isaacscript-common 6.15.0 → 6.16.2

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 (118) hide show
  1. package/dist/callbacks/postGridEntityCustomCollision.d.ts +2 -0
  2. package/dist/callbacks/postGridEntityCustomCollision.d.ts.map +1 -0
  3. package/dist/callbacks/postGridEntityCustomCollision.lua +71 -0
  4. package/dist/callbacks/postGridEntityCustomRender.lua +0 -7
  5. package/dist/callbacks/postGridEntityCustomUpdate.lua +0 -7
  6. package/dist/callbacks/subscriptions/postGridEntityCustomBroken.d.ts +6 -0
  7. package/dist/callbacks/subscriptions/postGridEntityCustomBroken.d.ts.map +1 -0
  8. package/dist/callbacks/subscriptions/postGridEntityCustomBroken.lua +24 -0
  9. package/dist/callbacks/subscriptions/postGridEntityCustomCollision.d.ts +6 -0
  10. package/dist/callbacks/subscriptions/postGridEntityCustomCollision.d.ts.map +1 -0
  11. package/dist/callbacks/subscriptions/postGridEntityCustomCollision.lua +29 -0
  12. package/dist/enums/ModCallbackCustom.d.ts +96 -62
  13. package/dist/enums/ModCallbackCustom.d.ts.map +1 -1
  14. package/dist/enums/ModCallbackCustom.lua +64 -60
  15. package/dist/features/customGridEntity.d.ts +5 -1
  16. package/dist/features/customGridEntity.d.ts.map +1 -1
  17. package/dist/features/customGridEntity.lua +65 -5
  18. package/dist/functions/color.d.ts +11 -15
  19. package/dist/functions/color.d.ts.map +1 -1
  20. package/dist/functions/color.lua +55 -74
  21. package/dist/functions/deepCopy.d.ts.map +1 -1
  22. package/dist/functions/deepCopy.lua +22 -1
  23. package/dist/functions/gridEntities.d.ts +0 -16
  24. package/dist/functions/gridEntities.d.ts.map +1 -1
  25. package/dist/functions/gridEntities.lua +0 -19
  26. package/dist/functions/isaacAPIClass.d.ts +1 -1
  27. package/dist/functions/isaacAPIClass.d.ts.map +1 -1
  28. package/dist/functions/kColor.d.ts +11 -15
  29. package/dist/functions/kColor.d.ts.map +1 -1
  30. package/dist/functions/kColor.lua +42 -61
  31. package/dist/functions/mergeTests.lua +2 -2
  32. package/dist/functions/npcs.d.ts +1 -29
  33. package/dist/functions/npcs.d.ts.map +1 -1
  34. package/dist/functions/npcs.lua +0 -45
  35. package/dist/functions/projectiles.d.ts +32 -0
  36. package/dist/functions/projectiles.d.ts.map +1 -0
  37. package/dist/functions/projectiles.lua +73 -0
  38. package/dist/functions/rng.d.ts +11 -15
  39. package/dist/functions/rng.d.ts.map +1 -1
  40. package/dist/functions/rng.lua +32 -52
  41. package/dist/functions/rockAlt.d.ts +27 -3
  42. package/dist/functions/rockAlt.d.ts.map +1 -1
  43. package/dist/functions/rockAlt.lua +113 -33
  44. package/dist/functions/saveFile.d.ts.map +1 -1
  45. package/dist/functions/saveFile.lua +3 -1
  46. package/dist/functions/serialization.d.ts +26 -7
  47. package/dist/functions/serialization.d.ts.map +1 -1
  48. package/dist/functions/serialization.lua +51 -19
  49. package/dist/functions/table.d.ts +2 -2
  50. package/dist/functions/table.lua +2 -2
  51. package/dist/functions/tstlClass.d.ts +1 -1
  52. package/dist/functions/tstlClass.d.ts.map +1 -1
  53. package/dist/functions/vector.d.ts +11 -15
  54. package/dist/functions/vector.d.ts.map +1 -1
  55. package/dist/functions/vector.lua +36 -55
  56. package/dist/index.d.ts +1 -0
  57. package/dist/index.d.ts.map +1 -1
  58. package/dist/index.lua +8 -0
  59. package/dist/initCustomCallbacks.d.ts.map +1 -1
  60. package/dist/initCustomCallbacks.lua +3 -0
  61. package/dist/interfaces/AddCallbackParameterCustom.d.ts +4 -0
  62. package/dist/interfaces/AddCallbackParameterCustom.d.ts.map +1 -1
  63. package/dist/objects/callbackRegisterFunctions.d.ts.map +1 -1
  64. package/dist/objects/callbackRegisterFunctions.lua +6 -0
