isaacscript-common 6.19.0 → 6.20.0

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Files changed (43) hide show
  1. package/dist/features/customStage/exports.d.ts.map +1 -1
  2. package/dist/features/customStage/exports.lua +2 -7
  3. package/dist/features/customTrapdoor/init.d.ts.map +1 -1
  4. package/dist/features/customTrapdoor/init.lua +10 -2
  5. package/dist/features/extraConsoleCommands/commandsSubroutines.d.ts.map +1 -1
  6. package/dist/features/extraConsoleCommands/commandsSubroutines.lua +2 -1
  7. package/dist/features/extraConsoleCommands/listCommands.d.ts.map +1 -1
  8. package/dist/features/extraConsoleCommands/listCommands.lua +2 -1
  9. package/dist/functions/curses.d.ts +3 -0
  10. package/dist/functions/curses.d.ts.map +1 -0
  11. package/dist/functions/curses.lua +11 -0
  12. package/dist/functions/dimensions.d.ts +12 -0
  13. package/dist/functions/dimensions.d.ts.map +1 -0
  14. package/dist/functions/dimensions.lua +35 -0
  15. package/dist/functions/level.d.ts.map +1 -1
  16. package/dist/functions/level.lua +8 -7
  17. package/dist/functions/levelGrid.d.ts +152 -0
  18. package/dist/functions/levelGrid.d.ts.map +1 -0
  19. package/dist/functions/levelGrid.lua +326 -0
  20. package/dist/functions/roomData.d.ts +5 -0
  21. package/dist/functions/roomData.d.ts.map +1 -1
  22. package/dist/functions/roomData.lua +6 -0
  23. package/dist/functions/roomGrid.d.ts +8 -0
  24. package/dist/functions/roomGrid.d.ts.map +1 -1
  25. package/dist/functions/rooms.d.ts +39 -61
  26. package/dist/functions/rooms.d.ts.map +1 -1
  27. package/dist/functions/rooms.lua +126 -200
  28. package/dist/index.d.ts +3 -0
  29. package/dist/index.d.ts.map +1 -1
  30. package/dist/index.lua +24 -0
  31. package/package.json +2 -2
  32. package/src/features/customStage/exports.ts +10 -11
  33. package/src/features/customTrapdoor/init.ts +7 -3
  34. package/src/features/extraConsoleCommands/commandsSubroutines.ts +2 -1
  35. package/src/features/extraConsoleCommands/listCommands.ts +2 -1
  36. package/src/functions/curses.ts +9 -0
  37. package/src/functions/dimensions.ts +41 -0
  38. package/src/functions/level.ts +7 -10
  39. package/src/functions/levelGrid.ts +424 -0
  40. package/src/functions/roomData.ts +12 -0
  41. package/src/functions/roomGrid.ts +9 -0
  42. package/src/functions/rooms.ts +90 -206
  43. package/src/index.ts +3 -0
@@ -63,6 +63,7 @@ import { getNPCs } from "../../functions/entitiesSpecific";
63
63
  import { getEnumValues } from "../../functions/enums";
64
64
  import { addFlag } from "../../functions/flag";
65
65
  import { spawnGridEntity } from "../../functions/gridEntities";
66
+ import { getRoomGridIndexesForType } from "../../functions/levelGrid";
66
67
  import {
67
68
  logPlayerEffects,
68
69
  logRoom,
@@ -85,7 +86,7 @@ import {
85
86
  useActiveItemTemp,
86
87
  } from "../../functions/players";
87
88
  import { gridCoordinatesToWorldPosition } from "../../functions/roomGrid";
88
- import { changeRoom, getRoomGridIndexesForType } from "../../functions/rooms";
89
+ import { changeRoom } from "../../functions/rooms";
89
90
  import { onSetSeed, restart, setUnseeded } from "../../functions/run";
90
91
  import { getGoldenTrinketType } from "../../functions/trinkets";
91
92
  import { irange, printConsole, printEnabled } from "../../functions/utils";
@@ -0,0 +1,9 @@
1
+ import { LevelCurse } from "isaac-typescript-definitions";
2
+ import { game } from "../cachedClasses";
3
+ import { hasFlag } from "./flag";
4
+
5
+ export function hasCurse(curse: LevelCurse): boolean {
6
+ const level = game.GetLevel();
7
+ const curses = level.GetCurses();
8
+ return hasFlag(curses, curse);
9
+ }
@@ -0,0 +1,41 @@
1
+ import { Dimension } from "isaac-typescript-definitions";
2
+ import { game } from "../cachedClasses";
3
+ import { NUM_DIMENSIONS } from "../constants";
4
+ import { getRoomGridIndex } from "./roomData";
5
+ import { erange } from "./utils";
6
+
7
+ /**
8
+ * Helper function to get an array with every valid `Dimension` (not including `Dimension.CURRENT`).
