isaacscript-common 4.0.4 → 4.0.5
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.
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@@ -5,6 +5,7 @@ local __TS__Spread = ____lualib.__TS__Spread
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local __TS__SparseArrayNew = ____lualib.__TS__SparseArrayNew
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local __TS__SparseArrayPush = ____lualib.__TS__SparseArrayPush
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local __TS__SparseArraySpread = ____lualib.__TS__SparseArraySpread
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+
local __TS__ArraySort = ____lualib.__TS__ArraySort
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local ____exports = {}
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local hasSubscriptions, postPEffectUpdate, collectibleCountChanged, v
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local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
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@@ -48,7 +49,7 @@ function postPEffectUpdate(self, player)
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end
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end
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function collectibleCountChanged(self, player, numCollectiblesChanged, increased)
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-
local oldCollectibleMap = defaultMapGetPlayer(nil, v.run.playersCollectibleMap, player
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local oldCollectibleMap = defaultMapGetPlayer(nil, v.run.playersCollectibleMap, player)
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local newCollectibleMap = getPlayerCollectibleMap(nil, player)
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mapSetPlayer(nil, v.run.playersCollectibleMap, player, newCollectibleMap)
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local ____array_0 = __TS__SparseArrayNew(__TS__Spread(oldCollectibleMap:keys()))
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@@ -57,6 +58,7 @@ function collectibleCountChanged(self, player, numCollectiblesChanged, increased
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__TS__Spread(newCollectibleMap:keys())
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)
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local collectibleTypes = {__TS__SparseArraySpread(____array_0)}
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__TS__ArraySort(collectibleTypes)
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local numFired = 0
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for ____, collectibleType in ipairs(collectibleTypes) do
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local oldNum = oldCollectibleMap:get(collectibleType) or 0
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@@ -83,7 +85,7 @@ v = {run = {
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playersCollectibleCount = __TS__New(Map),
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playersCollectibleMap = __TS__New(
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DefaultMap,
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-
function(
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function() return __TS__New(Map) end
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)
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}}
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---
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@@ -1,9 +1,44 @@
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import { CollectibleType } from "isaac-typescript-definitions";
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/**
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* Returns an array containing every valid collectible type in the game, including modded
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* collectibles.
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*
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* Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups,
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* then use the `getCollectibleArray` helper function instead.
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*/
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export declare function getCollectibleArray(): readonly CollectibleType[];
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/**
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* Returns a set containing every valid collectible type in the game, including modded collectibles.
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*
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* Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order,
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* then use the `getCollectibleArray` helper function instead.
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*/
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export declare function getCollectibleSet(): ReadonlySet<CollectibleType>;
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/**
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/**
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* Returns an array containing every modded collectible type in the game.
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*
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* Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups,
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* then use the `getModdedCollectibleSet` helper function instead.
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*/
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export declare function getModdedCollectibleArray(): readonly CollectibleType[];
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/**
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* Returns a set containing every modded collectible type in the game.
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*
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* Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order,
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* then use the `getModdedCollectibleArray` helper function instead.
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*/
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export declare function getModdedCollectibleSet(): ReadonlySet<CollectibleType>;
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-
/**
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/**
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* Returns an array containing every valid vanilla collectible type in the game.
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*
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* Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups,
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* then use the `getVanillaCollectibleSet` helper function instead.
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*/
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export declare function getVanillaCollectibleArray(): readonly CollectibleType[];
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/**
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* Returns a set containing every valid vanilla collectible type in the game.
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*
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* Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order,
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* then use the `getVanillaCollectibleArray` helper function instead.
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*/
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export declare function getVanillaCollectibleSet(): ReadonlySet<CollectibleType>;
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@@ -1,6 +1,7 @@
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local ____lualib = require("lualib_bundle")
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local Set = ____lualib.Set
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local __TS__New = ____lualib.__TS__New
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local __TS__ArraySort = ____lualib.__TS__ArraySort
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local ____exports = {}
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local ____cachedClasses = require("cachedClasses")
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local itemConfig = ____cachedClasses.itemConfig
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@@ -8,45 +9,91 @@ local ____constantsFirstLast = require("constantsFirstLast")
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local LAST_VANILLA_COLLECTIBLE_TYPE = ____constantsFirstLast.LAST_VANILLA_COLLECTIBLE_TYPE
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local ____collectibles = require("functions.collectibles")
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local getCollectibleTypeRange = ____collectibles.getCollectibleTypeRange
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local ALL_COLLECTIBLES_ARRAY = {}
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local VANILLA_COLLECTIBLES_ARRAY = {}
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local MODDED_COLLECTIBLES_ARRAY = {}
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local ALL_COLLECTIBLES_SET = __TS__New(Set)
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local VANILLA_COLLECTIBLES_SET = __TS__New(Set)
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local MODDED_COLLECTIBLES_SET = __TS__New(Set)
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-
local function
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local function initCollectibleArraysAndSets(self)
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if #ALL_COLLECTIBLES_ARRAY ~= 0 then
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return
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end
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for ____, collectibleType in ipairs(getCollectibleTypeRange(nil)) do
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do
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local itemConfigItem = itemConfig:GetCollectible(collectibleType)
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if itemConfigItem == nil then
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-
goto
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goto __continue4
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end
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-
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ALL_COLLECTIBLES_ARRAY[#ALL_COLLECTIBLES_ARRAY + 1] = collectibleType
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if collectibleType <= LAST_VANILLA_COLLECTIBLE_TYPE then
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-
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VANILLA_COLLECTIBLES_ARRAY[#VANILLA_COLLECTIBLES_ARRAY + 1] = collectibleType
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else
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-
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MODDED_COLLECTIBLES_ARRAY[#MODDED_COLLECTIBLES_ARRAY + 1] = collectibleType
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end
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end
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-
::
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::__continue4::
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end
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__TS__ArraySort(ALL_COLLECTIBLES_ARRAY)
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__TS__ArraySort(VANILLA_COLLECTIBLES_ARRAY)
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__TS__ArraySort(MODDED_COLLECTIBLES_ARRAY)
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for ____, collectibleType in ipairs(ALL_COLLECTIBLES_ARRAY) do
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ALL_COLLECTIBLES_SET:add(collectibleType)
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end
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for ____, collectibleType in ipairs(VANILLA_COLLECTIBLES_ARRAY) do
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VANILLA_COLLECTIBLES_SET:add(collectibleType)
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end
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for ____, collectibleType in ipairs(MODDED_COLLECTIBLES_ARRAY) do
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MODDED_COLLECTIBLES_SET:add(collectibleType)
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end
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end
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--- Returns an array containing every valid collectible type in the game, including modded
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-- collectibles.