  65. package/dist/objects/isaacAPIClassTypeToFunctions.d.ts +12 -0
  66. package/dist/objects/isaacAPIClassTypeToFunctions.d.ts.map +1 -0
  67. package/dist/objects/isaacAPIClassTypeToFunctions.lua +25 -0
  68. package/dist/types/{private/IsaacAPIClass.d.ts → IsaacAPIClass.d.ts} +0 -0
  69. package/dist/types/IsaacAPIClass.d.ts.map +1 -0
  70. package/dist/types/{private/IsaacAPIClass.lua → IsaacAPIClass.lua} +0 -0
  71. package/dist/types/{private/SerializedIsaacAPIClass.d.ts → SerializedIsaacAPIClass.d.ts} +0 -0
  72. package/dist/types/SerializedIsaacAPIClass.d.ts.map +1 -0
  73. package/dist/types/{private/SerializedIsaacAPIClass.lua → SerializedIsaacAPIClass.lua} +0 -0
  74. package/dist/types/{private/TSTLClass.d.ts → TSTLClass.d.ts} +0 -0
  75. package/dist/types/TSTLClass.d.ts.map +1 -0
  76. package/dist/types/{private/TSTLClass.lua → TSTLClass.lua} +0 -0
  77. package/package.json +2 -2
  78. package/src/callbacks/postGridEntityCustomCollision.ts +74 -0
  79. package/src/callbacks/postGridEntityCustomRender.ts +1 -17
  80. package/src/callbacks/postGridEntityCustomUpdate.ts +1 -17
  81. package/src/callbacks/subscriptions/postGridEntityCustomBroken.ts +36 -0
  82. package/src/callbacks/subscriptions/postGridEntityCustomCollision.ts +43 -0
  83. package/src/enums/ModCallbackCustom.ts +38 -2
  84. package/src/features/customGridEntity.ts +76 -0
  85. package/src/functions/color.ts +67 -87
  86. package/src/functions/deepCopy.ts +15 -2
  87. package/src/functions/gridEntities.ts +0 -23
  88. package/src/functions/isaacAPIClass.ts +1 -1
  89. package/src/functions/kColor.ts +65 -84
  90. package/src/functions/mergeTests.ts +2 -2
  91. package/src/functions/npcs.ts +1 -58
  92. package/src/functions/projectiles.ts +78 -0
  93. package/src/functions/rng.ts +45 -65
  94. package/src/functions/rockAlt.ts +127 -40
  95. package/src/functions/saveFile.ts +2 -1
  96. package/src/functions/serialization.ts +81 -25
  97. package/src/functions/table.ts +2 -2
  98. package/src/functions/tstlClass.ts +1 -1
  99. package/src/functions/vector.ts +55 -74
  100. package/src/index.ts +1 -0
  101. package/src/initCustomCallbacks.ts +2 -0
  102. package/src/interfaces/AddCallbackParameterCustom.ts +4 -0
  103. package/src/objects/callbackRegisterFunctions.ts +6 -0
  104. package/src/objects/isaacAPIClassTypeToFunctions.ts +63 -0
  105. package/src/types/{private/IsaacAPIClass.ts → IsaacAPIClass.ts} +0 -0
  106. package/src/types/{private/SerializedIsaacAPIClass.ts → SerializedIsaacAPIClass.ts} +0 -0
  107. package/src/types/{private/TSTLClass.ts → TSTLClass.ts} +0 -0
  108. package/dist/objects/isaacAPIClassTypeToCopyFunction.d.ts +0 -6
  109. package/dist/objects/isaacAPIClassTypeToCopyFunction.d.ts.map +0 -1
  110. package/dist/objects/isaacAPIClassTypeToCopyFunction.lua +0 -13
  111. package/dist/objects/serializedIsaacAPIClassTypeToIdentityFunction.d.ts +0 -5
  112. package/dist/objects/serializedIsaacAPIClassTypeToIdentityFunction.d.ts.map +0 -1
  113. package/dist/objects/serializedIsaacAPIClassTypeToIdentityFunction.lua +0 -13
  114. package/dist/types/private/IsaacAPIClass.d.ts.map +0 -1
  115. package/dist/types/private/SerializedIsaacAPIClass.d.ts.map +0 -1
  116. package/dist/types/private/TSTLClass.d.ts.map +0 -1
  117. package/src/objects/isaacAPIClassTypeToCopyFunction.ts +0 -18
  118. package/src/objects/serializedIsaacAPIClassTypeToIdentityFunction.ts +0 -14
@@ -5,7 +5,7 @@ import { deepCopy } from "./deepCopy";
5
5
  import { log } from "./log";
6
6
  import { isRNG, newRNG } from "./rng";
7
7
  import { isSerializedIsaacAPIClass } from "./serialization";
8
- import { copyVector, isVector } from "./vector";
8
+ import { isVector, serializeVector } from "./vector";
9
9
 
