isaacscript-common 4.0.3 → 4.0.4

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 (366) hide show
  1. package/package.json +1 -1
  2. package/cachedClasses.ts +0 -39
  3. package/callbacks/customRevive.ts +0 -215
  4. package/callbacks/itemPickup.ts +0 -101
  5. package/callbacks/postAmbush.ts +0 -73
  6. package/callbacks/postBombExploded.ts +0 -26
  7. package/callbacks/postBombInitLate.ts +0 -36
  8. package/callbacks/postBoneSwing.ts +0 -64
  9. package/callbacks/postCollectibleInitFirst.ts +0 -40
  10. package/callbacks/postCursedTeleport.ts +0 -185
  11. package/callbacks/postCustomDoorEnter.ts +0 -292
  12. package/callbacks/postDiceRoomActivated.ts +0 -60
  13. package/callbacks/postDoorRender.ts +0 -26
  14. package/callbacks/postDoorUpdate.ts +0 -26
  15. package/callbacks/postEffectInitLate.ts +0 -36
  16. package/callbacks/postEffectStateChanged.ts +0 -43
  17. package/callbacks/postEsauJr.ts +0 -109
  18. package/callbacks/postFamiliarInitLate.ts +0 -36
  19. package/callbacks/postFamiliarStateChanged.ts +0 -43
  20. package/callbacks/postFlip.ts +0 -90
  21. package/callbacks/postGreedModeWave.ts +0 -41
  22. package/callbacks/postGridEntity.ts +0 -164
  23. package/callbacks/postGridEntityCollision.ts +0 -69
  24. package/callbacks/postGridEntityRender.ts +0 -26
  25. package/callbacks/postHolyMantleRemoved.ts +0 -55
  26. package/callbacks/postItemDischarged.ts +0 -154
  27. package/callbacks/postKnifeInitLate.ts +0 -36
  28. package/callbacks/postLaserInitLate.ts +0 -36
  29. package/callbacks/postNPCInitLate.ts +0 -36
  30. package/callbacks/postNPCStateChanged.ts +0 -42
  31. package/callbacks/postNewRoomEarly.ts +0 -96
  32. package/callbacks/postPickupCollect.ts +0 -48
  33. package/callbacks/postPickupInitFirst.ts +0 -70
  34. package/callbacks/postPickupInitLate.ts +0 -36
  35. package/callbacks/postPickupStateChanged.ts +0 -43
  36. package/callbacks/postPitRender.ts +0 -26
  37. package/callbacks/postPitUpdate.ts +0 -26
  38. package/callbacks/postPlayerChangeHealth.ts +0 -62
  39. package/callbacks/postPlayerChangeType.ts +0 -56
  40. package/callbacks/postPlayerCollectible.ts +0 -113
  41. package/callbacks/postPlayerFatalDamage.ts +0 -141
  42. package/callbacks/postPlayerInitLate.ts +0 -37
  43. package/callbacks/postPlayerReordered.ts +0 -142
  44. package/callbacks/postPoopRender.ts +0 -26
  45. package/callbacks/postPoopUpdate.ts +0 -26
  46. package/callbacks/postPressurePlateRender.ts +0 -26
  47. package/callbacks/postPressurePlateUpdate.ts +0 -26
  48. package/callbacks/postProjectileInitLate.ts +0 -36
  49. package/callbacks/postPurchase.ts +0 -64
  50. package/callbacks/postRockRender.ts +0 -26
  51. package/callbacks/postRockUpdate.ts +0 -26
  52. package/callbacks/postRoomClearChanged.ts +0 -57
  53. package/callbacks/postSacrifice.ts +0 -64
  54. package/callbacks/postSlotDestroyed.ts +0 -92
  55. package/callbacks/postSlotInitUpdate.ts +0 -68
  56. package/callbacks/postSlotRender.ts +0 -69
  57. package/callbacks/postSpikesRender.ts +0 -26
  58. package/callbacks/postSpikesUpdate.ts +0 -26
  59. package/callbacks/postTNTRender.ts +0 -26
  60. package/callbacks/postTNTUpdate.ts +0 -26
  61. package/callbacks/postTearInitLate.ts +0 -36
  62. package/callbacks/postTearInitVeryLate.ts +0 -41
  63. package/callbacks/postTransformation.ts +0 -59
  64. package/callbacks/postTrinketBreak.ts +0 -112
  65. package/callbacks/preBerserkDeath.ts +0 -49
  66. package/callbacks/preNewLevel.ts +0 -55
  67. package/callbacks/reorderedCallbacks.ts +0 -168
  68. package/callbacks/subscriptions/postAmbushFinished.ts +0 -32
  69. package/callbacks/subscriptions/postAmbushStarted.ts +0 -32
  70. package/callbacks/subscriptions/postBombInitLate.ts +0 -32
  71. package/callbacks/subscriptions/postBoneExploded.ts +0 -32
  72. package/callbacks/subscriptions/postBoneSwing.ts +0 -24
  73. package/callbacks/subscriptions/postCollectibleInitFirst.ts +0 -37
  74. package/callbacks/subscriptions/postCursedTeleport.ts +0 -24
  75. package/callbacks/subscriptions/postCustomDoorEnter.ts +0 -45
  76. package/callbacks/subscriptions/postCustomRevive.ts +0 -36
  77. package/callbacks/subscriptions/postDiceRoomActivated.ts +0 -38
  78. package/callbacks/subscriptions/postDoorRender.ts +0 -35
  79. package/callbacks/subscriptions/postDoorUpdate.ts +0 -35
  80. package/callbacks/subscriptions/postEffectInitLate.ts +0 -32
  81. package/callbacks/subscriptions/postEffectStateChanged.ts +0 -40
  82. package/callbacks/subscriptions/postEsauJr.ts +0 -24
  83. package/callbacks/subscriptions/postFamiliarInitLate.ts +0 -32
  84. package/callbacks/subscriptions/postFamiliarStateChanged.ts +0 -40
  85. package/callbacks/subscriptions/postFirstEsauJr.ts +0 -24
  86. package/callbacks/subscriptions/postFirstFlip.ts +0 -24
  87. package/callbacks/subscriptions/postFlip.ts +0 -22
  88. package/callbacks/subscriptions/postGameStartedReordered.ts +0 -24
  89. package/callbacks/subscriptions/postGreedModeWave.ts +0 -24
  90. package/callbacks/subscriptions/postGridEntityBroken.ts +0 -51
  91. package/callbacks/subscriptions/postGridEntityCollision.ts +0 -54
  92. package/callbacks/subscriptions/postGridEntityInit.ts +0 -51
  93. package/callbacks/subscriptions/postGridEntityRemove.ts +0 -52
  94. package/callbacks/subscriptions/postGridEntityRender.ts +0 -51
  95. package/callbacks/subscriptions/postGridEntityStateChanged.ts +0 -55
