isaacscript-common 1.2.6 → 1.2.10

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@@ -104,10 +104,12 @@ 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 SECOND_IN_MILLISECONDS = 1000;
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  export declare const MINUTE_IN_MILLISECONDS: number;
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- export declare const MOVEMENT_ACTIONS: Set<ButtonAction>;
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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
@@ -90,7 +90,8 @@ ____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.SECOND_IN_MILLISECONDS = 1000
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  ____exports.MINUTE_IN_MILLISECONDS = 60 * ____exports.SECOND_IN_MILLISECONDS
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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.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,
@@ -102,7 +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
@@ -5,8 +5,8 @@ local __TS__New = ____lualib.__TS__New
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  local ____exports = {}
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  local ____collectibles = require("functions.collectibles")
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  local getMaxCollectibleID = ____collectibles.getMaxCollectibleID
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- local ____util = require("functions.util")
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- local copySet = ____util.copySet
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+ local ____set = require("functions.set")
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+ local copySet = ____set.copySet
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  local COLLECTIBLE_SET = __TS__New(Set)
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  local function initCollectibleSet(self)
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  local itemConfig = Isaac.GetItemConfig()
@@ -8,9 +8,10 @@ local ____exports = {}
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  local twoDimensionalSort
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  local ____log = require("functions.log")
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  local log = ____log.log
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+ local ____set = require("functions.set")
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+ local addSetsToSet = ____set.addSetsToSet
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+ local copySet = ____set.copySet
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  local ____util = require("functions.util")
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- local addSetsToSet = ____util.addSetsToSet
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- local copySet = ____util.copySet
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  local isLuaDebugEnabled = ____util.isLuaDebugEnabled
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  function twoDimensionalSort(self, a, b)
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  if a[1] == b[1] 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
80
+ )
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  end
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  function ____exports.isActionTriggeredOnAnyInput(self, buttonAction)
87
- do
88
- local i = 0
89
- while i < MAX_NUM_INPUTS do
90
- if Input.IsActionTriggered(buttonAction, i) then
91
- return true
92
- end
93
- i = i + 1
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- end
95
- end
96
- return false
83
+ local validInputs = range(nil, 0, MAX_NUM_INPUTS - 1)
84
+ return __TS__ArraySome(
85
+ validInputs,
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+ function(____, input) return Input.IsActionTriggered(buttonAction, input) end
87
+ )
97
88
  end
98
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  function ____exports.isKeyboardPressed(self, key)
99
90
  return Input.IsButtonPressed(key, 0)
100
91
  end
101
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  function ____exports.isMoveActionPressedOnAnyInput(self)
102
- for ____, buttonAction in __TS__Iterator(MOVEMENT_ACTIONS:values()) do
103
- if ____exports.isActionPressedOnAnyInput(nil, buttonAction) then
104
- return true
105
- end
106
- end
107
- return false
93
+ return __TS__ArraySome(
94
+ MOVEMENT_ACTIONS,
95
+ function(____, moveAction) return ____exports.isActionPressedOnAnyInput(nil, moveAction) end
96
+ )
108
97
  end
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  function ____exports.isMoveActionTriggeredOnAnyInput(self)
110
- for ____, buttonAction in __TS__Iterator(MOVEMENT_ACTIONS:values()) do
111
- if ____exports.isActionTriggeredOnAnyInput(nil, buttonAction) then
112
- return true
113
- end
114
- end
115
- return false
99
+ return __TS__ArraySome(
100
+ MOVEMENT_ACTIONS,
101
+ function(____, moveAction) return ____exports.isActionTriggeredOnAnyInput(nil, moveAction) end
102
+ )
116
103
  end
117
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  function ____exports.isShootActionPressedOnAnyInput(self)
118
- for ____, buttonAction in __TS__Iterator(SHOOTING_ACTIONS:values()) do
119
- if ____exports.isActionPressedOnAnyInput(nil, buttonAction) then
120
- return true
121
- end
122
- end
123
- return false
105
+ return __TS__ArraySome(
106
+ SHOOTING_ACTIONS,
107
+ function(____, shootAction) return ____exports.isActionPressedOnAnyInput(nil, shootAction) end
108
+ )
124
109
  end
125
110
  function ____exports.isShootActionTriggeredOnAnyInput(self)
126
- for ____, buttonAction in __TS__Iterator(SHOOTING_ACTIONS:values()) do
127
- if ____exports.isActionTriggeredOnAnyInput(nil, buttonAction) then
128
- return true
129
- end
130
- end
131
- return false
111
+ return __TS__ArraySome(
112
+ SHOOTING_ACTIONS,
113
+ function(____, shootAction) return ____exports.isActionTriggeredOnAnyInput(nil, shootAction) end
114
+ )
132
115
  end
133
116
  function ____exports.keyboardToString(self, keyboard)
134
117
  for ____, ____value in ipairs(__TS__ObjectEntries(Keyboard)) do
@@ -17,6 +17,8 @@ export declare function isEven(num: int): boolean;
17
17
  export declare function isOdd(num: int): boolean;
18
18
  export declare function lerp(a: number, b: number, pos: float): number;
19
19
  export declare function lerpAngleDegrees(aStart: number, aEnd: number, percent: float): number;
20
+ /** Helper function to return an array with the elements from start to end, inclusive. */
21
+ export declare function range(start: int, end: int): int[];
20
22
  /**
21
23
  * If rounding fails, this function returns 0.
