isaacscript-common 6.14.0 → 6.15.0

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.
@@ -1,11 +1,27 @@
1
1
  import {
2
+ Card,
2
3
  CoinSubType,
3
4
  CollectibleType,
5
+ EffectVariant,
6
+ EntityType,
7
+ HeartSubType,
8
+ ItemPoolType,
9
+ PillColor,
10
+ RoomType,
4
11
  TrinketType,
5
12
  } from "isaac-typescript-definitions";
13
+ import { game } from "../cachedClasses";
6
14
  import { DISTANCE_OF_GRID_TILE } from "../constants";
7
15
  import { RockAltType } from "../enums/RockAltType";
8
- import { spawnCoinWithSeed, spawnTrinketWithSeed } from "./pickupsSpecific";
16
+ import { spawnEffectWithSeed, spawnNPCWithSeed } from "./entitiesSpecific";
17
+ import { isCollectibleInItemPool } from "./itemPool";
18
+ import {
19
+ spawnCardWithSeed,
20
+ spawnCoinWithSeed,
21
+ spawnHeartWithSeed,
22
+ spawnPillWithSeed,
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+ spawnTrinketWithSeed,
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+ } from "./pickupsSpecific";
9
25
  import { getRandom } from "./random";
10
26
  import { getRandomSeed, isRNG, newRNG } from "./rng";
11
27
  import { spawnCollectible } from "./spawnCollectible";
@@ -19,10 +35,6 @@ import { getRandomVector } from "./vector";
19
35
  * Note that most of the time, this function will do nothing, similar to how most of the time, when
20
36
  * an individual urn is destroyed, nothing will spawn.
21
37
  *
22
- * For the purposes of spawning collectibles, this function assumes that the player has not seen the
23
- * collectible yet in the current run. In vanilla, it is only possible to get a e.g. Quarter if the
24
- * collectible still exists in the Treasure Room pool.
25
- *
26
38
  * The logic in this function is based on the rewards listed on the wiki:
27
39
  * https://bindingofisaacrebirth.fandom.com/wiki/Rocks
28
40
  *
@@ -40,78 +52,258 @@ export function spawnRockAltReward(
40
52
  seedOrRNG: Seed | RNG = getRandomSeed(),
41
53
  ): boolean {
42
54
  const rng = isRNG(seedOrRNG) ? seedOrRNG : newRNG(seedOrRNG);
43
- const chance = getRandom(rng);
44
55
 
45
56
  switch (rockAltType) {
46
57
  case RockAltType.URN: {
47
- let totalChance = 0;
58
+ return spawnRockAltRewardUrn(position, rng);
59
+ }
48
60
 
49
- // Nothing. (68.00%)
50
- totalChance += 0.68;
51
- if (chance < totalChance) {
52
- return false;
53
- }
61
+ case RockAltType.MUSHROOM: {
62
+ return spawnRockAltRewardMushroom(position, rng);
63
+ }
54
64
 
55
- // One or two random coins. (9.44%)
56
- totalChance += 0.0944;
57
- if (chance < totalChance) {
58
- const numCoinsChance = getRandom(rng);
59
- const numCoins = numCoinsChance < 0.5 ? 1 : 2;
60
- repeat(numCoins, () => {
61
- const velocity = getRandomVector(rng);
62
- spawnCoinWithSeed(CoinSubType.NULL, position, rng, velocity);
63
- });
64
- return true;
65
- }
65
+ case RockAltType.SKULL: {
66
+ return spawnRockAltRewardSkull(position, rng);
67
+ }
66
68
 
67
- // Swallowed Penny. (2.50%)
68
- totalChance += 0.025;
69
- if (chance < totalChance) {
70
- spawnTrinketWithSeed(TrinketType.SWALLOWED_PENNY, position, rng);
71
- }
69
+ case RockAltType.POLYP: {
70
+ return spawnRockAltRewardPolyp(position, rng);
71
+ }
72
72
 
