isaacscript-common 4.0.0 → 4.0.3

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.
Files changed (398) hide show
  1. package/cachedClasses.ts +39 -0
  2. package/callbacks/customRevive.lua +2 -1
  3. package/callbacks/customRevive.ts +215 -0
  4. package/callbacks/itemPickup.ts +101 -0
  5. package/callbacks/postAmbush.ts +73 -0
  6. package/callbacks/postBombExploded.ts +26 -0
  7. package/callbacks/postBombInitLate.ts +36 -0
  8. package/callbacks/postBoneSwing.ts +64 -0
  9. package/callbacks/postCollectibleInitFirst.ts +40 -0
  10. package/callbacks/postCursedTeleport.lua +2 -1
  11. package/callbacks/postCursedTeleport.ts +185 -0
  12. package/callbacks/postCustomDoorEnter.lua +0 -7
  13. package/callbacks/postCustomDoorEnter.ts +292 -0
  14. package/callbacks/postDiceRoomActivated.ts +60 -0
  15. package/callbacks/postDoorRender.ts +26 -0
  16. package/callbacks/postDoorUpdate.ts +26 -0
  17. package/callbacks/postEffectInitLate.ts +36 -0
  18. package/callbacks/postEffectStateChanged.ts +43 -0
  19. package/callbacks/postEsauJr.lua +2 -1
  20. package/callbacks/postEsauJr.ts +109 -0
  21. package/callbacks/postFamiliarInitLate.ts +36 -0
  22. package/callbacks/postFamiliarStateChanged.ts +43 -0
  23. package/callbacks/postFlip.lua +4 -3
  24. package/callbacks/postFlip.ts +90 -0
  25. package/callbacks/postGreedModeWave.ts +41 -0
  26. package/callbacks/postGridEntity.ts +164 -0
  27. package/callbacks/postGridEntityCollision.ts +69 -0
  28. package/callbacks/postGridEntityRender.ts +26 -0
  29. package/callbacks/postHolyMantleRemoved.ts +55 -0
  30. package/callbacks/postItemDischarged.lua +4 -3
  31. package/callbacks/postItemDischarged.ts +154 -0
  32. package/callbacks/postKnifeInitLate.ts +36 -0
  33. package/callbacks/postLaserInitLate.ts +36 -0
  34. package/callbacks/postNPCInitLate.ts +36 -0
  35. package/callbacks/postNPCStateChanged.ts +42 -0
  36. package/callbacks/postNewRoomEarly.lua +2 -1
  37. package/callbacks/postNewRoomEarly.ts +96 -0
  38. package/callbacks/postPickupCollect.ts +48 -0
  39. package/callbacks/postPickupInitFirst.ts +70 -0
  40. package/callbacks/postPickupInitLate.ts +36 -0
  41. package/callbacks/postPickupStateChanged.ts +43 -0
  42. package/callbacks/postPitRender.ts +26 -0
  43. package/callbacks/postPitUpdate.ts +26 -0
  44. package/callbacks/postPlayerChangeHealth.ts +62 -0
  45. package/callbacks/postPlayerChangeType.ts +56 -0
  46. package/callbacks/postPlayerCollectible.ts +113 -0
  47. package/callbacks/postPlayerFatalDamage.ts +141 -0
  48. package/callbacks/postPlayerInitLate.ts +37 -0
  49. package/callbacks/postPlayerReordered.ts +142 -0
  50. package/callbacks/postPoopRender.ts +26 -0
  51. package/callbacks/postPoopUpdate.ts +26 -0
  52. package/callbacks/postPressurePlateRender.ts +26 -0
  53. package/callbacks/postPressurePlateUpdate.ts +26 -0
  54. package/callbacks/postProjectileInitLate.ts +36 -0
  55. package/callbacks/postPurchase.ts +64 -0
  56. package/callbacks/postRockRender.ts +26 -0
  57. package/callbacks/postRockUpdate.ts +26 -0
  58. package/callbacks/postRoomClearChanged.ts +57 -0
  59. package/callbacks/postSacrifice.lua +3 -2
  60. package/callbacks/postSacrifice.ts +64 -0
  61. package/callbacks/postSlotDestroyed.ts +92 -0
  62. package/callbacks/postSlotInitUpdate.ts +68 -0
  63. package/callbacks/postSlotRender.ts +69 -0
  64. package/callbacks/postSpikesRender.ts +26 -0
  65. package/callbacks/postSpikesUpdate.ts +26 -0
  66. package/callbacks/postTNTRender.ts +26 -0
  67. package/callbacks/postTNTUpdate.ts +26 -0
  68. package/callbacks/postTearInitLate.ts +36 -0
  69. package/callbacks/postTearInitVeryLate.ts +41 -0
  70. package/callbacks/postTransformation.ts +59 -0
  71. package/callbacks/postTrinketBreak.lua +3 -2
  72. package/callbacks/postTrinketBreak.ts +112 -0
  73. package/callbacks/preBerserkDeath.ts +49 -0
  74. package/callbacks/preNewLevel.ts +55 -0
  75. package/callbacks/reorderedCallbacks.lua +1 -0
  76. package/callbacks/reorderedCallbacks.ts +168 -0
  77. package/callbacks/subscriptions/postAmbushFinished.ts +32 -0
  78. package/callbacks/subscriptions/postAmbushStarted.ts +32 -0
  79. package/callbacks/subscriptions/postBombInitLate.ts +32 -0
  80. package/callbacks/subscriptions/postBoneExploded.ts +32 -0
  81. package/callbacks/subscriptions/postBoneSwing.ts +24 -0
  82. package/callbacks/subscriptions/postCollectibleInitFirst.ts +37 -0
  83. package/callbacks/subscriptions/postCursedTeleport.ts +24 -0
  84. package/callbacks/subscriptions/postCustomDoorEnter.ts +45 -0
  85. package/callbacks/subscriptions/postCustomRevive.ts +36 -0
  86. package/callbacks/subscriptions/postDiceRoomActivated.ts +38 -0
  87. package/callbacks/subscriptions/postDoorRender.ts +35 -0
  88. package/callbacks/subscriptions/postDoorUpdate.ts +35 -0
  89. package/callbacks/subscriptions/postEffectInitLate.ts +32 -0
  90. package/callbacks/subscriptions/postEffectStateChanged.ts +40 -0
  91. package/callbacks/subscriptions/postEsauJr.ts +24 -0
  92. package/callbacks/subscriptions/postFamiliarInitLate.ts +32 -0
  93. package/callbacks/subscriptions/postFamiliarStateChanged.ts +40 -0
  94. package/callbacks/subscriptions/postFirstEsauJr.ts +24 -0
  95. package/callbacks/subscriptions/postFirstFlip.ts +24 -0
  96. package/callbacks/subscriptions/postFlip.ts +22 -0
  97. package/callbacks/subscriptions/postGameStartedReordered.ts +24 -0
  98. package/callbacks/subscriptions/postGreedModeWave.ts +24 -0
  99. package/callbacks/subscriptions/postGridEntityBroken.ts +51 -0
  100. package/callbacks/subscriptions/postGridEntityCollision.ts +54 -0
  101. package/callbacks/subscriptions/postGridEntityInit.ts +51 -0
