isaacscript-common 2.0.11 → 2.0.12
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/classes/DefaultMap.d.ts +2 -1
- package/dist/enums/ModCallbackCustom.d.ts +0 -3
- package/dist/features/deployJSONRoom.d.ts +16 -9
- package/dist/features/disableInputs.d.ts +6 -6
- package/dist/features/disableSound.d.ts +2 -2
- package/dist/features/extraConsoleCommands/commands.d.ts +10 -9
- package/dist/features/runInNFrames.d.ts +2 -1
- package/dist/features/saveDataManager/exports.d.ts +8 -6
- package/dist/features/sirenHelpers.d.ts +1 -1
- package/dist/functions/array.d.ts +10 -9
- package/dist/functions/benchmark.d.ts +1 -1
- package/dist/functions/cards.d.ts +7 -5
- package/dist/functions/charge.d.ts +6 -3
- package/dist/functions/collectibles.d.ts +7 -4
- package/dist/functions/color.d.ts +1 -1
- package/dist/functions/deepCopy.d.ts +2 -1
- package/dist/functions/entity.d.ts +9 -6
- package/dist/functions/entity.lua +1 -1
- package/dist/functions/entitySpecific.d.ts +20 -11
- package/dist/functions/enums.d.ts +6 -5
- package/dist/functions/enums.lua +1 -1
- package/dist/functions/familiars.d.ts +5 -5
- package/dist/functions/flag.d.ts +6 -2
- package/dist/functions/flying.d.ts +1 -1
- package/dist/functions/gridEntity.d.ts +13 -8
- package/dist/functions/kColor.d.ts +1 -1
- package/dist/functions/map.d.ts +2 -1
- package/dist/functions/math.d.ts +1 -1
- package/dist/functions/npc.d.ts +2 -2
- package/dist/functions/pickups.d.ts +2 -2
- package/dist/functions/pills.d.ts +2 -1
- package/dist/functions/player.d.ts +2 -2
- package/dist/functions/playerIndex.d.ts +2 -1
- package/dist/functions/positionVelocity.d.ts +9 -5
- package/dist/functions/random.d.ts +7 -5
- package/dist/functions/rng.d.ts +1 -1
- package/dist/functions/rooms.d.ts +5 -4
- package/dist/functions/set.d.ts +1 -1
- package/dist/functions/spawnCollectible.d.ts +4 -4
- package/dist/functions/transformations.d.ts +2 -1
- package/dist/functions/trinketGive.d.ts +1 -1
- package/dist/functions/trinkets.d.ts +7 -4
- package/dist/functions/ui.d.ts +2 -2
- package/dist/functions/utils.d.ts +4 -2
- package/dist/functions/vector.d.ts +1 -1
- package/dist/types/CollectibleIndex.d.ts +2 -1
- package/dist/types/PlayerIndex.d.ts +2 -1
- package/dist/upgradeMod.d.ts +2 -4
- package/package.json +3 -2
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@@ -55,19 +55,20 @@ export declare function getEnumLength<T>(transpiledEnum: T): int;
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export declare function getEnumValues<T>(transpiledEnum: T): Array<T[keyof T]>;
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export declare function getLastEnumValue<T>(transpiledEnum: T): T[keyof T];
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/**
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* Helper function to get a random
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* Helper function to get a random value from the provided enum.
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*
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* @param transpiledEnum The enum to get
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* @param transpiledEnum The enum to get the value 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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*
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* `RNG.Next` method will be called. Default is `getRandomSeed()`.
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* @param exceptions Optional. An array of elements to skip over if selected.
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*/
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export declare function
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export declare function getRandomEnumValue<T>(transpiledEnum: T, seedOrRNG?: Seed | RNG, exceptions?: Array<T[keyof T]> | ReadonlyArray<T[keyof T]>): T[keyof T];
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/**
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* Helper function to check every value of a custom enum for -1. This is helpful as a run-time check
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* because many methods of the Isaac class return -1 if they fail.