  96. package/callbacks/subscriptions/postGridEntityUpdate.ts +0 -51
  97. package/callbacks/subscriptions/postHolyMantleRemoved.ts +0 -48
  98. package/callbacks/subscriptions/postItemDischarged.ts +0 -43
  99. package/callbacks/subscriptions/postItemPickup.ts +0 -64
  100. package/callbacks/subscriptions/postKnifeInitLate.ts +0 -32
  101. package/callbacks/subscriptions/postLaserInitLate.ts +0 -32
  102. package/callbacks/subscriptions/postNPCInitLate.ts +0 -32
  103. package/callbacks/subscriptions/postNPCStateChanged.ts +0 -42
  104. package/callbacks/subscriptions/postNewLevelReordered.ts +0 -22
  105. package/callbacks/subscriptions/postNewRoomEarly.ts +0 -22
  106. package/callbacks/subscriptions/postNewRoomReordered.ts +0 -22
  107. package/callbacks/subscriptions/postPEffectUpdateReordered.ts +0 -40
  108. package/callbacks/subscriptions/postPickupCollect.ts +0 -35
  109. package/callbacks/subscriptions/postPickupInitFirst.ts +0 -32
  110. package/callbacks/subscriptions/postPickupInitLate.ts +0 -32
  111. package/callbacks/subscriptions/postPickupStateChanged.ts +0 -40
  112. package/callbacks/subscriptions/postPitRender.ts +0 -35
  113. package/callbacks/subscriptions/postPitUpdate.ts +0 -35
  114. package/callbacks/subscriptions/postPlayerChangeHealth.ts +0 -49
  115. package/callbacks/subscriptions/postPlayerChangeType.ts +0 -40
  116. package/callbacks/subscriptions/postPlayerCollectibleAdded.ts +0 -38
  117. package/callbacks/subscriptions/postPlayerCollectibleRemoved.ts +0 -38
  118. package/callbacks/subscriptions/postPlayerFatalDamage.ts +0 -68
  119. package/callbacks/subscriptions/postPlayerInitLate.ts +0 -40
  120. package/callbacks/subscriptions/postPlayerInitReordered.ts +0 -40
  121. package/callbacks/subscriptions/postPlayerRenderReordered.ts +0 -40
  122. package/callbacks/subscriptions/postPlayerUpdateReordered.ts +0 -40
  123. package/callbacks/subscriptions/postPoopRender.ts +0 -35
  124. package/callbacks/subscriptions/postPoopUpdate.ts +0 -35
  125. package/callbacks/subscriptions/postPressurePlateRender.ts +0 -37
  126. package/callbacks/subscriptions/postPressurePlateUpdate.ts +0 -37
  127. package/callbacks/subscriptions/postProjectileInitLate.ts +0 -35
  128. package/callbacks/subscriptions/postPurchase.ts +0 -31
  129. package/callbacks/subscriptions/postRockRender.ts +0 -35
  130. package/callbacks/subscriptions/postRockUpdate.ts +0 -35
  131. package/callbacks/subscriptions/postRoomClearChanged.ts +0 -30
  132. package/callbacks/subscriptions/postSacrifice.ts +0 -43
  133. package/callbacks/subscriptions/postSlotAnimationChanged.ts +0 -40
  134. package/callbacks/subscriptions/postSlotDestroyed.ts +0 -55
  135. package/callbacks/subscriptions/postSlotInit.ts +0 -32
  136. package/callbacks/subscriptions/postSlotRender.ts +0 -32
  137. package/callbacks/subscriptions/postSlotUpdate.ts +0 -32
  138. package/callbacks/subscriptions/postSpikesRender.ts +0 -35
  139. package/callbacks/subscriptions/postSpikesUpdate.ts +0 -35
  140. package/callbacks/subscriptions/postTNTRender.ts +0 -35
  141. package/callbacks/subscriptions/postTNTUpdate.ts +0 -35
  142. package/callbacks/subscriptions/postTearInitLate.ts +0 -32
  143. package/callbacks/subscriptions/postTearInitVeryLate.ts +0 -32
  144. package/callbacks/subscriptions/postTransformation.ts +0 -40
  145. package/callbacks/subscriptions/postTrinketBreak.ts +0 -38
  146. package/callbacks/subscriptions/preBerserkDeath.ts +0 -42
  147. package/callbacks/subscriptions/preCustomRevive.ts +0 -46
  148. package/callbacks/subscriptions/preItemPickup.ts +0 -64
  149. package/callbacks/subscriptions/preNewLevel.ts +0 -24
  150. package/classes/DefaultMap.ts +0 -174
  151. package/classes/ModUpgraded.ts +0 -84
  152. package/constants.ts +0 -162
  153. package/constantsFirstLast.ts +0 -217
  154. package/enums/AmbushType.ts +0 -4
  155. package/enums/HealthType.ts +0 -16
  156. package/enums/ModCallbackCustom.ts +0 -1278
  157. package/enums/PocketItemType.ts +0 -8
  158. package/enums/SerializationType.ts +0 -5
  159. package/enums/SlotDestructionType.ts +0 -4
  160. package/enums/private/CopyableIsaacAPIClassType.ts +0 -7
  161. package/enums/private/SaveDataKey.ts +0 -14
  162. package/enums/private/SerializationBrand.ts +0 -42
  163. package/features/characterHealthConversion.ts +0 -111
  164. package/features/characterStats.ts +0 -61
  165. package/features/debugDisplay/debugDisplay.ts +0 -221
  166. package/features/debugDisplay/exports.ts +0 -368
  167. package/features/debugDisplay/v.ts +0 -65
  168. package/features/deployJSONRoom.ts +0 -743
  169. package/features/disableInputs.ts +0 -193
  170. package/features/disableSound.ts +0 -77
  171. package/features/extraConsoleCommands/commandsDisplay.ts +0 -290
  172. package/features/extraConsoleCommands/commandsSubroutines.ts +0 -139
  173. package/features/extraConsoleCommands/init.ts +0 -334
  174. package/features/extraConsoleCommands/listCommands.ts +0 -1299
  175. package/features/extraConsoleCommands/v.ts +0 -14
  176. package/features/fadeInRemover.ts +0 -60
  177. package/features/fastReset.ts +0 -75
  178. package/features/forgottenSwitch.ts +0 -50
  179. package/features/getCollectibleItemPoolType.ts +0 -66
  180. package/features/persistentEntities.ts +0 -183
  181. package/features/playerInventory.ts +0 -135
  182. package/features/ponyDetection.ts +0 -74