  102. package/callbacks/subscriptions/postGridEntityRemove.ts +52 -0
  103. package/callbacks/subscriptions/postGridEntityRender.ts +51 -0
  104. package/callbacks/subscriptions/postGridEntityStateChanged.ts +55 -0
  105. package/callbacks/subscriptions/postGridEntityUpdate.ts +51 -0
  106. package/callbacks/subscriptions/postHolyMantleRemoved.ts +48 -0
  107. package/callbacks/subscriptions/postItemDischarged.ts +43 -0
  108. package/callbacks/subscriptions/postItemPickup.ts +64 -0
  109. package/callbacks/subscriptions/postKnifeInitLate.ts +32 -0
  110. package/callbacks/subscriptions/postLaserInitLate.ts +32 -0
  111. package/callbacks/subscriptions/postNPCInitLate.ts +32 -0
  112. package/callbacks/subscriptions/postNPCStateChanged.ts +42 -0
  113. package/callbacks/subscriptions/postNewLevelReordered.ts +22 -0
  114. package/callbacks/subscriptions/postNewRoomEarly.ts +22 -0
  115. package/callbacks/subscriptions/postNewRoomReordered.ts +22 -0
  116. package/callbacks/subscriptions/postPEffectUpdateReordered.ts +40 -0
  117. package/callbacks/subscriptions/postPickupCollect.ts +35 -0
  118. package/callbacks/subscriptions/postPickupInitFirst.ts +32 -0
  119. package/callbacks/subscriptions/postPickupInitLate.ts +32 -0
  120. package/callbacks/subscriptions/postPickupStateChanged.ts +40 -0
  121. package/callbacks/subscriptions/postPitRender.ts +35 -0
  122. package/callbacks/subscriptions/postPitUpdate.ts +35 -0
  123. package/callbacks/subscriptions/postPlayerChangeHealth.ts +49 -0
  124. package/callbacks/subscriptions/postPlayerChangeType.ts +40 -0
  125. package/callbacks/subscriptions/postPlayerCollectibleAdded.ts +38 -0
  126. package/callbacks/subscriptions/postPlayerCollectibleRemoved.ts +38 -0
  127. package/callbacks/subscriptions/postPlayerFatalDamage.d.ts +1 -1
  128. package/callbacks/subscriptions/postPlayerFatalDamage.ts +68 -0
  129. package/callbacks/subscriptions/postPlayerInitLate.ts +40 -0
  130. package/callbacks/subscriptions/postPlayerInitReordered.ts +40 -0
  131. package/callbacks/subscriptions/postPlayerRenderReordered.ts +40 -0
  132. package/callbacks/subscriptions/postPlayerUpdateReordered.ts +40 -0
  133. package/callbacks/subscriptions/postPoopRender.ts +35 -0
  134. package/callbacks/subscriptions/postPoopUpdate.ts +35 -0
  135. package/callbacks/subscriptions/postPressurePlateRender.ts +37 -0
  136. package/callbacks/subscriptions/postPressurePlateUpdate.ts +37 -0
  137. package/callbacks/subscriptions/postProjectileInitLate.ts +35 -0
  138. package/callbacks/subscriptions/postPurchase.ts +31 -0
  139. package/callbacks/subscriptions/postRockRender.ts +35 -0
  140. package/callbacks/subscriptions/postRockUpdate.ts +35 -0
  141. package/callbacks/subscriptions/postRoomClearChanged.ts +30 -0
  142. package/callbacks/subscriptions/postSacrifice.ts +43 -0
  143. package/callbacks/subscriptions/postSlotAnimationChanged.ts +40 -0
  144. package/callbacks/subscriptions/postSlotDestroyed.ts +55 -0
  145. package/callbacks/subscriptions/postSlotInit.ts +32 -0
  146. package/callbacks/subscriptions/postSlotRender.ts +32 -0
  147. package/callbacks/subscriptions/postSlotUpdate.ts +32 -0
  148. package/callbacks/subscriptions/postSpikesRender.ts +35 -0
  149. package/callbacks/subscriptions/postSpikesUpdate.ts +35 -0
  150. package/callbacks/subscriptions/postTNTRender.ts +35 -0
  151. package/callbacks/subscriptions/postTNTUpdate.ts +35 -0
  152. package/callbacks/subscriptions/postTearInitLate.ts +32 -0
  153. package/callbacks/subscriptions/postTearInitVeryLate.ts +32 -0
  154. package/callbacks/subscriptions/postTransformation.ts +40 -0
  155. package/callbacks/subscriptions/postTrinketBreak.ts +38 -0
  156. package/callbacks/subscriptions/preBerserkDeath.ts +42 -0
  157. package/callbacks/subscriptions/preCustomRevive.d.ts +1 -1
  158. package/callbacks/subscriptions/preCustomRevive.ts +46 -0
  159. package/callbacks/subscriptions/preItemPickup.ts +64 -0
  160. package/callbacks/subscriptions/preNewLevel.ts +24 -0
  161. package/classes/DefaultMap.ts +174 -0
  162. package/classes/ModUpgraded.d.ts +5 -1
  163. package/classes/ModUpgraded.lua +2 -2
  164. package/classes/ModUpgraded.ts +84 -0
  165. package/constants.ts +162 -0
  166. package/constantsFirstLast.ts +217 -0
  167. package/enums/AmbushType.ts +4 -0
  168. package/enums/HealthType.ts +16 -0
  169. package/enums/ModCallbackCustom.d.ts +2 -2
  170. package/enums/ModCallbackCustom.ts +1278 -0
  171. package/enums/PocketItemType.ts +8 -0
  172. package/enums/SerializationType.ts +5 -0
  173. package/enums/SlotDestructionType.ts +4 -0
  174. package/enums/private/CopyableIsaacAPIClassType.ts +7 -0
  175. package/enums/private/SaveDataKey.ts +14 -0
  176. package/enums/private/SerializationBrand.ts +42 -0
  177. package/features/characterHealthConversion.lua +2 -9
  178. package/features/characterHealthConversion.ts +111 -0
  179. package/features/characterStats.ts +61 -0
  180. package/features/debugDisplay/debugDisplay.ts +221 -0
  181. package/features/debugDisplay/exports.ts +368 -0
  182. package/features/debugDisplay/v.ts +65 -0
  183. package/features/deployJSONRoom.ts +743 -0
  184. package/features/disableInputs.ts +193 -0
  185. package/features/disableSound.ts +77 -0
  186. package/features/extraConsoleCommands/commandsDisplay.ts +290 -0
  187. package/features/extraConsoleCommands/commandsSubroutines.ts +139 -0
  188. package/features/extraConsoleCommands/init.ts +334 -0
  189. package/features/extraConsoleCommands/listCommands.ts +1299 -0
  190. package/features/extraConsoleCommands/v.ts +14 -0
  191. package/features/fadeInRemover.ts +60 -0
