isaacscript-common 30.4.1 → 30.4.2

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@@ -1844,10 +1844,10 @@ declare class CustomGridEntities extends Feature {
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  * In order to use this function, you must upgrade your mod with
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  * `ISCFeature.CUSTOM_GRID_ENTITIES`.
1846
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  */
1847
- getCustomGridEntities(): Array<[
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- gridEntity: GridEntity,
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- data: GridEntityCustomData
1850
- ]>;
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+ getCustomGridEntities(): Array<{
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+ gridEntity: GridEntity;
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+ data: GridEntityCustomData;
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+ }>;
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  /**
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  * Helper function to get the custom `GridEntityType` from a `GridEntity` or grid index. Returns
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  * undefined if the provided `GridEntity` is not a custom grid entity, or if there was not a grid
@@ -4279,7 +4279,7 @@ export declare function getActivePocketItemSlot(player: EntityPlayer): PocketIte
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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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  */
4282
- export declare function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int): int[];
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+ export declare function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int): readonly int[];
4283
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4284
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  /**
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  * Helper function to get only the adjacent room grid indexes that do not exist (i.e. do not have
@@ -4288,7 +4288,7 @@ export declare function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int):
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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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  */
4291
- export declare function getAdjacentNonExistingRoomGridIndexes(roomGridIndex?: int): int[];
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+ export declare function getAdjacentNonExistingRoomGridIndexes(roomGridIndex?: int): readonly int[];
4292
4292
 
4293
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  /**
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  * Helper function to get all of the room grid indexes that are adjacent to a given room grid index
@@ -4305,7 +4305,7 @@ export declare function getAdjacentNonExistingRoomGridIndexes(roomGridIndex?: in
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  *
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  * @param roomGridIndex Optional. Default is the current room index.
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  */
4308
- export declare function getAdjacentRoomGridIndexes(roomGridIndex?: int): int[];
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+ export declare function getAdjacentRoomGridIndexes(roomGridIndex?: int): readonly int[];
4309
4309
 
4310
4310
  /**
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  * Helper function to get all of the non-dead bosses in the room.
@@ -4382,7 +4382,7 @@ export declare function getAllPillColors(): PillColor[];
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  export declare function getAllPlayers(): EntityPlayer[];
4383
4383
 
4384
4384
  /** Helper function to get the room safe grid index for every room on the entire floor. */
4385
- export declare function getAllRoomGridIndexes(): int[];
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+ export declare function getAllRoomGridIndexes(): readonly int[];
4386
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4387
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  /**
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  * Helper function to get the corresponding ambush type for the current room. Returns undefined if
@@ -5488,7 +5488,11 @@ export declare function getNewGlobals(): ReadonlyArray<[AnyNotNil, unknown]>;
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  * @returns Either a tuple of adjacent room grid index, `DoorSlot`, and new room grid index, or
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  * undefined.
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  */
5491
- export declare function getNewRoomCandidate(seedOrRNG?: Seed | RNG): [adjacentRoomGridIndex: int, doorSlot: DoorSlot, newRoomGridIndex: int] | undefined;
5491
+ export declare function getNewRoomCandidate(seedOrRNG?: Seed | RNG): {
5492
+ readonly adjacentRoomGridIndex: int;
5493
+ readonly doorSlot: DoorSlot;
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+ readonly newRoomGridIndex: int;
5495
+ } | undefined;
5492
5496
 
5493
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  /**
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  * Helper function to iterate through the possible doors for a room and see if any of them would be
@@ -5498,7 +5502,10 @@ export declare function getNewRoomCandidate(seedOrRNG?: Seed | RNG): [adjacentRo
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  * @param roomGridIndex Optional. Default is the current room index.
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  * @returns A array of tuples of `DoorSlot` and room grid index.
5500
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  */
5501
- export declare function getNewRoomCandidatesBesideRoom(roomGridIndex?: int): Array<[doorSlot: DoorSlot, roomGridIndex: int]>;
5505
+ export declare function getNewRoomCandidatesBesideRoom(roomGridIndex?: int): ReadonlyArray<{
5506
+ readonly doorSlot: DoorSlot;
5507
+ readonly roomGridIndex: int;
5508
+ }>;
5502
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5503
5510
  /**
5504
5511
  * Helper function to search through all of the rooms on the floor for a spot to insert a brand new
@@ -5507,11 +5514,11 @@ export declare function getNewRoomCandidatesBesideRoom(roomGridIndex?: int): Arr
5507
5514
  * @returns A array of tuples containing the adjacent room grid index, the `DoorSlot`, and the new
5508
5515
  * room grid index.
5509
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  */
5510
- export declare function getNewRoomCandidatesForLevel(): Array<[
5511
- adjacentRoomGridIndex: int,
5512
- doorSlot: DoorSlot,
5513
- newRoomGridIndex: int
5514
- ]>;
5517
+ export declare function getNewRoomCandidatesForLevel(): ReadonlyArray<{
5518
+ readonly adjacentRoomGridIndex: int;
5519
+ readonly doorSlot: DoorSlot;
5520
+ readonly newRoomGridIndex: int;
5521
+ }>;
5515
5522
 
5516
5523
  /**
5517
5524
  * Helper function to get the stage that a trapdoor or heaven door would take the player to, based
@@ -6356,7 +6363,7 @@ export declare function getRoomGridIndex(): int;
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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.
6358
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  */
6359
- export declare function getRoomGridIndexesForType(...roomTypes: RoomType[]): int[];
6366
+ export declare function getRoomGridIndexesForType(...roomTypes: RoomType[]): readonly int[];
6360
6367
 
6361
6368
  /**
6362
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  * Helper function to get the item pool type for the current room. For example, this returns
@@ -14483,7 +14490,7 @@ export declare function roomExists(roomGridIndex: int): boolean;
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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)
14485
14492
  */
14486
- export declare function roomGridIndexToVector(roomGridIndex: int): Vector;
14493
+ export declare function roomGridIndexToVector(roomGridIndex: int): Readonly<Vector>;
14487
14494
 
14488
14495
  declare class RoomHistory extends Feature {
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  private postNewRoomEarly;
@@ -16200,10 +16207,7 @@ declare class StageHistory extends Feature {
16200
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  *
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  * In order to use this function, you must upgrade your mod with `ISCFeature.STAGE_HISTORY`.
16202
16209
  */
16203
- getStageHistory(): ReadonlyArray<[
16204
- stage: LevelStage,
16205
- stageType: StageType
16206
- ]>;
16210
+ getStageHistory(): readonly StageHistoryEntry[];
16207
16211
  /**
16208
16212
  * Helper function to check if a player has previous visited a particular stage (or stage + stage
16209
16213
  * type combination) on this run.
@@ -16217,6 +16221,12 @@ declare class StageHistory extends Feature {
16217
16221
  hasVisitedStage(stage: LevelStage, stageType?: StageType): boolean;
16218
16222
  }
16219
16223
 
16224
+ /** This is used by the `StageHistory` feature. */
16225
+ declare interface StageHistoryEntry {
16226
+ readonly stage: LevelStage;
16227
+ readonly stageType: StageType;
16228
+ }
16229
+
16220
16230
  /**
16221
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  * Helper function to convert a numerical `StageType` into the letter suffix supplied to the "stage"
16222
16232
  * console command. For example, `StageType.REPENTANCE` is the stage type for Downpour, and the
@@ -1,6 +1,6 @@
1
1
  --[[
2
2
 
3
- isaacscript-common 30.4.1
3
+ isaacscript-common 30.4.2
4
4
 
5
5
  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
6
6
 
@@ -1491,6 +1491,20 @@ do
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1491
  end
1492
1492
  end
1493
1493
 
