isaacscript-common 15.4.6 → 15.5.0

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
@@ -6817,7 +6817,7 @@ export declare function includes<T>(array: T[], element: T): boolean;
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  export declare function inCrawlSpace(): boolean;
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  /**
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- * Helper function to detect if the current room is one of the room in the Death Certificate area.
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+ * Helper function to detect if the current room is one of the rooms in the Death Certificate area.
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  */
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  export declare function inDeathCertificateArea(): boolean;
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@@ -12886,9 +12886,9 @@ declare class SaveDataManager extends Feature {
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  * 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 the second argument to `false`.
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  *
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- * Note that when the player uses Glowing Hour Glass, the save data manager will automatically
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+ * Note that when the player uses Glowing Hourglass, the save data manager will automatically
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  * restore any variables on a "run" or "level" object with a backup that was created when the room
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- * was entered. Thus, you should not have to explicitly program support for Glowing Hour Glass
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+ * was entered. Thus, you should not have to explicitly program support for Glowing Hourglass
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  * into your mod features that use the save data manager. If this is undesired for your specific
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  * use-case, then add a key of `__ignoreGlowingHourGlass: true` to your "run" or "level" object.
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  *
@@ -1,6 +1,6 @@
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  --[[
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- isaacscript-common 15.4.6
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+ isaacscript-common 15.5.0
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  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -11199,7 +11199,19 @@ local TearFlagInternal = {
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  CARD_DROP_DEATH = getTearFlag(nil, 79),
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  RUNE_DROP_DEATH = getTearFlag(nil, 80),
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  TELEPORT = getTearFlag(nil, 81),
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- SHORT_RANGE = getTearFlag(nil, 82),
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+ TEAR_DECELERATE = getTearFlag(nil, 82),
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+ TEAR_ACCELERATE = getTearFlag(nil, 83),
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+ BOUNCE_WALLS_ONLY = getTearFlag(nil, 104),
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+ NO_GRID_DAMAGE = getTearFlag(nil, 105),
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+ BACKSTAB = getTearFlag(nil, 106),
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+ FETUS_SWORD = getTearFlag(nil, 107),
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+ FETUS_BONE = getTearFlag(nil, 108),
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+ FETUS_KNIFE = getTearFlag(nil, 109),
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+ FETUS_TECH_X = getTearFlag(nil, 110),
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+ FETUS_TECH = getTearFlag(nil, 111),
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+ FETUS_BRIMSTONE = getTearFlag(nil, 112),
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+ FETUS_BOMBER = getTearFlag(nil, 113),
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+ FETUS = getTearFlag(nil, 114),
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  REROLL_ROCK_WISP = getTearFlag(nil, 115),
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  MOM_STOMP_WISP = getTearFlag(nil, 116),
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  ENEMY_TO_WISP = getTearFlag(nil, 117),
@@ -12263,6 +12275,8 @@ ____exports.ModCallback.PRE_SPAWN_CLEAN_AWARD = 70
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  ____exports.ModCallback[____exports.ModCallback.PRE_SPAWN_CLEAN_AWARD] = "PRE_SPAWN_CLEAN_AWARD"
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  ____exports.ModCallback.PRE_ROOM_ENTITY_SPAWN = 71
