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isaacscript-common

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Helper functions and features for IsaacScript mods.

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"use strict"; var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.CharacterHealthConversion = void 0; const isaac_typescript_definitions_1 = require("isaac-typescript-definitions"); const decorators_1 = require("../../../decorators"); const ModCallbackCustom_1 = require("../../../enums/ModCallbackCustom"); const pickups_1 = require("../../../functions/pickups"); const Feature_1 = require("../../private/Feature"); class CharacterHealthConversion extends Feature_1.Feature { characterHealthReplacementMap = new Map(); /** @internal */ constructor() { super(); this.callbacksUsed = [ // 38 [ isaac_typescript_definitions_1.ModCallback.PRE_PICKUP_COLLISION, this.prePickupCollisionHeart, [isaac_typescript_definitions_1.PickupVariant.HEART], ], ]; this.customCallbacksUsed = [ [ ModCallbackCustom_1.ModCallbackCustom.POST_PEFFECT_UPDATE_REORDERED, this.postPEffectUpdateReordered, ], ]; } // ModCallback.PRE_PICKUP_COLLISION (38) // PickupVariant.HEART (10) prePickupCollisionHeart = (pickup, collider) => { if (!(0, pickups_1.isRedHeart)(pickup)) { return undefined; } const player = collider.ToPlayer(); if (player === undefined) { return undefined; } const character = player.GetPlayerType(); const conversionHeartSubType = this.characterHealthReplacementMap.get(character); if (conversionHeartSubType === undefined) { return undefined; } // Prevent internal code from running, which will prevent the player from picking up the heart, // but will still allow the heart to bounce off of the player. return false; }; // ModCallbackCustom.POST_PEFFECT_UPDATE_REORDERED postPEffectUpdateReordered = (player) => { const character = player.GetPlayerType(); const conversionHeartSubType = this.characterHealthReplacementMap.get(character); if (conversionHeartSubType === undefined) { return undefined; } convertRedHeartContainers(player, conversionHeartSubType); removeRedHearts(player); }; /** * Helper function to make a character that has the same health mechanic as Blue Baby (red heart * containers --> soul hearts) or Dark Judas (red heart containers --> black hearts). * * Call this function once at the beginning of your mod to declare the health conversion type. * * In order to use this function, you must upgrade your mod with * `ISCFeature.CHARACTER_HEALTH_CONVERSION`. * * @public */ registerCharacterHealthConversion(playerType, conversionHeartSubType) { if (this.characterHealthReplacementMap.has(playerType)) { error(`Failed to register a character of type ${playerType} because there is already an existing registered character with that type.`); } this.characterHealthReplacementMap.set(playerType, conversionHeartSubType); } } exports.CharacterHealthConversion = CharacterHealthConversion; __decorate([ decorators_1.Exported ], CharacterHealthConversion.prototype, "registerCharacterHealthConversion", null); function convertRedHeartContainers(player, heartSubType) { const maxHearts = player.GetMaxHearts(); if (maxHearts === 0) { return; } player.AddMaxHearts(maxHearts * -1, false); switch (heartSubType) { case isaac_typescript_definitions_1.HeartSubType.SOUL: { player.AddSoulHearts(maxHearts); break; } case isaac_typescript_definitions_1.HeartSubType.BLACK: { player.AddBlackHearts(maxHearts); break; } } } /** * We also have to check for normal red hearts, so that the player is not able to fill bone hearts * (by e.g. picking up a healing item like Breakfast). */ function removeRedHearts(player) { const hearts = player.GetHearts(); if (hearts > 0) { player.AddHearts(hearts * -1); } }