isaacscript-common 6.18.0 → 6.20.1

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Files changed (65) hide show
  1. package/dist/constants.d.ts +5 -0
  2. package/dist/constants.d.ts.map +1 -1
  3. package/dist/constants.lua +4 -0
  4. package/dist/features/customStage/exports.d.ts.map +1 -1
  5. package/dist/features/customStage/exports.lua +2 -7
  6. package/dist/features/customTrapdoor/init.d.ts.map +1 -1
  7. package/dist/features/customTrapdoor/init.lua +10 -2
  8. package/dist/features/extraConsoleCommands/commandsSubroutines.d.ts.map +1 -1
  9. package/dist/features/extraConsoleCommands/commandsSubroutines.lua +2 -1
  10. package/dist/features/extraConsoleCommands/listCommands.d.ts.map +1 -1
  11. package/dist/features/extraConsoleCommands/listCommands.lua +2 -1
  12. package/dist/features/playerInventory.d.ts.map +1 -1
  13. package/dist/features/playerInventory.lua +2 -4
  14. package/dist/functions/curses.d.ts +3 -0
  15. package/dist/functions/curses.d.ts.map +1 -0
  16. package/dist/functions/curses.lua +11 -0
  17. package/dist/functions/dimensions.d.ts +12 -0
  18. package/dist/functions/dimensions.d.ts.map +1 -0
  19. package/dist/functions/dimensions.lua +35 -0
  20. package/dist/functions/eden.d.ts.map +1 -1
  21. package/dist/functions/eden.lua +2 -4
  22. package/dist/functions/itemPool.d.ts +18 -0
  23. package/dist/functions/itemPool.d.ts.map +1 -0
  24. package/dist/functions/itemPool.lua +133 -0
  25. package/dist/functions/level.d.ts.map +1 -1
  26. package/dist/functions/level.lua +8 -7
  27. package/dist/functions/levelGrid.d.ts +155 -0
  28. package/dist/functions/levelGrid.d.ts.map +1 -0
  29. package/dist/functions/levelGrid.lua +349 -0
  30. package/dist/functions/rockAlt.d.ts +4 -4
  31. package/dist/functions/rockAlt.d.ts.map +1 -1
  32. package/dist/functions/rockAlt.lua +69 -20
  33. package/dist/functions/roomData.d.ts +5 -0
  34. package/dist/functions/roomData.d.ts.map +1 -1
  35. package/dist/functions/roomData.lua +6 -0
  36. package/dist/functions/roomGrid.d.ts +8 -0
  37. package/dist/functions/roomGrid.d.ts.map +1 -1
  38. package/dist/functions/rooms.d.ts +42 -61
  39. package/dist/functions/rooms.d.ts.map +1 -1
  40. package/dist/functions/rooms.lua +129 -200
  41. package/dist/functions/saveFile.d.ts +1 -6
  42. package/dist/functions/saveFile.d.ts.map +1 -1
  43. package/dist/functions/saveFile.lua +4 -113
  44. package/dist/index.d.ts +4 -0
  45. package/dist/index.d.ts.map +1 -1
  46. package/dist/index.lua +32 -0
  47. package/package.json +2 -2
  48. package/src/constants.ts +8 -0
  49. package/src/features/customStage/exports.ts +10 -11
  50. package/src/features/customTrapdoor/init.ts +7 -3
  51. package/src/features/extraConsoleCommands/commandsSubroutines.ts +2 -1
  52. package/src/features/extraConsoleCommands/listCommands.ts +2 -1
  53. package/src/features/playerInventory.ts +2 -3
  54. package/src/functions/curses.ts +9 -0
  55. package/src/functions/dimensions.ts +41 -0
  56. package/src/functions/eden.ts +2 -4
  57. package/src/functions/itemPool.ts +178 -0
  58. package/src/functions/level.ts +7 -10
  59. package/src/functions/levelGrid.ts +468 -0
  60. package/src/functions/rockAlt.ts +111 -29
  61. package/src/functions/roomData.ts +12 -0
  62. package/src/functions/roomGrid.ts +9 -0
  63. package/src/functions/rooms.ts +93 -206
  64. package/src/functions/saveFile.ts +5 -147
  65. package/src/index.ts +4 -0
@@ -107,4 +107,9 @@ export declare function getRoomVariant(roomGridIndex?: int): int;
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  * @param roomGridIndex Optional. Default is the current room index.