1494
+ local function __TS__NumberToFixed(self, fractionDigits)
1495
+ if math.abs(self) >= 1e+21 or self ~= self then
1496
+ return tostring(self)
1497
+ end
1498
+ local f = math.floor(fractionDigits or 0)
1499
+ if f < 0 or f > 99 then
1500
+ error("toFixed() digits argument must be between 0 and 99", 0)
1501
+ end
1502
+ return string.format(
1503
+ ("%." .. tostring(f)) .. "f",
1504
+ self
1505
+ )
1506
+ end
1507
+
1494
1508
  local function __TS__ObjectDefineProperty(target, key, desc)
1495
1509
  local luaKey = type(key) == "number" and key + 1 or key
1496
1510
  local value = rawget(target, luaKey)
@@ -2463,6 +2477,7 @@ return {
2463
2477
  __TS__NumberIsFinite = __TS__NumberIsFinite,
2464
2478
  __TS__NumberIsNaN = __TS__NumberIsNaN,
2465
2479
  __TS__NumberToString = __TS__NumberToString,
2480
+ __TS__NumberToFixed = __TS__NumberToFixed,
2466
2481
  __TS__ObjectAssign = __TS__ObjectAssign,
2467
2482
  __TS__ObjectDefineProperty = __TS__ObjectDefineProperty,
2468
2483
  __TS__ObjectEntries = __TS__ObjectEntries,
@@ -27924,8 +27939,6 @@ local CollectibleType = ____isaac_2Dtypescript_2Ddefinitions.CollectibleType
27924
27939
  local HeartSubType = ____isaac_2Dtypescript_2Ddefinitions.HeartSubType
27925
27940
  local PlayerType = ____isaac_2Dtypescript_2Ddefinitions.PlayerType
27926
27941
  local TrinketType = ____isaac_2Dtypescript_2Ddefinitions.TrinketType
27927
- local ____cachedEnumValues = require("src.arrays.cachedEnumValues")
27928
- local ACTIVE_SLOT_VALUES = ____cachedEnumValues.ACTIVE_SLOT_VALUES
27929
27942
  local ____constants = require("src.core.constants")
27930
27943
  local MAX_PLAYER_HEART_CONTAINERS = ____constants.MAX_PLAYER_HEART_CONTAINERS
27931
27944
  local ____HealthType = require("src.enums.HealthType")
@@ -27939,6 +27952,7 @@ local getCharacterMaxHeartContainers = ____characters.getCharacterMaxHeartContai
27939
27952
  local ____charge = require("src.functions.charge")
27940
27953
  local getTotalCharge = ____charge.getTotalCharge
27941
27954
  local ____players = require("src.functions.players")
27955
+ local getActiveItemSlots = ____players.getActiveItemSlots
27942
27956
  local isCharacter = ____players.isCharacter
27943
27957
  local isKeeper = ____players.isKeeper
27944
27958
  local setActiveItem = ____players.setActiveItem
@@ -27997,18 +28011,14 @@ end
27997
28011
  function ____exports.setPlayerHealth(self, player, playerHealth)
27998
28012
  local character = player:GetPlayerType()
27999
28013
  local subPlayer = player:GetSubPlayer()
28000
- ____exports.removeAllPlayerHealth(nil, player)
28001
- local alabasterBoxes = {}
28002
- if player:HasCollectible(CollectibleType.ALABASTER_BOX) then
28003
- for ____, activeSlot in ipairs(ACTIVE_SLOT_VALUES) do
28004
- local activeItem = player:GetActiveItem()
28005
- if activeItem == CollectibleType.ALABASTER_BOX then
28006
- local totalCharge = getTotalCharge(nil, player, activeSlot)
28007
- setActiveItem(nil, player, CollectibleType.NULL, activeSlot)
28008
- alabasterBoxes[#alabasterBoxes + 1] = {activeSlot, totalCharge}
28009
- end
28010
- end
28014
+ local alabasterBoxDescriptions = {}
28015
+ local alabasterBoxActiveSlots = getActiveItemSlots(nil, player, CollectibleType.ALABASTER_BOX)
28016
+ for ____, activeSlot in ipairs(alabasterBoxActiveSlots) do
28017
+ local totalCharge = getTotalCharge(nil, player, activeSlot)
28018
+ setActiveItem(nil, player, CollectibleType.NULL, activeSlot)
28019
+ alabasterBoxDescriptions[#alabasterBoxDescriptions + 1] = {activeSlot = activeSlot, totalCharge = totalCharge}
28011
28020
  end
28021
+ ____exports.removeAllPlayerHealth(nil, player)
28012
28022
  if character == PlayerType.SOUL and subPlayer ~= nil then
28013
28023
  subPlayer:AddMaxHearts(playerHealth.maxHearts, false)
28014
28024
  else
@@ -28025,25 +28035,25 @@ function ____exports.setPlayerHealth(self, player, playerHealth)
28025
28035
  addAmount = 1
28026
28036
  end
28027
28037
  repeat
28028
- local ____switch72 = soulHeartType
28029
- local ____cond72 = ____switch72 == HeartSubType.SOUL
28030
- if ____cond72 then
28038
+ local ____switch70 = soulHeartType
28039
+ local ____cond70 = ____switch70 == HeartSubType.SOUL
28040
+ if ____cond70 then
28031
28041
  do
28032
28042
  player:AddSoulHearts(addAmount)
28033
28043
  soulHeartsRemaining = soulHeartsRemaining - addAmount
28034
28044
  break
28035
28045
  end
28036
28046
  end
28037
- ____cond72 = ____cond72 or ____switch72 == HeartSubType.BLACK
28038
- if ____cond72 then
28047
+ ____cond70 = ____cond70 or ____switch70 == HeartSubType.BLACK
28048
+ if ____cond70 then
28039
28049
  do
28040
28050
  player:AddBlackHearts(addAmount)
28041
28051
  soulHeartsRemaining = soulHeartsRemaining - addAmount
28042
28052
  break
28043
28053
  end
28044
28054
  end
28045
- ____cond72 = ____cond72 or ____switch72 == HeartSubType.BONE
28046
- if ____cond72 then
28055
+ ____cond70 = ____cond70 or ____switch70 == HeartSubType.BONE
28056
+ if ____cond70 then
28047
28057
  do
28048
28058
  player:AddBoneHearts(addAmount)
28049
28059
  break
@@ -28081,9 +28091,9 @@ function ____exports.setPlayerHealth(self, player, playerHealth)
28081
28091
  elseif character == PlayerType.BETHANY_B then
28082
28092
  player:SetBloodCharge(playerHealth.bloodCharges)
28083
28093
  end
28084
- for ____, ____value in ipairs(alabasterBoxes) do
28085
- local activeSlot = ____value[1]
28086
- local totalCharge = ____value[2]
28094
+ for ____, ____value in ipairs(alabasterBoxDescriptions) do
28095
+ local activeSlot = ____value.activeSlot
28096
+ local totalCharge = ____value.totalCharge
28087
28097
  setActiveItem(
28088
28098
  nil,
28089
28099
  player,
@@ -34182,7 +34192,7 @@ function CustomGridEntities.prototype.getCustomGridEntities(self)
34182
34192
  local data = ____value[2]
34183
34193
  local gridEntity = room:GetGridEntity(gridIndex)
34184
34194
  if gridEntity ~= nil then
34185
- customGridEntities[#customGridEntities + 1] = {gridEntity, data}
34195
+ customGridEntities[#customGridEntities + 1] = {gridEntity = gridEntity, data = data}
34186
34196
  end
34187
34197
  end
34188
34198
  return customGridEntities
@@ -41062,6 +41072,10 @@ function ____exports.getNextStageType(self, upwards)
41062
41072
  end
41063
41073
  return calculateStageType(nil, nextStage)
41064
41074
  end
41075
+ return ____exports
41076
+ end,
41077
+ ["src.interfaces.StageHistoryEntry"] = function(...)
41078
+ local ____exports = {}
41065
41079
  return ____exports
41066
41080
  end,
41067
41081
  ["src.classes.features.other.StageHistory"] = function(...)
@@ -41104,7 +41118,7 @@ function StageHistory.prototype.____constructor(self)
41104
41118
  local stage = level:GetStage()
41105
41119
  local stageType = level:GetStageType()
41106
41120
  local ____v_run_stageHistory_0 = v.run.stageHistory
41107
- ____v_run_stageHistory_0[#____v_run_stageHistory_0 + 1] = {stage, stageType}
41121
+ ____v_run_stageHistory_0[#____v_run_stageHistory_0 + 1] = {stage = stage, stageType = stageType}
41108
41122
  end
41109
41123
  self.customCallbacksUsed = {{ModCallbackCustom.POST_NEW_LEVEL_REORDERED, self.postNewLevelReordered}}
41110
41124
  end
@@ -41243,22 +41257,12 @@ function StageHistory.prototype.hasVisitedStage(self, stage, stageType)
41243
41257
  if stageType == nil then
41244
41258
  return __TS__ArraySome(
41245
41259
  v.run.stageHistory,
41246
- function(____, ____bindingPattern0)
41247
- local previousStage
41248
- previousStage = ____bindingPattern0[1]
41249
- return previousStage == stage
41250
- end
41260
+ function(____, stageHistoryEntry) return stageHistoryEntry.stage == stage end
41251
41261
  )
41252
41262
  end
41253
41263
  return __TS__ArraySome(
41254
41264
  v.run.stageHistory,
41255
- function(____, ____bindingPattern0)
41256
- local previousStageType
41257
- local previousStage
41258
- previousStage = ____bindingPattern0[1]
41259
- previousStageType = ____bindingPattern0[2]
41260
- return previousStage == stage and previousStageType == stageType
41261
- end
41265
+ function(____, stageHistoryEntry) return stageHistoryEntry.stage == stage and stageHistoryEntry.stageType == stageType end
41262
41266
  )
41263
41267
  end
41264
41268
  __TS__Decorate({Exported}, StageHistory.prototype, "getNextStageTypeWithHistory", true)
@@ -47236,7 +47240,7 @@ function ____exports.getNewRoomCandidatesBesideRoom(self, roomGridIndex)
47236
47240
  if not ____exports.isDeadEnd(nil, adjacentRoomGridIndex) then
47237
47241
  goto __continue17
47238
47242
  end
47239
- roomCandidates[#roomCandidates + 1] = {doorSlot, adjacentRoomGridIndex}
47243
+ roomCandidates[#roomCandidates + 1] = {doorSlot = doorSlot, roomGridIndex = adjacentRoomGridIndex}
47240
47244
  end
47241
47245
  ::__continue17::
47242
47246
  end
@@ -47252,9 +47256,9 @@ function ____exports.getNewRoomCandidatesForLevel(self)
47252
47256
  for ____, room in ipairs(normalRooms) do
47253
47257
  local newRoomCandidatesBesideRoom = ____exports.getNewRoomCandidatesBesideRoom(nil, room.SafeGridIndex)
47254
47258
  for ____, ____value in ipairs(newRoomCandidatesBesideRoom) do
47255
- local doorSlot = ____value[1]
47256
- local newRoomGridIndex = ____value[2]
47257
- newRoomCandidates[#newRoomCandidates + 1] = {room.SafeGridIndex, doorSlot, newRoomGridIndex}
47259
+ local doorSlot = ____value.doorSlot
47260
+ local roomGridIndex = ____value.roomGridIndex
47261
+ newRoomCandidates[#newRoomCandidates + 1] = {adjacentRoomGridIndex = room.SafeGridIndex, doorSlot = doorSlot, newRoomGridIndex = roomGridIndex}
47258
47262
  end
47259
47263
  end
47260
47264
  return newRoomCandidates
@@ -47408,7 +47412,9 @@ function ____exports.newRoom(self, seedOrRNG)
47408
47412
  if newRoomCandidate == nil then
47409
47413
  return nil
47410
47414
  end
47411
- local adjacentRoomGridIndex, doorSlot, newRoomGridIndex = table.unpack(newRoomCandidate)
47415
+ local adjacentRoomGridIndex = newRoomCandidate.adjacentRoomGridIndex
47416
+ local doorSlot = newRoomCandidate.doorSlot
47417
+ local newRoomGridIndex = newRoomCandidate.newRoomGridIndex
47412
47418
  level:MakeRedRoomDoor(adjacentRoomGridIndex, doorSlot)
47413
47419
  local roomDescriptor = getRoomDescriptor(nil, newRoomGridIndex)
47414
47420
  roomDescriptor.Flags = removeFlag(nil, roomDescriptor.Flags, RoomDescriptorFlag.RED_ROOM)
@@ -50369,7 +50375,7 @@ local ____playerIndex = require("src.functions.playerIndex")
50369
50375
  local getPlayerIndex = ____playerIndex.getPlayerIndex
50370
50376
  local ____Feature = require("src.classes.private.Feature")
50371
50377
  local Feature = ____Feature.Feature
50372
- local v = {run = {buttonActionTuples = {}}}
50378
+ local v = {run = {buttonActionPairs = {}}}
50373
50379
  ____exports.PressInput = __TS__Class()
50374
50380
  local PressInput = ____exports.PressInput
50375
50381
  PressInput.name = "PressInput"
@@ -50387,12 +50393,11 @@ function PressInput.prototype.____constructor(self)
50387
50393
  end
50388
50394
  local playerIndex = getPlayerIndex(nil, player)
50389
50395
  do
50390
- local i = #v.run.buttonActionTuples - 1
50396
+ local i = #v.run.buttonActionPairs - 1
50391
50397
  while i >= 0 do
50392
- local tuple = v.run.buttonActionTuples[i + 1]
50393
- local tuplePlayerIndex, tupleButtonAction = table.unpack(tuple)
50394
- if tuplePlayerIndex == playerIndex and tupleButtonAction == buttonAction then
50395
- __TS__ArraySplice(v.run.buttonActionTuples, i)
50398
+ local pair = v.run.buttonActionPairs[i + 1]
50399
+ if pair.playerIndex == playerIndex and pair.buttonAction == buttonAction then
50400
+ __TS__ArraySplice(v.run.buttonActionPairs, i)
50396
50401
  return true
50397
50402
  end
50398
50403
  i = i - 1
@@ -50404,8 +50409,8 @@ function PressInput.prototype.____constructor(self)
50404
50409
  end
50405
50410
  function PressInput.prototype.pressInput(self, player, buttonAction)
50406
50411
  local playerIndex = getPlayerIndex(nil, player)
50407
- local ____v_run_buttonActionTuples_0 = v.run.buttonActionTuples
50408
- ____v_run_buttonActionTuples_0[#____v_run_buttonActionTuples_0 + 1] = {playerIndex, buttonAction}
50412
+ local ____v_run_buttonActionPairs_0 = v.run.buttonActionPairs
50413
+ ____v_run_buttonActionPairs_0[#____v_run_buttonActionPairs_0 + 1] = {playerIndex = playerIndex, buttonAction = buttonAction}
50409
50414
  end
50410
50415
  __TS__Decorate({Exported}, PressInput.prototype, "pressInput", true)
50411
50416
  return ____exports
@@ -1440,6 +1440,20 @@ do
1440
1440
  end
1441
1441
  end
1442
1442
 
