isaacscript-common 39.2.2 → 39.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.rollup.d.ts
CHANGED
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@@ -4775,7 +4775,7 @@ export declare function getBatteries(batterySubType?: BatterySubType | -1): Enti
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/**
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* Helper function to get the door that leads to the off-grid room that contains the hole to the
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* Blue Womb.
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* Blue Womb. (In vanilla, the door will only appear in the It Lives Boss Room.)
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*
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* Returns undefined if the room has no Blue Womb doors.
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*/
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@@ -7494,6 +7494,14 @@ export declare function getVanillaTrinketTypeRange(): TrinketType[];
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*/
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export declare function getVisibleHearts(player: EntityPlayer): int;
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/**
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* Helper function to get the door that leads to the off-grid room that contains the portal to The
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* Void. (In vanilla, the door will only appear in the Hush Boss Room.)
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*
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* Returns undefined if the room has no Void doors.
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*/
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export declare function getVoidDoor(): GridEntityDoor | undefined;
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/**
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* Helper function to restore the player's trinkets back to the way they were before the
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* `temporarilyRemoveTrinket` function was used. It will re-smelt any smelted trinkets that were
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@@ -8217,6 +8225,11 @@ export declare function isBitSet128(object: unknown): object is BitSet128;
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*/
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export declare function isBlindCollectible(collectible: EntityPickup): boolean;
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/**
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* Helper function to check if the provided door is the one that leads to the off-grid room that
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* contains the hole to the Blue Womb. (In vanilla, the door will only appear in the It Lives Boss
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* Room.)
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*/
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export declare function isBlueWombDoor(door: GridEntityDoor): boolean;
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/** Helper function to detect if a variable is of type `EntityBomb`. */
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@@ -9355,6 +9368,12 @@ export declare function isVanillaWallGridIndex(gridIndex: int): boolean;
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/** Helper function to check if something is an instantiated `Vector` object. */
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export declare function isVector(object: unknown): object is Vector;
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/**
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* Helper function to check if the provided door is the one that leads to the off-grid room that
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* contains the portal to The Void. (In vanilla, the door will only appear in the Hush Boss Room.)
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*/
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export declare function isVoidDoor(door: GridEntityDoor): boolean;
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/**
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* A cached version of the class returned from the `Isaac.GetItemConfig()` constructor.
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*
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@@ -1,6 +1,6 @@
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--[[
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-
isaacscript-common 39.
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isaacscript-common 39.3.0
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This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -23077,6 +23077,9 @@ function ____exports.isSecretRoomDoor(self, door)
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local fileName = sprite:GetFilename()
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return string.lower(fileName) == "gfx/grid/door_08_holeinwall.anm2"
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end
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function ____exports.isVoidDoor(self, door)
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return door.TargetRoomIndex == asNumber(nil, GridRoom.THE_VOID)
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end
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function ____exports.removeDoor(self, door)
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local room = game:GetRoom()
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room:RemoveDoor(door.Slot)
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@@ -23212,6 +23215,13 @@ function ____exports.getUnusedDoorSlots(self)
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function(____, doorSlot) return doorSlot ~= DoorSlot.NO_DOOR_SLOT and room:IsDoorSlotAllowed(doorSlot) and room:GetDoor(doorSlot) == nil end
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)
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end
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function ____exports.getVoidDoor(self)
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local doors = ____exports.getDoors(nil)
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return __TS__ArrayFind(
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doors,
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function(____, door) return ____exports.isVoidDoor(nil, door) end
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)
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end
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function ____exports.hasDoorType(self, ...)
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local roomTypes = {...}
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local doors = ____exports.getDoors(nil)
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@@ -18,7 +18,7 @@ export declare function doorSlotsToDoorSlotFlags(doorSlots: DoorSlot[] | readonl
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export declare function getAngelRoomDoor(): GridEntityDoor | undefined;
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/**
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* Helper function to get the door that leads to the off-grid room that contains the hole to the
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* Blue Womb.
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* Blue Womb. (In vanilla, the door will only appear in the It Lives Boss Room.)
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*
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* Returns undefined if the room has no Blue Womb doors.
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*/
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@@ -94,6 +94,13 @@ export declare function getRoomShapeDoorSlotCoordinates(roomShape: RoomShape, do
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* doors.
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*/
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export declare function getUnusedDoorSlots(): DoorSlot[];
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/**
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* Helper function to get the door that leads to the off-grid room that contains the portal to The
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* Void. (In vanilla, the door will only appear in the Hush Boss Room.)
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*
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* Returns undefined if the room has no Void doors.
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*/
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export declare function getVoidDoor(): GridEntityDoor | undefined;
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/**
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* Helper function to check if the current room has one or more doors that lead to the given room
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* type.
