isaacscript-common 1.2.45 → 1.2.48
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/postPlayerReordered.lua +2 -2
- package/dist/callbacks/postTransformation.lua +52 -16
- package/dist/features/disableInputs.d.ts +4 -4
- package/dist/features/saveDataManager/main.lua +2 -2
- package/dist/features/saveDataManager/merge.lua +2 -2
- package/dist/functions/array.d.ts +11 -11
- package/dist/functions/array.lua +16 -16
- package/dist/functions/jsonRoom.lua +2 -2
- package/dist/functions/player.lua +6 -6
- package/dist/functions/table.d.ts +1 -1
- package/dist/functions/table.lua +1 -1
- package/package.json +1 -1
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@@ -6,7 +6,7 @@ local hasSubscriptions, postPEffectUpdate, postPlayerInit, postPlayerUpdate, pos
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local ____exports = require("features.saveDataManager.exports")
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local saveDataManager = ____exports.saveDataManager
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local ____array = require("functions.array")
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-
local
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local emptyArray = ____array.emptyArray
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local ____player = require("functions.player")
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local getPlayerFromIndex = ____player.getPlayerFromIndex
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local getPlayerIndex = ____player.getPlayerIndex
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@@ -89,7 +89,7 @@ function dequeue(self, playerIndexes, fireFunction)
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end
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::__continue23::
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end
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-
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emptyArray(nil, playerIndexes)
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end
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v = {run = {
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postGameStartedFiredOnThisRun = false,
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@@ -1,13 +1,15 @@
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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
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local Set = ____lualib.Set
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local __TS__New = ____lualib.__TS__New
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local __TS__ArrayPush = ____lualib.__TS__ArrayPush
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local Map = ____lualib.Map
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local ____exports = {}
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local hasSubscriptions, postPEffectUpdateReordered, v
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local hasSubscriptions, postPEffectUpdateReordered, playerTransformationChanged, updateForgottenOrSoulTransformation, TRANSFORMATIONS, v
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local ____exports = require("features.saveDataManager.exports")
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local saveDataManager = ____exports.saveDataManager
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local ____array = require("functions.array")
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-
local
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local copyArray = ____array.copyArray
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local ____player = require("functions.player")
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local getPlayerIndex = ____player.getPlayerIndex
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local ____ModCallbacksCustom = require("types.ModCallbacksCustom")
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@@ -22,25 +24,59 @@ function postPEffectUpdateReordered(self, player)
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if not hasSubscriptions(nil) then
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return
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end
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-
local
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local transformations = v.run.transformations:get(
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local playerIndex = getPlayerIndex(nil, player)
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local transformations = v.run.transformations:get(playerIndex)
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if transformations == nil then
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transformations = __TS__New(Map)
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v.run.transformations:set(playerIndex, transformations)
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end
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for ____, playerForm in ipairs(TRANSFORMATIONS) do
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local hasForm = player:HasPlayerForm(playerForm)
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local storedForm = transformations:get(playerForm)
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if storedForm == nil then
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local defaultValue = false
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storedForm = defaultValue
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transformations:set(playerForm, defaultValue)
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end
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if hasForm ~= storedForm then
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transformations:set(playerForm, hasForm)
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playerTransformationChanged(nil, player, playerForm, hasForm)
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end
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end
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end
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function playerTransformationChanged(self, player, playerForm, hasForm)
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postTransformationFire(nil, player, playerForm, hasForm)
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updateForgottenOrSoulTransformation(nil, player, playerForm, hasForm)
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end
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function updateForgottenOrSoulTransformation(self, player, playerForm, hasForm)
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local subPlayer = player:GetSubPlayer()
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if subPlayer == nil then
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return
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end
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local subPlayerIndex = getPlayerIndex(nil, subPlayer)
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local transformations = v.run.transformations:get(subPlayerIndex)
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if transformations == nil then
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transformations =
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v.run.transformations:set(
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transformations = __TS__New(Map)
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v.run.transformations:set(subPlayerIndex, transformations)
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end
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-
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-
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transformations:set(playerForm, hasForm)
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end
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local UNUSED_TRANSFORMATIONS = __TS__New(Set, {PlayerForm.PLAYERFORM_FLIGHT})
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local tempTransformations = {}
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do
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local playerForm = 0
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while playerForm < PlayerForm.NUM_PLAYER_FORMS do
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do
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if UNUSED_TRANSFORMATIONS:has(playerForm) then
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goto __continue2
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end
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-
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__TS__ArrayPush(tempTransformations, playerForm)
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end
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::__continue2::
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playerForm = playerForm + 1
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end
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end
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TRANSFORMATIONS = copyArray(nil, tempTransformations)
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v = {run = {transformations = __TS__New(Map)}}
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function ____exports.postTransformationCallbackInit(self, mod)
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saveDataManager(nil, "postTransformation", v, hasSubscriptions)
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@@ -21,7 +21,7 @@ export declare function disableAllInputs(key: string): void;
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* Helper function to enable all inputs besides the ones provided. This is useful because
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* `EntityPlayer.ControlsEnabled` can be changed by the game under certain conditions.