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--
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-- Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups,
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-- then use the `getCollectibleArray` helper function instead.
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function ____exports.getCollectibleArray(self)
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initCollectibleArraysAndSets(nil)
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return ALL_COLLECTIBLES_ARRAY
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end
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--- Returns a set containing every valid collectible type in the game, including modded collectibles.
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--
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-- Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order,
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-- then use the `getCollectibleArray` helper function instead.
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function ____exports.getCollectibleSet(self)
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initCollectibleSets(nil)
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end
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initCollectibleArraysAndSets(nil)
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return ALL_COLLECTIBLES_SET
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end
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--- Returns an array containing every modded collectible type in the game.
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--
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-- Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups,
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-- then use the `getModdedCollectibleSet` helper function instead.
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function ____exports.getModdedCollectibleArray(self)
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initCollectibleArraysAndSets(nil)
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return MODDED_COLLECTIBLES_ARRAY
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end
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--- Returns a set containing every modded collectible type in the game.
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--
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-- Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order,
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-- then use the `getModdedCollectibleArray` helper function instead.
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function ____exports.getModdedCollectibleSet(self)
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initCollectibleSets(nil)
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end
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initCollectibleArraysAndSets(nil)
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return MODDED_COLLECTIBLES_SET
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end
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--- Returns an array containing every valid vanilla collectible type in the game.
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--
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-- Use this if you need to iterate over the collectibles in order. If you need to do O(1) lookups,
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-- then use the `getVanillaCollectibleSet` helper function instead.
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function ____exports.getVanillaCollectibleArray(self)
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initCollectibleArraysAndSets(nil)
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return VANILLA_COLLECTIBLES_ARRAY
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end
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--- Returns a set containing every valid vanilla collectible type in the game.
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--
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-- Use this if you need to do O(1) lookups. If you need to iterate over the collectibles in order,
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-- then use the `getVanillaCollectibleArray` helper function instead.
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function ____exports.getVanillaCollectibleSet(self)
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initCollectibleSets(nil)
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end
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initCollectibleArraysAndSets(nil)
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return VANILLA_COLLECTIBLES_SET
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end
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return ____exports
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package/functions/player.lua
CHANGED
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@@ -5,7 +5,6 @@ local __TS__ArraySome = ____lualib.__TS__ArraySome
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local __TS__ArrayFind = ____lualib.__TS__ArrayFind
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local __TS__ArrayMap = ____lualib.__TS__ArrayMap
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local Map = ____lualib.Map
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local __TS__Iterator = ____lualib.__TS__Iterator
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local __TS__ArrayFilter = ____lualib.__TS__ArrayFilter
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local __TS__ArrayEvery = ____lualib.__TS__ArrayEvery
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local ____exports = {}
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@@ -39,7 +38,7 @@ local isVanillaCharacter = ____character.isVanillaCharacter
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local ____collectibles = require("functions.collectibles")
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local getCollectibleMaxCharges = ____collectibles.getCollectibleMaxCharges
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local ____collectibleSet = require("functions.collectibleSet")
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local
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local getCollectibleArray = ____collectibleSet.getCollectibleArray
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local ____enums = require("functions.enums")
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local getEnumValues = ____enums.getEnumValues
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local ____playerIndex = require("functions.playerIndex")
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@@ -404,9 +403,9 @@ end
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--- Iterates over every item in the game and returns a map containing the number of each item that
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-- the player has.
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function ____exports.getPlayerCollectibleMap(self, player)
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local
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local collectibleArray = getCollectibleArray(nil)
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local collectibleMap = __TS__New(Map)
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for ____, collectibleType in
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for ____, collectibleType in ipairs(collectibleArray) do
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local collectibleNum = player:GetCollectibleNum(collectibleType, true)
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if collectibleNum > 0 then
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collectibleMap:set(collectibleType, collectibleNum)
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