isaacscript-common 12.3.8 → 12.4.0

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/index.d.ts CHANGED
@@ -1937,6 +1937,8 @@ export declare function doesPlayerHaveAllBlackHearts(player: EntityPlayer): bool
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  */
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  export declare function doesPlayerHaveAllSoulHearts(player: EntityPlayer): boolean;
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+ export declare const DOGMA_ROOM_GRID_INDEX = 109;
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+
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  export declare const DOOR_HITBOX_RADIUS = 11;
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  export declare function doorSlotFlagsToDoorSlots(doorSlotFlags: BitFlags<DoorSlotFlag>): DoorSlot[];
@@ -3416,14 +3418,13 @@ export declare function getHorsePillColor(pillColor: PillColor): PillColor;
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  export declare function getHorsePillColors(): PillColor[];
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  /**
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- * In the options menu, players have the ability to set a HUD offset. However, mods do not have
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- * access to this value. To get around this, Mod Config Menu provides a separate HUD offset setting
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- * on the first page of the menu. This is intended to be set by end-users to match their vanilla HUD
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- * offset setting so that mods can render UI elements to the screen in the correct position.
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+ * In the options menu, players have the ability to set a HUD offset. This uses the current HUD
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+ * offset to generate a vector that should be added to the corresponding position that you want to
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+ * draw a UI element.
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  *
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- * @returns If the user does not have Mod Config Menu enabled, or does not have this option set,
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- * then this function will return `Vector.Zero.` Otherwise, it will return a Vector that
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- * represents a HUD offset that should be added to the position of a UI element.
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+ * For example:
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+ * - If the user does not have a HUD offset configured, this function will return `Vector(0, 0)`.
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+ * - If the user has a HUD offset of 1.0 configured, this function will return 10
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  */
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  export declare function getHUDOffsetVector(): Vector;
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@@ -1,6 +1,6 @@
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  --[[
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- isaacscript-common 12.3.8
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+ isaacscript-common 12.4.0
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  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -19152,6 +19152,7 @@ ____exports.BOMB_EXPLODE_FRAME = 45
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  ____exports.COLLECTIBLE_INITIAL_WAIT = 20
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  ____exports.DEFAULT_ITEM_POOL_TYPE = ItemPoolType.TREASURE
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  ____exports.DISTANCE_OF_GRID_TILE = 40
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+ ____exports.DOGMA_ROOM_GRID_INDEX = 109
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  ____exports.DOOR_HITBOX_RADIUS = 11
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  ____exports.EGGY_STATE_FRAME_OF_FINAL_SPIDER = 45
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  ____exports.EMPTY_PNG_PATH = "gfx/none.png"
@@ -37547,10 +37548,9 @@ function ____exports.getScreenBottomRightPos(self)
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  return Vector(screenWidth, screenHeight)
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  end
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  function ____exports.getHUDOffsetVector(self)
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- local defaultVector = copyVector(nil, VectorZero)
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  local hudOffset = math.floor(Options.HUDOffset * 10)
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  if hudOffset < 1 or hudOffset > 10 then
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- return defaultVector
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+ return copyVector(nil, VectorZero)
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  end
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  local x = hudOffset * 2
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  local y = hudOffset
@@ -46113,6 +46113,7 @@ local ____cachedClasses = require("src.core.cachedClasses")
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  local game = ____cachedClasses.game
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  local sfxManager = ____cachedClasses.sfxManager
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  local ____constants = require("src.core.constants")
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+ local DOGMA_ROOM_GRID_INDEX = ____constants.DOGMA_ROOM_GRID_INDEX
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  local MAX_LEVEL_GRID_INDEX = ____constants.MAX_LEVEL_GRID_INDEX
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  local ____constantsFirstLast = require("src.core.constantsFirstLast")
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  local FIRST_CARD_TYPE = ____constantsFirstLast.FIRST_CARD_TYPE
@@ -46628,6 +46629,10 @@ function ____exports.disableCurses(self)
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  v.persistent.disableCurses = not v.persistent.disableCurses
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  printEnabled(nil, not v.persistent.disableCurses, "curses")
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  end
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+ function ____exports.dogma(self)
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+ setStage(nil, LevelStage.HOME, StageType.WRATH_OF_THE_LAMB)
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+ changeRoom(nil, DOGMA_ROOM_GRID_INDEX)
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+ end
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  function ____exports.down(self, params)
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  movePlayer(nil, params, Direction.DOWN)
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  end
@@ -52202,6 +52207,40 @@ do
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  end
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  end
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  end
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+ return ____exports
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+ end,
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+ ["src.sets.entitiesWithArmorSet"] = function(...)