1443
+ local function __TS__NumberToFixed(self, fractionDigits)
1444
+ if math.abs(self) >= 1e+21 or self ~= self then
1445
+ return tostring(self)
1446
+ end
1447
+ local f = math.floor(fractionDigits or 0)
1448
+ if f < 0 or f > 99 then
1449
+ error("toFixed() digits argument must be between 0 and 99", 0)
1450
+ end
1451
+ return string.format(
1452
+ ("%." .. tostring(f)) .. "f",
1453
+ self
1454
+ )
1455
+ end
1456
+
1443
1457
  local function __TS__ObjectDefineProperty(target, key, desc)
1444
1458
  local luaKey = type(key) == "number" and key + 1 or key
1445
1459
  local value = rawget(target, luaKey)
@@ -2412,6 +2426,7 @@ return {
2412
2426
  __TS__NumberIsFinite = __TS__NumberIsFinite,
2413
2427
  __TS__NumberIsNaN = __TS__NumberIsNaN,
2414
2428
  __TS__NumberToString = __TS__NumberToString,
2429
+ __TS__NumberToFixed = __TS__NumberToFixed,
2415
2430
  __TS__ObjectAssign = __TS__ObjectAssign,
2416
2431
  __TS__ObjectDefineProperty = __TS__ObjectDefineProperty,
2417
2432
  __TS__ObjectEntries = __TS__ObjectEntries,
@@ -112,10 +112,10 @@ export declare class CustomGridEntities extends Feature {
112
112
  * In order to use this function, you must upgrade your mod with
113
113
  * `ISCFeature.CUSTOM_GRID_ENTITIES`.
114
114
  */
115
- getCustomGridEntities(): Array<[
116
- gridEntity: GridEntity,
117
- data: GridEntityCustomData
118
- ]>;
115
+ getCustomGridEntities(): Array<{
116
+ gridEntity: GridEntity;
117
+ data: GridEntityCustomData;
118
+ }>;
119
119
  /**
120
120
  * Helper function to get the custom `GridEntityType` from a `GridEntity` or grid index. Returns
121
121
  * undefined if the provided `GridEntity` is not a custom grid entity, or if there was not a grid
@@ -1 +1 @@
1
- {"version":3,"file":"CustomGridEntities.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/callbackLogic/CustomGridEntities.ts"],"names":[],"mappings":"AAAA,OAAO,EAGL,kBAAkB,EAClB,cAAc,EAGf,MAAM,8BAA8B,CAAC;AAatC,OAAO,EAAE,oBAAoB,EAAE,MAAM,0CAA0C,CAAC;AAEhF,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAiBhD,qBAAa,kBAAmB,SAAQ,OAAO;IAI7C,OAAO,CAAC,YAAY,CAAe;IA0BnC,OAAO,CAAC,0BAA0B,CA+ChC;IAGF,OAAO,CAAC,oBAAoB,CA4B1B;IAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+EG;IAEI,qBAAqB,CAC1B,oBAAoB,EAAE,cAAc,EACpC,mBAAmB,EAAE,GAAG,GAAG,MAAM,EACjC,kBAAkB,CAAC,EAAE,kBAAkB,EACvC,QAAQ,CAAC,EAAE,MAAM,EACjB,gBAAgB,CAAC,EAAE,MAAM,EACzB,kBAAkB,iBAA4B,EAC9C,qBAAqB,SAAI,GACxB,UAAU;IA8Cb;;;;;;;;;;;;;;;;;OAiBG;IAEI,sBAAsB,CAC3B,+BAA+B,EAAE,GAAG,GAAG,MAAM,GAAG,UAAU,EAC1D,UAAU,UAAO,GAChB,UAAU,GAAG,SAAS;IAuCzB;;;;;;OAMG;IAEI,qBAAqB,IAAI,KAAK,CACnC;QAAC,UAAU,EAAE,UAAU;QAAE,IAAI,EAAE,oBAAoB;KAAC,CACrD;IAoBD;;;;;;;OAOG;IAEI,uBAAuB,CAC5B,qBAAqB,EAAE,UAAU,GAAG,GAAG,GACtC,cAAc,GAAG,SAAS;IAyB7B;;;;;;OAMG;IAEI,kBAAkB,CAAC,qBAAqB,EAAE,UAAU,GAAG,GAAG,GAAG,OAAO;CAM5E"}
1
+ {"version":3,"file":"CustomGridEntities.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/callbackLogic/CustomGridEntities.ts"],"names":[],"mappings":"AAAA,OAAO,EAGL,kBAAkB,EAClB,cAAc,EAGf,MAAM,8BAA8B,CAAC;AAatC,OAAO,EAAE,oBAAoB,EAAE,MAAM,0CAA0C,CAAC;AAEhF,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAiBhD,qBAAa,kBAAmB,SAAQ,OAAO;IAI7C,OAAO,CAAC,YAAY,CAAe;IA0BnC,OAAO,CAAC,0BAA0B,CA+ChC;IAGF,OAAO,CAAC,oBAAoB,CA4B1B;IAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+EG;IAEI,qBAAqB,CAC1B,oBAAoB,EAAE,cAAc,EACpC,mBAAmB,EAAE,GAAG,GAAG,MAAM,EACjC,kBAAkB,CAAC,EAAE,kBAAkB,EACvC,QAAQ,CAAC,EAAE,MAAM,EACjB,gBAAgB,CAAC,EAAE,MAAM,EACzB,kBAAkB,iBAA4B,EAC9C,qBAAqB,SAAI,GACxB,UAAU;IA8Cb;;;;;;;;;;;;;;;;;OAiBG;IAEI,sBAAsB,CAC3B,+BAA+B,EAAE,GAAG,GAAG,MAAM,GAAG,UAAU,EAC1D,UAAU,UAAO,GAChB,UAAU,GAAG,SAAS;IAuCzB;;;;;;OAMG;IAEI,qBAAqB,IAAI,KAAK,CAAC;QACpC,UAAU,EAAE,UAAU,CAAC;QACvB,IAAI,EAAE,oBAAoB,CAAC;KAC5B,CAAC;IAuBF;;;;;;;OAOG;IAEI,uBAAuB,CAC5B,qBAAqB,EAAE,UAAU,GAAG,GAAG,GACtC,cAAc,GAAG,SAAS;IAyB7B;;;;;;OAMG;IAEI,kBAAkB,CAAC,qBAAqB,EAAE,UAAU,GAAG,GAAG,GAAG,OAAO;CAM5E"}
@@ -193,7 +193,7 @@ function CustomGridEntities.prototype.getCustomGridEntities(self)
193
193
  local data = ____value[2]
194
194
  local gridEntity = room:GetGridEntity(gridIndex)
195
195
  if gridEntity ~= nil then
196
- customGridEntities[#customGridEntities + 1] = {gridEntity, data}
196
+ customGridEntities[#customGridEntities + 1] = {gridEntity = gridEntity, data = data}
197
197
  end
198
198
  end
199
199
  return customGridEntities
@@ -1 +1 @@
1
- {"version":3,"file":"PressInput.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PressInput.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,YAAY,EAGb,MAAM,8BAA8B,CAAC;AAItC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAQhD,qBAAa,UAAW,SAAQ,OAAO;IAoBrC,OAAO,CAAC,iBAAiB,CA+BvB;IAEF;;;;;;OAMG;IAEI,UAAU,CAAC,MAAM,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,GAAG,IAAI;CAI1E"}
1
+ {"version":3,"file":"PressInput.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/PressInput.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,YAAY,EAGb,MAAM,8BAA8B,CAAC;AAItC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAWhD,qBAAa,UAAW,SAAQ,OAAO;IAoBrC,OAAO,CAAC,iBAAiB,CA8BvB;IAEF;;;;;;OAMG;IAEI,UAAU,CAAC,MAAM,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,GAAG,IAAI;CAI1E"}
@@ -13,7 +13,7 @@ local ____playerIndex = require("src.functions.playerIndex")
13
13
  local getPlayerIndex = ____playerIndex.getPlayerIndex
14
14
  local ____Feature = require("src.classes.private.Feature")
15
15
  local Feature = ____Feature.Feature
16
- local v = {run = {buttonActionTuples = {}}}
16
+ local v = {run = {buttonActionPairs = {}}}
17
17
  ____exports.PressInput = __TS__Class()
18
18
  local PressInput = ____exports.PressInput
19
19
  PressInput.name = "PressInput"
@@ -31,12 +31,11 @@ function PressInput.prototype.____constructor(self)
31
31
  end
32
32
  local playerIndex = getPlayerIndex(nil, player)
33
33
  do
34
- local i = #v.run.buttonActionTuples - 1
34
+ local i = #v.run.buttonActionPairs - 1
35
35
  while i >= 0 do
36
- local tuple = v.run.buttonActionTuples[i + 1]
37
- local tuplePlayerIndex, tupleButtonAction = table.unpack(tuple)
38
- if tuplePlayerIndex == playerIndex and tupleButtonAction == buttonAction then
39
- __TS__ArraySplice(v.run.buttonActionTuples, i)
36
+ local pair = v.run.buttonActionPairs[i + 1]
37
+ if pair.playerIndex == playerIndex and pair.buttonAction == buttonAction then
38
+ __TS__ArraySplice(v.run.buttonActionPairs, i)
40
39
  return true
41
40
  end
42
41
  i = i - 1
@@ -48,8 +47,8 @@ function PressInput.prototype.____constructor(self)
48
47
  end
49
48
  function PressInput.prototype.pressInput(self, player, buttonAction)
50
49
  local playerIndex = getPlayerIndex(nil, player)
51
- local ____v_run_buttonActionTuples_0 = v.run.buttonActionTuples
52
- ____v_run_buttonActionTuples_0[#____v_run_buttonActionTuples_0 + 1] = {playerIndex, buttonAction}
50
+ local ____v_run_buttonActionPairs_0 = v.run.buttonActionPairs
51
+ ____v_run_buttonActionPairs_0[#____v_run_buttonActionPairs_0 + 1] = {playerIndex = playerIndex, buttonAction = buttonAction}
53
52
  end
54
53
  __TS__Decorate({Exported}, PressInput.prototype, "pressInput", true)
55
54
  return ____exports
@@ -1,4 +1,5 @@
1
1
  import { LevelStage, StageType } from "isaac-typescript-definitions";
2
+ import { StageHistoryEntry } from "../../../interfaces/StageHistoryEntry";
2
3
  import { Feature } from "../../private/Feature";
3
4
  export declare class StageHistory extends Feature {
4
5
  private postNewLevelReordered;
@@ -32,10 +33,7 @@ export declare class StageHistory extends Feature {
32
33
  *
33
34
  * In order to use this function, you must upgrade your mod with `ISCFeature.STAGE_HISTORY`.
34
35
  */
35
- getStageHistory(): ReadonlyArray<[
36
- stage: LevelStage,
37
- stageType: StageType
38
- ]>;
36
+ getStageHistory(): readonly StageHistoryEntry[];
39
37
  /**
40
38
  * Helper function to check if a player has previous visited a particular stage (or stage + stage
41
39
  * type combination) on this run.
@@ -1 +1 @@
1