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@@ -108,6 +115,11 @@ export declare function hasDoorType(...roomTypes: RoomType[]): boolean;
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*/
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export declare function hasUnusedDoorSlot(): boolean;
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export declare function isAngelRoomDoor(door: GridEntityDoor): boolean;
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/**
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* Helper function to check if the provided door is the one that leads to the off-grid room that
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* contains the hole to the Blue Womb. (In vanilla, the door will only appear in the It Lives Boss
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* Room.)
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*/
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export declare function isBlueWombDoor(door: GridEntityDoor): boolean;
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export declare function isDevilRoomDoor(door: GridEntityDoor): boolean;
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/** Helper function to see if a door slot could exist for a given room shape. */
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@@ -152,6 +164,11 @@ export declare function isRepentanceDoor(door: GridEntityDoor): boolean;
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* Secret Room door.
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*/
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export declare function isSecretRoomDoor(door: GridEntityDoor): boolean;
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/**
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* Helper function to check if the provided door is the one that leads to the off-grid room that
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* contains the portal to The Void. (In vanilla, the door will only appear in the Hush Boss Room.)
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*/
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export declare function isVoidDoor(door: GridEntityDoor): boolean;
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/**
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* Helper function to reset an unlocked door back to a locked state. Doing this is non-trivial
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* because in addition to calling the `GridEntityDoor.SetLocked` method, you must also:
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@@ -1 +1 @@
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{"version":3,"file":"doors.d.ts","sourceRoot":"","sources":["../../../src/functions/doors.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EACV,SAAS,EACT,YAAY,EACZ,SAAS,EACV,MAAM,8BAA8B,CAAC;AACtC,OAAO,EACL,QAAQ,EAKR,QAAQ,EACT,MAAM,8BAA8B,CAAC;AAuBtC,wBAAgB,aAAa,IAAI,IAAI,CAIpC;AAED;;;GAGG;AACH,wBAAgB,aAAa,CAAC,IAAI,EAAE,cAAc,GAAG,IAAI,CAKxD;AAED,wBAAgB,sBAAsB,CAAC,YAAY,EAAE,YAAY,GAAG,QAAQ,CAG3E;AAED,wBAAgB,wBAAwB,CACtC,aAAa,EAAE,QAAQ,CAAC,YAAY,CAAC,GACpC,QAAQ,EAAE,CAWZ;AAED,wBAAgB,mBAAmB,CAAC,QAAQ,EAAE,QAAQ,GAAG,SAAS,CAEjE;AAED,wBAAgB,sBAAsB,CAAC,QAAQ,EAAE,QAAQ,GAAG,YAAY,CAEvE;AAED;;;GAGG;AACH,wBAAgB,wBAAwB,CACtC,SAAS,EACL,QAAQ,EAAE,GACV,SAAS,QAAQ,EAAE,GACnB,GAAG,CAAC,QAAQ,CAAC,GACb,WAAW,CAAC,QAAQ,CAAC,GACxB,QAAQ,CAAC,YAAY,CAAC,CASxB;AAED,wBAAgB,gBAAgB,IAAI,cAAc,GAAG,SAAS,CAG7D;AAED;;;;;GAKG;AACH,wBAAgB,eAAe,IAAI,cAAc,GAAG,SAAS,CAG5D;AAED,wBAAgB,gBAAgB,IAAI,cAAc,GAAG,SAAS,CAG7D;AAED;;;GAGG;AACH,wBAAgB,2BAA2B,IAAI,cAAc,GAAG,SAAS,CAKxE;AAED;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAAC,IAAI,EAAE,cAAc,GAAG,QAAQ,CAAC,MAAM,CAAC,CAG3E;AAED;;;;;;;GAOG;AACH,wBAAgB,wBAAwB,CAAC,QAAQ,EAAE,QAAQ,GAAG,QAAQ,CAAC,MAAM,CAAC,CAK7E;AAED;;;;;;GAMG;AACH,wBAAgB,8BAA8B,CAC5C,QAAQ,EAAE,QAAQ,GACjB,QAAQ,CAAC,MAAM,CAAC,CAQlB;AAED,4FAA4F;AAC5F,wBAAgB,wBAAwB,CACtC,SAAS,EAAE,SAAS,GACnB,WAAW,CAAC,QAAQ,CAAC,CAEvB;AAED;;;;;;;GAOG;AACH,wBAAgB,QAAQ,CAAC,GAAG,SAAS,EAAE,QAAQ,EAAE,GAAG,cAAc,EAAE,CA4BnE;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,aAAa,EAAE,GAAG,EAAE,GAAG,cAAc,EAAE,CAI7E;AAED,wBAAgB,mBAAmB,CAAC,QAAQ,EAAE,QAAQ,GAAG,QAAQ,GAAG,SAAS,CAE5E;AAED;;;;;GAKG;AACH,wBAAgB,iBAAiB,IAAI,cAAc,GAAG,SAAS,CAG9D;AAED;;GAEG;AACH,wBAAgB,oBAAoB,CAClC,SAAS,EAAE,SAAS,EACpB,CAAC,EAAE,GAAG,EACN,CAAC,EAAE,GAAG,GACL,QAAQ,GAAG,SAAS,CAiBtB;AAED;;;GAGG;AACH,wBAAgB,+BAA+B,CAC7C,SAAS,EAAE,SAAS,EACpB,QAAQ,EAAE,QAAQ,GACjB,SAAS,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,SAAS,CAMvC;AAED;;;GAGG;AACH,wBAAgB,kBAAkB,IAAI,QAAQ,EAAE,CAU/C;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,IAAI,cAAc,GAAG,SAAS,CAGxD;AAED;;;;;;GAMG;AACH,wBAAgB,WAAW,CAAC,GAAG,SAAS,EAAE,QAAQ,EAAE,GAAG,OAAO,CAM7D;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,IAAI,OAAO,CAG3C;AAED,wBAAgB,eAAe,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAE7D;AAED;;;;GAIG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAE5D;AAED,wBAAgB,eAAe,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAE7D;AAED,gFAAgF;AAChF,wBAAgB,qBAAqB,CACnC,QAAQ,EAAE,QAAQ,EAClB,SAAS,EAAE,SAAS,GACnB,OAAO,CAGT;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAU9D;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAU/D;AAED;;;GAGG;AACH