  192. package/features/fastReset.ts +75 -0
  193. package/features/forgottenSwitch.ts +50 -0
  194. package/features/getCollectibleItemPoolType.ts +66 -0
  195. package/features/persistentEntities.ts +183 -0
  196. package/features/playerInventory.lua +1 -0
  197. package/features/playerInventory.ts +135 -0
  198. package/features/ponyDetection.ts +74 -0
  199. package/features/preventCollectibleRotation.ts +115 -0
  200. package/features/runInNFrames.ts +148 -0
  201. package/features/saveDataManager/constants.ts +4 -0
  202. package/features/saveDataManager/exports.ts +229 -0
  203. package/features/saveDataManager/load.ts +99 -0
  204. package/features/saveDataManager/main.ts +195 -0
  205. package/features/saveDataManager/maps.ts +13 -0
  206. package/features/saveDataManager/merge.ts +194 -0
  207. package/features/saveDataManager/save.ts +74 -0
  208. package/features/saveDataManager/serializationBrand.ts +16 -0
  209. package/features/sirenHelpers.ts +129 -0
  210. package/features/taintedLazarusPlayers.ts +113 -0
  211. package/featuresInitialized.ts +20 -0
  212. package/functions/ambush.ts +47 -0
  213. package/functions/array.ts +410 -0
  214. package/functions/benchmark.ts +36 -0
  215. package/functions/bitwise.ts +24 -0
  216. package/functions/bombs.ts +12 -0
  217. package/functions/boss.ts +227 -0
  218. package/functions/cacheFlag.ts +12 -0
  219. package/functions/cards.ts +271 -0
  220. package/functions/challenges.ts +13 -0
  221. package/functions/character.ts +126 -0
  222. package/functions/charge.ts +237 -0
  223. package/functions/chargeBar.ts +67 -0
  224. package/functions/collectibleCacheFlag.ts +90 -0
  225. package/functions/collectibleSet.ts +56 -0
  226. package/functions/collectibleTag.ts +89 -0
  227. package/functions/collectibles.ts +659 -0
  228. package/functions/color.lua +0 -7
  229. package/functions/color.ts +128 -0
  230. package/functions/debug.ts +68 -0
  231. package/functions/deepCopy.lua +46 -51
  232. package/functions/deepCopy.ts +535 -0
  233. package/functions/deepCopyTests.ts +386 -0
  234. package/functions/direction.ts +49 -0
  235. package/functions/doors.ts +347 -0
  236. package/functions/easing.ts +182 -0
  237. package/functions/eden.ts +47 -0
  238. package/functions/effects.ts +20 -0
  239. package/functions/entity.ts +439 -0
  240. package/functions/entitySpecific.ts +889 -0
  241. package/functions/entityTypes.ts +6 -0
  242. package/functions/enums.ts +146 -0
  243. package/functions/familiars.ts +106 -0
  244. package/functions/flag.ts +165 -0
  245. package/functions/flying.ts +117 -0
  246. package/functions/globals.ts +242 -0
  247. package/functions/gridEntity.ts +511 -0
  248. package/functions/gridEntitySpecific.ts +112 -0
  249. package/functions/input.ts +139 -0
  250. package/functions/isaacAPIClass.ts +67 -0
  251. package/functions/jsonHelpers.ts +45 -0
  252. package/functions/jsonRoom.ts +100 -0
  253. package/functions/kColor.lua +0 -7
  254. package/functions/kColor.ts +129 -0
  255. package/functions/language.ts +13 -0
  256. package/functions/level.ts +31 -0
  257. package/functions/log.ts +720 -0
  258. package/functions/map.ts +56 -0
  259. package/functions/math.ts +149 -0
  260. package/functions/mergeTests.ts +288 -0
  261. package/functions/npc.ts +148 -0
  262. package/functions/pickupVariants.ts +60 -0
  263. package/functions/pickups.ts +499 -0
  264. package/functions/pills.ts +205 -0
  265. package/functions/player.lua +9 -20
  266. package/functions/player.ts +1056 -0
  267. package/functions/playerDataStructures.ts +150 -0
  268. package/functions/playerHealth.lua +28 -39
  269. package/functions/playerHealth.ts +382 -0
  270. package/functions/playerIndex.ts +195 -0
  271. package/functions/pocketItems.ts +149 -0
  272. package/functions/positionVelocity.ts +188 -0
  273. package/functions/random.ts +77 -0
  274. package/functions/revive.ts +201 -0
  275. package/functions/rng.lua +0 -7
  276. package/functions/rng.ts +172 -0
  277. package/functions/roomData.ts +199 -0
  278. package/functions/roomGrid.ts +109 -0
  279. package/functions/roomShape.ts +80 -0
  280. package/functions/rooms.ts +648 -0
  281. package/functions/run.ts +36 -0
  282. package/functions/saveFile.ts +128 -0
  283. package/functions/seeds.ts +19 -0
  284. package/functions/serialization.ts +91 -0
  285. package/functions/set.ts +95 -0
  286. package/functions/sound.ts +9 -0
  287. package/functions/spawnCollectible.ts +104 -0
  288. package/functions/sprite.ts +107 -0
  289. package/functions/stage.ts +125 -0
  290. package/functions/string.ts +47 -0
  291. package/functions/table.ts +189 -0
  292. package/functions/tears.ts +32 -0
  293. package/functions/transformations.ts +131 -0
  294. package/functions/trinketCacheFlag.ts +60 -0
  295. package/functions/trinketGive.ts +157 -0
  296. package/functions/trinkets.ts +215 -0
  297. package/functions/tstlClass.ts +157 -0
  298. package/functions/types.ts +36 -0
  299. package/functions/ui.ts +138 -0
  300. package/functions/utils.d.ts +0 -37
  301. package/functions/utils.lua +0 -35
  302. package/functions/utils.ts +189 -0
  303. package/functions/vector.lua +0 -7
  304. package/functions/vector.ts +126 -0
  305. package/index.ts +172 -0
  306. package/initCustomCallbacks.ts +132 -0
  307. package/initFeatures.ts +39 -0
  308. package/interfaces/AddCallbackParameterCustom.ts +188 -0
  309. package/interfaces/ChargeBarSprites.ts +12 -0
  310. package/interfaces/JSONDoor.d.ts +3 -3
  311. package/interfaces/JSONDoor.ts +13 -0
  312. package/interfaces/JSONEntity.d.ts +4 -4
  313. package/interfaces/JSONEntity.ts +16 -0
  314. package/interfaces/JSONRoom.d.ts +8 -8