- {"version":3,"file":"StageHistory.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/StageHistory.ts"],"names":[],"mappings":"AAAA,OAAO,EAEL,UAAU,EACV,SAAS,EACV,MAAM,8BAA8B,CAAC;AAUtC,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAQhD,qBAAa,YAAa,SAAQ,OAAO;IAcvC,OAAO,CAAC,qBAAqB,CAM3B;IAEF;;;;;;;;;;;;OAYG;IAEI,2BAA2B,CAAC,OAAO,UAAQ,GAAG,SAAS;IAiG9D;;;;;;;;;OASG;IAEI,uBAAuB,IAAI,UAAU;IA8H5C;;;;OAIG;IAEI,eAAe,IAAI,aAAa,CACrC;QAAC,KAAK,EAAE,UAAU;QAAE,SAAS,EAAE,SAAS;KAAC,CAC1C;IAID;;;;;;;;;OASG;IAEI,eAAe,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,CAAC,EAAE,SAAS,GAAG,OAAO;CAY1E"}
1
+ {"version":3,"file":"StageHistory.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/StageHistory.ts"],"names":[],"mappings":"AAAA,OAAO,EAEL,UAAU,EACV,SAAS,EACV,MAAM,8BAA8B,CAAC;AAUtC,OAAO,EAAE,iBAAiB,EAAE,MAAM,uCAAuC,CAAC;AAC1E,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAQhD,qBAAa,YAAa,SAAQ,OAAO;IAcvC,OAAO,CAAC,qBAAqB,CAM3B;IAEF;;;;;;;;;;;;OAYG;IAEI,2BAA2B,CAAC,OAAO,UAAQ,GAAG,SAAS;IAiG9D;;;;;;;;;OASG;IAEI,uBAAuB,IAAI,UAAU;IA8H5C;;;;OAIG;IAEI,eAAe,IAAI,SAAS,iBAAiB,EAAE;IAItD;;;;;;;;;OASG;IAEI,eAAe,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,CAAC,EAAE,SAAS,GAAG,OAAO;CAa1E"}
@@ -37,7 +37,7 @@ function StageHistory.prototype.____constructor(self)
37
37
  local stage = level:GetStage()
38
38
  local stageType = level:GetStageType()
39
39
  local ____v_run_stageHistory_0 = v.run.stageHistory
40
- ____v_run_stageHistory_0[#____v_run_stageHistory_0 + 1] = {stage, stageType}
40
+ ____v_run_stageHistory_0[#____v_run_stageHistory_0 + 1] = {stage = stage, stageType = stageType}
41
41
  end
42
42
  self.customCallbacksUsed = {{ModCallbackCustom.POST_NEW_LEVEL_REORDERED, self.postNewLevelReordered}}
43
43
  end
@@ -176,22 +176,12 @@ function StageHistory.prototype.hasVisitedStage(self, stage, stageType)
176
176
  if stageType == nil then
177
177
  return __TS__ArraySome(
178
178
  v.run.stageHistory,
179
- function(____, ____bindingPattern0)
180
- local previousStage
181
- previousStage = ____bindingPattern0[1]
182
- return previousStage == stage
183
- end
179
+ function(____, stageHistoryEntry) return stageHistoryEntry.stage == stage end
184
180
  )
185
181
  end
186
182
  return __TS__ArraySome(
187
183
  v.run.stageHistory,
188
- function(____, ____bindingPattern0)
189
- local previousStageType
190
- local previousStage
191
- previousStage = ____bindingPattern0[1]
192
- previousStageType = ____bindingPattern0[2]
193
- return previousStage == stage and previousStageType == stageType
194
- end
184
+ function(____, stageHistoryEntry) return stageHistoryEntry.stage == stage and stageHistoryEntry.stageType == stageType end
195
185
  )
196
186
  end
197
187
  __TS__Decorate({Exported}, StageHistory.prototype, "getNextStageTypeWithHistory", true)
@@ -13,7 +13,7 @@ import { DoorSlot, RoomShape, RoomType } from "isaac-typescript-definitions";
13
13
  * This is just a filtering of the results of the `getAdjacentExistingRoomGridIndexes` function. See
14
14
  * that function for more information.
15
15
  */
16
- export declare function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int): int[];
16
+ export declare function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int): readonly int[];
17
17
  /**
18
18
  * Helper function to get only the adjacent room grid indexes that do not exist (i.e. do not have
19
19
  * room data).
@@ -21,7 +21,7 @@ export declare function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int):
21
21
  * This is just a filtering of the results of the `getAdjacentExistingRoomGridIndexes` function. See
22
22
  * that function for more information.
23
23
  */
24
- export declare function getAdjacentNonExistingRoomGridIndexes(roomGridIndex?: int): int[];
24
+ export declare function getAdjacentNonExistingRoomGridIndexes(roomGridIndex?: int): readonly int[];
25
25
  /**
26
26
  * Helper function to get all of the room grid indexes that are adjacent to a given room grid index
27
27
  * (even if those room grid indexes do not have any rooms in them).
@@ -37,9 +37,9 @@ export declare function getAdjacentNonExistingRoomGridIndexes(roomGridIndex?: in
37
37
  *
38
38
  * @param roomGridIndex Optional. Default is the current room index.
39
39
  */
40
- export declare function getAdjacentRoomGridIndexes(roomGridIndex?: int): int[];
40
+ export declare function getAdjacentRoomGridIndexes(roomGridIndex?: int): readonly int[];
41
41
  /** Helper function to get the room safe grid index for every room on the entire floor. */
42
- export declare function getAllRoomGridIndexes(): int[];
42
+ export declare function getAllRoomGridIndexes(): readonly int[];
43
43
  /**
44
44
  * Helper function to pick a random valid spot on the floor to insert a brand new room. Note that
45
45
  * some floors will not have any valid spots. If this is the case, this function will return
@@ -50,7 +50,11 @@ export declare function getAllRoomGridIndexes(): int[];
50
50
  * @returns Either a tuple of adjacent room grid index, `DoorSlot`, and new room grid index, or
51
51
  * undefined.
52
52
  */
53
- export declare function getNewRoomCandidate(seedOrRNG?: Seed | RNG): [adjacentRoomGridIndex: int, doorSlot: DoorSlot, newRoomGridIndex: int] | undefined;
53
+ export declare function getNewRoomCandidate(seedOrRNG?: Seed | RNG): {
54
+ readonly adjacentRoomGridIndex: int;
55
+ readonly doorSlot: DoorSlot;
56
+ readonly newRoomGridIndex: int;
57
+ } | undefined;
54
58
  /**
55
59
  * Helper function to iterate through the possible doors for a room and see if any of them would be
56
60
  * a valid spot to insert a brand new room on the floor. (Any potential new rooms cannot be
@@ -59,7 +63,10 @@ export declare function getNewRoomCandidate(seedOrRNG?: Seed | RNG): [adjacentRo
59
63
  * @param roomGridIndex Optional. Default is the current room index.
60
64
  * @returns A array of tuples of `DoorSlot` and room grid index.
61
65
  */
62
- export declare function getNewRoomCandidatesBesideRoom(roomGridIndex?: int): Array<[doorSlot: DoorSlot, roomGridIndex: int]>;
66
+ export declare function getNewRoomCandidatesBesideRoom(roomGridIndex?: int): ReadonlyArray<{
67
+ readonly doorSlot: DoorSlot;
68
+ readonly roomGridIndex: int;
69
+ }>;
63
70
  /**
64
71
  * Helper function to search through all of the rooms on the floor for a spot to insert a brand new
65
72
  * room.
@@ -67,11 +74,11 @@ export declare function getNewRoomCandidatesBesideRoom(roomGridIndex?: int): Arr
67
74
  * @returns A array of tuples containing the adjacent room grid index, the `DoorSlot`, and the new
68
75
  * room grid index.
69
76
  */
70
- export declare function getNewRoomCandidatesForLevel(): Array<[
71
- adjacentRoomGridIndex: int,
72
- doorSlot: DoorSlot,
73
- newRoomGridIndex: int
74
- ]>;
77
+ export declare function getNewRoomCandidatesForLevel(): ReadonlyArray<{
78
+ readonly adjacentRoomGridIndex: int;
79
+ readonly doorSlot: DoorSlot;
80
+ readonly newRoomGridIndex: int;
81
+ }>;
75
82
  /**
76
83
  * Helper function to get the grid indexes of all the rooms connected to the given room index,
77
84
  * taking the shape of the room into account. (This will only include rooms with valid data.)
@@ -102,7 +109,7 @@ export declare function getRoomDescriptorsForType(...roomTypes: RoomType[]): Roo
102
109
  * This function is variadic, meaning that you can specify N arguments to get the combined grid
103
110
  * indexes for N room types.
104
111
  */
105
- export declare function getRoomGridIndexesForType(...roomTypes: RoomType[]): int[];
112
+ export declare function getRoomGridIndexesForType(...roomTypes: RoomType[]): readonly int[];
106
113
  /**
107
114
  * Helper function to get only the adjacent room grid indexes for a room shape that exist (i.e. have
108
115
  * room data).
@@ -199,7 +206,7 @@ export declare function roomExists(roomGridIndex: int): boolean;
199
206
  * - The bottom-left grid index of 156 is equal to coordinates of: (0, 12)
200
207
  * - The bottom-right grid index of 168 is equal to coordinates of: (12, 12)
201
208
  */
202
- export declare function roomGridIndexToVector(roomGridIndex: int): Vector;
209
+ export declare function roomGridIndexToVector(roomGridIndex: int): Readonly<Vector>;
203
210
  /**
204
211
  * Helper function to convert a room grid index expressed as a vector back into an integer.
205
212
  *
@@ -1 +1 @@
1
