isaacscript-common 9.9.0 → 9.10.0

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@@ -28,6 +28,12 @@ export declare function isAliveExceptionNPC(npc: EntityNPC): boolean;
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  * the way to tell them apart is to check for a non-undefined `Entity.SpawnerEntity` field.
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  */
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  export declare function isDaddyLongLegsChildStompEntity(npc: EntityNPC): boolean;
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+ /**
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+ * Helper function to detect the custom death state of a Dump. When Dumps die, they go to
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+ * `NpcState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of
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+ * tears.
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+ */
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+ export declare function isDyingDump(npc: EntityNPC): boolean;
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  /**
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  * Helper function to detect the custom death state of an Eggy. Eggies are never actually marked
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  * dead by the game. Instead, when Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and
@@ -1 +1 @@
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- {"version":3,"file":"npcs.d.ts","sourceRoot":"","sources":["../../src/functions/npcs.ts"],"names":[],"mappings":"AAAA,OAAO,EAOL,UAAU,EASX,MAAM,8BAA8B,CAAC;AAgCtC;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAC1B,UAAU,GAAE,UAAe,EAC3B,OAAO,SAAK,EACZ,OAAO,SAAK,EACZ,cAAc,UAAQ,GACrB,SAAS,EAAE,CAGb;AAED;;;GAGG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CA4B3D;AAED;;;;;;;GAOG;AACH,wBAAgB,+BAA+B,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAIvE;AAED;;;;GAIG;AACH,wBAAgB,4BAA4B,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAOpE;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAO3D"}
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+ {"version":3,"file":"npcs.d.ts","sourceRoot":"","sources":["../../src/functions/npcs.ts"],"names":[],"mappings":"AAAA,OAAO,EAQL,UAAU,EASX,MAAM,8BAA8B,CAAC;AAgCtC;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAC1B,UAAU,GAAE,UAAe,EAC3B,OAAO,SAAK,EACZ,OAAO,SAAK,EACZ,cAAc,UAAQ,GACrB,SAAS,EAAE,CAGb;AAED;;;GAGG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAiC3D;AAED;;;;;;;GAOG;AACH,wBAAgB,+BAA+B,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAIvE;AAED;;;;GAIG;AACH,wBAAgB,WAAW,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAMnD;AAED;;;;GAIG;AACH,wBAAgB,4BAA4B,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAOpE;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAO3D"}
@@ -11,6 +11,7 @@ local ChargerSubType = ____isaac_2Dtypescript_2Ddefinitions.ChargerSubType
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  local ChargerVariant = ____isaac_2Dtypescript_2Ddefinitions.ChargerVariant
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  local DarkEsauVariant = ____isaac_2Dtypescript_2Ddefinitions.DarkEsauVariant
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  local DeathVariant = ____isaac_2Dtypescript_2Ddefinitions.DeathVariant
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+ local DumpVariant = ____isaac_2Dtypescript_2Ddefinitions.DumpVariant
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  local EntityType = ____isaac_2Dtypescript_2Ddefinitions.EntityType
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  local HopperVariant = ____isaac_2Dtypescript_2Ddefinitions.HopperVariant
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  local MamaGurdyVariant = ____isaac_2Dtypescript_2Ddefinitions.MamaGurdyVariant
@@ -46,6 +47,9 @@ function ____exports.isAliveExceptionNPC(self, npc)
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  if ____exports.isRaglingDeathPatch(nil, npc) then
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  return true
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  end
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+ if ____exports.isDyingDump(nil, npc) then
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+ return true
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+ end
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  return false
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  end
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  --- Helper function to distinguish between a normal Daddy Long Legs / Triachnid and the child entity
@@ -57,6 +61,12 @@ end
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  function ____exports.isDaddyLongLegsChildStompEntity(self, npc)
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  return npc.Type == EntityType.DADDY_LONG_LEGS and npc.SpawnerEntity ~= nil
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  end
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+ --- Helper function to detect the custom death state of a Dump. When Dumps die, they go to
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+ -- `NpcState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of
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+ -- tears.
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+ function ____exports.isDyingDump(self, npc)
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+ return npc.Type == EntityType.DUMP and npc.Variant == asNumber(nil, DumpVariant.DUMP) and npc.State == NpcState.SPECIAL
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+ end
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  --- Helper function to detect the custom death state of an Eggy. Eggies are never actually marked
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  -- dead by the game. Instead, when Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and
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  -- spawn 14 Swarm Spiders while their StateFrame ticks upwards.
package/dist/index.d.ts CHANGED
@@ -5785,6 +5785,13 @@ export declare function isDoorToMines(door: GridEntityDoor): boolean;
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  */
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  export declare function isDoorToMomsHeart(door: GridEntityDoor): boolean;
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+ /**
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+ * Helper function to detect the custom death state of a Dump. When Dumps die, they go to
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+ * `NpcState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of
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+ * tears.
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+ */
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+ export declare function isDyingDump(npc: EntityNPC): boolean;
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+
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  /**
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  * Helper function to detect the custom death state of an Eggy. Eggies are never actually marked
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  * dead by the game. Instead, when Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "isaacscript-common",
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- "version": "9.9.0",
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+ "version": "9.10.0",
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  "description": "Helper functions and features for IsaacScript mods.",
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  "keywords": [
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  "isaac",
@@ -5,6 +5,7 @@ import {
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  ChargerVariant,
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  DarkEsauVariant,
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  DeathVariant,
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+ DumpVariant,
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  EntityType,
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  HopperVariant,
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  MamaGurdyVariant,
@@ -101,6 +102,11 @@ export function isAliveExceptionNPC(npc: EntityNPC): boolean {
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  return true;
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  }
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+ // EntityType.DUMP (876)
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+ if (isDyingDump(npc)) {
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+ return true;
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+ }
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+
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  return false;
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  }
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@@ -118,6 +124,19 @@ export function isDaddyLongLegsChildStompEntity(npc: EntityNPC): boolean {
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  );
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  }
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+ /**
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+ * Helper function to detect the custom death state of a Dump. When Dumps die, they go to
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+ * `NpcState.SPECIAL`, spit out their head, and then slowly fade away while shooting a burst of
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+ * tears.
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+ */
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+ export function isDyingDump(npc: EntityNPC): boolean {
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+ return (
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+ npc.Type === EntityType.DUMP &&
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+ npc.Variant === asNumber(DumpVariant.DUMP) &&
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+ npc.State === NpcState.SPECIAL
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+ );
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+ }
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+
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  /**
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  * Helper function to detect the custom death state of an Eggy. Eggies are never actually marked
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  * dead by the game. Instead, when Eggies take fatal damage, they go into NpcState.STATE_SUICIDE and