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*
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* Use the `enableAllInputs` helper function to set things back to normal.
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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* that multiple mod features can work in tandem.
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@@ -32,7 +32,7 @@ export declare function enableAllInputsExceptFor(key: string, blacklist: Set<But
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* Helper function to disable all inputs besides the ones provided. This is useful because
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* `EntityPlayer.ControlsEnabled` can be changed by the game under certain conditions.
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*
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* Use the `enableAllInputs` helper function to set things back to normal.
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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* that multiple mod features can work in tandem.
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@@ -44,7 +44,7 @@ export declare function disableAllInputsExceptFor(key: string, whitelist: Set<Bu
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* the UI). This is useful because `EntityPlayer.ControlsEnabled` can be changed by the game under
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* certain conditions.
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*
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* Use the `enableAllInputs` helper function to set things back to normal.
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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* that multiple mod features can work in tandem.
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@@ -54,7 +54,7 @@ export declare function disableMovementInputs(key: string): void;
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* Helper function to disable only the inputs used for shooting tears. This is useful because
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* `EntityPlayer.ControlsEnabled` can be changed by the game under certain conditions.
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*
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* Use the `enableAllInputs` helper function to set things back to normal.
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* Use the [[`enableAllInputs`]] helper function to set things back to normal.
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*
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* @param key The name of the mod feature that is requesting the enable/disable. This is needed so
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* that multiple mod features can work in tandem.
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@@ -9,7 +9,7 @@ local ____deepCopy = require("functions.deepCopy")
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local deepCopy = ____deepCopy.deepCopy
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local SerializationType = ____deepCopy.SerializationType
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local ____table = require("functions.table")
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local
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local clearTable = ____table.clearTable
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local ____ModCallbacksCustom = require("types.ModCallbacksCustom")
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local ModCallbacksCustom = ____ModCallbacksCustom.ModCallbacksCustom
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local ____SaveData = require("types.SaveData")
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@@ -85,7 +85,7 @@ function restoreDefaults(self, childTableName)
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end
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end
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function clearAndCopyAllElements(self, oldTable, newTable)
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-
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clearTable(nil, oldTable)
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for key, value in pairs(newTable) do
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oldTable[key] = value
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end
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local ____log = require("functions.log")
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local log = ____log.log
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local ____table = require("functions.table")
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local
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local clearTable = ____table.clearTable
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function ____exports.merge(self, oldObject, newTable, traversalDescription)
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local oldObjectType = type(oldObject)
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if oldObjectType ~= "table" then
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@@ -48,7 +48,7 @@ function mergeArray(self, oldObject, newTable)
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if not isArray(nil, oldArray) or not isArray(nil, newTable) then
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return false
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end
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clearTable(nil, oldArray)
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for key, value in pairs(newTable) do
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oldArray[key] = value
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end
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@@ -1,20 +1,19 @@
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/// <reference types="isaac-typescript-definitions" />
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/// <reference types="typescript-to-lua/language-extensions" />
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/**
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* Helper function to combine arrays. Returns a new array that is the composition of all
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* specified arrays. This function is variadic, meaning that you can specify N arguments to
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* N arrays. Note that this will only perform a shallow copy of the array elements.
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* Helper function to combine two or more arrays. Returns a new array that is the composition of all
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* of the specified arrays. This function is variadic, meaning that you can specify N arguments to
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* combine N arrays. Note that this will only perform a shallow copy of the array elements.
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*/
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export declare function
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export declare function combineArray<T>(...arrays: Array<T[] | readonly T[]>): T[];
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/** Helper function to perform a shallow copy. */
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export declare function
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export declare function
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export declare function copyArray<T>(array: T[] | readonly T[]): T[];
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export declare function emptyArray<T>(array: T[]): void;
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/**
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* Helper function for determining if two arrays contain the exact same elements. Note that this
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* only performs a shallow comparison.
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*/
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export declare function arrayEquals<T>(array1: T[] | readonly T[], array2: T[] | readonly T[]): boolean;
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export declare function arrayInArray<T>(arrayToMatch: T[] | readonly T[], parentArray: Array<T[] | readonly T[]>): boolean;
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/**
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* Initializes an array with all elements containing the specified default value.