9
+ */
10
+ export function getAllDimensions(): Dimension[] {
11
+ return erange(NUM_DIMENSIONS) as Dimension[];
12
+ }
13
+
14
+ /**
15
+ * Helper function to get the current dimension. Most of the time, this will be `Dimension.MAIN`,
16
+ * but it can change if e.g. the player is in the mirror world of Downpour/Dross.
17
+ */
18
+ export function getDimension(): Dimension {
19
+ const level = game.GetLevel();
20
+ const roomGridIndex = getRoomGridIndex();
21
+ const roomDescription = level.GetRoomByIdx(roomGridIndex, Dimension.CURRENT);
22
+ const currentRoomHash = GetPtrHash(roomDescription);
23
+
24
+ for (const dimension of getAllDimensions()) {
25
+ const dimensionRoomDescription = level.GetRoomByIdx(
26
+ roomGridIndex,
27
+ dimension,
28
+ );
29
+ const dimensionRoomHash = GetPtrHash(dimensionRoomDescription);
30
+
31
+ if (dimensionRoomHash === currentRoomHash) {
32
+ return dimension;
33
+ }
34
+ }
35
+
36
+ error("Failed to get the current dimension.");
37
+ }
38
+
39
+ export function inDimension(dimension: Dimension): boolean {
40
+ return dimension === getDimension();
41
+ }
@@ -1,21 +1,18 @@
1
1
  import { DoorSlot } from "isaac-typescript-definitions";
2
2
  import { game } from "../cachedClasses";
3
3
  import { getEnumValues } from "./enums";
4
- import {
5
- getNumRooms,
6
- getRooms,
7
- isDoorSlotValidAtGridIndexForRedRoom,
8
- } from "./rooms";
4
+ import { isDoorSlotValidAtGridIndexForRedRoom } from "./levelGrid";
5
+ import { getNumRooms, getRoomsInGrid } from "./rooms";
9
6
 
10
7
  export function fillLevelWithRedRooms(): void {
11
8
  const level = game.GetLevel();
12
9
 
13
- let numRooms: int;
10
+ let numRoomsInGrid: int;
14
11
  do {
15
- const rooms = getRooms();
16
- numRooms = rooms.length;
12
+ const roomsInGrid = getRoomsInGrid();
13
+ numRoomsInGrid = roomsInGrid.length;
17
14
 
18
- for (const roomDescriptor of rooms) {
15
+ for (const roomDescriptor of roomsInGrid) {
19
16
  for (const doorSlot of getEnumValues(DoorSlot)) {
20
17
  if (
21
18
  isDoorSlotValidAtGridIndexForRedRoom(
@@ -27,5 +24,5 @@ export function fillLevelWithRedRooms(): void {
27
24
  }
28
25
  }
29
26
  }
30
- } while (numRooms !== getNumRooms());
27
+ } while (numRoomsInGrid !== getNumRooms());
31
28
  }
@@ -0,0 +1,424 @@
1
+ /**
2
+ * These functions have to do with the room grid index for the level (i.e. the position that the
3
+ * room is on the grid that represents the map for the level).
4
+ *
5
+ * For functions having to do with the grid index inside of the room, see the "Room Grid" functions.
