isaacscript-common 7.10.0 → 7.13.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/features/customPickup.d.ts +24 -0
- package/dist/features/customPickup.d.ts.map +1 -0
- package/dist/features/customPickup.lua +85 -0
- package/dist/features/customStage/backdrop.lua +6 -4
- package/dist/features/customStage/customStageGridEntities.d.ts.map +1 -1
- package/dist/features/customStage/customStageGridEntities.lua +68 -36
- package/dist/features/customStage/shadows.d.ts.map +1 -1
- package/dist/features/customStage/shadows.lua +6 -3
- package/dist/features/customStage/versusScreen.d.ts.map +1 -1
- package/dist/features/customStage/versusScreen.lua +6 -2
- package/dist/functions/npcs.lua +3 -3
- package/dist/functions/pickups.lua +2 -2
- package/dist/functions/string.d.ts +5 -0
- package/dist/functions/string.d.ts.map +1 -1
- package/dist/functions/string.lua +7 -1
- package/dist/index.d.ts +1 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.lua +5 -0
- package/dist/initFeatures.d.ts.map +1 -1
- package/dist/initFeatures.lua +3 -0
- package/dist/interfaces/CustomStageTSConfig.d.ts +47 -0
- package/dist/interfaces/CustomStageTSConfig.d.ts.map +1 -1
- package/dist/objects/coinSubTypeToValue.d.ts +1 -1
- package/dist/objects/coinSubTypeToValue.d.ts.map +1 -1
- package/dist/objects/coinSubTypeToValue.lua +1 -1
- package/package.json +1 -1
- package/src/features/customPickup.ts +135 -0
- package/src/features/customStage/backdrop.ts +5 -4
- package/src/features/customStage/customStageGridEntities.ts +65 -12
- package/src/features/customStage/shadows.ts +5 -3
- package/src/features/customStage/versusScreen.ts +11 -2
- package/src/functions/npcs.ts +2 -2
- package/src/functions/pickups.ts +2 -2
- package/src/functions/string.ts +12 -0
- package/src/index.ts +1 -0
- package/src/initFeatures.ts +2 -0
- package/src/interfaces/CustomStageTSConfig.ts +50 -0
- package/src/objects/coinSubTypeToValue.ts +1 -1
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@@ -119,8 +119,22 @@ export interface CustomStageTSConfig {
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*
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* If not specified, the vanilla Basement decorations spritesheet will be used. For reference,
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* this is located at: `resources/gfx/grid/props_01_basement.png`
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*
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* If you want to have custom animations for your decorations, then do not use this field and use
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* `decorationsANM2Path` instead.
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*/
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decorationsPNGPath?: string;
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/**
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* Optional. The full path to the anm2 file that contains the custom animations for the
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* decorations of the floor.
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*
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* If not specified, the vanilla Basement decorations spritesheet will be used. For reference,
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* this is located at: `resources/gfx/grid/props_01_basement.png`
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*
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* If you do not want to have custom animations for your decorations, then do not use this field
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* and use `decorationsPNGPath` instead.
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*/
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decorationsANM2Path?: string;
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/**
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* Optional. The full path to the spritesheet that contains the graphics of the rocks/blocks/urns
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* for the floor.
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@@ -132,16 +146,49 @@ export interface CustomStageTSConfig {
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*
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* If not specified, the vanilla Basement rocks spritesheet will be used. For reference, this is
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* located at: `resources-dlc3/gfx/grid/rocks_basement.png`
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*
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* If you want to have custom animations for your rocks, then do not use this field and use
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* `rocksANM2Path` instead.
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*/
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rocksPNGPath?: string;
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/**
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* Optional. The full path to the anm2 file that contains the custom animations for the
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* rocks/blocks/urns of the floor.
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*
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* If specified, it is assumed that you have your own custom rock alt type, and all vanilla
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* rewards/enemies that spawn from urns will be automatically removed. Use the
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* `POST_GRID_ENTITY_BROKEN` callback to make your own custom rewards. Or, if you want to emulate
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* a vanilla urn/mushroom/skull/polyp/bucket, use the `spawnRockAltReward` helper function.
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*
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* If not specified, the vanilla Basement rocks spritesheet will be used. For reference, this is
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* located at: `resources-dlc3/gfx/grid/rocks_basement.png`
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*
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* If you do not want to have custom animations for your rocks, then do not use this field and use
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* `rocksPNGPath` instead.
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*/
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rocksANM2Path?: string;
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/**
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* Optional. The full path to the spritesheet that contains the graphics of the pits for the
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* floor.
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*
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* If not specified, the vanilla Basement pits spritesheet will be used. For reference, this is
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* located at: `resources/gfx/grid/grid_pit.png`
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*
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* If you do not want to have custom animations for your pits, then do not use this field and use
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* `pitsANM2Path` instead.
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*/
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pitsPNGPath?: string;
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/**
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* Optional. The full path to the anm2 file that contains the custom animations for the pits of
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* the floor.
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*
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* If not specified, the vanilla Basement pits spritesheet will be used. For reference, this is
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* located at: `resources/gfx/grid/grid_pit.png`
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*
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* If you do not want to have custom animations for your pits, then do not use this field and use
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* `pitsPNGPath` instead.
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*/
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pitsANM2Path?: string;
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/**
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* Optional. A collection of paths that contain graphics for the doors of the floor. If not
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* specified, the doors for Basement will be used.
