isaacscript-common 6.6.1-dev.1 → 6.6.1-dev.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cachedClasses.d.ts +1 -0
- package/cachedClasses.js +59 -0
- package/callbacks/customRevive.js +153 -0
- package/callbacks/itemPickup.js +64 -0
- package/callbacks/postAmbush.js +54 -0
- package/callbacks/postBombExploded.js +20 -0
- package/callbacks/postBombInitLate.js +28 -0
- package/callbacks/postBoneSwing.js +49 -0
- package/callbacks/postCollectibleEmpty.js +32 -0
- package/callbacks/postCollectibleInitFirst.js +27 -0
- package/callbacks/postCursedTeleport.js +120 -0
- package/callbacks/postCustomDoorEnter.js +205 -0
- package/callbacks/postDiceRoomActivated.js +39 -0
- package/callbacks/postDoorRender.js +20 -0
- package/callbacks/postDoorUpdate.js +20 -0
- package/callbacks/postEffectInitLate.js +28 -0
- package/callbacks/postEffectStateChanged.js +31 -0
- package/callbacks/postEsauJr.js +70 -0
- package/callbacks/postFamiliarInitLate.js +28 -0
- package/callbacks/postFamiliarStateChanged.js +31 -0
- package/callbacks/postFlip.js +59 -0
- package/callbacks/postGreedModeWave.js +31 -0
- package/callbacks/postGridEntity.js +107 -0
- package/callbacks/postGridEntityCollision.js +49 -0
- package/callbacks/postGridEntityRender.js +20 -0
- package/callbacks/postHolyMantleRemoved.js +33 -0
- package/callbacks/postItemDischarged.js +94 -0
- package/callbacks/postKnifeInitLate.js +28 -0
- package/callbacks/postLaserInitLate.js +28 -0
- package/callbacks/postNPCInitLate.js +28 -0
- package/callbacks/postNPCStateChanged.js +31 -0
- package/callbacks/postNewRoomEarly.js +69 -0
- package/callbacks/postPickupCollect.js +37 -0
- package/callbacks/postPickupInitFirst.js +52 -0
- package/callbacks/postPickupInitLate.js +28 -0
- package/callbacks/postPickupStateChanged.js +31 -0
- package/callbacks/postPitRender.js +20 -0
- package/callbacks/postPitUpdate.js +20 -0
- package/callbacks/postPlayerChangeHealth.js +43 -0
- package/callbacks/postPlayerChangeType.js +31 -0
- package/callbacks/postPlayerCollectible.js +74 -0
- package/callbacks/postPlayerFatalDamage.js +74 -0
- package/callbacks/postPlayerInitLate.js +28 -0
- package/callbacks/postPlayerReordered.js +109 -0
- package/callbacks/postPoopRender.js +20 -0
- package/callbacks/postPoopUpdate.js +20 -0
- package/callbacks/postPressurePlateRender.js +20 -0
- package/callbacks/postPressurePlateUpdate.js +20 -0
- package/callbacks/postProjectileInitLate.js +28 -0
- package/callbacks/postPurchase.js +39 -0
- package/callbacks/postRockRender.js +20 -0
- package/callbacks/postRockUpdate.js +20 -0
- package/callbacks/postRoomClearChanged.js +41 -0
- package/callbacks/postSacrifice.js +38 -0
- package/callbacks/postSlotDestroyed.js +64 -0
- package/callbacks/postSlotInitUpdate.js +49 -0
- package/callbacks/postSlotRender.js +48 -0
- package/callbacks/postSpikesRender.js +20 -0
- package/callbacks/postSpikesUpdate.js +20 -0
- package/callbacks/postTNTRender.js +20 -0
- package/callbacks/postTNTUpdate.js +20 -0
- package/callbacks/postTearInitLate.js +28 -0
- package/callbacks/postTearInitVeryLate.js +32 -0
- package/callbacks/postTransformation.js +37 -0
- package/callbacks/postTrinketBreak.js +64 -0
- package/callbacks/preBerserkDeath.js +35 -0
- package/callbacks/preNewLevel.js +45 -0
- package/callbacks/reorderedCallbacks.js +136 -0
- package/callbacks/subscriptions/postAmbushFinished.js +20 -0
- package/callbacks/subscriptions/postAmbushStarted.js +20 -0
- package/callbacks/subscriptions/postBombInitLate.js +20 -0
- package/callbacks/subscriptions/postBoneExploded.js +20 -0
- package/callbacks/subscriptions/postBoneSwing.js +16 -0
- package/callbacks/subscriptions/postCollectibleEmpty.js +21 -0
- package/callbacks/subscriptions/postCollectibleInitFirst.js +21 -0
- package/callbacks/subscriptions/postCursedTeleport.js +16 -0
- package/callbacks/subscriptions/postCustomDoorEnter.js +21 -0
- package/callbacks/subscriptions/postCustomRevive.js +21 -0
- package/callbacks/subscriptions/postDiceRoomActivated.js +21 -0
- package/callbacks/subscriptions/postDoorRender.js +22 -0
- package/callbacks/subscriptions/postDoorUpdate.js +22 -0
- package/callbacks/subscriptions/postEffectInitLate.js +20 -0
- package/callbacks/subscriptions/postEffectStateChanged.js +20 -0
- package/callbacks/subscriptions/postEsauJr.js +16 -0
- package/callbacks/subscriptions/postFamiliarInitLate.js +20 -0
- package/callbacks/subscriptions/postFamiliarStateChanged.js +20 -0
- package/callbacks/subscriptions/postFirstEsauJr.js +16 -0
- package/callbacks/subscriptions/postFirstFlip.js +16 -0
- package/callbacks/subscriptions/postFlip.js +16 -0
- package/callbacks/subscriptions/postGameStartedReordered.js +16 -0
- package/callbacks/subscriptions/postGreedModeWave.js +16 -0
- package/callbacks/subscriptions/postGridEntityBroken.js +28 -0
- package/callbacks/subscriptions/postGridEntityCollision.js +28 -0
- package/callbacks/subscriptions/postGridEntityInit.js +28 -0
- package/callbacks/subscriptions/postGridEntityRemove.js +26 -0
- package/callbacks/subscriptions/postGridEntityRender.js +28 -0
- package/callbacks/subscriptions/postGridEntityStateChanged.js +28 -0
- package/callbacks/subscriptions/postGridEntityUpdate.js +28 -0
- package/callbacks/subscriptions/postHolyMantleRemoved.js +25 -0
- package/callbacks/subscriptions/postItemDischarged.js +21 -0
- package/callbacks/subscriptions/postItemPickup.js +25 -0
- package/callbacks/subscriptions/postKnifeInitLate.js +20 -0
- package/callbacks/subscriptions/postLaserInitLate.js +20 -0
- package/callbacks/subscriptions/postNPCInitLate.js +20 -0
- package/callbacks/subscriptions/postNPCStateChanged.js +24 -0
- package/callbacks/subscriptions/postNewLevelReordered.js +16 -0
- package/callbacks/subscriptions/postNewRoomEarly.js +16 -0
- package/callbacks/subscriptions/postNewRoomReordered.js +16 -0
- package/callbacks/subscriptions/postPEffectUpdateReordered.js +25 -0
- package/callbacks/subscriptions/postPickupCollect.js +20 -0
- package/callbacks/subscriptions/postPickupInitFirst.js +20 -0
- package/callbacks/subscriptions/postPickupInitLate.js +20 -0
- package/callbacks/subscriptions/postPickupStateChanged.js +20 -0
- package/callbacks/subscriptions/postPitRender.js +22 -0
- package/callbacks/subscriptions/postPitUpdate.js +22 -0
- package/callbacks/subscriptions/postPlayerChangeHealth.js +25 -0
- package/callbacks/subscriptions/postPlayerChangeType.js +20 -0
- package/callbacks/subscriptions/postPlayerCollectibleAdded.js +21 -0
- package/callbacks/subscriptions/postPlayerCollectibleRemoved.js +21 -0
- package/callbacks/subscriptions/postPlayerFatalDamage.js +29 -0
- package/callbacks/subscriptions/postPlayerInitLate.js +25 -0
- package/callbacks/subscriptions/postPlayerInitReordered.js +25 -0
- package/callbacks/subscriptions/postPlayerRenderReordered.js +25 -0
- package/callbacks/subscriptions/postPlayerUpdateReordered.js +25 -0
- package/callbacks/subscriptions/postPoopRender.js +22 -0
- package/callbacks/subscriptions/postPoopUpdate.js +22 -0
- package/callbacks/subscriptions/postPressurePlateRender.js +22 -0
- package/callbacks/subscriptions/postPressurePlateUpdate.js +22 -0
- package/callbacks/subscriptions/postProjectileInitLate.js +21 -0
- package/callbacks/subscriptions/postPurchase.js +16 -0
- package/callbacks/subscriptions/postRockRender.js +22 -0
- package/callbacks/subscriptions/postRockUpdate.js +22 -0