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*
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*
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* For example:
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*
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* ```ts
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* enum EntityTypeCustom {
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* FOO = Isaac.GetEntityTypeByName("Foo"),
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package/dist/functions/enums.lua
CHANGED
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@@ -63,7 +63,7 @@ function ____exports.getLastEnumValue(self, transpiledEnum)
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end
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return lastElement
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end
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function ____exports.
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function ____exports.getRandomEnumValue(self, transpiledEnum, seedOrRNG, exceptions)
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if seedOrRNG == nil then
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seedOrRNG = getRandomSeed(nil)
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end
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@@ -22,11 +22,11 @@
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* @param player The player that owns the familiars.
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* @param collectibleType The collectible type of the collectible associated with this familiar.
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* @param targetCount The number of familiars that should exist. This function will add or remove
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*
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* familiars until it matches the target count.
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* @param familiarVariant The variant of the familiar to spawn or remove.
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* @param familiarSubType Optional. The sub-type of the familiar to spawn or remove. If not
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*
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* sub-type of 0.
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* specified, it will search for existing familiars of all sub-types, and
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* spawn new familiars with a sub-type of 0.
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*/
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export declare function checkFamiliar(player: EntityPlayer, collectibleType: int, targetCount: int, familiarVariant: int, familiarSubType?: int): void;
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/**
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@@ -53,8 +53,8 @@ export declare function checkFamiliar(player: EntityPlayer, collectibleType: int
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* @param collectibleType The collectible type of the collectible associated with this familiar.
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* @param familiarVariant The variant of the familiar to spawn or remove.
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* @param familiarSubType Optional. The sub-type of the familiar to spawn or remove. If not
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*
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* sub-type of 0.
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* specified, it will search for existing familiars of all sub-types, and
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* spawn new familiars with a sub-type of 0.
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*/
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export declare function checkFamiliarFromCollectibles(player: EntityPlayer, collectibleType: int, familiarVariant: int, familiarSubType?: int): void;
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export declare function isFamiliarThatShootsPlayerTears(familiar: EntityFamiliar): boolean;
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package/dist/functions/flag.d.ts
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@@ -5,6 +5,7 @@ import { DamageFlag } from "isaac-typescript-definitions";
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* This is a variadic function, so pass as many flags as you want to add.
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*
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* Example 1:
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*
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* ```ts
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* // Give the player spectral tears
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* const player = Isaac.GetPlayer();
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@@ -12,6 +13,7 @@ import { DamageFlag } from "isaac-typescript-definitions";
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* ```
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*
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* Example 2:
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*
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* ```ts
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* // Give the player spectral and homing tears
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* const player = Isaac.GetPlayer();
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@@ -51,7 +53,8 @@ export declare function getFlagName<T extends BitFlag | BitFlag128>(flag: BitFla
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* This is a variadic function, so pass as many flags as you want to check for. If passed multiple
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* flags, it will only return true if all of the flags are set.
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*
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*
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* For example:
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*
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* ```ts
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* const player = Isaac.GetPlayer();
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* if (hasFlag(player.TearFlags, TearFlags.TEAR_SPECTRAL) {
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@@ -81,7 +84,8 @@ export declare function isSelfDamage(damageFlags: DamageFlag | BitFlags<DamageFl
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*
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* This is a variadic function, so pass as many flags as you want to remove.
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*
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*
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* For example:
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*
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* ```ts
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* // Remove spectral tears from the player, if present
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* const player = Isaac.GetPlayer();
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@@ -7,7 +7,7 @@ import { CollectibleType } from "isaac-typescript-definitions";
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* Vessel should be checked for via the `hasFlyingTemporaryEffect` function.
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*
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* @param pruneConditionalItems Whether or not collectibles that only grant flight conditionally
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*
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* should be included in the set (like Empty Vessel).
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*/
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export declare function getFlyingCollectibles(pruneConditionalItems: boolean): Set<CollectibleType | int>;
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/**
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* Use this function with no arguments to get every grid entity, or specify a variadic amount of
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* arguments to match specific grid entity types.
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*
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*
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* For example:
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*
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* ```ts
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* for (const gridEntity of getGridEntities()) {
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* print(gridEntity.GetType())
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* }
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* ```
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*
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*
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* For example:
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*
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* ```ts
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* const rocks = getGridEntities(
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* GridEntityType.ROCK,
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* Helper function to all grid entities in the room except for ones matching the grid entity types
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* provided.