  183. package/features/preventCollectibleRotation.ts +0 -115
  184. package/features/runInNFrames.ts +0 -148
  185. package/features/saveDataManager/constants.ts +0 -4
  186. package/features/saveDataManager/exports.ts +0 -229
  187. package/features/saveDataManager/load.ts +0 -99
  188. package/features/saveDataManager/main.ts +0 -195
  189. package/features/saveDataManager/maps.ts +0 -13
  190. package/features/saveDataManager/merge.ts +0 -194
  191. package/features/saveDataManager/save.ts +0 -74
  192. package/features/saveDataManager/serializationBrand.ts +0 -16
  193. package/features/sirenHelpers.ts +0 -129
  194. package/features/taintedLazarusPlayers.ts +0 -113
  195. package/featuresInitialized.ts +0 -20
  196. package/functions/ambush.ts +0 -47
  197. package/functions/array.ts +0 -410
  198. package/functions/benchmark.ts +0 -36
  199. package/functions/bitwise.ts +0 -24
  200. package/functions/bombs.ts +0 -12
  201. package/functions/boss.ts +0 -227
  202. package/functions/cacheFlag.ts +0 -12
  203. package/functions/cards.ts +0 -271
  204. package/functions/challenges.ts +0 -13
  205. package/functions/character.ts +0 -126
  206. package/functions/charge.ts +0 -237
  207. package/functions/chargeBar.ts +0 -67
  208. package/functions/collectibleCacheFlag.ts +0 -90
  209. package/functions/collectibleSet.ts +0 -56
  210. package/functions/collectibleTag.ts +0 -89
  211. package/functions/collectibles.ts +0 -659
  212. package/functions/color.ts +0 -128
  213. package/functions/debug.ts +0 -68
  214. package/functions/deepCopy.ts +0 -535
  215. package/functions/deepCopyTests.ts +0 -386
  216. package/functions/direction.ts +0 -49
  217. package/functions/doors.ts +0 -347
  218. package/functions/easing.ts +0 -182
  219. package/functions/eden.ts +0 -47
  220. package/functions/effects.ts +0 -20
  221. package/functions/entity.ts +0 -439
  222. package/functions/entitySpecific.ts +0 -889
  223. package/functions/entityTypes.ts +0 -6
  224. package/functions/enums.ts +0 -146
  225. package/functions/familiars.ts +0 -106
  226. package/functions/flag.ts +0 -165
  227. package/functions/flying.ts +0 -117
  228. package/functions/globals.ts +0 -242
  229. package/functions/gridEntity.ts +0 -511
  230. package/functions/gridEntitySpecific.ts +0 -112
  231. package/functions/input.ts +0 -139
  232. package/functions/isaacAPIClass.ts +0 -67
  233. package/functions/jsonHelpers.ts +0 -45
  234. package/functions/jsonRoom.ts +0 -100
  235. package/functions/kColor.ts +0 -129
  236. package/functions/language.ts +0 -13
  237. package/functions/level.ts +0 -31
  238. package/functions/log.ts +0 -720
  239. package/functions/map.ts +0 -56
  240. package/functions/math.ts +0 -149
  241. package/functions/mergeTests.ts +0 -288
  242. package/functions/npc.ts +0 -148
  243. package/functions/pickupVariants.ts +0 -60
  244. package/functions/pickups.ts +0 -499
  245. package/functions/pills.ts +0 -205
  246. package/functions/player.ts +0 -1056
  247. package/functions/playerDataStructures.ts +0 -150
  248. package/functions/playerHealth.ts +0 -382
  249. package/functions/playerIndex.ts +0 -195
  250. package/functions/pocketItems.ts +0 -149
  251. package/functions/positionVelocity.ts +0 -188
  252. package/functions/random.ts +0 -77
  253. package/functions/revive.ts +0 -201
  254. package/functions/rng.ts +0 -172
  255. package/functions/roomData.ts +0 -199
  256. package/functions/roomGrid.ts +0 -109
  257. package/functions/roomShape.ts +0 -80
  258. package/functions/rooms.ts +0 -648
  259. package/functions/run.ts +0 -36
  260. package/functions/saveFile.ts +0 -128
  261. package/functions/seeds.ts +0 -19
  262. package/functions/serialization.ts +0 -91
  263. package/functions/set.ts +0 -95
  264. package/functions/sound.ts +0 -9
  265. package/functions/spawnCollectible.ts +0 -104
  266. package/functions/sprite.ts +0 -107
  267. package/functions/stage.ts +0 -125
  268. package/functions/string.ts +0 -47
  269. package/functions/table.ts +0 -189
  270. package/functions/tears.ts +0 -32
  271. package/functions/transformations.ts +0 -131
  272. package/functions/trinketCacheFlag.ts +0 -60
  273. package/functions/trinketGive.ts +0 -157
  274. package/functions/trinkets.ts +0 -215
  275. package/functions/tstlClass.ts +0 -157
  276. package/functions/types.ts +0 -36
  277. package/functions/ui.ts +0 -138
  278. package/functions/utils.ts +0 -189
  279. package/functions/vector.ts +0 -126
  280. package/index.ts +0 -172
  281. package/initCustomCallbacks.ts +0 -132
  282. package/initFeatures.ts +0 -39
  283. package/interfaces/AddCallbackParameterCustom.ts +0 -188
  284. package/interfaces/ChargeBarSprites.ts +0 -12
  285. package/interfaces/JSONDoor.ts +0 -13
  286. package/interfaces/JSONEntity.ts +0 -16
  287. package/interfaces/JSONRoom.ts +0 -36
  288. package/interfaces/JSONRooms.ts +0 -12
  289. package/interfaces/JSONSpawn.ts +0 -14
  290. package/interfaces/PlayerHealth.ts +0 -16
  291. package/interfaces/PocketItemDescription.ts +0 -9
  292. package/interfaces/SaveData.ts +0 -29
  293. package/interfaces/TrinketSituation.ts +0 -9
  294. package/interfaces/private/TSTLClassMetatable.ts +0 -8
  295. package/maps/PHDPillConversions.ts +0 -21
  296. package/maps/cardMap.ts +0 -209
  297. package/maps/characterMap.ts +0 -87
  298. package/maps/collectibleDescriptionMap.ts +0 -732