- package/callbacks/subscriptions/postRoomClearChanged.js +20 -0
- package/callbacks/subscriptions/postSacrifice.js +25 -0
- package/callbacks/subscriptions/postSlotAnimationChanged.js +20 -0
- package/callbacks/subscriptions/postSlotDestroyed.js +26 -0
- package/callbacks/subscriptions/postSlotInit.js +20 -0
- package/callbacks/subscriptions/postSlotRender.js +20 -0
- package/callbacks/subscriptions/postSlotUpdate.js +20 -0
- package/callbacks/subscriptions/postSpikesRender.js +22 -0
- package/callbacks/subscriptions/postSpikesUpdate.js +22 -0
- package/callbacks/subscriptions/postTNTRender.js +22 -0
- package/callbacks/subscriptions/postTNTUpdate.js +22 -0
- package/callbacks/subscriptions/postTearInitLate.js +20 -0
- package/callbacks/subscriptions/postTearInitVeryLate.js +20 -0
- package/callbacks/subscriptions/postTransformation.js +20 -0
- package/callbacks/subscriptions/postTrinketBreak.js +21 -0
- package/callbacks/subscriptions/preBerserkDeath.js +26 -0
- package/callbacks/subscriptions/preCustomRevive.js +29 -0
- package/callbacks/subscriptions/preItemPickup.js +25 -0
- package/callbacks/subscriptions/preNewLevel.js +16 -0
- package/classes/DefaultMap.js +145 -0
- package/classes/ModUpgraded.js +57 -0
- package/constants.js +143 -0
- package/constantsFirstLast.js +156 -0
- package/enums/AmbushType.js +6 -0
- package/enums/CornerType.js +8 -0
- package/enums/DecorationVariant.js +11 -0
- package/enums/HealthType.js +18 -0
- package/enums/ModCallbackCustom.js +1213 -0
- package/enums/PocketItemType.js +10 -0
- package/enums/RockAltType.js +9 -0
- package/enums/SerializationType.js +7 -0
- package/enums/SlotDestructionType.js +6 -0
- package/enums/private/CopyableIsaacAPIClassType.js +9 -0
- package/enums/private/SaveDataKey.js +8 -0
- package/enums/private/SerializationBrand.js +41 -0
- package/features/characterHealthConversion.js +86 -0
- package/features/characterStats.js +52 -0
- package/features/collectibleItemPoolType.js +45 -0
- package/features/customGridEntity.js +148 -0
- package/features/customStage/backdrop.js +191 -0
- package/features/customStage/customStageConstants.js +2 -0
- package/features/customStage/exports.js +147 -0
- package/features/customStage/gridEntities.js +138 -0
- package/features/customStage/init.js +104 -0
- package/features/customStage/metadata.json +1 -0
- package/features/customStage/shadows.js +63 -0
- package/features/customStage/streakText.js +35 -0
- package/features/customStage/util.js +36 -0
- package/features/customStage/v.js +18 -0
- package/features/customStage/versusScreen.js +184 -0
- package/features/debugDisplay/debugDisplay.js +183 -0
- package/features/debugDisplay/exports.js +441 -0
- package/features/debugDisplay/v.d.ts +18 -0
- package/features/debugDisplay/v.js +61 -0
- package/features/deployJSONRoom.js +532 -0
- package/features/disableAllSound.js +63 -0
- package/features/disableInputs.js +130 -0
- package/features/extraConsoleCommands/commandsDisplay.js +236 -0
- package/features/extraConsoleCommands/commandsSubroutines.js +109 -0
- package/features/extraConsoleCommands/exports.js +53 -0
- package/features/extraConsoleCommands/init.js +239 -0
- package/features/extraConsoleCommands/listCommands.js +1081 -0
- package/features/extraConsoleCommands/v.js +25 -0
- package/features/fadeInRemover.js +51 -0
- package/features/fastReset.js +61 -0
- package/features/forgottenSwitch.js +33 -0
- package/features/pause.js +68 -0
- package/features/persistentEntities.js +120 -0
- package/features/playerInventory.js +89 -0
- package/features/ponyDetection.js +63 -0
- package/features/preventCollectibleRotation.js +81 -0
- package/features/registerHotkey.js +91 -0
- package/features/roomClearFrame.js +42 -0
- package/features/runInNFrames.js +189 -0
- package/features/runNextRoom.js +34 -0
- package/features/saveDataManager/exports.js +183 -0
- package/features/saveDataManager/load.js +69 -0
- package/features/saveDataManager/main.js +131 -0
- package/features/saveDataManager/maps.js +9 -0
- package/features/saveDataManager/merge.js +139 -0
- package/features/saveDataManager/save.js +43 -0
- package/features/saveDataManager/saveDataManagerConstants.js +4 -0
- package/features/saveDataManager/serializationBrand.js +12 -0
- package/features/sirenHelpers.js +90 -0
- package/features/stageHistory.js +43 -0
- package/features/taintedLazarusPlayers.js +92 -0
- package/featuresInitialized.js +16 -0
- package/functions/ambush.js +35 -0
- package/functions/array.js +423 -0
- package/functions/benchmark.js +28 -0
- package/functions/bitwise.js +74 -0
- package/functions/bombs.js +11 -0
- package/functions/boss.js +137 -0
- package/functions/cacheFlag.js +11 -0
- package/functions/cards.js +217 -0
- package/functions/challenges.js +9 -0
- package/functions/character.js +102 -0
- package/functions/charge.js +202 -0
- package/functions/chargeBar.js +44 -0
- package/functions/collectibleCacheFlag.js +68 -0
- package/functions/collectibleSet.js +108 -0
- package/functions/collectibleTag.js +65 -0
- package/functions/collectibles.js +469 -0
- package/functions/color.d.ts +1 -1
- package/functions/color.js +60 -0
- package/functions/debug.js +60 -0
- package/functions/deepCopy.js +361 -0
- package/functions/deepCopyTests.js +308 -0
- package/functions/direction.js +41 -0
- package/functions/doors.js +326 -0
- package/functions/easing.js +142 -0
- package/functions/eden.js +32 -0
- package/functions/effects.js +11 -0
- package/functions/entity.js +324 -0
- package/functions/entitySpecific.js +481 -0
- package/functions/entityTypes.js +6 -0
- package/functions/enums.js +151 -0
- package/functions/familiars.js +85 -0
- package/functions/flag.js +137 -0
- package/functions/flying.js +88 -0
- package/functions/globals.js +230 -0
- package/functions/gridEntity.js +488 -0
- package/functions/gridEntitySpecific.js +109 -0
- package/functions/input.js +95 -0
- package/functions/isaacAPIClass.js +48 -0
- package/functions/jsonHelpers.js +40 -0
- package/functions/jsonRoom.js +132 -0
- package/functions/kColor.d.ts +1 -1
- package/functions/kColor.js +63 -0
- package/functions/language.js +13 -0
- package/functions/level.js +20 -0
- package/functions/log.js +567 -0
- package/functions/map.js +45 -0
- package/functions/math.js +103 -0
- package/functions/mergeTests.js +213 -0
- package/functions/minimap.js +80 -0
- package/functions/nextStage.js +290 -0
- package/functions/npc.js +101 -0
- package/functions/pickupVariants.js +47 -0
- package/functions/pickups.js +219 -0
- package/functions/pills.js +160 -0
- package/functions/player.js +808 -0
- package/functions/playerCenter.js +50 -0
- package/functions/playerDataStructures.js +114 -0
- package/functions/playerHealth.js +321 -0
- package/functions/playerIndex.js +160 -0
- package/functions/pocketItems.js +124 -0
- package/functions/positionVelocity.js +136 -0
- package/functions/random.js +73 -0
- package/functions/revive.js +140 -0
- package/functions/rng.d.ts +1 -1
- package/functions/rng.js +117 -0
- package/functions/roomData.js +174 -0
- package/functions/roomGrid.js +81 -0
- package/functions/roomShape.js +99 -0
- package/functions/rooms.js +487 -0
- package/functions/run.js +53 -0
- package/functions/saveFile.js +104 -0
- package/functions/seeds.js +18 -0
- package/functions/serialization.js +52 -0
- package/functions/set.js +99 -0
- package/functions/sound.js +9 -0