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*
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@@ -23,20 +22,21 @@ export declare function arrayInArray<T>(arrayToMatch: T[] | readonly T[], parent
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* const playerTransformations = initArray(false, PlayerForm.NUM_PLAYER_FORMS - 1);
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* ```
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*/
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export declare function
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export declare function initArray<T>(defaultValue: T, size: int): T[];
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export declare function isArrayInArray<T>(arrayToMatch: T[] | readonly T[], parentArray: Array<T[] | readonly T[]>): boolean;
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/**
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* Shallow copies and shuffles the array using the Fisher-Yates algorithm. Returns the copied array.
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*
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* From: https://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array
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*/
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export declare function
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export declare function shuffleArray<T>(originalArray: T[] | readonly T[], seed?: number): T[];
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/**
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* Shuffles the provided array in-place using the Fisher-Yates algorithm.
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*
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* From: https://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array
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*/
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export declare function
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export declare function
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export declare function shuffleArrayInPlace<T>(array: T[], seed?: number): void;
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export declare function sumArray(array: number[] | readonly number[]): number;
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export declare function arrayToString<T>(array: T[]): string;
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/**
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* Shallow copies and removes the specified element(s) from the array. Returns the copied array. If
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package/dist/functions/array.lua
CHANGED
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@@ -11,7 +11,7 @@ local ____exports = {}
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local ____random = require("functions.random")
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local getRandomInt = ____random.getRandomInt
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local nextSeed = ____random.nextSeed
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function ____exports.
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function ____exports.shuffleArrayInPlace(self, array, seed)
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if seed == nil then
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seed = Random()
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end
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local randomIndex = getRandomInt(nil, 0, #array - 1, seed)
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return randomIndex
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end
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function ____exports.
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function ____exports.combineArray(self, ...)
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local arrays = {...}
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local elements = {}
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for ____, array in ipairs(arrays) do
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end
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return elements
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end
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function ____exports.
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function ____exports.copyArray(self, array)
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return {table.unpack(array)}
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end
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function ____exports.
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function ____exports.emptyArray(self, array)
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__TS__ArraySplice(array, 0, #array)
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end
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function ____exports.arrayEquals(self, array1, array2)
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end
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)
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end
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function ____exports.
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return __TS__ArraySome(
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parentArray,
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function(____, element) return ____exports.arrayEquals(nil, element, arrayToMatch) end
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)
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end
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function ____exports.arrayInit(self, defaultValue, size)
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function ____exports.initArray(self, defaultValue, size)
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local array = {}
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do
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local i = 0
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end
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return array
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end
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function ____exports.
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function ____exports.isArrayInArray(self, arrayToMatch, parentArray)
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return __TS__ArraySome(
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parentArray,
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function(____, element) return ____exports.arrayEquals(nil, element, arrayToMatch) end
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)
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end
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function ____exports.shuffleArray(self, originalArray, seed)
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if seed == nil then
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86
|
seed = Random()
|
|
87
87
|
end
|
|
88
|
-
local array = ____exports.
|
|
89
|
-
____exports.
|
|
88
|
+
local array = ____exports.copyArray(nil, originalArray)
|
|
89
|
+
____exports.shuffleArrayInPlace(nil, array, seed)
|
|
90
90
|
return array
|
|
91
91
|
end
|
|
92
|
-
function ____exports.
|
|
92
|
+
function ____exports.sumArray(self, array)
|
|
93
93
|
return __TS__ArrayReduce(
|
|
94
94
|
array,
|
|
95
95
|
function(____, accumulator, element) return accumulator + element end,
|
|
@@ -109,7 +109,7 @@ function ____exports.arrayToString(self, array)
|
|
|
109
109
|
end
|
|
110
110
|
function ____exports.arrayRemove(self, originalArray, ...)
|
|
111
111
|
local elements = {...}
|
|
112
|
-
local array = ____exports.
