isaacscript-common 1.2.4 → 1.2.8

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@@ -102,10 +102,14 @@ export declare const MAX_PLAYER_TRINKET_SLOTS = 2;
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  export declare const MAX_ROOM_INDEX = 168;
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  export declare const MAX_VANILLA_CHARACTER = PlayerType.PLAYER_THESOUL_B;
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  export declare const MAX_VANILLA_COLLECTIBLE_TYPE = CollectibleType.COLLECTIBLE_MOMS_RING;
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- export declare const MOVEMENT_ACTIONS: Set<ButtonAction>;
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+ export declare const SECOND_IN_MILLISECONDS = 1000;
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+ export declare const MINUTE_IN_MILLISECONDS: number;
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+ export declare const MOVEMENT_ACTIONS: ButtonAction[];
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+ export declare const MOVEMENT_ACTIONS_SET: Set<ButtonAction>;
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  export declare const ONE_BY_ONE_ROOM_GRID_SIZE = 135;
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  export declare const SINGLE_USE_ACTIVE_COLLECTIBLE_TYPES: Set<CollectibleType>;
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- export declare const SHOOTING_ACTIONS: Set<ButtonAction>;
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+ export declare const SHOOTING_ACTIONS: ButtonAction[];
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+ export declare const SHOOTING_ACTIONS_SET: Set<ButtonAction>;
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  export declare const STORY_BOSSES: Set<EntityType>;
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  /**
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  * This is the number of draw coordinates that each heart spans on the UI in the upper left hand
@@ -88,7 +88,10 @@ ____exports.MAX_PLAYER_TRINKET_SLOTS = 2
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  ____exports.MAX_ROOM_INDEX = 168
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  ____exports.MAX_VANILLA_CHARACTER = PlayerType.PLAYER_THESOUL_B
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  ____exports.MAX_VANILLA_COLLECTIBLE_TYPE = CollectibleType.COLLECTIBLE_MOMS_RING
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- ____exports.MOVEMENT_ACTIONS = __TS__New(Set, {ButtonAction.ACTION_LEFT, ButtonAction.ACTION_RIGHT, ButtonAction.ACTION_UP, ButtonAction.ACTION_DOWN})
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+ ____exports.SECOND_IN_MILLISECONDS = 1000
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+ ____exports.MINUTE_IN_MILLISECONDS = 60 * ____exports.SECOND_IN_MILLISECONDS
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+ ____exports.MOVEMENT_ACTIONS = {ButtonAction.ACTION_LEFT, ButtonAction.ACTION_RIGHT, ButtonAction.ACTION_UP, ButtonAction.ACTION_DOWN}
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+ ____exports.MOVEMENT_ACTIONS_SET = __TS__New(Set, ____exports.MOVEMENT_ACTIONS)
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  ____exports.ONE_BY_ONE_ROOM_GRID_SIZE = 135
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  ____exports.SINGLE_USE_ACTIVE_COLLECTIBLE_TYPES = __TS__New(Set, {
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  CollectibleType.COLLECTIBLE_FORGET_ME_NOW,
@@ -100,7 +103,8 @@ ____exports.SINGLE_USE_ACTIVE_COLLECTIBLE_TYPES = __TS__New(Set, {
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  CollectibleType.COLLECTIBLE_DEATH_CERTIFICATE,
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  CollectibleType.COLLECTIBLE_R_KEY
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  })
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- ____exports.SHOOTING_ACTIONS = __TS__New(Set, {ButtonAction.ACTION_SHOOTLEFT, ButtonAction.ACTION_SHOOTRIGHT, ButtonAction.ACTION_SHOOTUP, ButtonAction.ACTION_SHOOTDOWN})
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+ ____exports.SHOOTING_ACTIONS = {ButtonAction.ACTION_SHOOTLEFT, ButtonAction.ACTION_SHOOTRIGHT, ButtonAction.ACTION_SHOOTUP, ButtonAction.ACTION_SHOOTDOWN}
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+ ____exports.SHOOTING_ACTIONS_SET = __TS__New(Set, ____exports.SHOOTING_ACTIONS)
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  ____exports.STORY_BOSSES = __TS__New(Set, {
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  EntityType.ENTITY_MOM,
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  EntityType.ENTITY_MOMS_HEART,
@@ -4,8 +4,8 @@ local Set = ____lualib.Set
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  local ____exports = {}
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  local isActionPressed, isActionTriggered, getActionValue, getReturnValue, v
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  local ____constants = require("constants")
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- local MOVEMENT_ACTIONS = ____constants.MOVEMENT_ACTIONS
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- local SHOOTING_ACTIONS = ____constants.SHOOTING_ACTIONS
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+ local MOVEMENT_ACTIONS_SET = ____constants.MOVEMENT_ACTIONS_SET
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+ local SHOOTING_ACTIONS_SET = ____constants.SHOOTING_ACTIONS_SET
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  local ____errors = require("errors")
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  local getUpgradeErrorMsg = ____errors.getUpgradeErrorMsg
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  local ____exports = require("features.saveDataManager.exports")
@@ -85,9 +85,9 @@ function ____exports.disableAllInputsExceptFor(self, whitelist)
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  v.run.blacklist = nil
