isaacscript-common 87.9.0 → 87.9.4
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/functions/rooms.d.ts +10 -2
- package/dist/functions/rooms.d.ts.map +1 -1
- package/dist/functions/rooms.js +12 -1
- package/dist/functions/rooms.lua +11 -1
- package/dist/index.rollup.d.ts +8 -0
- package/dist/isaacscript-common.lua +15 -4
- package/dist/lualib_bundle.lua +1 -1
- package/dist/tsdoc-metadata.json +1 -1
- package/package.json +6 -6
- package/src/functions/rooms.ts +13 -2
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@@ -1,5 +1,5 @@
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-
import type { BackdropType, BossID,
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import { Dimension, RoomType } from "isaac-typescript-definitions";
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import type { BackdropType, BossID, MinibossID, RoomShape } from "isaac-typescript-definitions";
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import { Dimension, ItemPoolType, RoomType } from "isaac-typescript-definitions";
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/**
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* Helper function for quickly switching to a new room without playing a particular animation. Use
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* this helper function over invoking the `Game.ChangeRoom` method directly to ensure that you do
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@@ -51,6 +51,14 @@ export declare function getRoomDataForTypeVariant(roomType: RoomType, roomVarian
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/**
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* Helper function to get the item pool type for the current room. For example, this returns
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* `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
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*
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* This function is a wrapper around the `ItemPool.GetPoolForRoom` method.
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*
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* Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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* function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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* is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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* need to distinguish between real Treasure Rooms and default rooms, then use the
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* `ItemPool.GetPoolForRoom` method directly.
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*/
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export declare function getRoomItemPoolType(): ItemPoolType;
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/**
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@@ -1 +1 @@
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1
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-
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{"version":3,"file":"rooms.d.ts","sourceRoot":"","sources":["../../src/functions/rooms.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EACV,YAAY,EACZ,MAAM,EACN,UAAU,EACV,SAAS,EACV,MAAM,8BAA8B,CAAC;AACtC,OAAO,EAEL,SAAS,EAOT,YAAY,EAEZ,QAAQ,EAGT,MAAM,8BAA8B,CAAC;AAsCtC;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,aAAa,EAAE,GAAG,GAAG,IAAI,CAcnD;AAED;;;GAGG;AACH,wBAAgB,WAAW,IAAI,GAAG,CAGjC;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,gBAAgB,IAAI,aAAa,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAiB1E;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wBAAgB,yBAAyB,CACvC,QAAQ,EAAE,QAAQ,EAClB,WAAW,EAAE,GAAG,EAChB,oBAAoB,UAAO,EAC3B,iCAAiC,UAAQ,GACxC,QAAQ,CAAC,UAAU,CAAC,GAAG,SAAS,CAgBlC;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,mBAAmB,IAAI,YAAY,CAUlD;AAED;;;;GAIG;AACH,wBAAgB,eAAe,CAAC,QAAQ,EAAE,QAAQ,GAAG,MAAM,CAE1D;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,QAAQ,CACtB,4BAA4B,UAAQ,GACnC,SAAS,cAAc,EAAE,CAO3B;AAED;;;;;;;;GAQG;AACH,wBAAgB,kBAAkB,CAChC,4BAA4B,UAAQ,GACnC,SAAS,cAAc,EAAE,CAqB3B;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CACjC,SAAS,EAAE,SAAS,GACnB,SAAS,cAAc,EAAE,CAe3B;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,IAAI,SAAS,cAAc,EAAE,CAW/D;AAED;;;GAGG;AACH,wBAAgB,SAAS,IAAI,OAAO,CAGnC;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,IAAI,OAAO,CAGrC;AAED;;;;;;;GAOG;AACH,wBAAgB,WAAW,IAAI,OAAO,CAGrC;AAED;;;GAGG;AACH,wBAAgB,SAAS,IAAI,OAAO,CAGnC;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAGpD;AAED;;;;GAIG;AACH,wBAAgB,YAAY,IAAI,OAAO,CAGtC;AAED;;;GAGG;AACH,wBAAgB,mCAAmC,IAAI,OAAO,CAG7D;AAED;;GAEG;AACH,wBAAgB