isaacscript-common 6.2.1 → 6.5.0

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Files changed (109) hide show
  1. package/cachedClasses.d.ts +15 -0
  2. package/cachedClasses.lua +20 -0
  3. package/callbacks/reorderedCallbacks.d.ts +9 -0
  4. package/callbacks/reorderedCallbacks.lua +9 -0
  5. package/constants.d.ts +26 -4
  6. package/constants.lua +20 -4
  7. package/enums/CornerType.d.ts +6 -0
  8. package/enums/CornerType.lua +11 -0
  9. package/enums/DecorationVariant.d.ts +9 -0
  10. package/enums/DecorationVariant.lua +7 -0
  11. package/enums/RockAltType.d.ts +7 -0
  12. package/enums/RockAltType.lua +13 -0
  13. package/features/customGridEntity.d.ts +2 -2
  14. package/features/customGridEntity.lua +7 -5
  15. package/features/customStage/backdrop.d.ts +2 -0
  16. package/features/customStage/backdrop.lua +211 -0
  17. package/features/customStage/customStageConstants.d.ts +1 -0
  18. package/features/customStage/customStageConstants.lua +3 -0
  19. package/features/customStage/exports.d.ts +28 -0
  20. package/features/customStage/exports.lua +58 -1
  21. package/features/customStage/gridEntities.d.ts +18 -0
  22. package/features/customStage/gridEntities.lua +215 -0
  23. package/features/customStage/init.d.ts +2 -1
  24. package/features/customStage/init.lua +71 -9
  25. package/features/customStage/streakText.d.ts +2 -0
  26. package/features/customStage/streakText.lua +22 -0
  27. package/features/customStage/v.d.ts +10 -0
  28. package/features/customStage/v.lua +4 -0
  29. package/features/customStage/versusScreen.d.ts +3 -0
  30. package/features/customStage/versusScreen.lua +201 -0
  31. package/features/debugDisplay/debugDisplay.lua +2 -0
  32. package/features/debugDisplay/exports.d.ts +108 -0
  33. package/features/debugDisplay/exports.lua +145 -0
  34. package/features/debugDisplay/v.d.ts +2 -0
  35. package/features/debugDisplay/v.lua +9 -0
  36. package/features/deployJSONRoom.lua +6 -2
  37. package/features/extraConsoleCommands/init.lua +10 -1
  38. package/features/extraConsoleCommands/listCommands.d.ts +21 -6
  39. package/features/extraConsoleCommands/listCommands.lua +50 -19
  40. package/features/extraConsoleCommands/v.d.ts +1 -0
  41. package/features/extraConsoleCommands/v.lua +2 -1
  42. package/features/pause.d.ts +11 -0
  43. package/features/pause.lua +71 -0
  44. package/features/runNextRoom.d.ts +8 -0
  45. package/features/runNextRoom.lua +40 -0
  46. package/features/saveDataManager/exports.lua +2 -2
  47. package/features/saveDataManager/load.lua +3 -3
  48. package/features/saveDataManager/main.lua +3 -3
  49. package/features/saveDataManager/merge.lua +2 -2
  50. package/features/saveDataManager/save.lua +3 -3
  51. package/features/saveDataManager/{constants.d.ts → saveDataManagerConstants.d.ts} +0 -0
  52. package/features/saveDataManager/{constants.lua → saveDataManagerConstants.lua} +0 -0
  53. package/functions/chargeBar.lua +4 -6
  54. package/functions/color.d.ts +0 -2
  55. package/functions/color.lua +0 -4
  56. package/functions/deepCopy.lua +2 -2
  57. package/functions/direction.d.ts +1 -1
  58. package/functions/doors.d.ts +12 -7
  59. package/functions/doors.lua +14 -11
  60. package/functions/entity.d.ts +5 -0
  61. package/functions/entity.lua +13 -0
  62. package/functions/gridEntity.d.ts +39 -0
  63. package/functions/gridEntity.lua +83 -2
  64. package/functions/kColor.d.ts +0 -2
  65. package/functions/kColor.lua +0 -4
  66. package/functions/log.lua +2 -1
  67. package/functions/pickups.d.ts +9 -9
  68. package/functions/playerCenter.lua +4 -5
  69. package/functions/playerIndex.d.ts +3 -0
  70. package/functions/playerIndex.lua +3 -0
  71. package/functions/roomShape.d.ts +10 -4
  72. package/functions/roomShape.lua +15 -2
  73. package/functions/run.d.ts +7 -0
  74. package/functions/run.lua +16 -4
  75. package/functions/sprite.d.ts +1 -1
  76. package/functions/sprite.lua +1 -1
  77. package/functions/ui.d.ts +2 -0
  78. package/functions/ui.lua +8 -0
  79. package/functions/utils.d.ts +6 -4
  80. package/functions/utils.lua +6 -4
  81. package/index.d.ts +1 -1
  82. package/index.lua +2 -0
  83. package/initFeatures.lua +7 -1
  84. package/interfaces/Corner.d.ts +6 -0
  85. package/interfaces/Corner.lua +2 -0
  86. package/interfaces/CustomStageLua.d.ts +236 -63
  87. package/objects/backdropTypeToRockAltType.d.ts +6 -0
  88. package/objects/backdropTypeToRockAltType.lua +69 -0
  89. package/objects/bossNamePNGFileNames.d.ts +5 -0
  90. package/objects/bossNamePNGFileNames.lua +108 -0
  91. package/objects/bossPortraitPNGFileNames.d.ts +5 -0
  92. package/objects/bossPortraitPNGFileNames.lua +108 -0
  93. package/objects/colors.d.ts +15 -8
  94. package/objects/colors.lua +9 -2
  95. package/objects/playerNamePNGFileNames.d.ts +5 -0
  96. package/objects/playerNamePNGFileNames.lua +49 -0
  97. package/objects/playerPortraitPNGFileNames.d.ts +5 -0
  98. package/objects/playerPortraitPNGFileNames.lua +49 -0
  99. package/objects/roomShapeCorners.d.ts +6 -0
  100. package/objects/roomShapeCorners.lua +259 -0
  101. package/objects/roomShapeToBottomRightPosition.d.ts +1 -1
  102. package/objects/roomShapeToTopLeftPosition.d.ts +1 -1
  103. package/objects/versusScreenBackgroundColors.d.ts +5 -0
  104. package/objects/versusScreenBackgroundColors.lua +38 -0
  105. package/objects/versusScreenDirtSpotColors.d.ts +5 -0
  106. package/objects/versusScreenDirtSpotColors.lua +38 -0
  107. package/package.json +2 -2
  108. package/sets/narrowRoomShapesSet.d.ts +2 -0
  109. package/sets/narrowRoomShapesSet.lua +8 -0
@@ -22,7 +22,7 @@ export declare function getDevilRoomOrAngelRoomDoor(): GridEntityDoor | undefine
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  * they would immediately collide with the loading zone. Instead, they are offset by a certain
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  * amount of units.