22
24
  * From: http://lua-users.org/wiki/SimpleRound
@@ -87,6 +87,17 @@ end
87
87
  function ____exports.lerpAngleDegrees(self, aStart, aEnd, percent)
88
88
  return aStart + ____exports.getAngleDifference(nil, aStart, aEnd) * percent
89
89
  end
90
+ function ____exports.range(self, start, ____end)
91
+ local array = {}
92
+ do
93
+ local i = start
94
+ while i <= ____end do
95
+ __TS__ArrayPush(array, i)
96
+ i = i + 1
97
+ end
98
+ end
99
+ return array
100
+ end
90
101
  function ____exports.round(self, num, numDecimalPlaces)
91
102
  if numDecimalPlaces == nil then
92
103
  numDecimalPlaces = 0
@@ -131,6 +131,11 @@ export declare function getPlayerIndexVanilla(playerToFind: EntityPlayer): int |
131
131
  * Does not account for Broken Hearts; use the `getPlayerAvailableHeartSlots()` function for that.
132
132
  */
133
133
  export declare function getPlayerMaxHeartContainers(player: EntityPlayer): int;
134
+ /**
135
+ * Helper function to get the name of the player. Use this instead of the `EntityPlayer.GetName`
136
+ * method if you want the name to fill in "???" and include the "Tainted" prefix.
137
+ */
138
+ export declare function getPlayerName(player: EntityPlayer): string;
134
139
  /**
135
140
  * Returns the combined value of all of the player's red hearts, soul/black hearts, and bone hearts,
136
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  * minus the value of the player's rotten hearts.
@@ -207,6 +212,8 @@ export declare function isLost(player: EntityPlayer): boolean;
207
212
  * Deals. (e.g. The Lost, Tainted Lost, etc.)
208
213
  */
209
214
  export declare function canTakeFreeDevilDeals(player: EntityPlayer): boolean;
215
+ /** Helper function for detecting if a player is one of the Tainted characters. */
216
+ export declare function isTainted(player: EntityPlayer): boolean;
210
217
  /** Helper function for detecting when a player is Tainted Lazarus or Dead Tainted Lazarus. */
211
218
  export declare function isTaintedLazarus(player: EntityPlayer): boolean;
212
219
  export declare function removeCollectibleCostume(player: EntityPlayer, collectibleType: CollectibleType | int): void;
@@ -30,6 +30,7 @@ local ____collectibleSet = require("functions.collectibleSet")
30
30
  local getCollectibleSet = ____collectibleSet.getCollectibleSet
31
31
  local ____util = require("functions.util")
32
32
  local ensureAllCases = ____util.ensureAllCases
33
+ local trimPrefix = ____util.trimPrefix
33
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  function ____exports.getCharacterMaxHeartContainers(self, character)
34
35
  if character == PlayerType.PLAYER_KEEPER then
35
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  return 3
@@ -78,18 +79,18 @@ function ____exports.getPlayers(self, performExclusions)
78
79
  do
79
80
  local player = Isaac.GetPlayer(i)
80
81
  if player == nil then
81
- goto __continue70
82
+ goto __continue72
82
83
  end
83
84
  if ____exports.isChildPlayer(nil, player) then
84
- goto __continue70
85
+ goto __continue72
85
86
  end
86
87
  local character = player:GetPlayerType()
87
88
  if performExclusions and EXCLUDED_CHARACTERS:has(character) then
88
- goto __continue70
89
+ goto __continue72
89
90
  end
90
91
  __TS__ArrayPush(players, player)
91
92
  end
92
- ::__continue70::
93
+ ::__continue72::
93
94
  i = i + 1
94
95
  end
95
96
  end
@@ -98,6 +99,10 @@ end