73
- // A Quarter. (0.50%)
74
- totalChance += 0.005;
75
- if (chance < totalChance) {
76
- spawnCollectible(CollectibleType.QUARTER, position, rng);
77
- }
73
+ case RockAltType.BUCKET: {
74
+ return spawnRockAltRewardBucket(position, rng);
75
+ }
76
+ }
77
+ }
78
+
79
+ function spawnRockAltRewardUrn(position: Vector, rng: RNG): boolean {
80
+ const chance = getRandom(rng);
81
+ let totalChance = 0;
82
+
83
+ // Nothing (68.00%).
84
+ totalChance += 0.68;
85
+ if (chance < totalChance) {
86
+ return false;
87
+ }
88
+
89
+ // One or two random coins (9.44%).
90
+ totalChance += 0.0944;
91
+ if (chance < totalChance) {
92
+ const numCoinsChance = getRandom(rng);
93
+ const numCoins = numCoinsChance < 0.5 ? 1 : 2;
94
+ const length = DISTANCE_OF_GRID_TILE;
95
+ repeat(numCoins, () => {
96
+ const randomVector = getRandomVector(rng);
97
+ const velocity = randomVector.mul(length);
98
+ spawnCoinWithSeed(CoinSubType.NULL, position, rng, velocity);
99
+ });
100
+ return true;
101
+ }
102
+
103
+ // Swallowed Penny (2.50%).
104
+ totalChance += 0.025;
105
+ if (chance < totalChance) {
106
+ spawnTrinketWithSeed(TrinketType.SWALLOWED_PENNY, position, rng);
107
+ return true;
108
+ }
109
+
110
+ // A Quarter (0.50%).
111
+ totalChance += 0.005;
112
+ if (chance < totalChance) {
113
+ const stillInPools = isCollectibleInItemPool(
114
+ CollectibleType.QUARTER,
115
+ ItemPoolType.DEVIL,
116
+ );
117
+ if (stillInPools) {
118
+ spawnCollectible(CollectibleType.QUARTER, position, rng);
119
+ return true;
120
+ }
121
+
122
+ return false;
123
+ }
124
+
125
+ // One or two spiders (19.48%). (Since this is the final option, so we don't need to check the
126
+ // chance.)
127
+ const numSpidersChance = getRandom(rng);
128
+ const numSpiders = numSpidersChance < 0.5 ? 1 : 2;
129
+ const length = DISTANCE_OF_GRID_TILE * 3;
130
+ repeat(numSpiders, () => {
131
+ const randomVector = getRandomVector(rng);
132
+ const offset = randomVector.mul(length);
133
+ const targetPos = position.add(offset);
134
+ EntityNPC.ThrowSpider(position, undefined, targetPos, false, 0);
135
+ });
136
+ return true;
137
+ }
138
+
139
+ function spawnRockAltRewardMushroom(position: Vector, rng: RNG): boolean {
140
+ const room = game.GetRoom();
141
+ const roomType = room.GetType();
142
+
143
+ const chance = getRandom(rng);
144
+ let totalChance = 0;
145
+
146
+ // Nothing (68.00%).
147
+ totalChance += 0.68;
148
+ if (chance < totalChance) {
149
+ return false;
150
+ }
78
151
 
79
- // One or two spiders. (19.48%)
80
- totalChance += 0.1948;
81
- if (chance < totalChance) {
82
- const numSpidersChance = getRandom(rng);
83
- const numSpiders = numSpidersChance < 0.5 ? 1 : 2;
84
- repeat(numSpiders, () => {
85
- const randomVector = getRandomVector(rng);
86
- const length = DISTANCE_OF_GRID_TILE * 3;
87
- const offset = randomVector.mul(length);
88
- const targetPos = position.add(offset);
89
- EntityNPC.ThrowSpider(position, undefined, targetPos, false, 0);
90
- });
152
+ // One pill (9.82%).
153
+ totalChance += 0.0982;
154
+ if (chance < totalChance) {
155
+ spawnPillWithSeed(PillColor.NULL, position, rng);
156
+ return true;
157
+ }
158
+
159
+ // Liberty Cap (2.50%).
160
+ totalChance += 0.025;
161
+ if (chance < totalChance) {
162
+ spawnTrinketWithSeed(TrinketType.LIBERTY_CAP, position, rng);
163
+ return true;
164
+ }
165
+
166
+ // Collectible (0.50%).
167
+ totalChance += 0.005;
168
+ if (chance < totalChance) {
169
+ if (roomType === RoomType.SECRET) {
170
+ const wavyCapChance = getRandom(rng);
171
+ if (wavyCapChance < 0.0272) {
172
+ const stillInPools = isCollectibleInItemPool(
173
+ CollectibleType.WAVY_CAP,
174
+ ItemPoolType.SECRET,
175
+ );
176
+ if (stillInPools) {
177
+ spawnCollectible(CollectibleType.WAVY_CAP, position, rng);
178
+ return true;
179
+ }
91
180
  }
181
+ }
92
182
 