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"CustomStageTSConfig.d.ts","sourceRoot":"","sources":["../../src/interfaces/CustomStageTSConfig.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAKH,MAAM,WAAW,mBAAmB;IAClC,+CAA+C;IAC/C,IAAI,EAAE,MAAM,CAAC;IAEb;;;OAGG;IACH,OAAO,EAAE,MAAM,CAAC;IAEhB;;;;;;;;;;OAUG;IACH,iBAAiB,EAAE,MAAM,CAAC;IAE1B;;;;;;;;;;;;;;;;;;OAkBG;IACH,SAAS,CAAC,EAAE,MAAM,CAAC;IAEnB;;;;;;;;;OASG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IAEvB;;;;OAIG;IACH,gBAAgB,CAAC,EAAE;QACjB;;;;;;;;WAQG;QACH,OAAO,EAAE,MAAM,EAAE,CAAC;QAElB;;;;;;;;WAQG;QACH,OAAO,EAAE,MAAM,EAAE,CAAC;QAElB;;;;;;;;;;WAUG;QACH,KAAK,EAAE,MAAM,EAAE,CAAC;QAEhB;;;;;;;;;;;;WAYG;QACH,OAAO,EAAE,MAAM,EAAE,CAAC;KACnB,CAAC;IAEF
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{"version":3,"file":"CustomStageTSConfig.d.ts","sourceRoot":"","sources":["../../src/interfaces/CustomStageTSConfig.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAKH,MAAM,WAAW,mBAAmB;IAClC,+CAA+C;IAC/C,IAAI,EAAE,MAAM,CAAC;IAEb;;;OAGG;IACH,OAAO,EAAE,MAAM,CAAC;IAEhB;;;;;;;;;;OAUG;IACH,iBAAiB,EAAE,MAAM,CAAC;IAE1B;;;;;;;;;;;;;;;;;;OAkBG;IACH,SAAS,CAAC,EAAE,MAAM,CAAC;IAEnB;;;;;;;;;OASG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IAEvB;;;;OAIG;IACH,gBAAgB,CAAC,EAAE;QACjB;;;;;;;;WAQG;QACH,OAAO,EAAE,MAAM,EAAE,CAAC;QAElB;;;;;;;;WAQG;QACH,OAAO,EAAE,MAAM,EAAE,CAAC;QAElB;;;;;;;;;;WAUG;QACH,KAAK,EAAE,MAAM,EAAE,CAAC;QAEhB;;;;;;;;;;;;WAYG;QACH,OAAO,EAAE,MAAM,EAAE,CAAC;KACnB,CAAC;IAEF;;;;;;;;;OASG;IACH,kBAAkB,CAAC,EAAE,MAAM,CAAC;IAE5B;;;;;;;;;OASG;IACH,mBAAmB,CAAC,EAAE,MAAM,CAAC;IAE7B;;;;;;;;;;;;;;OAcG;IACH,YAAY,CAAC,EAAE,MAAM,CAAC;IAEtB;;;;;;;;;;;;;;OAcG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IAEvB;;;;;;;;;OASG;IACH,WAAW,CAAC,EAAE,MAAM,CAAC;IAErB;;;;;;;;;OASG;IACH,YAAY,CAAC,EAAE,MAAM,CAAC;IAEtB;;;OAGG;IACH,YAAY,CAAC,EAAE;QACb;;;;;;WAMG;QACH,MAAM,CAAC,EAAE,MAAM,CAAC;QAEhB;;;;;;WAMG;QACH,YAAY,CAAC,EAAE,MAAM,CAAC;QAEtB;;;;;;WAMG;QACH,QAAQ,CAAC,EAAE,MAAM,CAAC;QAElB;;;;;;WAMG;QACH,UAAU,CAAC,EAAE,MAAM,CAAC;QAEpB;;;;;;WAMG;QACH,MAAM,CAAC,EAAE,MAAM,CAAC;QAEhB;;;;;;WAMG;QACH,SAAS,CAAC,EAAE,MAAM,CAAC;QAEnB;;;;;;WAMG;QACH,mBAAmB,CAAC,EAAE,MAAM,CAAC;QAE7B;;;;;;WAMG;QACH,iBAAiB,CAAC,EAAE,MAAM,CAAC;QAE3B;;;;;;WAMG;QACH,SAAS,CAAC,EAAE,MAAM,CAAC;QAEnB;;;;;;WAMG;QACH,SAAS,CAAC,EAAE,MAAM,CAAC;QAEnB;;;;;;WAMG;QACH,QAAQ,CAAC,EAAE,MAAM,CAAC;QAElB;;;;;;WAMG;QACH,SAAS,CAAC,EAAE,MAAM,CAAC;KACpB,CAAC;IAEF;;;;;OAKG;IACH,OAAO,CAAC,EAAE;QACR;;;;;;;WAOG;QACH,KAAK,CAAC,EAAE,iBAAiB,EAAE,CAAC;QAE5B;;;;;;;WAOG;QACH,KAAK,CAAC,EAAE,iBAAiB,EAAE,CAAC;QAE5B;;;;;;;WAOG;QACH,KAAK,CAAC,EAAE,iBAAiB,EAAE,CAAC;QAE5B;;;;;;;;WAQG;QACH,KAAK,CAAC,EAAE,iBAAiB,EAAE,CAAC;KAC7B,CAAC;IAEF;;;OAGG;IACH,QAAQ,CAAC,EAAE,wBAAwB,EAAE,CAAC;IAEtC;;;;;OAKG;IACH,YAAY,CAAC,EAAE;QACb;;;;;;WAMG;QACH,eAAe,CAAC,EAAE;YAChB;;;eAGG;YACH,CAAC,EAAE,MAAM,CAAC;YAEV;;;eAGG;YACH,CAAC,EAAE,MAAM,CAAC;YAEV;;;eAGG;YACH,CAAC,EAAE,MAAM,CAAC;YAEV;;;eAGG;YACH,CAAC,EAAE,MAAM,CAAC;SACX,CAAC;QAEF;;;;;;;WAOG;QACH,aAAa,CAAC,EAAE;YACd;;;eAGG;YACH,CAAC,EAAE,MAAM,CAAC;YAEV;;;eAGG;YACH,CAAC,EAAE,MAAM,CAAC;YAEV;;;eAGG;YACH,CAAC,EAAE,MAAM,CAAC;YAEV;;;eAGG;YACH,CAAC,EAAE,MAAM,CAAC;SACX,CAAC;KACH,CAAC;CACH;AAED;;;GAGG;AAEH,MAAM,WAAW,iBAAiB;IAChC;;;;;OAKG;IACH,OAAO,EAAE,MAAM,CAAC;IAEhB;;;;;OAKG;IACH,KAAK,CAAC,EAAE;QACN;;;WAGG;QACH,CAAC,EAAE,MAAM,CAAC;QAEV;;;WAGG;QACH,CAAC,EAAE,MAAM,CAAC;QAEV;;;WAGG;QACH,CAAC,EAAE,MAAM,CAAC;QAEV;;;WAGG;QACH,CAAC,EAAE,MAAM,CAAC;KACX,CAAC;CACH;AAED;;;GAGG;AAEH,MAAM,WAAW,wBAAwB;IACvC;;;OAGG;IACH,IAAI,EAAE,MAAM,CAAC;IAEb;;;;;;;;;;;;;;;OAeG;IACH,OAAO,EAAE,MAAM,CAAC;IAEhB;;;;OAIG;IACH,MAAM,EAAE,MAAM,CAAC;IAEf,kFAAkF;IAClF,YAAY,CAAC,EAAE;QAEb;;;;;WAKG;QACH,WAAW,EAAE,MAAM,CAAC;QAGpB;;;;;WAKG;QACH,eAAe,EAAE,MAAM,CAAC;KACzB,CAAC;CACH"}
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@@ -1,6 +1,6 @@
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import { CoinSubType } from "isaac-typescript-definitions";
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export declare const DEFAULT_COIN_VALUE = 1;
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export declare const
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export declare const COIN_SUB_TYPE_TO_VALUE: {
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readonly [key in CoinSubType]: int;
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};
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//# sourceMappingURL=coinSubTypeToValue.d.ts.map
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@@ -1 +1 @@
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{"version":3,"file":"coinSubTypeToValue.d.ts","sourceRoot":"","sources":["../../src/objects/coinSubTypeToValue.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAE3D,eAAO,MAAM,kBAAkB,IAAI,CAAC;AAEpC,eAAO,MAAM,
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{"version":3,"file":"coinSubTypeToValue.d.ts","sourceRoot":"","sources":["../../src/objects/coinSubTypeToValue.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAE3D,eAAO,MAAM,kBAAkB,IAAI,CAAC;AAEpC,eAAO,MAAM,sBAAsB,EAAE;IAAE,QAAQ,EAAE,GAAG,IAAI,WAAW,GAAG,GAAG;CAS/D,CAAC"}
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@@ -2,7 +2,7 @@ local ____exports = {}
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local ____isaac_2Dtypescript_2Ddefinitions = require("isaac-typescript-definitions")
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local CoinSubType = ____isaac_2Dtypescript_2Ddefinitions.CoinSubType
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____exports.DEFAULT_COIN_VALUE = 1
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____exports.
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____exports.COIN_SUB_TYPE_TO_VALUE = {
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[CoinSubType.NULL] = 0,
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[CoinSubType.PENNY] = 1,
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[CoinSubType.NICKEL] = 5,
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package/package.json
CHANGED
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import {
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EffectVariant,
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EntityType,
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ModCallback,
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PickupVariant,
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} from "isaac-typescript-definitions";
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import { errorIfFeaturesNotInitialized } from "../featuresInitialized";