  299. package/maps/collectibleNameMap.ts +0 -731
  300. package/maps/defaultPlayerStatMap.ts +0 -17
  301. package/maps/falsePHDPillConversions.ts +0 -35
  302. package/maps/gridEntityTypeToBrokenStateMap.ts +0 -50
  303. package/maps/gridEntityXMLMap.ts +0 -176
  304. package/maps/pillEffectMap.ts +0 -88
  305. package/maps/roomShapeToTopLeftWallGridIndexMap.ts +0 -18
  306. package/maps/roomTypeMap.ts +0 -40
  307. package/maps/trinketDescriptionMap.ts +0 -200
  308. package/maps/trinketNameMap.ts +0 -198
  309. package/objects/LRoomShapeToRectangles.ts +0 -44
  310. package/objects/callbackRegisterFunctions.ts +0 -187
  311. package/objects/cardDescriptions.ts +0 -105
  312. package/objects/cardNames.ts +0 -105
  313. package/objects/cardTypes.ts +0 -104
  314. package/objects/challengeNames.ts +0 -52
  315. package/objects/characterNames.ts +0 -48
  316. package/objects/coinSubTypeToValue.ts +0 -14
  317. package/objects/colors.ts +0 -16
  318. package/objects/directionNames.ts +0 -11
  319. package/objects/directionToDegrees.ts +0 -11
  320. package/objects/directionToVector.ts +0 -12
  321. package/objects/doorSlotFlagToDoorSlot.ts +0 -16
  322. package/objects/doorSlotToDirection.ts +0 -14
  323. package/objects/isaacAPIClassTypeToBrand.ts +0 -11
  324. package/objects/isaacAPIClassTypeToCopyFunction.ts +0 -18
  325. package/objects/languageNames.ts +0 -13
  326. package/objects/oppositeDoorSlots.ts +0 -15
  327. package/objects/pillEffectClasses.ts +0 -63
  328. package/objects/pillEffectNames.ts +0 -57
  329. package/objects/pillEffectTypes.ts +0 -62
  330. package/objects/roomShapeBounds.ts +0 -71
  331. package/objects/roomShapeLayoutSizes.ts +0 -45
  332. package/objects/roomShapeToBottomRightPosition.ts +0 -25
  333. package/objects/roomShapeToDoorSlots.ts +0 -83
  334. package/objects/roomShapeToDoorSlotsToGridIndexDelta.ts +0 -127
  335. package/objects/roomShapeToGridWidth.ts +0 -21
  336. package/objects/roomShapeToTopLeftPosition.ts +0 -26
  337. package/objects/roomShapeVolumes.ts +0 -38
  338. package/objects/roomTypeNames.ts +0 -36
  339. package/objects/serializedIsaacAPIClassTypeToIdentityFunction.ts +0 -14
  340. package/objects/stageTypeToLetter.ts +0 -15
  341. package/objects/transformationNames.ts +0 -18
  342. package/patchErrorFunctions.ts +0 -92
  343. package/sets/LRoomShapesSet.ts +0 -8
  344. package/sets/bossSets.ts +0 -470
  345. package/sets/charactersThatStartWithAnActiveItemSet.ts +0 -16
  346. package/sets/charactersWithBlackHeartFromEternalHeartSet.ts +0 -7
  347. package/sets/charactersWithFreeDevilDealsSet.ts +0 -4
  348. package/sets/charactersWithNoRedHeartsSet.ts +0 -17
  349. package/sets/charactersWithNoSoulHeartsSet.ts +0 -14
  350. package/sets/chestPickupVariantsSet.ts +0 -16
  351. package/sets/familiarsThatShootPlayerTearsSet.ts +0 -13
  352. package/sets/lostStyleCharactersSet.ts +0 -13
  353. package/sets/mineShaftRoomSubTypesSet.ts +0 -10
  354. package/sets/redHeartSubTypesSet.ts +0 -7
  355. package/sets/sinEntityTypesSet.ts +0 -11
  356. package/sets/singleUseActiveCollectibleTypesSet.ts +0 -13
  357. package/sets/storyBossesSet.ts +0 -17
  358. package/types/AnyEntity.ts +0 -12
  359. package/types/AwaitingTextInput.d.ts +0 -2
  360. package/types/CollectibleIndex.ts +0 -16
  361. package/types/PickingUpItem.ts +0 -89
  362. package/types/PlayerIndex.ts +0 -13
  363. package/types/private/IsaacAPIClass.ts +0 -3
  364. package/types/private/SerializedIsaacAPIClass.ts +0 -3
  365. package/types/private/TSTLClass.ts +0 -3
  366. package/upgradeMod.ts +0 -55
@@ -1,648 +0,0 @@
1
- import {
2
- AngelRoomSubType,
3
- BossID,
4
- Dimension,
5
- Direction,
6
- DoorSlot,
7
- DungeonSubType,
8
- GridRoom,
9
- HomeRoomSubType,
10
- ItemPoolType,
11
- MinibossID,
12
- RoomDescriptorFlag,
13
- RoomShape,
14
- RoomTransitionAnim,
15
- RoomType,
16
- SoundEffect,
17
- StageID,
18
- } from "isaac-typescript-definitions";
19
- import { game, sfxManager } from "../cachedClasses";
20
- import {
21
- LEVEL_GRID_ROW_WIDTH,
22
- MAX_LEVEL_GRID_INDEX,
23
- NUM_DIMENSIONS,
24
- } from "../constants";
25
- import { ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA } from "../objects/roomShapeToDoorSlotsToGridIndexDelta";
26
- import { ROOM_TYPE_NAMES } from "../objects/roomTypeNames";
27
- import { MINE_SHAFT_ROOM_SUB_TYPE_SET } from "../sets/mineShaftRoomSubTypesSet";
28
- import {
29
- closeAllDoors,
30
- getDoors,
31
- isHiddenSecretRoomDoor,
32
- openDoorFast,
33
- } from "./doors";
34
- import { getEntities } from "./entity";
35
- import { hasFlag } from "./flag";
36
- import {
37
- getEntityPositions,
38
- getEntityVelocities,
39
- setEntityPositions,
40
- setEntityVelocities,
41
- } from "./positionVelocity";
42
- import {
43
- getRoomAllowedDoors,
44
- getRoomData,
45
- getRoomDescriptor,
46
- getRoomDescriptorReadOnly,
47
- getRoomGridIndex,
48
- getRoomName,
49
- getRoomShape,
50
- getRoomStageID,
51
- getRoomSubType,
52
- } from "./roomData";
53
- import { getGridIndexDelta } from "./roomShape";
54
- import { erange, irange } from "./utils";
55
-
56
- /**
57
- * Helper function for quickly switching to a new room without playing a particular animation. Use
58
- * this helper function over invoking the `Game.ChangeRoom` method directly to ensure that you do
59
- * not forget to set the `LeaveDoor` property and to prevent crashing on invalid room grid indexes.