- {"version":3,"file":"levelGrid.d.ts","sourceRoot":"","sources":["../../../src/functions/levelGrid.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH,OAAO,EAEL,QAAQ,EAKR,SAAS,EACT,QAAQ,EACT,MAAM,8BAA8B,CAAC;AA+BtC;;;;;GAKG;AACH,wBAAgB,kCAAkC,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,EAAE,CAK7E;AAED;;;;;;GAMG;AACH,wBAAgB,qCAAqC,CACnD,aAAa,CAAC,EAAE,GAAG,GAClB,GAAG,EAAE,CAKP;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,0BAA0B,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,EAAE,CAerE;AAED,0FAA0F;AAC1F,wBAAgB,qBAAqB,IAAI,GAAG,EAAE,CAG7C;AAED;;;;;;;;;GASG;AACH,wBAAgB,mBAAmB,CACjC,SAAS,GAAE,IAAI,GAAG,GAAqB,GAErC,CAAC,qBAAqB,EAAE,GAAG,EAAE,QAAQ,EAAE,QAAQ,EAAE,gBAAgB,EAAE,GAAG,CAAC,GACvE,SAAS,CAOZ;AAED;;;;;;;GAOG;AACH,wBAAgB,8BAA8B,CAC5C,aAAa,CAAC,EAAE,GAAG,GAClB,KAAK,CAAC,CAAC,QAAQ,EAAE,QAAQ,EAAE,aAAa,EAAE,GAAG,CAAC,CAAC,CA2CjD;AAED;;;;;;GAMG;AACH,wBAAgB,4BAA4B,IAAI,KAAK,CACnD;IAAC,qBAAqB,EAAE,GAAG;IAAE,QAAQ,EAAE,QAAQ;IAAE,gBAAgB,EAAE,GAAG;CAAC,CACxE,CA2BA;AAED;;;;;;;;;GASG;AACH,wBAAgB,0BAA0B,CACxC,aAAa,CAAC,EAAE,GAAG,GAClB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAgB5B;AAED;;;;;;;;GAQG;AACH,wBAAgB,yBAAyB,CACvC,GAAG,SAAS,EAAE,QAAQ,EAAE,GACvB,cAAc,EAAE,CASlB;AAED;;;;;;;;GAQG;AACH,wBAAgB,yBAAyB,CAAC,GAAG,SAAS,EAAE,QAAQ,EAAE,GAAG,GAAG,EAAE,CAGzE;AAED;;;;;;GAMG;AACH,wBAAgB,uCAAuC,CACrD,iBAAiB,EAAE,GAAG,EACtB,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAa5B;AAED;;;;;;;GAOG;AACH,wBAAgB,mCAAmC,CACjD,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAE5B;AAED;;;;;;;;GAQG;AACH,wBAAgB,+BAA+B,CAC7C,iBAAiB,EAAE,GAAG,EACtB,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAa5B;AAED;;;;;;GAMG;AACH,wBAAgB,0CAA0C,CACxD,iBAAiB,EAAE,GAAG,EACtB,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAa5B;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,SAAS,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,OAAO,CAKtD;AAED,wBAAgB,0BAA0B,CACxC,QAAQ,EAAE,QAAQ,EAClB,aAAa,EAAE,GAAG,GACjB,OAAO,CAGT;AAED,wBAAgB,oCAAoC,CAClD,QAAQ,EAAE,QAAQ,EAClB,aAAa,EAAE,GAAG,GACjB,OAAO,CAqBT;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,OAAO,CAGzD;AAED;;;;;;GAMG;AACH,wBAAgB,gBAAgB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,OAAO,CAM7D;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,OAAO,CAAC,SAAS,CAAC,EAAE,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,SAAS,CAkD/D;AAED;;;GAGG;AACH,wBAAgB,UAAU,CAAC,aAAa,EAAE,GAAG,GAAG,OAAO,CAGtD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,qBAAqB,CAAC,aAAa,EAAE,GAAG,GAAG,MAAM,CAKhE;AAED;;;;GAIG;AACH,wBAAgB,qBAAqB,CAAC,UAAU,EAAE,MAAM,GAAG,GAAG,CAE7D"}
1
+ {"version":3,"file":"levelGrid.d.ts","sourceRoot":"","sources":["../../../src/functions/levelGrid.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH,OAAO,EAEL,QAAQ,EAKR,SAAS,EACT,QAAQ,EACT,MAAM,8BAA8B,CAAC;AA+BtC;;;;;GAKG;AACH,wBAAgB,kCAAkC,CAChD,aAAa,CAAC,EAAE,GAAG,GAClB,SAAS,GAAG,EAAE,CAKhB;AAED;;;;;;GAMG;AACH,wBAAgB,qCAAqC,CACnD,aAAa,CAAC,EAAE,GAAG,GAClB,SAAS,GAAG,EAAE,CAKhB;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,0BAA0B,CACxC,aAAa,CAAC,EAAE,GAAG,GAClB,SAAS,GAAG,EAAE,CAehB;AAED,0FAA0F;AAC1F,wBAAgB,qBAAqB,IAAI,SAAS,GAAG,EAAE,CAGtD;AAED;;;;;;;;;GASG;AACH,wBAAgB,mBAAmB,CAAC,SAAS,GAAE,IAAI,GAAG,GAAqB,GACvE;IACE,QAAQ,CAAC,qBAAqB,EAAE,GAAG,CAAC;IACpC,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAC5B,QAAQ,CAAC,gBAAgB,EAAE,GAAG,CAAC;CAChC,GACD,SAAS,CAOZ;AAED;;;;;;;GAOG;AACH,wBAAgB,8BAA8B,CAC5C,aAAa,CAAC,EAAE,GAAG,GAClB,aAAa,CAAC;IAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAAC,QAAQ,CAAC,aAAa,EAAE,GAAG,CAAA;CAAE,CAAC,CAiD7E;AAED;;;;;;GAMG;AACH,wBAAgB,4BAA4B,IAAI,aAAa,CAAC;IAC5D,QAAQ,CAAC,qBAAqB,EAAE,GAAG,CAAC;IACpC,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAC5B,QAAQ,CAAC,gBAAgB,EAAE,GAAG,CAAC;CAChC,CAAC,CAmCD;AAED;;;;;;;;;GASG;AACH,wBAAgB,0BAA0B,CACxC,aAAa,CAAC,EAAE,GAAG,GAClB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAgB5B;AAED;;;;;;;;GAQG;AACH,wBAAgB,yBAAyB,CACvC,GAAG,SAAS,EAAE,QAAQ,EAAE,GACvB,cAAc,EAAE,CASlB;AAED;;;;;;;;GAQG;AACH,wBAAgB,yBAAyB,CACvC,GAAG,SAAS,EAAE,QAAQ,EAAE,GACvB,SAAS,GAAG,EAAE,CAGhB;AAED;;;;;;GAMG;AACH,wBAAgB,uCAAuC,CACrD,iBAAiB,EAAE,GAAG,EACtB,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAa5B;AAED;;;;;;;GAOG;AACH,wBAAgB,mCAAmC,CACjD,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAE5B;AAED;;;;;;;;GAQG;AACH,wBAAgB,+BAA+B,CAC7C,iBAAiB,EAAE,GAAG,EACtB,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAa5B;AAED;;;;;;GAMG;AACH,wBAAgB,0CAA0C,CACxD,iBAAiB,EAAE,GAAG,EACtB,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,EAAE,GAAG,CAAC,CAa5B;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,SAAS,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,OAAO,CAKtD;AAED,wBAAgB,0BAA0B,CACxC,QAAQ,EAAE,QAAQ,EAClB,aAAa,EAAE,GAAG,GACjB,OAAO,CAGT;AAED,wBAAgB,oCAAoC,CAClD,QAAQ,EAAE,QAAQ,EAClB,aAAa,EAAE,GAAG,GACjB,OAAO,CAqBT;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,OAAO,CAGzD;AAED;;;;;;GAMG;AACH,wBAAgB,gBAAgB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,OAAO,CAM7D;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,OAAO,CAAC,SAAS,CAAC,EAAE,IAAI,GAAG,GAAG,GAAG,GAAG,GAAG,SAAS,CAmD/D;AAED;;;GAGG;AACH,wBAAgB,UAAU,CAAC,aAAa,EAAE,GAAG,GAAG,OAAO,CAGtD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,qBAAqB,CAAC,aAAa,EAAE,GAAG,GAAG,QAAQ,CAAC,MAAM,CAAC,CAK1E;AAED;;;;GAIG;AACH,wBAAgB,qBAAqB,CAAC,UAAU,EAAE,MAAM,GAAG,GAAG,CAE7D"}
@@ -116,7 +116,7 @@ function ____exports.getNewRoomCandidatesBesideRoom(self, roomGridIndex)
116
116
  if not ____exports.isDeadEnd(nil, adjacentRoomGridIndex) then
117
117
  goto __continue17
118
118
  end
119
- roomCandidates[#roomCandidates + 1] = {doorSlot, adjacentRoomGridIndex}
119
+ roomCandidates[#roomCandidates + 1] = {doorSlot = doorSlot, roomGridIndex = adjacentRoomGridIndex}
120
120
  end
121
121
  ::__continue17::
122
122
  end
@@ -137,9 +137,9 @@ function ____exports.getNewRoomCandidatesForLevel(self)
137
137
  for ____, room in ipairs(normalRooms) do
138
138
  local newRoomCandidatesBesideRoom = ____exports.getNewRoomCandidatesBesideRoom(nil, room.SafeGridIndex)
139
139
  for ____, ____value in ipairs(newRoomCandidatesBesideRoom) do
140
- local doorSlot = ____value[1]
141
- local newRoomGridIndex = ____value[2]
142
- newRoomCandidates[#newRoomCandidates + 1] = {room.SafeGridIndex, doorSlot, newRoomGridIndex}
140
+ local doorSlot = ____value.doorSlot
141
+ local roomGridIndex = ____value.roomGridIndex
142
+ newRoomCandidates[#newRoomCandidates + 1] = {adjacentRoomGridIndex = room.SafeGridIndex, doorSlot = doorSlot, newRoomGridIndex = roomGridIndex}
143
143
  end
144
144
  end
145
145
  return newRoomCandidates
@@ -385,7 +385,9 @@ function ____exports.newRoom(self, seedOrRNG)
385
385
  if newRoomCandidate == nil then
386
386
  return nil
387
387
  end
388
- local adjacentRoomGridIndex, doorSlot, newRoomGridIndex = table.unpack(newRoomCandidate)
388
+ local adjacentRoomGridIndex = newRoomCandidate.adjacentRoomGridIndex
389
+ local doorSlot = newRoomCandidate.doorSlot
390
+ local newRoomGridIndex = newRoomCandidate.newRoomGridIndex
389
391
  level:MakeRedRoomDoor(adjacentRoomGridIndex, doorSlot)
390
392
  local roomDescriptor = getRoomDescriptor(nil, newRoomGridIndex)
391
393
  roomDescriptor.Flags = removeFlag(nil, roomDescriptor.Flags, RoomDescriptorFlag.RED_ROOM)
@@ -1 +1 @@
1
- {"version":3,"file":"playerHealth.d.ts","sourceRoot":"","sources":["../../../src/functions/playerHealth.ts"],"names":[],"mappings":";;AASA,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAiB,MAAM,4BAA4B,CAAC;AAOzE,wBAAgB,mBAAmB,CACjC,MAAM,EAAE,YAAY,EACpB,UAAU,EAAE,UAAU,EACtB,SAAS,EAAE,GAAG,GACb,IAAI,CA+CN;AAED;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAMlE;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,4BAA4B,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAK1E;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,2BAA2B,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAKzE;AAED;;;;GAIG;AACH,wBAAgB,4BAA4B,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAYtE;AAED;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAK9D;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAAC,MAAM,EAAE,YAAY,GAAG,YAAY,CA2ElE;AAED,wBAAgB,mBAAmB,CACjC,MAAM,EAAE,YAAY,EACpB,UAAU,EAAE,UAAU,GACrB,GAAG,CAmDL;AAED;;;;;;;GAOG;AACH,wBAAgB,eAAe,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAKzD;AAED;;;GAGG;AACH,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,YAAY,GAAG,UAAU,CAoDnE;AAED;;;;;GAKG;AACH,wBAAgB,2BAA2B,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAqCrE;AAED;;;;;;;GAOG;AACH,wBAAgB,mBAAmB,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAK7D;AAED;;;;;;;;;GASG;AACH,wBAAgB,wCAAwC,CACtD,MAAM,EAAE,YAAY,GACnB,GAAG,CAML;AAED,sDAAsD;AACtD,wBAAgB,eAAe,IAAI,YAAY,CAc9C;AAED,wBAAgB,oCAAoC,CAClD,MAAM,EAAE,YAAY,GACnB,IAAI,CAQN;AAED,wBAAgB,oCAAoC,CAClD,MAAM,EAAE,YAAY,GACnB,IAAI,CAQN;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAMjE;AAED,wBAAgB,qBAAqB,CAAC,MAAM,EAAE,YAAY,GAAG,IAAI,CAwBhE;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAC7B,MAAM,EAAE,YAAY,EACpB,YAAY,EAAE,YAAY,GACzB,IAAI,CAsHN;AAED;;;;;;;;;GASG;AACH,wBAAgB,sDAAsD,CACpE,MAAM,EAAE,YAAY,EACpB,YAAY,EAAE,KAAK,GAClB,OAAO,CAyBT"}