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  end
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  function ____exports.disableMovementInputs(self)
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- ____exports.enableAllInputsExceptFor(nil, MOVEMENT_ACTIONS)
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+ ____exports.enableAllInputsExceptFor(nil, MOVEMENT_ACTIONS_SET)
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  end
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  function ____exports.disableShootingInputs(self)
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- ____exports.enableAllInputsExceptFor(nil, SHOOTING_ACTIONS)
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+ ____exports.enableAllInputsExceptFor(nil, SHOOTING_ACTIONS_SET)
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  end
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  return ____exports
@@ -50,12 +50,17 @@ import { SaveData } from "../../types/SaveData";
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  * }
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  * ```
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  *
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- * - Save data is loaded from disk in the MC_POST_PLAYER_INIT callback
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- * (i.e. the first callback that can possibly run).
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+ * - Save data is loaded from disk in the MC_POST_PLAYER_INIT callback (i.e. the first callback that
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+ * can possibly run).
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  * - Save data is recorded to disk in the MC_PRE_GAME_EXIT callback.
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  *
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  * Note that before using the save data manager, you must call the [[`upgradeMod`]] function.
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  *
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+ * If you want the save data manager to load data before the MC_POST_PLAYER_INIT callback (i.e. in
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+ * the main menu), then you should explicitly call the [[`saveDataManagerLoad`]] function. (The save
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+ * data manager cannot do this on its own because it cannot know when your mod features are finished
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+ * initializing.)
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+ *
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  * Finally, some features may have variables that need to be automatically reset per run/level, but
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  * not saved to disk on game exit. (For example, if they contain functions or other non-serializable
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  * data.) For these cases, set a special key of "dontSave" alongside "run", "level", and so forth.
@@ -65,8 +70,8 @@ import { SaveData } from "../../types/SaveData";
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  * @param saveData An object that corresponds to the `SaveData` interface. The object is
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  * conventionally called "v" for brevity (which is short for "local variables").
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  * @param conditionalFunc An optional function to run upon saving this key to disk. If the function
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- * is false, the key will not be written to disk. This allows mod features to avoid cluttering the
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- * "save#.dat" file with unnecessary keys.
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+ * returns false, the key will not be written to disk. This allows mod features to avoid cluttering
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+ * the "save#.dat" file with unnecessary keys.
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  */
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  export declare function saveDataManager(key: string, saveData: SaveData, conditionalFunc?: () => boolean): void;
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  /**
@@ -75,6 +80,14 @@ export declare function saveDataManager(key: string, saveData: SaveData, conditi
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  * of its variables to disk immediately.
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  */
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  export declare function saveDataManagerSave(): void;
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+ /**
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+ * The save data manager will automatically load variables from disk at the appropriate times (i.e.
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+ * when a new run is started). Use this function to explicitly force the save data manager to load
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+ * all of its variables from disk immediately.
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+ *
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+ * Note that doing this will overwrite current data, which can potentially result in lost state.
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+ */
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+ export declare function saveDataManagerLoad(): void;
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  /**
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  * Sets the global variable of "g" equal to all of the save data variables for this mod.
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  * Sets the global variable of "gd" equal to all of the save data default variables for this mod.