10
10
  /**
11
11
  * Run the suite of tests that prove that the "merge" function works properly. (This function is not
@@ -92,7 +92,7 @@ function oldTableHasSerializedIsaacAPIClass() {
92
92
  const y = 60;
93
93
  const vector = Vector(x, y);
94
94
 
95
- const vectorSerialized = copyVector(vector, SerializationType.SERIALIZE);
95
+ const vectorSerialized = serializeVector(vector);
96
96
  if (!isSerializedIsaacAPIClass(vectorSerialized)) {
97
97
  error(
98
98
  'The "isSerializedIsaacAPIClass" function says that a serialized vector is not serialized.',
@@ -11,13 +11,11 @@ import {
11
11
  MotherVariant,
12
12
  NpcState,
13
13
  PeepVariant,
14
- ProjectilesMode,
15
14
  RaglingVariant,
16
15
  VisVariant,
17
16
  } from "isaac-typescript-definitions";
18
17
  import { EGGY_STATE_FRAME_OF_FINAL_SPIDER } from "../constants";
19
- import { getFilteredNewEntities } from "./entities";
20
- import { getNPCs, getProjectiles } from "./entitiesSpecific";
18
+ import { getNPCs } from "./entitiesSpecific";
21
19
 
22
20
  /**
23
21
  * Used to filter out certain NPCs when determining of an NPC is "alive" and/or should keep the
@@ -46,33 +44,6 @@ const NON_ALIVE_NPCS_TYPE_VARIANT_SUBTYPE: ReadonlySet<string> = new Set([
46
44
  `${EntityType.MOTHER}.${MotherVariant.MOTHER_1}.${MotherSubType.PHASE_2}`, // 912
47
45
  ]);
48
46
 