6
+ *
7
+ * @module
8
+ */
9
+
10
+ import {
11
+ DoorSlot,
12
+ DownpourRoomSubType,
13
+ MinesRoomSubType,
14
+ RoomDescriptorFlag,
15
+ RoomShape,
16
+ RoomType,
17
+ } from "isaac-typescript-definitions";
18
+ import { game } from "../cachedClasses";
19
+ import { LEVEL_GRID_ROW_WIDTH, MAX_LEVEL_GRID_INDEX } from "../constants";
20
+ import { ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA } from "../objects/roomShapeToDoorSlotsToGridIndexDelta";
21
+ import { getRandomArrayElement } from "./array";
22
+ import { doorSlotToDoorSlotFlag } from "./doors";
23
+ import { hasFlag } from "./flag";
24
+ import { getRandomSeed } from "./rng";
25
+ import {
26
+ getRoomAllowedDoors,
27
+ getRoomData,
28
+ getRoomDescriptor,
29
+ getRoomGridIndex,
30
+ getRoomShape,
31
+ } from "./roomData";
32
+ import { getRooms, getRoomsInGrid } from "./rooms";
33
+ import { getGridIndexDelta } from "./roomShape";
34
+
35
+ const LEFT = -1;
36
+ const UP = -LEVEL_GRID_ROW_WIDTH;
37
+ const RIGHT = 1;
38
+ const DOWN = LEVEL_GRID_ROW_WIDTH;
39
+
40
+ const ADJACENT_ROOM_GRID_INDEX_DELTAS: readonly int[] = [LEFT, UP, RIGHT, DOWN];
41
+
42
+ /**
43
+ * Helper function to get the room grid indexes that are adjacent to a given room grid index.
44
+ *
45
+ * Adjacent room grid indexes that are outside of the grid will not be included in the returned
46
+ * array.
47
+ *
48
+ * If a room grid index is provided that is outside of the grid, then an empty array will be
49
+ * returned.
50
+ *
51
+ * Note that this function does not take the shape of the room into account; it only looks at a
52
+ * single room grid index.
53
+ *
54
+ * @param roomGridIndex Optional. Default is the current room index.
55
+ */
56
+ export function getAdjacentRoomGridIndexes(roomGridIndex?: int): int[] {
57
+ const roomGridIndexToUse =
58
+ roomGridIndex === undefined ? getRoomGridIndex() : roomGridIndex;
59
+
60
+ if (!isRoomGridIndexInBounds(roomGridIndexToUse)) {
61
+ return [];
62
+ }
63
+
64
+ const adjacentRoomGridIndexes = ADJACENT_ROOM_GRID_INDEX_DELTAS.map(
65
+ (delta) => roomGridIndexToUse + delta,
66
+ );
67
+
68
+ return adjacentRoomGridIndexes.filter((adjacentRoomGridIndex) =>
69
+ isRoomGridIndexInBounds(adjacentRoomGridIndex),
70
+ );
71
+ }
72
+
73
+ /** Helper function to get the room safe grid index for every room on the entire floor. */
74
+ export function getAllRoomGridIndexes(): int[] {
75
+ const rooms = getRooms();
76
+ return rooms.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
77
+ }
78
+
79
+ /**
80
+ * Helper function to pick a random valid spot on the floor to insert a brand new room. Note that
81
+ * some floors will not have any valid spots. If this is the case, this function will return
82
+ * undefined.
83
+ *
84
+ * @param seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
85
+ * `RNG.Next` method will be called. Default is `getRandomSeed()`.
86
+ * @returns Either a tuple of adjacent room grid index, `DoorSlot`, and new room grid index, or
87
+ * undefined.