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+ local ____lualib = require("lualib_bundle")
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+ local Set = ____lualib.Set
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+ local __TS__New = ____lualib.__TS__New
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+ local ____exports = {}
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+ local ____isaac_2Dtypescript_2Ddefinitions = require("lua_modules.isaac-typescript-definitions.dist.src.index")
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+ local BeastVariant = ____isaac_2Dtypescript_2Ddefinitions.BeastVariant
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+ local BoomFlyVariant = ____isaac_2Dtypescript_2Ddefinitions.BoomFlyVariant
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+ local DogmaVariant = ____isaac_2Dtypescript_2Ddefinitions.DogmaVariant
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+ local EntityType = ____isaac_2Dtypescript_2Ddefinitions.EntityType
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+ local HiveVariant = ____isaac_2Dtypescript_2Ddefinitions.HiveVariant
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+ local HopperVariant = ____isaac_2Dtypescript_2Ddefinitions.HopperVariant
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+ local MotherVariant = ____isaac_2Dtypescript_2Ddefinitions.MotherVariant
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+ local PooterVariant = ____isaac_2Dtypescript_2Ddefinitions.PooterVariant
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+ ____exports.ENTITIES_WITH_ARMOR_SET = __TS__New(
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+ Set,
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+ {
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+ (tostring(EntityType.POOTER) .. ".") .. tostring(PooterVariant.TAINTED_POOTER),
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+ (tostring(EntityType.HIVE) .. ".") .. tostring(HiveVariant.TAINTED_MULLIGAN),
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+ (tostring(EntityType.BOOM_FLY) .. ".") .. tostring(BoomFlyVariant.TAINTED_BOOM_FLY),
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+ (tostring(EntityType.HOPPER) .. ".") .. tostring(HopperVariant.TAINTED_HOPPER),
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+ tostring(EntityType.SPITTY),
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+ (tostring(EntityType.MOTHER) .. ".") .. tostring(MotherVariant.MOTHER_1),
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+ (tostring(EntityType.MOTHER) .. ".") .. tostring(MotherVariant.MOTHER_2),
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+ (tostring(EntityType.DOGMA) .. ".") .. tostring(DogmaVariant.DOGMA_PHASE_1),
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+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.BEAST),
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+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.ULTRA_FAMINE),
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+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.ULTRA_PESTILENCE),
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+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.ULTRA_WAR),
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+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.ULTRA_DEATH)
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+ }
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+ )