1
+ {"version":3,"file":"playerHealth.d.ts","sourceRoot":"","sources":["../../../src/functions/playerHealth.ts"],"names":[],"mappings":";;AAQA,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAiB,MAAM,4BAA4B,CAAC;AAYzE,wBAAgB,mBAAmB,CACjC,MAAM,EAAE,YAAY,EACpB,UAAU,EAAE,UAAU,EACtB,SAAS,EAAE,GAAG,GACb,IAAI,CA+CN;AAED;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAMlE;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,4BAA4B,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAK1E;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,2BAA2B,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAKzE;AAED;;;;GAIG;AACH,wBAAgB,4BAA4B,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAYtE;AAED;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAK9D;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAAC,MAAM,EAAE,YAAY,GAAG,YAAY,CA2ElE;AAED,wBAAgB,mBAAmB,CACjC,MAAM,EAAE,YAAY,EACpB,UAAU,EAAE,UAAU,GACrB,GAAG,CAmDL;AAED;;;;;;;GAOG;AACH,wBAAgB,eAAe,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAKzD;AAED;;;GAGG;AACH,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,YAAY,GAAG,UAAU,CAoDnE;AAED;;;;;GAKG;AACH,wBAAgB,2BAA2B,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAqCrE;AAED;;;;;;;GAOG;AACH,wBAAgB,mBAAmB,CAAC,MAAM,EAAE,YAAY,GAAG,GAAG,CAK7D;AAED;;;;;;;;;GASG;AACH,wBAAgB,wCAAwC,CACtD,MAAM,EAAE,YAAY,GACnB,GAAG,CAML;AAED,sDAAsD;AACtD,wBAAgB,eAAe,IAAI,YAAY,CAc9C;AAED,wBAAgB,oCAAoC,CAClD,MAAM,EAAE,YAAY,GACnB,IAAI,CAQN;AAED,wBAAgB,oCAAoC,CAClD,MAAM,EAAE,YAAY,GACnB,IAAI,CAQN;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAMjE;AAED,wBAAgB,qBAAqB,CAAC,MAAM,EAAE,YAAY,GAAG,IAAI,CAwBhE;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAC7B,MAAM,EAAE,YAAY,EACpB,YAAY,EAAE,YAAY,GACzB,IAAI,CAyHN;AAED;;;;;;;;;GASG;AACH,wBAAgB,sDAAsD,CACpE,MAAM,EAAE,YAAY,EACpB,YAAY,EAAE,KAAK,GAClB,OAAO,CAyBT"}
@@ -7,8 +7,6 @@ local CollectibleType = ____isaac_2Dtypescript_2Ddefinitions.CollectibleType
7
7
  local HeartSubType = ____isaac_2Dtypescript_2Ddefinitions.HeartSubType
8
8
  local PlayerType = ____isaac_2Dtypescript_2Ddefinitions.PlayerType
9
9
  local TrinketType = ____isaac_2Dtypescript_2Ddefinitions.TrinketType
10
- local ____cachedEnumValues = require("src.arrays.cachedEnumValues")
11
- local ACTIVE_SLOT_VALUES = ____cachedEnumValues.ACTIVE_SLOT_VALUES
12
10
  local ____constants = require("src.core.constants")
13
11
  local MAX_PLAYER_HEART_CONTAINERS = ____constants.MAX_PLAYER_HEART_CONTAINERS
14
12
  local ____HealthType = require("src.enums.HealthType")
@@ -22,6 +20,7 @@ local getCharacterMaxHeartContainers = ____characters.getCharacterMaxHeartContai
22
20
  local ____charge = require("src.functions.charge")
23
21
  local getTotalCharge = ____charge.getTotalCharge
24
22
  local ____players = require("src.functions.players")
23
+ local getActiveItemSlots = ____players.getActiveItemSlots
25
24
  local isCharacter = ____players.isCharacter
26
25
  local isKeeper = ____players.isKeeper
27
26
  local setActiveItem = ____players.setActiveItem
@@ -106,18 +105,14 @@ end
106
105
  function ____exports.setPlayerHealth(self, player, playerHealth)
107
106
  local character = player:GetPlayerType()
108
107
  local subPlayer = player:GetSubPlayer()
109
- ____exports.removeAllPlayerHealth(nil, player)
110
- local alabasterBoxes = {}
111
- if player:HasCollectible(CollectibleType.ALABASTER_BOX) then
112
- for ____, activeSlot in ipairs(ACTIVE_SLOT_VALUES) do
113
- local activeItem = player:GetActiveItem()
114
- if activeItem == CollectibleType.ALABASTER_BOX then
115
- local totalCharge = getTotalCharge(nil, player, activeSlot)
116
- setActiveItem(nil, player, CollectibleType.NULL, activeSlot)
117
- alabasterBoxes[#alabasterBoxes + 1] = {activeSlot, totalCharge}
118
- end
119
- end
108
+ local alabasterBoxDescriptions = {}
109
+ local alabasterBoxActiveSlots = getActiveItemSlots(nil, player, CollectibleType.ALABASTER_BOX)
110
+ for ____, activeSlot in ipairs(alabasterBoxActiveSlots) do
111
+ local totalCharge = getTotalCharge(nil, player, activeSlot)
112
+ setActiveItem(nil, player, CollectibleType.NULL, activeSlot)
113
+ alabasterBoxDescriptions[#alabasterBoxDescriptions + 1] = {activeSlot = activeSlot, totalCharge = totalCharge}
120
114
  end
115
+ ____exports.removeAllPlayerHealth(nil, player)
121
116
  if character == PlayerType.SOUL and subPlayer ~= nil then
122
117
  subPlayer:AddMaxHearts(playerHealth.maxHearts, false)
123
118
  else
@@ -134,25 +129,25 @@ function ____exports.setPlayerHealth(self, player, playerHealth)
134
129
  addAmount = 1
135
130
  end
136
131
  repeat
137
- local ____switch72 = soulHeartType
138
- local ____cond72 = ____switch72 == HeartSubType.SOUL
139
- if ____cond72 then
132
+ local ____switch70 = soulHeartType
133
+ local ____cond70 = ____switch70 == HeartSubType.SOUL
134
+ if ____cond70 then
140
135
  do
141
136
  player:AddSoulHearts(addAmount)
142
137
  soulHeartsRemaining = soulHeartsRemaining - addAmount
143
138
  break
144
139
  end
145
140
  end
146
- ____cond72 = ____cond72 or ____switch72 == HeartSubType.BLACK
147
- if ____cond72 then
141
+ ____cond70 = ____cond70 or ____switch70 == HeartSubType.BLACK
142
+ if ____cond70 then
148
143
  do
149
144
  player:AddBlackHearts(addAmount)
150
145
  soulHeartsRemaining = soulHeartsRemaining - addAmount
151
146
  break
152
147
  end
153
148
  end
154
- ____cond72 = ____cond72 or ____switch72 == HeartSubType.BONE
155
- if ____cond72 then
149
+ ____cond70 = ____cond70 or ____switch70 == HeartSubType.BONE
150
+ if ____cond70 then
156
151
  do
157
152
  player:AddBoneHearts(addAmount)
158
153
  break
@@ -190,9 +185,9 @@ function ____exports.setPlayerHealth(self, player, playerHealth)
190
185
  elseif character == PlayerType.BETHANY_B then
191
186
  player:SetBloodCharge(playerHealth.bloodCharges)
192
187
  end
193
- for ____, ____value in ipairs(alabasterBoxes) do
194
- local activeSlot = ____value[1]
195
- local totalCharge = ____value[2]
188
+ for ____, ____value in ipairs(alabasterBoxDescriptions) do
189
+ local activeSlot = ____value.activeSlot
190
+ local totalCharge = ____value.totalCharge
196
191
  setActiveItem(
197
192
  nil,
198
193
  player,
@@ -0,0 +1,7 @@
1
+ import { LevelStage, StageType } from "isaac-typescript-definitions";
2
+ /** This is used by the `StageHistory` feature. */
3
+ export interface StageHistoryEntry {
4
+ readonly stage: LevelStage;
5
+ readonly stageType: StageType;
6
+ }
7
+ //# sourceMappingURL=StageHistoryEntry.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,2 @@
1
+ local ____exports = {}
2
+ return ____exports
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "30.4.1",
3
+ "version": "30.4.2",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -351,9 +351,10 @@ export class CustomGridEntities extends Feature {
351
351
  * `ISCFeature.CUSTOM_GRID_ENTITIES`.
352
352
  */
353
353
  @Exported
354
- public getCustomGridEntities(): Array<
355
- [gridEntity: GridEntity, data: GridEntityCustomData]
356
- > {
354
+ public getCustomGridEntities(): Array<{
355
+ gridEntity: GridEntity;
356
+ data: GridEntityCustomData;
357
+ }> {
357
358
  const roomListIndex = getRoomListIndex();
358
359
  const roomCustomGridEntities =
359
360
  v.level.customGridEntities.get(roomListIndex);
@@ -362,11 +363,14 @@ export class CustomGridEntities extends Feature {
362
363
  }
363
364
 