88
+ */
89
+ export function getNewRoomCandidate(
90
+ seedOrRNG: Seed | RNG = getRandomSeed(),
91
+ ):
92
+ | [adjacentRoomGridIndex: int, doorSlot: DoorSlot, newRoomGridIndex: int]
93
+ | undefined {
94
+ const newRoomCandidatesForFloor = getNewRoomCandidatesForFloor();
95
+ if (newRoomCandidatesForFloor.length === 0) {
96
+ return undefined;
97
+ }
98
+
99
+ return getRandomArrayElement(newRoomCandidatesForFloor, seedOrRNG);
100
+ }
101
+
102
+ /**
103
+ * Helper function to iterate through the possible doors for a room and see if any of them would be
104
+ * a valid spot to insert a brand new room on the floor.
105
+ *
106
+ * @param roomGridIndex Optional. Default is the current room index.
107
+ * @returns A array of tuples of `DoorSlot` and room grid index.
108
+ */
109
+ export function getNewRoomCandidatesBesideRoom(
110
+ roomGridIndex?: int,
111
+ ): Array<[doorSlot: DoorSlot, roomGridIndex: int]> {
112
+ const roomDescriptor = getRoomDescriptor(roomGridIndex);
113
+
114
+ if (!isRoomGridIndexInBounds(roomDescriptor.SafeGridIndex)) {
115
+ return [];
116
+ }
117
+
118
+ const roomData = roomDescriptor.Data;
119
+ if (roomData === undefined) {
120
+ return [];
121
+ }
122
+
123
+ const doorSlotToRoomGridIndexes = getRoomShapeNeighborGridIndexes(
124
+ roomDescriptor.SafeGridIndex,
125
+ roomData.Shape,
126
+ );
127
+
128
+ const roomCandidates: Array<[DoorSlot, int]> = [];
129
+
130
+ for (const [
131
+ doorSlot,
132
+ neighborRoomGridIndex,
133
+ ] of doorSlotToRoomGridIndexes.entries()) {
134
+ // The "getRoomShapeNeighborGridIndexes" returns grid indexes for every possible door, but the
135
+ // real room we are examining will only have a subset of these doors.
136
+ const doorSlotFlag = doorSlotToDoorSlotFlag(doorSlot);
137
+ if (!hasFlag(roomData.Doors, doorSlotFlag)) {
138
+ continue;
139
+ }
140
+
141
+ // If the room already exists, then it is not a possible candidate for a new room.
142
+ if (roomExists(neighborRoomGridIndex)) {
143
+ continue;
144
+ }
145
+
146
+ // Check to see if hypothetically creating a room at the given room grid index would be a dead
147
+ // end. In other words, if we created the room, we would only want it to connect to one other
148
+ // room (this one).
149
+ if (!isDeadEnd(neighborRoomGridIndex)) {
150
+ continue;
151
+ }
152
+
153
+ roomCandidates.push([doorSlot, neighborRoomGridIndex]);
154
+ }
155
+
156
+ return roomCandidates;
157
+ }
158
+
159
+ /**
160
+ * Helper function to search through all of the rooms on the floor for a spot to insert a brand new
161
+ * room.
162
+ *
163
+ * @returns A array of tuples of adjacent room grid index, `DoorSlot`, and new room grid index.
164
+ */
165
+ export function getNewRoomCandidatesForFloor(): Array<
166
+ [adjacentRoomGridIndex: int, doorSlot: DoorSlot, newRoomGridIndex: int]
167
+ > {
168
+ const rooms = getRoomsInGrid();
169
+ const normalRooms = rooms.filter(
170
+ (room) =>
171
+ room.Data !== undefined &&
172
+ room.Data.Type === RoomType.DEFAULT &&
173
+ room.Data.Subtype !== (DownpourRoomSubType.MIRROR as int) &&
174
+ room.Data.Subtype !== (MinesRoomSubType.MINESHAFT_ENTRANCE as int),
175
+ );
176
+
177
+ const newRoomCandidates: Array<[int, DoorSlot, int]> = [];
178
+
179
+ for (const room of normalRooms) {
180
+ const newRoomCandidatesBesideRoom = getNewRoomCandidatesBesideRoom(
181
+ room.SafeGridIndex,
182
+ );
183
+ for (const [doorSlot, newRoomGridIndex] of newRoomCandidatesBesideRoom) {
184
+ newRoomCandidates.push([room.SafeGridIndex, doorSlot, newRoomGridIndex]);
185
+ }
186
+ }
187
+
188
+ return newRoomCandidates;
189
+ }
190
+
191
+ /**
192
+ * Helper function to get an array of all of the safe grid indexes for rooms that match the
193
+ * specified room type.