  315. package/interfaces/JSONRoom.ts +36 -0
  316. package/interfaces/JSONRooms.ts +12 -0
  317. package/interfaces/JSONSpawn.d.ts +2 -2
  318. package/interfaces/JSONSpawn.ts +14 -0
  319. package/interfaces/PlayerHealth.ts +16 -0
  320. package/interfaces/PocketItemDescription.ts +9 -0
  321. package/interfaces/SaveData.ts +29 -0
  322. package/interfaces/TrinketSituation.ts +9 -0
  323. package/interfaces/private/TSTLClassMetatable.ts +8 -0
  324. package/maps/PHDPillConversions.ts +21 -0
  325. package/maps/cardMap.ts +209 -0
  326. package/maps/characterMap.ts +87 -0
  327. package/maps/collectibleDescriptionMap.ts +732 -0
  328. package/maps/collectibleNameMap.ts +731 -0
  329. package/maps/defaultPlayerStatMap.ts +17 -0
  330. package/maps/falsePHDPillConversions.ts +35 -0
  331. package/maps/gridEntityTypeToBrokenStateMap.ts +50 -0
  332. package/maps/gridEntityXMLMap.ts +176 -0
  333. package/maps/pillEffectMap.ts +88 -0
  334. package/maps/roomShapeToTopLeftWallGridIndexMap.ts +18 -0
  335. package/maps/roomTypeMap.ts +40 -0
  336. package/maps/trinketDescriptionMap.ts +200 -0
  337. package/maps/trinketNameMap.ts +198 -0
  338. package/objects/LRoomShapeToRectangles.ts +44 -0
  339. package/objects/callbackRegisterFunctions.ts +187 -0
  340. package/objects/cardDescriptions.ts +105 -0
  341. package/objects/cardNames.ts +105 -0
  342. package/objects/cardTypes.ts +104 -0
  343. package/objects/challengeNames.ts +52 -0
  344. package/objects/characterNames.ts +48 -0
  345. package/objects/coinSubTypeToValue.ts +14 -0
  346. package/objects/colors.ts +16 -0
  347. package/objects/directionNames.ts +11 -0
  348. package/objects/directionToDegrees.ts +11 -0
  349. package/objects/directionToVector.ts +12 -0
  350. package/objects/doorSlotFlagToDoorSlot.ts +16 -0
  351. package/objects/doorSlotToDirection.ts +14 -0
  352. package/objects/isaacAPIClassTypeToBrand.ts +11 -0
  353. package/objects/isaacAPIClassTypeToCopyFunction.ts +18 -0
  354. package/objects/languageNames.ts +13 -0
  355. package/objects/oppositeDoorSlots.ts +15 -0
  356. package/objects/pillEffectClasses.ts +63 -0
  357. package/objects/pillEffectNames.ts +57 -0
  358. package/objects/pillEffectTypes.ts +62 -0
  359. package/objects/roomShapeBounds.ts +71 -0
  360. package/objects/roomShapeLayoutSizes.ts +45 -0
  361. package/objects/roomShapeToBottomRightPosition.ts +25 -0
  362. package/objects/roomShapeToDoorSlots.ts +83 -0
  363. package/objects/roomShapeToDoorSlotsToGridIndexDelta.ts +127 -0
  364. package/objects/roomShapeToGridWidth.ts +21 -0
  365. package/objects/roomShapeToTopLeftPosition.ts +26 -0
  366. package/objects/roomShapeVolumes.ts +38 -0
  367. package/objects/roomTypeNames.ts +36 -0
  368. package/objects/serializedIsaacAPIClassTypeToIdentityFunction.ts +14 -0
  369. package/objects/stageTypeToLetter.ts +15 -0
  370. package/objects/transformationNames.d.ts +0 -1
  371. package/objects/transformationNames.lua +0 -1
  372. package/objects/transformationNames.ts +18 -0
  373. package/package.json +2 -2
  374. package/patchErrorFunctions.ts +92 -0
  375. package/sets/LRoomShapesSet.ts +8 -0
  376. package/sets/bossSets.ts +470 -0
  377. package/sets/charactersThatStartWithAnActiveItemSet.ts +16 -0
  378. package/sets/charactersWithBlackHeartFromEternalHeartSet.ts +7 -0
  379. package/sets/charactersWithFreeDevilDealsSet.ts +4 -0
  380. package/sets/charactersWithNoRedHeartsSet.ts +17 -0
  381. package/sets/charactersWithNoSoulHeartsSet.ts +14 -0
  382. package/sets/chestPickupVariantsSet.ts +16 -0
  383. package/sets/familiarsThatShootPlayerTearsSet.ts +13 -0
  384. package/sets/lostStyleCharactersSet.ts +13 -0
  385. package/sets/mineShaftRoomSubTypesSet.ts +10 -0
  386. package/sets/redHeartSubTypesSet.ts +7 -0
  387. package/sets/sinEntityTypesSet.ts +11 -0
  388. package/sets/singleUseActiveCollectibleTypesSet.ts +13 -0
  389. package/sets/storyBossesSet.ts +17 -0
  390. package/types/AnyEntity.ts +12 -0
  391. package/types/AwaitingTextInput.d.ts +2 -0
  392. package/types/CollectibleIndex.ts +16 -0
  393. package/types/PickingUpItem.ts +89 -0
  394. package/types/PlayerIndex.ts +13 -0
  395. package/types/private/IsaacAPIClass.ts +3 -0
  396. package/types/private/SerializedIsaacAPIClass.ts +3 -0
  397. package/types/private/TSTLClass.ts +3 -0
  398. package/upgradeMod.ts +55 -0
@@ -0,0 +1,511 @@
1
+ import {
2
+ GridCollisionClass,
3
+ GridEntityType,
4
+ GridEntityXMLType,
5
+ PoopGridEntityVariant,
6
+ StatueVariant,
7
+ TrapdoorVariant,
8
+ } from "isaac-typescript-definitions";
9
+ import { game } from "../cachedClasses";
10
+ import { DISTANCE_OF_GRID_TILE } from "../constants";
11
+ import { GRID_ENTITY_TYPE_TO_BROKEN_STATE_MAP } from "../maps/gridEntityTypeToBrokenStateMap";
12
+ import { GRID_ENTITY_XML_MAP } from "../maps/gridEntityXMLMap";
13
+ import {
14
+ DEFAULT_TOP_LEFT_WALL_GRID_INDEX,
15
+ ROOM_SHAPE_TO_TOP_LEFT_WALL_GRID_INDEX_MAP,
16
+ } from "../maps/roomShapeToTopLeftWallGridIndexMap";
17
+ import { isCircleIntersectingRectangle } from "./math";
18
+ import { roomUpdateSafe } from "./rooms";
19
+ import { clearSprite } from "./sprite";
20
+ import { erange } from "./utils";
21
+ import { isVector } from "./vector";
22
+
23
+ const BREAKABLE_GRID_ENTITY_TYPES_BY_EXPLOSIONS: ReadonlySet<GridEntityType> =
24
+ new Set([
25
+ GridEntityType.ROCK, // 2
26
+ GridEntityType.ROCK_TINTED, // 4
27
+ GridEntityType.ROCK_BOMB, // 5
28
+ GridEntityType.ROCK_ALT, // 6
29
+ GridEntityType.SPIDER_WEB, // 10
30
+ GridEntityType.TNT, // 12
31
+
32
+ // GridEntityType.FIREPLACE (13) does not count since it is turned into a non-grid entity upon
33
+ // spawning.