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*
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*
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* For example:
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*
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* ```ts
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* removeAllGridEntitiesExceptFor(
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* GridEntityType.WALL,
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* Helper function to remove all of the grid entities in the room that match the grid entity types
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* provided.
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*
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*
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*
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* ```ts
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*
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* @param gridEntity The grid entity to remove.
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* @param updateRoom Optional. Whether or not to update the room after the grid entity is removed.
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* need to invoke this
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* Default is true. This is generally a good idea because if the room is not
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* updated, you will be unable to spawn another grid entity on the same tile until
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* a frame has passed. However, doing this is expensive, since it involves a call
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* to `Isaac.GetRoomEntities`, so set it to false if you need to invoke this
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* function multiple times.
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*/
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export declare function removeGrid(gridEntity: GridEntity, updateRoom?: boolean): void;
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/**
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* Helper function to copy a `KColor` object.
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export declare function copyKColor<K extends KColor | SerializedKColor, S extends SerializationType>(kColor: K, serializationType: S): CopyKColorReturn[S];
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package/dist/functions/map.d.ts
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package/dist/functions/math.d.ts
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* @param xMultiplier An optional multiplier to get the points around an oval. Default is 1.
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*/
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export declare function getCircleDiscretizedPoints(centerPos: Vector, radius: float, numPoints: int, xMultiplier?: number, yMultiplier?: number, initialDirection?: Direction): Vector[];
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/**
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package/dist/functions/npc.d.ts
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export declare function fireProjectiles(npc: EntityNPC, position: Vector, velocity: Vector, projectilesMode?: ProjectilesMode, projectileParams?: ProjectileParams): EntityProjectile[];
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/**
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export declare function anyPlayerIs(...matchingCharacters: Array<PlayerType | int>): boolean;
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/**
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* Helper function to determine if a player will destroy a rock/pot/skull if they walk over it.
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* @param collectibleType The collectible type of the item to give.
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* @param activeSlot The slot to set.
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export declare function setActiveItem(player: EntityPlayer, collectibleType: CollectibleType, activeSlot: ActiveSlot, charge?: int, keepInPools?: boolean): void;
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* @param performCharacterExclusions Whether or not to exclude characters that are not directly
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export declare function getPlayers(performCharacterExclusions?: boolean): EntityPlayer[];
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/**
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@@ -10,7 +10,7 @@ export declare function anyPlayerCloserThan(position: Vector, distance: float):
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* specific situations.
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*
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* @param startingPosition The position to start searching from. If this position is not overlapping
|
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-
*
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+
* with anything, then it will be returned.
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* @param avoidActiveEntities Optional. Default is false.
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*/
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export declare function findFreePosition(startingPosition: Vector, avoidActiveEntities?: boolean): Vector;
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@@ -20,7 +20,8 @@ export declare function findFreePosition(startingPosition: Vector, avoidActiveEn
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* This is useful for rewinding entity positions at a later time. Also see `setEntityPositions`.
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*
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* @param entities Optional. If provided, will only get the positions of the provided entities. Use
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-
*
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+
* this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method
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* multiple times.
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*/
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export declare function getEntityPositions(entities?: Entity[]): Map<PtrHash, Vector>;
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/**
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@@ -29,7 +30,8 @@ export declare function getEntityPositions(entities?: Entity[]): Map<PtrHash, Ve
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* This is useful for rewinding entity velocities at a later time. Also see `setEntityVelocities`.
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*
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* @param entities Optional. If provided, will only get the velocities of the provided entities. Use
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-
*
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+
* this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method
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* multiple times.
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*/
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export declare function getEntityVelocities(entities?: Entity[]): Map<PtrHash, Vector>;
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/**
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@@ -42,7 +44,8 @@ export declare function getEntityVelocities(entities?: Entity[]): Map<PtrHash, V
|
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*
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* @param entityPositions The map providing the positions for every entity.
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* @param entities Optional. If provided, will only set the positions of the provided entities. Use
|
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-
*
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+
* this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method
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+
* multiple times.
