isaacscript-common 19.1.0 → 20.0.0

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
@@ -11294,26 +11294,31 @@ declare class ModdedElementSets extends Feature {
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  export declare class ModFeature {
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  private mod;
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  /**
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- * An optional function that allows for conditional callback execution. If specified, any class
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+ * An optional method that allows for conditional callback execution. If specified, any class
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  * method that is annotated with a `@Callback` or `@CallbackCustom` decorator will only be fired
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  * if the executed conditional function returns true.
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  *
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  * This property is used to easily turn entire mod features on and off (rather than repeating
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  * conditional logic and early returning at the beginning of every callback function).
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  *
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- * By default, this is set to null. Override this property in your class if you need to use it.
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+ * Since the specific information for the firing callback is passed as arguments into the
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+ * conditional method, you can also write logic that would only apply to a specific type of
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+ * callback.
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+ *
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+ * By default, this is set to null, which means that all callback methods will fire
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+ * unconditionally. Override this property in your class if you need to use it.
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  *
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  * The function has the following signature:
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  *
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  * ```ts
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- * (
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- * vanilla: boolean, // Whether or not this is a vanilla or custom callback.
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- * modCallback: ModCallback | ModCallbackCustom,
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- * ...callbackArgs: unknown[]
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+ * <T extends boolean>(
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+ * vanilla: T, // Whether or not this is a vanilla or custom callback.
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+ * modCallback: T extends true ? ModCallback : ModCallbackCustom,
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+ * ...callbackArgs: unknown[] // This would be e.g. `pickup: EntityPickup` for the `POST_PICKUP_INIT` callback.
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  * ) => boolean;
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  * ```
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  */
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- protected callbackConditionalFunc: ((vanilla: boolean, modCallback: ModCallback | ModCallbackCustom, ...callbackArgs: unknown[]) => boolean) | null;
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+ protected shouldCallbackMethodsFire: (<T extends boolean>(vanilla: T, modCallback: T extends true ? ModCallback : ModCallbackCustom, ...callbackArgs: unknown[]) => boolean) | null;
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  /**
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  * Whether or not the feature has registered its callbacks yet (and submitted its variables to the
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  * save data manager, if any).
@@ -11451,8 +11456,10 @@ export declare const MOVEMENT_ACTIONS_SET: ReadonlySet<ButtonAction>;
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  * If there is more than one player, they will be distributed around the center in a circle.
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  *
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  * This function emulates what happens in the vanilla game when you travel to a new floor.
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+ *
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+ * @param radius Optional. The radius of the circle. Default is 10.
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  */
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- export declare function movePlayersToCenter(): void;
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+ export declare function movePlayersToCenter(radius?: float): void;
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  /**
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  * A cached version of the class returned from the `MusicManager()` constructor.
@@ -1,6 +1,6 @@
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  --[[
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- isaacscript-common 19.1.0
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+ isaacscript-common 20.0.0
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  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -38046,8 +38046,10 @@ function movePlayerAndTheirFamiliars(self, player, position)
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  familiar.Position = position
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  end
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  end
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- local CIRCLE_RADIUS_BETWEEN_PLAYERS = 50
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- function ____exports.movePlayersToCenter(self)
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+ function ____exports.movePlayersToCenter(self, radius)
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+ if radius == nil then
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+ radius = 10
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+ end
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  local isGreedMode = game:IsGreedMode()
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  local startingPosition = isGreedMode and NEW_FLOOR_STARTING_POSITION_GREED_MODE or NEW_FLOOR_STARTING_POSITION_NORMAL_MODE
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  local players = getAllPlayers(nil)
@@ -38062,7 +38064,7 @@ function ____exports.movePlayersToCenter(self)
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  local circlePoints = getCircleDiscretizedPoints(
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  nil,
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  startingPosition,
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- CIRCLE_RADIUS_BETWEEN_PLAYERS,
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+ radius,
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  #players,
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  1,
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  1,
@@ -49508,7 +49510,7 @@ function initDecoratedCallbacks(self, modFeature, constructor, tstlClassName, va
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  end
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  function addCallback(self, modFeature, modFeatureConstructor, mod, modCallback, callback, parameters, vanilla)
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  local function wrappedCallback(____, ...)
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- local conditionalFunc = modFeature.callbackConditionalFunc
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+ local conditionalFunc = modFeature.shouldCallbackMethodsFire
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  if conditionalFunc ~= nil then
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  local shouldRun = conditionalFunc(nil, vanilla, modCallback, ...)
