isaacscript-common 6.18.0 → 6.20.1
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/dist/constants.d.ts +5 -0
- package/dist/constants.d.ts.map +1 -1
- package/dist/constants.lua +4 -0
- package/dist/features/customStage/exports.d.ts.map +1 -1
- package/dist/features/customStage/exports.lua +2 -7
- package/dist/features/customTrapdoor/init.d.ts.map +1 -1
- package/dist/features/customTrapdoor/init.lua +10 -2
- package/dist/features/extraConsoleCommands/commandsSubroutines.d.ts.map +1 -1
- package/dist/features/extraConsoleCommands/commandsSubroutines.lua +2 -1
- package/dist/features/extraConsoleCommands/listCommands.d.ts.map +1 -1
- package/dist/features/extraConsoleCommands/listCommands.lua +2 -1
- package/dist/features/playerInventory.d.ts.map +1 -1
- package/dist/features/playerInventory.lua +2 -4
- package/dist/functions/curses.d.ts +3 -0
- package/dist/functions/curses.d.ts.map +1 -0
- package/dist/functions/curses.lua +11 -0
- package/dist/functions/dimensions.d.ts +12 -0
- package/dist/functions/dimensions.d.ts.map +1 -0
- package/dist/functions/dimensions.lua +35 -0
- package/dist/functions/eden.d.ts.map +1 -1
- package/dist/functions/eden.lua +2 -4
- package/dist/functions/itemPool.d.ts +18 -0
- package/dist/functions/itemPool.d.ts.map +1 -0
- package/dist/functions/itemPool.lua +133 -0
- package/dist/functions/level.d.ts.map +1 -1
- package/dist/functions/level.lua +8 -7
- package/dist/functions/levelGrid.d.ts +155 -0
- package/dist/functions/levelGrid.d.ts.map +1 -0
- package/dist/functions/levelGrid.lua +349 -0
- package/dist/functions/rockAlt.d.ts +4 -4
- package/dist/functions/rockAlt.d.ts.map +1 -1
- package/dist/functions/rockAlt.lua +69 -20
- package/dist/functions/roomData.d.ts +5 -0
- package/dist/functions/roomData.d.ts.map +1 -1
- package/dist/functions/roomData.lua +6 -0
- package/dist/functions/roomGrid.d.ts +8 -0
- package/dist/functions/roomGrid.d.ts.map +1 -1
- package/dist/functions/rooms.d.ts +42 -61
- package/dist/functions/rooms.d.ts.map +1 -1
- package/dist/functions/rooms.lua +129 -200
- package/dist/functions/saveFile.d.ts +1 -6
- package/dist/functions/saveFile.d.ts.map +1 -1
- package/dist/functions/saveFile.lua +4 -113
- package/dist/index.d.ts +4 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.lua +32 -0
- package/package.json +2 -2
- package/src/constants.ts +8 -0
- package/src/features/customStage/exports.ts +10 -11
- package/src/features/customTrapdoor/init.ts +7 -3
- package/src/features/extraConsoleCommands/commandsSubroutines.ts +2 -1
- package/src/features/extraConsoleCommands/listCommands.ts +2 -1
- package/src/features/playerInventory.ts +2 -3
- package/src/functions/curses.ts +9 -0
- package/src/functions/dimensions.ts +41 -0
- package/src/functions/eden.ts +2 -4
- package/src/functions/itemPool.ts +178 -0
- package/src/functions/level.ts +7 -10
- package/src/functions/levelGrid.ts +468 -0
- package/src/functions/rockAlt.ts +111 -29
- package/src/functions/roomData.ts +12 -0
- package/src/functions/roomGrid.ts +9 -0
- package/src/functions/rooms.ts +93 -206
- package/src/functions/saveFile.ts +5 -147
- package/src/index.ts +4 -0
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@@ -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
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@@ -1 +1 @@
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{"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"}
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@@ -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
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@@ -1,3 +1,11 @@
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/**
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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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*/
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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`.