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  */
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- export declare function getDoorEnterPosition(door: GridEntityDoor): Vector;
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+ export declare function getDoorEnterPosition(door: GridEntityDoor): Readonly<Vector>;
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  /**
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  * Helper function to get the offset from a door position that a player will enter a room at.
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  *
@@ -30,7 +30,7 @@ export declare function getDoorEnterPosition(door: GridEntityDoor): Vector;
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  * they would immediately collide with the loading zone. Instead, they are offset by a certain
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  * amount of units.
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  */
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- export declare function getDoorSlotEnterPositionOffset(doorSlot: DoorSlot): Vector;
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+ export declare function getDoorSlotEnterPositionOffset(doorSlot: DoorSlot): Readonly<Vector>;
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  /**
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  * Helper function to convert an array of door slots or a set of door slots to the resulting bit
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  * flag number.
@@ -70,31 +70,36 @@ export declare function isDevilRoomDoor(door: GridEntityDoor): boolean;
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  export declare function isDoorSlotInRoomShape(doorSlot: DoorSlot, roomShape: RoomShape): boolean;
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  /**
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  * This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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- * to spend one key to open it. It has a sprite filename of "gfx/grid/Door_Downpour.anm2".
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+ * to spend one key to open it. It has a sprite filename of "gfx/grid/door_downpour.anm2".
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  */
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  export declare function isDoorToDownpour(door: GridEntityDoor): boolean;
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  /**
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  * This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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- * to spend two hearts to open it. It has a sprite filename of "gfx/grid/Door_Mausoleum.anm2".
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+ * to spend two hearts to open it. It has a sprite filename of "gfx/grid/door_mausoleum.anm2".
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  */
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  export declare function isDoorToMausoleum(door: GridEntityDoor): boolean;
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  /**
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  * This refers to the "strange door" located on the first room of Depths 2. You open it with either
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- * a Polaroid or a Negative. It has a sprite filename of "gfx/grid/Door_Mausoleum_Alt.anm2".
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+ * a Polaroid or a Negative. It has a sprite filename of "gfx/grid/door_mausoleum_alt.anm2".
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  */
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  export declare function isDoorToMausoleumAscent(door: GridEntityDoor): boolean;
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  /**
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  * This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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- * to spend two bombs to open it. It has a sprite filename of "gfx/grid/Door_Mines.anm2".
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+ * to spend two bombs to open it. It has a sprite filename of "gfx/grid/door_mines.anm2".
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  */
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  export declare function isDoorToMines(door: GridEntityDoor): boolean;
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  /**
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  * This refers to the Repentance door that spawns after defeating Mom. You open it with the
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- * completed knife. It has a sprite filename of "gfx/grid/Door_MomsHeart.anm2".
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+ * completed knife. It has a sprite filename of "gfx/grid/door_momsheart.anm2".
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  */
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  export declare function isDoorToMomsHeart(door: GridEntityDoor): boolean;
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  export declare function isHiddenSecretRoomDoor(door: GridEntityDoor): boolean;
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  export declare function isRepentanceDoor(door: GridEntityDoor): boolean;
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+ /**
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+ * This refers to the hole in the wall that appears after bombing the entrance to a secret room.
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+ * Note that the door still exists before it has been bombed open. It has a sprite filename of
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+ * "gfx/grid/door_08_holeinwall.anm2".
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+ */
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  export declare function isSecretRoomDoor(door: GridEntityDoor): boolean;
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  /**
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  * Helper function to reset an unlocked door back to a locked state. Doing this is non-trivial
@@ -77,10 +77,13 @@ end
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  function ____exports.isRepentanceDoor(self, door)
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  return door.TargetRoomIndex == GridRoom.SECRET_EXIT
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  end
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+ --- This refers to the hole in the wall that appears after bombing the entrance to a secret room.
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+ -- Note that the door still exists before it has been bombed open. It has a sprite filename of
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+ -- "gfx/grid/door_08_holeinwall.anm2".
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  function ____exports.isSecretRoomDoor(self, door)
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  local sprite = door:GetSprite()
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  local filename = sprite:GetFilename()
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- return filename == "gfx/grid/Door_08_HoleInWall.anm2"
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+ return filename == "gfx/grid/door_08_holeinwall.anm2"
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  end
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  --- Helper function to remove a single door.
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  function ____exports.removeDoor(self, door)
@@ -234,54 +237,54 @@ function ____exports.isDoorSlotInRoomShape(self, doorSlot, roomShape)
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  return doorSlots:has(doorSlot)
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  end
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  --- This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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- -- to spend one key to open it. It has a sprite filename of "gfx/grid/Door_Downpour.anm2".
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+ -- to spend one key to open it. It has a sprite filename of "gfx/grid/door_downpour.anm2".