194
+ *
195
+ * This function only searches through rooms in the current dimension.
196
+ *
197
+ * This function is variadic, meaning that you can specify N arguments to get the combined grid
198
+ * indexes for N room types.
199
+ */
200
+ export function getRoomGridIndexesForType(...roomTypes: RoomType[]): int[] {
201
+ const roomTypesSet = new Set<RoomType>([...roomTypes]);
202
+
203
+ const rooms = getRooms();
204
+ const matchingRooms = rooms.filter(
205
+ (roomDescriptor) =>
206
+ roomDescriptor.Data !== undefined &&
207
+ roomTypesSet.has(roomDescriptor.Data.Type),
208
+ );
209
+
210
+ return matchingRooms.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
211
+ }
212
+
213
+ /**
214
+ * Helper function to get the grid indexes of all the rooms connected to the given room index,
215
+ * taking the shape of the room into account. (This will only include rooms with valid data.)
216
+ *
217
+ * Returns an empty map if the provided room grid index is out of bounds or has no associated room
218
+ * data.
219
+ *
220
+ * @param roomGridIndex Optional. Default is the current room index.
221
+ * @returns A map of `DoorSlot` to the corresponding room grid index.
222
+ */
223
+ export function getRoomNeighbors(roomGridIndex?: int): Map<DoorSlot, int> {
224
+ const roomDescriptor = getRoomDescriptor(roomGridIndex);
225
+
226
+ if (!isRoomGridIndexInBounds(roomDescriptor.SafeGridIndex)) {
227
+ return new Map();
228
+ }
229
+
230
+ const roomData = roomDescriptor.Data;
231
+ if (roomData === undefined) {
232
+ return new Map();
233
+ }
234
+
235
+ const doorSlotToRoomGridIndexes = getRoomShapeNeighborGridIndexes(
236
+ roomDescriptor.SafeGridIndex,
237
+ roomData.Shape,
238
+ );
239
+
240
+ // The "getRoomShapeNeighborGridIndexes" returns grid indexes for every possible door, but the
241
+ // real room we are examining will only have a subset of these doors. However, we do not have to
242
+ // worry about filtering the map, since we perform a room existence check below.
243
+ const roomNeighbors = new Map<DoorSlot, int>();
244
+ for (const [
245
+ doorSlot,
246
+ neighborRoomGridIndex,
247
+ ] of doorSlotToRoomGridIndexes.entries()) {
248
+ if (roomExists(neighborRoomGridIndex)) {
249
+ roomNeighbors.set(doorSlot, neighborRoomGridIndex);
250
+ }
251
+ }
252
+
253
+ return roomNeighbors;
254
+ }
255
+
256
+ /**
257
+ * Helper function to get the room grid index delta that each hypothetical door in a given room
258
+ * shape would go to.
259
+ *
260
+ * This is used by the `getRoomShapeNeighborGridIndexes` function.
261
+ *
262
+ * @returns A map of `DoorSlot` to the corresponding room grid index delta.
263
+ */
264
+ export function getRoomShapeNeighborGridIndexDeltas(
265
+ roomShape: RoomShape,
266
+ ): Map<DoorSlot, int> {
267
+ return ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA[roomShape];
268
+ }
269
+
270
+ /**
271
+ * Helper function to get the room grid index that each hypothetical door in a given room shape
272
+ * would go to. (This will not include room grid indexes that are outside of the grid.)
273
+ *
274
+ * @param safeRoomGridIndex This must be the room safe grid index (i.e. the top-left room grid index
275
+ * for the respective room).
276
+ * @param roomShape The shape of the room.
277
+ * @returns A map of `DoorSlot` to the corresponding room grid index.