34
+
35
+ GridEntityType.POOP, // 14
36
+ GridEntityType.ROCK_SUPER_SPECIAL, // 22
37
+ GridEntityType.ROCK_SPIKED, // 25
38
+ GridEntityType.ROCK_ALT_2, // 26
39
+ GridEntityType.ROCK_GOLD, // 27
40
+ ]);
41
+
42
+ const BREAKABLE_GRID_ENTITY_TYPES_VARIANTS_BY_EXPLOSIONS: ReadonlySet<string> =
43
+ new Set([`${GridEntityType.STATUE}.${StatueVariant.ANGEL}`]);
44
+
45
+ /**
46
+ * Helper function to convert the grid entity type found in a room XML file to the corresponding
47
+ * grid entity type and variant normally used by the game. For example, a rock is represented as
48
+ * 1000.0 in a room XML file, but `GridEntityType.ROCK` is equal to 2.
49
+ */
50
+ export function convertXMLGridEntityType(
51
+ gridEntityXMLType: GridEntityXMLType,
52
+ gridEntityXMLVariant: int,
53
+ ): [GridEntityType, int] | undefined {
54
+ const gridEntityArray = GRID_ENTITY_XML_MAP.get(gridEntityXMLType);
55
+ if (gridEntityArray === undefined) {
56
+ error(
57
+ `Failed to find an entry in the grid entity map for XML entity type: ${gridEntityXMLType}`,
58
+ );
59
+ }
60
+ const gridEntityType = gridEntityArray[0];
61
+ let gridEntityVariant = gridEntityArray[1];
62
+
63
+ // For some specific grid entities, the variant defined in the XML is what is used by the actual
64
+ // game (which is not the case for e.g. poops).
65
+ if (
66
+ gridEntityType === GridEntityType.SPIKES_ON_OFF || // 9
67
+ gridEntityType === GridEntityType.PRESSURE_PLATE || // 20
68
+ gridEntityType === GridEntityType.TELEPORTER // 23
69
+ ) {
70
+ gridEntityVariant = gridEntityXMLVariant;
71
+ }
72
+
73
+ return [gridEntityType, gridEntityVariant];
74
+ }
75
+
76
+ /**
77
+ * Gets the entities that have a hitbox that overlaps with any part of the square that the grid
78
+ * entity is on.
79
+ *
80
+ * Note that this function will not work properly in the PostNewRoom callback, since entities do not
81
+ * have collision yet in that callback.
82
+ */
83
+ export function getCollidingEntitiesWithGridEntity(
84
+ gridEntity: GridEntity,
85
+ ): Entity[] {
86
+ const gridEntityCollisionTopLeft = Vector(
87
+ gridEntity.Position.X - DISTANCE_OF_GRID_TILE / 2,
88
+ gridEntity.Position.Y - DISTANCE_OF_GRID_TILE / 2,
89
+ );
90
+
91
+ const gridEntityCollisionBottomRight = Vector(
92
+ gridEntity.Position.X + DISTANCE_OF_GRID_TILE / 2,
93
+ gridEntity.Position.Y + DISTANCE_OF_GRID_TILE / 2,
94
+ );
95
+
96
+ const closeEntities = Isaac.FindInRadius(
97
+ gridEntity.Position,
98
+ DISTANCE_OF_GRID_TILE * 2,
99
+ );
100
+
101
+ return closeEntities.filter(
102
+ (entity) =>
103
+ entity.CollidesWithGrid() &&
104
+ isCircleIntersectingRectangle(
105
+ entity.Position,
106
+ // We arbitrarily add 0.1 to account for entities that are already pushed back by the time
107
+ // the PostUpdate callback fires.
108
+ entity.Size + 0.1,
109
+ gridEntityCollisionTopLeft,
110
+ gridEntityCollisionBottomRight,
111
+ ),
112
+ );
113
+ }
114
+
115
+ /**
116
+ * Helper function to get every grid entity in the current room.
117
+ *
118
+ * Use this function with no arguments to get every grid entity, or specify a variadic amount of
119
+ * arguments to match specific grid entity types.