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  function ____exports.isDoorToDownpour(self, door)
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  if not ____exports.isRepentanceDoor(nil, door) then
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  return false
241
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  end
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  local sprite = door:GetSprite()
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  local filename = sprite:GetFilename()
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- return filename == "gfx/grid/Door_Downpour.anm2"
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+ return string.lower(filename) == "gfx/grid/door_downpour.anm2"
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  end
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  --- This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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- -- to spend two hearts to open it. It has a sprite filename of "gfx/grid/Door_Mausoleum.anm2".
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+ -- to spend two hearts to open it. It has a sprite filename of "gfx/grid/door_mausoleum.anm2".
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  function ____exports.isDoorToMausoleum(self, door)
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  if not ____exports.isRepentanceDoor(nil, door) then
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  return false
251
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  end
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  local sprite = door:GetSprite()
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  local filename = sprite:GetFilename()
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- return filename == "gfx/grid/Door_Mausoleum.anm2"
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+ return string.lower(filename) == "gfx/grid/door_mausoleum.anm2"
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  end
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  --- This refers to the "strange door" located on the first room of Depths 2. You open it with either
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- -- a Polaroid or a Negative. It has a sprite filename of "gfx/grid/Door_Mausoleum_Alt.anm2".
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+ -- a Polaroid or a Negative. It has a sprite filename of "gfx/grid/door_mausoleum_alt.anm2".
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  function ____exports.isDoorToMausoleumAscent(self, door)
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  if not ____exports.isRepentanceDoor(nil, door) then
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  return false
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  end
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  local sprite = door:GetSprite()
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  local filename = sprite:GetFilename()
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- return filename == "gfx/grid/Door_Mausoleum_Alt.anm2"
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+ return string.lower(filename) == "gfx/grid/door_mausoleum_alt.anm2"
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  end
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  --- This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
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- -- to spend two bombs to open it. It has a sprite filename of "gfx/grid/Door_Mines.anm2".
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+ -- to spend two bombs to open it. It has a sprite filename of "gfx/grid/door_mines.anm2".
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  function ____exports.isDoorToMines(self, door)
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  if not ____exports.isRepentanceDoor(nil, door) then
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  return false
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  end
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  local sprite = door:GetSprite()
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  local filename = sprite:GetFilename()
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- return filename == "gfx/grid/Door_Mines.anm2"
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+ return string.lower(filename) == "gfx/grid/door_mines.anm2"
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  end
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  --- This refers to the Repentance door that spawns after defeating Mom. You open it with the
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- -- completed knife. It has a sprite filename of "gfx/grid/Door_MomsHeart.anm2".
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+ -- completed knife. It has a sprite filename of "gfx/grid/door_momsheart.anm2".
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  function ____exports.isDoorToMomsHeart(self, door)
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  if not ____exports.isRepentanceDoor(nil, door) then
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  return false
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  end
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  local sprite = door:GetSprite()
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  local filename = sprite:GetFilename()
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- return filename == "gfx/grid/Door_MomsHeart.anm2"
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+ return filename == "gfx/grid/door_momsheart.anm2"
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  end
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  function ____exports.isHiddenSecretRoomDoor(self, door)
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  local sprite = door:GetSprite()
@@ -72,6 +72,11 @@ export declare function getEntities(entityType?: EntityType, variant?: number, s
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  export declare function getEntityFields(entity: Entity): LuaTable<string, boolean | number | string>;
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  /** Helper function to return a string containing the entity's type, variant, and sub-type. */
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  export declare function getEntityID(entity: Entity): string;
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+ /**
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+ * Helper function to return a formatted string in the format returned by the `getEntityID`
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+ * function.
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+ */
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+ export declare function getEntityIDFromConstituents(entityType: EntityType, variant: int, subType: int): string;
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  /**
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  * Helper function to compare two different arrays of entities. Returns the entities that are in the
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  * second array but not in the first array.
@@ -202,6 +202,11 @@ end
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  function ____exports.getEntityID(self, entity)
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  return (((tostring(entity.Type) .. ".") .. tostring(entity.Variant)) .. ".") .. tostring(entity.SubType)
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  end
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+ --- Helper function to return a formatted string in the format returned by the `getEntityID`
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+ -- function.
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+ function ____exports.getEntityIDFromConstituents(self, entityType, variant, subType)
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+ return (((tostring(entityType) .. ".") .. tostring(variant)) .. ".") .. tostring(subType)
209
+ end
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  --- Helper function to compare two different arrays of entities. Returns the entities that are in the
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  -- second array but not in the first array.
207
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  function ____exports.getFilteredNewEntities(self, oldEntities, newEntities)
@@ -349,6 +354,14 @@ function ____exports.spawn(self, entityType, variant, subType, position, velocit
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  if seedOrRNG == nil then
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  seedOrRNG = nil
351
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  end
357
+ if position == nil then
358
+ local entityID = ____exports.getEntityIDFromConstituents(nil, entityType, variant, subType)
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+ error(("Failed to spawn entity " .. entityID) .. " since an undefined position was passed to the \"spawn\" function.")
360
+ end
361
+ if velocity == nil then
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+ local entityID = ____exports.getEntityIDFromConstituents(nil, entityType, variant, subType)
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+ error(("Failed to spawn entity " .. entityID) .. " since an undefined velocity was passed to the \"spawn\" function.")
364
+ end
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  if seedOrRNG == nil then
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  return Isaac.Spawn(
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  entityType,
@@ -1,4 +1,5 @@
1
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  import { GridEntityType, GridEntityXMLType } from "isaac-typescript-definitions";
2
+ import { RockAltType } from "../enums/RockAltType";
2
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  /**
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4
  * Helper function to convert the grid entity type found in a room XML file to the corresponding
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  * grid entity type and variant normally used by the game. For example, a rock is represented as
@@ -61,11 +62,31 @@ export declare function getGridEntitiesExcept(...gridEntityTypes: GridEntityType
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  export declare function getGridEntitiesMap(...gridEntityTypes: GridEntityType[]): Map<int, GridEntity>;
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  /** Helper function to return a string containing the grid entity's type and variant. */
63
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  export declare function getGridEntityID(gridEntity: GridEntity): string;
65
+ /**
66
+ * Helper function to return a formatted string in the format returned by the `getGridEntityID`
67
+ * function.
