isaacscript-common 4.0.3 → 4.0.6

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 (370) hide show
  1. package/callbacks/postPlayerCollectible.lua +4 -2
  2. package/functions/collectibleSet.d.ts +37 -2
  3. package/functions/collectibleSet.lua +62 -15
  4. package/functions/player.lua +3 -4
  5. package/package.json +2 -2
  6. package/cachedClasses.ts +0 -39
  7. package/callbacks/customRevive.ts +0 -215
  8. package/callbacks/itemPickup.ts +0 -101
  9. package/callbacks/postAmbush.ts +0 -73
  10. package/callbacks/postBombExploded.ts +0 -26
  11. package/callbacks/postBombInitLate.ts +0 -36
  12. package/callbacks/postBoneSwing.ts +0 -64
  13. package/callbacks/postCollectibleInitFirst.ts +0 -40
  14. package/callbacks/postCursedTeleport.ts +0 -185
  15. package/callbacks/postCustomDoorEnter.ts +0 -292
  16. package/callbacks/postDiceRoomActivated.ts +0 -60
  17. package/callbacks/postDoorRender.ts +0 -26
  18. package/callbacks/postDoorUpdate.ts +0 -26
  19. package/callbacks/postEffectInitLate.ts +0 -36
  20. package/callbacks/postEffectStateChanged.ts +0 -43
  21. package/callbacks/postEsauJr.ts +0 -109
  22. package/callbacks/postFamiliarInitLate.ts +0 -36
  23. package/callbacks/postFamiliarStateChanged.ts +0 -43
  24. package/callbacks/postFlip.ts +0 -90
  25. package/callbacks/postGreedModeWave.ts +0 -41
  26. package/callbacks/postGridEntity.ts +0 -164
  27. package/callbacks/postGridEntityCollision.ts +0 -69
  28. package/callbacks/postGridEntityRender.ts +0 -26
  29. package/callbacks/postHolyMantleRemoved.ts +0 -55
  30. package/callbacks/postItemDischarged.ts +0 -154
  31. package/callbacks/postKnifeInitLate.ts +0 -36
  32. package/callbacks/postLaserInitLate.ts +0 -36
  33. package/callbacks/postNPCInitLate.ts +0 -36
  34. package/callbacks/postNPCStateChanged.ts +0 -42
  35. package/callbacks/postNewRoomEarly.ts +0 -96
  36. package/callbacks/postPickupCollect.ts +0 -48
  37. package/callbacks/postPickupInitFirst.ts +0 -70
  38. package/callbacks/postPickupInitLate.ts +0 -36
  39. package/callbacks/postPickupStateChanged.ts +0 -43
  40. package/callbacks/postPitRender.ts +0 -26
  41. package/callbacks/postPitUpdate.ts +0 -26
  42. package/callbacks/postPlayerChangeHealth.ts +0 -62
  43. package/callbacks/postPlayerChangeType.ts +0 -56
  44. package/callbacks/postPlayerCollectible.ts +0 -113
  45. package/callbacks/postPlayerFatalDamage.ts +0 -141
  46. package/callbacks/postPlayerInitLate.ts +0 -37
  47. package/callbacks/postPlayerReordered.ts +0 -142
  48. package/callbacks/postPoopRender.ts +0 -26
  49. package/callbacks/postPoopUpdate.ts +0 -26
  50. package/callbacks/postPressurePlateRender.ts +0 -26
  51. package/callbacks/postPressurePlateUpdate.ts +0 -26
  52. package/callbacks/postProjectileInitLate.ts +0 -36
  53. package/callbacks/postPurchase.ts +0 -64
  54. package/callbacks/postRockRender.ts +0 -26
  55. package/callbacks/postRockUpdate.ts +0 -26
  56. package/callbacks/postRoomClearChanged.ts +0 -57
  57. package/callbacks/postSacrifice.ts +0 -64
  58. package/callbacks/postSlotDestroyed.ts +0 -92
  59. package/callbacks/postSlotInitUpdate.ts +0 -68
  60. package/callbacks/postSlotRender.ts +0 -69
  61. package/callbacks/postSpikesRender.ts +0 -26
  62. package/callbacks/postSpikesUpdate.ts +0 -26
  63. package/callbacks/postTNTRender.ts +0 -26