60
- */
61
- export function changeRoom(roomGridIndex: int): void {
62
- const level = game.GetLevel();
63
-
64
- const roomData = getRoomData(roomGridIndex);
65
- if (roomData === undefined) {
66
- error(
67
- `Failed to change the room to grid index ${roomGridIndex} because that room does not exist.`,
68
- );
69
- }
70
-
71
- // LeaveDoor must be set before every `Game.ChangeRoom` invocation or else the function can send
72
- // you to the wrong room.
73
- level.LeaveDoor = DoorSlot.NO_DOOR_SLOT;
74
-
75
- game.ChangeRoom(roomGridIndex);
76
- }
77
-
78
- /**
79
- * Helper function to get an array with every valid `Dimension` (not including `Dimension.CURRENT`).
80
- */
81
- export function getAllDimensions(): Dimension[] {
82
- return erange(NUM_DIMENSIONS) as Dimension[];
83
- }
84
-
85
- export function getAllRoomGridIndexes(): int[] {
86
- const rooms = getRooms();
87
- return rooms.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
88
- }
89
-
90
- /**
91
- * Helper function to get the current dimension. Most of the time, this will be `Dimension.MAIN`,
92
- * but it can change if e.g. the player is in the mirror world of Downpour/Dross.
93
- */
94
- export function getDimension(): Dimension {
95
- const level = game.GetLevel();
96
- const roomGridIndex = getRoomGridIndex();
97
- const roomDescription = level.GetRoomByIdx(roomGridIndex, Dimension.CURRENT);
98
- const currentRoomHash = GetPtrHash(roomDescription);
99
-
100
- for (const dimension of getAllDimensions()) {
101
- const dimensionRoomDescription = level.GetRoomByIdx(
102
- roomGridIndex,
103
- dimension,
104
- );
105
- const dimensionRoomHash = GetPtrHash(dimensionRoomDescription);
106
-
107
- if (dimensionRoomHash === currentRoomHash) {
108
- return dimension;
109
- }
110
- }
111
-
112
- return error("Failed to get the current dimension.");
113
- }
114
-
115
- /**
116
- * Helper function to get the number of rooms that are currently on the floor layout. This does not
117
- * include off-grid rooms, like the Devil Room.
118
- */
119
- export function getNumRooms(): int {
120
- const rooms = getRooms();
121
- return rooms.length;
122
- }
123
-
124
- /**
125
- * Helper function to get an array of all of the safe grid indexes for rooms that match the
126
- * specified room type.
127
- *
128
- * This function only searches through rooms in the current dimension.
129
- *
130
- * This function is variadic, meaning that you can specify N arguments to get the combined grid
131
- * indexes for N room types.
132
- */
133
- export function getRoomGridIndexesForType(...roomTypes: RoomType[]): int[] {
134
- const roomTypesSet = new Set<RoomType>([...roomTypes]);
135
-
136
- const rooms = getRooms();
137
- const matchingRooms = rooms.filter(
138
- (roomDescriptor) =>
139
- roomDescriptor.Data !== undefined &&
140
- roomTypesSet.has(roomDescriptor.Data.Type),
141
- );
142
-
143
- return matchingRooms.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
144
- }
145
-
146
- /**
147
- * Helper function to get the item pool type for the current room. For example, this returns
148
- * `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
149
- */
150
- export function getRoomItemPoolType(): ItemPoolType {
151
- const itemPool = game.GetItemPool();
152
- const room = game.GetRoom();
153
- const roomType = room.GetType();
154
- const roomSeed = room.GetSpawnSeed();
155
-
156
- return itemPool.GetPoolForRoom(roomType, roomSeed);
157
- }
158
-
159
- /**
160
- * Helper function to get the grid indexes of all the rooms connected to the given room index.
161
- *
162
- * @param roomGridIndex Optional. Default is the current room index.
163
- */
164
- export function getRoomNeighbors(roomGridIndex?: int): int[] {
165
- const roomDescriptor = getRoomDescriptor(roomGridIndex);
166
-
167
- if (
168
- roomDescriptor.SafeGridIndex < 0 ||
169
- roomDescriptor.SafeGridIndex > MAX_LEVEL_GRID_INDEX
170
- ) {
171
- return [];
172
- }
173
-
174
- const roomData = roomDescriptor.Data;
175
- if (roomData === undefined) {
176
- return [];
177
- }
178
-
179
- const roomShape = roomData.Shape;
180
- const gridIndexDeltas = getRoomShapeNeighborGridIndexDeltas(roomShape);
181
- const gridIndexes = gridIndexDeltas.map(
182
- (gridIndexDelta) => roomDescriptor.SafeGridIndex + gridIndexDelta,
183
- );
184
- return gridIndexes.filter((gridIndex) => roomExists(gridIndex));
185
- }
186
-
187
- export function getRoomShapeNeighborGridIndexDeltas(
188
- roomShape: RoomShape,
189
- ): int[] {
190
- return [...ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA[roomShape].values()];
191
- }
192
-
193
- /**
194
- * Helper function to get the proper name of a room type.
195
- *
196
- * For example, `RoomType.TREASURE` will return "Treasure Room".
197
- */
198
- export function getRoomTypeName(roomType: RoomType): string {
199
- return ROOM_TYPE_NAMES[roomType];
200
- }
201
-
202
- /**
203
- * Helper function to get the room descriptor for every room on the level. Uses the `Level.GetRooms`
204
- * method to accomplish this. Rooms without data are assumed to be non-existent and are not added to
205
- * the list.
206
- *
207
- * @param includeExtraDimensionalRooms Optional. On some floors (e.g. Downpour 2, Mines 2),
208
- * extra-dimensional rooms are automatically be generated and can be
209
- * seen when you iterate over the `RoomList`. Default is false.
