isaacscript-common 30.4.0 → 30.4.2
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.rollup.d.ts +31 -21
- package/dist/isaacscript-common.lua +57 -52
- package/dist/lualib_bundle.lua +15 -0
- package/dist/src/classes/features/callbackLogic/CustomGridEntities.d.ts +4 -4
- package/dist/src/classes/features/callbackLogic/CustomGridEntities.d.ts.map +1 -1
- package/dist/src/classes/features/callbackLogic/CustomGridEntities.lua +1 -1
- package/dist/src/classes/features/other/PressInput.d.ts.map +1 -1
- package/dist/src/classes/features/other/PressInput.lua +7 -8
- package/dist/src/classes/features/other/StageHistory.d.ts +2 -4
- package/dist/src/classes/features/other/StageHistory.d.ts.map +1 -1
- package/dist/src/classes/features/other/StageHistory.lua +3 -13
- package/dist/src/functions/levelGrid.d.ts +20 -13
- package/dist/src/functions/levelGrid.d.ts.map +1 -1
- package/dist/src/functions/levelGrid.lua +7 -5
- package/dist/src/functions/playerHealth.d.ts.map +1 -1
- package/dist/src/functions/playerHealth.lua +19 -24
- package/dist/src/indexLua.d.ts +185 -0
- package/dist/src/indexLua.d.ts.map +1 -0
- package/dist/src/indexLua.lua +1114 -0
- package/dist/src/interfaces/StageHistoryEntry.d.ts +7 -0
- package/dist/src/interfaces/StageHistoryEntry.d.ts.map +1 -0
- package/dist/src/interfaces/StageHistoryEntry.lua +2 -0
- package/package.json +1 -1
- package/src/classes/features/callbackLogic/CustomGridEntities.ts +9 -5
- package/src/classes/features/other/PressInput.ts +10 -8
- package/src/classes/features/other/StageHistory.ts +8 -8
- package/src/functions/levelGrid.ts +45 -20
- package/src/functions/playerHealth.ts +29 -22
- package/src/interfaces/StageHistoryEntry.ts +7 -0
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@@ -0,0 +1,7 @@
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import { LevelStage, StageType } from "isaac-typescript-definitions";
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/** This is used by the `StageHistory` feature. */
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export interface StageHistoryEntry {
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readonly stage: LevelStage;
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readonly stageType: StageType;
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}
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//# sourceMappingURL=StageHistoryEntry.d.ts.map
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@@ -0,0 +1 @@
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{"version":3,"file":"StageHistoryEntry.d.ts","sourceRoot":"","sources":["../../../src/interfaces/StageHistoryEntry.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,8BAA8B,CAAC;AAErE,kDAAkD;AAClD,MAAM,WAAW,iBAAiB;IAChC,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAC;IAC3B,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC;CAC/B"}
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package/package.json
CHANGED
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@@ -351,9 +351,10 @@ export class CustomGridEntities extends Feature {
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* `ISCFeature.CUSTOM_GRID_ENTITIES`.
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*/
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@Exported
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public getCustomGridEntities(): Array<
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-
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public getCustomGridEntities(): Array<{
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gridEntity: GridEntity;
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data: GridEntityCustomData;
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}> {
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const roomListIndex = getRoomListIndex();
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const roomCustomGridEntities =
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v.level.customGridEntities.get(roomListIndex);
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@@ -362,11 +363,14 @@ export class CustomGridEntities extends Feature {
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}
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const room = game.GetRoom();
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const customGridEntities: Array<
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const customGridEntities: Array<{
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gridEntity: GridEntity;
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data: GridEntityCustomData;
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}> = [];
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for (const [gridIndex, data] of roomCustomGridEntities) {
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const gridEntity = room.GetGridEntity(gridIndex);
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if (gridEntity !== undefined) {
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customGridEntities.push(
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customGridEntities.push({ gridEntity, data });
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}
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}
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@@ -10,7 +10,10 @@ import { Feature } from "../../private/Feature";
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const v = {
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run: {
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-
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buttonActionPairs: [] as Array<{
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playerIndex: PlayerIndex;
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buttonAction: ButtonAction;
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}>,
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},
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};
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@@ -50,16 +53,15 @@ export class PressInput extends Feature {
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const playerIndex = getPlayerIndex(player);
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for (let i = v.run.