- package/functions/spawnCollectible.js +66 -0
- package/functions/sprite.js +80 -0
- package/functions/stage.js +172 -0
- package/functions/string.js +37 -0
- package/functions/table.js +143 -0
- package/functions/tears.js +31 -0
- package/functions/transformations.js +101 -0
- package/functions/trinketCacheFlag.js +46 -0
- package/functions/trinketGive.js +121 -0
- package/functions/trinkets.js +169 -0
- package/functions/tstlClass.js +125 -0
- package/functions/types.js +27 -0
- package/functions/ui.js +124 -0
- package/functions/utils.js +172 -0
- package/functions/vector.js +68 -0
- package/index.js +140 -0
- package/initCustomCallbacks.js +133 -0
- package/initFeatures.js +51 -0
- package/interfaces/AddCallbackParameterCustom.js +2 -0
- package/interfaces/ChargeBarSprites.js +2 -0
- package/interfaces/Corner.js +2 -0
- package/interfaces/CustomGridEntityData.js +2 -0
- package/interfaces/CustomStage.js +2 -0
- package/interfaces/CustomStageLua.js +13 -0
- package/interfaces/JSONRoomsFile.js +2 -0
- package/interfaces/PlayerHealth.js +2 -0
- package/interfaces/PocketItemDescription.js +2 -0
- package/interfaces/SaveData.js +2 -0
- package/interfaces/TrinketSituation.js +2 -0
- package/interfaces/private/TSTLClassMetatable.js +2 -0
- package/maps/PHDPillConversions.js +20 -0
- package/maps/cardMap.js +208 -0
- package/maps/characterMap.js +86 -0
- package/maps/collectibleDescriptionMap.js +728 -0
- package/maps/collectibleNameMap.js +727 -0
- package/maps/defaultPlayerStatMap.js +14 -0
- package/maps/falsePHDPillConversions.js +34 -0
- package/maps/gridEntityTypeToBrokenStateMap.js +29 -0
- package/maps/gridEntityXMLMap.js +128 -0
- package/maps/pillEffectMap.js +88 -0
- package/maps/roomShapeToTopLeftWallGridIndexMap.js +14 -0
- package/maps/roomTypeMap.js +39 -0
- package/maps/trinketDescriptionMap.js +196 -0
- package/maps/trinketNameMap.js +195 -0
- package/objects/LRoomShapeToRectangles.js +33 -0
- package/objects/backdropTypeToRockAltType.js +66 -0
- package/objects/bossNamePNGFileNames.js +112 -0
- package/objects/bossPortraitPNGFileNames.js +115 -0
- package/objects/callbackRegisterFunctions.js +170 -0
- package/objects/cardDescriptions.js +104 -0
- package/objects/cardNames.js +104 -0
- package/objects/cardTypes.js +103 -0
- package/objects/challengeNames.js +51 -0
- package/objects/characterNames.js +46 -0
- package/objects/coinSubTypeToValue.js +13 -0
- package/objects/colors.d.ts +1 -0
- package/objects/colors.js +24 -0
- package/objects/directionNames.js +9 -0
- package/objects/directionToDegrees.js +9 -0
- package/objects/directionToVector.js +10 -0
- package/objects/doorSlotFlagToDoorSlot.js +13 -0
- package/objects/doorSlotToDirection.js +13 -0
- package/objects/doorSlotToDoorSlotFlag.js +13 -0
- package/objects/isaacAPIClassTypeToBrand.js +9 -0
- package/objects/isaacAPIClassTypeToCopyFunction.js +12 -0
- package/objects/languageNames.js +11 -0
- package/objects/oppositeDoorSlots.js +13 -0
- package/objects/pillEffectClasses.js +56 -0
- package/objects/pillEffectNames.js +55 -0
- package/objects/pillEffectTypes.js +55 -0
- package/objects/playerNamePNGFileNames.js +55 -0
- package/objects/playerPortraitPNGFileNames.js +52 -0
- package/objects/roomShapeBounds.js +46 -0
- package/objects/roomShapeCorners.js +268 -0
- package/objects/roomShapeLayoutSizes.js +39 -0
- package/objects/roomShapeToBottomRightPosition.js +22 -0
- package/objects/roomShapeToDoorSlotCoordinates.js +109 -0
- package/objects/roomShapeToDoorSlots.js +69 -0
- package/objects/roomShapeToDoorSlotsToGridIndexDelta.js +113 -0
- package/objects/roomShapeToGridWidth.js +18 -0
- package/objects/roomShapeToTopLeftPosition.js +23 -0
- package/objects/roomShapeVolumes.js +30 -0
- package/objects/roomTypeGotoPrefixes.js +33 -0
- package/objects/roomTypeNames.js +34 -0
- package/objects/serializedIsaacAPIClassTypeToIdentityFunction.js +12 -0
- package/objects/stageTypeSuffixes.js +10 -0
- package/objects/stageTypeToLetter.js +12 -0
- package/objects/transformationNames.js +18 -0
- package/objects/versusScreenBackgroundColors.js +36 -0
- package/objects/versusScreenDirtSpotColors.js +36 -0
- package/package.json +1 -1
- package/patchErrorFunctions.js +67 -0
- package/sets/LRoomShapesSet.js +8 -0
- package/sets/bossSets.js +374 -0
- package/sets/charactersThatStartWithAnActiveItemSet.js +15 -0
- package/sets/charactersWithBlackHeartFromEternalHeartSet.js +6 -0
- package/sets/charactersWithFreeDevilDealsSet.js +3 -0
- package/sets/charactersWithNoRedHeartsSet.js +16 -0
- package/sets/charactersWithNoSoulHeartsSet.js +13 -0
- package/sets/chestPickupVariantsSet.js +16 -0
- package/sets/consoleCommandsSet.js +61 -0
- package/sets/familiarsThatShootPlayerTearsSet.js +12 -0
- package/sets/lostStyleCharactersSet.js +13 -0
- package/sets/mineShaftRoomSubTypesSet.js +9 -0
- package/sets/narrowRoomShapesSet.js +8 -0
- package/sets/redHeartSubTypesSet.js +7 -0
- package/sets/sinEntityTypesSet.js +11 -0
- package/sets/singleUseActiveCollectibleTypesSet.js +12 -0
- package/sets/storyBossesSet.js +17 -0
- package/shaderCrashFix.js +17 -0
- package/types/AnyEntity.js +2 -0
- package/types/CollectibleIndex.js +2 -0
- package/types/PickingUpItem.js +38 -0
- package/types/PlayerIndex.js +2 -0
- package/types/private/IsaacAPIClass.js +2 -0
- package/types/private/SerializedIsaacAPIClass.js +2 -0
- package/types/private/TSTLClass.js +2 -0
- package/upgradeMod.js +47 -0
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import { AngelRoomSubType, Dimension, Direction, DoorSlot, DungeonSubType, GridRoom, HomeRoomSubType, RoomDescriptorFlag, RoomShape, RoomTransitionAnim, RoomType, SoundEffect, StageID, } from "isaac-typescript-definitions";
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import { game, sfxManager } from "../cachedClasses";
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import { LEVEL_GRID_ROW_WIDTH, MAX_LEVEL_GRID_INDEX, NUM_DIMENSIONS, } from "../constants";
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import { ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA } from "../objects/roomShapeToDoorSlotsToGridIndexDelta";
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import { ROOM_TYPE_NAMES } from "../objects/roomTypeNames";
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import { MINE_SHAFT_ROOM_SUB_TYPE_SET } from "../sets/mineShaftRoomSubTypesSet";
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import { closeAllDoors, getDoors, isHiddenSecretRoomDoor, openDoorFast, } from "./doors";
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import { getEntities } from "./entity";
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import { hasFlag } from "./flag";
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import { getEntityPositions, getEntityVelocities, setEntityPositions, setEntityVelocities, } from "./positionVelocity";
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import { getRoomAllowedDoors, getRoomData, getRoomDescriptor, getRoomDescriptorReadOnly, getRoomGridIndex, getRoomName, getRoomShape, getRoomStageID, getRoomSubType, } from "./roomData";
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import { getGridIndexDelta } from "./roomShape";
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import { erange, irange } from "./utils";
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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.
