isaacscript-common 16.1.7 → 17.0.1
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 +191 -50
- package/dist/isaacscript-common.lua +528 -521
- package/dist/src/classes/ModUpgradedBase.d.ts +3 -1
- package/dist/src/classes/ModUpgradedBase.d.ts.map +1 -1
- package/dist/src/classes/ModUpgradedBase.lua +16 -8
- package/dist/src/classes/features/other/ModdedElementSets.d.ts +172 -5
- package/dist/src/classes/features/other/ModdedElementSets.d.ts.map +1 -1
- package/dist/src/classes/features/other/ModdedElementSets.lua +161 -5
- package/dist/src/classes/features/other/Pause.d.ts +1 -0
- package/dist/src/classes/features/other/Pause.d.ts.map +1 -1
- package/dist/src/classes/features/other/Pause.lua +5 -1
- package/dist/src/classes/features/other/PersistentEntities.d.ts +0 -1
- package/dist/src/classes/features/other/PersistentEntities.d.ts.map +1 -1
- package/dist/src/classes/features/other/PersistentEntities.lua +11 -13
- package/dist/src/core/constants.d.ts +3 -1
- package/dist/src/core/constants.d.ts.map +1 -1
- package/dist/src/core/constants.lua +6 -0
- package/dist/src/core/upgradeMod.d.ts.map +1 -1
- package/dist/src/core/upgradeMod.lua +7 -0
- package/dist/src/functions/cards.d.ts +7 -34
- package/dist/src/functions/cards.d.ts.map +1 -1
- package/dist/src/functions/cards.lua +20 -119
- package/dist/src/functions/globals.d.ts.map +1 -1
- package/dist/src/functions/globals.lua +0 -1
- package/dist/src/functions/positionVelocity.d.ts.map +1 -1
- package/dist/src/functions/positionVelocity.lua +5 -5
- package/package.json +2 -2
- package/src/classes/ModUpgradedBase.ts +24 -9
- package/src/classes/features/other/ModdedElementSets.ts +346 -5
- package/src/classes/features/other/Pause.ts +5 -0
- package/src/classes/features/other/PersistentEntities.ts +8 -9
- package/src/core/constants.ts +9 -0
- package/src/core/upgradeMod.ts +10 -0
- package/src/functions/cards.ts +20 -139
- package/src/functions/globals.ts +0 -1
- package/src/functions/positionVelocity.ts +1 -7
- package/dist/src/objects/cardTypeToItemConfigCardType.d.ts +0 -6
- package/dist/src/objects/cardTypeToItemConfigCardType.d.ts.map +0 -1
- package/dist/src/objects/cardTypeToItemConfigCardType.lua +0 -106
- package/src/objects/cardTypeToItemConfigCardType.ts +0 -106
package/dist/index.d.ts
CHANGED
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@@ -10,6 +10,7 @@ import { BombVariant } from 'isaac-typescript-definitions';
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10
10
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import { BossID } from 'isaac-typescript-definitions';
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import { ButtonAction } from 'isaac-typescript-definitions';
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import { CacheFlag } from 'isaac-typescript-definitions';
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+
import { CallbackPriority } from 'isaac-typescript-definitions/dist/src/enums/CallbackPriority';
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import { CardType } from 'isaac-typescript-definitions';
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import { Challenge } from 'isaac-typescript-definitions';
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import { CoinSubType } from 'isaac-typescript-definitions';
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@@ -4168,14 +4169,6 @@ export declare function getCardName(cardType: CardType): string;
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*/
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export declare function getCards(cardType?: CardType): EntityPickupCard[];
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-
/**
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* Helper function to get a set of card types matching the `ItemConfigCardType`.
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*
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* This function is variadic, meaning that you can you can specify N card types to get a set
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* containing cards that match any of the specified types.
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*/
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export declare function getCardTypesOfType(...itemConfigCardTypes: ItemConfigCardType[]): Set<CardType>;
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-
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/** Get the proper name for a `Challenge` enum. This will only work for vanilla challenges. */
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export declare function getChallengeName(challenge: Challenge): string;
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@@ -4906,7 +4899,13 @@ export declare function getHUDOffsetVector(): Vector;
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*/
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export declare function getIsaacAPIClassName(object: unknown): string | undefined;
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-
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+
/**
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* Helper function to get the item config card type of a particular card, rune, or object. For
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* example, the item config card type of `CardType.FOOL` is equal to `ItemConfigCardType.TAROT`.