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  return ____exports
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  end,
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  }
@@ -27,6 +27,7 @@ export declare const COLLECTIBLE_INITIAL_WAIT = 20;
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  export declare const DEFAULT_ITEM_POOL_TYPE = ItemPoolType.TREASURE;
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  /** This is also the distance that a player spawns from the door that they enter a room from. */
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  export declare const DISTANCE_OF_GRID_TILE = 40;
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+ export declare const DOGMA_ROOM_GRID_INDEX = 109;
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  export declare const DOOR_HITBOX_RADIUS = 11;
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  /**
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  * When Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and spawn 14 Swarm Spiders
@@ -1 +1 @@
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+ {"version":3,"file":"constants.d.ts","sourceRoot":"","sources":["../../../src/core/constants.ts"],"names":[],"mappings":"AAAA,OAAO,EAGL,YAAY,EAEb,MAAM,8BAA8B,CAAC;AAMtC;;;;;GAKG;AACH,eAAO,MAAM,iBAAiB;;;;EAI7B,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,iCAAiC,SAAS,CAAC;AAExD;;;GAGG;AACH,eAAO,MAAM,mBAAmB,4CAA4C,CAAC;AAE7E,mEAAmE;AACnE,eAAO,MAAM,kBAAkB,KAAK,CAAC;AAErC,iGAAiG;AACjG,eAAO,MAAM,wBAAwB,KAAK,CAAC;AAE3C,eAAO,MAAM,sBAAsB,wBAAwB,CAAC;AAE5D,gGAAgG;AAChG,eAAO,MAAM,qBAAqB,KAAK,CAAC;AAExC,eAAO,MAAM,qBAAqB,MAAM,CAAC;AAEzC,eAAO,MAAM,kBAAkB,KAAK,CAAC;AAErC;;;;GAIG;AACH,eAAO,MAAM,gCAAgC,KAAK,CAAC;AAEnD;;;GAGG;AACH,eAAO,MAAM,cAAc,iBAAiB,CAAC;AAE7C;;;;GAIG;AAEH,eAAO,MAAM,+BAA+B,wDAAmC,CAAC;AAEhF,2EAA2E;AAC3E,eAAO,MAAM,sBAAsB,KAAK,CAAC;AAEzC,8EAA8E;AAC9E,eAAO,MAAM,wBAAwB,KAAK,CAAC;AAE3C,eAAO,MAAM,6BAA6B,KAAK,CAAC;AAEhD;;;GAGG;AACH,eAAO,MAAM,wBAAwB,KAAK,CAAC;AAE3C;;;;GAIG;AACH,eAAO,MAAM,oBAAoB,KAAK,CAAC;AAEvC;;;;GAIG;AACH,eAAO,MAAM,oBAAoB,MAAM,CAAC;AAExC;;;;GAIG;AACH,eAAO,MAAM,iBAAiB,KAAK,CAAC;AAEpC,6DAA6D;AAC7D,eAAO,MAAM,cAAc,IAAI,CAAC;AAEhC,iFAAiF;AACjF,eAAO,MAAM,2BAA2B,KAAK,CAAC;AAE9C;;;;;GAKG;AACH,eAAO,MAAM,yBAAyB,MAAM,CAAC;AAE7C,eAAO,MAAM,wBAAwB,QAA6B,CAAC;AAEnE,yFAAyF;AACzF,eAAO,MAAM,0BAA0B,MAAM,CAAC;AAE9C,qFAAqF;AACrF,eAAO,MAAM,qBAAqB,MAAM,CAAC;AAEzC;;;GAGG;AACH,eAAO,MAAM,cAAc,IAAM,CAAC;AAElC,yCAAyC;AACzC,eAAO,MAAM,uCAAuC,QAAmB,CAAC;AAExE,iCAAiC;AACjC,eAAO,MAAM,sCAAsC,QAAmB,CAAC;AAEvE;;;GAGG;AACH,eAAO,MAAM,gCAAgC,QAAmB,CAAC;AAEjE,+EAA+E;AAC/E,eAAO,MAAM,iCAAiC,SAAS,CAAC;AAExD,eAAO,MAAM,cAAc,QAA+B,CAAC;AAE3D;;;GAGG;AACH,eAAO,MAAM,iBAAiB,QAAyB,CAAC;AAExD,eAAO,MAAM,sBAAsB,OAAO,CAAC;AAC3C,eAAO,MAAM,sBAAsB,QAA8B,CAAC;AAElE,eAAO,MAAM,yBAAyB,MAAM,CAAC;AAE7C,6FAA6F;AAC7F,eAAO,MAAM,gDAAgD,QAAQ,CAAC;AAEtE,4CAA4C;AAC5C,eAAO,MAAM,8BAA8B,QAA4B,CAAC;AAExE;;;GAGG;AACH,eAAO,MAAM,cAAc,KAAK,CAAC;AAEjC;;;GAGG;AACH,eAAO,MAAM,SAAS,EAAE,QAAQ,CAAC,MAAM,CAAgB,CAAC;AAExD;;;GAGG;AACH,eAAO,MAAM,UAAU,EAAE,QAAQ,CAAC,MAAM,CAAgB,CAAC;AAEzD;;;;;GAKG;AACH,eAAO,MAAM,YAAY,EAAE,QAAQ,CAAC,KAAK,CAAkB,CAAC;AAE5D;;;;GAIG;AACH,eAAO,MAAM,aAAa,EAAE,QAAQ,CAAC,MAAM,CAAsB,CAAC"}
@@ -30,6 +30,7 @@ ____exports.COLLECTIBLE_INITIAL_WAIT = 20
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  ____exports.DEFAULT_ITEM_POOL_TYPE = ItemPoolType.TREASURE
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  --- This is also the distance that a player spawns from the door that they enter a room from.