93
- // TODO
94
- return false;
183
+ const magicMushroomStillInPools = isCollectibleInItemPool(
184
+ CollectibleType.MAGIC_MUSHROOM,
185
+ ItemPoolType.TREASURE,
186
+ );
187
+ const miniMushStillInPools = isCollectibleInItemPool(
188
+ CollectibleType.MINI_MUSH,
189
+ ItemPoolType.TREASURE,
190
+ );
191
+ if (magicMushroomStillInPools && miniMushStillInPools) {
192
+ const collectibleChance = getRandom(rng);
193
+ const collectibleType =
194
+ collectibleChance < 0.5
195
+ ? CollectibleType.MAGIC_MUSHROOM // 12
196
+ : CollectibleType.MINI_MUSH; // 71
197
+ spawnCollectible(collectibleType, position, rng);
198
+ return true;
95
199
  }
96
200
 
97
- case RockAltType.MUSHROOM: {
98
- // TODO
99
- return false;
201
+ if (magicMushroomStillInPools) {
202
+ spawnCollectible(CollectibleType.MINI_MUSH, position, rng);
203
+ return true;
100
204
  }
101
205
 
102
- case RockAltType.SKULL: {
103
- // TODO
104
- return false;
206
+ if (miniMushStillInPools) {
207
+ spawnCollectible(CollectibleType.MAGIC_MUSHROOM, position, rng);
208
+ return true;
105
209
  }
106
210
 
107
- case RockAltType.POLYP: {
108
- // TODO
109
- return false;
211
+ return false;
212
+ }
213
+
214
+ // One poisonous gas effect (19.24%). (Since this is the final option, so we don't need to check
215
+ // the chance.)
216
+ spawnEffectWithSeed(EffectVariant.FART, 0, position, rng);
217
+ return true;
218
+ }
219
+
220
+ function spawnRockAltRewardSkull(position: Vector, rng: RNG): boolean {
221
+ const chance = getRandom(rng);
222
+ let totalChance = 0;
223
+
224
+ // Nothing (68.00%).
225
+ totalChance += 0.68;
226
+ if (chance < totalChance) {
227
+ return false;
228
+ }
229
+
230
+ // One card / rune (9.52%).
231
+ totalChance += 0.095;
232
+ if (chance < totalChance) {
233
+ spawnCardWithSeed(Card.NULL, position, rng);
234
+ return true;
235
+ }
236
+
237
+ // Black heart (2.50%).
238
+ totalChance += 0.025;
239
+ if (chance < totalChance) {
240
+ spawnHeartWithSeed(HeartSubType.BLACK, position, rng);
241
+ return true;
242
+ }
243
+
244
+ // Collectible (0.50%).
245
+ totalChance += 0.005;
246
+ if (chance < totalChance) {
247
+ const ghostBabyStillInPools = isCollectibleInItemPool(
248
+ CollectibleType.GHOST_BABY,
249
+ ItemPoolType.TREASURE,
250
+ );
251
+ const dryBabyStillInPools = isCollectibleInItemPool(
252
+ CollectibleType.DRY_BABY,
253
+ ItemPoolType.TREASURE,
254
+ );
255
+ if (ghostBabyStillInPools && dryBabyStillInPools) {
256
+ const collectibleChance = getRandom(rng);
257
+ const collectibleType =
258
+ collectibleChance < 0.5
259
+ ? CollectibleType.GHOST_BABY // 163
260
+ : CollectibleType.DRY_BABY; // 265
261
+ spawnCollectible(collectibleType, position, rng);
262
+ return true;
110
263
  }
111
264
 