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  if not shouldRun then
@@ -49603,7 +49605,7 @@ function ModFeature.prototype.____constructor(self, mod, init)
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  if init == nil then
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  init = true
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  end
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- self.callbackConditionalFunc = nil
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+ self.shouldCallbackMethodsFire = nil
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  self.initialized = false
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  self.mod = mod
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  if init then
@@ -39,26 +39,31 @@ export declare const MOD_FEATURE_CUSTOM_CALLBACKS_KEY = "__customCallbacks";
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  export declare class ModFeature {
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  private mod;
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  /**
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- * An optional function that allows for conditional callback execution. If specified, any class
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+ * An optional method that allows for conditional callback execution. If specified, any class
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  * method that is annotated with a `@Callback` or `@CallbackCustom` decorator will only be fired
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  * if the executed conditional function returns true.
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  *
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  * This property is used to easily turn entire mod features on and off (rather than repeating
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  * conditional logic and early returning at the beginning of every callback function).
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  *
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- * By default, this is set to null. Override this property in your class if you need to use it.
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+ * Since the specific information for the firing callback is passed as arguments into the
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+ * conditional method, you can also write logic that would only apply to a specific type of
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+ * callback.
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+ *
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+ * By default, this is set to null, which means that all callback methods will fire
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+ * unconditionally. Override this property in your class if you need to use it.
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  *
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  * The function has the following signature:
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  *
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  * ```ts
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- * (
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- * vanilla: boolean, // Whether or not this is a vanilla or custom callback.
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- * modCallback: ModCallback | ModCallbackCustom,
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- * ...callbackArgs: unknown[]
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+ * <T extends boolean>(
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+ * vanilla: T, // Whether or not this is a vanilla or custom callback.
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+ * modCallback: T extends true ? ModCallback : ModCallbackCustom,
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+ * ...callbackArgs: unknown[] // This would be e.g. `pickup: EntityPickup` for the `POST_PICKUP_INIT` callback.
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  * ) => boolean;
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  * ```
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  */
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- protected callbackConditionalFunc: ((vanilla: boolean, modCallback: ModCallback | ModCallbackCustom, ...callbackArgs: unknown[]) => boolean) | null;
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+ protected shouldCallbackMethodsFire: (<T extends boolean>(vanilla: T, modCallback: T extends true ? ModCallback : ModCallbackCustom, ...callbackArgs: unknown[]) => boolean) | null;
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  /**
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  * Whether or not the feature has registered its callbacks yet (and submitted its variables to the
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  * save data manager, if any).
@@ -1 +1 @@
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- {"version":3,"file":"ModFeature.d.ts","sourceRoot":"","sources":["../../../src/classes/ModFeature.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,iBAAiB,EAAE,MAAM,4BAA4B,CAAC;AAS/D,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,eAAO,MAAM,yBAAyB,gBAAgB,CAAC;AACvD,eAAO,MAAM,gCAAgC,sBAAsB,CAAC;AAyBpE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AAEH,qBAAa,UAAU;IACrB,OAAO,CAAC,GAAG,CAAkB;IAE7B;;;;;;;;;;;;;;;;;;;OAmBG;IACH,SAAS,CAAC,uBAAuB,EAC7B,CAAC,CACC,OAAO,EAAE,OAAO,EAChB,WAAW,EAAE,WAAW,GAAG,iBAAiB,EAC5C,GAAG,YAAY,EAAE,OAAO,EAAE,KACvB,OAAO,CAAC,GACb,IAAI,CAAQ;IAEhB;;;;;;OAMG;IACI,WAAW,UAAS;gBAEf,GAAG,EAAE,eAAe,EAAE,IAAI,UAAO;IAQ7C;;;;;OAKG;IACI,IAAI,CAAC,IAAI,UAAO,GAAG,IAAI;IAqB9B;;;;;;OAMG;IACI,MAAM,IAAI,IAAI;CAGtB"}
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+ {"version":3,"file":"ModFeature.d.ts","sourceRoot":"","sources":["../../../src/classes/ModFeature.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,iBAAiB,EAAE,MAAM,4BAA4B,CAAC;AAS/D,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,eAAO,MAAM,yBAAyB,gBAAgB,CAAC;AACvD,eAAO,MAAM,gCAAgC,sBAAsB,CAAC;AAyBpE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AAEH,qBAAa,UAAU;IACrB,OAAO,CAAC,GAAG,CAAkB;IAE7B;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,SAAS,CAAC,yBAAyB,EAC/B,CAAC,CAAC,CAAC,SAAS,OAAO,EACjB,OAAO,EAAE,CAAC,EACV,WAAW,EAAE,CAAC,SAAS,IAAI,GAAG,WAAW,GAAG,iBAAiB,EAC7D,GAAG,YAAY,EAAE,OAAO,EAAE,KACvB,OAAO,CAAC,GACb,IAAI,CAAQ;IAEhB;;;;;;OAMG;IACI,WAAW,UAAS;gBAEf,GAAG,EAAE,eAAe,EAAE,IAAI,UAAO;IAQ7C;;;;;OAKG;IACI,IAAI,CAAC,IAAI,UAAO,GAAG,IAAI;IAqB9B;;;;;;OAMG;IACI,MAAM,IAAI,IAAI;CAGtB"}
@@ -64,7 +64,7 @@ function initDecoratedCallbacks(self, modFeature, constructor, tstlClassName, va
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  end
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  function addCallback(self, modFeature, modFeatureConstructor, mod, modCallback, callback, parameters, vanilla)
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  local function wrappedCallback(____, ...)