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  */
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  export declare function getRoomVisitedCount(roomGridIndex?: int): int;
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+ /**
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+ * Helper function to set the data for a given room. This will change the room type, contents, and
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+ * so on.
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+ */
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+ export declare function setRoomData(roomGridIndex: int, roomData: Readonly<RoomConfig>): void;
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  //# sourceMappingURL=roomData.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"roomData.d.ts","sourceRoot":"","sources":["../../src/functions/roomData.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,QAAQ,EAER,SAAS,EACT,QAAQ,EACR,OAAO,EACR,MAAM,8BAA8B,CAAC;AAMtC;;;GAGG;AACH,wBAAgB,mBAAmB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAAC,QAAQ,CAAC,CAiBtE;AAED;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,UAAU,GAAG,SAAS,CAGvE;AAED;;;;GAIG;AACH,wBAAgB,iBAAiB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,cAAc,CAQrE;AAED;;;GAGG;AACH,wBAAgB,yBAAyB,IAAI,sBAAsB,CAGlE;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,gBAAgB,IAAI,GAAG,CAatC;AAED;;;;;;;;;GASG;AACH,wBAAgB,gBAAgB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAGzD;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,MAAM,CAGvD;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,SAAS,GAAG,SAAS,CAGvE;AAED;;;;;;;GAOG;AACH,wBAAgB,cAAc,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,OAAO,CAG3D;AAED;;;;;;;;GAQG;AACH,wBAAgB,cAAc,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAGvD;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,QAAQ,CAGzD;AAED;;;;;;;GAOG;AACH,wBAAgB,cAAc,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAGvD;AAED;;;;;;;GAOG;AACH,wBAAgB,mBAAmB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAG5D"}
1
+ {"version":3,"file":"roomData.d.ts","sourceRoot":"","sources":["../../src/functions/roomData.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,QAAQ,EAER,SAAS,EACT,QAAQ,EACR,OAAO,EACR,MAAM,8BAA8B,CAAC;AAMtC;;;GAGG;AACH,wBAAgB,mBAAmB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAAC,QAAQ,CAAC,CAiBtE;AAED;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,UAAU,GAAG,SAAS,CAGvE;AAED;;;;GAIG;AACH,wBAAgB,iBAAiB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,cAAc,CAQrE;AAED;;;GAGG;AACH,wBAAgB,yBAAyB,IAAI,sBAAsB,CAGlE;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,gBAAgB,IAAI,GAAG,CAatC;AAED;;;;;;;;;GASG;AACH,wBAAgB,gBAAgB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAGzD;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,MAAM,CAGvD;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,SAAS,GAAG,SAAS,CAGvE;AAED;;;;;;;GAOG;AACH,wBAAgB,cAAc,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,OAAO,CAG3D;AAED;;;;;;;;GAQG;AACH,wBAAgB,cAAc,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAGvD;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,QAAQ,CAGzD;AAED;;;;;;;GAOG;AACH,wBAAgB,cAAc,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAGvD;AAED;;;;;;;GAOG;AACH,wBAAgB,mBAAmB,CAAC,aAAa,CAAC,EAAE,GAAG,GAAG,GAAG,CAG5D;AAED;;;GAGG;AACH,wBAAgB,WAAW,CACzB,aAAa,EAAE,GAAG,EAClB,QAAQ,EAAE,QAAQ,CAAC,UAAU,CAAC,GAC7B,IAAI,CAGN"}
@@ -158,4 +158,10 @@ function ____exports.getRoomVisitedCount(self, roomGridIndex)
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  local roomDescriptor = ____exports.getRoomDescriptor(nil, roomGridIndex)
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  return roomDescriptor.VisitedCount
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  end
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+ --- Helper function to set the data for a given room. This will change the room type, contents, and
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+ -- so on.
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+ function ____exports.setRoomData(self, roomGridIndex, roomData)
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+ local roomDescriptor = ____exports.getRoomDescriptor(nil, roomGridIndex)
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+ roomDescriptor.Data = roomData
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+ end
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  return ____exports
@@ -1,3 +1,11 @@
1
+ /**
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+ * These functions have to do with the grid index inside of a room (i.e. the grid index that grid
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+ * entities use).