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  ____exports.ModCallback[____exports.ModCallback.PRE_ROOM_ENTITY_SPAWN] = "PRE_ROOM_ENTITY_SPAWN"
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+ ____exports.ModCallback.PRE_ENTITY_DEVOLVE = 72
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+ ____exports.ModCallback[____exports.ModCallback.PRE_ENTITY_DEVOLVE] = "PRE_ENTITY_DEVOLVE"
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  return ____exports
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  end,
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  ["lua_modules.isaac-typescript-definitions.dist.src.enums.Mouse"] = function(...)
@@ -14865,8 +14879,8 @@ ____exports.SoundEffect.BEAST_GROWL = 815
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  ____exports.SoundEffect[____exports.SoundEffect.BEAST_GROWL] = "BEAST_GROWL"
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  ____exports.SoundEffect.BEAST_GRUMBLE = 816
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  ____exports.SoundEffect[____exports.SoundEffect.BEAST_GRUMBLE] = "BEAST_GRUMBLE"
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- ____exports.SoundEffect.ULTRA_FAMINE_SHOOT = 817
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- ____exports.SoundEffect[____exports.SoundEffect.ULTRA_FAMINE_SHOOT] = "ULTRA_FAMINE_SHOOT"
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+ ____exports.SoundEffect.FAMINE_GRUNT = 817
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+ ____exports.SoundEffect[____exports.SoundEffect.FAMINE_GRUNT] = "FAMINE_GRUNT"
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  ____exports.SoundEffect.G_FUEL_1 = 818
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  ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_1] = "G_FUEL_1"
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  ____exports.SoundEffect.G_FUEL_2 = 819
@@ -14875,28 +14889,28 @@ ____exports.SoundEffect.G_FUEL_3 = 820
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  ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_3] = "G_FUEL_3"
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  ____exports.SoundEffect.G_FUEL_4 = 821
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  ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_4] = "G_FUEL_4"
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- ____exports.SoundEffect.EXPLOSION_SMALL = 822
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- ____exports.SoundEffect[____exports.SoundEffect.EXPLOSION_SMALL] = "EXPLOSION_SMALL"
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- ____exports.SoundEffect.EXPLOSION_BIG = 823
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- ____exports.SoundEffect[____exports.SoundEffect.EXPLOSION_BIG] = "EXPLOSION_BIG"
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- ____exports.SoundEffect.GUN_SHOT_MEDIUM = 824
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- ____exports.SoundEffect[____exports.SoundEffect.GUN_SHOT_MEDIUM] = "GUN_SHOT_MEDIUM"
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- ____exports.SoundEffect.GUN_SHOT_SMALL = 825
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- ____exports.SoundEffect[____exports.SoundEffect.GUN_SHOT_SMALL] = "GUN_SHOT_SMALL"
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- ____exports.SoundEffect.GUN_SHOT_LARGE = 826
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- ____exports.SoundEffect[____exports.SoundEffect.GUN_SHOT_LARGE] = "GUN_SHOT_LARGE"
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- ____exports.SoundEffect.GUN_SHOT_SPREAD = 827
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- ____exports.SoundEffect[____exports.SoundEffect.GUN_SHOT_SPREAD] = "GUN_SHOT_SPREAD"
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- ____exports.SoundEffect.AIR_HORN = 828
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- ____exports.SoundEffect[____exports.SoundEffect.AIR_HORN] = "AIR_HORN"
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- ____exports.SoundEffect.ITEM_EXPLOSION = 829
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- ____exports.SoundEffect[____exports.SoundEffect.ITEM_EXPLOSION] = "ITEM_EXPLOSION"
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- ____exports.SoundEffect.GUN_SHOT_MINI = 830
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- ____exports.SoundEffect[____exports.SoundEffect.GUN_SHOT_MINI] = "GUN_SHOT_MINI"
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- ____exports.SoundEffect.BULLET_RICOCHET = 831
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- ____exports.SoundEffect[____exports.SoundEffect.BULLET_RICOCHET] = "BULLET_RICOCHET"
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- ____exports.SoundEffect.ROCKET_LAUNCHER = 832
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- ____exports.SoundEffect[____exports.SoundEffect.ROCKET_LAUNCHER] = "ROCKET_LAUNCHER"
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+ ____exports.SoundEffect.G_FUEL_EXPLOSION_SMALL = 822