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- local conditionalFunc = modFeature.callbackConditionalFunc
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+ local conditionalFunc = modFeature.shouldCallbackMethodsFire
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  if conditionalFunc ~= nil then
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  local shouldRun = conditionalFunc(nil, vanilla, modCallback, ...)
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  if not shouldRun then
@@ -190,7 +190,7 @@ function ModFeature.prototype.____constructor(self, mod, init)
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  if init == nil then
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  init = true
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  end
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- self.callbackConditionalFunc = nil
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+ self.shouldCallbackMethodsFire = nil
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  self.initialized = false
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  self.mod = mod
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  if init then
@@ -1,3 +1,4 @@
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+ /// <reference types="isaac-typescript-definitions" />
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  /**
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  * Helper function to move all of the players to where they would normally go when arriving at a new
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  * floor. (In normal mode, this is the center of the room. In Greed Mode, this is below the top
@@ -6,6 +7,8 @@
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  * If there is more than one player, they will be distributed around the center in a circle.
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  *
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  * This function emulates what happens in the vanilla game when you travel to a new floor.
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+ *
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+ * @param radius Optional. The radius of the circle. Default is 10.
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  */
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- export declare function movePlayersToCenter(): void;
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+ export declare function movePlayersToCenter(radius?: float): void;
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  //# sourceMappingURL=playerCenter.d.ts.map
@@ -1 +1 @@
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- {"version":3,"file":"playerCenter.d.ts","sourceRoot":"","sources":["../../../src/functions/playerCenter.ts"],"names":[],"mappings":"AAYA;;;;;;;;GAQG;AACH,wBAAgB,mBAAmB,IAAI,IAAI,CAqC1C"}
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+ {"version":3,"file":"playerCenter.d.ts","sourceRoot":"","sources":["../../../src/functions/playerCenter.ts"],"names":[],"mappings":";AAUA;;;;;;;;;;GAUG;AACH,wBAAgB,mBAAmB,CAAC,MAAM,GAAE,KAAU,GAAG,IAAI,CAqC5D"}
@@ -20,7 +20,6 @@ function movePlayerAndTheirFamiliars(self, player, position)
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  familiar.Position = position
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  end
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  end
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- local CIRCLE_RADIUS_BETWEEN_PLAYERS = 50
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  --- Helper function to move all of the players to where they would normally go when arriving at a new
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  -- floor. (In normal mode, this is the center of the room. In Greed Mode, this is below the top
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  -- door.)
@@ -28,7 +27,12 @@ local CIRCLE_RADIUS_BETWEEN_PLAYERS = 50
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  -- If there is more than one player, they will be distributed around the center in a circle.
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  --
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  -- This function emulates what happens in the vanilla game when you travel to a new floor.
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- function ____exports.movePlayersToCenter(self)
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+ --
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+ -- @param radius Optional. The radius of the circle. Default is 10.
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+ function ____exports.movePlayersToCenter(self, radius)
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+ if radius == nil then
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+ radius = 10
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+ end
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  local isGreedMode = game:IsGreedMode()
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  local startingPosition = isGreedMode and NEW_FLOOR_STARTING_POSITION_GREED_MODE or NEW_FLOOR_STARTING_POSITION_NORMAL_MODE
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  local players = getAllPlayers(nil)
@@ -43,7 +47,7 @@ function ____exports.movePlayersToCenter(self)
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  local circlePoints = getCircleDiscretizedPoints(
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  nil,
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  startingPosition,
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- CIRCLE_RADIUS_BETWEEN_PLAYERS,
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+ radius,
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  #players,
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  1,
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  1,
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
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  {
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  "name": "isaacscript-common",
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- "version": "19.1.0",
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+ "version": "20.0.0",
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  "description": "Helper functions and features for IsaacScript mods.",
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  "keywords": [
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  "isaac",
@@ -74,29 +74,34 @@ export class ModFeature {
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  private mod: ModUpgradedBase;
75
75
 
76
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  /**
77
- * An optional function that allows for conditional callback execution. If specified, any class
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+ * An optional method that allows for conditional callback execution. If specified, any class
78
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  * method that is annotated with a `@Callback` or `@CallbackCustom` decorator will only be fired
79
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  * if the executed conditional function returns true.
