTS_WIDTH * ____exports.NARROW_CONTENTS_HEIGHT
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+ local NARROW_VERTICAL_VOLUME = ____exports.NARROW_CONTENTS_WIDTH * ____exports.ONE_BY_ONE_CONTENTS_HEIGHT
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+ local ONE_BY_TWO_VOLUME = ONE_BY_ONE_VOLUME * 2
11
+ local L_ROOM_VOLUME = ONE_BY_ONE_VOLUME * 3
12
+ ____exports.ROOM_SHAPE_VOLUMES = {
13
+ [RoomShape.ROOMSHAPE_1x1] = ONE_BY_ONE_VOLUME,
14
+ [RoomShape.ROOMSHAPE_IH] = NARROW_HORIZONTAL_VOLUME,
15
+ [RoomShape.ROOMSHAPE_IV] = NARROW_VERTICAL_VOLUME,
16
+ [RoomShape.ROOMSHAPE_1x2] = ONE_BY_TWO_VOLUME,
17
+ [RoomShape.ROOMSHAPE_IIV] = NARROW_VERTICAL_VOLUME * 2,
18
+ [RoomShape.ROOMSHAPE_2x1] = ONE_BY_TWO_VOLUME,
19
+ [RoomShape.ROOMSHAPE_IIH] = NARROW_HORIZONTAL_VOLUME * 2,
20
+ [RoomShape.ROOMSHAPE_2x2] = ONE_BY_ONE_VOLUME * 4,
21
+ [RoomShape.ROOMSHAPE_LTL] = L_ROOM_VOLUME,
22
+ [RoomShape.ROOMSHAPE_LTR] = L_ROOM_VOLUME,
23
+ [RoomShape.ROOMSHAPE_LBL] = L_ROOM_VOLUME,
24
+ [RoomShape.ROOMSHAPE_LBR] = L_ROOM_VOLUME,
25
+ [RoomShape.NUM_ROOMSHAPES] = 0
26
+ }
27
+ return ____exports
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "1.2.225",
3
+ "version": "1.2.228",
4
4
  "description": "Helper functions for IsaacScript mods",
5
5
  "keywords": [
6
6
  "isaac",