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*
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* Returns undefined if the provided card type was not valid.
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*/
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export declare function getItemConfigCardType(cardType: CardType): ItemConfigCardType | undefined;
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/**
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* Helper function to calculate what the resulting `BitFlags<DoorSlotFlag>` value would be for a
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@@ -5604,30 +5603,6 @@ export declare function getRandomArrayElementAndRemove<T>(array: T[], seedOrRNG?
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*/
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export declare function getRandomArrayIndex<T>(array: T[] | readonly T[], seedOrRNG?: Seed | RNG, exceptions?: int[] | readonly int[]): int;
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/**
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* Has an equal chance of returning any card (e.g. Fool, Reverse Fool, Wild Card, etc.).
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*
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* This will not return:
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* - any runes
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* - any objects like Dice Shard
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* - any modded cards (since there is not a way to distinguish between modded cards and modded
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* runes/objects)
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*
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* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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* @param exceptions Optional. An array of cards to not select.
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-
*/
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export declare function getRandomCard(seedOrRNG?: Seed | RNG, exceptions?: CardType[]): CardType;
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-
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/**
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* @param itemConfigCardType The item config card type that represents the pool of cards to select
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* from.
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* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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* @param exceptions Optional. An array of cards to not select.
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-
*/
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5629
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-
export declare function getRandomCardTypeOfType(itemConfigCardType: ItemConfigCardType, seedOrRNG?: Seed | RNG, exceptions?: CardType[]): CardType;
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-
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/**
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* Helper function to get a random color.
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*
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@@ -5744,16 +5719,6 @@ export declare function getRandomJSONRoom(jsonRooms: JSONRoom[], seedOrRNG?: See
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*/
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export declare function getRandomKColor(seedOrRNG?: Seed | RNG, alpha?: number): KColor;
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/**
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* Has an equal chance of returning any rune (e.g. Rune of Hagalaz, Blank Rune, Black Rune, Soul of
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* Isaac, etc.). This will never return a Rune Shard.
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*
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* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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5753
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* @param exceptions Optional. An array of runes to not select.
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-
*/
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5755
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-
export declare function getRandomRune(seedOrRNG?: Seed | RNG, exceptions?: CardType[]): CardType;
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5756
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-
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/**
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* Helper function to get a random `Seed` value to be used in spawning entities and so on. Use this
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* instead of calling the `Random` function directly since that can return a value of 0 and crash
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@@ -6486,7 +6451,12 @@ export declare function getTSTLClassName(object: unknown): string | undefined;
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*/
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export declare function getUnusedDoorSlots(): DoorSlot[];
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6489
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-
/**
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6454
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+
/**
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* Helper function to get an array with every valid vanilla card sub-type.
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*
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* Note that unlike collectibles and trinkets, there are no gaps in the card types, so this is a
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* simple range from the first card type to the last vanilla card type.
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*/
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export declare function getVanillaCardTypes(): CardType[];
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/**
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@@ -7917,6 +7887,9 @@ export declare function isVanillaWallGridIndex(gridIndex: int): boolean;
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7917
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/** Helper function to check if something is an instantiated `Vector` object. */
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export declare function isVector(object: unknown): object is Vector;
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/** The set of all `ItemConfigCardType` values that are not a rune or special object. */
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export declare const ITEM_CONFIG_CARD_TYPES_FOR_CARDS: Set<ItemConfigCardType>;
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+
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/**
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* A cached version of the class returned from the `Isaac.GetItemConfig()` constructor.
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*
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@@ -10519,6 +10492,12 @@ declare class ModdedElementSets extends Feature {
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private vanillaTrinketTypesSet;
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private moddedTrinketTypesArray;
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private moddedTrinketTypesSet;
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private allCardTypesArray;
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private allCardTypesSet;
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private vanillaCardTypesArray;
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10498
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private vanillaCardTypesSet;
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private moddedCardTypesArray;
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private moddedCardTypesSet;
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private tagToCollectibleTypesMap;
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10523
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private cacheFlagToCollectibleTypesMap;
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private cacheFlagToTrinketTypesMap;
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@@ -10527,17 +10506,64 @@ declare class ModdedElementSets extends Feature {
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private flyingTrinketTypesSet;
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private edenActiveCollectibleTypesSet;
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private edenPassiveCollectibleTypesSet;
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+
private itemConfigCardTypeToCardTypeMap;
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/**
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* The set of cards that are not:
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*
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* - ItemConfigCardType.RUNE
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* - ItemConfigCardType.SPECIAL_OBJECT
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*/
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+
private cardSet;
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private moddedElementDetection;
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private lazyInitVanillaCollectibleTypes;
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private lazyInitModdedCollectibleTypes;
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private lazyInitVanillaTrinketTypes;
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private lazyInitModdedTrinketTypes;
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+
private lazyInitVanillaCardTypes;
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private lazyInitModdedCardTypes;
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private lazyInitTagToCollectibleTypesMap;
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private lazyInitCacheFlagToCollectibleTypesMap;
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private lazyInitCacheFlagToTrinketTypesMap;
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private lazyInitFlyingCollectibleTypesSet;
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private lazyInitFlyingTrinketTypesSet;
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private lazyInitEdenCollectibleTypesSet;
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10530
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+
private lazyInitCardTypes;
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10531
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+
/**
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10532
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+
* Returns an array containing every valid card type in the game, including modded cards.