68
+ */
69
+ export declare function getGridEntityIDFromConstituents(gridEntityType: GridEntityType, variant: int): string;
64
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  /**
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  * Helper function to get all of the grid entities in the room that specifically match the type and
66
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  * variant provided.
67
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  */
68
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  export declare function getMatchingGridEntities(gridEntityType: GridEntityType, variant: int): GridEntity[];
75
+ /**
76
+ * Helper function to get the alternate rock type (i.e. urn, mushroom, etc.) that the current room
77
+ * will have.
78
+ *
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+ * The rock type is based on the backdrop of the room.
80
+ *
81
+ * For example, if you change the backdrop of the starting room of the run to `BackdropType.CAVES`,
82
+ * and then spawn `GridEntityType.ROCK_ALT`, it will be a mushroom instead of an urn. Additionally,
83
+ * if it is destroyed, it will generate mushroom-appropriate rewards.
84
+ *
85
+ * On the other hand, if an urn is spawned first before the backdrop is changed to
86
+ * `BackdropType.CAVES`, the graphic of the urn will not switch to a mushroom. However, when
87
+ * destroyed, the urn will still generate mushroom-appropriate rewards.
88
+ */
89
+ export declare function getRockAltType(): RockAltType;
69
90
  export declare function getSurroundingGridEntities(gridEntity: GridEntity): GridEntity[];
70
91
  export declare function getTopLeftWall(): GridEntity | undefined;
71
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  /**
@@ -173,6 +194,24 @@ export declare function spawnGrid(gridEntityType: GridEntityType, gridIndexOrPos
173
194
  * - allows you to specify the grid index or the position
174
195
  */
175
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  export declare function spawnGridWithVariant(gridEntityType: GridEntityType, variant: int, gridIndexOrPosition: int | Vector): GridEntity | undefined;
197
+ /**
198
+ * Helper function for emulating what happens when a vanilla `GridEntityType.ROCK_ALT` grid entity
199
+ * breaks.
200
+ *
201
+ * Note that most of the time, this function will do nothing, similar to how most of the time, when
202
+ * an individual urn is destroyed, nothing will spawn.
203
+ *
204
+ * The logic in this function is based on the rewards listed on the wiki:
205
+ * https://bindingofisaacrebirth.fandom.com/wiki/Rocks
206
+ *
207
+ * @param rockAltType The type of reward to spawn. For example, `RockAltType.URN` will have a chance
208
+ * at spawning coins and spiders.
209
+ * @param _seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
210
+ * the `RNG.Next` method will be called. Default is `getRandomSeed()`. Normally,
211
+ * you should pass the `InitSeed` of the grid entity that was broken.
212
+ * @returns Whether or not this function spawned something.
213
+ */
214
+ export declare function spawnRockAltReward(rockAltType: RockAltType, _seedOrRNG?: Seed | RNG): boolean;
176
215
  /**
177
216
  * Helper function to spawn a Void Portal. This is more complicated than simply spawning a trapdoor
178
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  * with the appropriate variant, as the game does not give it the correct sprite automatically.
@@ -15,6 +15,8 @@ local ____cachedClasses = require("cachedClasses")
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  local game = ____cachedClasses.game
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  local ____constants = require("constants")
17
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  local DISTANCE_OF_GRID_TILE = ____constants.DISTANCE_OF_GRID_TILE
18
+ local ____RockAltType = require("enums.RockAltType")
19
+ local RockAltType = ____RockAltType.RockAltType
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  local ____gridEntityTypeToBrokenStateMap = require("maps.gridEntityTypeToBrokenStateMap")
19
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  local GRID_ENTITY_TYPE_TO_BROKEN_STATE_MAP = ____gridEntityTypeToBrokenStateMap.GRID_ENTITY_TYPE_TO_BROKEN_STATE_MAP
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  local ____gridEntityXMLMap = require("maps.gridEntityXMLMap")
@@ -22,8 +24,12 @@ local GRID_ENTITY_XML_MAP = ____gridEntityXMLMap.GRID_ENTITY_XML_MAP
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  local ____roomShapeToTopLeftWallGridIndexMap = require("maps.roomShapeToTopLeftWallGridIndexMap")
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  local DEFAULT_TOP_LEFT_WALL_GRID_INDEX = ____roomShapeToTopLeftWallGridIndexMap.DEFAULT_TOP_LEFT_WALL_GRID_INDEX
24
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  local ROOM_SHAPE_TO_TOP_LEFT_WALL_GRID_INDEX_MAP = ____roomShapeToTopLeftWallGridIndexMap.ROOM_SHAPE_TO_TOP_LEFT_WALL_GRID_INDEX_MAP
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+ local ____backdropTypeToRockAltType = require("objects.backdropTypeToRockAltType")
28
+ local BACKDROP_TYPE_TO_ROCK_ALT_TYPE = ____backdropTypeToRockAltType.BACKDROP_TYPE_TO_ROCK_ALT_TYPE
25
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  local ____math = require("functions.math")
26
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  local isCircleIntersectingRectangle = ____math.isCircleIntersectingRectangle
31
+ local ____rng = require("functions.rng")
32
+ local getRandomSeed = ____rng.getRandomSeed
27
33
  local ____rooms = require("functions.rooms")
28
34
  local roomUpdateSafe = ____rooms.roomUpdateSafe
29
35
  local ____sprite = require("functions.sprite")
@@ -238,8 +244,13 @@ end
238
244
  --- Helper function to return a string containing the grid entity's type and variant.