  64. package/callbacks/postTNTUpdate.ts +0 -26
  65. package/callbacks/postTearInitLate.ts +0 -36
  66. package/callbacks/postTearInitVeryLate.ts +0 -41
  67. package/callbacks/postTransformation.ts +0 -59
  68. package/callbacks/postTrinketBreak.ts +0 -112
  69. package/callbacks/preBerserkDeath.ts +0 -49
  70. package/callbacks/preNewLevel.ts +0 -55
  71. package/callbacks/reorderedCallbacks.ts +0 -168
  72. package/callbacks/subscriptions/postAmbushFinished.ts +0 -32
  73. package/callbacks/subscriptions/postAmbushStarted.ts +0 -32
  74. package/callbacks/subscriptions/postBombInitLate.ts +0 -32
  75. package/callbacks/subscriptions/postBoneExploded.ts +0 -32
  76. package/callbacks/subscriptions/postBoneSwing.ts +0 -24
  77. package/callbacks/subscriptions/postCollectibleInitFirst.ts +0 -37
  78. package/callbacks/subscriptions/postCursedTeleport.ts +0 -24
  79. package/callbacks/subscriptions/postCustomDoorEnter.ts +0 -45
  80. package/callbacks/subscriptions/postCustomRevive.ts +0 -36
  81. package/callbacks/subscriptions/postDiceRoomActivated.ts +0 -38
  82. package/callbacks/subscriptions/postDoorRender.ts +0 -35
  83. package/callbacks/subscriptions/postDoorUpdate.ts +0 -35
  84. package/callbacks/subscriptions/postEffectInitLate.ts +0 -32
  85. package/callbacks/subscriptions/postEffectStateChanged.ts +0 -40
  86. package/callbacks/subscriptions/postEsauJr.ts +0 -24
  87. package/callbacks/subscriptions/postFamiliarInitLate.ts +0 -32
  88. package/callbacks/subscriptions/postFamiliarStateChanged.ts +0 -40
  89. package/callbacks/subscriptions/postFirstEsauJr.ts +0 -24
  90. package/callbacks/subscriptions/postFirstFlip.ts +0 -24
  91. package/callbacks/subscriptions/postFlip.ts +0 -22
  92. package/callbacks/subscriptions/postGameStartedReordered.ts +0 -24
  93. package/callbacks/subscriptions/postGreedModeWave.ts +0 -24
  94. package/callbacks/subscriptions/postGridEntityBroken.ts +0 -51
  95. package/callbacks/subscriptions/postGridEntityCollision.ts +0 -54
  96. package/callbacks/subscriptions/postGridEntityInit.ts +0 -51
  97. package/callbacks/subscriptions/postGridEntityRemove.ts +0 -52
  98. package/callbacks/subscriptions/postGridEntityRender.ts +0 -51
  99. package/callbacks/subscriptions/postGridEntityStateChanged.ts +0 -55
  100. package/callbacks/subscriptions/postGridEntityUpdate.ts +0 -51
  101. package/callbacks/subscriptions/postHolyMantleRemoved.ts +0 -48
  102. package/callbacks/subscriptions/postItemDischarged.ts +0 -43
  103. package/callbacks/subscriptions/postItemPickup.ts +0 -64
  104. package/callbacks/subscriptions/postKnifeInitLate.ts +0 -32
  105. package/callbacks/subscriptions/postLaserInitLate.ts +0 -32
  106. package/callbacks/subscriptions/postNPCInitLate.ts +0 -32
  107. package/callbacks/subscriptions/postNPCStateChanged.ts +0 -42
  108. package/callbacks/subscriptions/postNewLevelReordered.ts +0 -22
  109. package/callbacks/subscriptions/postNewRoomEarly.ts +0 -22
  110. package/callbacks/subscriptions/postNewRoomReordered.ts +0 -22
  111. package/callbacks/subscriptions/postPEffectUpdateReordered.ts +0 -40
  112. package/callbacks/subscriptions/postPickupCollect.ts +0 -35
  113. package/callbacks/subscriptions/postPickupInitFirst.ts +0 -32
  114. package/callbacks/subscriptions/postPickupInitLate.ts +0 -32