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  ____exports.DISTANCE_OF_GRID_TILE = 40
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+ ____exports.DOGMA_ROOM_GRID_INDEX = 109
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  ____exports.DOOR_HITBOX_RADIUS = 11
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  --- When Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and spawn 14 Swarm Spiders
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  -- while their StateFrame ticks upwards. The 14th spider appears when the StateFrame is at this
@@ -125,6 +125,8 @@ export declare function devilRoom(): void;
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  export declare function dirtyBedroom(): void;
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  /** Toggles whether or not curses can appear. */
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  export declare function disableCurses(): void;
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+ /** Warps to the Dogma Boss Room. */
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+ export declare function dogma(): void;
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  /** Moves the player 0.5 units down. Provide a number to move a custom amount of units. */
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  export declare function down(params: string): void;
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  /** Warps to the Dungeon (i.e. the crawl space room) for the floor. */
@@ -1 +1 @@
1
- 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@@ -24,6 +24,7 @@ local ____cachedClasses = require("src.core.cachedClasses")
24
24
  local game = ____cachedClasses.game
25
25
  local sfxManager = ____cachedClasses.sfxManager
26
26
  local ____constants = require("src.core.constants")
27
+ local DOGMA_ROOM_GRID_INDEX = ____constants.DOGMA_ROOM_GRID_INDEX
27
28
  local MAX_LEVEL_GRID_INDEX = ____constants.MAX_LEVEL_GRID_INDEX
28
29
  local ____constantsFirstLast = require("src.core.constantsFirstLast")
29
30
  local FIRST_CARD_TYPE = ____constantsFirstLast.FIRST_CARD_TYPE
@@ -619,6 +620,11 @@ function ____exports.disableCurses(self)
619
620
  v.persistent.disableCurses = not v.persistent.disableCurses
620
621
  printEnabled(nil, not v.persistent.disableCurses, "curses")
621
622
  end
623
+ --- Warps to the Dogma Boss Room.
624
+ function ____exports.dogma(self)
625
+ setStage(nil, LevelStage.HOME, StageType.WRATH_OF_THE_LAMB)
626
+ changeRoom(nil, DOGMA_ROOM_GRID_INDEX)
627
+ end
622
628
  --- Moves the player 0.5 units down. Provide a number to move a custom amount of units.
623
629
  function ____exports.down(self, params)
624
630
  movePlayer(nil, params, Direction.DOWN)
@@ -2,14 +2,13 @@
2
2
  /// <reference types="isaac-typescript-definitions" />
3
3
  /// <reference types="isaac-typescript-definitions" />
4
4
  /**
5
- * In the options menu, players have the ability to set a HUD offset. However, mods do not have
6
- * access to this value. To get around this, Mod Config Menu provides a separate HUD offset setting
7
- * on the first page of the menu. This is intended to be set by end-users to match their vanilla HUD
8
- * offset setting so that mods can render UI elements to the screen in the correct position.
5
+ * In the options menu, players have the ability to set a HUD offset. This uses the current HUD
6
+ * offset to generate a vector that should be added to the corresponding position that you want to
7
+ * draw a UI element.
9
8
  *
10
- * @returns If the user does not have Mod Config Menu enabled, or does not have this option set,
11
- * then this function will return `Vector.Zero.` Otherwise, it will return a Vector that
12
- * represents a HUD offset that should be added to the position of a UI element.
9
+ * For example:
10
+ * - If the user does not have a HUD offset configured, this function will return `Vector(0, 0)`.