239
245
  function ____exports.getGridEntityID(self, gridEntity)
240
246
  local gridEntityType = gridEntity:GetType()
241
- local gridEntityVariant = gridEntity:GetVariant()
242
- return (tostring(gridEntityType) .. ".") .. tostring(gridEntityVariant)
247
+ local variant = gridEntity:GetVariant()
248
+ return (tostring(gridEntityType) .. ".") .. tostring(variant)
249
+ end
250
+ --- Helper function to return a formatted string in the format returned by the `getGridEntityID`
251
+ -- function.
252
+ function ____exports.getGridEntityIDFromConstituents(self, gridEntityType, variant)
253
+ return (tostring(gridEntityType) .. ".") .. tostring(variant)
243
254
  end
244
255
  --- Helper function to get all of the grid entities in the room that specifically match the type and
245
256
  -- variant provided.
@@ -250,6 +261,23 @@ function ____exports.getMatchingGridEntities(self, gridEntityType, variant)
250
261
  function(____, gridEntity) return gridEntity:GetVariant() == variant end
251
262
  )
252
263
  end
264
+ --- Helper function to get the alternate rock type (i.e. urn, mushroom, etc.) that the current room
265
+ -- will have.
266
+ --
267
+ -- The rock type is based on the backdrop of the room.
268
+ --
269
+ -- For example, if you change the backdrop of the starting room of the run to `BackdropType.CAVES`,
270
+ -- and then spawn `GridEntityType.ROCK_ALT`, it will be a mushroom instead of an urn. Additionally,
271
+ -- if it is destroyed, it will generate mushroom-appropriate rewards.
272
+ --
273
+ -- On the other hand, if an urn is spawned first before the backdrop is changed to
274
+ -- `BackdropType.CAVES`, the graphic of the urn will not switch to a mushroom. However, when
275
+ -- destroyed, the urn will still generate mushroom-appropriate rewards.
276
+ function ____exports.getRockAltType(self)
277
+ local room = game:GetRoom()
278
+ local backdropType = room:GetBackdropType()
279
+ return BACKDROP_TYPE_TO_ROCK_ALT_TYPE[backdropType]
280
+ end
253
281
  function ____exports.getSurroundingGridEntities(self, gridEntity)
254
282
  local room = game:GetRoom()
255
283
  local gridWidth = room:GetGridWidth()
@@ -395,6 +423,59 @@ end
395
423
  function ____exports.spawnGrid(self, gridEntityType, gridIndexOrPosition)
396
424
  return ____exports.spawnGridWithVariant(nil, gridEntityType, 0, gridIndexOrPosition)
397
425
  end
426
+ --- Helper function for emulating what happens when a vanilla `GridEntityType.ROCK_ALT` grid entity
427
+ -- breaks.
428
+ --
429
+ -- Note that most of the time, this function will do nothing, similar to how most of the time, when
430
+ -- an individual urn is destroyed, nothing will spawn.
431
+ --
432
+ -- The logic in this function is based on the rewards listed on the wiki:
433
+ -- https://bindingofisaacrebirth.fandom.com/wiki/Rocks
434
+ --
435
+ -- @param rockAltType The type of reward to spawn. For example, `RockAltType.URN` will have a chance
436
+ -- at spawning coins and spiders.
437
+ -- @param _seedOrRNG Optional. The `Seed` or `RNG` object to use. If an `RNG` object is provided,
438
+ -- the `RNG.Next` method will be called. Default is `getRandomSeed()`. Normally,
439
+ -- you should pass the `InitSeed` of the grid entity that was broken.
440
+ -- @returns Whether or not this function spawned something.
441
+ function ____exports.spawnRockAltReward(self, rockAltType, _seedOrRNG)
442
+ if _seedOrRNG == nil then
443
+ _seedOrRNG = getRandomSeed(nil)
444
+ end
445
+ repeat
446
+ local ____switch56 = rockAltType
447
+ local ____cond56 = ____switch56 == RockAltType.URN
448
+ if ____cond56 then
449
+ do
450
+ return false
451
+ end
452
+ end
453
+ ____cond56 = ____cond56 or ____switch56 == RockAltType.MUSHROOM
454
+ if ____cond56 then
455
+ do
456
+ return false
457
+ end
458
+ end
459
+ ____cond56 = ____cond56 or ____switch56 == RockAltType.SKULL
460
+ if ____cond56 then
461
+ do
462
+ return false
463
+ end
464
+ end
465
+ ____cond56 = ____cond56 or ____switch56 == RockAltType.POLYP
466
+ if ____cond56 then
467
+ do
468
+ return false
469
+ end
470
+ end
471
+ ____cond56 = ____cond56 or ____switch56 == RockAltType.BUCKET
472
+ if ____cond56 then
473
+ do
474
+ return false
475
+ end
476
+ end
477
+ until true
478
+ end
398
479
  --- Helper function to spawn a Void Portal. This is more complicated than simply spawning a trapdoor
399
480
  -- with the appropriate variant, as the game does not give it the correct sprite automatically.
400
481
  function ____exports.spawnVoidPortal(self, gridIndex)
@@ -18,8 +18,6 @@ interface CopyKColorReturn {
18
18
  */
19
19
  export declare function copyKColor<K extends KColor | SerializedKColor, S extends SerializationType>(kColor: K, serializationType: S): CopyKColorReturn[S];
20
20
  export declare function copyKColor<K extends KColor | SerializedKColor>(kColor: K): CopyKColorReturn[SerializationType.NONE];
21
- /** Returns `KColor(1, 1, 1, 1)`. */
22
- export declare function getDefaultKColor(): KColor;
23
21
  /** Helper function to check if something is an instantiated KColor object. */
24
22
  export declare function isKColor(object: unknown): object is KColor;
25
23
  /**
@@ -80,10 +80,6 @@ function ____exports.copyKColor(self, kColor, serializationType)
80
80
  end
81
81
  until true
82
82
  end
83
- --- Returns `KColor(1, 1, 1, 1)`.