  115. package/callbacks/subscriptions/postPickupStateChanged.ts +0 -40
  116. package/callbacks/subscriptions/postPitRender.ts +0 -35
  117. package/callbacks/subscriptions/postPitUpdate.ts +0 -35
  118. package/callbacks/subscriptions/postPlayerChangeHealth.ts +0 -49
  119. package/callbacks/subscriptions/postPlayerChangeType.ts +0 -40
  120. package/callbacks/subscriptions/postPlayerCollectibleAdded.ts +0 -38
  121. package/callbacks/subscriptions/postPlayerCollectibleRemoved.ts +0 -38
  122. package/callbacks/subscriptions/postPlayerFatalDamage.ts +0 -68
  123. package/callbacks/subscriptions/postPlayerInitLate.ts +0 -40
  124. package/callbacks/subscriptions/postPlayerInitReordered.ts +0 -40
  125. package/callbacks/subscriptions/postPlayerRenderReordered.ts +0 -40
  126. package/callbacks/subscriptions/postPlayerUpdateReordered.ts +0 -40
  127. package/callbacks/subscriptions/postPoopRender.ts +0 -35
  128. package/callbacks/subscriptions/postPoopUpdate.ts +0 -35
  129. package/callbacks/subscriptions/postPressurePlateRender.ts +0 -37
  130. package/callbacks/subscriptions/postPressurePlateUpdate.ts +0 -37
  131. package/callbacks/subscriptions/postProjectileInitLate.ts +0 -35
  132. package/callbacks/subscriptions/postPurchase.ts +0 -31
  133. package/callbacks/subscriptions/postRockRender.ts +0 -35
  134. package/callbacks/subscriptions/postRockUpdate.ts +0 -35
  135. package/callbacks/subscriptions/postRoomClearChanged.ts +0 -30
  136. package/callbacks/subscriptions/postSacrifice.ts +0 -43
  137. package/callbacks/subscriptions/postSlotAnimationChanged.ts +0 -40
  138. package/callbacks/subscriptions/postSlotDestroyed.ts +0 -55
  139. package/callbacks/subscriptions/postSlotInit.ts +0 -32
  140. package/callbacks/subscriptions/postSlotRender.ts +0 -32
  141. package/callbacks/subscriptions/postSlotUpdate.ts +0 -32
  142. package/callbacks/subscriptions/postSpikesRender.ts +0 -35
  143. package/callbacks/subscriptions/postSpikesUpdate.ts +0 -35
  144. package/callbacks/subscriptions/postTNTRender.ts +0 -35
  145. package/callbacks/subscriptions/postTNTUpdate.ts +0 -35
  146. package/callbacks/subscriptions/postTearInitLate.ts +0 -32
  147. package/callbacks/subscriptions/postTearInitVeryLate.ts +0 -32
  148. package/callbacks/subscriptions/postTransformation.ts +0 -40
  149. package/callbacks/subscriptions/postTrinketBreak.ts +0 -38
  150. package/callbacks/subscriptions/preBerserkDeath.ts +0 -42
  151. package/callbacks/subscriptions/preCustomRevive.ts +0 -46
  152. package/callbacks/subscriptions/preItemPickup.ts +0 -64
  153. package/callbacks/subscriptions/preNewLevel.ts +0 -24
  154. package/classes/DefaultMap.ts +0 -174
  155. package/classes/ModUpgraded.ts +0 -84
  156. package/constants.ts +0 -162
  157. package/constantsFirstLast.ts +0 -217
  158. package/enums/AmbushType.ts +0 -4
  159. package/enums/HealthType.ts +0 -16
  160. package/enums/ModCallbackCustom.ts +0 -1278
  161. package/enums/PocketItemType.ts +0 -8
  162. package/enums/SerializationType.ts +0 -5
  163. package/enums/SlotDestructionType.ts +0 -4
  164. package/enums/private/CopyableIsaacAPIClassType.ts +0 -7
  165. package/enums/private/SaveDataKey.ts +0 -14
  166. package/enums/private/SerializationBrand.ts +0 -42
  167. package/features/characterHealthConversion.ts +0 -111
  168. package/features/characterStats.ts +0 -61