49
- /**
50
- * Helper function to make an NPC fire a projectile. Returns the fired projectile. Use this function
51
- * instead of the `EntityNPC.FireProjectiles` method, since that returns void.
52
- *
53
- * @param npc The NPC to fire the projectile from.
54
- * @param position The staring position of the projectile.
55
- * @param velocity The starting velocity of the projectile.
56
- * @param projectilesMode The mode of the projectile. Optional. Default is
57
- * `ProjectilesMode.ONE_PROJECTILE`.
58
- * @param projectileParams The parameters of the projectile. Optional. Default is
59
- * `ProjectileParams()`.
60
- * @returns The fired projectile.
61
- */
62
- export function fireProjectiles(
63
- npc: EntityNPC,
64
- position: Vector,
65
- velocity: Vector,
66
- projectilesMode: ProjectilesMode = ProjectilesMode.ONE_PROJECTILE,
67
- projectileParams: ProjectileParams = ProjectileParams(),
68
- ): EntityProjectile[] {
69
- const oldProjectiles = getProjectiles(projectileParams.Variant);
70
- npc.FireProjectiles(position, velocity, projectilesMode, projectileParams);
71
- const newProjectiles = getProjectiles(projectileParams.Variant);
72
-
73
- return getFilteredNewEntities(oldProjectiles, newProjectiles);
74
- }
75
-
76
47
  /**
77
48
  * Helper function to get all of the non-dead NPCs in the room.
78
49
  *
@@ -149,31 +120,3 @@ export function isRaglingDeathPatch(npc: EntityNPC): boolean {
149
120
  npc.State === NpcState.SPECIAL
150
121
  );
151
122
  }
152
-
153
- /**
154
- * The base game `EntityNPC.FireProjectiles` method does not return anything, which is a problem in
155
- * situations where you need to work with the fired projectiles. This function runs that method, and
156
- * then returns the projectiles that were spawned.
157
- *
158
- * @param npc The EntityNPC firing projectiles.
159
- * @param position The starting position of the projectiles.
160
- * @param velocity The starting velocity of the projectiles.
161
- * @param projectilesMode A ProjectilesMode enum value defining how to fire the projectiles.
162
- * @param projectileParams A ProjectileParams object containing various parameters for the
163
- * projectiles.
164
- * @returns An array of EntityProjectiles containing all fired projectiles.
165
- */
166
- export function npcFireProjectiles(
167
- npc: EntityNPC,
168
- position: Vector,
169
- velocity: Vector,
170
- projectilesMode: ProjectilesMode,
171
- projectileParams: ProjectileParams,
172
- ): EntityProjectile[] {
173
- const oldEntities = getProjectiles();
174
- npc.FireProjectiles(position, velocity, projectilesMode, projectileParams);
175
- const newEntities = getProjectiles();
176
- const filteredNewEntities = getFilteredNewEntities(oldEntities, newEntities);
177
-
178
- return filteredNewEntities;
179
- }
@@ -0,0 +1,78 @@
1
+ import {
2
+ EntityFlag,
3
+ EntityType,
4
+ ProjectilesMode,
5
+ } from "isaac-typescript-definitions";
6
+ import { getFilteredNewEntities } from "./entities";
7
+ import { getProjectiles, spawnNPC } from "./entitiesSpecific";
8
+
9
+ /**
10
+ * Helper function to make an NPC fire one or more projectiles. Returns the fired projectile(s).
11
+ *
12
+ * Use this function instead of the `EntityNPC.FireProjectiles` method if you need to modify or
13
+ * access the `EntityProjectile` objects after they are fired, since this function returns the
14
+ * objects in an array.
15
+ *
16
+ * @param npc The NPC to fire the projectile(s) from. You can also pass undefined if you do not want
17
+ * the projectile(s) to come from anything in particular.
18
+ * @param position The staring position of the projectile(s).
19
+ * @param velocity The starting velocity of the projectile(s).
20
+ * @param projectilesMode Optional. The mode of the projectile(s). Default is
21
+ * `ProjectilesMode.ONE_PROJECTILE`.
22
+ * @param projectileParams Optional. The parameters of the projectile(s). Default is
23
+ * `ProjectileParams()`.
24
+ * @returns The fired projectile(s).
25
+ */
26
+ export function fireProjectiles(
27
+ npc: EntityNPC | undefined,
28
+ position: Vector,
29
+ velocity: Vector,
30
+ projectilesMode: ProjectilesMode = ProjectilesMode.ONE_PROJECTILE,
31
+ projectileParams: ProjectileParams = ProjectileParams(),
32
+ ): EntityProjectile[] {
33
+ const oldProjectiles = getProjectiles(projectileParams.Variant);
34
+
35
+ let spawnedFly = false;
36
+ if (npc === undefined) {
37
+ // Since the `EntityNPC.FireProjectiles` method is not static, we arbitrarily spawn a fly.
38
+ spawnedFly = true;
39
+ npc = spawnNPC(EntityType.FLY, 0, 0, position);
40
+ npc.Visible = false;
41
+ npc.ClearEntityFlags(EntityFlag.APPEAR);
42
+ }
43
+
44
+ npc.FireProjectiles(position, velocity, projectilesMode, projectileParams);
45
+ const newProjectiles = getProjectiles(projectileParams.Variant);
46
+
47
+ if (spawnedFly) {
48
+ npc.Remove();
49
+ }
50
+
51
+ return getFilteredNewEntities(oldProjectiles, newProjectiles);
52
+ }
53
+
54
+ /**
55
+ * Helper function to spawn projectiles in a circle around a position. Under the hood, this
56
+ * leverages `ProjectileMode.N_PROJECTILES_IN_CIRCLE`.
57
+ *
58
+ * @param npc The NPC to fire the projectile(s) from. You can also pass undefined if you do not want
59
+ * the projectile(s) to come from anything in particular.
60
+ * @param position The staring position of the projectile(s).
61
+ * @param speed The speed of the projectile(s).
62
+ * @param numProjectiles The amount of projectiles to spawn.
63
+ * @returns The fired projectile(s).
64
+ */
65
+ export function fireProjectilesInCircle(
66
+ npc: EntityNPC | undefined,
67
+ position: Vector,
68
+ speed: float,
69
+ numProjectiles: int,
70
+ ): EntityProjectile[] {
71
+ const velocity = Vector(speed, numProjectiles);
72
+ return fireProjectiles(
73
+ npc,
74
+ position,
75
+ velocity,
76
+ ProjectilesMode.N_PROJECTILES_IN_CIRCLE,
77
+ );
78
+ }
@@ -1,20 +1,13 @@
1
1
  import { game } from "../cachedClasses";
2
2
  import { SerializationBrand } from "../enums/private/SerializationBrand";
3
- import { SerializationType } from "../enums/SerializationType";
4
3
  import { isaacAPIClassEquals, isIsaacAPIClassOfType } from "./isaacAPIClass";
5
4
  import { getNumbersFromTable, tableHasKeys } from "./table";
6
5
  import { isTable } from "./types";
7
6
 
8
- type SerializedRNG = LuaMap<string, unknown> & {
7
+ export type SerializedRNG = LuaMap<string, unknown> & {
9
8
  readonly __serializedRNGBrand: symbol;
10
9
  };
11
10
 
12
- interface CopyRNGReturn {
13
- [SerializationType.NONE]: RNG;
14
- [SerializationType.SERIALIZE]: SerializedRNG;
15
- [SerializationType.DESERIALIZE]: RNG;
16
- }
17
-
18
11
  /**
19
12
  * This is the ShiftIdx that Blade recommended after having reviewing the game's internal functions.
20
13
  * Any value between 0 and 80 should work equally well.
@@ -25,66 +18,35 @@ const RECOMMENDED_SHIFT_IDX = 35;
25
18
  const KEYS = ["seed"];
26
19
  const OBJECT_NAME = "RNG";
27
20
 