@@ -10,6 +10,7 @@ local deepCopy = ____deepCopy.deepCopy
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  local SerializationType = ____deepCopy.SerializationType
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  local ____main = require("features.saveDataManager.main")
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  local FEATURE_NAME = ____main.FEATURE_NAME
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+ local forceSaveDataManagerLoad = ____main.forceSaveDataManagerLoad
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  local forceSaveDataManagerSave = ____main.forceSaveDataManagerSave
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  local isSaveDataManagerInitialized = ____main.isSaveDataManagerInitialized
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  local ____maps = require("features.saveDataManager.maps")
@@ -48,6 +49,13 @@ function ____exports.saveDataManagerSave(self)
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  end
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  forceSaveDataManagerSave(nil)
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  end
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+ function ____exports.saveDataManagerLoad(self)
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+ if not isSaveDataManagerInitialized(nil) then
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+ local msg = getUpgradeErrorMsg(nil, FEATURE_NAME)
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+ error(msg)
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+ end
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+ forceSaveDataManagerLoad(nil)
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+ end
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  function ____exports.saveDataManagerSetGlobal(self)
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  g = saveDataMap
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  gd = saveDataDefaultsMap
@@ -109,4 +109,10 @@ function ____exports.forceSaveDataManagerSave(self)
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  end
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  saveToDisk(nil, mod, saveDataMap, saveDataConditionalFuncMap)
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  end
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+ function ____exports.forceSaveDataManagerLoad(self)
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+ if mod == nil then
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+ return
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+ end
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+ loadFromDisk(nil, mod, saveDataMap)
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+ end
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  return ____exports
@@ -61,6 +61,15 @@ export declare function arrayRemoveInPlace<T>(array: T[], ...elements: T[]): boo
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  * @param exceptions Optional. An array of elements to skip over if selected.
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  */
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  export declare function getRandomArrayElement<T>(array: T[], seed?: number, exceptions?: T[]): T;
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+ /**
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+ * Helper function to get a random element from the provided array. Once the random element is
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+ * decided, it is then removed from the array (in-place).
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+ *
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+ * @param array The array to get an element from.
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+ * @param seed Optional. The seed used to select the random element. `Random()` by default.
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+ * @param exceptions Optional. An array of elements to skip over if selected.
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+ */
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+ export declare function getRandomArrayElementAndRemove<T>(array: T[], seed?: number, exceptions?: T[]): T;
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  export declare function getRandomArrayIndex<T>(array: T[], seed?: number): int;
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  /**
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  * Since Lua uses tables for every non-primitive data structure, it is non-trivial to determine if a
@@ -145,6 +145,17 @@ function ____exports.getRandomArrayElement(self, array, seed, exceptions)
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  local randomIndex = ____exports.getRandomArrayIndex(nil, arrayWithoutExceptions, seed)
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  return arrayWithoutExceptions[randomIndex + 1]
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  end
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+ function ____exports.getRandomArrayElementAndRemove(self, array, seed, exceptions)
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+ if seed == nil then
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+ seed = Random()
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+ end
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+ if exceptions == nil then
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+ exceptions = {}
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+ end
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+ local randomArrayElement = ____exports.getRandomArrayElement(nil, array, seed, exceptions)
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+ ____exports.arrayRemoveInPlace(nil, array, randomArrayElement)
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+ return randomArrayElement
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+ end
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  function ____exports.isArray(self, ____table)
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  local metatable = getmetatable(____table)
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  if metatable ~= nil then
@@ -1,15 +1,16 @@
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  --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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  local ____lualib = require("lualib_bundle")
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- local Set = ____lualib.Set
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  local __TS__StringReplace = ____lualib.__TS__StringReplace
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  local __TS__ObjectEntries = ____lualib.__TS__ObjectEntries
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- local __TS__Iterator = ____lualib.__TS__Iterator
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+ local __TS__ArraySome = ____lualib.__TS__ArraySome
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  local __TS__StringSlice = ____lualib.__TS__StringSlice
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  local ____exports = {}
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  local ____constants = require("constants")
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  local MAX_NUM_INPUTS = ____constants.MAX_NUM_INPUTS
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  local MOVEMENT_ACTIONS = ____constants.MOVEMENT_ACTIONS
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  local SHOOTING_ACTIONS = ____constants.SHOOTING_ACTIONS
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+ local ____math = require("functions.math")
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+ local range = ____math.range
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  local ControllerLiteral = ControllerLiteral or ({})
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  ControllerLiteral.DPAD_LEFT = 0
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  ControllerLiteral[ControllerLiteral.DPAD_LEFT] = "DPAD_LEFT"
@@ -72,63 +73,45 @@ function ____exports.controllerToString(self, controller)
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  return "unknown"
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  end
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  function ____exports.isActionPressedOnAnyInput(self, buttonAction)
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- do
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- local i = 0
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- while i < MAX_NUM_INPUTS do
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- if Input.IsActionPressed(buttonAction, i) then
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- return true
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- end
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- i = i + 1
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- end
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- end
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- return false
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+ local validInputs = range(nil, 0, MAX_NUM_INPUTS - 1)
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+ return __TS__ArraySome(
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+ validInputs,
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+ function(____, input) return Input.IsActionPressed(buttonAction, input) end
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+ )