98
99
  function ____exports.isChildPlayer(self, player)
99
100
  return player.Parent ~= nil
100
101
  end
102
+ function ____exports.isTainted(self, player)
103
+ local character = player:GetPlayerType()
104
+ return character >= PlayerType.PLAYER_ISAAC_B
105
+ end
101
106
  EXCLUDED_CHARACTERS = __TS__New(Set, {PlayerType.PLAYER_ESAU, PlayerType.PLAYER_THESOUL_B})
102
107
  function ____exports.addCollectibleCostume(self, player, collectibleType)
103
108
  local itemConfig = Isaac.GetItemConfig()
@@ -307,6 +312,15 @@ function ____exports.getPlayerIndexVanilla(self, playerToFind)
307
312
  end
308
313
  return nil
309
314
  end
315
+ function ____exports.getPlayerName(self, player)
316
+ local name = player:GetName()
317
+ local filledInName = name == "???" and "Blue Baby" or name
318
+ if not ____exports.isTainted(nil, player) then
319
+ return filledInName
320
+ end
321
+ local baseName = trimPrefix(nil, filledInName, "The ")
322
+ return "Tainted " .. baseName
323
+ end
310
324
  function ____exports.getPlayerNumHitsRemaining(self, player)
311
325
  local hearts = player:GetHearts()
312
326
  local soulHearts = player:GetSoulHearts()
@@ -463,9 +477,9 @@ function ____exports.setActiveItem(self, player, collectibleType, activeSlot, ch
463
477
  itemPool:RemoveCollectible(collectibleType)
464
478
  end
465
479
  repeat
466
- local ____switch109 = activeSlot
467
- local ____cond109 = ____switch109 == ActiveSlot.SLOT_PRIMARY
468
- if ____cond109 then
480
+ local ____switch112 = activeSlot
481
+ local ____cond112 = ____switch112 == ActiveSlot.SLOT_PRIMARY
482
+ if ____cond112 then
469
483
  do
470
484
  if primaryCollectibleType ~= CollectibleType.COLLECTIBLE_NULL then
471
485
  player:RemoveCollectible(primaryCollectibleType)
@@ -474,8 +488,8 @@ function ____exports.setActiveItem(self, player, collectibleType, activeSlot, ch
474
488
  break
475
489
  end
476
490
  end
477
- ____cond109 = ____cond109 or ____switch109 == ActiveSlot.SLOT_SECONDARY
478
- if ____cond109 then
491
+ ____cond112 = ____cond112 or ____switch112 == ActiveSlot.SLOT_SECONDARY
492
+ if ____cond112 then
479
493
  do
480
494
  if primaryCollectibleType ~= CollectibleType.COLLECTIBLE_NULL then
481
495
  player:RemoveCollectible(primaryCollectibleType)
@@ -490,16 +504,16 @@ function ____exports.setActiveItem(self, player, collectibleType, activeSlot, ch
490
504
  break
491
505
  end
492
506
  end
493
- ____cond109 = ____cond109 or ____switch109 == ActiveSlot.SLOT_POCKET
494
- if ____cond109 then
507
+ ____cond112 = ____cond112 or ____switch112 == ActiveSlot.SLOT_POCKET
508
+ if ____cond112 then
495
509
  do
496
510
  player:SetPocketActiveItem(collectibleType, activeSlot, keepInPools)
497
511
  player:SetActiveCharge(charge, activeSlot)
498
512
  break
499
513
  end
500
514
  end
501
- ____cond109 = ____cond109 or ____switch109 == ActiveSlot.SLOT_POCKET2
502
- if ____cond109 then
515
+ ____cond112 = ____cond112 or ____switch112 == ActiveSlot.SLOT_POCKET2
516
+ if ____cond112 then
503
517
  do
504
518
  player:SetPocketActiveItem(collectibleType, activeSlot, keepInPools)
505
519
  break
@@ -0,0 +1,15 @@
1
+ /**
2
+ * Helper function to add all of the contents of one set to another set. The first set passed will
3
+ * be modified in place.
4
+ *
5
+ * This function is variadic, meaning that you can specify N sets to add to the first set.