,wBAAgB,uBAAuB,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAUrE;AAED;;;GAGG;AACH,wBAAgB,aAAa,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAU3D;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAU/D;AAED,wBAAgB,sBAAsB,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAKpE;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAE9D;AAED;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAM9D;AAED;;;GAGG;AACH,wBAAgB,UAAU,CAAC,IAAI,EAAE,cAAc,GAAG,OAAO,CAExD;AAED;;;;;;;GAOG;AACH,wBAAgB,QAAQ,CAAC,IAAI,EAAE,cAAc,GAAG,IAAI,CAUnD;AAED;;;GAGG;AACH,wBAAgB,YAAY,IAAI,IAAI,CAMnC;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,cAAc,GAAG,IAAI,CAKvD;AAED;;;;;;;GAOG;AACH,wBAAgB,cAAc,CAAC,GAAG,SAAS,EAAE,QAAQ,EAAE,GAAG,GAAG,CAK5D;AAED,+CAA+C;AAC/C,wBAAgB,UAAU,CAAC,IAAI,EAAE,cAAc,GAAG,IAAI,CAGrD;AAED;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,GAAG,KAAK,EAAE,cAAc,EAAE,GAAG,IAAI,CAI5D"}
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@@ -97,6 +97,9 @@ function ____exports.getDoors(self, ...)
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97
97
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end
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98
98
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return doors
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99
99
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end
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|
100
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+
--- Helper function to check if the provided door is the one that leads to the off-grid room that
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101
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+
-- contains the hole to the Blue Womb. (In vanilla, the door will only appear in the It Lives Boss
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102
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+
-- Room.)
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100
103
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function ____exports.isBlueWombDoor(self, door)
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101
104
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return door.TargetRoomIndex == asNumber(nil, GridRoom.BLUE_WOMB)
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102
105
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end
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@@ -116,6 +119,11 @@ function ____exports.isSecretRoomDoor(self, door)
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116
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local fileName = sprite:GetFilename()
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117
120
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return string.lower(fileName) == "gfx/grid/door_08_holeinwall.anm2"
|
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118
121
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end
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122
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+
--- Helper function to check if the provided door is the one that leads to the off-grid room that
|
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123
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+
-- contains the portal to The Void. (In vanilla, the door will only appear in the Hush Boss Room.)
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124
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+
function ____exports.isVoidDoor(self, door)
|
|
125
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+
return door.TargetRoomIndex == asNumber(nil, GridRoom.THE_VOID)
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126
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+
end
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119
127
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--- Helper function to remove a single door.
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120
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function ____exports.removeDoor(self, door)
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121
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local room = game:GetRoom()
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@@ -180,7 +188,7 @@ function ____exports.getAngelRoomDoor(self)
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180
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return ____temp_0
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end
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--- Helper function to get the door that leads to the off-grid room that contains the hole to the
|
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183
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-
-- Blue Womb.
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191
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+
-- Blue Womb. (In vanilla, the door will only appear in the It Lives Boss Room.)
|
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184
192
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--
|
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185
193
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-- Returns undefined if the room has no Blue Womb doors.