28
- /**
29
- * Helper function to copy an `RNG` object.
30
- *
31
- * @param rng The RNG object to copy. In the case of deserialization, this will actually be a Lua
32
- * table instead of an instantiated RNG class.
33
- * @param serializationType Default is `SerializationType.NONE`.
34
- */
35
- export function copyRNG<
36
- R extends RNG | SerializedRNG,
37
- S extends SerializationType,
38
- >(rng: R, serializationType: S): CopyRNGReturn[S];
39
- export function copyRNG<R extends RNG | SerializedRNG>(
40
- rng: R,
41
- ): CopyRNGReturn[SerializationType.NONE];
42
- export function copyRNG(
43
- rng: RNG | SerializedRNG,
44
- serializationType = SerializationType.NONE,
45
- ): CopyRNGReturn[keyof CopyRNGReturn] {
46
- switch (serializationType) {
47
- case SerializationType.NONE: {
48
- if (!isRNG(rng)) {
49
- error(
50
- `Failed to copy a ${OBJECT_NAME} object since the provided object was not a userdata ${OBJECT_NAME} class.`,
51
- );
52
- }
53
-
54
- const seed = rng.GetSeed();
55
- return newRNG(seed);
56
- }
21
+ /** Helper function to copy an `RNG` Isaac API class. */
22
+ export function copyRNG(rng: RNG): RNG {
23
+ if (!isRNG(rng)) {
24
+ error(
25
+ `Failed to copy a ${OBJECT_NAME} object since the provided object was not a userdata ${OBJECT_NAME} class.`,
26
+ );
27
+ }
57
28
 
58
- case SerializationType.SERIALIZE: {
59
- if (!isRNG(rng)) {
60
- error(
61
- `Failed to serialize a ${OBJECT_NAME} object since the provided object was not a userdata ${OBJECT_NAME} class.`,
62
- );
63
- }
64
-
65
- const seed = rng.GetSeed();
66
- const rngTable = new LuaMap<string, unknown>();
67
- rngTable.set("seed", seed);
68
- rngTable.set(SerializationBrand.RNG, "");
69
- return rngTable as SerializedRNG;
70
- }
29
+ const seed = rng.GetSeed();
30
+ return newRNG(seed);
31
+ }
71
32
 
72
- case SerializationType.DESERIALIZE: {
73
- if (!isTable(rng)) {
74
- error(
75
- `Failed to deserialize a ${OBJECT_NAME} object since the provided object was not a Lua table.`,
76
- );
77
- }
78
-
79
- const [seedNumber] = getNumbersFromTable(
80
- rng as LuaMap<string, unknown>,
81
- OBJECT_NAME,
82
- ...KEYS,
83
- );
84
- const seed = seedNumber as Seed;
85
- return newRNG(seed);
86
- }
33
+ /**
34
+ * Helper function to convert a `SerializedRNG` object to a normal `RNG` object. (This is used by
35
+ * the save data manager when reading data from the "save#.dat" file.)
36
+ */
37
+ export function deserializeRNG(rng: SerializedRNG): RNG {
38
+ if (!isTable(rng)) {
39
+ error(
40
+ `Failed to deserialize a ${OBJECT_NAME} object since the provided object was not a Lua table.`,
41
+ );
87
42
  }
43
+
44
+ const [seed] = getNumbersFromTable(
45
+ rng as LuaMap<string, unknown>,
46
+ OBJECT_NAME,
47
+ ...KEYS,
48
+ );
49
+ return newRNG(seed as Seed);
88
50
  }
89
51
 
90
52
  /**
@@ -130,6 +92,24 @@ export function rngEquals(rng1: RNG, rng2: RNG): boolean {
130
92
  return isaacAPIClassEquals(rng1, rng2, KEYS);
131
93
  }
132
94
 
95
+ /**
96
+ * Helper function to convert a `RNG` object to a `SerializedRNG` object. (This is used by the save
97
+ * data manager when writing data from the "save#.dat" file.)
98
+ */
99
+ export function serializeRNG(rng: RNG): SerializedRNG {
100
+ if (!isRNG(rng)) {
101
+ error(
102
+ `Failed to serialize a ${OBJECT_NAME} object since the provided object was not a userdata ${OBJECT_NAME} class.`,
103
+ );
104
+ }
105
+
106
+ const seed = rng.GetSeed();
107
+ const rngTable = new LuaMap<string, unknown>();
108
+ rngTable.set("seed", seed);
109
+ rngTable.set(SerializationBrand.RNG, "");
110
+ return rngTable as SerializedRNG;
111
+ }
112
+
133
113
  /**
134
114
  * Helper function to iterate over the provided object and set the seed for all of the values that
135
115
  * are RNG objects equal to a particular seed.
@@ -13,6 +13,7 @@ import {
13
13
  import { game } from "../cachedClasses";
14
14
  import { DISTANCE_OF_GRID_TILE } from "../constants";
15
15
  import { RockAltType } from "../enums/RockAltType";
16
+ import { BACKDROP_TYPE_TO_ROCK_ALT_TYPE } from "../objects/backdropTypeToRockAltType";
16
17
  import { spawnEffectWithSeed, spawnNPCWithSeed } from "./entitiesSpecific";
17
18
  import { isCollectibleInItemPool } from "./itemPool";
18
19
  import {
@@ -22,18 +23,58 @@ import {
22
23
  spawnPillWithSeed,
23
24
  spawnTrinketWithSeed,
24
25
  } from "./pickupsSpecific";
26
+ import { fireProjectilesInCircle } from "./projectiles";
25
27
  import { getRandom } from "./random";
26
28
  import { getRandomSeed, isRNG, newRNG } from "./rng";
27
29
  import { spawnCollectible } from "./spawnCollectible";
28
30
  import { repeat } from "./utils";
29
31
  import { getRandomVector } from "./vector";
30
32
 