11
+ * - If the user has a HUD offset of 1.0 configured, this function will return 10
13
12
  */
14
13
  export declare function getHUDOffsetVector(): Vector;
15
14
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"ui.d.ts","sourceRoot":"","sources":["../../../src/functions/ui.ts"],"names":[],"mappings":";;;AAKA;;;;;;;;;GASG;AACH,wBAAgB,kBAAkB,IAAI,MAAM,CAqB3C;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAU3D;AAED;;;;GAIG;AACH,wBAAgB,gBAAgB,IAAI,GAAG,CAgCtC;AAED,wBAAgB,wBAAwB,IAAI,MAAM,CAGjD;AAED,wBAAgB,sBAAsB,IAAI,MAAM,CAG/C;AAED,wBAAgB,uBAAuB,IAAI,MAAM,CAKhD;AAED,wBAAgB,kBAAkB,IAAI,MAAM,CAG3C;AAED,wBAAgB,qBAAqB,IAAI,MAAM,CAG9C;AAED,wBAAgB,mBAAmB,IAAI,MAAM,CAE5C;AAED,wBAAgB,oBAAoB,IAAI,MAAM,CAG7C;AAED;;;;GAIG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAa1D"}
1
+ {"version":3,"file":"ui.d.ts","sourceRoot":"","sources":["../../../src/functions/ui.ts"],"names":[],"mappings":";;;AAKA;;;;;;;;GAQG;AACH,wBAAgB,kBAAkB,IAAI,MAAM,CAmB3C;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAU3D;AAED;;;;GAIG;AACH,wBAAgB,gBAAgB,IAAI,GAAG,CAgCtC;AAED,wBAAgB,wBAAwB,IAAI,MAAM,CAGjD;AAED,wBAAgB,sBAAsB,IAAI,MAAM,CAG/C;AAED,wBAAgB,uBAAuB,IAAI,MAAM,CAKhD;AAED,wBAAgB,kBAAkB,IAAI,MAAM,CAG3C;AAED,wBAAgB,qBAAqB,IAAI,MAAM,CAG9C;AAED,wBAAgB,mBAAmB,IAAI,MAAM,CAE5C;AAED,wBAAgB,oBAAoB,IAAI,MAAM,CAG7C;AAED;;;;GAIG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAa1D"}
@@ -14,19 +14,17 @@ function ____exports.getScreenBottomRightPos(self)
14
14
  local screenHeight = Isaac.GetScreenHeight()
15
15
  return Vector(screenWidth, screenHeight)
16
16
  end
17
- --- In the options menu, players have the ability to set a HUD offset. However, mods do not have
18
- -- access to this value. To get around this, Mod Config Menu provides a separate HUD offset setting
19
- -- on the first page of the menu. This is intended to be set by end-users to match their vanilla HUD
20
- -- offset setting so that mods can render UI elements to the screen in the correct position.
17
+ --- In the options menu, players have the ability to set a HUD offset. This uses the current HUD
18
+ -- offset to generate a vector that should be added to the corresponding position that you want to
19
+ -- draw a UI element.
21
20
  --
22
- -- @returns If the user does not have Mod Config Menu enabled, or does not have this option set,
23
- -- then this function will return `Vector.Zero.` Otherwise, it will return a Vector that
24
- -- represents a HUD offset that should be added to the position of a UI element.
21
+ -- For example:
22
+ -- - If the user does not have a HUD offset configured, this function will return `Vector(0, 0)`.
23
+ -- - If the user has a HUD offset of 1.0 configured, this function will return 10
25
24
  function ____exports.getHUDOffsetVector(self)
26
- local defaultVector = copyVector(nil, VectorZero)
27
25
  local hudOffset = math.floor(Options.HUDOffset * 10)
28
26
  if hudOffset < 1 or hudOffset > 10 then
29
- return defaultVector
27
+ return copyVector(nil, VectorZero)
30
28
  end
31
29
  local x = hudOffset * 2
32
30
  local y = hudOffset
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Corresponds to:
3
+ * https://bindingofisaacrebirth.fandom.com/wiki/Damage_Scaling#Entities_with_Armor_Values
4
+ *
5
+ * We use the entity ID instead of type + variant tuple so that we can have O(1) lookups.
6
+ */
7
+ export declare const ENTITIES_WITH_ARMOR_SET: Set<string>;
8
+ //# sourceMappingURL=entitiesWithArmorSet.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"entitiesWithArmorSet.d.ts","sourceRoot":"","sources":["../../../src/sets/entitiesWithArmorSet.ts"],"names":[],"mappings":"AAWA;;;;;GAKG;AACH,eAAO,MAAM,uBAAuB,aAwClC,CAAC"}
@@ -0,0 +1,36 @@
1
+ local ____lualib = require("lualib_bundle")
2
+ local Set = ____lualib.Set
3
+ local __TS__New = ____lualib.__TS__New
4
+ local ____exports = {}
5
+ local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
6
+ local BeastVariant = ____isaac_2Dtypescript_2Ddefinitions.BeastVariant
7
+ local BoomFlyVariant = ____isaac_2Dtypescript_2Ddefinitions.BoomFlyVariant
8
+ local DogmaVariant = ____isaac_2Dtypescript_2Ddefinitions.DogmaVariant
9
+ local EntityType = ____isaac_2Dtypescript_2Ddefinitions.EntityType
10
+ local HiveVariant = ____isaac_2Dtypescript_2Ddefinitions.HiveVariant
11
+ local HopperVariant = ____isaac_2Dtypescript_2Ddefinitions.HopperVariant
12
+ local MotherVariant = ____isaac_2Dtypescript_2Ddefinitions.MotherVariant
13
+ local PooterVariant = ____isaac_2Dtypescript_2Ddefinitions.PooterVariant
14
+ --- Corresponds to:
15
+ -- https://bindingofisaacrebirth.fandom.com/wiki/Damage_Scaling#Entities_with_Armor_Values
16
+ --
17
+ -- We use the entity ID instead of type + variant tuple so that we can have O(1) lookups.