112
- case RockAltType.BUCKET: {
113
- // TODO
114
- return false;
265
+ if (ghostBabyStillInPools) {
266
+ spawnCollectible(CollectibleType.DRY_BABY, position, rng);
267
+ return true;
115
268
  }
269
+
270
+ if (dryBabyStillInPools) {
271
+ spawnCollectible(CollectibleType.GHOST_BABY, position, rng);
272
+ return true;
273
+ }
274
+
275
+ return false;
276
+ }
277
+
278
+ // One Host (19.30%). (Since this is the final option, so we don't need to check the chance.)
279
+ spawnNPCWithSeed(EntityType.HOST, 0, 0, position, rng);
280
+ return true;
281
+ }
282
+
283
+ function spawnRockAltRewardPolyp(_position: Vector, rng: RNG): boolean {
284
+ const chance = getRandom(rng);
285
+ let totalChance = 0;
286
+
287
+ // Nothing (68.00%).
288
+ totalChance += 0.68;
289
+ if (chance < totalChance) {
290
+ return false;
116
291
  }
292
+
293
+ // TODO
294
+ return false;
295
+ }
296
+
297
+ function spawnRockAltRewardBucket(_position: Vector, rng: RNG): boolean {
298
+ const chance = getRandom(rng);
299
+ let totalChance = 0;
300
+
301
+ // Nothing (68.00%).
302
+ totalChance += 0.68;
303
+ if (chance < totalChance) {
304
+ return false;
305
+ }
306
+
307
+ // TODO
308
+ return false;
117
309
  }
@@ -1,133 +1,27 @@
1
- import {
2
- CollectibleType,
3
- ItemPoolType,
4
- PlayerType,
5
- TrinketType,
6
- } from "isaac-typescript-definitions";
7
- import { game } from "../cachedClasses";
8
- import { PlayerIndex } from "../types/PlayerIndex";
9
- import { getCollectibleSet } from "./collectibleSet";
10
- import { mapGetPlayer, mapSetPlayer } from "./playerDataStructures";
11
- import { getPlayers } from "./playerIndex";
12
- import { anyPlayerHasCollectible, getPlayersOfType } from "./players";
13
- import { repeat } from "./utils";
14
-
15
- const COLLECTIBLES_THAT_AFFECT_ITEM_POOLS: readonly CollectibleType[] = [
16
- CollectibleType.CHAOS, // 402
17
- CollectibleType.SACRED_ORB, // 691
18
- CollectibleType.TMTRAINER, // 721
19
- ];
20
-
21
- const TRINKETS_THAT_AFFECT_ITEM_POOLS: readonly TrinketType[] = [
22
- TrinketType.NO,
23
- ];
1
+ import { CollectibleType, ItemPoolType } from "isaac-typescript-definitions";
2
+ import { anyPlayerHasCollectible } from "./players";
24
3
 
25
4
  /**
26
- * Helper function to see if the given collectible is unlocked on the player's save file. This
5
+ * Helper function to see if the given collectible is unlocked on the current save file. This
27
6
  * requires providing the corresponding item pool that the collectible is located in.
28
7
  *
29
- * - If any player currently has the item, then it is assumed to be unlocked. (This is because Eden
30
- * may have randomly started with the provided collectible, and it will be subsequently removed
31
- * from all pools.)
8
+ * - If any player currently has the collectible, then it is assumed to be unlocked. (This is
9
+ * because in almost all cases, when a collectible is added to a player's inventory, it is
10
+ * subsequently removed from all pools.)
32
11
  * - If the collectible is located in more than one item pool, then any item pool can be provided.
33
12
  * - If the collectible is not located in any item pools, then this function will always return
34
13
  * false.
35
- * - If any player is Tainted Lost, they will be temporarily changed to Isaac and then temporarily
36
- * changed back (because Tainted Lost is not able to retrieve some collectibles from item pools).
14
+ * - If the collectible is non-offensive, any Tainted Losts will be temporarily changed to Isaac and
15
+ * then changed back. (This is because Tainted Lost is not able to retrieve non-offensive
16
+ * collectibles from item pools).
37
17
  */
38
18
  export function isCollectibleUnlocked(
39
- collectibleTypeToCheckFor: CollectibleType,
40
- itemPoolToCheckFor: ItemPoolType,
19
+ collectibleType: CollectibleType,
20
+ itemPoolType: ItemPoolType,
41
21
  ): boolean {
42
- // If Eden is holding this collectible, then it is obviously unlocked (and it will also be removed
43
- // from pools, so the below check won't work).
44
- if (anyPlayerHasCollectible(collectibleTypeToCheckFor)) {
22
+ if (anyPlayerHasCollectible(collectibleType)) {
45
23
  return true;
46
24
  }
47
25
 
