isaacscript-common 5.0.3 → 5.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/functions/array.d.ts +1 -0
- package/functions/array.lua +1 -0
- package/functions/doors.d.ts +5 -0
- package/functions/doors.lua +8 -0
- package/functions/set.d.ts +1 -1
- package/functions/set.lua +1 -1
- package/objects/roomShapeToDoorSlotCoordinates.d.ts +4 -0
- package/objects/roomShapeToDoorSlotCoordinates.lua +84 -0
- package/package.json +1 -1
package/functions/array.d.ts
CHANGED
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@@ -63,6 +63,7 @@ export declare function emptyArray<T>(array: T[]): void;
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* For example, if this function is provided an array containing 1, 2, and 3, then it will return an
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* array containing the following arrays:
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*
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* - [] (if `includeEmptyArray` is set to true)
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* - [1]
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* - [2]
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* - [3]
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package/functions/array.lua
CHANGED
package/functions/doors.d.ts
CHANGED
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@@ -53,6 +53,11 @@ export declare function getDoors(...roomTypes: RoomType[]): GridEntityDoor[];
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export declare function getDoorsToRoomIndex(...roomGridIndex: int[]): GridEntityDoor[];
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export declare function getOppositeDoorSlot(doorSlot: DoorSlot): DoorSlot | undefined;
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export declare function getRepentanceDoor(): GridEntityDoor | undefined;
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/**
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* Helper function to get the room grid coordinates for a specific room shape and door slot
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* combination.
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*/
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export declare function getRoomShapeDoorSlotCoordinates(roomShape: RoomShape, doorSlot: DoorSlot): readonly [x: int, y: int] | undefined;
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/** Helper function to find unused door slots in the room that can be used to make custom doors. */
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export declare function getUnusedDoorSlots(): DoorSlot[];
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export declare function isAngelRoomDoor(door: GridEntityDoor): boolean;
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package/functions/doors.lua
CHANGED
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@@ -24,6 +24,8 @@ local ____doorSlotToDoorSlotFlag = require("objects.doorSlotToDoorSlotFlag")
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local DOOR_SLOT_TO_DOOR_SLOT_FLAG = ____doorSlotToDoorSlotFlag.DOOR_SLOT_TO_DOOR_SLOT_FLAG
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local ____oppositeDoorSlots = require("objects.oppositeDoorSlots")
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local OPPOSITE_DOOR_SLOTS = ____oppositeDoorSlots.OPPOSITE_DOOR_SLOTS
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local ____roomShapeToDoorSlotCoordinates = require("objects.roomShapeToDoorSlotCoordinates")
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local ROOM_SHAPE_TO_DOOR_SLOT_COORDINATES = ____roomShapeToDoorSlotCoordinates.ROOM_SHAPE_TO_DOOR_SLOT_COORDINATES
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local ____roomShapeToDoorSlots = require("objects.roomShapeToDoorSlots")
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local ROOM_SHAPE_TO_DOOR_SLOTS = ____roomShapeToDoorSlots.ROOM_SHAPE_TO_DOOR_SLOTS
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local ____bitwise = require("functions.bitwise")
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@@ -190,6 +192,12 @@ function ____exports.getRepentanceDoor(self)
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function(____, door) return ____exports.isRepentanceDoor(nil, door) end
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)
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end
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--- Helper function to get the room grid coordinates for a specific room shape and door slot
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-- combination.
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function ____exports.getRoomShapeDoorSlotCoordinates(self, roomShape, doorSlot)
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local coordinatesMap = ROOM_SHAPE_TO_DOOR_SLOT_COORDINATES[roomShape]
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return coordinatesMap:get(doorSlot)
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end
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--- Helper function to find unused door slots in the room that can be used to make custom doors.
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function ____exports.getUnusedDoorSlots(self)
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local room = game:GetRoom()
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package/functions/set.d.ts
CHANGED
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@@ -38,7 +38,7 @@ export declare function getRandomSetElement<T>(set: Set<T> | ReadonlySet<T>, see
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* For example, if this function is provided a set containing 1, 2, and 3, then it will return an
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* array containing the following sets:
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*
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-
* - []
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* - [] (if `includeEmptyArray` is set to true)
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* - [1]
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* - [2]
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* - [3]
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package/functions/set.lua
CHANGED
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@@ -1,5 +1,9 @@
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1
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+
import { DoorSlot, RoomShape } from "isaac-typescript-definitions";
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/**
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* The coordinates correspond to the x and y values that are present in a room's XML file.
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*
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* e.g. `<door exists="False" x="-1" y="3" />`
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*/
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export declare const ROOM_SHAPE_TO_DOOR_SLOT_COORDINATES: {
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readonly [key in RoomShape]: ReadonlyMap<DoorSlot, [x: int, y: int]>;
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};
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@@ -0,0 +1,84 @@
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local ____lualib = require("lualib_bundle")
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local Map = ____lualib.Map
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local __TS__New = ____lualib.__TS__New
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local ____exports = {}
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local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
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local DoorSlot = ____isaac_2Dtypescript_2Ddefinitions.DoorSlot
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local RoomShape = ____isaac_2Dtypescript_2Ddefinitions.RoomShape
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--- The coordinates correspond to the x and y values that are present in a room's XML file.