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@@ -1 +1 @@
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-
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{"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"}
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@@ -1,48 +1,42 @@
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import { BossID, Dimension, Direction,
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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
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* specified room
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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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*
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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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*
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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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export declare function
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export declare function getRoomDataForTypeVariant(roomType: RoomType, roomVariant: int, cancelRoomTransition?: boolean): Readonly<RoomConfig> | undefined;
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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.
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*/
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export declare function getRoomItemPoolType(): ItemPoolType;
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/**
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* 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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export declare function getRoomNeighbors(roomGridIndex?: int): int[];
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export declare function getRoomShapeNeighborGridIndexDeltas(roomShape: RoomShape): int[];
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/**
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* Helper function to get the proper name of a room type.
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*/
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export declare function getRoomTypeName(roomType: RoomType): string;
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* Helper function to get the room descriptor for every room on the level
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*
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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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* @param includeExtraDimensionalRooms Optional. On some floors (e.g. Downpour 2, Mines 2),
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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.
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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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export declare function getRoomsInGrid(includeExtraDimensionalRooms?: boolean): RoomDescriptor[];
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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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*/
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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. */
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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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153
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-
* this checks for the `RoomDescriptorFlag.FLAG_RED_ROOM` flag.
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154
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-
*
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|
155
|
-
* @param roomGridIndex Optional. Default is the current room index.
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156
|
-
*/
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157
|
-
export declare function isRedKeyRoom(roomGridIndex?: int): boolean;
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158
|
-
/**
|
|
159
|
-
* Helper function to determine if the provided room is part of the floor layout. For example, Devil
|
|
160
|
-
* Rooms and the Mega Satan room are not considered to be inside the map.
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161
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-
*
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162
|
-
* @param roomGridIndex Optional. Default is the current room index.
|
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163
|
-
*/
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164
|
-
export declare function isRoomInsideMap(roomGridIndex?: int): boolean;
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165
|
-
/** Helper function to check if a room exists at the given room grid index. */
|
|
166
|
-
export declare function roomExists(roomGridIndex: int): boolean;
|
|
167
|
-
/**
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168
|
-
* Helper function to get the coordinates of a given grid index. The floor is represented by a 13x13
|
|
169
|
-
* grid. For example, since the starting room is in the center, the starting room grid index of 84
|
|
170
|
-
* be equal to coordinates of (?, ?).
|
|
171
|
-
*/
|
|
172
|
-
export declare function roomGridIndexToXY(roomGridIndex: int): [x: int, y: int];
|
|
173
149
|
/**
|
|
174
150
|
* If the `Room.Update` method is called in a `POST_NEW_ROOM` callback, then some entities will
|
|
175
151
|
* slide around (such as the player). Since those entity velocities are already at zero, setting
|
|
@@ -191,13 +167,18 @@ export declare function setRoomUncleared(): void;
|
|
|
191
167
|
/**
|
|
192
168
|
* 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.
|
|
195
|
-
*
|
|
196
|
-
*
|
|
170
|
+
* arguments.
|
|
171
|
+
*
|
|
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
|
|
197
176
|
*
|
|
198
177
|
* @param roomGridIndex The room grid index of the destination room.
|
|
199
178
|
* @param direction Optional. Default is `Direction.NO_DIRECTION`.
|
|
200
179
|
* @param roomTransitionAnim Optional. Default is `RoomTransitionAnim.TELEPORT`.
|
|
180
|
+
* @param force Optional. Whether to temporarily disable Curse of the Maze. Default is false. If set
|
|
181
|
+
* to false, then this function may not go to the provided room grid index.
|
|
201
182
|
*/
|
|
202
|
-
export declare function teleport(roomGridIndex: int, direction?: Direction, roomTransitionAnim?: RoomTransitionAnim): void;
|
|
183
|
+
export declare function teleport(roomGridIndex: int, direction?: Direction, roomTransitionAnim?: RoomTransitionAnim, force?: boolean): void;
|
|
203
184
|
//# sourceMappingURL=rooms.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|