|
|
18
|
+
*/
|
|
19
|
+
export function changeRoom(roomGridIndex) {
|
|
20
|
+
const level = game.GetLevel();
|
|
21
|
+
const roomData = getRoomData(roomGridIndex);
|
|
22
|
+
if (roomData === undefined) {
|
|
23
|
+
error(`Failed to change the room to grid index ${roomGridIndex} because that room does not exist.`);
|
|
24
|
+
}
|
|
25
|
+
// LeaveDoor must be set before every `Game.ChangeRoom` invocation or else the function can send
|
|
26
|
+
// you to the wrong room.
|
|
27
|
+
level.LeaveDoor = DoorSlot.NO_DOOR_SLOT;
|
|
28
|
+
game.ChangeRoom(roomGridIndex);
|
|
29
|
+
}
|
|
30
|
+
/**
|
|
31
|
+
* Helper function to get an array with every valid `Dimension` (not including `Dimension.CURRENT`).
|
|
32
|
+
*/
|
|
33
|
+
export function getAllDimensions() {
|
|
34
|
+
return erange(NUM_DIMENSIONS);
|
|
35
|
+
}
|
|
36
|
+
/** Helper function to get the grid index for every room on the entire floor. */
|
|
37
|
+
export function getAllRoomGridIndexes() {
|
|
38
|
+
const rooms = getRooms();
|
|
39
|
+
return rooms.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
|
|
40
|
+
}
|
|
41
|
+
/**
|
|
42
|
+
* Helper function to get the current dimension. Most of the time, this will be `Dimension.MAIN`,
|
|
43
|
+
* but it can change if e.g. the player is in the mirror world of Downpour/Dross.
|
|
44
|
+
*/
|
|
45
|
+
export function getDimension() {
|
|
46
|
+
const level = game.GetLevel();
|
|
47
|
+
const roomGridIndex = getRoomGridIndex();
|
|
48
|
+
const roomDescription = level.GetRoomByIdx(roomGridIndex, Dimension.CURRENT);
|
|
49
|
+
const currentRoomHash = GetPtrHash(roomDescription);
|
|
50
|
+
for (const dimension of getAllDimensions()) {
|
|
51
|
+
const dimensionRoomDescription = level.GetRoomByIdx(roomGridIndex, dimension);
|
|
52
|
+
const dimensionRoomHash = GetPtrHash(dimensionRoomDescription);
|
|
53
|
+
if (dimensionRoomHash === currentRoomHash) {
|
|
54
|
+
return dimension;
|
|
55
|
+
}
|
|
56
|
+
}
|
|
57
|
+
error("Failed to get the current dimension.");
|
|
58
|
+
}
|
|
59
|
+
/**
|
|
60
|
+
* Helper function to get the number of rooms that are currently on the floor layout. This does not
|
|
61
|
+
* include off-grid rooms, like the Devil Room.
|
|
62
|
+
*/
|
|
63
|
+
export function getNumRooms() {
|
|
64
|
+
const rooms = getRooms();
|
|
65
|
+
return rooms.length;
|
|
66
|
+
}
|
|
67
|
+
/**
|
|
68
|
+
* Helper function to get an array of all of the safe grid indexes for rooms that match the
|
|
69
|
+
* specified room type.
|
|
70
|
+
*
|
|
71
|
+
* This function only searches through rooms in the current dimension.
|
|
72
|
+
*
|
|
73
|
+
* This function is variadic, meaning that you can specify N arguments to get the combined grid
|
|
74
|
+
* indexes for N room types.
|
|
75
|
+
*/
|
|
76
|
+
export function getRoomGridIndexesForType(...roomTypes) {
|
|
77
|
+
const roomTypesSet = new Set([...roomTypes]);
|
|
78
|
+
const rooms = getRooms();
|
|
79
|
+
const matchingRooms = rooms.filter((roomDescriptor) => roomDescriptor.Data !== undefined &&
|
|
80
|
+
roomTypesSet.has(roomDescriptor.Data.Type));
|
|
81
|
+
return matchingRooms.map((roomDescriptor) => roomDescriptor.SafeGridIndex);
|
|
82
|
+
}
|
|
83
|
+
/**
|
|
84
|
+
* Helper function to get the item pool type for the current room. For example, this returns
|
|
85
|
+
* `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
|
|
86
|
+
*/
|
|
87
|
+
export function getRoomItemPoolType() {
|
|
88
|
+
const itemPool = game.GetItemPool();
|
|
89
|
+
const room = game.GetRoom();
|
|
90
|
+
const roomType = room.GetType();
|
|
91
|
+
const roomSeed = room.GetSpawnSeed();
|
|
92
|
+
return itemPool.GetPoolForRoom(roomType, roomSeed);
|
|
93
|
+
}
|
|
94
|
+
/**
|
|
95
|
+
* Helper function to get the grid indexes of all the rooms connected to the given room index.
|
|
96
|
+
*
|
|
97
|
+
* @param roomGridIndex Optional. Default is the current room index.
|
|
98
|
+
*/
|
|
99
|
+
export function getRoomNeighbors(roomGridIndex) {
|
|
100
|
+
const roomDescriptor = getRoomDescriptor(roomGridIndex);
|
|
101
|
+
if (roomDescriptor.SafeGridIndex < 0 ||
|
|
102
|
+
roomDescriptor.SafeGridIndex > MAX_LEVEL_GRID_INDEX) {
|
|
103
|
+
return [];
|
|
104
|
+
}
|
|
105
|
+
const roomData = roomDescriptor.Data;
|
|
106
|
+
if (roomData === undefined) {
|
|
107
|
+
return [];
|
|
108
|
+
}
|
|
109
|
+
const roomShape = roomData.Shape;
|
|
110
|
+
const gridIndexDeltas = getRoomShapeNeighborGridIndexDeltas(roomShape);
|
|
111
|
+
const gridIndexes = gridIndexDeltas.map((gridIndexDelta) => roomDescriptor.SafeGridIndex + gridIndexDelta);
|
|
112
|
+
return gridIndexes.filter((gridIndex) => roomExists(gridIndex));
|
|
113
|
+
}
|
|
114
|
+
export function getRoomShapeNeighborGridIndexDeltas(roomShape) {
|
|
115
|
+
return [...ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA[roomShape].values()];
|
|
116
|
+
}
|
|
117
|
+
/**
|
|
118
|
+
* Helper function to get the proper name of a room type.