,sBAAsB,IAAI,OAAO,CAGhD;AAED;;;;;GAKG;AACH,wBAAgB,yBAAyB,IAAI,OAAO,CAGnD;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,WAAW,IAAI,OAAO,CAGrC;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,eAAe,IAAI,OAAO,CAGzC;AAED,6FAA6F;AAC7F,wBAAgB,aAAa,IAAI,OAAO,CAGvC;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,IAAI,OAAO,CAGtC;AAED,+FAA+F;AAC/F,wBAAgB,OAAO,IAAI,OAAO,CAGjC;AAED,gGAAgG;AAChG,wBAAgB,eAAe,IAAI,OAAO,CAGzC;AAED;;;GAGG;AACH,wBAAgB,WAAW,IAAI,OAAO,CAGrC;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,UAAU,EAAE,UAAU,GAAG,OAAO,CAGhE;AAED;;;GAGG;AACH,wBAAgB,YAAY,IAAI,OAAO,CAGtC;AAED;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,GAAG,UAAU,EAAE,SAAS,SAAS,EAAE,GAAG,OAAO,CAGxE;AAED;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,GAAG,SAAS,EAAE,SAAS,QAAQ,EAAE,GAAG,OAAO,CAGrE;AAED;;;GAGG;AACH,wBAAgB,YAAY,IAAI,OAAO,CAGtC;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,IAAI,OAAO,CAGtC;AAED;;;;GAIG;AACH,wBAAgB,cAAc,IAAI,OAAO,CAMxC;AAED;;GAEG;AACH,wBAAgB,SAAS,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAEvD;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,eAAe,CAC7B,kBAAkB,CAAC,EAAE,SAAS,QAAQ,EAAE,EACxC,iBAAiB,UAAQ,EACzB,sBAAsB,UAAQ,EAC9B,sBAAsB,UAAQ,GAC7B,OAAO,CAwCT;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAMzD;AAED;;;;;;;GAOG;AACH,wBAAgB,WAAW,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAMzD;AAED;;;GAGG;AACH,wBAAgB,SAAS,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAEvD;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,QAAQ,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAO1E;AAED;;;;GAIG;AACH,wBAAgB,YAAY,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAM1D;AAED;;;GAGG;AACH,wBAAgB,mCAAmC,CACjD,QAAQ,EAAE,UAAU,GACnB,OAAO,CAIT;AAED;;GAEG;AACH,wBAAgB,sBAAsB,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAQpE;AAED;;;;;GAKG;AACH,wBAAgB,yBAAyB,CACvC,cAAc,EAAE,cAAc,GAC7B,OAAO,CAET;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,WAAW,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAQzD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,eAAe,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAI7D;AAED;;GAEG;AACH,wBAAgB,aAAa,CAAC,aAAa,EAAE,GAAG,GAAG,OAAO,CAGzD;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAQ1D;AAED,0FAA0F;AAC1F,wBAAgB,OAAO,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAErD;AAED;;GAEG;AACH,wBAAgB,eAAe,CAAC,aAAa,EAAE,GAAG,GAAG,OAAO,CAG3D;AAED;;;GAGG;AACH,wBAAgB,WAAW,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAMzD;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,CAC9B,QAAQ,EAAE,UAAU,EACpB,UAAU,EAAE,UAAU,GACrB,OAAO,CAOT;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,QAAQ,EAAE,UAAU,GAAG,OAAO,CAQ1D;AAED;;;;GAIG;AACH,wBAAgB,WAAW,CACzB,QAAQ,EAAE,UAAU,EACpB,GAAG,UAAU,EAAE,SAAS,SAAS,EAAE,GAClC,OAAO,CAET;AAED;;;;GAIG;AACH,wBAAgB,UAAU,CACxB,QAAQ,EAAE,UAAU,EACpB,GAAG,SAAS,EAAE,SAAS,QAAQ,EAAE,GAChC,OAAO,CAET;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,aAAa,EAAE,GAAG,GAAG,OAAO,CAGxD;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,QAAQ,GAAG,OAAO,CAE5D;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAAC,aAAa,EAAE,GAAG,GAAG,OAAO,CAGxD;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,IAAI,IAAI,CAWrC;AAED,iFAAiF;AACjF,wBAAgB,WAAW,CAAC,YAAY,EAAE,YAAY,GAAG,IAAI,CAG5D;AAED;;;;GAIG;AACH,wBAAgB,cAAc,IAAI,IAAI,CA8BrC;AAED;;;GAGG;AACH,wBAAgB,gBAAgB,IAAI,IAAI,CAKvC"}
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package/dist/functions/rooms.js
CHANGED
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@@ -166,13 +166,24 @@ function getRoomDataForTypeVariant(roomType, roomVariant, cancelRoomTransition =
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/**
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* Helper function to get the item pool type for the current room. For example, this returns
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* `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
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*
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* This function is a wrapper around the `ItemPool.GetPoolForRoom` method.
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*
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* Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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* function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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* is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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* need to distinguish between real Treasure Rooms and default rooms, then use the
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* `ItemPool.GetPoolForRoom` method directly.