210
- */
211
- export function getRooms(
212
- includeExtraDimensionalRooms = false,
213
- ): RoomDescriptor[] {
214
- const level = game.GetLevel();
215
- const roomList = level.GetRooms();
216
-
217
- const roomsMap = new Map<int, RoomDescriptor>();
218
- if (includeExtraDimensionalRooms) {
219
- for (let i = 0; i < roomList.Size; i++) {
220
- const roomDescriptor = roomList.Get(i);
221
- if (roomDescriptor !== undefined && roomDescriptor.Data !== undefined) {
222
- roomsMap.set(roomDescriptor.ListIndex, roomDescriptor);
223
- }
224
- }
225
- } else {
226
- for (const roomGridIndex of irange(MAX_LEVEL_GRID_INDEX)) {
227
- const roomDescriptor = level.GetRoomByIdx(roomGridIndex);
228
- if (roomDescriptor.Data !== undefined) {
229
- roomsMap.set(roomDescriptor.ListIndex, roomDescriptor);
230
- }
231
- }
232
- }
233
-
234
- return [...roomsMap.values()];
235
- }
236
-
237
- /**
238
- * Helper function to get the room descriptor for every room on the level in a specific dimension.
239
- * Uses the `Level.GetRooms` method to accomplish this. Rooms without data are assumed to be
240
- * non-existent and are not added to the list.
241
- *
242
- * @returns A map of room ListIndex to RoomDescriptor.
243
- */
244
- export function getRoomsOfDimension(dimension: Dimension): RoomDescriptor[] {
245
- const level = game.GetLevel();
246
-
247
- const roomsMap = new Map<int, RoomDescriptor>();
248
- for (const roomGridIndex of irange(MAX_LEVEL_GRID_INDEX)) {
249
- const roomDescriptor = level.GetRoomByIdx(roomGridIndex, dimension);
250
- if (roomDescriptor.Data !== undefined) {
251
- roomsMap.set(roomDescriptor.ListIndex, roomDescriptor);
252
- }
253
- }
254
-
255
- return [...roomsMap.values()];
256
- }
257
-
258
- /**
259
- * Helper function to determine if the current room shape is equal to `RoomShape.1x2` or
260
- * `RoomShape.2x1`.
261
- */
262
- export function in2x1Room(): boolean {
263
- const room = game.GetRoom();
264
- const roomShape = room.GetRoomShape();
265
-
266
- return roomShape === RoomShape.SHAPE_1x2 || roomShape === RoomShape.SHAPE_2x1;
267
- }
268
-
269
- export function inAngelShop(): boolean {
270
- const room = game.GetRoom();
271
- const roomType = room.GetType();
272
- const roomSubType = getRoomSubType();
273
-
274
- // eslint-disable-next-line isaacscript/strict-enums
275
- return roomType === RoomType.ANGEL && roomSubType === AngelRoomSubType.SHOP;
276
- }
277
-
278
- export function inBeastRoom(): boolean {
279
- const room = game.GetRoom();
280
- const roomType = room.GetType();
281
- const roomSubType = getRoomSubType();
282
-
283
- return (
284
- // eslint-disable-next-line isaacscript/strict-enums
285
- roomType === RoomType.DUNGEON && roomSubType === DungeonSubType.BEAST_ROOM
286
- );
287
- }
288
-
289
- /**
290
- * Helper function to check if the current room is a boss room for a particular boss. This will only
291
- * work for bosses that have dedicated boss rooms in the "00.special rooms.stb" file.
292
- */
293
- export function inBossRoomOf(bossID: BossID): boolean {
294
- const room = game.GetRoom();
295
- const roomType = room.GetType();
296
- const roomStageID = getRoomStageID();
297
- const roomSubType = getRoomSubType();
298
-
299
- return (
300
- roomType === RoomType.BOSS &&
301
- roomStageID === StageID.SPECIAL_ROOMS &&
302
- roomSubType === bossID // eslint-disable-line isaacscript/strict-enums
303
- );
304
- }
305
-
306
- /**
307
- * Helper function for determining whether the current room is a crawlspace. Use this function over
308
- * comparing to `RoomType.DUNGEON` or `GridRoom.DUNGEON_IDX` since there is a special case of the
309
- * player being in a boss fight that take place in a dungeon.
310
- */
311
- export function inCrawlspace(): boolean {
312
- const room = game.GetRoom();
313
- const roomType = room.GetType();
314
- const roomSubType = getRoomSubType();
315
-
316
- // eslint-disable-next-line isaacscript/strict-enums
317
- return roomType === RoomType.DUNGEON && roomSubType === DungeonSubType.NORMAL;
318
- }
319
-
320
- /**
321
- * We cannot use the standard code in the `inDimension` function for this purpose since it is bugged
322
- * with the Death Certificate area.
323
- */
324
- export function inDeathCertificateArea(): boolean {
325
- const roomStageID = getRoomStageID();
326
- const roomSubType = getRoomSubType();
327
-
328
- return (
329
- roomStageID === StageID.HOME &&
330
- // eslint-disable-next-line isaacscript/strict-enums
331
- (roomSubType === HomeRoomSubType.DEATH_CERTIFICATE_ENTRANCE ||
332
- // eslint-disable-next-line isaacscript/strict-enums
333
- roomSubType === HomeRoomSubType.DEATH_CERTIFICATE_ITEMS)
334
- );
335
- }
336
-
337
- /**
338
- * Helper function to detect if the current room is a Treasure Room created when entering with a
339
- * Devil's Crown trinket. Under the hood, this checks for the `RoomDescriptorFlag.DEVIL_TREASURE`
340
- * flag.
341
- */
342
- export function inDevilsCrownTreasureRoom(): boolean {
343
- const roomDescriptor = getRoomDescriptorReadOnly();
344
- return hasFlag(roomDescriptor.Flags, RoomDescriptorFlag.DEVIL_TREASURE);
345
- }
346
-
347
- export function inDimension(dimension: Dimension): boolean {
348
- return dimension === getDimension();
349
- }
350
-
351
- export function inDoubleTrouble(): boolean {
352
- const room = game.GetRoom();
353
- const roomType = room.GetType();
354
- const roomName = getRoomName();
355
-
356
- return roomType === RoomType.BOSS && roomName.includes("Double Trouble");
357
- }
358
-
359
- export function inGenesisRoom(): boolean {
360
- const roomGridIndex = getRoomGridIndex();
361
-
362
- // eslint-disable-next-line isaacscript/strict-enums
363
- return roomGridIndex === GridRoom.GENESIS;
364
- }
365
-
366
- /** Helper function to determine if the current room shape is one of the four L room shapes. */
367
- export function inLRoom(): boolean {
368
- const room = game.GetRoom();
369
- const roomShape = room.GetRoomShape();
370
-
371
- return (
372
- roomShape === RoomShape.LTL ||
373
- roomShape === RoomShape.LTR ||
374
- roomShape === RoomShape.LBL ||
375
- roomShape === RoomShape.LBR
376
- );
377
- }
378
-
379
- export function inMegaSatanRoom(): boolean {
380
- const roomGridIndex = getRoomGridIndex();
381
-
382
- // eslint-disable-next-line isaacscript/strict-enums
383
- return roomGridIndex === GridRoom.MEGA_SATAN;
384
- }
385
-
386
- /**
387
- * Helper function to determine if the current room is part of the Repentance "escape sequence" in
388
- * the Mines/Ashpit.