33
+ const ROCK_ALT_CHANCES = {
34
+ Nothing: 0.68,
35
+ BasicDrop: 0.0967,
36
+
37
+ /** Also used for e.g. black hearts from skulls. */
38
+ Trinket: 0.025,
39
+
40
+ Collectible: 0.005,
41
+ } as const;
42
+
43
+ const POLYP_PROJECTILE_SPEED = 10;
44
+ const POLYP_NUM_PROJECTILES = 6;
45
+
46
+ /**
47
+ * Helper function to get the alternate rock type (i.e. urn, mushroom, etc.) that the current room
48
+ * will have.
49
+ *
50
+ * The rock type is based on the backdrop of the room.
51
+ *
52
+ * For example, if you change the backdrop of the starting room of the run to `BackdropType.CAVES`,
53
+ * and then spawn `GridEntityType.ROCK_ALT`, it will be a mushroom instead of an urn. Additionally,
54
+ * if it is destroyed, it will generate mushroom-appropriate rewards.
55
+ *
56
+ * On the other hand, if an urn is spawned first before the backdrop is changed to
57
+ * `BackdropType.CAVES`, the graphic of the urn will not switch to a mushroom. However, when
58
+ * destroyed, the urn will still generate mushroom-appropriate rewards.
59
+ */
60
+ export function getRockAltType(): RockAltType {
61
+ const room = game.GetRoom();
62
+ const backdropType = room.GetBackdropType();
63
+
64
+ return BACKDROP_TYPE_TO_ROCK_ALT_TYPE[backdropType];
65
+ }
66
+
31
67
  /**
32
68
  * Helper function for emulating what happens when a vanilla `GridEntityType.ROCK_ALT` grid entity
33
69
  * breaks.
34
70
  *
35
- * Note that most of the time, this function will do nothing, similar to how most of the time, when
36
- * an individual urn is destroyed, nothing will spawn.
71
+ * Most of the time, this function will do nothing, similar to how most of the time, when an
72
+ * individual urn is destroyed, nothing will spawn.
73
+ *
74
+ * Note that in vanilla, trinkets will not spawn if they have already been removed from the trinket
75
+ * pool. This function cannot replicate that behavior because there is no way to check to see if a
76
+ * trinket is still in the pool. Thus, it will always have a chance to spawn the respective trinket
77
+ * (e.g. Swallowed Penny from urns).
37
78
  *
38
79
  * The logic in this function is based on the rewards listed on the wiki:
39
80
  * https://bindingofisaacrebirth.fandom.com/wiki/Rocks
@@ -41,6 +82,10 @@ import { getRandomVector } from "./vector";
41
82
  * @param position The place to spawn the reward.
42
83
  * @param rockAltType The type of reward to spawn. For example, `RockAltType.URN` will have a chance
43
84
  * at spawning coins and spiders.
85
+ * @param variant Optional. The variant of the grid entity to emulate. Default is 0, which
86
+ * corresponds to a "normal" grid entity or an empty bucket. This only matters when
87
+ * spawning the reward for buckets. (Empty buckets have different rewards than full
88
+ * buckets.)
44
89
  * @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
45
90
  * `RNG.Next` method will be called. Default is `getRandomSeed()`. Normally, you
46
91
  * should pass the `InitSeed` of the grid entity that was broken.
@@ -49,6 +94,7 @@ import { getRandomVector } from "./vector";
49
94
  export function spawnRockAltReward(
50
95
  position: Vector,
51
96
  rockAltType: RockAltType,
97
+ variant = 0,
52
98
  seedOrRNG: Seed | RNG = getRandomSeed(),
53
99
  ): boolean {
54
100
  const rng = isRNG(seedOrRNG) ? seedOrRNG : newRNG(seedOrRNG);
@@ -71,7 +117,7 @@ export function spawnRockAltReward(
71
117
  }
72
118
 
73
119
  case RockAltType.BUCKET: {
74
- return spawnRockAltRewardBucket(position, rng);
120
+ return spawnRockAltRewardBucket(position, rng, variant);
75
121
  }
76
122
  }
77
123
  }
@@ -80,14 +126,12 @@ function spawnRockAltRewardUrn(position: Vector, rng: RNG): boolean {
80
126
  const chance = getRandom(rng);
81
127
  let totalChance = 0;
82
128
 
83
- // Nothing (68.00%).
84
- totalChance += 0.68;
129
+ totalChance += ROCK_ALT_CHANCES.Nothing;
85
130
  if (chance < totalChance) {
86
131
  return false;
87
132
  }
88
133
 