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for (let i = v.run.buttonActionPairs.length - 1; i >= 0; i--) {
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// eslint-disable-next-line @typescript-eslint/no-non-null-assertion
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const
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const [tuplePlayerIndex, tupleButtonAction] = tuple;
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const pair = v.run.buttonActionPairs[i]!;
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if (
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-
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pair.playerIndex === playerIndex &&
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pair.buttonAction === buttonAction
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) {
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v.run.
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v.run.buttonActionPairs.splice(i);
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return true;
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}
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}
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@@ -77,6 +79,6 @@ export class PressInput extends Feature {
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@Exported
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public pressInput(player: EntityPlayer, buttonAction: ButtonAction): void {
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const playerIndex = getPlayerIndex(player);
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v.run.
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v.run.buttonActionPairs.push({ playerIndex, buttonAction });
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}
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}
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@@ -12,11 +12,12 @@ import {
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onRepentanceStage,
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} from "../../../functions/stage";
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import { asNumber } from "../../../functions/types";
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import { StageHistoryEntry } from "../../../interfaces/StageHistoryEntry";
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import { Feature } from "../../private/Feature";
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const v = {
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run: {
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stageHistory: [] as
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stageHistory: [] as StageHistoryEntry[],
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},
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};
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@@ -39,7 +40,7 @@ export class StageHistory extends Feature {
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const stage = level.GetStage();
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const stageType = level.GetStageType();
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v.run.stageHistory.push(
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v.run.stageHistory.push({ stage, stageType });
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};
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/**
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@@ -296,9 +297,7 @@ export class StageHistory extends Feature {
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* In order to use this function, you must upgrade your mod with `ISCFeature.STAGE_HISTORY`.
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*/
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@Exported
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public getStageHistory():
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[stage: LevelStage, stageType: StageType]
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> {
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public getStageHistory(): readonly StageHistoryEntry[] {
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return v.run.stageHistory;
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}
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@@ -316,13 +315,14 @@ export class StageHistory extends Feature {
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public hasVisitedStage(stage: LevelStage, stageType?: StageType): boolean {
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if (stageType === undefined) {
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return v.run.stageHistory.some(
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(
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(stageHistoryEntry) => stageHistoryEntry.stage === stage,
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);
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}
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return v.run.stageHistory.some(
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(
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(stageHistoryEntry) =>
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stageHistoryEntry.stage === stage &&
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stageHistoryEntry.stageType === stageType,
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);
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}
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}
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@@ -53,7 +53,9 @@ const ADJACENT_ROOM_GRID_INDEX_DELTAS = [LEFT, UP, RIGHT, DOWN] as const;
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* This is just a filtering of the results of the `getAdjacentExistingRoomGridIndexes` function. See
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* that function for more information.
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*/
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export function getAdjacentExistingRoomGridIndexes(
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export function getAdjacentExistingRoomGridIndexes(
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roomGridIndex?: int,
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): readonly int[] {
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const adjacentRoomGridIndexes = getAdjacentRoomGridIndexes(roomGridIndex);
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return adjacentRoomGridIndexes.filter(
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(adjacentRoomGridIndex) => getRoomData(adjacentRoomGridIndex) !== undefined,
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*/
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export function getAdjacentNonExistingRoomGridIndexes(
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roomGridIndex?: int,
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): int[] {
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): readonly int[] {
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const adjacentRoomGridIndexes = getAdjacentRoomGridIndexes(roomGridIndex);
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return adjacentRoomGridIndexes.filter(
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*
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*/
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export function getAdjacentRoomGridIndexes(
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export function getAdjacentRoomGridIndexes(
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roomGridIndex?: int,
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): readonly int[] {
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const roomGridIndexToUse =
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}
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/** Helper function to get the room safe grid index for every room on the entire floor. */
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export function getAllRoomGridIndexes(): int[] {
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export function getAllRoomGridIndexes(): readonly int[] {
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const rooms = getRooms();
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return rooms.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
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}
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* undefined.