389
- */
390
- export function inMineShaft(): boolean {
391
- const roomStageID = getRoomStageID();
392
- const roomSubType = getRoomSubType();
393
-
394
- return (
395
- (roomStageID === StageID.MINES || roomStageID === StageID.ASHPIT) &&
396
- // eslint-disable-next-line isaacscript/strict-enums
397
- MINE_SHAFT_ROOM_SUB_TYPE_SET.has(roomSubType)
398
- );
399
- }
400
-
401
- /**
402
- * Helper function to check if the current room is a miniboss room for a particular miniboss. This
403
- * will only work for mini-bosses that have dedicated boss rooms in the "00.special rooms.stb" file.
404
- */
405
- export function inMinibossRoomOf(minibossID: MinibossID): boolean {
406
- const room = game.GetRoom();
407
- const roomType = room.GetType();
408
- const roomStageID = getRoomStageID();
409
- const roomSubType = getRoomSubType();
410
-
411
- return (
412
- roomType === RoomType.MINI_BOSS &&
413
- roomStageID === StageID.SPECIAL_ROOMS &&
414
- roomSubType === minibossID // eslint-disable-line isaacscript/strict-enums
415
- );
416
- }
417
-
418
- /**
419
- * Helper function for checking if the room is a secret shop (from the Member Card collectible).
420
- *
421
- * Secret shops are simply copies of normal shops, but with the backdrop of a secret room. In other
422
- * words, they will have the same room type, room variant, and room sub-type of a normal shop. Thus,
423
- * the only way to detect them is by using the grid index.
424
- */
425
- export function inSecretShop(): boolean {
426
- const roomGridIndex = getRoomGridIndex();
427
-
428
- // eslint-disable-next-line isaacscript/strict-enums
429
- return roomGridIndex === GridRoom.SECRET_SHOP;
430
- }
431
-
432
- /**
433
- * Helper function to determine whether or not the current room is the starting room of a floor. It
434
- * only returns true for the starting room of the primary dimension (meaning that being in the
435
- * starting room of the mirror world does not count).
436
- */
437
- export function inStartingRoom(): boolean {
438
- const level = game.GetLevel();
439
- const startingRoomGridIndex = level.GetStartingRoomIndex();
440
- const roomGridIndex = getRoomGridIndex();
441
-
442
- return roomGridIndex === startingRoomGridIndex && inDimension(Dimension.MAIN);
443
- }
444
-
445
- /**
446
- * Helper function to loop through every room on the floor and see if it has been cleared.
447
- *
448
- * This function will only check rooms in the current dimension.
449
- *
450
- * @param onlyCheckRoomTypes Optional. A whitelist of room types. If specified, room types not in
451
- * the array will be ignored. If not specified, then all rooms will be
452
- * checked. Undefined by default.
453
- */
454
- export function isAllRoomsClear(onlyCheckRoomTypes?: RoomType[]): boolean {
455
- const roomTypeWhitelist =
456
- onlyCheckRoomTypes === undefined ? null : new Set(onlyCheckRoomTypes);
457
- const rooms = getRooms();
458
- const matchingRooms =
459
- roomTypeWhitelist === null
460
- ? rooms
461
- : rooms.filter(
462
- (roomDescriptor) =>
463
- roomDescriptor.Data !== undefined &&
464
- roomTypeWhitelist.has(roomDescriptor.Data.Type),
465
- );
466
-
467
- return matchingRooms.every((roomDescriptor) => roomDescriptor.Clear);
468
- }
469
-
470
- export function isDoorSlotValidAtGridIndex(
471
- doorSlot: DoorSlot,
472
- roomGridIndex: int,
473
- ): boolean {
474
- const allowedDoors = getRoomAllowedDoors(roomGridIndex);
475
- return allowedDoors.has(doorSlot);
476
- }
477
-
478
- export function isDoorSlotValidAtGridIndexForRedRoom(
479
- doorSlot: DoorSlot,
480
- roomGridIndex: int,
481
- ): boolean {
482
- const doorSlotValidAtGridIndex = isDoorSlotValidAtGridIndex(
483
- doorSlot,
484
- roomGridIndex,
485
- );
486
- if (!doorSlotValidAtGridIndex) {
487
- return false;
488
- }
489
-
490
- const roomShape = getRoomShape(roomGridIndex);
491
- if (roomShape === undefined) {
492
- return false;
493
- }
494
-
495
- const delta = getGridIndexDelta(roomShape, doorSlot);
496
- if (delta === undefined) {
497
- return false;
498
- }
499
-
500
- const redRoomGridIndex = roomGridIndex + delta;
501
- return (
502
- !roomExists(redRoomGridIndex) &&
503
- redRoomGridIndex >= 0 &&
504
- redRoomGridIndex <= MAX_LEVEL_GRID_INDEX
505
- );
506
- }
507
-
508
- /**
509
- * Helper function to detect if the provided room was created by the Red Key item. Under the hood,
510
- * this checks for the `RoomDescriptorFlag.FLAG_RED_ROOM` flag.
511
- *
512
- * @param roomGridIndex Optional. Default is the current room index.
513
- */
514
- export function isRedKeyRoom(roomGridIndex?: int): boolean {
515
- const roomDescriptor = getRoomDescriptor(roomGridIndex);
516
- return hasFlag(roomDescriptor.Flags, RoomDescriptorFlag.RED_ROOM);
517
- }
518
-
519
- /**
520
- * Helper function to determine if the provided room is part of the floor layout. For example, Devil
521
- * Rooms and the Mega Satan room are not considered to be inside the map.