278
+ */
279
+ export function getRoomShapeNeighborGridIndexes(
280
+ safeRoomGridIndex: int,
281
+ roomShape: RoomShape,
282
+ ): Map<DoorSlot, int> {
283
+ const roomShapeNeighborGridIndexDeltas =
284
+ getRoomShapeNeighborGridIndexDeltas(roomShape);
285
+
286
+ const neighborGridIndexes = new Map<DoorSlot, int>();
287
+ for (const [doorSlot, delta] of roomShapeNeighborGridIndexDeltas.entries()) {
288
+ const roomGridIndex = safeRoomGridIndex + delta;
289
+ if (isRoomGridIndexInBounds(roomGridIndex)) {
290
+ neighborGridIndexes.set(doorSlot, roomGridIndex);
291
+ }
292
+ }
293
+
294
+ return neighborGridIndexes;
295
+ }
296
+
297
+ /**
298
+ * Helper function to check if the given room grid index is a dead end. Specifically, this is
299
+ * defined as having only one adjacent room that exists.
300
+ *
301
+ * Note that this function does not take the shape of the room into account; it only looks at a
302
+ * single room grid index.
303
+ *
304
+ * This function does not care if the given room grid index actually exists, so you can use it to
305
+ * check if a hypothetical room would be a dead end.
306
+ *
307
+ * @param roomGridIndex Optional. Default is the current room index.
308
+ */
309
+ export function isDeadEnd(roomGridIndex?: int): boolean {
310
+ const adjacentRoomGridIndexes = getAdjacentRoomGridIndexes(roomGridIndex);
311
+ const adjacentRoomData = adjacentRoomGridIndexes.map(
312
+ (adjacentRoomGridIndex) => getRoomData(adjacentRoomGridIndex),
313
+ );
314
+ const existingRoomData = adjacentRoomData.filter(
315
+ (data): data is RoomConfig => data !== undefined,
316
+ );
317
+
318
+ return existingRoomData.length === 1;
319
+ }
320
+
321
+ export function isDoorSlotValidAtGridIndex(
322
+ doorSlot: DoorSlot,
323
+ roomGridIndex: int,
324
+ ): boolean {
325
+ const allowedDoors = getRoomAllowedDoors(roomGridIndex);
326
+ return allowedDoors.has(doorSlot);
327
+ }
328
+
329
+ export function isDoorSlotValidAtGridIndexForRedRoom(
330
+ doorSlot: DoorSlot,
331
+ roomGridIndex: int,
332
+ ): boolean {
333
+ const doorSlotValidAtGridIndex = isDoorSlotValidAtGridIndex(
334
+ doorSlot,
335
+ roomGridIndex,
336
+ );
337
+ if (!doorSlotValidAtGridIndex) {
338
+ return false;
339
+ }
340
+
341
+ const roomShape = getRoomShape(roomGridIndex);
342
+ if (roomShape === undefined) {
343
+ return false;
344
+ }
345
+
346
+ const delta = getGridIndexDelta(roomShape, doorSlot);
347
+ if (delta === undefined) {
348
+ return false;
349
+ }
350
+
351
+ const redRoomGridIndex = roomGridIndex + delta;
352
+ return (
353
+ !roomExists(redRoomGridIndex) && isRoomGridIndexInBounds(redRoomGridIndex)
354
+ );
355
+ }
356
+
357
+ /**
358
+ * Helper function to detect if the provided room was created by the Red Key item. Under the hood,
359
+ * this checks for the `RoomDescriptorFlag.FLAG_RED_ROOM` flag.
360
+ *
361
+ * @param roomGridIndex Optional. Default is the current room index.
362
+ */
363
+ export function isRedKeyRoom(roomGridIndex?: int): boolean {
364
+ const roomDescriptor = getRoomDescriptor(roomGridIndex);
365
+ return hasFlag(roomDescriptor.Flags, RoomDescriptorFlag.RED_ROOM);
366
+ }
367
+
368
+ /**
369
+ * Helper function to determine if a given room grid index is inside of the normal 13x13 level grid.