84
- function ____exports.getDefaultKColor(self)
85
- return KColor(1, 1, 1, 1)
86
- end
87
83
  --- Used to determine is the given table is a serialized `KColor` object created by the save data
88
84
  -- manager and/or the `deepCopy` function.
89
85
  function ____exports.isSerializedKColor(self, object)
package/functions/log.lua CHANGED
@@ -247,7 +247,8 @@ function ____exports.logEntityFlags(flags)
247
247
  ____exports.logFlags(flags, EntityFlag, "entity")
248
248
  end
249
249
  function ____exports.logEntityID(entity)
250
- ____exports.log((((("Entity: " .. tostring(entity.Type)) .. ".") .. tostring(entity.Variant)) .. ".") .. tostring(entity.SubType))
250
+ local entityID = getEntityID(nil, entity)
251
+ ____exports.log("Entity: " .. entityID)
251
252
  end
252
253
  --- Helper function to log an error message and also print it to the console for better visibility.
253
254
  --
@@ -1,29 +1,29 @@
1
1
  import { BatterySubType, Card, CoinSubType, CollectibleType, HeartSubType, KeySubType, PillColor, SackSubType, TrinketType } from "isaac-typescript-definitions";
2
2
  /** Helper function to get all of the battery entities in the room. */
3
- export declare function getBatteries(matchingSubType?: number): EntityPickupBattery[];
3
+ export declare function getBatteries(matchingSubType?: BatterySubType | -1): EntityPickupBattery[];
4
4
  /** Helper function to get all of the card entities in the room. */
5
- export declare function getCards(matchingSubType?: number): EntityPickupCard[];
5
+ export declare function getCards(matchingSubType?: Card | -1): EntityPickupCard[];
6
6
  /**
7
7
  * Helper function to get the corresponding coin amount from a `CoinSubType`. Returns 1 for modded
8
8
  * sub-types.
9
9
  */
10
10
  export declare function getCoinValue(coinSubType: CoinSubType): int;
11
11
  /** Helper function to get all of the coin pickup entities in the room. */
12
- export declare function getCoins(matchingSubType?: number): EntityPickupCoin[];
12
+ export declare function getCoins(matchingSubType?: CoinSubType | -1): EntityPickupCoin[];
13
13
  /** Helper function to get all of the collectible entities in the room. */
14
- export declare function getCollectibles(matchingSubType?: number): EntityPickupCollectible[];
14
+ export declare function getCollectibles(matchingSubType?: CollectibleType | -1): EntityPickupCollectible[];
15
15
  /** Helper function to get all of the heart pickup entities in the room. */
16
- export declare function getHearts(matchingSubType?: number): EntityPickupHeart[];
16
+ export declare function getHearts(matchingSubType?: HeartSubType | -1): EntityPickupHeart[];
17
17
  /** Helper function to get all of the key pickup entities in the room. */
18
- export declare function getKeys(matchingSubType?: number): EntityPickupKey[];
18
+ export declare function getKeys(matchingSubType?: KeySubType | -1): EntityPickupKey[];
19
19
  /** Helper function to get all of the pill entities in the room. */
20
- export declare function getPills(matchingSubType?: number): EntityPickupPill[];
20
+ export declare function getPills(matchingSubType?: PillColor | -1): EntityPickupPill[];
21
21
  /** Helper function to get all of the red heart pickup entities in the room. */
22
22
  export declare function getRedHearts(): EntityPickupHeart[];
23
23
  /** Helper function to get all of the sack (i.e. grab bag) entities in the room. */
24
- export declare function getSacks(matchingSubType?: number): EntityPickupSack[];
24
+ export declare function getSacks(matchingSubType?: SackSubType | -1): EntityPickupSack[];
25
25
  /** Helper function to get all of the trinket entities in the room. */
26
- export declare function getTrinkets(matchingSubType?: number): EntityPickupTrinket[];
26
+ export declare function getTrinkets(matchingSubType?: TrinketType | -1): EntityPickupTrinket[];
27
27
  export declare function isChest(pickup: EntityPickup): boolean;
28
28
  export declare function isRedHeart(pickup: EntityPickup): boolean;
29
29
  /**
@@ -4,6 +4,9 @@ local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitio
4
4
  local Direction = ____isaac_2Dtypescript_2Ddefinitions.Direction
5
5
  local ____cachedClasses = require("cachedClasses")
6
6
  local game = ____cachedClasses.game
7
+ local ____constants = require("constants")
8
+ local NEW_FLOOR_STARTING_POSITION_GREED_MODE = ____constants.NEW_FLOOR_STARTING_POSITION_GREED_MODE
9
+ local NEW_FLOOR_STARTING_POSITION_NORMAL_MODE = ____constants.NEW_FLOOR_STARTING_POSITION_NORMAL_MODE
7
10
  local ____familiars = require("functions.familiars")
8
11
  local getPlayerFamiliars = ____familiars.getPlayerFamiliars
9
12
  local ____math = require("functions.math")
@@ -17,10 +20,6 @@ function movePlayerAndTheirFamiliars(self, player, position)
17
20
  familiar.Position = position
18
21
  end
19
22
  end
20
- --- This is in the center of the room.
21
- local NORMAL_MODE_NEW_FLOOR_STARTING_POSITION = Vector(320, 380)
22
- --- This is near the top door.
23
- local GREED_MODE_NEW_FLOOR_STARTING_POSITION = Vector(320, 280)
24
23
  local CIRCLE_RADIUS_BETWEEN_PLAYERS = 50
25
24
  --- Helper function to move all of the players to where they would normally go when arriving at a new
26
25
  -- floor. (In normal mode, this is the center of the room. In Greed Mode, this is below the top
@@ -31,7 +30,7 @@ local CIRCLE_RADIUS_BETWEEN_PLAYERS = 50
31
30
  -- This function emulates what happens in the vanilla game when you travel to a new floor.