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*/
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export declare function setEntityPositions(entityPositions: Map<PtrHash, Vector>, entities?: Entity[]): void;
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/**
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@@ -55,6 +58,7 @@ export declare function setEntityPositions(entityPositions: Map<PtrHash, Vector>
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*
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* @param entityVelocities The map providing the velocities for every entity.
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* @param entities Optional. If provided, will only set the velocities of the provided entities. Use
|
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-
*
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+
* this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method
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* multiple times.
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*/
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export declare function setEntityVelocities(entityVelocities: Map<PtrHash, Vector>, entities?: Entity[]): void;
|
|
@@ -4,13 +4,14 @@
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4
4
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* high end. (This is because the `RNG.RandomFloat` method will never return a value of exactly 1.)
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5
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*
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6
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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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7
|
-
*
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7
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+
* `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
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8
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|
*/
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9
|
export declare function getRandom(seedOrRNG?: Seed | RNG): float;
|
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|
/**
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11
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|
* This returns a random float between min and max.
|
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12
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*
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-
*
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13
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+
* For example:
|
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14
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+
*
|
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15
|
* ```ts
|
|
15
16
|
* const realNumberBetweenOneAndThree = getRandomFloat(1, 3);
|
|
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17
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* ```
|
|
@@ -18,7 +19,7 @@ export declare function getRandom(seedOrRNG?: Seed | RNG): float;
|
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19
|
* @param min The lower bound for the random number (inclusive).
|
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20
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* @param max The upper bound for the random number (exclusive).
|
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20
21
|
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
|
|
21
|
-
*
|
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22
|
+
* `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
22
23
|
*/
|
|
23
24
|
export declare function getRandomFloat(min: int, max: int, seedOrRNG?: Seed | RNG): float;
|
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24
25
|
/**
|
|
@@ -27,7 +28,8 @@ export declare function getRandomFloat(min: int, max: int, seedOrRNG?: Seed | RN
|
|
|
27
28
|
* Note that this function will invoke the `Next` method on the `RNG` object before returning the
|
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28
29
|
* random number.
|
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30
|
*
|
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-
*
|
|
31
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+
* For example:
|
|
32
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+
*
|
|
31
33
|
* ```ts
|
|
32
34
|
* const oneTwoOrThree = getRandomInt(1, 3);
|
|
33
35
|
* ```
|
|
@@ -35,6 +37,6 @@ export declare function getRandomFloat(min: int, max: int, seedOrRNG?: Seed | RN
|
|
|
35
37
|
* @param min The lower bound for the random number (inclusive).
|
|
36
38
|
* @param max The upper bound for the random number (inclusive).
|
|
37
39
|
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
|
|
38
|
-
*
|
|
40
|
+
* `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
39
41
|
*/
|
|
40
42
|
export declare function getRandomInt(min: int, max: int, seedOrRNG?: Seed | RNG): int;
|
package/dist/functions/rng.d.ts
CHANGED
|
@@ -13,7 +13,7 @@ interface CopyRNGReturn {
|
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13
13
|
* Helper function to copy an `RNG` object.
|
|
14
14
|
*
|
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15
15
|
* @param rng The RNG object to copy. In the case of deserialization, this will actually be a Lua
|
|
16
|
-
*
|
|
16
|
+
* table instead of an instantiated RNG class.
|
|
17
17
|
* @param serializationType Default is `SerializationType.NONE`.
|
|
18
18
|
*/
|
|
19
19
|
export declare function copyRNG<R extends RNG | SerializedRNG, S extends SerializationType>(rng: R, serializationType: S): CopyRNGReturn[S];
|
|
@@ -41,8 +41,9 @@ export declare function getRoomTypeName(roomType: RoomType): string;
|
|
|
41
41
|
* the list.
|
|
42
42
|
*
|
|
43
43
|
* @param includeExtraDimensionalRooms Optional. On some floors (e.g. Downpour 2, Mines 2),
|
|
44
|
-
*
|
|
45
|
-
* `RoomList`. Default is
|
|
44
|
+
* extra-dimensional rooms are automatically be generated and
|
|
45
|
+
* can be seen when you iterate over the `RoomList`. Default is
|
|
46
|
+
* false.