6
+ */
7
+ export declare function addSetsToSet<T>(mainSet: Set<T>, ...setsToAdd: Array<Set<T>>): void;
8
+ /** Helper function to copy a set. (You can also use a Set constructor to accomplish this task.) */
9
+ export declare function copySet<T>(oldSet: Set<T>): Set<T>;
10
+ /**
11
+ * Helper function to create a new set that is the composition of two or more sets.
12
+ *
13
+ * This function is variadic, meaning that you can specify N sets.
14
+ */
15
+ export declare function combineSets<T>(...sets: Array<Set<T>>): Set<T>;
@@ -0,0 +1,32 @@
1
+ --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
2
+ local ____lualib = require("lualib_bundle")
3
+ local Set = ____lualib.Set
4
+ local __TS__Iterator = ____lualib.__TS__Iterator
5
+ local __TS__New = ____lualib.__TS__New
6
+ local ____exports = {}
7
+ function ____exports.addSetsToSet(self, mainSet, ...)
8
+ local setsToAdd = {...}
9
+ for ____, set in ipairs(setsToAdd) do
10
+ for ____, value in __TS__Iterator(set:values()) do
11
+ mainSet:add(value)
12
+ end
13
+ end
14
+ end
15
+ function ____exports.copySet(self, oldSet)
16
+ local newSet = __TS__New(Set)
17
+ for ____, value in __TS__Iterator(oldSet:values()) do
18
+ newSet:add(value)
19
+ end
20
+ return newSet
21
+ end
22
+ function ____exports.combineSets(self, ...)
23
+ local sets = {...}
24
+ local newSet = __TS__New(Set)
25
+ for ____, set in ipairs(sets) do
26
+ for ____, value in __TS__Iterator(set:values()) do
27
+ newSet:add(value)
28
+ end
29
+ end
30
+ return newSet
31
+ end
32
+ return ____exports
@@ -3,10 +3,10 @@ local ____lualib = require("lualib_bundle")
3
3
  local Set = ____lualib.Set
4
4
  local __TS__New = ____lualib.__TS__New
5
5
  local ____exports = {}
6
+ local ____set = require("functions.set")
7
+ local copySet = ____set.copySet
6
8
  local ____trinkets = require("functions.trinkets")
7
9
  local getMaxTrinketID = ____trinkets.getMaxTrinketID
8
- local ____util = require("functions.util")
9
- local copySet = ____util.copySet
10
10
  local TRINKET_SET = __TS__New(Set)
11
11
  local function initTrinketSet(self)
12
12
  local itemConfig = Isaac.GetItemConfig()
@@ -1,28 +1,10 @@
1
1
  /// <reference types="isaac-typescript-definitions" />
2
2
  /// <reference types="typescript-to-lua/language-extensions" />
3
- /**
4
- * Helper function to add all of the contents of one set to another set. The first set passed will
5
- * be modified in place.
6
- *
7
- * This function is variadic, meaning that you can specify N sets to add to the first set.
8
- */
9
- export declare function addSetsToSet<T>(mainSet: Set<T>, ...setsToAdd: Array<Set<T>>): void;
10
3
  /**
11
4
  * Using a Map constructor to copy a Map does not seem to work properly, so use this helper function
12
5
  * instead.
13
6
  */
14
7
  export declare function copyMap<K, V>(oldMap: Map<K, V>): Map<K, V>;
15
- /**
16
- * Using a Set constructor to copy a Set does not seem to work properly, so use this helper function
17
- * instead.
18
- */
19
- export declare function copySet<T>(oldSet: Set<T>): Set<T>;
20
- /**
21
- * Helper function to create a new set that is the composition of two or more sets.
22
- *
23
- * This function is variadic, meaning that you can specify N sets.
24
- */
25
- export declare function combineSets<T>(...sets: Array<Set<T>>): Set<T>;
26
8
  /**
27
9
  * Helper function to get type safety on a switch statement.
28
10
  * Very useful to be future-safe against people adding values to a type or an enum.
@@ -103,3 +85,5 @@ export declare function printConsole(msg: string): void;
103
85
  * `clear` method does not exist. Use this helper function as a drop-in replacement for this.