  169. package/features/debugDisplay/debugDisplay.ts +0 -221
  170. package/features/debugDisplay/exports.ts +0 -368
  171. package/features/debugDisplay/v.ts +0 -65
  172. package/features/deployJSONRoom.ts +0 -743
  173. package/features/disableInputs.ts +0 -193
  174. package/features/disableSound.ts +0 -77
  175. package/features/extraConsoleCommands/commandsDisplay.ts +0 -290
  176. package/features/extraConsoleCommands/commandsSubroutines.ts +0 -139
  177. package/features/extraConsoleCommands/init.ts +0 -334
  178. package/features/extraConsoleCommands/listCommands.ts +0 -1299
  179. package/features/extraConsoleCommands/v.ts +0 -14
  180. package/features/fadeInRemover.ts +0 -60
  181. package/features/fastReset.ts +0 -75
  182. package/features/forgottenSwitch.ts +0 -50
  183. package/features/getCollectibleItemPoolType.ts +0 -66
  184. package/features/persistentEntities.ts +0 -183
  185. package/features/playerInventory.ts +0 -135
  186. package/features/ponyDetection.ts +0 -74
  187. package/features/preventCollectibleRotation.ts +0 -115
  188. package/features/runInNFrames.ts +0 -148
  189. package/features/saveDataManager/constants.ts +0 -4
  190. package/features/saveDataManager/exports.ts +0 -229
  191. package/features/saveDataManager/load.ts +0 -99
  192. package/features/saveDataManager/main.ts +0 -195
  193. package/features/saveDataManager/maps.ts +0 -13
  194. package/features/saveDataManager/merge.ts +0 -194
  195. package/features/saveDataManager/save.ts +0 -74
  196. package/features/saveDataManager/serializationBrand.ts +0 -16
  197. package/features/sirenHelpers.ts +0 -129
  198. package/features/taintedLazarusPlayers.ts +0 -113
  199. package/featuresInitialized.ts +0 -20
  200. package/functions/ambush.ts +0 -47
  201. package/functions/array.ts +0 -410
  202. package/functions/benchmark.ts +0 -36
  203. package/functions/bitwise.ts +0 -24
  204. package/functions/bombs.ts +0 -12
  205. package/functions/boss.ts +0 -227
  206. package/functions/cacheFlag.ts +0 -12
  207. package/functions/cards.ts +0 -271
  208. package/functions/challenges.ts +0 -13
  209. package/functions/character.ts +0 -126
  210. package/functions/charge.ts +0 -237
  211. package/functions/chargeBar.ts +0 -67
  212. package/functions/collectibleCacheFlag.ts +0 -90
  213. package/functions/collectibleSet.ts +0 -56
  214. package/functions/collectibleTag.ts +0 -89
  215. package/functions/collectibles.ts +0 -659
  216. package/functions/color.ts +0 -128
  217. package/functions/debug.ts +0 -68
  218. package/functions/deepCopy.ts +0 -535
  219. package/functions/deepCopyTests.ts +0 -386
  220. package/functions/direction.ts +0 -49
  221. package/functions/doors.ts +0 -347
  222. package/functions/easing.ts +0 -182
  223. package/functions/eden.ts +0 -47
  224. package/functions/effects.ts +0 -20
  225. package/functions/entity.ts +0 -439
  226. package/functions/entitySpecific.ts +0 -889
  227. package/functions/entityTypes.ts +0 -6
  228. package/functions/enums.ts +0 -146
  229. package/functions/familiars.ts +0 -106
  230. package/functions/flag.ts +0 -165
  231. package/functions/flying.ts +0 -117
  232. package/functions/globals.ts +0 -242
  233. package/functions/gridEntity.ts +0 -511
  234. package/functions/gridEntitySpecific.ts +0 -112
  235. package/functions/input.ts +0 -139