18
+ ____exports.ENTITIES_WITH_ARMOR_SET = __TS__New(
19
+ Set,
20
+ {
21
+ (tostring(EntityType.POOTER) .. ".") .. tostring(PooterVariant.TAINTED_POOTER),
22
+ (tostring(EntityType.HIVE) .. ".") .. tostring(HiveVariant.TAINTED_MULLIGAN),
23
+ (tostring(EntityType.BOOM_FLY) .. ".") .. tostring(BoomFlyVariant.TAINTED_BOOM_FLY),
24
+ (tostring(EntityType.HOPPER) .. ".") .. tostring(HopperVariant.TAINTED_HOPPER),
25
+ tostring(EntityType.SPITTY),
26
+ (tostring(EntityType.MOTHER) .. ".") .. tostring(MotherVariant.MOTHER_1),
27
+ (tostring(EntityType.MOTHER) .. ".") .. tostring(MotherVariant.MOTHER_2),
28
+ (tostring(EntityType.DOGMA) .. ".") .. tostring(DogmaVariant.DOGMA_PHASE_1),
29
+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.BEAST),
30
+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.ULTRA_FAMINE),
31
+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.ULTRA_PESTILENCE),
32
+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.ULTRA_WAR),
33
+ (tostring(EntityType.BEAST) .. ".") .. tostring(BeastVariant.ULTRA_DEATH)
34
+ }
35
+ )
36
+ return ____exports
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "12.3.8",
3
+ "version": "12.4.0",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -44,6 +44,8 @@ export const DEFAULT_ITEM_POOL_TYPE = ItemPoolType.TREASURE;
44
44
  /** This is also the distance that a player spawns from the door that they enter a room from. */
45
45
  export const DISTANCE_OF_GRID_TILE = 40;
46
46
 
47
+ export const DOGMA_ROOM_GRID_INDEX = 109;
48
+
47
49
  export const DOOR_HITBOX_RADIUS = 11;
48
50
 
49
51
  /**
@@ -53,7 +53,10 @@ import {
53
53
  TrinketType,
54
54
  } from "isaac-typescript-definitions";
55
55
  import { game, sfxManager } from "../../core/cachedClasses";
56
- import { MAX_LEVEL_GRID_INDEX } from "../../core/constants";
56
+ import {
57
+ DOGMA_ROOM_GRID_INDEX,
58
+ MAX_LEVEL_GRID_INDEX,
59
+ } from "../../core/constants";
57
60
  import {
58
61
  FIRST_CARD_TYPE,
59
62
  FIRST_CHARACTER,
@@ -583,6 +586,12 @@ export function disableCurses(): void {
583
586
  printEnabled(!v.persistent.disableCurses, "curses");
584
587
  }
585
588
 
589
+ /** Warps to the Dogma Boss Room. */
590
+ export function dogma(): void {
591
+ setStage(LevelStage.HOME, StageType.WRATH_OF_THE_LAMB);
592
+ changeRoom(DOGMA_ROOM_GRID_INDEX);
593
+ }
594
+
586
595
  /** Moves the player 0.5 units down. Provide a number to move a custom amount of units. */
587
596
  export function down(params: string): void {
588
597
  movePlayer(params, Direction.DOWN);
@@ -4,24 +4,21 @@ import { UI_HEART_WIDTH, VectorZero } from "../core/constants";
4
4
  import { copyVector } from "./vector";
5
5
 
6
6
  /**
7
- * In the options menu, players have the ability to set a HUD offset. However, mods do not have
8
- * access to this value. To get around this, Mod Config Menu provides a separate HUD offset setting
9
- * on the first page of the menu. This is intended to be set by end-users to match their vanilla HUD
10
- * offset setting so that mods can render UI elements to the screen in the correct position.