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*/
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export function getNewRoomCandidate(
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export function getNewRoomCandidate(seedOrRNG: Seed | RNG = getRandomSeed()):
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readonly adjacentRoomGridIndex: int;
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readonly doorSlot: DoorSlot;
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readonly newRoomGridIndex: int;
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}
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const newRoomCandidatesForLevel = getNewRoomCandidatesForLevel();
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if (newRoomCandidatesForLevel.length === 0) {
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*/
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export function getNewRoomCandidatesBesideRoom(
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roomGridIndex?: int,
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):
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): ReadonlyArray<{ readonly doorSlot: DoorSlot; readonly roomGridIndex: int }> {
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const roomDescriptor = getRoomDescriptor(roomGridIndex);
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// First, handle the case of rooms outside of the grid, which obviously cannot have any possible
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roomData.Shape,
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);
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const roomCandidates: Array<
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const roomCandidates: Array<{
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readonly doorSlot: DoorSlot;
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readonly roomGridIndex: int;
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}> = [];
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for (const [doorSlot, adjacentRoomGridIndex] of doorSlotToRoomGridIndexes) {
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continue;
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}
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roomCandidates.push(
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roomCandidates.push({
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roomGridIndex: adjacentRoomGridIndex,
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});
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}
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*/
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export function getNewRoomCandidatesForLevel():
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export function getNewRoomCandidatesForLevel(): ReadonlyArray<{
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readonly adjacentRoomGridIndex: int;
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readonly doorSlot: DoorSlot;
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readonly newRoomGridIndex: int;
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}> {
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// We want to iterate over every room on the floor and search for potential new room spots.
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room.Data.Subtype !== asNumber(MinesRoomSubType.MINESHAFT_ENTRANCE),
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);
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const newRoomCandidates: Array<
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const newRoomCandidates: Array<{
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readonly adjacentRoomGridIndex: int;
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readonly doorSlot: DoorSlot;
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readonly newRoomGridIndex: int;
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}> = [];
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for (const room of normalRooms) {
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const newRoomCandidatesBesideRoom = getNewRoomCandidatesBesideRoom(
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room.SafeGridIndex,
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);
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for (const
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newRoomCandidates.push(
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for (const { doorSlot, roomGridIndex } of newRoomCandidatesBesideRoom) {
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newRoomCandidates.push({
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adjacentRoomGridIndex: room.SafeGridIndex,
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doorSlot,
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newRoomGridIndex: roomGridIndex,
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});
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}
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}
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* This function is variadic, meaning that you can specify N arguments to get the combined grid
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* indexes for N room types.
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*/
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export function getRoomGridIndexesForType(
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export function getRoomGridIndexesForType(
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...roomTypes: RoomType[]
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): readonly int[] {
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const roomDescriptors = getRoomDescriptorsForType(...roomTypes);
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return roomDescriptors.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
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}
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if (newRoomCandidate === undefined) {
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return undefined;
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}
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const
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const { adjacentRoomGridIndex, doorSlot, newRoomGridIndex } =
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newRoomCandidate;
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level.MakeRedRoomDoor(adjacentRoomGridIndex, doorSlot);
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* - The bottom-left grid index of 156 is equal to coordinates of: (0, 12)
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* - The bottom-right grid index of 168 is equal to coordinates of: (12, 12)
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*/
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export function roomGridIndexToVector(roomGridIndex: int): Vector {
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export function roomGridIndexToVector(roomGridIndex: int): Readonly<Vector> {
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const x = roomGridIndex % LEVEL_GRID_ROW_WIDTH;
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const y = Math.floor(roomGridIndex / LEVEL_GRID_ROW_WIDTH);
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5
5
|
PlayerType,
|
|
6
6
|
TrinketType,
|
|
7
7
|
} from "isaac-typescript-definitions";
|
|
8
|
-
import { ACTIVE_SLOT_VALUES } from "../arrays/cachedEnumValues";
|
|
9
8
|
import { MAX_PLAYER_HEART_CONTAINERS } from "../core/constants";
|
|
10
9
|
import { HealthType } from "../enums/HealthType";
|
|
11
10
|
import { PlayerHealth, SoulHeartType } from "../interfaces/PlayerHealth";
|
|
12
11
|
import { countSetBits, getKBitOfN, getNumBitsOfN } from "./bitwise";
|
|
13
12
|
import { getCharacterMaxHeartContainers } from "./characters";
|
|
14
13
|
import { getTotalCharge } from "./charge";
|
|
15
|
-
import {
|
|
14
|
+
import {
|
|
15
|
+
getActiveItemSlots,
|
|
16
|
+
isCharacter,
|
|
17
|
+
isKeeper,
|
|
18
|
+
setActiveItem,
|
|
19
|
+
} from "./players";
|
|
16
20
|
import { repeat } from "./utils";
|
|
17
21
|
|
|
18
22
|
export function addPlayerHealthType(
|
|
@@ -543,21 +547,24 @@ export function setPlayerHealth(
|
|
|
543
547
|
const character = player.GetPlayerType();
|
|
544
548
|
const subPlayer = player.GetSubPlayer();
|
|
545
549
|
|
|
546
|
-
|
|
547
|
-
|
|
548
|
-
|
|
549
|
-
|
|
550
|
-
|
|
551
|
-
|
|
552
|
-
|
|
553
|
-
|
|
554
|
-
|
|
555
|
-
|
|
556
|
-
|
|
557
|
-
|
|
558
|
-
|
|
550
|
+
// Before we add or remove any health, we have to take away Alabaster Box, if present. (Removing
|
|
551
|
+
// soul hearts from the player will remove Alabaster Box charges.)