32
31
  function ____exports.movePlayersToCenter(self)
33
32
  local isGreedMode = game:IsGreedMode()
34
- local startingPosition = isGreedMode and GREED_MODE_NEW_FLOOR_STARTING_POSITION or NORMAL_MODE_NEW_FLOOR_STARTING_POSITION
33
+ local startingPosition = isGreedMode and NEW_FLOOR_STARTING_POSITION_GREED_MODE or NEW_FLOOR_STARTING_POSITION_NORMAL_MODE
35
34
  local players = getPlayers(nil)
36
35
  local firstPlayer = players[1]
37
36
  if firstPlayer == nil then
@@ -44,6 +44,9 @@ export declare function getPlayerIndex(player: EntityPlayer, differentiateForgot
44
44
  /**
45
45
  * Helper function to return the index of this player with respect to the output of the
46
46
  * `Isaac.GetPlayer` method.
47
+ *
48
+ * Note that if you storing information about a player in a data structure, you never want to use
49
+ * this index; use the `getPlayerIndex` function instead.
47
50
  */
48
51
  export declare function getPlayerIndexVanilla(playerToFind: EntityPlayer): int | undefined;
49
52
  /**
@@ -155,6 +155,9 @@ function ____exports.getPlayerFromIndex(self, playerIndex)
155
155
  end
156
156
  --- Helper function to return the index of this player with respect to the output of the
157
157
  -- `Isaac.GetPlayer` method.
158
+ --
159
+ -- Note that if you storing information about a player in a data structure, you never want to use
160
+ -- this index; use the `getPlayerIndex` function instead.
158
161
  function ____exports.getPlayerIndexVanilla(self, playerToFind)
159
162
  local numPlayers = game:GetNumPlayers()
160
163
  local playerToFindHash = GetPtrHash(playerToFind)
@@ -1,4 +1,5 @@
1
1
  import { DoorSlot, RoomShape } from "isaac-typescript-definitions";
2
+ import { Corner } from "../interfaces/Corner";
2
3
  /**
3
4
  * Helper function to get the grid index delta that a door out of the given room shape would lead
4
5
  * to. For example, if you went through the bottom door in a room of `RoomShape.SHAPE_1x2`, you
@@ -12,7 +13,7 @@ export declare function getGridIndexDelta(roomShape: RoomShape, doorSlot: DoorSl
12
13
  *
13
14
  * For example, `RoomShape.SHAPE_2x2` will return 2.
14
15
  */
15
- export declare function getRoomShapeBottomRightPosition(roomShape: RoomShape): Vector;
16
+ export declare function getRoomShapeBottomRightPosition(roomShape: RoomShape): Readonly<Vector>;
16
17
  /**
17
18
  * Helper function to get the grid position of the bottom-right tile of a given room shape.
18
19
  *
@@ -21,10 +22,14 @@ export declare function getRoomShapeBottomRightPosition(roomShape: RoomShape): V
21
22
  */
22
23
  export declare function getRoomShapeBounds(roomShape: RoomShape): readonly [width: int, height: int];
23
24
  /**
24
- * Helper function to get the bounds of a room shape, which are a box representing its contents.
25
- * This does not include the tiles that the walls are on. L rooms use the same bounds as a 2x2 room.
25
+ * Helper function to get the number of charges that a given room shape will grant to a player upon
26
+ * clearing it.
27
+ *
28
+ * For example, `RoomShape.SHAPE_2x2` will return 2.
26
29
  */
27
30
  export declare function getRoomShapeCharges(roomShape: RoomShape): int;
31
+ /** Helper function to get the corners that exist in the given room shape. */
32
+ export declare function getRoomShapeCorners(roomShape: RoomShape): readonly Corner[];
28
33
  /**
29
34
  * Helper function to get the dimensions of a room shape's layout. This is NOT the size of the
30
35
  * room's actual contents! For that, use the `getRoomShapeBounds` function.
@@ -38,7 +43,7 @@ export declare function getRoomShapeLayoutSize(roomShape: RoomShape): readonly [
38
43
  * "Vector(0, 0)" corresponds to the top left tile of a room, not including the walls. (The top-left
39
44
  * wall would be at "Vector(-1, -1)".)
40
45
  */
41
- export declare function getRoomShapeTopLeftPosition(roomShape: RoomShape): Vector;
46
+ export declare function getRoomShapeTopLeftPosition(roomShape: RoomShape): Readonly<Vector>;
42
47
  /**
43
48
  * Helper function to get the volume of a room shape, which is the amount of tiles that are inside
44
49
  * the room.
@@ -48,6 +53,7 @@ export declare function getRoomShapeTopLeftPosition(roomShape: RoomShape): Vecto
48
53
  export declare function getRoomShapeVolume(roomShape: RoomShape): int;
49
54
  export declare function getRoomShapeWidth(roomShape: RoomShape): int;
50
55
  export declare function isLRoom(roomShape: RoomShape): boolean;
56
+ export declare function isNarrowRoom(roomShape: RoomShape): boolean;
51
57
  /**
52
58
  * Helper function to see if a given room shape will grant a single charge or a double charge to the
53
59
  * player's active item(s).