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import {
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getEntityID,
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getEntityIDFromConstituents,
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} from "../functions/entities";
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import { spawnEffect } from "../functions/entitiesSpecific";
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const FEATURE_NAME = "customPickup";
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interface CustomPickupFunctions {
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collectFunc: (player: EntityPlayer) => void;
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collisionFunc: (player: EntityPlayer) => boolean;
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}
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/**
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* Normally, we would make a custom entity to represent a fading-away pickup, but we don't want to
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* interfere with the "entities2.xml" file in end-user mods. Thus, we must select a vanilla effect
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* to masquerade as a backdrop effect.
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*
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* We arbitrarily choose a ladder for this purpose because it will not automatically despawn after
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* time passes, like most other effects.
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*/
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const PICKUP_EFFECT_VARIANT = EffectVariant.LADDER;
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const PICKUP_EFFECT_SUB_TYPE = 103;
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/** Indexed by entity ID. */
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const customPickupFunctionsMap = new Map<string, CustomPickupFunctions>();
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export function customPickupInit(mod: Mod): void {
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mod.AddCallback(ModCallback.PRE_PICKUP_COLLISION, prePickupCollision); // 38
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mod.AddCallback(
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ModCallback.POST_EFFECT_RENDER,
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postEffectRenderPickupEffect,
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PICKUP_EFFECT_VARIANT,
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); // 56
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}
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// ModCallback.PRE_PICKUP_COLLISION (38)
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function prePickupCollision(
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pickup: EntityPickup,
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collider: Entity,
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): boolean | undefined {
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const entityID = getEntityID(pickup);
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const customPickupFunctions = customPickupFunctionsMap.get(entityID);
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if (customPickupFunctions === undefined) {
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return undefined;
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}
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const player = collider.ToPlayer();
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if (player === undefined) {
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return undefined;
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}
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const shouldPickup = customPickupFunctions.collisionFunc(player);
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if (!shouldPickup) {
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return undefined;
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}
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pickup.Remove();
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const pickupSprite = pickup.GetSprite();
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const fileName = pickupSprite.GetFilename();
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const effect = spawnEffect(
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PICKUP_EFFECT_VARIANT,
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PICKUP_EFFECT_SUB_TYPE,
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pickup.Position,
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);
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const effectSprite = effect.GetSprite();
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effectSprite.Load(fileName, true);
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effectSprite.Play("Collect", true);
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customPickupFunctions.collectFunc(player);
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return undefined;
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}
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// ModCallback.POST_EFFECT_RENDER (56)
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// PICKUP_EFFECT_VARIANT
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function postEffectRenderPickupEffect(effect: EntityEffect) {
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if (effect.SubType !== PICKUP_EFFECT_SUB_TYPE) {
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return;
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}
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const sprite = effect.GetSprite();
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if (sprite.IsFinished("Collect")) {
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effect.Remove();
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}
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}
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+
|
|
97
|
+
/**
|
|
98
|
+
* Helper function to register a custom pickup with the IsaacScript standard library. Use this
|
|
99
|
+
* feature for custom pickups that are intended to be picked up by the player, like keys and bombs.