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+
*
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10534
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* Use this if you need to iterate over the cards in order. If you need to do O(1) lookups, then
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+
* use the `getCardSet` helper function instead.
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+
*
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* This function can only be called if at least one callback has been executed. This is because
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+
* not all cards will necessarily be present when a mod first loads (due to mod load order).
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+
*
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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+
*/
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10542
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+
getCardArray(): readonly CardType[];
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+
/**
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10544
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+
* Returns a set containing every valid card type in the game, including modded cards.
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+
*
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10546
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* Use this if you need to do O(1) lookups. If you need to iterate over the cards in order, then
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* use the `getCardArray` helper function instead.
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+
*
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* This function can only be called if at least one callback has been executed. This is because
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* not all cards will necessarily be present when a mod first loads (due to mod load order).
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10551
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+
*
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10552
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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10553
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+
*/
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10554
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+
getCardSet(): ReadonlySet<CardType>;
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10555
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+
/**
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10556
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+
* Helper function to get a set of card types matching the `ItemConfigCardType`.
|
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10557
|
+
*
|
|
10558
|
+
* This function is variadic, meaning that you can you can specify N card types to get a set
|
|
10559
|
+
* containing cards that match any of the specified types.
|
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10560
|
+
*
|
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10561
|
+
* This function can only be called if at least one callback has been executed. This is because
|
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10562
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+
* not all cards will necessarily be present when a mod first loads (due to mod load order).
|
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10563
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+
*
|
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10564
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+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
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10565
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+
*/
|
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10566
|
+
getCardTypesOfType(...itemConfigCardTypes: ItemConfigCardType[]): Set<CardType>;
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10567
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/**
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* Returns an array containing every valid collectible type in the game, including modded
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* collectibles.
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@@ -10576,6 +10602,10 @@ declare class ModdedElementSets extends Feature {
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* const guppyCollectibleTypes = getCollectiblesForTransformation(PlayerForm.GUPPY);
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* ```
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*
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+
* This function can only be called if at least one callback has been executed. This is because
|
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+
* not all collectibles will necessarily be present when a mod first loads (due to mod load
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+
* order).
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10608
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+
*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getCollectiblesForTransformation(playerForm: PlayerForm): ReadonlySet<CollectibleType>;
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@@ -10587,6 +10617,10 @@ declare class ModdedElementSets extends Feature {
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10587
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* not all collectibles will necessarily be present when a mod first loads (due to mod load
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* order).
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*
|
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10620
|
+
* This function can only be called if at least one callback has been executed. This is because
|
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10621
|
+
* not all collectibles will necessarily be present when a mod first loads (due to mod load
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+
* order).
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+
*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
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*/
|
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getCollectiblesWithCacheFlag(cacheFlag: CacheFlag): ReadonlySet<CollectibleType>;
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@@ -10600,6 +10634,10 @@ declare class ModdedElementSets extends Feature {
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10600
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* const offensiveCollectibleTypes = getCollectibleTypesWithTag(ItemConfigTag.OFFENSIVE);
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* ```
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*
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10637
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+
* This function can only be called if at least one callback has been executed. This is because
|
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10638
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+
* not all collectibles will necessarily be present when a mod first loads (due to mod load
|
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10639
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+
* order).
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+
*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getCollectiblesWithTag(itemConfigTag: ItemConfigTag): ReadonlySet<CollectibleType>;
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@@ -10607,6 +10645,10 @@ declare class ModdedElementSets extends Feature {
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* Returns a set containing every valid passive item that can be randomly granted to Eden as a
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* starting item.