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*/
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function getRoomItemPoolType() {
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const itemPool = cachedClasses_1.game.GetItemPool();
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const room = cachedClasses_1.game.GetRoom();
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const roomType = room.GetType();
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const roomSeed = room.GetSpawnSeed();
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const itemPoolTypeOrNegativeOne = itemPool.GetPoolForRoom(roomType, roomSeed);
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return itemPoolTypeOrNegativeOne === -1
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? isaac_typescript_definitions_1.ItemPoolType.TREASURE
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: itemPoolTypeOrNegativeOne;
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}
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/**
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* Helper function to get the proper name of a room type.
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package/dist/functions/rooms.lua
CHANGED
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@@ -20,6 +20,7 @@ local DownpourRoomSubType = ____isaac_2Dtypescript_2Ddefinitions.DownpourRoomSub
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local DungeonSubType = ____isaac_2Dtypescript_2Ddefinitions.DungeonSubType
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local GridRoom = ____isaac_2Dtypescript_2Ddefinitions.GridRoom
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local HomeRoomSubType = ____isaac_2Dtypescript_2Ddefinitions.HomeRoomSubType
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local ItemPoolType = ____isaac_2Dtypescript_2Ddefinitions.ItemPoolType
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local RoomDescriptorFlag = ____isaac_2Dtypescript_2Ddefinitions.RoomDescriptorFlag
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local RoomType = ____isaac_2Dtypescript_2Ddefinitions.RoomType
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local SoundEffect = ____isaac_2Dtypescript_2Ddefinitions.SoundEffect
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end
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--- Helper function to get the item pool type for the current room. For example, this returns
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-- `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
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--
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-- This function is a wrapper around the `ItemPool.GetPoolForRoom` method.
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--
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-- Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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-- function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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-- is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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-- need to distinguish between real Treasure Rooms and default rooms, then use the
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-- `ItemPool.GetPoolForRoom` method directly.
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function ____exports.getRoomItemPoolType(self)
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local itemPool = game:GetItemPool()
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local room = game:GetRoom()
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local roomType = room:GetType()
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local roomSeed = room:GetSpawnSeed()
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local itemPoolTypeOrNegativeOne = itemPool:GetPoolForRoom(roomType, roomSeed)
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return itemPoolTypeOrNegativeOne == -1 and ItemPoolType.TREASURE or itemPoolTypeOrNegativeOne
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end
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--- Helper function to get the proper name of a room type.
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--
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package/dist/index.rollup.d.ts
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/**
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* Helper function to get the item pool type for the current room. For example, this returns
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* `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
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*
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* This function is a wrapper around the `ItemPool.GetPoolForRoom` method.
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*
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* Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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* function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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* is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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* need to distinguish between real Treasure Rooms and default rooms, then use the
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* `ItemPool.GetPoolForRoom` method directly.
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*/
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export declare function getRoomItemPoolType(): ItemPoolType;
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--[[
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isaacscript-common 87.
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isaacscript-common 87.9.3
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This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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end
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local result = string.gsub(
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trace,
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"(
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"([^%s<]+)%.lua:(%d+)",
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function(file, line) return replacer(nil, file .. ".lua", file .. ".ts", line) end
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)
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local function stringReplacer(____, file, line)
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local DungeonSubType = ____isaac_2Dtypescript_2Ddefinitions.DungeonSubType
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local GridRoom = ____isaac_2Dtypescript_2Ddefinitions.GridRoom
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local HomeRoomSubType = ____isaac_2Dtypescript_2Ddefinitions.HomeRoomSubType
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local ItemPoolType = ____isaac_2Dtypescript_2Ddefinitions.ItemPoolType
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local RoomDescriptorFlag = ____isaac_2Dtypescript_2Ddefinitions.RoomDescriptorFlag
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local RoomType = ____isaac_2Dtypescript_2Ddefinitions.RoomType
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local SoundEffect = ____isaac_2Dtypescript_2Ddefinitions.SoundEffect
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end
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--- Helper function to get the item pool type for the current room. For example, this returns
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-- `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
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--
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-- This function is a wrapper around the `ItemPool.GetPoolForRoom` method.
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--
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-- Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
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-- function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
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-- is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
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-- need to distinguish between real Treasure Rooms and default rooms, then use the
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-- `ItemPool.GetPoolForRoom` method directly.
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function ____exports.getRoomItemPoolType(self)
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local itemPool = game:GetItemPool()
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local room = game:GetRoom()
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local roomType = room:GetType()
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local roomSeed = room:GetSpawnSeed()
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-
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local itemPoolTypeOrNegativeOne = itemPool:GetPoolForRoom(roomType, roomSeed)
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return itemPoolTypeOrNegativeOne == -1 and ItemPoolType.TREASURE or itemPoolTypeOrNegativeOne
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end
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--- Helper function to get the proper name of a room type.
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--
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return ____exports
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end,
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}
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-
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local ____entry = require("indexLua", ...)