|
|
100
|
+
*
|
|
101
|
+
* When IsaacScript detects that a player should be collecting the custom pickup, then the pickup
|
|
102
|
+
* will be immediately removed, and an effect showing the pickup's respective `Collect` animation
|
|
103
|
+
* will be spawned. (This emulates how a normal vanilla pickup would work.)
|
|
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|
+
*
|
|
105
|
+
* Note that when you specify your custom pickup in the "entities2.xml" file, it should have a type
|
|
106
|
+
* of "5" and be associated with an anm2 file that has a "Collect" animation.
|
|
107
|
+
*
|
|
108
|
+
* @param pickupVariantCustom The variant for the corresponding custom pickup.
|
|
109
|
+
* @param subType The sub-type for the corresponding custom pickup.
|
|
110
|
+
* @param collectFunc The function to run when the player collects this pickup.
|
|
111
|
+
* @param collisionFunc Optional. The function to run when a player collides with the pickup.
|
|
112
|
+
* Default is a function that always returns true, meaning that the player will
|
|
113
|
+
* always immediately collect the pickup when they collide with it. Specify
|
|
114
|
+
* this function if your pickup should only be able to be collected under
|
|
115
|
+
* certain conditions.
|
|
116
|
+
*/
|
|
117
|
+
export function registerCustomPickup(
|
|
118
|
+
pickupVariantCustom: PickupVariant,
|
|
119
|
+
subType: int,
|
|
120
|
+
collectFunc: (player: EntityPlayer) => void,
|
|
121
|
+
collisionFunc: (player: EntityPlayer) => boolean = () => true,
|
|
122
|
+
): void {
|
|
123
|
+
errorIfFeaturesNotInitialized(FEATURE_NAME);
|
|
124
|
+
|
|
125
|
+
const entityID = getEntityIDFromConstituents(
|
|
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|
+
EntityType.PICKUP,
|
|
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|
+
pickupVariantCustom,
|
|
128
|
+
subType,
|
|
129
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+
);
|
|
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|
+
const customPickupFunctions: CustomPickupFunctions = {
|
|
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+
collectFunc,
|
|
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+
collisionFunc,
|
|
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+
};
|
|
134
|
+
customPickupFunctionsMap.set(entityID, customPickupFunctions);
|
|
135
|
+
}
|
|
@@ -14,7 +14,7 @@ import { getRandomArrayElement } from "../../functions/array";
|
|
|
14
14
|
import { spawnEffectWithSeed } from "../../functions/entitiesSpecific";
|
|
15
15
|
import { newRNG } from "../../functions/rng";
|
|
16
16
|
import { isLRoom, isNarrowRoom } from "../../functions/roomShape";
|
|
17
|
-
import { trimPrefix } from "../../functions/string";
|
|
17
|
+
import { removeCharactersBefore, trimPrefix } from "../../functions/string";
|
|
18
18
|
import { erange, irange } from "../../functions/utils";
|
|
19
19
|
import { CustomStage } from "../../interfaces/private/CustomStage";
|
|
20
20
|
import { ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH } from "./customStageConstants";
|
|
@@ -83,7 +83,7 @@ const N_FLOOR_ANM2_LAYERS: readonly int[] = [18, 19];
|
|
|
83
83
|
* time passes, like most other effects.
|
|
84
84
|
*/
|
|
85
85
|
const BACKDROP_EFFECT_VARIANT = EffectVariant.LADDER;
|
|
86
|
-
const
|
|
86
|
+
const BACKDROP_EFFECT_SUB_TYPE = 101;
|
|
87
87
|
|
|
88
88
|
const BACKDROP_ROOM_TYPE_SET: ReadonlySet<RoomType> = new Set([
|
|
89
89
|
RoomType.DEFAULT,
|
|
@@ -118,7 +118,8 @@ function getBackdropPNGPath(
|
|
|
118
118
|
: customStage.backdropPNGPaths;
|
|
119
119
|
|
|
120
120
|
const pathArray = backdrop[backdropKind];
|
|
121
|
-
|
|
121
|
+
const randomPath = getRandomArrayElement(pathArray, rng);
|
|
122
|
+
return removeCharactersBefore(randomPath, "gfx/");
|
|
122
123
|
}
|
|
123
124
|
|
|
124
125
|
function spawnWallEntity(
|
|
@@ -134,7 +135,7 @@ function spawnWallEntity(
|
|
|
134
135
|
const seed = 1 as Seed;
|
|
135
136
|
const wallEffect = spawnEffectWithSeed(
|
|
136
137
|
BACKDROP_EFFECT_VARIANT,
|
|
137
|
-
|
|
138
|
+
BACKDROP_EFFECT_SUB_TYPE,
|
|
138
139
|
VectorZero,
|
|
139
140
|
seed,
|
|
140
141
|
);
|
|
@@ -14,6 +14,7 @@ import {
|
|
|
14
14
|
getTrinkets,
|
|
15
15
|
} from "../../functions/pickupsSpecific";
|
|
16
16
|
import { calculateStageType } from "../../functions/stage";
|
|
17
|
+
import { removeCharactersBefore } from "../../functions/string";
|
|
17
18
|
import { vectorEquals } from "../../functions/vector";
|
|
18
19
|
import { CustomStage } from "../../interfaces/private/CustomStage";
|
|
19
20
|
import { isCustomGridEntity } from "../customGridEntity";
|
|
@@ -31,7 +32,10 @@ export function setCustomDecorationGraphics(
|
|
|
31
32
|
): void {
|
|
32
33
|
// If the end-user did not specify custom decoration graphics, default to Basement graphics. (We
|
|
33
34
|
// don't have to adjust anything for this case.)