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  end
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  function ____exports.isActionTriggeredOnAnyInput(self, buttonAction)
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- do
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- local i = 0
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- while i < MAX_NUM_INPUTS do
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- if Input.IsActionTriggered(buttonAction, i) then
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- return true
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- end
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- i = i + 1
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- end
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- end
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- return false
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+ local validInputs = range(nil, 0, MAX_NUM_INPUTS - 1)
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+ return __TS__ArraySome(
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+ validInputs,
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+ function(____, input) return Input.IsActionTriggered(buttonAction, input) end
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+ )
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  end
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  function ____exports.isKeyboardPressed(self, key)
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  return Input.IsButtonPressed(key, 0)
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  end
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  function ____exports.isMoveActionPressedOnAnyInput(self)
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- for ____, buttonAction in __TS__Iterator(MOVEMENT_ACTIONS:values()) do
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- if ____exports.isActionPressedOnAnyInput(nil, buttonAction) then
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- return true
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- end
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- end
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- return false
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+ return __TS__ArraySome(
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+ MOVEMENT_ACTIONS,
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+ function(____, moveAction) return ____exports.isActionPressedOnAnyInput(nil, moveAction) end
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+ )
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  end
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  function ____exports.isMoveActionTriggeredOnAnyInput(self)
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- for ____, buttonAction in __TS__Iterator(MOVEMENT_ACTIONS:values()) do
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- if ____exports.isActionTriggeredOnAnyInput(nil, buttonAction) then
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- return true
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- end
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- end
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- return false
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+ return __TS__ArraySome(
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+ MOVEMENT_ACTIONS,
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+ function(____, moveAction) return ____exports.isActionTriggeredOnAnyInput(nil, moveAction) end
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+ )
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  end
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  function ____exports.isShootActionPressedOnAnyInput(self)
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- for ____, buttonAction in __TS__Iterator(SHOOTING_ACTIONS:values()) do
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- if ____exports.isActionPressedOnAnyInput(nil, buttonAction) then
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- return true
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- end
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- end
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- return false
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+ return __TS__ArraySome(
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+ SHOOTING_ACTIONS,
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+ function(____, shootAction) return ____exports.isActionPressedOnAnyInput(nil, shootAction) end
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+ )
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  end
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  function ____exports.isShootActionTriggeredOnAnyInput(self)
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- for ____, buttonAction in __TS__Iterator(SHOOTING_ACTIONS:values()) do
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- if ____exports.isActionTriggeredOnAnyInput(nil, buttonAction) then
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- return true
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- end
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- end
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- return false
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+ return __TS__ArraySome(
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+ SHOOTING_ACTIONS,
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+ function(____, shootAction) return ____exports.isActionTriggeredOnAnyInput(nil, shootAction) end
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+ )
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  end
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  function ____exports.keyboardToString(self, keyboard)
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  for ____, ____value in ipairs(__TS__ObjectEntries(Keyboard)) do
@@ -17,6 +17,8 @@ export declare function isEven(num: int): boolean;
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  export declare function isOdd(num: int): boolean;
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  export declare function lerp(a: number, b: number, pos: float): number;
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  export declare function lerpAngleDegrees(aStart: number, aEnd: number, percent: float): number;
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+ /** Helper function to return an array with the elements from start to end, inclusive. */
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+ export declare function range(start: int, end: int): int[];
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  /**
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  * If rounding fails, this function returns 0.
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  * From: http://lua-users.org/wiki/SimpleRound
@@ -87,6 +87,17 @@ end
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  function ____exports.lerpAngleDegrees(self, aStart, aEnd, percent)
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  return aStart + ____exports.getAngleDifference(nil, aStart, aEnd) * percent
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  end
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+ function ____exports.range(self, start, ____end)
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+ local array = {}
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+ do
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+ local i = start
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+ while i <= ____end do
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+ __TS__ArrayPush(array, i)
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+ i = i + 1
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+ end
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+ end
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+ return array
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+ end
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  function ____exports.round(self, num, numDecimalPlaces)
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  if numDecimalPlaces == nil then
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  numDecimalPlaces = 0
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "isaacscript-common",
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- "version": "1.2.4",
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+ "version": "1.2.8",
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  "description": "Helper functions for IsaacScript mods",
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  "keywords": [
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  "isaac",
@@ -26,7 +26,7 @@
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  ],
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  "devDependencies": {
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  "@zamiell/typescript-to-lua": "^1.4.0",
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- "isaac-typescript-definitions": "^1.0.334",
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+ "isaac-typescript-definitions": "^1.0.336",
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  "isaacscript-lint": "^1.0.79",
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  "isaacscript-tsconfig": "^1.1.8",
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  "typedoc": "^0.22.11",