|
|
46
47
|
*/
|
|
47
48
|
export declare function getRooms(includeExtraDimensionalRooms?: boolean): RoomDescriptor[];
|
|
48
49
|
/**
|
|
@@ -113,8 +114,8 @@ export declare function inStartingRoom(): boolean;
|
|
|
113
114
|
* This function will only check rooms in the current dimension.
|
|
114
115
|
*
|
|
115
116
|
* @param onlyCheckRoomTypes Optional. A whitelist of room types. If specified, room types not in
|
|
116
|
-
*
|
|
117
|
-
* default.
|
|
117
|
+
* the array will be ignored. If not specified, then all rooms will be
|
|
118
|
+
* checked. Undefined by default.
|
|
118
119
|
*/
|
|
119
120
|
export declare function isAllRoomsClear(onlyCheckRoomTypes?: RoomType[]): boolean;
|
|
120
121
|
export declare function isDoorSlotValidAtGridIndex(doorSlot: DoorSlot, roomGridIndex: int): boolean;
|
package/dist/functions/set.d.ts
CHANGED
|
@@ -26,7 +26,7 @@ export declare function deleteSetsFromSet<T>(mainSet: Set<T>, ...setsToRemove: A
|
|
|
26
26
|
*
|
|
27
27
|
* @param set The set to get an element from.
|
|
28
28
|
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
|
|
29
|
-
*
|
|
29
|
+
* `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
30
30
|
* @param exceptions Optional. An array of elements to skip over if selected.
|
|
31
31
|
*/
|
|
32
32
|
export declare function getRandomSetElement<T>(set: Set<T> | ReadonlySet<T>, seedOrRNG?: Seed | RNG, exceptions?: T[] | readonly T[]): T;
|
|
@@ -8,11 +8,11 @@ import { CollectibleType } from "isaac-typescript-definitions";
|
|
|
8
8
|
* @param collectibleType The collectible type to spawn.
|
|
9
9
|
* @param position The position to spawn the collectible at.
|
|
10
10
|
* @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
|
|
11
|
-
*
|
|
11
|
+
* `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
12
12
|
* @param options Optional. Set to true to make the collectible a "There's Options" style
|
|
13
|
-
*
|
|
13
|
+
* collectible. Default is false.
|
|
14
14
|
* @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
|
|
15
|
-
*
|
|
15
|
+
* Tainted Keeper. Default is false.
|
|
16
16
|
*/
|
|
17
17
|
export declare function spawnCollectible(collectibleType: CollectibleType | int, position: Vector, seedOrRNG?: Seed | RNG, options?: boolean, forceFreeItem?: boolean): EntityPickup;
|
|
18
18
|
/**
|
|
@@ -25,6 +25,6 @@ export declare function spawnCollectible(collectibleType: CollectibleType | int,
|
|
|
25
25
|
*
|
|
26
26
|
* @param position The position to spawn the empty collectible at.
|
|
27
27
|
* @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
|
|
28
|
-
*
|
|
28
|
+
* `RNG.Next` method will be called. Default is `getRandomSeed()`.
|
|
29
29
|
*/
|
|
30
30
|
export declare function spawnEmptyCollectible(position: Vector, seedOrRNG?: Seed | RNG): EntityPickup;
|
|
@@ -17,7 +17,8 @@ export declare function getPlayerTransformations(player: EntityPlayer): Set<Play
|
|
|
17
17
|
/**
|
|
18
18
|
* Helper function to get a transformation name from a PlayerForm enum.
|
|
19
19
|
*
|
|
20
|
-
*
|
|
20
|
+
* For example:
|
|
21
|
+
*
|
|
21
22
|
* ```ts
|
|
22
23
|
* const transformationName = getTransformationName(PlayerForm.LORD_OF_THE_FLIES);
|
|
23
24
|
* // transformationName is "Beelzebub"
|
|
@@ -14,7 +14,7 @@ export declare function giveTrinketsBack(player: EntityPlayer, trinketSituation:
|
|
|
14
14
|
* @param player The player to smelt the trinkets to.