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return ____entry
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package/dist/lualib_bundle.lua
CHANGED
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@@ -2241,7 +2241,7 @@ local function __TS__SourceMapTraceBack(fileName, sourceMap)
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end
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local result = string.gsub(
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trace,
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"(
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"([^%s<]+)%.lua:(%d+)",
|
|
2245
2245
|
function(file, line) return replacer(nil, file .. ".lua", file .. ".ts", line) end
|
|
2246
2246
|
)
|
|
2247
2247
|
local function stringReplacer(____, file, line)
|
package/dist/tsdoc-metadata.json
CHANGED
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "isaacscript-common",
|
|
3
|
-
"version": "87.9.
|
|
3
|
+
"version": "87.9.4",
|
|
4
4
|
"description": "Helper functions and features for IsaacScript mods.",
|
|
5
5
|
"keywords": [
|
|
6
6
|
"isaac",
|
|
@@ -34,13 +34,13 @@
|
|
|
34
34
|
"lint": "tsx --tsconfig ./scripts/tsconfig.json ./scripts/lint.mts"
|
|
35
35
|
},
|
|
36
36
|
"dependencies": {
|
|
37
|
-
"isaac-typescript-definitions": "43.0.
|
|
37
|
+
"isaac-typescript-definitions": "43.0.5"
|
|
38
38
|
},
|
|
39
39
|
"devDependencies": {
|
|
40
|
-
"@microsoft/api-extractor": "7.
|
|
41
|
-
"complete-node": "16.
|
|
40
|
+
"@microsoft/api-extractor": "7.57.7",
|
|
41
|
+
"complete-node": "16.3.1",
|
|
42
42
|
"eslint-plugin-sort-exports": "0.9.1",
|
|
43
|
-
"typescript-eslint": "8.
|
|
44
|
-
"typescript-to-lua": "1.
|
|
43
|
+
"typescript-eslint": "8.57.0",
|
|
44
|
+
"typescript-to-lua": "1.34.0"
|
|
45
45
|
}
|
|
46
46
|
}
|
package/src/functions/rooms.ts
CHANGED
|
@@ -1,7 +1,6 @@
|
|
|
1
1
|
import type {
|
|
2
2
|
BackdropType,
|
|
3
3
|
BossID,
|
|
4
|
-
ItemPoolType,
|
|
5
4
|
MinibossID,
|
|
6
5
|
RoomShape,
|
|
7
6
|
} from "isaac-typescript-definitions";
|
|
@@ -14,6 +13,7 @@ import {
|
|
|
14
13
|
DungeonSubType,
|
|
15
14
|
GridRoom,
|
|
16
15
|
HomeRoomSubType,
|
|
16
|
+
ItemPoolType,
|
|
17
17
|
RoomDescriptorFlag,
|
|
18
18
|
RoomType,
|
|
19
19
|
SoundEffect,
|
|
@@ -166,14 +166,25 @@ export function getRoomDataForTypeVariant(
|
|
|
166
166
|
/**
|
|
167
167
|
* Helper function to get the item pool type for the current room. For example, this returns
|
|
168
168
|
* `ItemPoolType.ItemPoolType.POOL_ANGEL` if you are in an Angel Room.
|
|
169
|
+
*
|
|
170
|
+
* This function is a wrapper around the `ItemPool.GetPoolForRoom` method.
|
|
171
|
+
*
|
|
172
|
+
* Note that `ItemPool.GetPoolForRoom` will return -1 in `RoomType.DEFAULT` (1) rooms, but this
|
|
173
|
+
* function will convert -1 to `ItemPoolType.TREASURE` (0) for convenience purposes (since the game
|
|
174
|
+
* is "supposed" to use the Treasure Room pool for collectibles spawned in normal rooms). If you
|
|
175
|
+
* need to distinguish between real Treasure Rooms and default rooms, then use the
|
|
176
|
+
* `ItemPool.GetPoolForRoom` method directly.
|
|
169
177
|
*/
|
|
170
178
|
export function getRoomItemPoolType(): ItemPoolType {
|
|
171
179
|
const itemPool = game.GetItemPool();
|
|
172
180
|
const room = game.GetRoom();
|
|
173
181
|
const roomType = room.GetType();
|
|
174
182
|
const roomSeed = room.GetSpawnSeed();
|
|
183
|
+
const itemPoolTypeOrNegativeOne = itemPool.GetPoolForRoom(roomType, roomSeed);
|
|
175
184
|
|
|
176
|
-
return
|
|
185
|
+
return itemPoolTypeOrNegativeOne === -1
|
|
186
|
+
? ItemPoolType.TREASURE
|
|
187
|
+
: itemPoolTypeOrNegativeOne;
|
|
177
188
|
}
|
|
178
189
|
|
|
179
190
|
/**
|