48
- // On Tainted Lost, it is impossible to retrieve non-offensive collectibles from pools, so we
49
- // temporarily change the character to Isaac.
50
- const taintedLosts = getPlayersOfType(PlayerType.THE_LOST_B);
51
- for (const player of taintedLosts) {
52
- player.ChangePlayerType(PlayerType.ISAAC);
53
- }
54
-
55
- // Before checking the item pools, remove any collectibles or trinkets that affect retrieved
56
- // collectible types.
57
- const removedItemsMap = new Map<PlayerIndex, CollectibleType[]>();
58
- const removedTrinketsMap = new Map<PlayerIndex, TrinketType[]>();
59
- for (const player of getPlayers()) {
60
- const removedItems: CollectibleType[] = [];
61
- for (const itemToRemove of COLLECTIBLES_THAT_AFFECT_ITEM_POOLS) {
62
- if (player.HasCollectible(itemToRemove)) {
63
- const numCollectibles = player.GetCollectibleNum(itemToRemove);
64
- repeat(numCollectibles, () => {
65
- player.RemoveCollectible(itemToRemove);
66
- removedItems.push(itemToRemove);
67
- });
68
- }
69
- }
70
-
71
- mapSetPlayer(removedItemsMap, player, removedItems);
72
-
73
- const removedTrinkets: TrinketType[] = [];
74
- for (const trinketToRemove of TRINKETS_THAT_AFFECT_ITEM_POOLS) {
75
- if (player.HasTrinket(trinketToRemove)) {
76
- const numTrinkets = player.GetTrinketMultiplier(trinketToRemove);
77
- repeat(numTrinkets, () => {
78
- player.TryRemoveTrinket(trinketToRemove);
79
- removedTrinkets.push(trinketToRemove);
80
- });
81
- }
82
- }
83
-
84
- mapSetPlayer(removedTrinketsMap, player, removedTrinkets);
85
- }
86
-
87
- // Blacklist every collectible in the game except for the provided collectible.
88
- const itemPool = game.GetItemPool();
89
- const collectibleSet = getCollectibleSet();
90
- for (const collectibleType of collectibleSet.values()) {
91
- if (collectibleType !== collectibleTypeToCheckFor) {
92
- itemPool.AddRoomBlacklist(collectibleType);
93
- }
94
- }
95
-
96
- // Get a collectible from the pool and see if it is the intended collectible. (We can use any
97
- // arbitrary value as the seed since it should not influence the result.)
98
- const retrievedCollectibleType = itemPool.GetCollectible(
99
- itemPoolToCheckFor,
100
- false,
101
- 1 as Seed,
102
- );
103
-
104
- const collectibleUnlocked =
105
- retrievedCollectibleType === collectibleTypeToCheckFor;
106
-
107
- // Reset the blacklist
108
- itemPool.ResetRoomBlacklist();
109
-
110
- // Give back items/trinkets, if necessary.
111
- for (const player of getPlayers()) {
112
- const removedItems = mapGetPlayer(removedItemsMap, player);
113
- if (removedItems !== undefined) {
114
- for (const collectibleType of removedItems) {
115
- player.AddCollectible(collectibleType, 0, false); // Prevent Chaos from spawning pickups
116
- }
117
- }
118
-
119
- const removedTrinkets = mapGetPlayer(removedTrinketsMap, player);
120
- if (removedTrinkets !== undefined) {
121
- for (const trinketType of removedTrinkets) {
122
- player.AddTrinket(trinketType, false);
123
- }
124
- }
125
- }
126
-
127
- // Change any players back to Tainted Lost, if necessary.
128
- for (const player of taintedLosts) {
129
- player.ChangePlayerType(PlayerType.THE_LOST_B);
130
- }
131
-
132
- return collectibleUnlocked;
26
+ return isCollectibleUnlocked(collectibleType, itemPoolType);
133
27
  }
@@ -74,6 +74,27 @@ export function smeltTrinket(
74
74
  giveTrinketsBack(player, trinketSituation);
75
75
  }
76
76
 
77
+ /**
78
+ * Helper function to smelt two or more different trinkets. If you want to smelt one trinket (or
79
+ * multiple copies of one trinket), then use the `smeltTrinket` helper function instead.
80
+ *
81
+ * This function is variadic, meaning that you can pass as many trinket types as you want to smelt.
82
+ *
83
+ * Before smelting, this function will automatically remove the trinkets that the player is holding,
84
+ * if any, and then give them back after the new trinket is smelted.
85
+ *
86
+ * @param player The player to smelt the trinkets to.
87
+ * @param trinketTypes The trinket types to smelt.
88
+ */
89
+ export function smeltTrinkets(
90
+ player: EntityPlayer,
91
+ ...trinketTypes: TrinketType[]
92
+ ): void {
93
+ for (const trinketType of trinketTypes) {
94
+ smeltTrinket(player, trinketType);
95
+ }
96
+ }
97
+
77
98
  /**
78
99
  * Helper function to temporarily remove a specific kind of trinket from the player. Use this in
79
100
  * combination with the `giveTrinketsBack` function to take away and give back a trinket on the same
package/src/index.ts CHANGED
@@ -117,6 +117,7 @@ export * from "./functions/gridEntities";
117
117
  export * from "./functions/gridEntitiesSpecific";
118
118
  export * from "./functions/input";
119
119
  export * from "./functions/isaacAPIClass";
120
+ export * from "./functions/itemPool";
120
121
  export * from "./functions/jsonHelpers";
121
122
  export * from "./functions/jsonRoom";
122
123
  export * from "./functions/kColor";