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*
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10648
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+
* This function can only be called if at least one callback has been executed. This is because
|
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* not all collectibles will necessarily be present when a mod first loads (due to mod load
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+
* order).
|
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+
*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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getEdenActiveCollectibles(): ReadonlySet<CollectibleType>;
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@@ -10614,6 +10656,10 @@ declare class ModdedElementSets extends Feature {
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* Returns a set containing every valid passive item that can be randomly granted to Eden as a
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* starting item.
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*
|
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10659
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+
* This function can only be called if at least one callback has been executed. This is because
|
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+
* not all collectibles will necessarily be present when a mod first loads (due to mod load
|
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+
* order).
|
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+
*
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* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
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*/
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10619
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getEdenPassiveCollectibles(): ReadonlySet<CollectibleType>;
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@@ -10624,6 +10670,10 @@ declare class ModdedElementSets extends Feature {
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10670
|
* Collectibles that only grant flight conditionally are manually pruned. Collectibles such as
|
|
10625
10671
|
* Empty Vessel should be checked for via the `hasFlyingTemporaryEffect` function.
|
|
10626
10672
|
*
|
|
10673
|
+
* This function can only be called if at least one callback has been executed. This is because
|
|
10674
|
+
* not all collectibles will necessarily be present when a mod first loads (due to mod load
|
|
10675
|
+
* order).
|
|
10676
|
+
*
|
|
10627
10677
|
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10628
10678
|
*
|
|
10629
10679
|
* @param pruneConditionalItems Whether or not collectibles that only grant flight conditionally
|
|
@@ -10634,9 +10684,36 @@ declare class ModdedElementSets extends Feature {
|
|
|
10634
10684
|
* Returns a set of all of the trinkets that grant flight. (All trinkets that grant flight do so
|
|
10635
10685
|
* conditionally, like Bat Wing and Azazel's Stump.)
|
|
10636
10686
|
*
|
|
10687
|
+
* This function can only be called if at least one callback has been executed. This is because
|
|
10688
|
+
* not all trinkets will necessarily be present when a mod first loads (due to mod load order).
|
|
10689
|
+
*
|
|
10637
10690
|
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10638
10691
|
*/
|
|
10639
10692
|
getFlyingTrinkets(): ReadonlySet<TrinketType>;
|
|
10693
|
+
/**
|
|
10694
|
+
* Returns an array containing every modded card type in the game.
|
|
10695
|
+
*
|
|
10696
|
+
* Use this if you need to iterate over the cards in order. If you need to do O(1) lookups, then
|
|
10697
|
+
* use the `getModdedCardSet` helper function instead.
|
|
10698
|
+
*
|
|
10699
|
+
* This function can only be called if at least one callback has been executed. This is because
|
|
10700
|
+
* not all cards will necessarily be present when a mod first loads (due to mod load order).
|
|
10701
|
+
*
|
|
10702
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10703
|
+
*/
|
|
10704
|
+
getModdedCardArray(): readonly CardType[];
|
|
10705
|
+
/**
|
|
10706
|
+
* Returns a set containing every modded card type in the game.
|
|
10707
|
+
*
|
|
10708
|
+
* Use this if you need to do O(1) lookups. If you need to iterate over the cards in order, then
|
|
10709
|
+
* use the `getModdedCardArray` helper function instead.
|
|
10710
|
+
*
|
|
10711
|
+
* This function can only be called if at least one callback has been executed. This is because
|
|
10712
|
+
* not all cards will necessarily be present when a mod first loads (due to mod load order).
|
|
10713
|
+
*
|
|
10714
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10715
|
+
*/
|
|
10716
|
+
getModdedCardSet(): ReadonlySet<CardType>;
|
|
10640
10717
|
/**
|
|
10641
10718
|
* Returns an array containing every modded collectible type in the game.
|
|
10642
10719
|
*
|
|
@@ -10664,10 +10741,10 @@ declare class ModdedElementSets extends Feature {
|
|
|
10664
10741
|
*/
|
|
10665
10742
|
getModdedCollectibleSet(): ReadonlySet<CollectibleType>;
|
|
10666
10743
|
/**
|
|
10667
|
-
* Returns an array containing every
|
|
10744
|
+
* Returns an array containing every modded trinket type in the game.
|
|
10668
10745
|
*
|
|
10669
10746
|
* Use this if you need to iterate over the trinkets in order. If you need to do O(1) lookups,
|
|
10670
|
-
* then use the `
|
|
10747
|
+
* then use the `getModdedTrinketSet` helper function instead.