89
- // One or two random coins (9.44%).
90
- totalChance += 0.0944;
134
+ totalChance += ROCK_ALT_CHANCES.BasicDrop;
91
135
  if (chance < totalChance) {
92
136
  const numCoinsChance = getRandom(rng);
93
137
  const numCoins = numCoinsChance < 0.5 ? 1 : 2;
@@ -100,15 +144,13 @@ function spawnRockAltRewardUrn(position: Vector, rng: RNG): boolean {
100
144
  return true;
101
145
  }
102
146
 
103
- // Swallowed Penny (2.50%).
104
- totalChance += 0.025;
147
+ totalChance += ROCK_ALT_CHANCES.Trinket;
105
148
  if (chance < totalChance) {
106
149
  spawnTrinketWithSeed(TrinketType.SWALLOWED_PENNY, position, rng);
107
150
  return true;
108
151
  }
109
152
 
110
- // A Quarter (0.50%).
111
- totalChance += 0.005;
153
+ totalChance += ROCK_ALT_CHANCES.Collectible;
112
154
  if (chance < totalChance) {
113
155
  const stillInPools = isCollectibleInItemPool(
114
156
  CollectibleType.QUARTER,
@@ -122,8 +164,7 @@ function spawnRockAltRewardUrn(position: Vector, rng: RNG): boolean {
122
164
  return false;
123
165
  }
124
166
 
125
- // One or two spiders (19.48%). (Since this is the final option, so we don't need to check the
126
- // chance.)
167
+ // Since the detrimental effect is the final option, we don't need to check the chance.
127
168
  const numSpidersChance = getRandom(rng);
128
169
  const numSpiders = numSpidersChance < 0.5 ? 1 : 2;
129
170
  const length = DISTANCE_OF_GRID_TILE * 3;
@@ -143,28 +184,24 @@ function spawnRockAltRewardMushroom(position: Vector, rng: RNG): boolean {
143
184
  const chance = getRandom(rng);
144
185
  let totalChance = 0;
145
186
 
146
- // Nothing (68.00%).
147
- totalChance += 0.68;
187
+ totalChance += ROCK_ALT_CHANCES.Nothing;
148
188
  if (chance < totalChance) {
149
189
  return false;
150
190
  }
151
191
 
152
- // One pill (9.82%).
153
- totalChance += 0.0982;
192
+ totalChance += ROCK_ALT_CHANCES.BasicDrop;
154
193
  if (chance < totalChance) {
155
194
  spawnPillWithSeed(PillColor.NULL, position, rng);
156
195
  return true;
157
196
  }
158
197
 
159
- // Liberty Cap (2.50%).
160
- totalChance += 0.025;
198
+ totalChance += ROCK_ALT_CHANCES.Trinket;
161
199
  if (chance < totalChance) {
162
200
  spawnTrinketWithSeed(TrinketType.LIBERTY_CAP, position, rng);
163
201
  return true;
164
202
  }
165
203
 
166
- // Collectible (0.50%).
167
- totalChance += 0.005;
204
+ totalChance += ROCK_ALT_CHANCES.Collectible;
168
205
  if (chance < totalChance) {
169
206
  if (roomType === RoomType.SECRET) {
170
207
  const wavyCapChance = getRandom(rng);
@@ -211,8 +248,7 @@ function spawnRockAltRewardMushroom(position: Vector, rng: RNG): boolean {
211
248
  return false;
212
249
  }
213
250
 
214
- // One poisonous gas effect (19.24%). (Since this is the final option, so we don't need to check
215
- // the chance.)
251
+ // Since the detrimental effect is the final option, we don't need to check the chance.
216
252
  spawnEffectWithSeed(EffectVariant.FART, 0, position, rng);
217
253
  return true;
218
254
  }
@@ -221,28 +257,24 @@ function spawnRockAltRewardSkull(position: Vector, rng: RNG): boolean {
221
257
  const chance = getRandom(rng);
222
258
  let totalChance = 0;
223
259
 
224
- // Nothing (68.00%).
225
- totalChance += 0.68;
260
+ totalChance += ROCK_ALT_CHANCES.Nothing;
226
261
  if (chance < totalChance) {
227
262
  return false;
228
263
  }
229
264
 
230
- // One card / rune (9.52%).
231
- totalChance += 0.095;
265
+ totalChance += ROCK_ALT_CHANCES.BasicDrop;
232
266
  if (chance < totalChance) {
233
267
  spawnCardWithSeed(Card.NULL, position, rng);
234
268
  return true;
235
269
  }
236
270
 
237
- // Black heart (2.50%).
238
- totalChance += 0.025;
271
+ totalChance += ROCK_ALT_CHANCES.Trinket;
239
272
  if (chance < totalChance) {
240
273
  spawnHeartWithSeed(HeartSubType.BLACK, position, rng);
241
274
  return true;
242
275
  }
243
276
 