|
|
34
|
-
if (
|
|
35
|
+
if (
|
|
36
|
+
customStage.decorationsPNGPath === undefined &&
|
|
37
|
+
customStage.decorationsANM2Path === undefined
|
|
38
|
+
) {
|
|
35
39
|
return;
|
|
36
40
|
}
|
|
37
41
|
|
|
@@ -47,8 +51,22 @@ export function setCustomDecorationGraphics(
|
|
|
47
51
|
const sprite = gridEntity.GetSprite();
|
|
48
52
|
const fileName = sprite.GetFilename();
|
|
49
53
|
// On Windows, this is: gfx/grid/Props_01_Basement.anm2
|
|
50
|
-
if (fileName.toLowerCase()
|
|
51
|
-
|
|
54
|
+
if (fileName.toLowerCase() !== "gfx/grid/props_01_basement.anm2") {
|
|
55
|
+
return;
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
if (customStage.decorationsANM2Path !== undefined) {
|
|
59
|
+
const anm2Path = removeCharactersBefore(
|
|
60
|
+
customStage.decorationsANM2Path,
|
|
61
|
+
"gfx/",
|
|
62
|
+
);
|
|
63
|
+
sprite.Load(anm2Path, true);
|
|
64
|
+
} else if (customStage.decorationsPNGPath !== undefined) {
|
|
65
|
+
const pngPath = removeCharactersBefore(
|
|
66
|
+
customStage.decorationsPNGPath,
|
|
67
|
+
"gfx/",
|
|
68
|
+
);
|
|
69
|
+
sprite.ReplaceSpritesheet(0, pngPath);
|
|
52
70
|
sprite.LoadGraphics();
|
|
53
71
|
}
|
|
54
72
|
}
|
|
@@ -60,7 +78,10 @@ export function setCustomRockGraphics(
|
|
|
60
78
|
): void {
|
|
61
79
|
// If the end-user did not specify custom rock graphics, default to Basement graphics. (We don't
|
|
62
80
|
// have to adjust anything for this case.)
|
|
63
|
-
if (
|
|
81
|
+
if (
|
|
82
|
+
customStage.rocksPNGPath === undefined &&
|
|
83
|
+
customStage.rocksANM2Path === undefined
|
|
84
|
+
) {
|
|
64
85
|
return;
|
|
65
86
|
}
|
|
66
87
|
|
|
@@ -75,12 +96,41 @@ export function setCustomRockGraphics(
|
|
|
75
96
|
|
|
76
97
|
const sprite = gridEntity.GetSprite();
|
|
77
98
|
const fileName = sprite.GetFilename();
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
|
|
99
|
+
|
|
100
|
+
switch (fileName) {
|
|
101
|
+
case "gfx/grid/grid_rock.anm2": {
|
|
102
|
+
// The normal case of a rock.
|
|
103
|
+
if (customStage.rocksANM2Path !== undefined) {
|
|
104
|
+
const anm2Path = removeCharactersBefore(
|
|
105
|
+
customStage.rocksANM2Path,
|
|
106
|
+
"gfx/",
|
|
107
|
+
);
|
|
108
|
+
sprite.Load(anm2Path, true);
|
|
109
|
+
} else if (customStage.rocksPNGPath !== undefined) {
|
|
110
|
+
const pngPath = removeCharactersBefore(
|
|
111
|
+
customStage.rocksPNGPath,
|
|
112
|
+
"gfx/",
|
|
113
|
+
);
|
|
114
|
+
sprite.ReplaceSpritesheet(0, pngPath);
|
|
115
|
+
sprite.LoadGraphics();
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
break;
|
|
119
|
+
}
|
|
120
|
+
|
|
121
|
+
case "gfx/grid/grid_pit.anm2": {
|
|
122
|
+
// The case of when a rock is blown on a pit to make a bridge.