|
|
552
|
+
const alabasterBoxDescriptions: Array<{
|
|
553
|
+
activeSlot: ActiveSlot;
|
|
554
|
+
totalCharge: int;
|
|
555
|
+
}> = [];
|
|
556
|
+
const alabasterBoxActiveSlots = getActiveItemSlots(
|
|
557
|
+
player,
|
|
558
|
+
CollectibleType.ALABASTER_BOX,
|
|
559
|
+
);
|
|
560
|
+
for (const activeSlot of alabasterBoxActiveSlots) {
|
|
561
|
+
const totalCharge = getTotalCharge(player, activeSlot);
|
|
562
|
+
setActiveItem(player, CollectibleType.NULL, activeSlot);
|
|
563
|
+
alabasterBoxDescriptions.push({ activeSlot, totalCharge });
|
|
559
564
|
}
|
|
560
565
|
|
|
566
|
+
removeAllPlayerHealth(player);
|
|
567
|
+
|
|
561
568
|
// Add the red heart containers.
|
|
562
569
|
if (character === PlayerType.SOUL && subPlayer !== undefined) {
|
|
563
570
|
// Adding health to The Soul is a special case.
|
|
@@ -608,14 +615,14 @@ export function setPlayerHealth(
|
|
|
608
615
|
/**
|
|
609
616
|
* Fill in the red heart containers.
|
|
610
617
|
*
|
|
611
|
-
*
|
|
612
|
-
* with half red hearts.
|
|
618
|
+
* Rotten Hearts must be filled in first in order for this to work properly, since they conflict
|
|
619
|
+
* with half red hearts.
|
|
613
620
|
*
|
|
614
|
-
*
|
|
615
|
-
*
|
|
616
|
-
*
|
|
621
|
+
* We multiply by two because the `EntityPlayer.GetRottenHearts` function returns the actual
|
|
622
|
+
* number of rotten hearts, but the `EntityPlayer.AddRottenHearts` works like the other heart
|
|
623
|
+
* functions in that a value of 1 is equivalent to a half-heart.
|
|
617
624
|
*/
|
|
618
|
-
player.AddRottenHearts(playerHealth.rottenHearts);
|
|
625
|
+
player.AddRottenHearts(playerHealth.rottenHearts * 2);
|
|
619
626
|
|
|
620
627
|
if (character === PlayerType.MAGDALENE_B) {
|
|
621
628
|
// Adding 1 heart to Tainted Magdalene will actually add two hearts.
|
|
@@ -649,7 +656,7 @@ export function setPlayerHealth(
|
|
|
649
656
|
}
|
|
650
657
|
|
|
651
658
|
// Re-add the Alabaster Box, if present.
|
|
652
|
-
for (const
|
|
659
|
+
for (const { activeSlot, totalCharge } of alabasterBoxDescriptions) {
|
|
653
660
|
setActiveItem(
|
|
654
661
|
player,
|
|
655
662
|
CollectibleType.ALABASTER_BOX,
|