@@ -5,6 +5,8 @@ local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitio
5
5
  local RoomShape = ____isaac_2Dtypescript_2Ddefinitions.RoomShape
6
6
  local ____roomShapeBounds = require("objects.roomShapeBounds")
7
7
  local ROOM_SHAPE_BOUNDS = ____roomShapeBounds.ROOM_SHAPE_BOUNDS
8
+ local ____roomShapeCorners = require("objects.roomShapeCorners")
9
+ local ROOM_SHAPE_CORNERS = ____roomShapeCorners.ROOM_SHAPE_CORNERS
8
10
  local ____roomShapeLayoutSizes = require("objects.roomShapeLayoutSizes")
9
11
  local ROOM_SHAPE_LAYOUT_SIZES = ____roomShapeLayoutSizes.ROOM_SHAPE_LAYOUT_SIZES
10
12
  local ____roomShapeToBottomRightPosition = require("objects.roomShapeToBottomRightPosition")
@@ -19,6 +21,8 @@ local ____roomShapeVolumes = require("objects.roomShapeVolumes")
19
21
  local ROOM_SHAPE_VOLUMES = ____roomShapeVolumes.ROOM_SHAPE_VOLUMES
20
22
  local ____LRoomShapesSet = require("sets.LRoomShapesSet")
21
23
  local L_ROOM_SHAPES_SET = ____LRoomShapesSet.L_ROOM_SHAPES_SET
24
+ local ____narrowRoomShapesSet = require("sets.narrowRoomShapesSet")
25
+ local NARROW_ROOM_SHAPES_SET = ____narrowRoomShapesSet.NARROW_ROOM_SHAPES_SET
22
26
  --- Helper function to see if a given room shape will grant a single charge or a double charge to the
23
27
  -- player's active item(s).
24
28
  --
@@ -48,11 +52,17 @@ end
48
52
  function ____exports.getRoomShapeBounds(self, roomShape)
49
53
  return ROOM_SHAPE_BOUNDS[roomShape]
50
54
  end
51
- --- Helper function to get the bounds of a room shape, which are a box representing its contents.
52
- -- This does not include the tiles that the walls are on. L rooms use the same bounds as a 2x2 room.
55
+ --- Helper function to get the number of charges that a given room shape will grant to a player upon
56
+ -- clearing it.
57
+ --
58
+ -- For example, `RoomShape.SHAPE_2x2` will return 2.
53
59
  function ____exports.getRoomShapeCharges(self, roomShape)
54
60
  return ____exports.isRoomShapeDoubleCharge(nil, roomShape) and 2 or 1
55
61
  end
62
+ --- Helper function to get the corners that exist in the given room shape.
63
+ function ____exports.getRoomShapeCorners(self, roomShape)
64
+ return ROOM_SHAPE_CORNERS[roomShape]
65
+ end
56
66
  --- Helper function to get the dimensions of a room shape's layout. This is NOT the size of the
57
67
  -- room's actual contents! For that, use the `getRoomShapeBounds` function.
58
68
  --
@@ -80,4 +90,7 @@ end
80
90
  function ____exports.isLRoom(self, roomShape)
81
91
  return L_ROOM_SHAPES_SET:has(roomShape)
82
92
  end
93
+ function ____exports.isNarrowRoom(self, roomShape)
94
+ return NARROW_ROOM_SHAPES_SET:has(roomShape)
95
+ end
83
96
  return ____exports
@@ -13,3 +13,10 @@ export declare function onSetSeed(): boolean;
13
13
  * You can optionally specify a `PlayerType` to restart the game as that character.
14
14
  */
15
15
  export declare function restart(character?: PlayerType): void;
16
+ /**
17
+ * Helper function to change the run status to that of an unseeded run with a new random seed.
18
+ *
19
+ * This is useful to revert the behavior where playing on a set and restarting the game will not
20
+ * take you to a new seed.
21
+ */
22
+ export declare function setUnseeded(): void;
package/functions/run.lua CHANGED
@@ -1,6 +1,7 @@
1
1
  local ____exports = {}
2
2
  local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
3
3
  local Challenge = ____isaac_2Dtypescript_2Ddefinitions.Challenge
4
+ local PlayerType = ____isaac_2Dtypescript_2Ddefinitions.PlayerType
4
5
  local ____cachedClasses = require("cachedClasses")
5
6
  local game = ____cachedClasses.game
6
7
  local ____constantsFirstLast = require("constantsFirstLast")
@@ -23,14 +24,25 @@ end
23
24
  -- You can optionally specify a `PlayerType` to restart the game as that character.
24
25
  function ____exports.restart(self, character)
25
26
  if character == nil then
26
- log("Restarting.")
27
- Isaac.ExecuteCommand("restart")
27
+ local command = "restart"
28
+ log("Restarting the run with a console command of: " .. command)
29
+ Isaac.ExecuteCommand(command)
28
30
  return
29
31
  end
30
32
  if character < FIRST_CHARACTER then
31
33
  error(("Restarting as a character of " .. tostring(character)) .. " would crash the game.")
32
34
  end
33
- log("Restarting as character: " .. tostring(character))
34
- Isaac.ExecuteCommand("restart " .. tostring(character))
35
+ local command = "restart " .. tostring(character)
36
+ log((((("Restarting the run as PlayerType." .. tostring(PlayerType[character])) .. " (") .. tostring(character)) .. ") with a console command of: ") .. command)
37
+ Isaac.ExecuteCommand(command)
38
+ end
39
+ --- Helper function to change the run status to that of an unseeded run with a new random seed.
40
+ --
41
+ -- This is useful to revert the behavior where playing on a set and restarting the game will not
42
+ -- take you to a new seed.
43
+ function ____exports.setUnseeded(self)
44
+ local seeds = game:GetSeeds()
45
+ seeds:Reset()
46
+ seeds:Restart(Challenge.NULL)
35
47
  end
36
48
  return ____exports
@@ -2,7 +2,7 @@
2
2
  /// <reference types="isaac-typescript-definitions" />
3
3
  /// <reference types="isaac-typescript-definitions" />
4
4
  /**
5
- * Helper function to clear a specific layer from a sprite.
5
+ * Helper function to clear all layers or specific layers from a sprite.
6
6
  *
7
7
  * This function is variadic, so pass as many layer IDs as you want to clear. If no specific layers
8
8
  * are passed, it will clear every layer.