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+ *
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+ * For functions having to do with the room grid index of the level, see the "Level Grid" functions.
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+ *
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+ * @module
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+ */
1
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  import { RoomShape } from "isaac-typescript-definitions";
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  /**
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  * Helper function to convert grid coordinates to a world position `Vector`.
@@ -1 +1 @@
1
- {"version":3,"file":"roomGrid.d.ts","sourceRoot":"","sources":["../../src/functions/roomGrid.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,8BAA8B,CAAC;AAUzD;;;;GAIG;AACH,wBAAgB,8BAA8B,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,GAAG,MAAM,CAGrE;AAED;;;;;GAKG;AACH,wBAAgB,uBAAuB,CACrC,SAAS,EAAE,GAAG,EACd,SAAS,EAAE,SAAS,GACnB,MAAM,CAMR;AAED;;;;GAIG;AACH,wBAAgB,2BAA2B,CAAC,YAAY,EAAE,MAAM,GAAG,MAAM,CAIxE;AAED;;;;GAIG;AACH,wBAAgB,mBAAmB,CACjC,YAAY,EAAE,MAAM,EACpB,SAAS,EAAE,SAAS,GACnB,OAAO,CAIT;AA0BD;;;;GAIG;AACH,wBAAgB,2BAA2B,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,CAIpE;AAED;;;;;;GAMG;AACH,wBAAgB,+BAA+B,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,CAIxE"}
1
+ {"version":3,"file":"roomGrid.d.ts","sourceRoot":"","sources":["../../src/functions/roomGrid.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH,OAAO,EAAE,SAAS,EAAE,MAAM,8BAA8B,CAAC;AAUzD;;;;GAIG;AACH,wBAAgB,8BAA8B,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,GAAG,MAAM,CAGrE;AAED;;;;;GAKG;AACH,wBAAgB,uBAAuB,CACrC,SAAS,EAAE,GAAG,EACd,SAAS,EAAE,SAAS,GACnB,MAAM,CAMR;AAED;;;;GAIG;AACH,wBAAgB,2BAA2B,CAAC,YAAY,EAAE,MAAM,GAAG,MAAM,CAIxE;AAED;;;;GAIG;AACH,wBAAgB,mBAAmB,CACjC,YAAY,EAAE,MAAM,EACpB,SAAS,EAAE,SAAS,GACnB,OAAO,CAIT;AA0BD;;;;GAIG;AACH,wBAAgB,2BAA2B,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,CAIpE;AAED;;;;;;GAMG;AACH,wBAAgB,+BAA+B,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,CAIxE"}
@@ -1,48 +1,42 @@
1
- import { BossID, Dimension, Direction, DoorSlot, ItemPoolType, MinibossID, RoomShape, RoomTransitionAnim, RoomType } from "isaac-typescript-definitions";
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+ import { BossID, Dimension, Direction, ItemPoolType, MinibossID, RoomTransitionAnim, RoomType } from "isaac-typescript-definitions";
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  /**
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  * Helper function for quickly switching to a new room without playing a particular animation. Use
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  * this helper function over invoking the `Game.ChangeRoom` method directly to ensure that you do
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  * not forget to set the `LeaveDoor` property and to prevent crashing on invalid room grid indexes.
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  */
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  export declare function changeRoom(roomGridIndex: int): void;
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- /**
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- * Helper function to get an array with every valid `Dimension` (not including `Dimension.CURRENT`).
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- */
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- export declare function getAllDimensions(): Dimension[];
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- /** Helper function to get the grid index for every room on the entire floor. */
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- export declare function getAllRoomGridIndexes(): int[];
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- /**
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- * Helper function to get the current dimension. Most of the time, this will be `Dimension.MAIN`,
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- * but it can change if e.g. the player is in the mirror world of Downpour/Dross.
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- */
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- export declare function getDimension(): Dimension;
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  /**
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  * Helper function to get the number of rooms that are currently on the floor layout. This does not
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  * include off-grid rooms, like the Devil Room.
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  */
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  export declare function getNumRooms(): int;
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  /**
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- * Helper function to get an array of all of the safe grid indexes for rooms that match the
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- * specified room type.
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+ * Helper function to get the room data for a specific room type and variant combination. This is
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+ * accomplished by using the "goto" console command to load the specified room into the
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+ * `GridRoom.DEBUG` slot.