120
+ *
121
+ * For example:
122
+ *
123
+ * ```ts
124
+ * for (const gridEntity of getGridEntities()) {
125
+ * print(gridEntity.GetType())
126
+ * }
127
+ * ```
128
+ *
129
+ * For example:
130
+ *
131
+ * ```ts
132
+ * const rocks = getGridEntities(
133
+ * GridEntityType.ROCK,
134
+ * GridEntityType.BLOCK,
135
+ * GridEntityType.ROCK_TINTED,
136
+ * );
137
+ * ```
138
+ */
139
+ export function getGridEntities(
140
+ ...gridEntityTypes: GridEntityType[]
141
+ ): GridEntity[] {
142
+ const gridEntities = getAllGridEntities();
143
+
144
+ if (gridEntityTypes.length === 0) {
145
+ return gridEntities;
146
+ }
147
+
148
+ const gridEntityTypesSet = new Set(gridEntityTypes);
149
+ return gridEntities.filter((gridEntity) => {
150
+ const gridEntityType = gridEntity.GetType();
151
+ return gridEntityTypesSet.has(gridEntityType);
152
+ });
153
+ }
154
+
155
+ function getAllGridEntities(): GridEntity[] {
156
+ const room = game.GetRoom();
157
+ const gridSize = room.GetGridSize();
158
+
159
+ const gridEntities: GridEntity[] = [];
160
+ for (const gridIndex of erange(gridSize)) {
161
+ const gridEntity = room.GetGridEntity(gridIndex);
162
+ if (gridEntity !== undefined) {
163
+ gridEntities.push(gridEntity);
164
+ }
165
+ }
166
+
167
+ return gridEntities;
168
+ }
169
+
170
+ /**
171
+ * Helper function to get a map of every grid entity in the current room. The indexes of the map are
172
+ * equal to the grid index. The values of the map are equal to the grid entities.
173
+ *
174
+ * Use this function with no arguments to get every grid entity, or specify a variadic amount of
175
+ * arguments to match specific grid entity types.
176
+ */
177
+ export function getGridEntitiesMap(
178
+ ...gridEntityTypes: GridEntityType[]
179
+ ): Map<int, GridEntity> {
180
+ const gridEntities = getGridEntities(...gridEntityTypes);
181
+
182
+ const gridEntityMap = new Map<int, GridEntity>();
183
+ for (const gridEntity of gridEntities) {
184
+ const gridIndex = gridEntity.GetGridIndex();
185
+ gridEntityMap.set(gridIndex, gridEntity);
186
+ }
187
+
188
+ return gridEntityMap;
189
+ }
190
+
191
+ /** Helper function to return a string containing the grid entity's type and variant. */
192
+ export function getGridEntityID(gridEntity: GridEntity): string {
193
+ const gridEntityType = gridEntity.GetType();
194
+ const gridEntityVariant = gridEntity.GetVariant();
195
+ return `${gridEntityType}.${gridEntityVariant}`;
196
+ }
197
+
198
+ export function getSurroundingGridEntities(
199
+ gridEntity: GridEntity,
200
+ ): GridEntity[] {
201
+ const room = game.GetRoom();
202
+ const gridWidth = room.GetGridWidth();
203
+ const gridIndex = gridEntity.GetGridIndex();
204
+
205
+ const surroundingGridIndexes: int[] = [
206
+ gridIndex - 1, // Left
207
+ gridIndex + 1, // Right
208
+
209
+ gridIndex - gridWidth - 1, // Top-left
210
+ gridIndex - gridWidth, // Top
211
+ gridIndex - gridWidth + 1, // Top-right
212
+
213
+ gridIndex + gridWidth - 1, // Bottom-left
214
+ gridIndex + gridWidth, // Bottom
215
+ gridIndex + gridWidth + 1, // Bottom-right
216
+ ];
217
+
218
+ const surroundingGridEntities: GridEntity[] = [];
219
+ for (const surroundingGridIndex of surroundingGridIndexes) {
220
+ const surroundingGridEntity = room.GetGridEntity(surroundingGridIndex);
221
+ if (surroundingGridEntity !== undefined) {
222
+ surroundingGridEntities.push(surroundingGridEntity);
223
+ }
224
+ }
225
+
226
+ return surroundingGridEntities;
227
+ }
228
+
229
+ export function getTopLeftWall(): GridEntity | undefined {
230
+ const room = game.GetRoom();
231
+ const topLeftWallGridIndex = getTopLeftWallGridIndex();
232
+ return room.GetGridEntity(topLeftWallGridIndex);
233
+ }
234
+
235
+ /**
236
+ * Helper function to get the grid index of the top left wall. (This will depend on what the current
237
+ * room shape is.)
238
+ */
239
+ export function getTopLeftWallGridIndex(): int {
240
+ const room = game.GetRoom();
241
+ const roomShape = room.GetRoomShape();
242
+
243
+ const topLeftWallGridIndex =
244
+ ROOM_SHAPE_TO_TOP_LEFT_WALL_GRID_INDEX_MAP.get(roomShape);
245
+ return topLeftWallGridIndex === undefined
246
+ ? DEFAULT_TOP_LEFT_WALL_GRID_INDEX
247
+ : topLeftWallGridIndex;
248
+ }
249
+
250
+ export function isGridEntityBreakableByExplosion(
251
+ gridEntity: GridEntity,
252
+ ): boolean {
253
+ const gridEntityType = gridEntity.GetType();
254
+ const gridEntityVariant = gridEntity.GetVariant();
255
+ const gridEntityTypeVariant = `${gridEntityType}.${gridEntityVariant}`;
256
+
257
+ return (
258
+ BREAKABLE_GRID_ENTITY_TYPES_BY_EXPLOSIONS.has(gridEntityType) ||
259
+ BREAKABLE_GRID_ENTITY_TYPES_VARIANTS_BY_EXPLOSIONS.has(
260
+ gridEntityTypeVariant,
261
+ )
262
+ );
263
+ }
264
+
265
+ /**
266
+ * Helper function to see if the provided gridEntity is in its respective broken state. See the
267
+ * `GRID_ENTITY_TYPE_TO_BROKEN_STATE_MAP` constant for more details.
268
+ *
269
+ * Note that in the case of `GridEntityType.LOCK` (11), the state will turn to being broken before
270
+ * the actual collision for the entity is removed.
271
+ */
272
+ export function isGridEntityBroken(gridEntity: GridEntity): boolean {
273
+ const gridEntityType = gridEntity.GetType();
274
+ const brokenState = GRID_ENTITY_TYPE_TO_BROKEN_STATE_MAP.get(gridEntityType);
275
+ return gridEntity.State === brokenState;
276
+ }
277
+
278
+ /**
279
+ * Helper function to detect whether a given Void Portal is one that randomly spawns after a boss is
280
+ * defeated or is one that naturally spawns in the room after Hush. (This is determined by looking
281
+ * at the VarData of the entity.)
282
+ */
283
+ export function isPostBossVoidPortal(gridEntity: GridEntity): boolean {
284
+ // - The VarData of Void Portals that are spawned after bosses will be equal to 1.
285
+ // - The VarData of the Void Portal in the room after Hush is equal to 0.