  236. package/functions/isaacAPIClass.ts +0 -67
  237. package/functions/jsonHelpers.ts +0 -45
  238. package/functions/jsonRoom.ts +0 -100
  239. package/functions/kColor.ts +0 -129
  240. package/functions/language.ts +0 -13
  241. package/functions/level.ts +0 -31
  242. package/functions/log.ts +0 -720
  243. package/functions/map.ts +0 -56
  244. package/functions/math.ts +0 -149
  245. package/functions/mergeTests.ts +0 -288
  246. package/functions/npc.ts +0 -148
  247. package/functions/pickupVariants.ts +0 -60
  248. package/functions/pickups.ts +0 -499
  249. package/functions/pills.ts +0 -205
  250. package/functions/player.ts +0 -1056
  251. package/functions/playerDataStructures.ts +0 -150
  252. package/functions/playerHealth.ts +0 -382
  253. package/functions/playerIndex.ts +0 -195
  254. package/functions/pocketItems.ts +0 -149
  255. package/functions/positionVelocity.ts +0 -188
  256. package/functions/random.ts +0 -77
  257. package/functions/revive.ts +0 -201
  258. package/functions/rng.ts +0 -172
  259. package/functions/roomData.ts +0 -199
  260. package/functions/roomGrid.ts +0 -109
  261. package/functions/roomShape.ts +0 -80
  262. package/functions/rooms.ts +0 -648
  263. package/functions/run.ts +0 -36
  264. package/functions/saveFile.ts +0 -128
  265. package/functions/seeds.ts +0 -19
  266. package/functions/serialization.ts +0 -91
  267. package/functions/set.ts +0 -95
  268. package/functions/sound.ts +0 -9
  269. package/functions/spawnCollectible.ts +0 -104
  270. package/functions/sprite.ts +0 -107
  271. package/functions/stage.ts +0 -125
  272. package/functions/string.ts +0 -47
  273. package/functions/table.ts +0 -189
  274. package/functions/tears.ts +0 -32
  275. package/functions/transformations.ts +0 -131
  276. package/functions/trinketCacheFlag.ts +0 -60
  277. package/functions/trinketGive.ts +0 -157
  278. package/functions/trinkets.ts +0 -215
  279. package/functions/tstlClass.ts +0 -157
  280. package/functions/types.ts +0 -36
  281. package/functions/ui.ts +0 -138
  282. package/functions/utils.ts +0 -189
  283. package/functions/vector.ts +0 -126
  284. package/index.ts +0 -172
  285. package/initCustomCallbacks.ts +0 -132
  286. package/initFeatures.ts +0 -39
  287. package/interfaces/AddCallbackParameterCustom.ts +0 -188
  288. package/interfaces/ChargeBarSprites.ts +0 -12
  289. package/interfaces/JSONDoor.ts +0 -13
  290. package/interfaces/JSONEntity.ts +0 -16
  291. package/interfaces/JSONRoom.ts +0 -36
  292. package/interfaces/JSONRooms.ts +0 -12
  293. package/interfaces/JSONSpawn.ts +0 -14
  294. package/interfaces/PlayerHealth.ts +0 -16
  295. package/interfaces/PocketItemDescription.ts +0 -9
  296. package/interfaces/SaveData.ts +0 -29
  297. package/interfaces/TrinketSituation.ts +0 -9
  298. package/interfaces/private/TSTLClassMetatable.ts +0 -8
  299. package/maps/PHDPillConversions.ts +0 -21
  300. package/maps/cardMap.ts +0 -209
  301. package/maps/characterMap.ts +0 -87
  302. package/maps/collectibleDescriptionMap.ts +0 -732
  303. package/maps/collectibleNameMap.ts +0 -731
  304. package/maps/defaultPlayerStatMap.ts +0 -17
  305. package/maps/falsePHDPillConversions.ts +0 -35
  306. package/maps/gridEntityTypeToBrokenStateMap.ts +0 -50
  307. package/maps/gridEntityXMLMap.ts +0 -176