|
|
15
15
|
* @param trinketType The trinket type to smelt.
|
|
16
16
|
* @param numTrinkets Optional. If specified, will smelt the given number of trinkets. Use this to
|
|
17
|
-
*
|
|
17
|
+
* avoid calling this function multiple times. Default is 1.
|
|
18
18
|
*/
|
|
19
19
|
export declare function smeltTrinket(player: EntityPlayer, trinketType: TrinketType | int, numTrinkets?: number): void;
|
|
20
20
|
/**
|
|
@@ -9,7 +9,8 @@ export declare function getGoldenTrinketType(trinketType: TrinketType | int): Tr
|
|
|
9
9
|
/**
|
|
10
10
|
* Returns the slot number corresponding to where a trinket can be safely inserted.
|
|
11
11
|
*
|
|
12
|
-
*
|
|
12
|
+
* For example:
|
|
13
|
+
*
|
|
13
14
|
* ```ts
|
|
14
15
|
* const player = Isaac.GetPlayer();
|
|
15
16
|
* const trinketSlot = getOpenTrinketSlotNum(player);
|
|
@@ -29,7 +30,8 @@ export declare function getTrinketDescription(trinketType: TrinketType | int): s
|
|
|
29
30
|
* Helper function to get the name of a trinket. Returns "Unknown" if the provided trinket type is
|
|
30
31
|
* not valid.
|
|
31
32
|
*
|
|
32
|
-
*
|
|
33
|
+
* For example:
|
|
34
|
+
*
|
|
33
35
|
* ```ts
|
|
34
36
|
* const trinketType = TrinketType.SWALLOWED_PENNY;
|
|
35
37
|
* const trinketName = getTrinketName(trinketType); // trinketName is "Swallowed Penny"
|
|
@@ -53,8 +55,9 @@ export declare function isGoldenTrinket(trinketType: TrinketType | int): boolean
|
|
|
53
55
|
*
|
|
54
56
|
* @param trinket The trinket whose sprite you want to modify.
|
|
55
57
|
* @param pngPath Equal to either the spritesheet path to load (e.g.
|
|
56
|
-
*
|
|
57
|
-
* will be removed, making it appear like the collectible has
|
|
58
|
+
* "gfx/items/collectibles/collectibles_001_thesadonion.png") or undefined. If
|
|
59
|
+
* undefined, the sprite will be removed, making it appear like the collectible has
|
|
60
|
+
* already been taken by the player.
|
|
58
61
|
*/
|
|
59
62
|
export declare function setTrinketSprite(trinket: EntityPickup, pngPath: string | undefined): void;
|
|
60
63
|
export declare function trinketHasCacheFlag(trinketType: TrinketType | int, cacheFlag: CacheFlag): boolean;
|
package/dist/functions/ui.d.ts
CHANGED
|
@@ -6,8 +6,8 @@
|
|
|
6
6
|
* offset setting so that mods can render UI elements to the screen in the correct position.
|
|
7
7
|
*
|
|
8
8
|
* @returns If the user does not have Mod Config Menu enabled, or does not have this option set,
|
|
9
|
-
*
|
|
10
|
-
* a HUD offset that should be added to the position of a UI element.
|
|
9
|
+
* then this function will return `Vector.Zero.` Otherwise, it will return a Vector that
|
|
10
|
+
* represents a HUD offset that should be added to the position of a UI element.
|
|
11
11
|
*/
|
|
12
12
|
export declare function getHUDOffsetVector(): Vector;
|
|
13
13
|
/**
|
|
@@ -4,7 +4,8 @@
|
|
|
4
4
|
*
|
|
5
5
|
* Very useful to be future-safe against people adding values to a type or an enum.
|
|
6
6
|
*
|
|
7
|
-
*
|
|
7
|
+
* For example:
|
|
8
|
+
*
|
|
8
9
|
* ```ts
|
|
9
10
|
* enum Situation {
|
|
10
11
|
* ONE,
|
|
@@ -80,7 +81,8 @@ export declare function printEnabled(enabled: boolean, description: string): voi
|
|
|
80
81
|
/**
|
|
81
82
|
* Helper function to repeat code N times. This is faster to type and cleaner than using a for loop.