|
|
119
|
+
*
|
|
120
|
+
* For example, `RoomType.TREASURE` will return "Treasure Room".
|
|
121
|
+
*/
|
|
122
|
+
export function getRoomTypeName(roomType) {
|
|
123
|
+
return ROOM_TYPE_NAMES[roomType];
|
|
124
|
+
}
|
|
125
|
+
/**
|
|
126
|
+
* Helper function to get the room descriptor for every room on the level, including off-grid rooms.
|
|
127
|
+
* Uses the `Level.GetRooms` method to accomplish this. Rooms without data are assumed to be
|
|
128
|
+
* non-existent and are not added to the list.
|
|
129
|
+
*
|
|
130
|
+
* @param includeExtraDimensionalRooms Optional. On some floors (e.g. Downpour 2, Mines 2),
|
|
131
|
+
* extra-dimensional rooms are automatically generated and can be
|
|
132
|
+
* seen when you iterate over the `RoomList`. Default is false.
|
|
133
|
+
*/
|
|
134
|
+
export function getRooms(includeExtraDimensionalRooms = false) {
|
|
135
|
+
const level = game.GetLevel();
|
|
136
|
+
const roomList = level.GetRooms();
|
|
137
|
+
const roomsMap = new Map();
|
|
138
|
+
if (includeExtraDimensionalRooms) {
|
|
139
|
+
for (let i = 0; i < roomList.Size; i++) {
|
|
140
|
+
const roomDescriptor = roomList.Get(i);
|
|
141
|
+
if (roomDescriptor !== undefined && roomDescriptor.Data !== undefined) {
|
|
142
|
+
roomsMap.set(roomDescriptor.ListIndex, roomDescriptor);
|
|
143
|
+
}
|
|
144
|
+
}
|
|
145
|
+
}
|
|
146
|
+
else {
|
|
147
|
+
for (const roomGridIndex of irange(MAX_LEVEL_GRID_INDEX)) {
|
|
148
|
+
const roomDescriptor = level.GetRoomByIdx(roomGridIndex);
|
|
149
|
+
if (roomDescriptor.Data !== undefined) {
|
|
150
|
+
roomsMap.set(roomDescriptor.ListIndex, roomDescriptor);
|
|
151
|
+
}
|
|
152
|
+
}
|
|
153
|
+
}
|
|
154
|
+
return [...roomsMap.values()];
|
|
155
|
+
}
|
|
156
|
+
/**
|
|
157
|
+
* Helper function to get the room descriptor for every room on the level except for rooms that are
|
|
158
|
+
* not on the grid. Uses the `Level.GetRooms` method to accomplish this. Rooms without data are
|
|
159
|
+
* assumed to be non-existent and are not added to the list.
|
|
160
|
+
*
|
|
161
|
+
* @param includeExtraDimensionalRooms Optional. On some floors (e.g. Downpour 2, Mines 2),
|
|
162
|
+
* extra-dimensional rooms are automatically be generated and can be
|
|
163
|
+
* seen when you iterate over the `RoomList`. Default is false.
|
|
164
|
+
*/
|
|
165
|
+
export function getRoomsInGrid(includeExtraDimensionalRooms = false) {
|
|
166
|
+
const rooms = getRooms(includeExtraDimensionalRooms);
|
|
167
|
+
return rooms.filter((roomDescriptor) => roomDescriptor.SafeGridIndex >= 0);
|
|
168
|
+
}
|
|
169
|
+
/**
|
|
170
|
+
* Helper function to get the room descriptor for every room on the level in a specific dimension.
|
|
171
|
+
* Uses the `Level.GetRooms` method to accomplish this. Rooms without data are assumed to be
|
|
172
|
+
* non-existent and are not added to the list.
|
|
173
|
+
*
|
|
174
|
+
* @returns A map of room ListIndex to RoomDescriptor.
|
|
175
|
+
*/
|
|
176
|
+
export function getRoomsOfDimension(dimension) {
|
|
177
|
+
const level = game.GetLevel();
|
|
178
|
+
const roomsMap = new Map();
|
|
179
|
+
for (const roomGridIndex of irange(MAX_LEVEL_GRID_INDEX)) {
|
|
180
|
+
const roomDescriptor = level.GetRoomByIdx(roomGridIndex, dimension);
|
|
181
|
+
if (roomDescriptor.Data !== undefined) {
|
|
182
|
+
roomsMap.set(roomDescriptor.ListIndex, roomDescriptor);
|
|
183
|
+
}
|
|
184
|
+
}
|
|
185
|
+
return [...roomsMap.values()];
|
|
186
|
+
}
|
|
187
|
+
/**
|
|
188
|
+
* Helper function to determine if the current room shape is equal to `RoomShape.1x2` or
|
|
189
|
+
* `RoomShape.2x1`.
|
|
190
|
+
*/
|
|
191
|
+
export function in2x1Room() {
|
|
192
|
+
const room = game.GetRoom();
|
|
193
|
+
const roomShape = room.GetRoomShape();
|
|
194
|
+
return roomShape === RoomShape.SHAPE_1x2 || roomShape === RoomShape.SHAPE_2x1;
|
|
195
|
+
}
|
|
196
|
+
export function inAngelShop() {
|
|
197
|
+
const room = game.GetRoom();
|
|
198
|
+
const roomType = room.GetType();
|
|
199
|
+
const roomSubType = getRoomSubType();
|
|
200
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
201
|
+
return roomType === RoomType.ANGEL && roomSubType === AngelRoomSubType.SHOP;
|
|
202
|
+
}
|
|
203
|
+
export function inBeastRoom() {
|
|
204
|
+
const room = game.GetRoom();
|
|
205
|
+
const roomType = room.GetType();
|
|
206
|
+
const roomSubType = getRoomSubType();
|
|
207
|
+
return (
|
|
208
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
209
|
+
roomType === RoomType.DUNGEON && roomSubType === DungeonSubType.BEAST_ROOM);
|
|
210
|
+
}
|
|
211
|
+
/**
|
|
212
|
+
* Helper function to check if the current room is a boss room for a particular boss. This will only
|
|
213
|
+
* work for bosses that have dedicated boss rooms in the "00.special rooms.stb" file.
|
|
214
|
+
*/
|
|
215
|
+
export function inBossRoomOf(bossID) {
|
|
216
|
+
const room = game.GetRoom();
|
|
217
|
+
const roomType = room.GetType();
|
|
218
|
+
const roomStageID = getRoomStageID();
|
|
219
|
+
const roomSubType = getRoomSubType();
|
|
220
|
+
return (roomType === RoomType.BOSS &&
|
|
221
|
+
roomStageID === StageID.SPECIAL_ROOMS &&
|
|
222
|
+
roomSubType === bossID // eslint-disable-line isaacscript/strict-enums
|
|
223
|
+
);
|
|
224
|
+
}
|
|
225
|
+
/**
|
|
226
|
+
* Helper function for determining whether the current room is a crawl space. Use this function over
|
|
227
|
+
* comparing to `RoomType.DUNGEON` or `GridRoom.DUNGEON_IDX` since there is a special case of the
|
|
228
|
+
* player being in a boss fight that take place in a dungeon.
|
|
229
|
+
*/
|
|
230
|
+
export function inCrawlSpace() {
|
|
231
|
+
const room = game.GetRoom();
|
|
232
|
+
const roomType = room.GetType();
|
|
233
|
+
const roomSubType = getRoomSubType();
|
|
234
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
235
|
+
return roomType === RoomType.DUNGEON && roomSubType === DungeonSubType.NORMAL;
|
|
236
|
+
}
|
|
237
|
+
/**
|
|
238
|
+
* We cannot use the standard code in the `inDimension` function for this purpose since it is bugged
|
|
239
|
+
* with the Death Certificate area.