7
+ * In the options menu, players have the ability to set a HUD offset. This uses the current HUD
8
+ * offset to generate a vector that should be added to the corresponding position that you want to
9
+ * draw a UI element.
11
10
  *
12
- * @returns If the user does not have Mod Config Menu enabled, or does not have this option set,
13
- * then this function will return `Vector.Zero.` Otherwise, it will return a Vector that
14
- * represents a HUD offset that should be added to the position of a UI element.
11
+ * For example:
12
+ * - If the user does not have a HUD offset configured, this function will return `Vector(0, 0)`.
13
+ * - If the user has a HUD offset of 1.0 configured, this function will return 10
15
14
  */
16
15
  export function getHUDOffsetVector(): Vector {
17
- const defaultVector = copyVector(VectorZero);
18
-
19
16
  // Convert e.g. 0.4 to 4.
20
17
  const hudOffset = math.floor(Options.HUDOffset * 10);
21
18
 
22
19
  // Expected values are integers between 1 and 10.
23
20
  if (hudOffset < 1 || hudOffset > 10) {
24
- return defaultVector;
21
+ return copyVector(VectorZero);
25
22
  }
26
23
 
27
24
  const x = hudOffset * 2;
@@ -0,0 +1,58 @@
1
+ import {
2
+ BeastVariant,
3
+ BoomFlyVariant,
4
+ DogmaVariant,
5
+ EntityType,
6
+ HiveVariant,
7
+ HopperVariant,
8
+ MotherVariant,
9
+ PooterVariant,
10
+ } from "isaac-typescript-definitions";
11
+
12
+ /**
13
+ * Corresponds to:
14
+ * https://bindingofisaacrebirth.fandom.com/wiki/Damage_Scaling#Entities_with_Armor_Values
15
+ *
16
+ * We use the entity ID instead of type + variant tuple so that we can have O(1) lookups.
17
+ */
18
+ export const ENTITIES_WITH_ARMOR_SET = new Set([
19
+ `${EntityType.POOTER}.${PooterVariant.TAINTED_POOTER}`, // 14.2
20
+ `${EntityType.HIVE}.${HiveVariant.TAINTED_MULLIGAN}`, // 22.3
21
+ `${EntityType.BOOM_FLY}.${BoomFlyVariant.TAINTED_BOOM_FLY}`, // 22.6
22
+ `${EntityType.HOPPER}.${HopperVariant.TAINTED_HOPPER}`, // 29.3
23
+ `${EntityType.SPITTY}`, // 31.1
24
+ // 61.7
25
+ // 102.2
26
+ // 240.3
27
+ // 244.2
28
+ // 244.3
29
+ // 274.0
30
+ // 274.1
31
+ // 274.2
32
+ // 275.0
33
+ // 275.1
34
+ // 275.2
35
+ // 406.0
36
+ // 407.0
37
+ // 412.0
38
+ // 802.0
39
+ // 802.1
40
+ // 812.1
41
+ // 827.1
42
+ // 829.1
43
+ // 831.0
44
+ // 850.0
45
+ // 850.1
46
+ // 850.2
47
+ // 855.0
48
+ // 855.1
49
+ // 888.0
50
+ `${EntityType.MOTHER}.${MotherVariant.MOTHER_1}`, // 912.0
51
+ `${EntityType.MOTHER}.${MotherVariant.MOTHER_2}`, // 912.10
52
+ `${EntityType.DOGMA}.${DogmaVariant.DOGMA_PHASE_1}`, // 950.0
53
+ `${EntityType.BEAST}.${BeastVariant.BEAST}`, // 951.0
54
+ `${EntityType.BEAST}.${BeastVariant.ULTRA_FAMINE}`, // 951.10
55
+ `${EntityType.BEAST}.${BeastVariant.ULTRA_PESTILENCE}`, // 951.20
56
+ `${EntityType.BEAST}.${BeastVariant.ULTRA_WAR}`, // 951.30
57
+ `${EntityType.BEAST}.${BeastVariant.ULTRA_DEATH}`, // 951.40
58
+ ]);