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186
194
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function ____exports.getBlueWombDoor(self)
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@@ -289,6 +297,17 @@ function ____exports.getUnusedDoorSlots(self)
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289
297
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function(____, doorSlot) return doorSlot ~= DoorSlot.NO_DOOR_SLOT and room:IsDoorSlotAllowed(doorSlot) and room:GetDoor(doorSlot) == nil end
|
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290
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)
|
|
291
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|
end
|
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300
|
+
--- Helper function to get the door that leads to the off-grid room that contains the portal to The
|
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301
|
+
-- Void. (In vanilla, the door will only appear in the Hush Boss Room.)
|
|
302
|
+
--
|
|
303
|
+
-- Returns undefined if the room has no Void doors.
|
|
304
|
+
function ____exports.getVoidDoor(self)
|
|
305
|
+
local doors = ____exports.getDoors(nil)
|
|
306
|
+
return __TS__ArrayFind(
|
|
307
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+
doors,
|
|
308
|
+
function(____, door) return ____exports.isVoidDoor(nil, door) end
|
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309
|
+
)
|
|
310
|
+
end
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292
311
|
--- Helper function to check if the current room has one or more doors that lead to the given room
|
|
293
312
|
-- type.
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294
313
|
--
|
package/package.json
CHANGED
package/src/functions/doors.ts
CHANGED
|
@@ -106,7 +106,7 @@ export function getAngelRoomDoor(): GridEntityDoor | undefined {
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106
106
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107
107
|
/**
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108
108
|
* Helper function to get the door that leads to the off-grid room that contains the hole to the
|
|
109
|
-
* Blue Womb.
|
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109
|
+
* Blue Womb. (In vanilla, the door will only appear in the It Lives Boss Room.)
|
|
110
110
|
*
|
|
111
111
|
* Returns undefined if the room has no Blue Womb doors.
|
|
112
112
|
*/
|
|
@@ -306,6 +306,17 @@ export function getUnusedDoorSlots(): DoorSlot[] {
|
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|
306
306
|
);
|
|
307
307
|
}
|
|
308
308
|
|
|
309
|
+
/**
|
|
310
|
+
* Helper function to get the door that leads to the off-grid room that contains the portal to The
|
|
311
|
+
* Void. (In vanilla, the door will only appear in the Hush Boss Room.)
|
|
312
|
+
*
|
|
313
|
+
* Returns undefined if the room has no Void doors.
|
|
314
|
+
*/
|
|
315
|
+
export function getVoidDoor(): GridEntityDoor | undefined {
|
|
316
|
+
const doors = getDoors();
|
|
317
|
+
return doors.find((door) => isVoidDoor(door));
|
|
318
|
+
}
|
|
319
|
+
|
|
309
320
|
/**
|
|
310
321
|
* Helper function to check if the current room has one or more doors that lead to the given room
|
|
311
322
|
* type.
|
|
@@ -334,6 +345,11 @@ export function isAngelRoomDoor(door: GridEntityDoor): boolean {
|
|
|
334
345
|
return door.TargetRoomType === RoomType.ANGEL;
|
|
335
346
|
}
|
|
336
347
|
|
|
348
|
+
/**
|
|
349
|
+
* Helper function to check if the provided door is the one that leads to the off-grid room that
|
|
350
|
+
* contains the hole to the Blue Womb. (In vanilla, the door will only appear in the It Lives Boss
|
|
351
|
+
* Room.)
|
|
352
|
+
*/
|
|
337
353
|
export function isBlueWombDoor(door: GridEntityDoor): boolean {
|
|
338
354
|
return door.TargetRoomIndex === asNumber(GridRoom.BLUE_WOMB);
|
|
339
355
|
}
|
|
@@ -462,6 +478,14 @@ export function isSecretRoomDoor(door: GridEntityDoor): boolean {
|
|
|
462
478
|
return fileName.toLowerCase() === "gfx/grid/door_08_holeinwall.anm2"; // cspell:ignore holeinwall
|
|
463
479
|
}
|
|
464
480
|
|
|
481
|
+
/**
|
|
482
|
+
* Helper function to check if the provided door is the one that leads to the off-grid room that
|
|
483
|
+
* contains the portal to The Void. (In vanilla, the door will only appear in the Hush Boss Room.)
|
|
484
|
+
*/
|
|
485
|
+
export function isVoidDoor(door: GridEntityDoor): boolean {
|
|
486
|
+
return door.TargetRoomIndex === asNumber(GridRoom.THE_VOID);
|
|
487
|
+
}
|
|
488
|
+
|
|
465
489
|
/**
|
|
466
490
|
* Helper function to reset an unlocked door back to a locked state. Doing this is non-trivial
|
|
467
491
|
* because in addition to calling the `GridEntityDoor.SetLocked` method, you must also:
|