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_EXPLOSION_SMALL] = "G_FUEL_EXPLOSION_SMALL"
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+ ____exports.SoundEffect.G_FUEL_EXPLOSION_BIG = 823
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_EXPLOSION_BIG] = "G_FUEL_EXPLOSION_BIG"
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+ ____exports.SoundEffect.G_FUEL_GUNSHOT_MEDIUM = 824
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_GUNSHOT_MEDIUM] = "G_FUEL_GUNSHOT_MEDIUM"
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+ ____exports.SoundEffect.G_FUEL_GUNSHOT_SMALL = 825
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_GUNSHOT_SMALL] = "G_FUEL_GUNSHOT_SMALL"
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+ ____exports.SoundEffect.G_FUEL_GUNSHOT_LARGE = 826
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_GUNSHOT_LARGE] = "G_FUEL_GUNSHOT_LARGE"
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+ ____exports.SoundEffect.G_FUEL_GUNSHOT_SPREAD = 827
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_GUNSHOT_SPREAD] = "G_FUEL_GUNSHOT_SPREAD"
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+ ____exports.SoundEffect.G_FUEL_AIR_HORN = 828
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_AIR_HORN] = "G_FUEL_AIR_HORN"
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+ ____exports.SoundEffect.G_FUEL_ITEM_APPEAR = 829
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_ITEM_APPEAR] = "G_FUEL_ITEM_APPEAR"
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+ ____exports.SoundEffect.G_FUEL_GUNSHOT_MINI = 830
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_GUNSHOT_MINI] = "G_FUEL_GUNSHOT_MINI"
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+ ____exports.SoundEffect.G_FUEL_BULLET_RICOCHET = 831
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_BULLET_RICOCHET] = "G_FUEL_BULLET_RICOCHET"
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+ ____exports.SoundEffect.G_FUEL_ROCKET_LAUNCHER = 832
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+ ____exports.SoundEffect[____exports.SoundEffect.G_FUEL_ROCKET_LAUNCHER] = "G_FUEL_ROCKET_LAUNCHER"
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  return ____exports
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  end,
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  ["lua_modules.isaac-typescript-definitions.dist.src.enums.StageID"] = function(...)
@@ -18737,7 +18751,7 @@ ____exports.COLLECTIBLE_TYPE_TO_NAME_MAP = __TS__New(Map, {
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  {419, "Teleport 2.0"},
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  {420, "Black Powder"},
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  {421, "Kidney Bean"},
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- {422, "Glowing Hour Glass"},
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+ {422, "Glowing Hourglass"},
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  {423, "Circle of Protection"},
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  {424, "Sack Head"},
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  {425, "Night Light"},
@@ -121,9 +121,9 @@ export declare class SaveDataManager extends Feature {
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  * saved to disk on game exit. (For example, if they contain functions or other non-serializable
122
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  * data.) For these cases, set the second argument to `false`.
123
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  *
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- * Note that when the player uses Glowing Hour Glass, the save data manager will automatically
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+ * Note that when the player uses Glowing Hourglass, the save data manager will automatically
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  * restore any variables on a "run" or "level" object with a backup that was created when the room
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- * was entered. Thus, you should not have to explicitly program support for Glowing Hour Glass
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+ * was entered. Thus, you should not have to explicitly program support for Glowing Hourglass
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  * into your mod features that use the save data manager. If this is undesired for your specific
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  * use-case, then add a key of `__ignoreGlowingHourGlass: true` to your "run" or "level" object.
129
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  *
@@ -11,7 +11,7 @@ local ____table = require("src.functions.table")
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  local iterateTableInOrder = ____table.iterateTableInOrder