|
|
10671
10748
|
*
|
|
10672
10749
|
* This function can only be called if at least one callback has been executed. This is because
|
|
10673
10750
|
* not all trinkets will necessarily be present when a mod first loads (due to mod load order).
|
|
@@ -10676,10 +10753,10 @@ declare class ModdedElementSets extends Feature {
|
|
|
10676
10753
|
*/
|
|
10677
10754
|
getModdedTrinketArray(): readonly TrinketType[];
|
|
10678
10755
|
/**
|
|
10679
|
-
* Returns a set containing every
|
|
10756
|
+
* Returns a set containing every modded trinket type in the game.
|
|
10680
10757
|
*
|
|
10681
10758
|
* Use this if you need to do O(1) lookups. If you need to iterate over the trinkets in order,
|
|
10682
|
-
* then use the `
|
|
10759
|
+
* then use the `getModdedTrinketArray` helper function instead.
|
|
10683
10760
|
*
|
|
10684
10761
|
* This function can only be called if at least one callback has been executed. This is because
|
|
10685
10762
|
* not all trinkets will necessarily be present when a mod first loads (due to mod load order).
|
|
@@ -10743,16 +10820,61 @@ declare class ModdedElementSets extends Feature {
|
|
|
10743
10820
|
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10744
10821
|
*/
|
|
10745
10822
|
getPlayerTrinketsWithCacheFlag(player: EntityPlayer, cacheFlag: CacheFlag): Map<TrinketType, int>;
|
|
10823
|
+
/**
|
|
10824
|
+
* Has an equal chance of returning any card (e.g. Fool, Reverse Fool, Wild Card, etc.).
|
|
10825
|
+
*
|
|
10826
|
+
* This will not return:
|
|
10827
|
+
* - any runes
|
|
10828
|
+
* - any objects like Dice Shard
|
|
10829
|
+
*
|
|
10830
|
+
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
|
|
10831
|
+
* the `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
10832
|
+
* @param exceptions Optional. An array of cards to not select.
|
|
10833
|
+
*/
|
|
10834
|
+
getRandomCard(seedOrRNG?: Seed | RNG, exceptions?: CardType[]): CardType;
|
|
10835
|
+
/**
|
|
10836
|
+
* @param itemConfigCardType The item config card type that represents the pool of cards to select
|
|
10837
|
+
* from.
|
|
10838
|
+
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
|
|
10839
|
+
* the `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
10840
|
+
* @param exceptions Optional. An array of cards to not select.
|
|
10841
|
+
*/
|
|
10842
|
+
getRandomCardTypeOfType(itemConfigCardType: ItemConfigCardType, seedOrRNG?: Seed | RNG, exceptions?: CardType[]): CardType;
|
|
10843
|
+
/**
|
|
10844
|
+
* Has an equal chance of returning any rune (e.g. Rune of Hagalaz, Blank Rune, Black Rune, Soul
|
|
10845
|
+
* of Isaac, etc.). This will never return a Rune Shard.
|
|
10846
|
+
*
|
|
10847
|
+
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
|
|
10848
|
+
* the `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
10849
|
+
* @param exceptions Optional. An array of runes to not select.
|
|
10850
|
+
*/
|
|
10851
|
+
getRandomRune(seedOrRNG?: Seed | RNG, exceptions?: CardType[]): CardType;
|
|
10746
10852
|
/**
|
|
10747
10853
|
* Returns a random active collectible type that that is a valid starting item for Eden.
|
|
10748
10854
|
*
|
|
10855
|
+
* This function can only be called if at least one callback has been executed. This is because
|
|
10856
|
+
* not all collectibles will necessarily be present when a mod first loads (due to mod load
|
|
10857
|
+
* order).
|
|
10858
|
+
*
|
|
10749
10859
|
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10860
|
+
*
|
|
10861
|
+
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
|
|
10862
|
+
* the `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
10863
|
+
* @param exceptions Optional. An array of runes to not select.
|
|
10750
10864
|
*/
|
|
10751
10865
|
getRandomEdenActiveCollectible(seedOrRNG?: Seed | RNG, exceptions?: CollectibleType[] | readonly CollectibleType[]): CollectibleType;
|
|
10752
10866
|
/**
|
|
10753
10867
|
* Returns a random passive collectible type that that is a valid starting item for Eden.