|
|
123
|
+
if (customStage.rocksPNGPath !== undefined) {
|
|
124
|
+
const pngPath = removeCharactersBefore(
|
|
125
|
+
customStage.rocksPNGPath,
|
|
126
|
+
"gfx/",
|
|
127
|
+
);
|
|
128
|
+
sprite.ReplaceSpritesheet(1, pngPath);
|
|
129
|
+
sprite.LoadGraphics();
|
|
130
|
+
}
|
|
131
|
+
|
|
132
|
+
break;
|
|
133
|
+
}
|
|
84
134
|
}
|
|
85
135
|
}
|
|
86
136
|
|
|
@@ -95,6 +145,8 @@ export function setCustomPitGraphics(
|
|
|
95
145
|
return;
|
|
96
146
|
}
|
|
97
147
|
|
|
148
|
+
const pngPath = removeCharactersBefore(customStage.pitsPNGPath, "gfx/");
|
|
149
|
+
|
|
98
150
|
if (isCustomGridEntity(gridEntity)) {
|
|
99
151
|
return;
|
|
100
152
|
}
|
|
@@ -107,7 +159,7 @@ export function setCustomPitGraphics(
|
|
|
107
159
|
const sprite = gridEntity.GetSprite();
|
|
108
160
|
const fileName = sprite.GetFilename();
|
|
109
161
|
if (fileName === "gfx/grid/grid_pit.anm2") {
|
|
110
|
-
sprite.ReplaceSpritesheet(0,
|
|
162
|
+
sprite.ReplaceSpritesheet(0, pngPath);
|
|
111
163
|
sprite.LoadGraphics();
|
|
112
164
|
}
|
|
113
165
|
}
|
|
@@ -136,7 +188,8 @@ export function setCustomDoorGraphics(
|
|
|
136
188
|
const fileName = sprite.GetFilename();
|
|
137
189
|
const doorPNGPath = getNewDoorPNGPath(customStage, fileName);
|
|
138
190
|
if (doorPNGPath !== undefined) {
|
|
139
|
-
|
|
191
|
+
const fixedPath = removeCharactersBefore(doorPNGPath, "gfx/");
|
|
192
|
+
sprite.ReplaceSpritesheet(0, fixedPath);
|
|
140
193
|
sprite.LoadGraphics();
|
|
141
194
|
}
|
|
142
195
|
}
|
|
@@ -2,6 +2,7 @@ import { EffectVariant, RoomShape } from "isaac-typescript-definitions";
|
|
|
2
2
|
import { game } from "../../core/cachedClasses";
|
|
3
3
|
import { getRandomArrayElement } from "../../functions/array";
|
|
4
4
|
import { spawnEffectWithSeed } from "../../functions/entitiesSpecific";
|
|
5
|
+
import { removeCharactersBefore } from "../../functions/string";
|
|
5
6
|
import { CustomStage } from "../../interfaces/private/CustomStage";
|
|
6
7
|
import { ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH } from "./customStageConstants";
|
|
7
8
|
import v from "./v";
|
|
@@ -17,7 +18,7 @@ type ShadowAnimation = "1x1" | "1x2" | "2x1" | "2x2";
|
|
|
17
18
|
* time passes, like most other effects.
|
|
18
19
|
*/
|
|
19
20
|
const SHADOW_EFFECT_VARIANT = EffectVariant.LADDER;
|
|
20
|
-
const
|
|
21
|
+
const SHADOW_EFFECT_SUB_TYPE = 102;
|
|
21
22
|
|
|
22
23
|
/** The animation comes from StageAPI. */
|
|
23
24
|
const ROOM_SHAPE_TO_SHADOW_ANIMATION: {
|
|
@@ -59,7 +60,7 @@ export function setShadows(customStage: CustomStage): void {
|
|
|
59
60
|
const seed = 1 as Seed;
|
|
60
61
|
const shadowEffect = spawnEffectWithSeed(
|
|
61
62
|
SHADOW_EFFECT_VARIANT,
|
|
62
|
-
|
|
63
|
+
SHADOW_EFFECT_SUB_TYPE,
|
|
63
64
|
centerPos,
|
|
64
65
|
seed,
|
|
65
66
|
);
|
|
@@ -68,7 +69,8 @@ export function setShadows(customStage: CustomStage): void {
|
|
|
68
69
|
sprite.Load(`${ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH}/stage-shadow.anm2`, false);
|
|
69
70
|
const decorationSeed = room.GetDecorationSeed();
|
|
70
71
|
const shadow = getRandomArrayElement(shadows, decorationSeed);
|
|
71
|
-
|
|
72
|
+
const pngPath = removeCharactersBefore(shadow.pngPath, "gfx/");
|
|
73
|
+
sprite.ReplaceSpritesheet(0, pngPath);
|
|
72
74
|
sprite.LoadGraphics();
|
|
73
75
|
sprite.SetFrame(animation, 0);
|
|
74
76
|
sprite.Color =
|
|
@@ -10,6 +10,7 @@ import { game, sfxManager } from "../../core/cachedClasses";
|
|
|
10
10
|
import { arrayRemove } from "../../functions/array";
|
|
11
11
|
import { getBosses } from "../../functions/bosses";
|
|
12
12
|
import { getRoomSubType } from "../../functions/roomData";
|
|
13
|
+
import { removeCharactersBefore } from "../../functions/string";
|
|
13
14
|
import { erange } from "../../functions/utils";
|
|
14
15
|
import { CustomStage } from "../../interfaces/private/CustomStage";
|
|
15
16
|
import { BOSS_NAME_PNG_FILE_NAMES } from "../../objects/bossNamePNGFileNames";
|
|
@@ -155,10 +156,18 @@ export function playVersusScreenAnimation(customStage: CustomStage): void {
|
|
|
155
156
|
// Boss
|
|
156
157
|
{
|
|
157
158
|
const { namePNGPath, portraitPNGPath } = getBossPNGPaths(customStage);
|
|
158
|
-
|
|
159
|
+
const trimmedNamePNGPath = removeCharactersBefore(namePNGPath, "gfx/");
|
|
159
160
|
versusScreenSprite.ReplaceSpritesheet(
|
|
160
|
-
|
|
161
|
+
BOSS_NAME_ANM2_LAYER,
|
|
162
|
+
trimmedNamePNGPath,
|
|
163
|
+
);
|
|
164
|
+
const trimmedPortraitPNGPath = removeCharactersBefore(
|
|
161
165
|
portraitPNGPath,
|
|
166
|
+
"gfx/",
|
|
167
|
+
);
|
|
168
|
+
versusScreenSprite.ReplaceSpritesheet(
|
|
169
|
+
BOSS_PORTRAIT_ANM2_LAYER,
|
|
170
|
+
trimmedPortraitPNGPath,
|
|
162
171
|
);
|
|
163
172
|
}
|
|
164
173
|
|
package/src/functions/npcs.ts
CHANGED
|
@@ -41,7 +41,7 @@ const NON_ALIVE_NPCS_TYPE_VARIANT: ReadonlySet<string> = new Set([
|
|
|
41
41
|
* Used to filter out certain NPCs when determining of an NPC is "alive" and/or should keep the
|
|
42
42
|
* doors open.