  308. package/maps/pillEffectMap.ts +0 -88
  309. package/maps/roomShapeToTopLeftWallGridIndexMap.ts +0 -18
  310. package/maps/roomTypeMap.ts +0 -40
  311. package/maps/trinketDescriptionMap.ts +0 -200
  312. package/maps/trinketNameMap.ts +0 -198
  313. package/objects/LRoomShapeToRectangles.ts +0 -44
  314. package/objects/callbackRegisterFunctions.ts +0 -187
  315. package/objects/cardDescriptions.ts +0 -105
  316. package/objects/cardNames.ts +0 -105
  317. package/objects/cardTypes.ts +0 -104
  318. package/objects/challengeNames.ts +0 -52
  319. package/objects/characterNames.ts +0 -48
  320. package/objects/coinSubTypeToValue.ts +0 -14
  321. package/objects/colors.ts +0 -16
  322. package/objects/directionNames.ts +0 -11
  323. package/objects/directionToDegrees.ts +0 -11
  324. package/objects/directionToVector.ts +0 -12
  325. package/objects/doorSlotFlagToDoorSlot.ts +0 -16
  326. package/objects/doorSlotToDirection.ts +0 -14
  327. package/objects/isaacAPIClassTypeToBrand.ts +0 -11
  328. package/objects/isaacAPIClassTypeToCopyFunction.ts +0 -18
  329. package/objects/languageNames.ts +0 -13
  330. package/objects/oppositeDoorSlots.ts +0 -15
  331. package/objects/pillEffectClasses.ts +0 -63
  332. package/objects/pillEffectNames.ts +0 -57
  333. package/objects/pillEffectTypes.ts +0 -62
  334. package/objects/roomShapeBounds.ts +0 -71
  335. package/objects/roomShapeLayoutSizes.ts +0 -45
  336. package/objects/roomShapeToBottomRightPosition.ts +0 -25
  337. package/objects/roomShapeToDoorSlots.ts +0 -83
  338. package/objects/roomShapeToDoorSlotsToGridIndexDelta.ts +0 -127
  339. package/objects/roomShapeToGridWidth.ts +0 -21
  340. package/objects/roomShapeToTopLeftPosition.ts +0 -26
  341. package/objects/roomShapeVolumes.ts +0 -38
  342. package/objects/roomTypeNames.ts +0 -36
  343. package/objects/serializedIsaacAPIClassTypeToIdentityFunction.ts +0 -14
  344. package/objects/stageTypeToLetter.ts +0 -15
  345. package/objects/transformationNames.ts +0 -18
  346. package/patchErrorFunctions.ts +0 -92
  347. package/sets/LRoomShapesSet.ts +0 -8
  348. package/sets/bossSets.ts +0 -470
  349. package/sets/charactersThatStartWithAnActiveItemSet.ts +0 -16
  350. package/sets/charactersWithBlackHeartFromEternalHeartSet.ts +0 -7
  351. package/sets/charactersWithFreeDevilDealsSet.ts +0 -4
  352. package/sets/charactersWithNoRedHeartsSet.ts +0 -17
  353. package/sets/charactersWithNoSoulHeartsSet.ts +0 -14
  354. package/sets/chestPickupVariantsSet.ts +0 -16
  355. package/sets/familiarsThatShootPlayerTearsSet.ts +0 -13
  356. package/sets/lostStyleCharactersSet.ts +0 -13
  357. package/sets/mineShaftRoomSubTypesSet.ts +0 -10
  358. package/sets/redHeartSubTypesSet.ts +0 -7
  359. package/sets/sinEntityTypesSet.ts +0 -11
  360. package/sets/singleUseActiveCollectibleTypesSet.ts +0 -13
  361. package/sets/storyBossesSet.ts +0 -17
  362. package/types/AnyEntity.ts +0 -12
  363. package/types/AwaitingTextInput.d.ts +0 -2
  364. package/types/CollectibleIndex.ts +0 -16
  365. package/types/PickingUpItem.ts +0 -89
  366. package/types/PlayerIndex.ts +0 -13
  367. package/types/private/IsaacAPIClass.ts +0 -3
  368. package/types/private/SerializedIsaacAPIClass.ts +0 -3
  369. package/types/private/TSTLClass.ts +0 -3
  370. 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
- }