|
|
112
|
+
local array = ____exports.copyArray(nil, originalArray)
|
|
113
113
|
for ____, element in ipairs(elements) do
|
|
114
114
|
local index = __TS__ArrayIndexOf(array, element)
|
|
115
115
|
if index > -1 then
|
|
@@ -5,7 +5,7 @@ local __TS__ArrayMap = ____lualib.__TS__ArrayMap
|
|
|
5
5
|
local ____exports = {}
|
|
6
6
|
local getTotalWeightOfJSONRooms, getJSONRoomWithChosenWeight
|
|
7
7
|
local ____array = require("functions.array")
|
|
8
|
-
local
|
|
8
|
+
local sumArray = ____array.sumArray
|
|
9
9
|
local ____log = require("functions.log")
|
|
10
10
|
local log = ____log.log
|
|
11
11
|
local ____random = require("functions.random")
|
|
@@ -22,7 +22,7 @@ function getTotalWeightOfJSONRooms(self, jsonRooms)
|
|
|
22
22
|
return roomWeight
|
|
23
23
|
end
|
|
24
24
|
)
|
|
25
|
-
return
|
|
25
|
+
return sumArray(nil, weights)
|
|
26
26
|
end
|
|
27
27
|
function getJSONRoomWithChosenWeight(self, jsonRooms, chosenWeight)
|
|
28
28
|
for ____, jsonRoom in ipairs(jsonRooms) do
|
|
@@ -9,7 +9,7 @@ local __TS__Iterator = ____lualib.__TS__Iterator
|
|
|
9
9
|
local __TS__ArrayPush = ____lualib.__TS__ArrayPush
|
|
10
10
|
local __TS__ArrayFilter = ____lualib.__TS__ArrayFilter
|
|
11
11
|
local ____exports = {}
|
|
12
|
-
local
|
|
12
|
+
local getPlayerIndexCollectibleType, getAdjustedPlayerName, isTaintedModded, EXCLUDED_CHARACTERS
|
|
13
13
|
local ____constants = require("constants")
|
|
14
14
|
local CHARACTERS_WITH_BLACK_HEART_FROM_ETERNAL_HEART = ____constants.CHARACTERS_WITH_BLACK_HEART_FROM_ETERNAL_HEART
|
|
15
15
|
local CHARACTERS_WITH_FREE_DEVIL_DEALS = ____constants.CHARACTERS_WITH_FREE_DEVIL_DEALS
|
|
@@ -21,7 +21,7 @@ local MAX_VANILLA_CHARACTER = ____constants.MAX_VANILLA_CHARACTER
|
|
|
21
21
|
local ____HealthType = require("types.HealthType")
|
|
22
22
|
local HealthType = ____HealthType.HealthType
|
|
23
23
|
local ____array = require("functions.array")
|
|
24
|
-
local
|
|
24
|
+
local sumArray = ____array.sumArray
|
|
25
25
|
local ____bitwise = require("functions.bitwise")
|
|
26
26
|
local getKBitOfN = ____bitwise.getKBitOfN
|
|
27
27
|
local getNumBitsOfN = ____bitwise.getNumBitsOfN
|
|
@@ -52,12 +52,12 @@ function ____exports.getCharacters(self)
|
|
|
52
52
|
end
|
|
53
53
|
function ____exports.getPlayerIndex(self, player)
|
|
54
54
|
local character = player:GetPlayerType()
|
|
55
|
-
local
|
|
56
|
-
local collectibleRNG = player:GetCollectibleRNG(
|
|
55
|
+
local collectibleType = getPlayerIndexCollectibleType(nil, character)
|
|
56
|
+
local collectibleRNG = player:GetCollectibleRNG(collectibleType)
|
|
57
57
|
local seed = collectibleRNG:GetSeed()
|
|
58
58
|
return seed
|
|
59
59
|
end
|
|
60
|
-
function
|
|
60
|
+
function getPlayerIndexCollectibleType(self, character)
|
|
61
61
|
repeat
|
|
62
62
|
local ____switch62 = character
|
|
63
63
|
local ____cond62 = ____switch62 == PlayerType.PLAYER_THESOUL
|
|
@@ -433,7 +433,7 @@ function ____exports.getTotalPlayerCollectibles(self, collectibleType)
|
|
|
433
433
|
players,
|
|
434
434
|
function(____, player) return player:GetCollectibleNum(collectibleType) end
|
|
435
435
|
)
|
|
436
|
-
return
|
|
436
|
+
return sumArray(nil, numCollectiblesArray)
|
|
437
437
|
end
|
|
438
438
|
function ____exports.hasLostCurse(self, player)
|
|
439
439
|
local effects = player:GetEffects()
|
|
@@ -3,4 +3,4 @@
|
|
|
3
3
|
* In a Map, you can use the `clear` method to delete every element. However, in a LuaTable, the
|
|
4
4
|
* `clear` method does not exist. Use this helper function as a drop-in replacement for this.
|
|
5
5
|
*/
|
|
6
|
-
export declare function
|
|
6
|
+
export declare function clearTable(table: LuaTable): void;
|
package/dist/functions/table.lua
CHANGED