364
365
  const room = game.GetRoom();
365
- const customGridEntities: Array<[GridEntity, GridEntityCustomData]> = [];
366
+ const customGridEntities: Array<{
367
+ gridEntity: GridEntity;
368
+ data: GridEntityCustomData;
369
+ }> = [];
366
370
  for (const [gridIndex, data] of roomCustomGridEntities) {
367
371
  const gridEntity = room.GetGridEntity(gridIndex);
368
372
  if (gridEntity !== undefined) {
369
- customGridEntities.push([gridEntity, data]);
373
+ customGridEntities.push({ gridEntity, data });
370
374
  }
371
375
  }
372
376
 
@@ -10,7 +10,10 @@ import { Feature } from "../../private/Feature";
10
10
 
11
11
  const v = {
12
12
  run: {
13
- buttonActionTuples: [] as Array<[PlayerIndex, ButtonAction]>,
13
+ buttonActionPairs: [] as Array<{
14
+ playerIndex: PlayerIndex;
15
+ buttonAction: ButtonAction;
16
+ }>,
14
17
  },
15
18
  };
16
19
 
@@ -50,16 +53,15 @@ export class PressInput extends Feature {
50
53
 
51
54
  const playerIndex = getPlayerIndex(player);
52
55
 
53
- for (let i = v.run.buttonActionTuples.length - 1; i >= 0; i--) {
56
+ for (let i = v.run.buttonActionPairs.length - 1; i >= 0; i--) {
54
57
  // eslint-disable-next-line @typescript-eslint/no-non-null-assertion
55
- const tuple = v.run.buttonActionTuples[i]!;
56
- const [tuplePlayerIndex, tupleButtonAction] = tuple;
58
+ const pair = v.run.buttonActionPairs[i]!;
57
59
 
58
60
  if (
59
- tuplePlayerIndex === playerIndex &&
60
- tupleButtonAction === buttonAction
61
+ pair.playerIndex === playerIndex &&
62
+ pair.buttonAction === buttonAction
61
63
  ) {
62
- v.run.buttonActionTuples.splice(i);
64
+ v.run.buttonActionPairs.splice(i);
63
65
  return true;
64
66
  }
65
67
  }
@@ -77,6 +79,6 @@ export class PressInput extends Feature {
77
79
  @Exported
78
80
  public pressInput(player: EntityPlayer, buttonAction: ButtonAction): void {
79
81
  const playerIndex = getPlayerIndex(player);
80
- v.run.buttonActionTuples.push([playerIndex, buttonAction]);
82
+ v.run.buttonActionPairs.push({ playerIndex, buttonAction });
81
83
  }
82
84
  }
@@ -12,11 +12,12 @@ import {
12
12
  onRepentanceStage,
13
13
  } from "../../../functions/stage";
14
14
  import { asNumber } from "../../../functions/types";
15
+ import { StageHistoryEntry } from "../../../interfaces/StageHistoryEntry";
15
16
  import { Feature } from "../../private/Feature";
16
17
 
17
18
  const v = {
18
19
  run: {
19
- stageHistory: [] as Array<[stage: LevelStage, stageType: StageType]>,
20
+ stageHistory: [] as StageHistoryEntry[],
20
21
  },
21
22
  };
22
23
 
@@ -39,7 +40,7 @@ export class StageHistory extends Feature {
39
40
  const stage = level.GetStage();
40
41
  const stageType = level.GetStageType();
41
42
 
42
- v.run.stageHistory.push([stage, stageType]);
43
+ v.run.stageHistory.push({ stage, stageType });
43
44
  };
44
45
 
45
46
  /**
@@ -296,9 +297,7 @@ export class StageHistory extends Feature {
296
297
  * In order to use this function, you must upgrade your mod with `ISCFeature.STAGE_HISTORY`.
297
298
  */
298
299
  @Exported
299
- public getStageHistory(): ReadonlyArray<
300
- [stage: LevelStage, stageType: StageType]
301
- > {
300
+ public getStageHistory(): readonly StageHistoryEntry[] {
302
301
  return v.run.stageHistory;
303
302
  }
304
303
 
@@ -316,13 +315,14 @@ export class StageHistory extends Feature {
316
315
  public hasVisitedStage(stage: LevelStage, stageType?: StageType): boolean {
317
316
  if (stageType === undefined) {
318
317
  return v.run.stageHistory.some(
319
- ([previousStage]) => previousStage === stage,
318
+ (stageHistoryEntry) => stageHistoryEntry.stage === stage,
320
319
  );
321
320
  }
322
321
 