|
|
240
|
+
*/
|
|
241
|
+
export function inDeathCertificateArea() {
|
|
242
|
+
const roomStageID = getRoomStageID();
|
|
243
|
+
const roomSubType = getRoomSubType();
|
|
244
|
+
return (roomStageID === StageID.HOME &&
|
|
245
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
246
|
+
(roomSubType === HomeRoomSubType.DEATH_CERTIFICATE_ENTRANCE ||
|
|
247
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
248
|
+
roomSubType === HomeRoomSubType.DEATH_CERTIFICATE_ITEMS));
|
|
249
|
+
}
|
|
250
|
+
/**
|
|
251
|
+
* Helper function to detect if the current room is a Treasure Room created when entering with a
|
|
252
|
+
* Devil's Crown trinket. Under the hood, this checks for the `RoomDescriptorFlag.DEVIL_TREASURE`
|
|
253
|
+
* flag.
|
|
254
|
+
*/
|
|
255
|
+
export function inDevilsCrownTreasureRoom() {
|
|
256
|
+
const roomDescriptor = getRoomDescriptorReadOnly();
|
|
257
|
+
return hasFlag(roomDescriptor.Flags, RoomDescriptorFlag.DEVIL_TREASURE);
|
|
258
|
+
}
|
|
259
|
+
export function inDimension(dimension) {
|
|
260
|
+
return dimension === getDimension();
|
|
261
|
+
}
|
|
262
|
+
export function inDoubleTrouble() {
|
|
263
|
+
const room = game.GetRoom();
|
|
264
|
+
const roomType = room.GetType();
|
|
265
|
+
const roomName = getRoomName();
|
|
266
|
+
return roomType === RoomType.BOSS && roomName.includes("Double Trouble");
|
|
267
|
+
}
|
|
268
|
+
export function inGenesisRoom() {
|
|
269
|
+
const roomGridIndex = getRoomGridIndex();
|
|
270
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
271
|
+
return roomGridIndex === GridRoom.GENESIS;
|
|
272
|
+
}
|
|
273
|
+
/** Helper function to determine if the current room shape is one of the four L room shapes. */
|
|
274
|
+
export function inLRoom() {
|
|
275
|
+
const room = game.GetRoom();
|
|
276
|
+
const roomShape = room.GetRoomShape();
|
|
277
|
+
return (roomShape === RoomShape.LTL ||
|
|
278
|
+
roomShape === RoomShape.LTR ||
|
|
279
|
+
roomShape === RoomShape.LBL ||
|
|
280
|
+
roomShape === RoomShape.LBR);
|
|
281
|
+
}
|
|
282
|
+
export function inMegaSatanRoom() {
|
|
283
|
+
const roomGridIndex = getRoomGridIndex();
|
|
284
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
285
|
+
return roomGridIndex === GridRoom.MEGA_SATAN;
|
|
286
|
+
}
|
|
287
|
+
/**
|
|
288
|
+
* Helper function to determine if the current room is part of the Repentance "escape sequence" in
|
|
289
|
+
* the Mines/Ashpit.
|
|
290
|
+
*/
|
|
291
|
+
export function inMineShaft() {
|
|
292
|
+
const roomStageID = getRoomStageID();
|
|
293
|
+
const roomSubType = getRoomSubType();
|
|
294
|
+
return ((roomStageID === StageID.MINES || roomStageID === StageID.ASHPIT) &&
|
|
295
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
296
|
+
MINE_SHAFT_ROOM_SUB_TYPE_SET.has(roomSubType));
|
|
297
|
+
}
|
|
298
|
+
/**
|
|
299
|
+
* Helper function to check if the current room is a miniboss room for a particular miniboss. This
|
|
300
|
+
* will only work for mini-bosses that have dedicated boss rooms in the "00.special rooms.stb" file.
|
|
301
|
+
*/
|
|
302
|
+
export function inMinibossRoomOf(minibossID) {
|
|
303
|
+
const room = game.GetRoom();
|
|
304
|
+
const roomType = room.GetType();
|
|
305
|
+
const roomStageID = getRoomStageID();
|
|
306
|
+
const roomSubType = getRoomSubType();
|
|
307
|
+
return (roomType === RoomType.MINI_BOSS &&
|
|
308
|
+
roomStageID === StageID.SPECIAL_ROOMS &&
|
|
309
|
+
roomSubType === minibossID // eslint-disable-line isaacscript/strict-enums
|
|
310
|
+
);
|
|
311
|
+
}
|
|
312
|
+
/**
|
|
313
|
+
* Helper function for checking if the room is a secret shop (from the Member Card collectible).
|
|
314
|
+
*
|
|
315
|
+
* Secret shops are simply copies of normal shops, but with the backdrop of a secret room. In other
|
|
316
|
+
* words, they will have the same room type, room variant, and room sub-type of a normal shop. Thus,
|
|
317
|
+
* the only way to detect them is by using the grid index.
|
|
318
|
+
*/
|
|
319
|
+
export function inSecretShop() {
|
|
320
|
+
const roomGridIndex = getRoomGridIndex();
|
|
321
|
+
// eslint-disable-next-line isaacscript/strict-enums
|
|
322
|
+
return roomGridIndex === GridRoom.SECRET_SHOP;
|
|
323
|
+
}
|
|
324
|
+
/**
|
|
325
|
+
* Helper function to determine whether or not the current room is the starting room of a floor. It
|
|
326
|
+
* only returns true for the starting room of the primary dimension (meaning that being in the
|
|
327
|
+
* starting room of the mirror world does not count).
|
|
328
|
+
*/
|
|
329
|
+
export function inStartingRoom() {
|
|
330
|
+
const level = game.GetLevel();
|
|
331
|
+
const startingRoomGridIndex = level.GetStartingRoomIndex();
|
|
332
|
+
const roomGridIndex = getRoomGridIndex();
|
|
333
|
+
return roomGridIndex === startingRoomGridIndex && inDimension(Dimension.MAIN);
|
|
334
|
+
}
|
|
335
|
+
/**
|
|
336
|
+
* Helper function to loop through every room on the floor and see if it has been cleared.
|
|
337
|
+
*
|
|
338
|
+
* This function will only check rooms in the current dimension.
|
|
339
|
+
*
|
|
340
|
+
* @param onlyCheckRoomTypes Optional. A whitelist of room types. If specified, room types not in
|
|
341
|
+
* the array will be ignored. If not specified, then all rooms will be
|
|
342
|
+
* checked. Undefined by default.
|
|
343
|
+
*/
|
|
344
|
+
export function isAllRoomsClear(onlyCheckRoomTypes) {
|
|
345
|
+
const roomTypeWhitelist = onlyCheckRoomTypes === undefined ? null : new Set(onlyCheckRoomTypes);
|
|
346
|
+
const rooms = getRooms();
|
|
347
|
+
const matchingRooms = roomTypeWhitelist === null
|
|
348
|
+
? rooms
|
|
349
|
+
: rooms.filter((roomDescriptor) => roomDescriptor.Data !== undefined &&
|
|
350
|
+
roomTypeWhitelist.has(roomDescriptor.Data.Type));
|
|
351
|
+
return matchingRooms.every((roomDescriptor) => roomDescriptor.Clear);
|
|
352
|
+
}
|
|
353
|
+
export function isDoorSlotValidAtGridIndex(doorSlot, roomGridIndex) {
|
|
354
|
+
const allowedDoors = getRoomAllowedDoors(roomGridIndex);
|
|
355
|
+
return allowedDoors.has(doorSlot);
|
|
356
|
+
}
|
|
357
|
+
export function isDoorSlotValidAtGridIndexForRedRoom(doorSlot, roomGridIndex) {
|
|
358
|
+
const doorSlotValidAtGridIndex = isDoorSlotValidAtGridIndex(doorSlot, roomGridIndex);
|
|
359
|
+
if (!doorSlotValidAtGridIndex) {
|
|
360
|
+
return false;
|
|
361
|
+
}
|
|
362
|
+
const roomShape = getRoomShape(roomGridIndex);
|
|
363
|
+
if (roomShape === undefined) {
|
|
364
|
+
return false;
|
|
365
|
+
}
|
|
366
|
+
const delta = getGridIndexDelta(roomShape, doorSlot);
|
|
367
|
+
if (delta === undefined) {
|
|
368
|
+
return false;
|
|
369
|
+
}
|
|
370
|
+
const redRoomGridIndex = roomGridIndex + delta;
|
|
371
|
+
return (!roomExists(redRoomGridIndex) &&
|
|
372
|
+
redRoomGridIndex >= 0 &&
|
|
373
|
+
redRoomGridIndex <= MAX_LEVEL_GRID_INDEX);
|
|
374
|
+
}
|
|
375
|
+
/**
|
|
376
|
+
* Helper function to detect if the provided room was created by the Red Key item. Under the hood,
|
|
377
|
+
* this checks for the `RoomDescriptorFlag.FLAG_RED_ROOM` flag.