370
+ *
371
+ * For example, Devil Rooms and the Mega Satan room are not considered to be inside the grid.
372
+ */
373
+ export function isRoomGridIndexInBounds(roomGridIndex: int): boolean {
374
+ return roomGridIndex >= 0 && roomGridIndex <= MAX_LEVEL_GRID_INDEX;
375
+ }
376
+
377
+ /**
378
+ * Helper function to generate a new room on the floor at a valid dead end attached to a normal
379
+ * room.
380
+ *
381
+ * Under the hood, this function uses the `Level.MakeRedRoomDoor` method to create the room.
382
+ *
383
+ * The newly created room will have data corresponding to the game's randomly generated red room. If
384
+ * you want to modify this, use the `setRoomData` helper function.
385
+ *
386
+ * @returns The room grid index of the new room or undefined if the floor had no valid dead ends to
387
+ * place a room.
388
+ */
389
+ export function newRoom(): int | undefined {
390
+ const newRoomCandidate = getNewRoomCandidate();
391
+ if (newRoomCandidate === undefined) {
392
+ return undefined;
393
+ }
394
+ const [adjacentRoomGridIndex, doorSlot, newRoomGridIndex] = newRoomCandidate;
395
+
396
+ const level = game.GetLevel();
397
+ level.MakeRedRoomDoor(adjacentRoomGridIndex, doorSlot);
398
+
399
+ return newRoomGridIndex;
400
+ }
401
+
402
+ /** Helper function to check if a room exists at the given room grid index. */
403
+ export function roomExists(roomGridIndex: int): boolean {
404
+ const roomData = getRoomData(roomGridIndex);
405
+ return roomData !== undefined;
406
+ }
407
+
408
+ /**
409
+ * Helper function to get the coordinates of a given grid index. The floor is represented by a 13x13
410
+ * grid.
411
+ *
412
+ * - Since the starting room is in the center, the starting room grid index of 84 is equal to
413
+ * coordinates of (6, 6).
414
+ * - The top-left grid index of 0 is equal to coordinates of: (12, 0)
415
+ * - The top-right grid index of 12 is equal to coordinates of: (0, 0)
416
+ * - The bottom-left grid index of 156 is equal to coordinates of: (0, 12)
417
+ * - The bottom-right grid index of 168 is equal to coordinates of: (12, 12)
418
+ */
419
+ export function roomGridIndexToXY(roomGridIndex: int): [x: int, y: int] {
420
+ const x = roomGridIndex % LEVEL_GRID_ROW_WIDTH;
421
+ const y = Math.floor(roomGridIndex / LEVEL_GRID_ROW_WIDTH);
422
+
423
+ return [x, y];
424
+ }
@@ -198,3 +198,15 @@ export function getRoomVisitedCount(roomGridIndex?: int): int {
198
198
  const roomDescriptor = getRoomDescriptor(roomGridIndex);
199
199
  return roomDescriptor.VisitedCount;
200
200
  }
201
+
202
+ /**
203
+ * Helper function to set the data for a given room. This will change the room type, contents, and
204
+ * so on.
205
+ */
206
+ export function setRoomData(
207
+ roomGridIndex: int,
208
+ data: Readonly<RoomConfig>,
209
+ ): void {
210
+ const roomDescriptor = getRoomDescriptor(roomGridIndex);
211
+ roomDescriptor.Data = data;
212
+ }
@@ -1,3 +1,12 @@
1
+ /**
2
+ * These functions have to do with the grid index inside of a room (i.e. the grid index that grid
3
+ * entities use).
4
+ *
5
+ * For functions having to do with the room grid index of the level, see the "Level Grid" functions.
6
+ *
7
+ * @module
8
+ */
9
+
1
10
  import { RoomShape } from "isaac-typescript-definitions";
2
11
  import { L_ROOM_SHAPE_TO_RECTANGLES } from "../objects/LRoomShapeToRectangles";
3
12
  import { inRectangle } from "./math";