|
|
43
43
|
*/
|
|
44
|
-
const
|
|
44
|
+
const NON_ALIVE_NPCS_TYPE_VARIANT_SUB_TYPE: ReadonlySet<string> = new Set([
|
|
45
45
|
`${EntityType.CHARGER}.${ChargerVariant.CHARGER}.${ChargerSubType.MY_SHADOW}`, // 23.0.1
|
|
46
46
|
`${EntityType.MOTHER}.${MotherVariant.MOTHER_1}.${MotherSubType.PHASE_2}`, // 912
|
|
47
47
|
]);
|
|
@@ -81,7 +81,7 @@ export function isAliveExceptionNPC(npc: EntityNPC): boolean {
|
|
|
81
81
|
}
|
|
82
82
|
|
|
83
83
|
const entityTypeVariantSubType = `${npc.Type}.${npc.Variant}.${npc.SubType}`;
|
|
84
|
-
if (
|
|
84
|
+
if (NON_ALIVE_NPCS_TYPE_VARIANT_SUB_TYPE.has(entityTypeVariantSubType)) {
|
|
85
85
|
return true;
|
|
86
86
|
}
|
|
87
87
|
|
package/src/functions/pickups.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { CoinSubType } from "isaac-typescript-definitions";
|
|
2
2
|
import {
|
|
3
|
-
|
|
3
|
+
COIN_SUB_TYPE_TO_VALUE,
|
|
4
4
|
DEFAULT_COIN_VALUE,
|
|
5
5
|
} from "../objects/coinSubTypeToValue";
|
|
6
6
|
import { CHEST_PICKUP_VARIANTS } from "../sets/chestPickupVariantsSet";
|
|
@@ -14,7 +14,7 @@ import { isHeart } from "./pickupVariants";
|
|
|
14
14
|
* sub-types.
|
|
15
15
|
*/
|
|
16
16
|
export function getCoinValue(coinSubType: CoinSubType): int {
|
|
17
|
-
const value =
|
|
17
|
+
const value = COIN_SUB_TYPE_TO_VALUE[coinSubType];
|
|
18
18
|
// Handle modded coin sub-types.
|
|
19
19
|
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
|
|
20
20
|
return value === undefined ? DEFAULT_COIN_VALUE : value;
|
package/src/functions/string.ts
CHANGED
|
@@ -10,6 +10,18 @@ export function removeAllCharacters(string: string, character: string): string {
|
|
|
10
10
|
return string.replaceAll(character, "");
|
|
11
11
|
}
|
|
12
12
|
|
|
13
|
+
/**
|
|
14
|
+
* Helper function to remove all of the characters in a string before a given substring. Returns the
|
|
15
|
+
* modified string.
|
|
16
|
+
*/
|
|
17
|
+
export function removeCharactersBefore(
|
|
18
|
+
string: string,
|
|
19
|
+
substring: string,
|
|
20
|
+
): string {
|
|
21
|
+
const index = string.indexOf(substring);
|
|
22
|
+
return string.slice(index);
|
|
23
|
+
}
|
|
24
|
+
|
|
13
25
|
/**
|
|
14
26
|
* Helper function to remove one or more substrings from a string, if they exist. Returns the
|
|
15
27
|
* modified string.
|
package/src/index.ts
CHANGED
|
@@ -25,6 +25,7 @@ export {
|
|
|
25
25
|
removeCustomGridEntity,
|
|
26
26
|
spawnCustomGridEntity,
|
|
27
27
|
} from "./features/customGridEntity";
|
|
28
|
+
export { registerCustomPickup } from "./features/customPickup";
|
|
28
29
|
export * from "./features/customStage/exports";
|
|
29
30
|
export * from "./features/customTrapdoor/exports";
|
|
30
31
|
export * from "./features/debugDisplay/exports";
|
package/src/initFeatures.ts
CHANGED
|
@@ -3,6 +3,7 @@ import { characterHealthConversionInit } from "./features/characterHealthConvers
|
|
|
3
3
|
import { characterStatsInit } from "./features/characterStats";
|
|
4
4
|
import { collectibleItemPoolTypeInit } from "./features/collectibleItemPoolType";
|
|
5
5
|
import { customGridEntityInit } from "./features/customGridEntity";
|
|
6
|
+
import { customPickupInit } from "./features/customPickup";
|
|
6
7
|
import { customStageInit } from "./features/customStage/init";
|
|
7
8
|
import { customTrapdoorInit } from "./features/customTrapdoor/init";
|
|
8
9
|
import { deployJSONRoomInit } from "./features/deployJSONRoom";
|
|
@@ -42,6 +43,7 @@ function initFeaturesMajor(mod: ModUpgraded) {
|
|
|
42
43
|
}
|
|
43
44
|
|
|
44
45
|
function initFeaturesMinor(mod: ModUpgraded) {
|
|
46
|
+
customPickupInit(mod);
|
|
45
47
|
customTrapdoorInit(mod);
|
|
46
48
|
disableAllSoundInit(mod);
|
|
47
49
|
disableInputsInit(mod);
|
|
@@ -132,9 +132,24 @@ export interface CustomStageTSConfig {
|
|
|
132
132
|
*
|
|
133
133
|
* If not specified, the vanilla Basement decorations spritesheet will be used. For reference,
|
|
134
134
|
* this is located at: `resources/gfx/grid/props_01_basement.png`
|
|
135
|
+
*
|
|
136
|
+
* If you want to have custom animations for your decorations, then do not use this field and use
|
|
137
|
+
* `decorationsANM2Path` instead.