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+ *
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+ * Returns undefined if the provided room type and variant combination were not found. (A warning
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+ * message will also appear on the console, since the "goto" command will fail.)
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  *
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- * This function only searches through rooms in the current dimension.
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+ * Note that the side effect of using the "goto" console command is that it will trigger a room
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+ * transition after a short delay. By default, this function cancels the incoming room transition by
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+ * using the `Game.StartRoomTransition` method to travel to the same room.
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  *
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- * This function is variadic, meaning that you can specify N arguments to get the combined grid
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- * indexes for N room types.
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+ * @param roomType The type of room to retrieve.
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+ * @param roomVariant The room variant to retrieve. (The room variant is the "ID" of the room in
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+ * Basement Renovator.)
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+ * @param cancelRoomTransition Optional. Whether to cancel the room transition by using the
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+ * `Game.StartRoomTransition` method to travel to the same room. Default
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+ * is true. Set this to false if you are getting the data for many rooms
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+ * at the same time, and then use the `teleport` helper function when
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+ * you are finished.
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  */
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- export declare function getRoomGridIndexesForType(...roomTypes: RoomType[]): int[];
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+ export declare function getRoomDataForTypeVariant(roomType: RoomType, roomVariant: int, cancelRoomTransition?: boolean): Readonly<RoomConfig> | undefined;
34
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  /**
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  * Helper function to get the item pool type for the current room. For example, this returns
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  * `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
37
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  */
38
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  export declare function getRoomItemPoolType(): ItemPoolType;
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- /**
40
- * Helper function to get the grid indexes of all the rooms connected to the given room index.
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- *
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- * @param roomGridIndex Optional. Default is the current room index.
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- */
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- export declare function getRoomNeighbors(roomGridIndex?: int): int[];
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- export declare function getRoomShapeNeighborGridIndexDeltas(roomShape: RoomShape): int[];
46
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  /**
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  * Helper function to get the proper name of a room type.
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  *
@@ -50,9 +44,12 @@ export declare function getRoomShapeNeighborGridIndexDeltas(roomShape: RoomShape
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  */
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  export declare function getRoomTypeName(roomType: RoomType): string;
52
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  /**
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- * Helper function to get the room descriptor for every room on the level, including off-grid rooms.
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- * Uses the `Level.GetRooms` method to accomplish this. Rooms without data are assumed to be
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- * non-existent and are not added to the list.
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+ * Helper function to get the room descriptor for every room on the level. This includes off-grid
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+ * rooms, such as the Devil Room. (Off-grid rooms will only be included if they the data exists,
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+ * which only usually happens once they have been visited at least once.)
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+ *
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+ * Under the hood, this function uses the `Level.GetRooms` method to accomplish this. Rooms without
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+ * data are assumed to be non-existent and are not added to the list.
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  *
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  * @param includeExtraDimensionalRooms Optional. On some floors (e.g. Downpour 2, Mines 2),
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  * extra-dimensional rooms are automatically generated and can be
@@ -61,8 +58,10 @@ export declare function getRoomTypeName(roomType: RoomType): string;
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  export declare function getRooms(includeExtraDimensionalRooms?: boolean): RoomDescriptor[];
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  /**
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  * Helper function to get the room descriptor for every room on the level except for rooms that are
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- * not on the grid. Uses the `Level.GetRooms` method to accomplish this. Rooms without data are
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- * assumed to be non-existent and are not added to the list.
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+ * not on the grid.
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+ *
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+ * Under the hood, this function uses the `Level.GetRooms` method to accomplish this. Rooms without
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+ * data are assumed to be non-existent and are not added to the list.
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  *
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  * @param includeExtraDimensionalRooms Optional. On some floors (e.g. Downpour 2, Mines 2),
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  * extra-dimensional rooms are automatically be generated and can be
@@ -71,8 +70,10 @@ export declare function getRooms(includeExtraDimensionalRooms?: boolean): RoomDe
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  export declare function getRoomsInGrid(includeExtraDimensionalRooms?: boolean): RoomDescriptor[];
72
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  /**
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  * Helper function to get the room descriptor for every room on the level in a specific dimension.