286
+ const saveState = gridEntity.GetSaveState();
287
+ return saveState.VarData === 1;
288
+ }
289
+
290
+ /**
291
+ * Helper function to all grid entities in the room except for ones matching the grid entity types
292
+ * provided.
293
+ *
294
+ * For example:
295
+ *
296
+ * ```ts
297
+ * removeAllGridEntitiesExceptFor(
298
+ * GridEntityType.WALL,
299
+ * GridEntityType.DOOR,
300
+ * );
301
+ * ```
302
+ *
303
+ * @returns True if one or more grid entities were removed, false otherwise.
304
+ */
305
+ export function removeAllGridExcept(
306
+ ...gridEntityTypes: GridEntityType[]
307
+ ): GridEntity[] {
308
+ const gridEntityTypeExceptions = new Set(gridEntityTypes);
309
+ const gridEntities = getGridEntities();
310
+ const removedGridEntities: GridEntity[] = [];
311
+ for (const gridEntity of gridEntities) {
312
+ const gridEntityType = gridEntity.GetType();
313
+ if (!gridEntityTypeExceptions.has(gridEntityType)) {
314
+ removeGrid(gridEntity, false);
315
+ removedGridEntities.push(gridEntity);
316
+ }
317
+ }
318
+
319
+ if (removedGridEntities.length > 0) {
320
+ roomUpdateSafe();
321
+ }
322
+
323
+ return removedGridEntities;
324
+ }
325
+
326
+ /**
327
+ * Helper function to remove all of the grid entities in the room that match the grid entity types
328
+ * provided.
329
+ *
330
+ * For example:
331
+ *
332
+ * ```ts
333
+ * removeAllMatchingGridEntities(
334
+ * GridEntityType.ROCK,
335
+ * GridEntityType.BLOCK,
336
+ * GridEntityType.ROCK_TINTED,
337
+ * );
338
+ * ```
339
+ *
340
+ * @returns An array of the grid entities removed.
341
+ */
342
+ export function removeAllMatchingGridEntities(
343
+ ...gridEntityType: GridEntityType[]
344
+ ): GridEntity[] {
345
+ const gridEntities = getGridEntities(...gridEntityType);
346
+ if (gridEntities.length === 0) {
347
+ return [];
348
+ }
349
+
350
+ for (const gridEntity of gridEntities) {
351
+ removeGrid(gridEntity, false);
352
+ }
353
+
354
+ roomUpdateSafe();
355
+ return gridEntities;
356
+ }
357
+
358
+ /**
359
+ * Helper function to remove a grid entity simply by providing the grid entity object.
360
+ *
361
+ * @param gridEntity The grid entity to remove.
362
+ * @param updateRoom Optional. Whether or not to update the room after the grid entity is removed.
363
+ * Default is true. This is generally a good idea because if the room is not
364
+ * updated, you will be unable to spawn another grid entity on the same tile until
365
+ * a frame has passed. However, doing this is expensive, since it involves a call
366
+ * to `Isaac.GetRoomEntities`, so set it to false if you need to invoke this
367
+ * function multiple times.
368
+ */
369
+ export function removeGrid(gridEntity: GridEntity, updateRoom = true): void {
370
+ const room = game.GetRoom();
371
+
372
+ const gridIndex = gridEntity.GetGridIndex();
373
+ room.RemoveGridEntity(gridIndex, 0, false);
374
+
375
+ if (updateRoom) {
376
+ roomUpdateSafe();
377
+ }
378
+ }
379
+
380
+ /**
381
+ * Helper function to make a grid entity invisible. This is accomplished by setting its sprite to an
382
+ * empty/missing PNG file.
383
+ *
384
+ * For more information, see the documentation for the `clearSprite` helper function.
385
+ */
386
+ export function setGridEntityInvisible(gridEntity: GridEntity): void {
387
+ const sprite = gridEntity.GetSprite();
388
+ clearSprite(sprite);
389
+ }
390
+
391
+ /**
392
+ * Helper function to spawn a giant poop. This is performed by spawning each of the four quadrant
393
+ * grid entities in the appropriate positions.
394
+ */
395
+ export function spawnGiantPoop(topLeftGridIndex: int): void {
396
+ const room = game.GetRoom();
397
+ const gridWidth = room.GetGridWidth();
398
+
399
+ const topRightGridIndex = topLeftGridIndex + 1;
400
+ const bottomLeftGridIndex = topLeftGridIndex + gridWidth;
401
+ const bottomRightGridIndex = bottomLeftGridIndex + 1;
402
+
403
+ spawnGridWithVariant(
404
+ GridEntityType.POOP,
405
+ PoopGridEntityVariant.GIGA_TOP_LEFT,
406
+ topLeftGridIndex,
407
+ );
408
+ spawnGridWithVariant(
409
+ GridEntityType.POOP,
410
+ PoopGridEntityVariant.GIGA_TOP_RIGHT,
411
+ topRightGridIndex,
412
+ );
413
+ spawnGridWithVariant(
414
+ GridEntityType.POOP,
415
+ PoopGridEntityVariant.GIGA_BOTTOM_LEFT,
416
+ bottomLeftGridIndex,
417
+ );
418
+ spawnGridWithVariant(
419
+ GridEntityType.POOP,
420
+ PoopGridEntityVariant.GIGA_BOTTOM_RIGHT,
421
+ bottomRightGridIndex,
422
+ );
423
+ }
424
+
425
+ /**
426
+ * Helper function to spawn a grid entity.
427
+ *
428
+ * This function assumes you want to give the grid entity a variant of 0. If you want to specify a
429
+ * variant, use the `spawnGridWithVariant` helper function instead.
430
+ *
431
+ * Use this instead of the `Isaac.GridSpawn` method since it:
432
+ * - handles giving pits collision
433
+ * - removes existing grid entities on the same tile, if any
434
+ * - allows you to specify either the grid index or the position
435
+ */
436
+ export function spawnGrid(
437
+ gridEntityType: GridEntityType,
438
+ gridIndexOrPosition: int | Vector,
439
+ ): GridEntity | undefined {
440
+ return spawnGridWithVariant(gridEntityType, 0, gridIndexOrPosition);
441
+ }
442
+
443
+ /**
444
+ * Helper function to spawn a grid entity with a specific variant.