|
|
135
138
|
*/
|
|
136
139
|
decorationsPNGPath?: string;
|
|
137
140
|
|
|
141
|
+
/**
|
|
142
|
+
* Optional. The full path to the anm2 file that contains the custom animations for the
|
|
143
|
+
* decorations of the floor.
|
|
144
|
+
*
|
|
145
|
+
* If not specified, the vanilla Basement decorations spritesheet will be used. For reference,
|
|
146
|
+
* this is located at: `resources/gfx/grid/props_01_basement.png`
|
|
147
|
+
*
|
|
148
|
+
* If you do not want to have custom animations for your decorations, then do not use this field
|
|
149
|
+
* and use `decorationsPNGPath` instead.
|
|
150
|
+
*/
|
|
151
|
+
decorationsANM2Path?: string;
|
|
152
|
+
|
|
138
153
|
/**
|
|
139
154
|
* Optional. The full path to the spritesheet that contains the graphics of the rocks/blocks/urns
|
|
140
155
|
* for the floor.
|
|
@@ -146,18 +161,53 @@ export interface CustomStageTSConfig {
|
|
|
146
161
|
*
|
|
147
162
|
* If not specified, the vanilla Basement rocks spritesheet will be used. For reference, this is
|
|
148
163
|
* located at: `resources-dlc3/gfx/grid/rocks_basement.png`
|
|
164
|
+
*
|
|
165
|
+
* If you want to have custom animations for your rocks, then do not use this field and use
|
|
166
|
+
* `rocksANM2Path` instead.
|
|
149
167
|
*/
|
|
150
168
|
rocksPNGPath?: string;
|
|
151
169
|
|
|
170
|
+
/**
|
|
171
|
+
* Optional. The full path to the anm2 file that contains the custom animations for the
|
|
172
|
+
* rocks/blocks/urns of the floor.
|
|
173
|
+
*
|
|
174
|
+
* If specified, it is assumed that you have your own custom rock alt type, and all vanilla
|
|
175
|
+
* rewards/enemies that spawn from urns will be automatically removed. Use the
|
|
176
|
+
* `POST_GRID_ENTITY_BROKEN` callback to make your own custom rewards. Or, if you want to emulate
|
|
177
|
+
* a vanilla urn/mushroom/skull/polyp/bucket, use the `spawnRockAltReward` helper function.
|
|
178
|
+
*
|
|
179
|
+
* If not specified, the vanilla Basement rocks spritesheet will be used. For reference, this is
|
|
180
|
+
* located at: `resources-dlc3/gfx/grid/rocks_basement.png`
|
|
181
|
+
*
|
|
182
|
+
* If you do not want to have custom animations for your rocks, then do not use this field and use
|
|
183
|
+
* `rocksPNGPath` instead.
|
|
184
|
+
*/
|
|
185
|
+
rocksANM2Path?: string;
|
|
186
|
+
|
|
152
187
|
/**
|
|
153
188
|
* Optional. The full path to the spritesheet that contains the graphics of the pits for the
|
|
154
189
|
* floor.
|
|
155
190
|
*
|
|
156
191
|
* If not specified, the vanilla Basement pits spritesheet will be used. For reference, this is
|
|
157
192
|
* located at: `resources/gfx/grid/grid_pit.png`
|
|
193
|
+
*
|
|
194
|
+
* If you do not want to have custom animations for your pits, then do not use this field and use
|
|
195
|
+
* `pitsANM2Path` instead.
|
|
158
196
|
*/
|
|
159
197
|
pitsPNGPath?: string;
|
|
160
198
|
|
|
199
|
+
/**
|
|
200
|
+
* Optional. The full path to the anm2 file that contains the custom animations for the pits of
|
|
201
|
+
* the floor.
|
|
202
|
+
*
|
|
203
|
+
* If not specified, the vanilla Basement pits spritesheet will be used. For reference, this is
|
|
204
|
+
* located at: `resources/gfx/grid/grid_pit.png`
|
|
205
|
+
*
|
|
206
|
+
* If you do not want to have custom animations for your pits, then do not use this field and use
|
|
207
|
+
* `pitsPNGPath` instead.
|
|
208
|
+
*/
|
|
209
|
+
pitsANM2Path?: string;
|
|
210
|
+
|
|
161
211
|
/**
|
|
162
212
|
* Optional. A collection of paths that contain graphics for the doors of the floor. If not
|
|
163
213
|
* specified, the doors for Basement will be used.
|
|
@@ -2,7 +2,7 @@ import { CoinSubType } from "isaac-typescript-definitions";
|
|
|
2
2
|
|
|
3
3
|
export const DEFAULT_COIN_VALUE = 1;
|
|
4
4
|
|
|
5
|
-
export const
|
|
5
|
+
export const COIN_SUB_TYPE_TO_VALUE: { readonly [key in CoinSubType]: int } = {
|
|
6
6
|
[CoinSubType.NULL]: 0, // 0
|
|
7
7
|
[CoinSubType.PENNY]: 1, // 1
|
|
8
8
|
[CoinSubType.NICKEL]: 5, // 2
|