244
- // Collectible (0.50%).
245
- totalChance += 0.005;
277
+ totalChance += ROCK_ALT_CHANCES.Collectible;
246
278
  if (chance < totalChance) {
247
279
  const ghostBabyStillInPools = isCollectibleInItemPool(
248
280
  CollectibleType.GHOST_BABY,
@@ -275,31 +307,86 @@ function spawnRockAltRewardSkull(position: Vector, rng: RNG): boolean {
275
307
  return false;
276
308
  }
277
309
 
278
- // One Host (19.30%). (Since this is the final option, so we don't need to check the chance.)
310
+ // Since the detrimental effect is the final option, we don't need to check the chance.
279
311
  spawnNPCWithSeed(EntityType.HOST, 0, 0, position, rng);
280
312
  return true;
281
313
  }
282
314
 
283
- function spawnRockAltRewardPolyp(_position: Vector, rng: RNG): boolean {
315
+ function spawnRockAltRewardPolyp(position: Vector, rng: RNG): boolean {
284
316
  const chance = getRandom(rng);
285
317
  let totalChance = 0;
286
318
 
287
- // Nothing (68.00%).
288
- totalChance += 0.68;
319
+ totalChance += ROCK_ALT_CHANCES.Nothing;
289
320
  if (chance < totalChance) {
290
321
  return false;
291
322
  }
292
323
 
293
- // TODO
294
- return false;
324
+ totalChance += ROCK_ALT_CHANCES.BasicDrop;
325
+ if (chance < totalChance) {
326
+ spawnHeartWithSeed(HeartSubType.NULL, position, rng);
327
+ return true;
328
+ }
329
+
330
+ totalChance += ROCK_ALT_CHANCES.Trinket;
331
+ if (chance < totalChance) {
332
+ spawnTrinketWithSeed(TrinketType.UMBILICAL_CORD, position, rng);
333
+ return true;
334
+ }
335
+
336
+ totalChance += ROCK_ALT_CHANCES.Collectible;
337
+ if (chance < totalChance) {
338
+ const placentaStillInPools = isCollectibleInItemPool(
339
+ CollectibleType.PLACENTA,
340
+ ItemPoolType.BOSS,
341
+ );
342
+ const bloodClotStillInPools = isCollectibleInItemPool(
343
+ CollectibleType.BLOOD_CLOT,
344
+ ItemPoolType.BOSS,
345
+ );
346
+ if (bloodClotStillInPools && placentaStillInPools) {
347
+ const collectibleChance = getRandom(rng);
348
+ const collectibleType =
349
+ collectibleChance < 0.5
350
+ ? CollectibleType.PLACENTA // 218
351
+ : CollectibleType.BLOOD_CLOT; // 254
352
+ spawnCollectible(collectibleType, position, rng);
353
+ return true;
354
+ }
355
+
356
+ if (bloodClotStillInPools) {
357
+ spawnCollectible(CollectibleType.MINI_MUSH, position, rng);
358
+ return true;
359
+ }
360
+
361
+ if (placentaStillInPools) {
362
+ spawnCollectible(CollectibleType.MAGIC_MUSHROOM, position, rng);
363
+ return true;
364
+ }
365
+
366
+ return false;
367
+ }
368
+
369
+ // Since the detrimental effect is the final option, we don't need to check the chance.
370
+ spawnEffectWithSeed(EffectVariant.CREEP_RED, 0, position, rng);
371
+ fireProjectilesInCircle(
372
+ undefined,
373
+ position,
374
+ POLYP_PROJECTILE_SPEED,
375
+ POLYP_NUM_PROJECTILES,
376
+ );
377
+
378
+ return true;
295
379
  }
296
380
 
297
- function spawnRockAltRewardBucket(_position: Vector, rng: RNG): boolean {
381
+ function spawnRockAltRewardBucket(
382
+ _position: Vector,
383
+ rng: RNG,
384
+ _variant: int,
385
+ ): boolean {
298
386
  const chance = getRandom(rng);
299
387
  let totalChance = 0;
300
388
 
301
- // Nothing (68.00%).
302
- totalChance += 0.68;
389
+ totalChance += ROCK_ALT_CHANCES.Nothing;
303
390
  if (chance < totalChance) {
304
391
  return false;
305
392
  }
@@ -1,4 +1,5 @@
1
1
  import { CollectibleType, ItemPoolType } from "isaac-typescript-definitions";
2
+ import { isCollectibleInItemPool } from "./itemPool";
2
3
  import { anyPlayerHasCollectible } from "./players";
3
4
 
4
5
  /**
@@ -23,5 +24,5 @@ export function isCollectibleUnlocked(
23
24
  return true;
24
25
  }
25
26
 
26
- return isCollectibleUnlocked(collectibleType, itemPoolType);
27
+ return isCollectibleInItemPool(collectibleType, itemPoolType);
27
28
  }