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  local ____constants = require("src.classes.features.other.saveDataManager.constants")
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  local SAVE_DATA_MANAGER_DEBUG = ____constants.SAVE_DATA_MANAGER_DEBUG
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- --- When the Glowing Hour Glass is used, certain save data keys will automatically be restored to a
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+ --- When the Glowing Hourglass is used, certain save data keys will automatically be restored to a
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  -- backup.
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  local GLOWING_HOUR_GLASS_BACKUP_KEYS = {SaveDataKey.RUN, SaveDataKey.LEVEL}
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  local IGNORE_GLOWING_HOUR_GLASS_KEY = "__ignoreGlowingHourGlass"
@@ -113,7 +113,7 @@ export declare function inBossRoomOf(bossID: BossID): boolean;
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  */
114
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  export declare function inCrawlSpace(): boolean;
115
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  /**
116
- * Helper function to detect if the current room is one of the room in the Death Certificate area.
116
+ * Helper function to detect if the current room is one of the rooms in the Death Certificate area.
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  */
118
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  export declare function inDeathCertificateArea(): boolean;
119
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  /**
@@ -277,7 +277,7 @@ function ____exports.inCrawlSpace(self)
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  local roomSubType = getRoomSubType(nil)
278
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  return roomType == RoomType.DUNGEON and roomSubType == asNumber(nil, DungeonSubType.NORMAL)
279
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  end
280
- --- Helper function to detect if the current room is one of the room in the Death Certificate area.
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+ --- Helper function to detect if the current room is one of the rooms in the Death Certificate area.
281
281
  function ____exports.inDeathCertificateArea(self)
282
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  local roomStageID = getRoomStageID(nil)
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  local roomSubType = getRoomSubType(nil)
@@ -427,7 +427,7 @@ ____exports.COLLECTIBLE_TYPE_TO_NAME_MAP = __TS__New(Map, {
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  {419, "Teleport 2.0"},
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  {420, "Black Powder"},
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  {421, "Kidney Bean"},
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- {422, "Glowing Hour Glass"},
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+ {422, "Glowing Hourglass"},
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  {423, "Circle of Protection"},
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  {424, "Sack Head"},
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  {425, "Night Light"},
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
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  {
2
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  "name": "isaacscript-common",
3
- "version": "15.4.6",
3
+ "version": "15.5.0",
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  "description": "Helper functions and features for IsaacScript mods.",
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  "keywords": [
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  "isaac",
@@ -22,6 +22,6 @@
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  "main": "dist/src/index",
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  "types": "dist/src/index.d.ts",
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  "dependencies": {
25
- "isaac-typescript-definitions": "^9.4.1"
25
+ "isaac-typescript-definitions": "^9.5.0"
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  }
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  }
@@ -67,7 +67,7 @@ export class GameReorderedCallbacks extends Feature {
67
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  // ModCallback.POST_USE_ITEM (3)
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  // CollectibleType.GLOWING_HOUR_GLASS (422)
69
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  private useItemGlowingHourGlass = (): boolean | undefined => {
70
- // If Glowing Hour Glass is used on the first room of a floor, it will send the player to the
70
+ // If Glowing Hourglass is used on the first room of a floor, it will send the player to the
71
71
  // previous floor without triggering the `POST_NEW_LEVEL` callback. Manually check for this.
72
72
  this.usedGlowingHourGlass = true;
73
73
 