|
|
378
|
+
*
|
|
379
|
+
* @param roomGridIndex Optional. Default is the current room index.
|
|
380
|
+
*/
|
|
381
|
+
export function isRedKeyRoom(roomGridIndex) {
|
|
382
|
+
const roomDescriptor = getRoomDescriptor(roomGridIndex);
|
|
383
|
+
return hasFlag(roomDescriptor.Flags, RoomDescriptorFlag.RED_ROOM);
|
|
384
|
+
}
|
|
385
|
+
/**
|
|
386
|
+
* Helper function to determine if the provided room is part of the floor layout. For example, Devil
|
|
387
|
+
* Rooms and the Mega Satan room are not considered to be inside the map.
|
|
388
|
+
*
|
|
389
|
+
* @param roomGridIndex Optional. Default is the current room index.
|
|
390
|
+
*/
|
|
391
|
+
export function isRoomInsideMap(roomGridIndex) {
|
|
392
|
+
if (roomGridIndex === undefined) {
|
|
393
|
+
roomGridIndex = getRoomGridIndex();
|
|
394
|
+
}
|
|
395
|
+
return roomGridIndex >= 0;
|
|
396
|
+
}
|
|
397
|
+
/** Helper function to check if a room exists at the given room grid index. */
|
|
398
|
+
export function roomExists(roomGridIndex) {
|
|
399
|
+
const roomData = getRoomData(roomGridIndex);
|
|
400
|
+
return roomData !== undefined;
|
|
401
|
+
}
|
|
402
|
+
/**
|
|
403
|
+
* Helper function to get the coordinates of a given grid index. The floor is represented by a 13x13
|
|
404
|
+
* grid. For example, since the starting room is in the center, the starting room grid index of 84
|
|
405
|
+
* be equal to coordinates of (?, ?).
|
|
406
|
+
*/
|
|
407
|
+
export function roomGridIndexToXY(roomGridIndex) {
|
|
408
|
+
const x = roomGridIndex % LEVEL_GRID_ROW_WIDTH;
|
|
409
|
+
const y = Math.floor(roomGridIndex / LEVEL_GRID_ROW_WIDTH);
|
|
410
|
+
return [x, y];
|
|
411
|
+
}
|
|
412
|
+
/**
|
|
413
|
+
* If the `Room.Update` method is called in a PostNewRoom callback, then some entities will slide
|
|
414
|
+
* around (such as the player). Since those entity velocities are already at zero, setting them to
|
|
415
|
+
* zero will have no effect. Thus, a generic solution is to record all of the entity
|
|
416
|
+
* positions/velocities before updating the room, and then restore those positions/velocities.
|
|
417
|
+
*/
|
|
418
|
+
export function roomUpdateSafe() {
|
|
419
|
+
const room = game.GetRoom();
|
|
420
|
+
const entities = getEntities();
|
|
421
|
+
const entityPositions = getEntityPositions(entities);
|
|
422
|
+
const entityVelocities = getEntityVelocities(entities);
|
|
423
|
+
room.Update();
|
|
424
|
+
setEntityPositions(entityPositions, entities);
|
|
425
|
+
setEntityVelocities(entityVelocities, entities);
|
|
426
|
+
}
|
|
427
|
+
/**
|
|
428
|
+
* Helper function to convert an uncleared room to a cleared room in the PostNewRoom callback. This
|
|
429
|
+
* is useful because if enemies are removed in this callback, a room drop will be awarded and the
|
|
430
|
+
* doors will start closed and then open.
|
|
431
|
+
*/
|
|
432
|
+
export function setRoomCleared() {
|
|
433
|
+
const room = game.GetRoom();
|
|
434
|
+
const roomClear = room.IsClear();
|
|
435
|
+
// If the room is already cleared, we don't have to do anything.
|
|
436
|
+
if (roomClear) {
|
|
437
|
+
return;
|
|
438
|
+
}
|
|
439
|
+
room.SetClear(true);
|
|
440
|
+
for (const door of getDoors()) {
|
|
441
|
+
if (isHiddenSecretRoomDoor(door)) {
|
|
442
|
+
continue;
|
|
443
|
+
}
|
|
444
|
+
// We don't use the `EntityDoor.Open` method since that will cause the door to play an
|
|
445
|
+
// animation.
|
|
446
|
+
openDoorFast(door);
|
|
447
|
+
// If this is a mini-boss room, then the door would be barred in addition to being closed.
|
|
448
|
+
// Ensure that the bar is not visible.
|
|
449
|
+
door.ExtraVisible = false;
|
|
450
|
+
}
|
|
451
|
+
sfxManager.Stop(SoundEffect.DOOR_HEAVY_OPEN);
|
|
452
|
+
// If the room contained Mom's Hands, then a screen shake will be queued. Override it with a 0
|
|
453
|
+
// frame shake.
|
|
454
|
+
game.ShakeScreen(0);
|
|
455
|
+
}
|
|
456
|
+
/**
|
|
457
|
+
* Helper function to emulate what happens when you bomb an Angel Statue or push a Reward Plate that
|
|
458
|
+
* spawns an NPC.
|
|
459
|
+
*/
|
|
460
|
+
export function setRoomUncleared() {
|
|
461
|
+
const room = game.GetRoom();
|
|
462
|
+
room.SetClear(false);
|
|
463
|
+
closeAllDoors();
|
|
464
|
+
}
|
|
465
|
+
/**
|
|
466
|
+
* Helper function to change the current room. It can be used for both teleportation and "normal"
|
|
467
|
+
* room transitions, depending on what is passed for the `direction` and `roomTransitionAnim`
|
|
468
|
+
* arguments. Use this function instead of invoking the `Game.StartRoomTransition` method directly
|
|
469
|
+
* so that you do not forget to set `Level.LeaveDoor` property and to prevent crashing on invalid
|
|
470
|
+
* room grid indexes.
|
|
471
|
+
*
|
|
472
|
+
* @param roomGridIndex The room grid index of the destination room.
|
|
473
|
+
* @param direction Optional. Default is `Direction.NO_DIRECTION`.
|
|
474
|
+
* @param roomTransitionAnim Optional. Default is `RoomTransitionAnim.TELEPORT`.
|
|
475
|
+
*/
|
|
476
|
+
export function teleport(roomGridIndex, direction = Direction.NO_DIRECTION, roomTransitionAnim = RoomTransitionAnim.TELEPORT) {
|
|
477
|
+
const level = game.GetLevel();
|
|
478
|
+
const roomData = getRoomData(roomGridIndex);
|
|
479
|
+
if (roomData === undefined) {
|
|
480
|
+
error(`Failed to change the room to grid index ${roomGridIndex} because that room does not exist.`);
|
|
481
|
+
}
|
|
482
|
+
// This must be set before every `Game.StartRoomTransition` method invocation or else the function
|
|
483
|
+
// can send you to the wrong room.