522
- *
523
- * @param roomGridIndex Optional. Default is the current room index.
524
- */
525
- export function isRoomInsideMap(roomGridIndex?: int): boolean {
526
- if (roomGridIndex === undefined) {
527
- roomGridIndex = getRoomGridIndex();
528
- }
529
-
530
- return roomGridIndex >= 0;
531
- }
532
-
533
- /** Helper function to check if a room exists at the given room grid index. */
534
- export function roomExists(roomGridIndex: int): boolean {
535
- const roomData = getRoomData(roomGridIndex);
536
- return roomData !== undefined;
537
- }
538
-
539
- /**
540
- * Helper function to get the coordinates of a given grid index. The floor is represented by a 13x13
541
- * grid. For example, since the starting room is in the center, the starting room grid index of 84
542
- * be equal to coordinates of (?, ?).
543
- */
544
- export function roomGridIndexToXY(roomGridIndex: int): [x: int, y: int] {
545
- const x = roomGridIndex % LEVEL_GRID_ROW_WIDTH;
546
- const y = Math.floor(roomGridIndex / LEVEL_GRID_ROW_WIDTH);
547
-
548
- return [x, y];
549
- }
550
-
551
- /**
552
- * If the `Room.Update` method is called in a PostNewRoom callback, then some entities will slide
553
- * around (such as the player). Since those entity velocities are already at zero, setting them to
554
- * zero will have no effect. Thus, a generic solution is to record all of the entity
555
- * positions/velocities before updating the room, and then restore those positions/velocities.
556
- */
557
- export function roomUpdateSafe(): void {
558
- const room = game.GetRoom();
559
- const entities = getEntities();
560
-
561
- const entityPositions = getEntityPositions(entities);
562
- const entityVelocities = getEntityVelocities(entities);
563
-
564
- room.Update();
565
-
566
- setEntityPositions(entityPositions, entities);
567
- setEntityVelocities(entityVelocities, entities);
568
- }
569
-
570
- /**
571
- * Helper function to convert an uncleared room to a cleared room in the PostNewRoom callback. This
572
- * is useful because if enemies are removed in this callback, a room drop will be awarded and the
573
- * doors will start closed and then open.
574
- */
575
- export function setRoomCleared(): void {
576
- const room = game.GetRoom();
577
- const roomClear = room.IsClear();
578
-
579
- // If the room is already cleared, we don't have to do anything.
580
- if (roomClear) {
581
- return;
582
- }
583
-
584
- room.SetClear(true);
585
-
586
- for (const door of getDoors()) {
587
- if (isHiddenSecretRoomDoor(door)) {
588
- continue;
589
- }
590
-
591
- // We don't use the `EntityDoor.Open` method since that will cause the door to play an
592
- // animation.
593
- openDoorFast(door);
594
-
595
- // If this is a mini-boss room, then the door would be barred in addition to being closed.
596
- // Ensure that the bar is not visible.
597
- door.ExtraVisible = false;
598
- }
599
-
600
- sfxManager.Stop(SoundEffect.DOOR_HEAVY_OPEN);
601
-
602
- // If the room contained Mom's Hands, then a screen shake will be queued. Override it with a 0
603
- // frame shake.
604
- game.ShakeScreen(0);
605
- }
606
-
607
- /**
608
- * Helper function to emulate what happens when you bomb an Angel Statue or push a Reward Plate that
609
- * spawns an NPC.
610
- */
611
- export function setRoomUncleared(): void {
612
- const room = game.GetRoom();
613
-
614
- room.SetClear(false);
615
- closeAllDoors();
616
- }
617
-
618
- /**
619
- * Helper function to change the current room. It can be used for both teleportation and "normal"
620
- * room transitions, depending on what is passed for the `direction` and `roomTransitionAnim`
621
- * arguments. Use this function instead of invoking the `Game.StartRoomTransition` method directly
622
- * so that you do not forget to set `Level.LeaveDoor` property and to prevent crashing on invalid
623
- * room grid indexes.
624
- *
625
- * @param roomGridIndex The room grid index of the destination room.
626
- * @param direction Optional. Default is `Direction.NO_DIRECTION`.
627
- * @param roomTransitionAnim Optional. Default is `RoomTransitionAnim.TELEPORT`.
628
- */
629
- export function teleport(
630
- roomGridIndex: int,
631
- direction = Direction.NO_DIRECTION,
632
- roomTransitionAnim = RoomTransitionAnim.TELEPORT,
633
- ): void {
634
- const level = game.GetLevel();
635
-
636
- const roomData = getRoomData(roomGridIndex);
637
- if (roomData === undefined) {
638
- error(
639
- `Failed to change the room to grid index ${roomGridIndex} because that room does not exist.`,
640
- );
641
- }
642
-
643
- // This must be set before every `Game.StartRoomTransition` method invocation or else the function
644
- // can send you to the wrong room.
645
- level.LeaveDoor = DoorSlot.NO_DOOR_SLOT;
646
-
647
- game.StartRoomTransition(roomGridIndex, direction, roomTransitionAnim);
648
- }
package/functions/run.ts DELETED
@@ -1,36 +0,0 @@
1
- import { Challenge, PlayerType } from "isaac-typescript-definitions";
2
- import { game } from "../cachedClasses";
3
- import { FIRST_CHARACTER } from "../constantsFirstLast";
4
- import { log } from "./log";
5
-
6
- /**
7
- * Whether or not the player is playing on a set seed (i.e. that they entered in a specific seed by
8
- * pressing tab on the character selection screen). When the player resets the game on a set seed,
9
- * the game will not switch to a different seed.
10
- */
11
- export function onSetSeed(): boolean {
12
- const seeds = game.GetSeeds();
13
- const customRun = seeds.IsCustomRun();
14
- const challenge = Isaac.GetChallenge();
15
-
16
- return challenge === Challenge.NULL && customRun;
17
- }
18
-
19
- /**
20
- * Helper function to restart the game using the console command of "restart". You can optionally
21
- * specify a `PlayerType` to restart the game as that character.
22
- */
23
- export function restart(character?: PlayerType): void {
24
- if (character === undefined) {
25
- log("Restarting.");
26
- Isaac.ExecuteCommand("restart");
27
- return;
28
- }
29
-
30
- if (character < FIRST_CHARACTER) {
31
- error(`Restarting as a character of ${character} would crash the game.`);
32
- }
33
-
34
- log(`Restarting as character: ${character}`);
35
- Isaac.ExecuteCommand(`restart ${character}`);
36
- }