80
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  *
81
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  * This property is used to easily turn entire mod features on and off (rather than repeating
82
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  * conditional logic and early returning at the beginning of every callback function).
83
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  *
84
- * By default, this is set to null. Override this property in your class if you need to use it.
84
+ * Since the specific information for the firing callback is passed as arguments into the
85
+ * conditional method, you can also write logic that would only apply to a specific type of
86
+ * callback.
87
+ *
88
+ * By default, this is set to null, which means that all callback methods will fire
89
+ * unconditionally. Override this property in your class if you need to use it.
85
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  *
86
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  * The function has the following signature:
87
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  *
88
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  * ```ts
89
- * (
90
- * vanilla: boolean, // Whether or not this is a vanilla or custom callback.
91
- * modCallback: ModCallback | ModCallbackCustom,
92
- * ...callbackArgs: unknown[]
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+ * <T extends boolean>(
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+ * vanilla: T, // Whether or not this is a vanilla or custom callback.
96
+ * modCallback: T extends true ? ModCallback : ModCallbackCustom,
97
+ * ...callbackArgs: unknown[] // This would be e.g. `pickup: EntityPickup` for the `POST_PICKUP_INIT` callback.
93
98
  * ) => boolean;
94
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  * ```
95
100
  */
96
- protected callbackConditionalFunc:
97
- | ((
98
- vanilla: boolean,
99
- modCallback: ModCallback | ModCallbackCustom,
101
+ protected shouldCallbackMethodsFire:
102
+ | (<T extends boolean>(
103
+ vanilla: T,
104
+ modCallback: T extends true ? ModCallback : ModCallbackCustom,
100
105
  ...callbackArgs: unknown[]
101
106
  ) => boolean)
102
107
  | null = null;
@@ -250,7 +255,7 @@ function addCallback(
250
255
  // first argument. (Otherwise, the method will not be able to properly access `this`.
251
256
  const wrappedCallback = (...callbackArgs: unknown[]) => {
252
257
  // eslint-disable-next-line @typescript-eslint/dot-notation
253
- const conditionalFunc = modFeature["callbackConditionalFunc"];
258
+ const conditionalFunc = modFeature["shouldCallbackMethodsFire"];
254
259
  if (conditionalFunc !== null) {
255
260
  const shouldRun = conditionalFunc(vanilla, modCallback, ...callbackArgs);
256
261
  if (!shouldRun) {
@@ -8,8 +8,6 @@ import { getPlayerFamiliars } from "./familiars";
8
8
  import { getCircleDiscretizedPoints } from "./math";
9
9
  import { getAllPlayers } from "./playerIndex";
10
10
 
11
- const CIRCLE_RADIUS_BETWEEN_PLAYERS = 50;
12
-
13
11
  /**
14
12
  * Helper function to move all of the players to where they would normally go when arriving at a new
15
13
  * floor. (In normal mode, this is the center of the room. In Greed Mode, this is below the top
@@ -18,8 +16,10 @@ const CIRCLE_RADIUS_BETWEEN_PLAYERS = 50;
18
16
  * If there is more than one player, they will be distributed around the center in a circle.
19
17
  *
20
18
  * This function emulates what happens in the vanilla game when you travel to a new floor.
19
+ *
20
+ * @param radius Optional. The radius of the circle. Default is 10.
21
21
  */
22
- export function movePlayersToCenter(): void {
22
+ export function movePlayersToCenter(radius: float = 10): void {
23
23
  const isGreedMode = game.IsGreedMode();
24
24
  const startingPosition = isGreedMode
25
25
  ? NEW_FLOOR_STARTING_POSITION_GREED_MODE
@@ -41,7 +41,7 @@ export function movePlayersToCenter(): void {
41
41
  // (This is what happens in vanilla.)
42
42
  const circlePoints = getCircleDiscretizedPoints(
43
43
  startingPosition,
44
- CIRCLE_RADIUS_BETWEEN_PLAYERS,
44
+ radius,
45
45
  players.length,
46
46
  1,
47
47
  1,