|
|
484
|
+
level.LeaveDoor = DoorSlot.NO_DOOR_SLOT;
|
|
485
|
+
game.StartRoomTransition(roomGridIndex, direction, roomTransitionAnim);
|
|
486
|
+
}
|
|
487
|
+
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|
package/functions/run.js
ADDED
|
@@ -0,0 +1,53 @@
|
|
|
1
|
+
import { Challenge, PlayerType } from "isaac-typescript-definitions";
|
|
2
|
+
import { game } from "../cachedClasses";
|
|
3
|
+
import { FIRST_CHARACTER } from "../constantsFirstLast";
|
|
4
|
+
import { log } from "./log";
|
|
5
|
+
/**
|
|
6
|
+
* Whether or not the player is playing on a set seed (i.e. that they entered in a specific seed by
|
|
7
|
+
* pressing tab on the character selection screen). When the player resets the game on a set seed,
|
|
8
|
+
* the game will not switch to a different seed.
|
|
9
|
+
*/
|
|
10
|
+
export function onSetSeed() {
|
|
11
|
+
const seeds = game.GetSeeds();
|
|
12
|
+
const customRun = seeds.IsCustomRun();
|
|
13
|
+
const challenge = Isaac.GetChallenge();
|
|
14
|
+
return challenge === Challenge.NULL && customRun;
|
|
15
|
+
}
|
|
16
|
+
/**
|
|
17
|
+
* Helper function to restart the run using the console command of "restart". If the player is
|
|
18
|
+
* playing a seeded run, then it will restart the game to the beginning of the seed. Otherwise, it
|
|
19
|
+
* will put the player on a run with an entirely new seed.
|
|
20
|
+
*
|
|
21
|
+
* You can optionally specify a `PlayerType` to restart the game as that character.
|
|
22
|
+
*/
|
|
23
|
+
export function restart(character) {
|
|
24
|
+
if (character === undefined) {
|
|
25
|
+
const command = "restart";
|
|
26
|
+
log(`Restarting the run with a console command of: ${command}`);
|
|
27
|
+
Isaac.ExecuteCommand(command);
|
|
28
|
+
return;
|
|
29
|
+
}
|
|
30
|
+
if (character < FIRST_CHARACTER) {
|
|
31
|
+
error(`Restarting as a character of ${character} would crash the game.`);
|
|
32
|
+
}
|
|
33
|
+
const command = `restart ${character}`;
|
|
34
|
+
log(`Restarting the run as PlayerType.${PlayerType[character]} (${character}) with a console command of: ${command}`);
|
|
35
|
+
Isaac.ExecuteCommand(command);
|
|
36
|
+
}
|
|
37
|
+
/**
|
|
38
|
+
* Helper function to change the run status to that of an unseeded run with a new random seed.
|
|
39
|
+
*
|
|
40
|
+
* This is useful to revert the behavior where playing on a set and restarting the game will not
|
|
41
|
+
* take you to a new seed.
|
|
42
|
+
*/
|
|
43
|
+
export function setUnseeded() {
|
|
44
|
+
const seeds = game.GetSeeds();
|
|
45
|
+
// Invoking the `Seeds.Reset` method will cause the start seed to be set to 0. Subsequently, the
|
|
46
|
+
// `Seeds.GetStartSeed` method will return 0, and can cause crashes (due to RNG objects not being
|
|
47
|
+
// able to handle a seed of 0). It also causes the log to be spammed with: "[ASSERT] - Error: Game
|
|
48
|
+
// Start Seed was not set." Thus, we must immediately re-initialize the game start seed by using
|
|
49
|
+
// the `Seeds.Restart` method.
|
|
50
|
+
seeds.Reset();
|
|
51
|
+
seeds.Restart(Challenge.NULL);
|
|
52
|
+
}
|
|
53
|
+
//# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoicnVuLmpzIiwic291cmNlUm9vdCI6IiIsInNvdXJjZXMiOlsiLi4vLi4vLi4vLi4vcGFja2FnZXMvaXNhYWNzY3JpcHQtY29tbW9uL3NyYy9mdW5jdGlvbnMvcnVuLnRzIl0sIm5hbWVzIjpbXSwibWFwcGluZ3MiOiJBQUFBLE9BQU8sRUFBRSxTQUFTLEVBQUUsVUFBVSxFQUFFLE1BQU0sOEJBQThCLENBQUM7QUFDckUsT0FBTyxFQUFFLElBQUksRUFBRSxNQUFNLGtCQUFrQixDQUFDO0FBQ3hDLE9BQU8sRUFBRSxlQUFlLEVBQUUsTUFBTSx1QkFBdUIsQ0FBQztBQUN4RCxPQUFPLEVBQUUsR0FBRyxFQUFFLE1BQU0sT0FBTyxDQUFDO0FBRTVCOzs7O0dBSUc7QUFDSCxNQUFNLFVBQVUsU0FBUztJQUN2QixNQUFNLEtBQUssR0FBRyxJQUFJLENBQUMsUUFBUSxFQUFFLENBQUM7SUFDOUIsTUFBTSxTQUFTLEdBQUcsS0FBSyxDQUFDLFdBQVcsRUFBRSxDQUFDO0lBQ3RDLE1BQU0sU0FBUyxHQUFHLEtBQUssQ0FBQyxZQUFZLEVBQUUsQ0FBQztJQUV2QyxPQUFPLFNBQVMsS0FBSyxTQUFTLENBQUMsSUFBSSxJQUFJLFNBQVMsQ0FBQztBQUNuRCxDQUFDO0FBRUQ7Ozs7OztHQU1HO0FBQ0gsTUFBTSxVQUFVLE9BQU8sQ0FBQyxTQUFzQjtJQUM1QyxJQUFJLFNBQVMsS0FBSyxTQUFTLEVBQUU7UUFDM0IsTUFBTSxPQUFPLEdBQUcsU0FBUyxDQUFDO1FBQzFCLEdBQUcsQ0FBQyxpREFBaUQsT0FBTyxFQUFFLENBQUMsQ0FBQztRQUNoRSxLQUFLLENBQUMsY0FBYyxDQUFDLE9BQU8sQ0FBQyxDQUFDO1FBQzlCLE9BQU87S0FDUjtJQUVELElBQUksU0FBUyxHQUFHLGVBQWUsRUFBRTtRQUMvQixLQUFLLENBQUMsZ0NBQWdDLFNBQVMsd0JBQXdCLENBQUMsQ0FBQztLQUMxRTtJQUVELE1BQU0sT0FBTyxHQUFHLFdBQVcsU0FBUyxFQUFFLENBQUM7SUFDdkMsR0FBRyxDQUNELG9DQUFvQyxVQUFVLENBQUMsU0FBUyxDQUFDLEtBQUssU0FBUyxnQ0FBZ0MsT0FBTyxFQUFFLENBQ2pILENBQUM7SUFDRixLQUFLLENBQUMsY0FBYyxDQUFDLE9BQU8sQ0FBQyxDQUFDO0FBQ2hDLENBQUM7QUFFRDs7Ozs7R0FLRztBQUNILE1BQU0sVUFBVSxXQUFXO0lBQ3pCLE1BQU0sS0FBSyxHQUFHLElBQUksQ0FBQyxRQUFRLEVBQUUsQ0FBQztJQUU5QixnR0FBZ0c7SUFDaEcsaUdBQWlHO0lBQ2pHLGtHQUFrRztJQUNsRyxnR0FBZ0c7SUFDaEcsOEJBQThCO0lBQzlCLEtBQUssQ0FBQyxLQUFLLEVBQUUsQ0FBQztJQUNkLEtBQUssQ0FBQyxPQUFPLENBQUMsU0FBUyxDQUFDLElBQUksQ0FBQyxDQUFDO0FBQ2hDLENBQUMifQ==
|