|
|
82
83
|
*
|
|
83
|
-
*
|
|
84
|
+
* For example:
|
|
85
|
+
*
|
|
84
86
|
* ```ts
|
|
85
87
|
* const player = Isaac.GetPlayer();
|
|
86
88
|
* repeat(10, () => {
|
|
@@ -13,7 +13,7 @@ interface CopyVectorReturn {
|
|
|
13
13
|
* Helper function to copy a `Vector` object.
|
|
14
14
|
*
|
|
15
15
|
* @param vector The vector to copy. In the case of deserialization, this will actually be a Lua
|
|
16
|
-
*
|
|
16
|
+
* table instead of an instantiated Vector class.
|
|
17
17
|
* @param serializationType Default is `SerializationType.NONE`.
|
|
18
18
|
*/
|
|
19
19
|
export declare function copyVector<V extends Vector | SerializedVector, S extends SerializationType>(vector: V, serializationType: S): CopyVectorReturn[S];
|
|
@@ -3,7 +3,8 @@
|
|
|
3
3
|
* PlayerIndex is a specific type of string; see the documentation for the [[`getPlayerIndex`]]
|
|
4
4
|
* function. Mods can signify that data structures handle `EntityPlayer` by using this type.
|
|
5
5
|
*
|
|
6
|
-
*
|
|
6
|
+
* For example:
|
|
7
|
+
*
|
|
7
8
|
* ```ts
|
|
8
9
|
* const playersNameMap = new Map<PlayerIndex, string>();
|
|
9
10
|
* ```
|
package/dist/upgradeMod.d.ts
CHANGED
|
@@ -3,7 +3,8 @@ import { ModUpgraded } from "./classes/ModUpgraded";
|
|
|
3
3
|
/**
|
|
4
4
|
* Use this function to enable the custom features and callbacks provided by `isaacscript-common`.
|
|
5
5
|
*
|
|
6
|
-
*
|
|
6
|
+
* For example:
|
|
7
|
+
*
|
|
7
8
|
* ```ts
|
|
8
9
|
* const modVanilla = RegisterMod("My Mod", 1);
|
|
9
10
|
* const mod = upgradeMod(modVanilla);
|
|
@@ -15,9 +16,6 @@ import { ModUpgraded } from "./classes/ModUpgraded";
|
|
|
15
16
|
* mod.AddCallbackCustom(ModCallbackCustom.POST_ITEM_PICKUP, postItemPickup);
|
|
16
17
|
* ```
|
|
17
18
|
*
|
|
18
|
-
* For a list of all custom callbacks, check out the
|
|
19
|
-
* [Function Signatures](https://isaacscript.github.io/docs/function-signatures#custom-callbacks).
|
|
20
|
-
*
|
|
21
19
|
* @param modVanilla The mod object returned by the `RegisterMod` function.
|
|
22
20
|
* @returns The upgraded mod object.
|
|
23
21
|
*/
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "isaacscript-common",
|
|
3
|
-
"version": "2.0.
|
|
3
|
+
"version": "2.0.12",
|
|
4
4
|
"description": "Helper functions for IsaacScript mods",
|
|
5
5
|
"keywords": [
|
|
6
6
|
"isaac",
|
|
@@ -28,9 +28,10 @@
|
|
|
28
28
|
"isaac-typescript-definitions": "^2.0.14"
|
|
29
29
|
},
|
|
30
30
|
"devDependencies": {
|
|
31
|
-
"isaacscript-lint": "^1.0.
|
|
31
|
+
"isaacscript-lint": "^1.0.150",
|
|
32
32
|
"isaacscript-spell": "^1.0.3",
|
|
33
33
|
"isaacscript-tsconfig": "^1.1.16",
|
|
34
|
+
"npm-check-updates": "^13.0.1",
|
|
34
35
|
"ts-node": "^10.7.0",
|
|
35
36
|
"typedoc": "^0.22.15",
|
|
36
37
|
"typescript": "^4.6.4",
|