104
86
  */
105
87
  export declare function tableClear(table: LuaTable): void;
88
+ /** Helper function to trim a prefix from a string, if it exists. Returns the trimmed string. */
89
+ export declare function trimPrefix(string: string, prefix: string): string;
@@ -1,23 +1,16 @@
1
1
  --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
2
2
  local ____lualib = require("lualib_bundle")
3
- local Set = ____lualib.Set
4
- local __TS__Iterator = ____lualib.__TS__Iterator
5
3
  local Map = ____lualib.Map
6
4
  local __TS__New = ____lualib.__TS__New
5
+ local __TS__Iterator = ____lualib.__TS__Iterator
7
6
  local __TS__ArrayPush = ____lualib.__TS__ArrayPush
8
7
  local __TS__ArraySort = ____lualib.__TS__ArraySort
9
8
  local __TS__StringReplace = ____lualib.__TS__StringReplace
10
9
  local __TS__StringSubstr = ____lualib.__TS__StringSubstr
10
+ local __TS__StringStartsWith = ____lualib.__TS__StringStartsWith
11
+ local __TS__StringSlice = ____lualib.__TS__StringSlice
11
12
  local ____exports = {}
12
13
  local HEX_STRING_LENGTH = 6
13
- function ____exports.addSetsToSet(self, mainSet, ...)
14
- local setsToAdd = {...}
15
- for ____, set in ipairs(setsToAdd) do
16
- for ____, value in __TS__Iterator(set:values()) do
17
- mainSet:add(value)
18
- end
19
- end
20
- end
21
14
  function ____exports.copyMap(self, oldMap)
22
15
  local newMap = __TS__New(Map)
23
16
  for ____, ____value in __TS__Iterator(oldMap:entries()) do
@@ -27,23 +20,6 @@ function ____exports.copyMap(self, oldMap)
27
20
  end
28
21
  return newMap
29
22
  end
30
- function ____exports.copySet(self, oldSet)
31
- local newSet = __TS__New(Set)
32
- for ____, value in __TS__Iterator(oldSet:values()) do
33
- newSet:add(value)
34
- end
35
- return newSet
36
- end
37
- function ____exports.combineSets(self, ...)
38
- local sets = {...}
39
- local newSet = __TS__New(Set)
40
- for ____, set in ipairs(sets) do
41
- for ____, value in __TS__Iterator(set:values()) do
42
- newSet:add(value)
43
- end
44
- end
45
- return newSet
46
- end
47
23
  ____exports.ensureAllCases = function(____, obj) return obj end
48
24
  function ____exports.getEnumValues(self, transpiledEnum)
49
25
  local enumValues = {}
@@ -96,4 +72,10 @@ function ____exports.tableClear(self, ____table)
96
72
  ____table[key] = nil
97
73
  end
98
74
  end
75
+ function ____exports.trimPrefix(self, ____string, prefix)
76
+ if not __TS__StringStartsWith(____string, prefix) then
77
+ return ____string
78
+ end
79
+ return __TS__StringSlice(____string, #prefix)
80
+ end
99
81
  return ____exports
package/dist/index.d.ts CHANGED
@@ -42,6 +42,7 @@ export * from "./functions/random";
42
42
  export * from "./functions/revive";
43
43
  export * from "./functions/rooms";
44
44
  export * from "./functions/seeds";
45
+ export * from "./functions/set";
45
46
  export * from "./functions/spawnCollectible";
46
47
  export * from "./functions/sprite";
47
48
  export * from "./functions/stage";
package/dist/index.lua CHANGED
@@ -342,6 +342,14 @@ do
342
342
  end
343
343
  end
344
344
  end
345
+ do
346
+ local ____export = require("functions.set")
347
+ for ____exportKey, ____exportValue in pairs(____export) do
348
+ if ____exportKey ~= "default" then
349
+ ____exports[____exportKey] = ____exportValue
350
+ end
351
+ end
352
+ end
345
353
  do
346
354
  local ____export = require("functions.spawnCollectible")
347
355
  for ____exportKey, ____exportValue in pairs(____export) do
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "1.2.6",
3
+ "version": "1.2.10",
4
4
  "description": "Helper functions for IsaacScript mods",
5
5
  "keywords": [
6
6
  "isaac",
@@ -26,7 +26,7 @@
26
26
  ],
27
27
  "devDependencies": {
28
28
  "@zamiell/typescript-to-lua": "^1.4.0",
29
- "isaac-typescript-definitions": "^1.0.334",
29
+ "isaac-typescript-definitions": "^1.0.336",
30
30
  "isaacscript-lint": "^1.0.79",
31
31
  "isaacscript-tsconfig": "^1.1.8",
32
32
  "typedoc": "^0.22.11",