@@ -109,7 +109,7 @@ export class GameReorderedCallbacks extends Feature {
109
109
  this.usedGlowingHourGlass = false;
110
110
 
111
111
  if (this.currentStage !== stage || this.currentStageType !== stageType) {
112
- // The player has used the Glowing Hour Glass to take them to the previous floor (which does
112
+ // The player has used the Glowing Hourglass to take them to the previous floor (which does
113
113
  // not trigger the `POST_NEW_LEVEL` callback). Emulate what happens in the `POST_NEW_LEVEL`
114
114
  // callback.
115
115
  this.recordCurrentStage();
@@ -126,7 +126,7 @@ export class SaveDataManager extends Feature {
126
126
  }
127
127
  this.loadedDataOnThisRun = true;
128
128
 
129
- // Handle the race-condition of using the Glowing Hour Glass and then resetting the run.
129
+ // Handle the race-condition of using the Glowing Hourglass and then resetting the run.
130
130
  this.restoreGlowingHourGlassDataOnNextRoom = false;
131
131
 
132
132
  // We want to unconditionally load save data on every new run since there might be persistent
@@ -182,7 +182,7 @@ export class SaveDataManager extends Feature {
182
182
  SaveDataKey.ROOM,
183
183
  );
184
184
 
185
- // Handle the Glowing Hour Glass.
185
+ // Handle the Glowing Hourglass.
186
186
  if (this.restoreGlowingHourGlassDataOnNextRoom) {
187
187
  this.restoreGlowingHourGlassDataOnNextRoom = false;
188
188
  restoreGlowingHourGlassBackup(
@@ -277,9 +277,9 @@ export class SaveDataManager extends Feature {
277
277
  * saved to disk on game exit. (For example, if they contain functions or other non-serializable
278
278
  * data.) For these cases, set the second argument to `false`.
279
279
  *
280
- * Note that when the player uses Glowing Hour Glass, the save data manager will automatically
280
+ * Note that when the player uses Glowing Hourglass, the save data manager will automatically
281
281
  * restore any variables on a "run" or "level" object with a backup that was created when the room
282
- * was entered. Thus, you should not have to explicitly program support for Glowing Hour Glass
282
+ * was entered. Thus, you should not have to explicitly program support for Glowing Hourglass
283
283
  * into your mod features that use the save data manager. If this is undesired for your specific
284
284
  * use-case, then add a key of `__ignoreGlowingHourGlass: true` to your "run" or "level" object.
285
285
  *
@@ -1,5 +1,5 @@
1
1
  // The save data manager has a feature where certain variables will automatically be rolled back
2
- // when the Glowing Hour Glass is used.
2
+ // when the Glowing Hourglass is used.
3
3
 
4
4
  import { SaveDataKey } from "../../../../enums/SaveDataKey";
5
5
  import { SerializationType } from "../../../../enums/SerializationType";
@@ -11,7 +11,7 @@ import { AnyClass } from "../../../../types/AnyClass";
11
11
  import { SAVE_DATA_MANAGER_DEBUG } from "./constants";
12
12
 
13
13
  /**
14
- * When the Glowing Hour Glass is used, certain save data keys will automatically be restored to a
14
+ * When the Glowing Hourglass is used, certain save data keys will automatically be restored to a
15
15
  * backup.
16
16
  */
17
17
  const GLOWING_HOUR_GLASS_BACKUP_KEYS: readonly SaveDataKey[] = [
@@ -29,7 +29,7 @@ export function makeGlowingHourGlassBackup(
29
29
  iterateTableInOrder(
30
30
  saveDataMap,
31
31
  (subscriberName, saveData) => {
32
- // We make the Glowing Hour Glass backup using `SerializationType.SERIALIZE`, which means that
32
+ // We make the Glowing Hourglass backup using `SerializationType.SERIALIZE`, which means that
33
33
  // we cannot operate on unserializable data, such as functions. Save data that utilizes
34
34
  // unserializable data will typically be marked using a conditional function that evaluates to
35
35
  // false, so we skip all save data that matches this criteria.
@@ -86,7 +86,7 @@ export function restoreGlowingHourGlassBackup(
86
86
  iterateTableInOrder(
87
87
  saveDataMap,
88
88
  (subscriberName, saveData) => {
89
- // We make the Glowing Hour Glass backup using `SerializationType.SERIALIZE`, which means that
89
+ // We make the Glowing Hourglass backup using `SerializationType.SERIALIZE`, which means that
90
90
  // we cannot operate on unserializable data, such as functions. Save data that utilizes
91
91
  // unserializable data will typically be marked using a conditional function that evaluates to
92
92
  // false, so we skip all save data that matches this criteria.
@@ -338,7 +338,7 @@ export function inCrawlSpace(): boolean {
338
338
  }
339
339
 
340
340
  /**
341
- * Helper function to detect if the current room is one of the room in the Death Certificate area.
341
+ * Helper function to detect if the current room is one of the rooms in the Death Certificate area.
342
342
  */
343
343
  export function inDeathCertificateArea(): boolean {
344
344
  const roomStageID = getRoomStageID();
@@ -433,7 +433,7 @@ export const COLLECTIBLE_TYPE_TO_NAME_MAP: ReadonlyMap<
433
433
  [419, "Teleport 2.0"],
434
434
  [420, "Black Powder"],
435
435
  [421, "Kidney Bean"],
436
- [422, "Glowing Hour Glass"],
436
+ [422, "Glowing Hourglass"],
437
437
  [423, "Circle of Protection"],
438
438
  [424, "Sack Head"],
439
439
  [425, "Night Light"],