323
322
  return v.run.stageHistory.some(
324
- ([previousStage, previousStageType]) =>
325
- previousStage === stage && previousStageType === stageType,
323
+ (stageHistoryEntry) =>
324
+ stageHistoryEntry.stage === stage &&
325
+ stageHistoryEntry.stageType === stageType,
326
326
  );
327
327
  }
328
328
  }
@@ -53,7 +53,9 @@ const ADJACENT_ROOM_GRID_INDEX_DELTAS = [LEFT, UP, RIGHT, DOWN] as const;
53
53
  * This is just a filtering of the results of the `getAdjacentExistingRoomGridIndexes` function. See
54
54
  * that function for more information.
55
55
  */
56
- export function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int): int[] {
56
+ export function getAdjacentExistingRoomGridIndexes(
57
+ roomGridIndex?: int,
58
+ ): readonly int[] {
57
59
  const adjacentRoomGridIndexes = getAdjacentRoomGridIndexes(roomGridIndex);
58
60
  return adjacentRoomGridIndexes.filter(
59
61
  (adjacentRoomGridIndex) => getRoomData(adjacentRoomGridIndex) !== undefined,
@@ -69,7 +71,7 @@ export function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int): int[] {
69
71
  */
70
72
  export function getAdjacentNonExistingRoomGridIndexes(
71
73
  roomGridIndex?: int,
72
- ): int[] {
74
+ ): readonly int[] {
73
75
  const adjacentRoomGridIndexes = getAdjacentRoomGridIndexes(roomGridIndex);
74
76
  return adjacentRoomGridIndexes.filter(
75
77
  (adjacentRoomGridIndex) => getRoomData(adjacentRoomGridIndex) === undefined,
@@ -91,7 +93,9 @@ export function getAdjacentNonExistingRoomGridIndexes(
91
93
  *
92
94
  * @param roomGridIndex Optional. Default is the current room index.
93
95
  */
94
- export function getAdjacentRoomGridIndexes(roomGridIndex?: int): int[] {
96
+ export function getAdjacentRoomGridIndexes(
97
+ roomGridIndex?: int,
98
+ ): readonly int[] {
95
99
  const roomGridIndexToUse =
96
100
  roomGridIndex === undefined ? getRoomGridIndex() : roomGridIndex;
97
101
 
@@ -109,7 +113,7 @@ export function getAdjacentRoomGridIndexes(roomGridIndex?: int): int[] {
109
113
  }
110
114
 
111
115
  /** Helper function to get the room safe grid index for every room on the entire floor. */
112
- export function getAllRoomGridIndexes(): int[] {
116
+ export function getAllRoomGridIndexes(): readonly int[] {
113
117
  const rooms = getRooms();
114
118
  return rooms.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
115
119
  }
@@ -124,10 +128,12 @@ export function getAllRoomGridIndexes(): int[] {
124
128
  * @returns Either a tuple of adjacent room grid index, `DoorSlot`, and new room grid index, or
125
129
  * undefined.
126
130
  */
127
- export function getNewRoomCandidate(
128
- seedOrRNG: Seed | RNG = getRandomSeed(),
129
- ):
130
- | [adjacentRoomGridIndex: int, doorSlot: DoorSlot, newRoomGridIndex: int]
131
+ export function getNewRoomCandidate(seedOrRNG: Seed | RNG = getRandomSeed()):
132
+ | {
133
+ readonly adjacentRoomGridIndex: int;
134
+ readonly doorSlot: DoorSlot;
135
+ readonly newRoomGridIndex: int;
136
+ }
131
137
  | undefined {
132
138
  const newRoomCandidatesForLevel = getNewRoomCandidatesForLevel();
133
139
  if (newRoomCandidatesForLevel.length === 0) {
@@ -147,7 +153,7 @@ export function getNewRoomCandidate(
147
153
  */
148
154
  export function getNewRoomCandidatesBesideRoom(
149
155
  roomGridIndex?: int,
150
- ): Array<[doorSlot: DoorSlot, roomGridIndex: int]> {
156
+ ): ReadonlyArray<{ readonly doorSlot: DoorSlot; readonly roomGridIndex: int }> {
151
157
  const roomDescriptor = getRoomDescriptor(roomGridIndex);
152
158
 
153
159
  // First, handle the case of rooms outside of the grid, which obviously cannot have any possible
@@ -168,7 +174,10 @@ export function getNewRoomCandidatesBesideRoom(
168
174
  roomData.Shape,
169
175
  );
170
176
 
171
- const roomCandidates: Array<[DoorSlot, int]> = [];
177
+ const roomCandidates: Array<{
178
+ readonly doorSlot: DoorSlot;
179
+ readonly roomGridIndex: int;
180
+ }> = [];
172
181
 
173
182
  for (const [doorSlot, adjacentRoomGridIndex] of doorSlotToRoomGridIndexes) {
174
183
  // The "getRoomShapeAdjacentNonExistingGridIndexes" returns grid indexes for every possible
@@ -186,7 +195,10 @@ export function getNewRoomCandidatesBesideRoom(
186
195
  continue;
187
196
  }
188
197
 
189
- roomCandidates.push([doorSlot, adjacentRoomGridIndex]);
198
+ roomCandidates.push({
199
+ doorSlot,
200
+ roomGridIndex: adjacentRoomGridIndex,
201
+ });
190
202
  }
191
203
 
192
204
  return roomCandidates;
@@ -199,9 +211,11 @@ export function getNewRoomCandidatesBesideRoom(
199
211
  * @returns A array of tuples containing the adjacent room grid index, the `DoorSlot`, and the new
200
212
  * room grid index.
201
213
  */
202
- export function getNewRoomCandidatesForLevel(): Array<
203
- [adjacentRoomGridIndex: int, doorSlot: DoorSlot, newRoomGridIndex: int]
204
- > {
214
+ export function getNewRoomCandidatesForLevel(): ReadonlyArray<{
215
+ readonly adjacentRoomGridIndex: int;
216
+ readonly doorSlot: DoorSlot;
217
+ readonly newRoomGridIndex: int;
218
+ }> {
205
219
  // We want to iterate over every room on the floor and search for potential new room spots.
206
220
  const rooms = getRoomsInsideGrid();
207
221
 
@@ -216,14 +230,22 @@ export function getNewRoomCandidatesForLevel(): Array<
216
230
  room.Data.Subtype !== asNumber(MinesRoomSubType.MINESHAFT_ENTRANCE),
217
231
  );
218
232
 
219
- const newRoomCandidates: Array<[int, DoorSlot, int]> = [];
233
+ const newRoomCandidates: Array<{
234
+ readonly adjacentRoomGridIndex: int;
235
+ readonly doorSlot: DoorSlot;
236
+ readonly newRoomGridIndex: int;
237
+ }> = [];
220
238
 
221
239
  for (const room of normalRooms) {
222
240
  const newRoomCandidatesBesideRoom = getNewRoomCandidatesBesideRoom(
223
241
  room.SafeGridIndex,
224
242
  );
225
- for (const [doorSlot, newRoomGridIndex] of newRoomCandidatesBesideRoom) {
226
- newRoomCandidates.push([room.SafeGridIndex, doorSlot, newRoomGridIndex]);
243
+ for (const { doorSlot, roomGridIndex } of newRoomCandidatesBesideRoom) {
244
+ newRoomCandidates.push({
245
+ adjacentRoomGridIndex: room.SafeGridIndex,
246
+ doorSlot,
247
+ newRoomGridIndex: roomGridIndex,
248
+ });
227
249
  }
228
250
  }
229
251
 
@@ -291,7 +313,9 @@ export function getRoomDescriptorsForType(
291
313
  * This function is variadic, meaning that you can specify N arguments to get the combined grid
292
314
  * indexes for N room types.
293
315
  */
294
- export function getRoomGridIndexesForType(...roomTypes: RoomType[]): int[] {
316
+ export function getRoomGridIndexesForType(
317
+ ...roomTypes: RoomType[]
318
+ ): readonly int[] {
295
319
  const roomDescriptors = getRoomDescriptorsForType(...roomTypes);
296
320
  return roomDescriptors.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
297
321
  }
@@ -492,7 +516,8 @@ export function newRoom(seedOrRNG?: Seed | RNG): int | undefined {
492
516
  if (newRoomCandidate === undefined) {
493
517
  return undefined;
494
518
  }
495
- const [adjacentRoomGridIndex, doorSlot, newRoomGridIndex] = newRoomCandidate;
519
+ const { adjacentRoomGridIndex, doorSlot, newRoomGridIndex } =
520
+ newRoomCandidate;
496
521
 
497
522
  level.MakeRedRoomDoor(adjacentRoomGridIndex, doorSlot);
498
523
 
@@ -552,7 +577,7 @@ export function roomExists(roomGridIndex: int): boolean {
552
577
  * - The bottom-left grid index of 156 is equal to coordinates of: (0, 12)
553
578
  * - The bottom-right grid index of 168 is equal to coordinates of: (12, 12)
554
579
  */
555
- export function roomGridIndexToVector(roomGridIndex: int): Vector {
580
+ export function roomGridIndexToVector(roomGridIndex: int): Readonly<Vector> {
556
581
  const x = roomGridIndex % LEVEL_GRID_ROW_WIDTH;
557
582
  const y = Math.floor(roomGridIndex / LEVEL_GRID_ROW_WIDTH);
558
583
 
@@ -5,14 +5,18 @@ import {
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 { isCharacter, isKeeper, setActiveItem } from "./players";
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
- removeAllPlayerHealth(player);
547
-
548
- // Before we add any health, we have to take away Alabaster Box, if present.
549
- const alabasterBoxes: Array<[slot: ActiveSlot, totalCharge: int]> = [];
550
- if (player.HasCollectible(CollectibleType.ALABASTER_BOX)) {
551
- for (const activeSlot of ACTIVE_SLOT_VALUES) {
552
- const activeItem = player.GetActiveItem();
553
- if (activeItem === CollectibleType.ALABASTER_BOX) {
554
- const totalCharge = getTotalCharge(player, activeSlot);
555
- setActiveItem(player, CollectibleType.NULL, activeSlot);
556
- alabasterBoxes.push([activeSlot, totalCharge]);
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.
@@ -649,7 +656,7 @@ export function setPlayerHealth(
649
656
  }
650
657
 
651
658
  // Re-add the Alabaster Box, if present.
652
- for (const [activeSlot, totalCharge] of alabasterBoxes) {
659
+ for (const { activeSlot, totalCharge } of alabasterBoxDescriptions) {
653
660
  setActiveItem(
654
661
  player,
655
662
  CollectibleType.ALABASTER_BOX,
@@ -0,0 +1,7 @@
1
+ import { LevelStage, StageType } from "isaac-typescript-definitions";
2
+
3
+ /** This is used by the `StageHistory` feature. */
4
+ export interface StageHistoryEntry {
5
+ readonly stage: LevelStage;
6
+ readonly stageType: StageType;
7
+ }