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--
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-- e.g. `<door exists="False" x="-1" y="3" />`
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____exports.ROOM_SHAPE_TO_DOOR_SLOT_COORDINATES = {
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[RoomShape.SHAPE_1x1] = __TS__New(Map, {{DoorSlot.LEFT_0, {-1, 3}}, {DoorSlot.UP_0, {6, -1}}, {DoorSlot.RIGHT_0, {13, 3}}, {DoorSlot.DOWN_0, {6, 7}}}),
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[RoomShape.IH] = __TS__New(Map, {{DoorSlot.LEFT_0, {-1, 3}}, {DoorSlot.RIGHT_0, {13, 3}}}),
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[RoomShape.IV] = __TS__New(Map, {{DoorSlot.UP_0, {6, -1}}, {DoorSlot.DOWN_0, {6, 7}}}),
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[RoomShape.SHAPE_1x2] = __TS__New(Map, {
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{DoorSlot.LEFT_0, {-1, 3}},
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{DoorSlot.UP_0, {6, -1}},
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{DoorSlot.RIGHT_0, {13, 3}},
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{DoorSlot.DOWN_0, {6, 14}},
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{DoorSlot.LEFT_1, {-1, 10}},
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{DoorSlot.RIGHT_1, {13, 10}}
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}),
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[RoomShape.IIV] = __TS__New(Map, {{DoorSlot.UP_0, {6, -1}}, {DoorSlot.DOWN_0, {6, 14}}}),
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[RoomShape.SHAPE_2x1] = __TS__New(Map, {
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{DoorSlot.LEFT_0, {-1, 3}},
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{DoorSlot.UP_0, {6, -1}},
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{DoorSlot.RIGHT_0, {26, 3}},
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{DoorSlot.DOWN_0, {6, 7}},
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{DoorSlot.UP_1, {19, -1}},
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{DoorSlot.DOWN_1, {19, 7}}
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}),
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[RoomShape.IIH] = __TS__New(Map, {{DoorSlot.LEFT_0, {-1, 3}}, {DoorSlot.RIGHT_0, {26, 3}}}),
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[RoomShape.SHAPE_2x2] = __TS__New(Map, {
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{DoorSlot.LEFT_0, {-1, 3}},
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{DoorSlot.UP_0, {6, -1}},
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{DoorSlot.RIGHT_0, {26, 3}},
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{DoorSlot.DOWN_0, {6, 14}},
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{DoorSlot.LEFT_1, {-1, 10}},
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{DoorSlot.UP_1, {19, -1}},
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{DoorSlot.RIGHT_1, {26, 10}},
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{DoorSlot.DOWN_1, {19, 14}}
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}),
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[RoomShape.LTL] = __TS__New(Map, {
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{DoorSlot.LEFT_0, {12, 3}},
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{DoorSlot.UP_0, {6, 6}},
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{DoorSlot.RIGHT_0, {26, 3}},
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{DoorSlot.DOWN_0, {6, 14}},
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{DoorSlot.LEFT_1, {-1, 10}},
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{DoorSlot.UP_1, {19, -1}},
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{DoorSlot.RIGHT_1, {26, 10}},
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{DoorSlot.DOWN_1, {19, 14}}
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}),
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[RoomShape.LTR] = __TS__New(Map, {
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{DoorSlot.LEFT_0, {-1, 3}},
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{DoorSlot.UP_0, {6, -1}},
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{DoorSlot.RIGHT_0, {13, 3}},
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{DoorSlot.DOWN_0, {6, 14}},
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{DoorSlot.LEFT_1, {-1, 10}},
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{DoorSlot.UP_1, {19, 6}},
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{DoorSlot.RIGHT_1, {26, 10}},
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{DoorSlot.DOWN_1, {19, 14}}
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}),
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[RoomShape.LBL] = __TS__New(Map, {
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{DoorSlot.LEFT_0, {-1, 3}},
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{DoorSlot.UP_0, {6, -1}},
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{DoorSlot.RIGHT_0, {26, 3}},
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{DoorSlot.DOWN_0, {6, 7}},
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{DoorSlot.LEFT_1, {12, 10}},
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{DoorSlot.UP_1, {19, -1}},
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{DoorSlot.RIGHT_1, {26, 10}},
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{DoorSlot.DOWN_1, {19, 14}}
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}),
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[RoomShape.LBR] = __TS__New(Map, {
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{DoorSlot.LEFT_0, {-1, 3}},
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{DoorSlot.UP_0, {6, -1}},
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{DoorSlot.RIGHT_0, {26, 3}},
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{DoorSlot.DOWN_0, {6, 14}},
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{DoorSlot.LEFT_1, {-1, 10}},
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{DoorSlot.UP_1, {19, -1}},
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{DoorSlot.RIGHT_1, {13, 10}},
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{DoorSlot.DOWN_1, {19, 7}}
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})
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}
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return ____exports
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