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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.PonyDetection = void 0; const isaac_typescript_definitions_1 = require("isaac-typescript-definitions"); const decorators_1 = require("../../../decorators"); const ModCallbackCustom_1 = require("../../../enums/ModCallbackCustom"); const flag_1 = require("../../../functions/flag"); const playerDataStructures_1 = require("../../../functions/playerDataStructures"); const playerIndex_1 = require("../../../functions/playerIndex"); const Feature_1 = require("../../private/Feature"); const FLAGS_WHEN_PONY_IS_ACTIVE = [ isaac_typescript_definitions_1.EntityFlag.NO_KNOCKBACK, // 1 << 26 isaac_typescript_definitions_1.EntityFlag.NO_PHYSICS_KNOCKBACK, // 1 << 30 isaac_typescript_definitions_1.EntityFlag.NO_DAMAGE_BLINK, // 1 << 36 ]; const v = { run: { playersIsPonyActive: new Set(), }, }; class PonyDetection extends Feature_1.Feature { /** @internal */ v = v; /** @internal */ constructor() { super(); this.customCallbacksUsed = [ [ ModCallbackCustom_1.ModCallbackCustom.POST_PEFFECT_UPDATE_REORDERED, this.postPEffectUpdateReordered, ], ]; } // ModCallbackCustom.POST_PEFFECT_UPDATE_REORDERED postPEffectUpdateReordered = (player) => { const effects = player.GetEffects(); const entityFlags = player.GetEntityFlags(); const hasPonyCollectibleEffect = effects.HasCollectibleEffect(isaac_typescript_definitions_1.CollectibleType.PONY) || effects.HasCollectibleEffect(isaac_typescript_definitions_1.CollectibleType.WHITE_PONY); const isPonyActiveOnPreviousFrame = (0, playerDataStructures_1.setHasPlayer)(v.run.playersIsPonyActive, player); const hasPonyFlags = (0, flag_1.hasFlag)(entityFlags, ...FLAGS_WHEN_PONY_IS_ACTIVE); const isPonyActiveNow = hasPonyCollectibleEffect || (isPonyActiveOnPreviousFrame && hasPonyFlags); if (isPonyActiveNow) { (0, playerDataStructures_1.setAddPlayer)(v.run.playersIsPonyActive, player); } else { (0, playerDataStructures_1.setDeletePlayer)(v.run.playersIsPonyActive, player); } }; /** * Helper function to see if the player is under the effects of A Pony or White Pony charge. * Detecting this is difficult, as the temporary effect will disappear upon entering a new room. * * In order to use this function, you must upgrade your mod with `ISCFeature.PONY_DETECTION`. * * @public */ isPlayerUsingPony(player) { return (0, playerDataStructures_1.setHasPlayer)(v.run.playersIsPonyActive, player); } /** * Helper function to see if any player is under the effects of A Pony or White Pony charge. * Detecting this is difficult, as the temporary effect will disappear upon entering a new room. * * In order to use this function, you must upgrade your mod with `ISCFeature.PONY_DETECTION`. * * @public */ anyPlayerUsingPony() { const players = (0, playerIndex_1.getPlayers)(); return players.some((player) => this.isPlayerUsingPony(player)); } } exports.PonyDetection = PonyDetection; __decorate([ decorators_1.Exported ], PonyDetection.prototype, "isPlayerUsingPony", null); __decorate([ decorators_1.Exported ], PonyDetection.prototype, "anyPlayerUsingPony", null);