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- * Uses the `Level.GetRooms` method to accomplish this. Rooms without data are assumed to be
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- * non-existent and are not added to the list.
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+ * This will not include any off-grid rooms, such as the Devil Room.
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+ *
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+ * Under the hood, this function uses the `Level.GetRooms` method to accomplish this. Rooms without
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+ * data are assumed to be non-existent and are not added to the list.
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  *
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  * @returns A map of room ListIndex to RoomDescriptor.
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  */
@@ -106,7 +107,6 @@ export declare function inDeathCertificateArea(): boolean;
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  * flag.
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  */
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  export declare function inDevilsCrownTreasureRoom(): boolean;
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- export declare function inDimension(dimension: Dimension): boolean;
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  export declare function inDoubleTrouble(): boolean;
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  export declare function inGenesisRoom(): boolean;
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  /** Helper function to determine if the current room shape is one of the four L room shapes. */
@@ -146,30 +146,6 @@ export declare function inStartingRoom(): boolean;
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  * checked. Undefined by default.
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  */
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  export declare function isAllRoomsClear(onlyCheckRoomTypes?: RoomType[]): boolean;
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- export declare function isDoorSlotValidAtGridIndex(doorSlot: DoorSlot, roomGridIndex: int): boolean;
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- export declare function isDoorSlotValidAtGridIndexForRedRoom(doorSlot: DoorSlot, roomGridIndex: int): boolean;
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- /**
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- * Helper function to detect if the provided room was created by the Red Key item. Under the hood,
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- * this checks for the `RoomDescriptorFlag.FLAG_RED_ROOM` flag.
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- *
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- * @param roomGridIndex Optional. Default is the current room index.
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- */
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- export declare function isRedKeyRoom(roomGridIndex?: int): boolean;
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- /**
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- * Helper function to determine if the provided room is part of the floor layout. For example, Devil
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- * Rooms and the Mega Satan room are not considered to be inside the map.
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- *
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- * @param roomGridIndex Optional. Default is the current room index.
163
- */
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- export declare function isRoomInsideMap(roomGridIndex?: int): boolean;
165
- /** Helper function to check if a room exists at the given room grid index. */
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- export declare function roomExists(roomGridIndex: int): boolean;
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- /**
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- * Helper function to get the coordinates of a given grid index. The floor is represented by a 13x13
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- * grid. For example, since the starting room is in the center, the starting room grid index of 84
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- * be equal to coordinates of (?, ?).
171
- */
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- export declare function roomGridIndexToXY(roomGridIndex: int): [x: int, y: int];
173
149
  /**
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  * If the `Room.Update` method is called in a `POST_NEW_ROOM` callback, then some entities will
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  * slide around (such as the player). Since those entity velocities are already at zero, setting
@@ -191,13 +167,18 @@ export declare function setRoomUncleared(): void;
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  /**
192
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  * Helper function to change the current room. It can be used for both teleportation and "normal"
193
169
  * room transitions, depending on what is passed for the `direction` and `roomTransitionAnim`
194
- * arguments. Use this function instead of invoking the `Game.StartRoomTransition` method directly
195
- * so that you do not forget to set `Level.LeaveDoor` property and to prevent crashing on invalid
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- * room grid indexes.
170
+ * arguments.
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+ *
172
+ * Use this function instead of invoking the `Game.StartRoomTransition` method directly so that:
173
+ * - you do not forget to set `Level.LeaveDoor` property
174
+ * - to prevent crashing on invalid room grid indexes
175
+ * - to automatically handle Curse of the Maze
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  *
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  * @param roomGridIndex The room grid index of the destination room.
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  * @param direction Optional. Default is `Direction.NO_DIRECTION`.
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  * @param roomTransitionAnim Optional. Default is `RoomTransitionAnim.TELEPORT`.
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+ * @param force Optional. Whether to temporarily disable Curse of the Maze. Default is false. If set
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+ * to false, then this function may not go to the provided room grid index.
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  */
202
- export declare function teleport(roomGridIndex: int, direction?: Direction, roomTransitionAnim?: RoomTransitionAnim): void;
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+ export declare function teleport(roomGridIndex: int, direction?: Direction, roomTransitionAnim?: RoomTransitionAnim, force?: boolean): void;
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  //# sourceMappingURL=rooms.d.ts.map
@@ -1 +1 @@
1
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