|
|
10754
10868
|
*
|
|
10869
|
+
* This function can only be called if at least one callback has been executed. This is because
|
|
10870
|
+
* not all collectibles will necessarily be present when a mod first loads (due to mod load
|
|
10871
|
+
* order).
|
|
10872
|
+
*
|
|
10755
10873
|
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10874
|
+
*
|
|
10875
|
+
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
|
|
10876
|
+
* the `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
10877
|
+
* @param exceptions Optional. An array of runes to not select.
|
|
10756
10878
|
*/
|
|
10757
10879
|
getRandomEdenPassiveCollectible(seedOrRNG?: Seed | RNG, exceptions?: CollectibleType[] | readonly CollectibleType[]): CollectibleType;
|
|
10758
10880
|
/**
|
|
@@ -10789,6 +10911,24 @@ declare class ModdedElementSets extends Feature {
|
|
|
10789
10911
|
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10790
10912
|
*/
|
|
10791
10913
|
getTrinketsWithCacheFlag(cacheFlag: CacheFlag): ReadonlySet<TrinketType>;
|
|
10914
|
+
/**
|
|
10915
|
+
* Returns an array containing every valid vanilla card type in the game.
|
|
10916
|
+
*
|
|
10917
|
+
* Use this if you need to iterate over the cards in order. If you need to do O(1) lookups, then
|
|
10918
|
+
* use the `getVanillaCardSet` helper function instead.
|
|
10919
|
+
*
|
|
10920
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10921
|
+
*/
|
|
10922
|
+
getVanillaCardArray(): readonly CardType[];
|
|
10923
|
+
/**
|
|
10924
|
+
* Returns a set containing every valid vanilla card type in the game.
|
|
10925
|
+
*
|
|
10926
|
+
* Use this if you need to do O(1) lookups. If you need to iterate over the cards in order, then
|
|
10927
|
+
* use the `getVanillaCardArray` helper function instead.
|
|
10928
|
+
*
|
|
10929
|
+
* In order to use this function, you must upgrade your mod with `ISCFeature.MODDED_ELEMENT_SETS`.
|
|
10930
|
+
*/
|
|
10931
|
+
getVanillaCardSet(): ReadonlySet<CardType>;
|
|
10792
10932
|
/**
|
|
10793
10933
|
* Returns an array containing every valid vanilla collectible type in the game.
|
|
10794
10934
|
*
|
|
@@ -10924,7 +11064,8 @@ export declare class ModUpgradedBase implements Mod {
|
|
|
10924
11064
|
* `ModCallback.POST_UPDATE` event corresponds to being executed once at the end of every game
|
|
10925
11065
|
* logic frame.
|
|
10926
11066
|
*/
|
|
10927
|
-
AddCallback<T extends ModCallback>(modCallback: T, ...args: AddCallbackParameters[T]): void;
|
|
11067
|
+
AddCallback<T extends ModCallback | string>(modCallback: T, ...args: T extends ModCallback ? AddCallbackParameters[T] : unknown[]): void;
|
|
11068
|
+
AddPriorityCallback<T extends ModCallback | string>(modCallback: T, priority: CallbackPriority | int, ...args: T extends ModCallback ? AddCallbackParameters[T] : unknown[]): void;
|
|
10928
11069
|
/** Returns whether or not a corresponding "save#.dat" file exists for the current mod. */
|
|
10929
11070
|
HasData(): boolean;
|
|
10930
11071
|
/**
|
|
@@ -11222,6 +11363,7 @@ declare class Pause extends Feature {
|
|
|
11222
11363
|
private postUpdate;
|
|
11223
11364
|
private stopTearsAndProjectilesFromMoving;
|
|
11224
11365
|
private inputActionGetActionValue;
|
|
11366
|
+
isPaused(): boolean;
|
|
11225
11367
|
/**
|
|
11226
11368
|
* Helper function to emulate what happens when the player pauses the game. Use the `unpause`
|
|
11227
11369
|
* function to return things back to normal.
|
|
@@ -11245,7 +11387,6 @@ declare class Pause extends Feature {
|
|
|
11245
11387
|
declare class PersistentEntities extends Feature {
|
|
11246
11388
|
private roomHistory;
|
|
11247
11389
|
private postEntityRemove;
|
|
11248
|
-
private checkDespawningFromPlayerLeavingRoom;
|
|
11249
11390
|
/**
|
|
11250
11391
|
* The persistent entity is despawning because the player is in the process of leaving the room.
|
|
11251
11392
|
* Keep track of the position for later.
|