445
+ *
446
+ * Use this instead of the `Isaac.GridSpawn` method since it:
447
+ * - handles giving pits collision
448
+ * - removes existing grid entities on the same tile, if any
449
+ * - allows you to specify the grid index or the position
450
+ */
451
+ export function spawnGridWithVariant(
452
+ gridEntityType: GridEntityType,
453
+ variant: int,
454
+ gridIndexOrPosition: int | Vector,
455
+ ): GridEntity | undefined {
456
+ const room = game.GetRoom();
457
+
458
+ const existingGridEntity = isVector(gridIndexOrPosition)
459
+ ? room.GetGridEntityFromPos(gridIndexOrPosition)
460
+ : room.GetGridEntity(gridIndexOrPosition);
461
+ if (existingGridEntity !== undefined) {
462
+ removeGrid(existingGridEntity);
463
+ }
464
+
465
+ const position = isVector(gridIndexOrPosition)
466
+ ? gridIndexOrPosition
467
+ : room.GetGridPosition(gridIndexOrPosition);
468
+ const gridEntity = Isaac.GridSpawn(gridEntityType, variant, position);
469
+ if (gridEntity === undefined) {
470
+ return gridEntity;
471
+ }
472
+
473
+ if (gridEntityType === GridEntityType.PIT) {
474
+ // For some reason, spawned pits start with a collision class of NONE, so we have to manually
475
+ // set it.
476
+ const pit = gridEntity.ToPit();
477
+ if (pit !== undefined) {
478
+ pit.UpdateCollision();
479
+ }
480
+ } else if (gridEntityType === GridEntityType.WALL) {
481
+ // For some reason, spawned walls start with a collision class of NONE, so we have to manually
482
+ // set it.
483
+ gridEntity.CollisionClass = GridCollisionClass.WALL;
484
+ }
485
+
486
+ return gridEntity;
487
+ }
488
+
489
+ /**
490
+ * Helper function to spawn a Void Portal. This is more complicated than simply spawning a trapdoor
491
+ * with the appropriate variant, as the game does not give it the correct sprite automatically.
492
+ */
493
+ export function spawnVoidPortal(gridIndex: int): GridEntity | undefined {
494
+ const voidPortal = spawnGridWithVariant(
495
+ GridEntityType.TRAPDOOR,
496
+ TrapdoorVariant.VOID_PORTAL,
497
+ gridIndex,
498
+ );
499
+ if (voidPortal === undefined) {
500
+ return voidPortal;
501
+ }
502
+
503
+ // If Void Portals are not given a VarData of 1, they will send the player to the next floor
504
+ // instead of The Void.
505
+ voidPortal.VarData = 1;
506
+
507
+ const sprite = voidPortal.GetSprite();
508
+ sprite.Load("gfx/grid/voidtrapdoor.anm2", true);
509
+
510
+ return voidPortal;
511
+ }
@@ -0,0 +1,112 @@
1
+ import { PressurePlateState } from "isaac-typescript-definitions";
2
+ import { game } from "../cachedClasses";
3
+ import { getGridEntities } from "./gridEntity";
4
+
5
+ /** Helper function to get all of the `GridEntityPit` in the room. */
6
+ export function getPits(): GridEntityPit[] {
7
+ const gridEntities = getGridEntities();
8
+
9
+ const pits: GridEntityPit[] = [];
10
+ for (const gridEntity of gridEntities) {
11
+ const pit = gridEntity.ToPit();
12
+ if (pit !== undefined) {
13
+ pits.push(pit);
14
+ }
15
+ }
16
+
17
+ return pits;
18
+ }
19
+
20
+ /** Helper function to get all of the `GridEntityPoop` in the room. */
21
+ export function getPoops(): GridEntityPoop[] {
22
+ const gridEntities = getGridEntities();
23
+
24
+ const poops: GridEntityPoop[] = [];
25
+ for (const gridEntity of gridEntities) {
26
+ const poop = gridEntity.ToPoop();
27
+ if (poop !== undefined) {
28
+ poops.push(poop);
29
+ }
30
+ }
31
+
32
+ return poops;
33
+ }
34
+
35
+ /** Helper function to get all of the `GridEntityPressurePlate` in the room. */
36
+ export function getPressurePlates(): GridEntityPressurePlate[] {
37
+ const gridEntities = getGridEntities();
38
+
39
+ const pressurePlates: GridEntityPressurePlate[] = [];
40
+ for (const gridEntity of gridEntities) {
41
+ const pressurePlate = gridEntity.ToPressurePlate();
42
+ if (pressurePlate !== undefined) {
43
+ pressurePlates.push(pressurePlate);
44
+ }
45
+ }
46
+
47
+ return pressurePlates;
48
+ }
49
+
50
+ /** Helper function to get all of the `GridEntityRock` in the room. */
51
+ export function getRocks(): GridEntityRock[] {
52
+ const gridEntities = getGridEntities();
53
+
54
+ const rocks: GridEntityRock[] = [];
55
+ for (const gridEntity of gridEntities) {
56
+ const rock = gridEntity.ToRock();
57
+ if (rock !== undefined) {
58
+ rocks.push(rock);
59
+ }
60
+ }
61
+
62
+ return rocks;
63
+ }
64
+
65
+ /** Helper function to get all of the `GridEntitySpikes` in the room. */
66
+ export function getSpikes(): GridEntitySpikes[] {
67
+ const gridEntities = getGridEntities();
68
+
69
+ const spikes: GridEntitySpikes[] = [];
70
+ for (const gridEntity of gridEntities) {
71
+ const spike = gridEntity.ToSpikes();
72
+ if (spike !== undefined) {
73
+ spikes.push(spike);
74
+ }
75
+ }
76
+
77
+ return spikes;
78
+ }
79
+
80
+ /** Helper function to get all of the `GridEntityTNT` in the room. */
81
+ export function getTNT(): GridEntityTNT[] {
82
+ const gridEntities = getGridEntities();
83
+
84
+ const tntArray: GridEntityTNT[] = [];
85
+ for (const gridEntity of gridEntities) {
86
+ const tnt = gridEntity.ToTNT();
87
+ if (tnt !== undefined) {
88
+ tntArray.push(tnt);
89
+ }
90
+ }
91
+
92
+ return tntArray;
93
+ }
94
+
95
+ /**
96
+ * Helper function to determine if all of the pressure plates in the current room are pushed.
97
+ * Returns true if there are no pressure plates in the room.
98
+ */
99
+ export function isAllPressurePlatesPushed(): boolean {
100
+ const room = game.GetRoom();
101
+ const hasPressurePlates = room.HasTriggerPressurePlates();
102
+
103
+ if (!hasPressurePlates) {
104
+ return true;
105
+ }
106
+
107
+ const pressurePlates = getPressurePlates();
108
+ return pressurePlates.every(
109
+ (pressurePlate) =>
110
+ pressurePlate.State === PressurePlateState.PRESSURE_PLATE_PRESSED,
111
+ );
112
+ }